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I believe they plan to have realistic storage spaces. Rocket said they plan on adjusting them. Right now, as a placeholder, everything has six slots. I think, for example, if you have the typical shirt with one pocket in the front, then it'll only have one storage slot. So there won't be any magical storage spaces.
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I disagree about the difficulty. And I myself am going into programming, -just- beginning actually, and I'll tell you that this wouldn't be too hard to implement. I virtually even explained how it would work, look at my quoted post in the first post. You're also wrong about something else. If they started work on this system, they wouldn't have to finish it before they could release the Alpha. They've said many many times, that the moment the network bubble is done, unless something random comes up, then they'll release. Even with other stuff unfinished. For example, vehicles.
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Maybe. But that could be a for-sure thing, to a degree, rather than a random percentage chance. The game could keep track of where those items are, and if you actually land on them when you fall, then sure, they should take a little damage. If something is in your backpack and you fall forward, though, it should be fine. Night vision goggles, if they're sitting on your head, should only be damaged if you're crouched and you run into a wall, for example. I definitely don't think that if you trip and fall belly first to the ground, your head never touching it, that there should be a 10% chance for your NV goggles to be damaged. That would be infuriating. Sort of like the bug where repair would randomly not work. People hate that. Don't be lazy and give things a % chance of happening. Make it a realistic scenario or leave it alone, in my opinion.
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I disagree. Solid objects are much more durable than people. Even cellphones can be dropped from the top of buildings and be fine. The fact that a cellphone for example would be in your backpack or pocket, would make it virtually immune to damage. Clothing, however, might be -slightly- damaged, but in this game you're probably only going to land on your feet, which means only your boots/shoes/feet will be damaged as a result of fall damage. Maybe your legs, from absorbing the shock. Definitely no item damage, though.
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I think all of you are wrong when it comes to how difficult it would be to implement. They already have a system where you'll bleed from exactly where you got shot. Couldn't they use that exact same system? I'm studying to be a Computer Programmer myself, and I think it would work something like this. I'll try to make it as non-techie as possible. Instead of what you guys are proposing, where you'd have to create all the different parts of clothing, this system would kinda create itself. As said before, the game can already tell exactly where you were hit. So what it would do is this: When hit, it'll tell what piece of clothing is covering that spot, or whatever else is covering that spot, and it'll save data based on that exact same spot. So, let's say for example someone is wearing an armored vest, with a little square piece of metal in a front pocket. (This isn't built in, it's just something the player put in the pocket for added protection.) The player gets shot in that front pocket. The game knows the player got shot there, so it creates a... "variable" with the data of that exact spot. It looks at what the character's wearing. It recognizes that there's a pocket in that spot. It recognizes that there's something in that pocket. If there is no previous data for something, it is assumed to be in perfect condition, so it'll take from a default value, aka best condition. So the game looks at the damage of the bullet and the protection of the vest, and calculates how much of the bullet's damage is absorbed. Anything leftover penetrates the vest, hitting whatever's in the pocket. In this case, the player decided to stick a square piece of metal in that pocket, which will absorb 1 or 2 extra bullets. Here, we -could- try to make the game even MORE specific by trying to calculate where on that piece of metal the player got hit, but honestly I feel that's going too far. It'd be too difficult to do, unless they decided to make the physical models actually be represented on the player when they're stored. So if you put a can of beans in your pocket, the beans don't just disappear and are assumed to be in your pocket, the avatar would actually open his pocket and shove them in, then you'd have a bulge in your pocket, and from the right angle might even be able to see the can of beans. If they did that, then maybe that could be done. But that's wishful thinking. So, what this system would do is, every time the player gets shot in that destroyed pocket, it'll take away durability from whatever's in that pocket. So the piece of metal absorbs a couple hits, and after that if the player gets shot there, it'll tear through his shirt and damage him. What do you guys think?
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This is probably asking for too much, but what do you guys think about a point-specific durability damage system? What I mean is, the way it is now, you shoot a vest, and the entire vest gets damaged, and once it's destroyed damage goes through. What about, the vest gets shot, and only that specific point gets damaged? Then, if you get shot in that spot 1 or 2 more times, you'll take damage, but if you get shot elsewhere, you'll be fine. Wouldn't be that hard to implement, would it? Part two: The way it is now, once your vest or whatever is destroyed, the excess damage and any damage you receive after that to your vest, will 100% carry over to all the items in your vest. I think it should take into account exactly where your items are stored in/on your clothing. So what's in your pocket will only be hit if they actually shoot your pocket. Also, perhaps if I have a canteen hooked on the outside of my pants/belt, that won't be offered protection at all, but be even quicker to get to? Let me know if you guys agree. I realize that the damage system they have now was JUST implemented and that they probably plan to improve it, but just in case they don't, let's make sure they get the message. And feel free to add your own suggestions below. I'll add them to the main post if I and others like the idea. Finally, if you like this post, feel free to post a simple "I like it!" or whatever to bump the post, so I don't have to bump it myself, which is always awkward. I'll give you beans! :3
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Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
Varlun replied to Varlun's topic in DayZ Mod General Discussion
Haha, thanks. :P -
Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
Varlun replied to Varlun's topic in DayZ Mod General Discussion
Shameless bump after a few days. Even if you don't have a tip to leave, feel free to let me know if you got anything useful out of my guide, and I'd also love to hear exactly what helped you out! -
Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
Varlun replied to Varlun's topic in DayZ Mod General Discussion
I appreciate everyone's input so far. I'm definitely still accepting criticism and tips from everyone. Just leave a comment and let me know what you think! -
Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
Varlun replied to Varlun's topic in DayZ Mod General Discussion
This is a case by case situation thing. I appreciate your submission, but I don't think I'm going to be adding this one. Thank you, though. -
Varlun's Advanced DayZ Tips & Tricks Guide (Submit your own tips!)
Varlun replied to Varlun's topic in DayZ Mod General Discussion
Hmm. I might have to start checking them myself, actually. I generally considered them to be empty when I saw the little weapon symbol with the dots. But maybe I've been missing things.