meanboss
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Everything posted by meanboss
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[SA] 'Tetris' Item Storage -&- inventory in clothing visuals
meanboss posted a topic in DayZ Mod Suggestions
Item Management System The item management can be iffy, remembering a rifle takes 10 slots, pistols take 5, etc. This would be much better displayed as a 'tetris' inventory system rather than a "X"/"Y" system (X = currently used || Y = available slots). This also has the advantage of using the item-grade mechanics (i.e. Military NVG can be smaller than civilian NVG) and it can also help balance gun space (SMG = 8, Pistol = 6, rifle = 10, AS50/M107 = 14 for example ~ because the idea that [2*revolvers =1*AS50]=crazy ~ and also item mags can be different sizes [AS50mag=1911mag=crazy]) Displaying Inventory in Clothing Visually: This could be very taxing on comps unless optimized correctly- also it should have a graphics option to not do it. Basically rocket mentioned having each piece of clothing have a mini-inventory (maybe just adding slots to a combined inv. [seems more likely] or a dropdown system for each part of clothing) and id like to advance on this by suggesting a dynamic clothing system where if you have mags stored on your vest, they appear in the mag pouches. Same with grenades and other tool items- like a water bottle hanging off your belt (not animated just stuck on there as part of the clothing when stored). Maybe just 3 or 4 visual locations linked to inv spaces (1,2,3,4) and items in those slots get displayed. Pockets in pants/shirts can expand/contract/'bulge' when items are stored in them, and also backpacks could be slimmer if they contain fewer items. Thoughts? Please Comment :D -
Forget my offer- someone from my unit (iwearpizza you failure) lost the chopper with the gear for my offer.
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1) Underground military bases! As much as a "civilian" gameplay would make sense, military loot is an integral part of gameplay- along with establishing a story of how the military was wiped out or retreated from the zombie infestation. 2) Military navel installations, maybe an abandoned destroyer/and|or/sub with military loot somewhere southwest of the mainland, maybe if another large island is put in to the west, somewhere between the 3. 3) "prepper" homes; underground shelter in back yard, dead corpses inside [+ a few zombies], supplies, farm-grade guns, maybe a bit of mil loot and battery stockpiles (if batteries are implemented) etc. 4) underground/underwater tunnels (like mainland to island 4 lanes, through a small mountain 2 lanes...) and dont forget about an abandoned traffic jam 5) ammo/weapon factory, sporting store (adding more variety for grocery vs. sporting goods [tents are in the sporting shops >.>) 6) abandoned mineshafts- could contain utility loot like axes and matches. Maybe an abandoned mineshaft could be a "Front" for a hidden military base (see suggestion #1) 7) caves and cave networks- some caves can "flood" if too close to the water? (items on ground would be lost?) 8) more realistic hospitals, rooms- hallways- reception areas- blabla... 9) A giant and mass-zombie populated mega city with large office skyscrapers, police departments, airstrip, etc... Perhaps on the island they added, since it doesnt have any cities like cherno.
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I had this issue for 2 days, and yesterday it randomly corrected it self (servers went from 0 to 20ish players) and then today BANG wont work again (1-4 players trying to connect, getting "something went wrong" errors left right and center-- no one can get in) Ive had alot of issues with this and many of my friends as well however people seem to keep acting like its an isolated issue however many people seem to be having troubles with it. It resolves itself for a little while then everything breaks down again- this is the kind of random and erratic BS id expect from a prototype quantum processor, not dayz servers.
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I can't be the only one... "Something went wrong! Disconnect and try again!"
meanboss replied to banksy12195@gmail.com's topic in DayZ Mod Troubleshooting
Situation resolved? Seems to be working now although for the last few days (retried over and over by multiple people) the servers I listed had <2 players at all time, and sometimes 4 or 5 that get kicked as soon as they try and actually join the game from the lobby. So, I did actually pay attention to the "try again" part of the message- and got nowhere 'trying again'. But as of posting, all server activity seemed to have skyrocketed (15,20,25+...) and its letting me (and others) join without problem. I assume it was a server side issue because the only ones that would allow me and others on, when most werent working, were handing out #20 script restrictions for food/drink to everyone. Must have been a script updating issue. -
I can't be the only one... "Something went wrong! Disconnect and try again!"
meanboss replied to banksy12195@gmail.com's topic in DayZ Mod Troubleshooting
A solution would be helpful if anyone knows anything? -yes, bumped, sue me. -
I can't be the only one... "Something went wrong! Disconnect and try again!"
meanboss replied to banksy12195@gmail.com's topic in DayZ Mod Troubleshooting
I have been having this issue on MANY public servers (CH11 [for some reason 10k ping for me...], US1993, US4458, US2254...) After it says "something went wrong, disconnect and try again" (which I have tried multiple times...) the cursor acts a little weird (slow/gittery) The servers that dont have this problem give script restriction #20 when I or a friend try to eat. (102591 -- 1.7.6.1) using DayZ Commander -
Tell me your stupidest death stories...
meanboss replied to Matteh's topic in DayZ Mod General Discussion
How To: Stupid deaths. 1) Crawl into tent... die. 2) Combat-roll over tent, onto beartrap, breaking legs, glitch through nearby vehicle, get crushed. 3) Place and arm beartrap, remove beartrap, walk forward, break legs where beartrap used to be, sniper bait. 4) Give admin a ride to his base, get blown up by satchle charge that the admin placed on the chopper after getting out. 5) Get a blackhawk smashed into you by admin while he plays "flight of the valkyries" on global chat. 6) Yell "FRIENDLY!!!" after being shot once by each man in a 3 man squad, instead of shooting back. 7) Alt-tab without realizing the 20 zombies slightly to the left of your FOV 8) Attempt to walk from one corner of the map to the other without realizing you'll need food and water to do so, die, try again. 9) Vault slightly -past- the ledge you need to stand on to access ladder 10) Run 3,000 meters only to stop for a moment and have a marathon-running zombie that has been chasing you since 3 towns ago run into you full speed and give you a sonic-speed-bitchslap knocking you out, making you bleed, and breaking your legs (c-c-c-combo!) at which point you will wake up just in time for the zombie to gulp down the last 10 points of your blood (and most of your major organ systems) --all this happened within my first 48 hours on DayZ. -
I suggest this for two reasons; 1) Once you get nightvision you are pretty much a god at night vs. people who dont have them... 2) The "scavange" aspect of the game could always use some more forced motivation! The idea is; things such as: nightvision, red dot sights, inferred sights, holographic sights, lasers, weapon mounted flashlights, hand-held flashlights, GPS, Radios(if they're implemented), satchle charges, and many other electrical devices; should run on batteries found throughout the world. Batteries should be mediumly-common in household areas and always in city stores. they shouldnt run out incredibly quickly, not be insanely long lasting, and maybe being able to be thrown (much like empty cans? idk if this is a good idea, but it gives them another use!). They also need to be stackable to quiet a degree. Along with increasing the motivation and nessesity of scavenging carefully through the enviroment, this also opens up the possibility of item-grades. "commercial" grade items (common flashlights for example) can use batteries very quickly, where as "millitary" grade items (military flashlight...) can produce slightly more light and uses batteries more efficiantly. As for the radio example, standard radios can have fewer channels and use batteries rather quickly while turned on, but military radios can last a bit longer (+25-35% sound good?) and have comercial channels + other wavelengths.
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Passengers, Stick your head and arm(s) out the window and open up a can of nothing much because your accuracy will be horrendous (but slightly better on road /vs. off) unless the car comes to a stop.
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I love it, but id hate something like minecraft speed. 5+ish hours of day sounds good -that said, there is a little something special when the game gets dark when it gets dark IRL (talk about !creepy! immersion [oculus rift anyone?])
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Well I was thinking Packs of 10 or so, but maybe small piles of 5. Fresh batteries (packs of 10) can be rare but used (half-dead) stacks of 5 laying around can be common. Mind you used and new batteries stack into different piles, and can stack to like 50 or something.. How I pictured it: sight optics dont run through batteries quickly, but nv/infered optics do (when activated)
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=P okay And sorry, I searched "Batteries" but didnt see much >.>
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The idea is: If you shoot someone with a high caliber bullet- its going to damage some of their gear. If you shoot them in the front of the chest, it can damage some the gear in their backpack, and also their clothes. Bleeding can cause blood to spill onto the clothes where you were hit and must wash them to get rid of it. Rifles can be hit with shrapnel and you must find scrap metal to repair them so you can use them. Scopes and various optics can break when you die and fall to the ground, so you will need to find glass to repair them and make them useable. When damaged, items have a chance of breaking depending on the location (damage to your back back will cause a larger possibility of damaged goods in backpack- damage to vest can break some items, headshot when target is wearing NV will break them (glass to repair)
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I like the fountain effect but having it after you've been killed is a tad silly. Maybe fountain only after a hit of X amount of blood (5k+?) and only for a second
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Merging Global and Private Player Info Based On Server Config
meanboss posted a topic in DayZ Mod Suggestions
Some people like being able to swap between servers (i.e. rescue squads, normal players swaping out based on server time, etc.) and some players absolutely hate global accounts because people often "ghost" in a firefight (switch server, change location, switch back). I think I came up with a solution to this. Rather than just having Global Servers and Hive servers, what about a minecraft-esque player-server that can allow for the selection of what is "local" and what is "global" Example: A server set to be fully global allows you to swap between multiple servers and your account is exactly the same on all of them- your location, inventory, blood, food, etc. is all called from the global DayZ account databases. Another server, ran by a different owner, believes players should be able to change their inventories from the global DB, however he dislikes the idea of ghosting in combat. The owner simpley changes a few values, and his server now makes "Possition" and "CharStats" (blood/food/etc) a local value (stored in the local DB or account files)- but the inventory of an account is still called from the global DB. Simple .cfg file can be made: //Player Account Options //If an option is set to "Local" it will be saved in the local files- if "Global", the information will be called from the DayZ account database Possition=Local //The Geographical Location of The Player Inventory=Global //Player Inventory including backpack and equiped items (such as clothing and weapons) CharStats=Local //These include Blood, Food, and temperature AccStats=Global //These include Humanity, Kills,Deaths, Distance Traveled, etc.... In this example, the account stats and invetntory are global, but the possition and character stats are local. If a player picks up a gun, it will be transfered to other global opion server, however if a player changes location in the server and changes to a global server, the global server will put him at his last-known location thats in the global DB. When he logs into the Local option server, he will be put at the last known location thats in the Local DB. This can be a very flexable system that can incurage different types of servers to appear (ones fully local, fully global, and mixed) (overtime this could possibly be linked to private DBs or private networks of servers by entering an address rather than "global/local" [this can prevent people making a global server, editing gear, and then going to another global server]) Example of this: //Player Account Options Possition=Local Inventory=(FriendlyServerIP):(ServerPort)+(DBuser):(DBpass) CharStats=(FriendlyServerIP):(ServerPort)+(DBuser):(DBpass) AccStats=Global //"global" links to playerdb.dayzmod.com (or whatever) ID LOVE FEEDBACK (sorry if this has been mentioned before? I searched but didnt find anything) -
Merging Global and Private Player Info Based On Server Config
meanboss replied to meanboss's topic in DayZ Mod Suggestions
Yes but that abuse will still be there with the private and global servers- this just adds more flexibility for server owners -
ingame FOV is horrible so thirdperson is a must for people like me who hate low FOV. (Oculus RIFT anyone?) but as far as removing 3rd person, I think it should be kept (and ofcourse there are options for disabling it on entire servers) I personally think that yes its a fun and imersive game but I dont know how im going to be any more imersed by getting motion sick from low FOV and shotty first person animation + the wounded shakes of a crack addict
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Helicopter crashes and Parachute changes
meanboss replied to Death_Dealer's topic in DayZ Mod Suggestions
How about a little notifier for whether or not your going to have a parashoot when you jump out? -
(written for DayZ standalone) I know how well you all seem to be doing in laying solid groundwork for DayZ, so I suggest this as a post-release major update. I was playing around and often saw people swapping out their gear based on attachments (i.e. Non-suppressed pistol for a suppressed one). While looking at the dev blog video that showed the new "item-scravenge" mechanic (that seems to be a good way to do things) I thought of a more fluid way to handle weapon attachments; make the attachments individual items that can be mounted and unmounted to weapons using a tool kit/box or perhaps a new weapon tool of some sort. The idea is that much like food and other items- weapon parts will be spawned around the map in locations that are often hidden. Some gun parts (low caliber suppressors for pistols and red dot sights) will be more popularly spawned than other gun parts (high caliber suppressors for some rifles, 4x,6x,12x sniper scopes). I wouldn't suggest all guns be able to mount suppressors, only a select few with "threaded barrels" like the M4 and not the M16 (so no M107s with suppressors and whacky s**t like that). Same for optics, the gun must have an optic rail (i.e. so the AKM cant have a sight but the M4 can, and the XM varriants cant be changed). This goes for sniper scopes as well with varrying zooms (x4,x6,x12 seem to be the most popular in games, but maybe even have a x6+x12 variable scope thats more rare military grade, and thermals/night visions/[etc]) Mounting: click the mounting item that opens up a GUI and guns/attachments are there... rest is up to your imagination depending on what the standalone inventory is like. Why I think this is so hard is because I think it would require over-hauling the entire weapon system and having the attachments show up ingame and swap out like that would be a pain and BLABLABLA so a simple version would be suppressor+pistol=removes mag, deletes pistol, spawns SD pistol.... but an overhaul of the mechanics would be preferred however its just much more challenging. Everyone is welcome to give their opinion- id love feedback
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Good on you for mentioning the Oculus Rift!!!!!!! :beans: I love that idea and that would work great if its programmed correctly and feels fluid -this really should have added support (at least with the oculus rift)
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Would be epic than combined with omni-direction tredmill and you have the most epic survival game evAr- (obecity would maybe drop a few points from all the sprinting!) Would I want people to actively work on this? fuck yes! Would I want the DayZ people to actively work on this? hell no! - I want them to just make DayZ. If they worked with another group of people who said "yea we'll do this mocap for 10 years and you do the standard DayZ" I would say fucking HELL YES. But id hate for this kind of tech to try and be the "jumping off point" -maybe a future version of DayZ when the mocap stuff is perfected with accuracy and low latency and tons of people can afford it + farcry 3 graphics in a DayZ type game; damn man that would be an epicsause game and would prob make tons
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Hidden Stash: How hard is it to make?
meanboss replied to ...Viper...'s topic in DayZ Mod Suggestions
Arrh, Matey! There be burried treasure here in these parts... -
Well thanks everyone for replies! sorry I didnt know it was already talked about (derp moment I guess...)