P8f4El
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http://jsfiddle.net/3aaQz/ It's just some ugly javascript code in a html file but it does the job at showing off what i'd like to see in DayZ eventually. What i made is a stamina system that constantly gets drained depending on the situation and steadily refilled. It's pretty simple and pretty intuitive i feel. How fast you are moving drains stamina, if you are carrying things around it will drain even faster. Actually the faster you try to move, the more noticeable the drain from the equipment becomes (each running mode has a different multiplier). If you get shot or hurt, your max stamina level will decrease and can only be reverted by healing yourself up. The idea behind this is that when you shoot someone they will have a much tougher time getting away. It is kinda tough sprinting with a handful of bullets lodged in various body parts. Sprinting, running, and walking all require a certain minimum amount of stamina. It's 70 for sprinting i believe which allows you to sprint for a good 10 seconds before you become too drained and can only walk. If like mentioned you get shot (twice since i made it take away 20 max points here) you would not be able to sprint at all until healed. Another thing i put in here are progression elements. Max Stamina, stamina regain and strength all gradually increase as you advance, fast at first but much slower after that. Mind you, they all have a ceiling. Would be silly to see people sprint from one end of the island to the other. Mind you absolutely nothing about this has been balanced or anything. I also made it so that the amount of stuff you carry on you influences your running speed and stamina drain. As your character gets stronger though this, for the same weight, gets less. I thought about adding hunger, thirst and sickness influencing stamina, but i felt like, for something that really has no use, i put enough time in it already. Hope you enjoyed this awe inspiring display of bad code, and actually not that many bugs.
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I was just to propose this myself, luckily i found this thread. To elaborate a bit on the idea which Konna already started, having mirrors reflect lightwould allow people being peeked at to easily spot them if the person using them is facing the sun or has a torch being pointed in their direction. An "easy" way to do the mirror thing without making a mirror would be to move the camera.
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I just read through this entire thread and i'd just like to applaud phlOgistOn for sticking to his guns and putting forward well argument replies throughout it. As for the actual issue, i fear i can't add much. The Fourth Wall mod shown in the OP seems like a really good way to tackle this i feel, with some added work to make it a bit more fluid.
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i suppose that this is kind of an extension of the "players starting only with a flash light" debate but after a quick forum search i did not find anything on what i am about to suggest. The flashlight in DayZ is a pretty essential tool when it comes to night time playing but i find it to be a bit too efficient. So i would like to suggest the addition of a dynamo powered led flashlight that of course would be way more common than the normal flashlight (as it is in real life, ok kind of debatable but you should at least have one in your car). The upside of these things is that you can recharge them by hand and are small and light, the down side is that they don't illuminate all that far and you need to power them up very often and they make a bit of noise when charging. I'd say it is a fair balance. There are 3 kind of these. The ones with the crank and the trigger pump that you can charge while aiming (at a very low luminosity) and the shake variant that looks like you are furiously masturbating. It would be nice to see these 3 in the game with the shake version perhaps regaining power faster. It would be the ideal beginner flash light. On the other side of the spectrum i would also like to see big high power flashlights that of course drain battery way faster than the normal ones but illuminate further and wider.
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Hi there, I actually have not played DayZ (lappy won't run it plus it is too unstable to my taste in its current alpha phase so i prefer to wait) but i've watched quite a bit of it and feel confident enough to talk about it and i have been thinking about about a similar idea that i think would mix well with yours. Naturally all what i am about to suggest would have to be balanced properly. The main way of getting better at something would be by doing it. Everything has a out of hundred skill property, the more skill points you get the better you get at using it. For example take one of the the sniper rifles in the game. For every shot you fire you would gain 0.25 skill point and for every head shot you would get 2. with every 10/100 you get with that gun the camera shake will slightly become less and the time it takes for you to get your gun ready will become less. Of course when you get to 100/100 you will only be say 40% more accurate than a starting player with that specific gun. This will make players specialize and try and form groups of individuals who complement each other. Another example would be whenever someone uses a bandage be it on him/herself or on someone else their skill is raised by 1 point and every 10 points they become a bit quicker at doing it. Same goes for blood transfusions although they could also give out a bit more blood when a player becomes more skilled (less waste). Skill raising books could add 20 skill point to whatever they are about and can only be read once by a player. However once read it can be passed to another player making it a very valuable object. Naturally these books should be extremely rare and perhaps it would be an idea to have only 2 different books for each subject and only 1 unique copy of them on the map. Skill sharing i find to be an extremely interesting idea and a pretty realistic one as well. After all you pick stuff up from your surrounding. To go back to the sniper rifle example i'd say that whenever you have another player in your immediate range shoot someone you get 0.1 skill point better at it, 0.2 for a headshot. I would also like to suggest that it would be impossible for people to learn skills from others unless that person has at least 40/100 skill points. Also players should not be able to getter better than another person via shared learning. When a player has passed say the 90/100 skill points in something i would like to suggest that learning from them becomes more effective. So for the sniper again insteal of getting 0.1 skill point you'd get 0.2 for a normal shot and 0.4 for a headshot. A final thing that i would like to suggest and i understand if some people are against this one would be to allow people to maintain up to 50 percent of their obtained skills when they are killed depending on how long they managed to stay alive. So from 0-1h alive your maintain nothing, 1-2h you maintain 10percent, 2-3h 30percent 3+h 50 percent (again everything that i've said up to know should be balanced properly). Also not to break the "immersion" i think it should be impossible to look up what your skills currently are. Perhaps only display them when you get killed.