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Everything posted by Xeiom
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[Suggestion for Final Release] Characters feel Remorse..Sorta
Xeiom posted a topic in General Discussion
Hey Guys, I'll try keep it short to not bore. I came up with this idea and I'd like to know what the community thinks. I was just thinking of ways to help discourage kill on sight mentality without putting in unrealistic measures. The idea is 2 parts. The idea is that when you shoot a player dead, the game takes a quick screenshot. The screenshot is then attached to your character. (new characters mean all screenshots get deleted) The second part is that your character will now get small flashes of the screenshot (blended, not fully screen obscuring) The more people you kill the more screenshots you acquire and thus the more frequently they appear. Even a veteran bandit shouldn't be receiving them too frequently(once every 25-35mins?) and it should maybe select just 2 or 3 at a time to flash. Causing no more than 1.5 seconds of disruption and not impairing controls. This sort of leaves it up to the player if they are actually being bothered by all their kills and helps build up a character in the negative ways the apocalypse might affect your mental status. -
[Suggestion for Final Release] Characters feel Remorse..Sorta
Xeiom replied to Xeiom's topic in General Discussion
Yeah I suppose this might not align with Rockets vision of the game. I don't think this would affect how spontaneous things are, if anything it might make the game a tiny bit more unpredictable. I mainly suggest it because I feel that while hunger, thirst, and physical health are all accounted for in the game. Mental health is a very real aspect of survival and seems reasonably under represented. I agree that it's unlikely to work well, this sort of thing really requires a top notch implementation and I dare say for a game like DayZ more time investment to add correctly than worthwhile investing. Other features would likely take less time and add more to the game as a result. I'm not so sure, Rocket seems very fond of representing survival and mental health is not represented directly. I wouldn't be surprised if something similar to this was added. Brainstorming is a very powerful tool for creative media, sometimes bringing up and idea is useful not because the idea itself is going to be used but rather someone elses contribution brings forth a really great idea. -
[Suggestion for Final Release] Characters feel Remorse..Sorta
Xeiom replied to Xeiom's topic in General Discussion
I think people that are forced to kill in self defence or as an accident are actually more likely to receive vivid recollections than those going out to kill for sport. People with very low kill rates might not experience this at all or only once every few hours. The idea is to be an annoyance but to also be unpredictable. Something that frequent killers will suffer more than the occasional kill. It's true that not every human would necessarily get the flashes which could be accounted for with some background math, however not every human has the exact same shoe size and so far that's not an issue in the game! -
[Suggestion for Final Release] Characters feel Remorse..Sorta
Xeiom replied to Xeiom's topic in General Discussion
That leaves very little in the way of narrative. Any reasons you feel this is more detrimental than positive? -
[SA] Drastically increase vehicle number, make fuel currency
Xeiom replied to Xianyu's topic in DayZ Mod Suggestions
I really like this Idea. Rather than 100 vehicles per server, I'd be more hopeful that It works along the lines of 4 cars per small town and maybe 6 per city, even spawning out in the open where you'd expect a vehicle would be abandoned. I think the main problem we have currently is the unlimited fuel at fuel depos. We should have a limited amount of fuel in each and they should only refill under the same circumstances loot gets refreshed. -
Seems they do plan to sell this I very much doubt we'll see Zombie children from the official Devs. They have implied there will be modability and I'm sure some people will be happy to add elements like this to tailor the game experience toward what some groups would really enjoy, or like to see.,
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PLEASE MAKE THE DAY Z SA MORE GAMEPAD COMPATABLE!!!!!!!!
Xeiom replied to beavis_5000's topic in DayZ Mod Suggestions
Hopefully they will release a console version of the game so that many people can enjoy it without expensive computers and using a control scheme they are more familiar with using. I don't think that even the console port of DayZ will include some of the "aim-assist" mechanics present in most FPS games on current consoles though. The lack of those mechanics would mean that you're always going to be capable of achieving higher accuracy on a mouse when games don't have capped turn speeds. I used to play exclusively on consoles myself so I understand your frustration but if you just try to use it for a game or two it'll literally become second nature to you and before you know It you will be aiming better with the mouse than was ever even possible with the controller. -
Depriving players of the use of thier eyesight
Xeiom replied to Feral (DayZ)'s topic in DayZ Mod Suggestions
I love the idea of being able to have handcuffs/zippy cuffs and blindfolds. That capability to move other players who are restrained in this manner would also be great. I'd say that if a blindfold was implemented then having it as one that could be removed via shuffling the players head for a few minutes would be good so that abandoned players could end up seeing and travelling somewhere even if their hands are cuffed so they could try find someone to remove the cuffs or die to zombies to start again. Other players who see that player shuffling their head could re-secure it and tell the player to stop. I think the blinding via acid is probably complexity for the sake of complexity at this stage and would have very limited uses considering the presence of assault weaponry. -
I understand where you are coming from and I think part of the problem is the dissonance that the game has from the real world. In the real world (with a Zed problem) then you would consider working with people more readily because that person is another guy to watch you back. You are also less likely to try gun someone down for fear of death. To realistically make people stop so much (not all) killing on sight, we would really need to address the dissonance of the game from the real world. (ie, more fear of death) We should have more tools to disable and disarm players such as knocking them unconscious if we sneak behind them and zippy cuffs to place on people. I like the idea of blocking doors off, I don't think it needs to have a limit to how long you can do it but holding it for an extended duration should run your stamina down and increase hunger/thirst. (More Zeds should hasten this). There is no reason that players should be able to open the door you are holding shut, they couldn't in the real world so why could they here? Having the ability to kick at the door(draining them of some strength) and/or shoot through the door would be good though. To influence players that shooting isn't always the best course we should hopefully see some changes to abilities we have but also punish players for killing others. I'd say one of the best ways to punish players for killing other players is to give them some form of conscious. The effects of a conscious could be as simple as elevated heart rate and adrenaline rushes during firing meaning constantly killing players makes your character feel more broken with every kill.That would be a reasonable and realistic effect. I'd personally love to see flashes of partially transparent previous kills appear on the sides of the screen when aiming toward players to signify vivid memories that your character is suffering from at that moment, this idea is more of a concept though even if it was implemented and tested it would probably be removed for some reason or another.
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Solution to Rocket's Accessibility vs Discoordination Debate
Xeiom replied to applejaxc's topic in DayZ Mod Suggestions
I don't think this idea pushes in the direction of ridding the UI of unnecessary information or information we shouldn't have. I don't think we should get this information at all, while it is sort of nice to have I think for the public vanilla settings this should be disabled completely. People are still going to be able to find out where they are via landmarks and online maps quickly enough but knowing instantly removed some uncertainty and disorientation that players should possess when the first spawn. -
Why have you linked us pictures of trees? :rolleyes:
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I thought of this too, then I was informed that the zombies from Day Z are not the risen dead but are infected living people(like 28 days later)
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Day Z is already a very cruel game, this could be massively abused by organised players and be even more cruel. I Love it.
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Russian Community Consolidated Suggestions - A huge presentation for Rocket.
Xeiom replied to DZR_Mikhail's topic in Suggestions
Many of the points in this list are equivalent to suggestions made in my post(in my signature). Though this is a much more flushed out list of things with a lot more consideration I assume from many people. I don't agree fully on all points but they raise issues that are worth consideration. I sure hope Rocket gets some time to strife through It. -
I agree, seems we don't have kinetic feedback a small message would be appropriate.
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I love the Idea of tripping, Imagine an entire town of Zeds chasing you and a few at the front trip and end at the back. Holding doors closed is a great Idea, I'd love to see this also but I think we'd need to make sure players can shoot through the closed wooden doors if this was implemented and maybe even metal doors with a few shots. I really think Ziplines are cool in the way you've described but I also think that developing it wouldn't really add much to the game for the effort. You'd have to be crazy to have yourself out in the open in a major city because someone will shoot you. While I'd like this feature, there are hundreds more that would be better off benefitting from the development time. The rainwater idea while also really good I feel would again take too long to develop the tech for such a small feature. Blocking off ladders is a point I'm not fully sure what your intention was, how do you propose the ladders would be blocked? You can already get like tripwire or whatever it is that makes it difficult to walk somewhere, what's the difference between the wire fence and this? It would be great if you could wire fence a ladder at the bottom so that a potential climber would either have to take some time to dewire it or climb it really slowly or climb it fast but start to bleed. I'm not too concerned about campers with this one, DayZ was never intended to be a fair game and campers would eventually run out of food/supplies. Where does your idea sit in comparison to this wires suggestion? Also update your main post with more of your ideas, these few have been really good.
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I see your point and I'll agree that an additional type of Zed that could cause genuine moments of fear would be a great addition to the game. It is true that some people play videogames to escape reality but that is not the case for everyone and that is not necessarily the goals for DayZ as a game. Day Z is more a simulator than a game. The Zombies in day Z are not the dead resurrected they are merely people who have become infected with a virus that degrades cognitive function. This alone leaves Day Z on the more realistic end of the Zombie apocalypse scale. The more challenging aspects of the game are player interaction and taking care of your supplies, the Zeds are a secondary concern. The short answer would be giving "super powers" to the infected puts more emphasis on killing zombies and less on the core ideologies of the game. If you take your topic from this point of "We want a Zed that will scare people" and still keep it within the realms and context of the game world then we have a great topic. How about this: A Zed that has retained slightly more cognitive function, it's now a stalker. Unlike current Zeds it would have a larger field of detection, however when It detected you rather than run straight toward you it now hides. Trying to keep itself at a distance and Spy's on you, follows you across citys, hides behind objects and occasionally pokes it's head out to keep track of you. This guy is just watching, just waiting, don't worry he will attack you and you know he'll attack you but he's going to wait until it's a real problem for you. This Zed will slowly close his distance on you the longer he chases, every time you look in his direction he runs to the nearest cover. Imagine playing this game and knowing something is following you and it's just a matter of time or opportunity before it strikes. We also give him a battle cry, when he attacks he's going to alert everything, nearby Zeds will run toward the call and other players will hear it. When he closes in on you he waits until you have turned around and acknowledged him before he gives his screech. If he manages to get in melee range without you looking at him we'll have him simply stand over you until you turn around, you turn around to see that and then hear it screech and start attacking....You will know fear.
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Just designate one of you to continually kill himself until he spawns within a few minutes of you. Don't run silly amounts just because you all spawned the other side of the map from each other. Death needs to be a real punishment in this game and there are few real things that can be added to a game to give death a real meaning. Losing your equipment is one downside of death but for those working together having difficulties finding each other also adds another element of fear. Don't get me wrong, I understand your pain and it is a pain but it is a pain that adds to the experience.
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Hey There Forum Goers. TL;DR at the bottom I have a few idea's that I feel will really help keep Day Z an authentic survival game for a lot of players. I'm also trying to consider that people want to play with friends. Here are some suggestions that I feel should be default in the "vanilla" stand alone version of Day Z. I don't think they should be forced on privately hosted servers but should be options. Some of these things have been confirmed already but I feel they are worth mentioning. First I'd like to address the server playerlist, currently in the mod this is far too convenient. I would like to see this list hidden from players who are in game, currently you can just check it every few minutes and know you are completely safe if you are the only player. I'm not suggesting you remove this list from when people are trying to join servers but basically stop players from knowing the player count has increased when already connected. This way even joining an empty server you'll never know for certain that a player won't just jump you in five minutes time. There should probably be a friends list which allows you to know when a friend has joined your server (90% of people will know from 3rd party programs anyway so this should just help those people in the 10%) Death Reporting should be disabled. If you shoot someone at a long distance and you can't tell if you hit then you go find out the old fashion way. People that fall unconscious might be the ones with the last laugh if they get up just in time to stop you executing them! Private hosts should have the option to delay death reports by a specific time if possible so they can still have server wide fear when someone is on a rampage but also have the dilemma of finding the bodies even if only for a short time. Name Indicators should not be displayed. You have a target in your sights dressed the same as your friend? Better make the same decision you'd have to make in the real situation now! In Addition Range indicators should be disabled. Snipers, time to put your knowledge of the Mildot system to use just like you would in the real world. No server wide global chat. Again remember private hosts should have the option to enable. Nothing as scary as hearing someone's voice knowing they must be approximately < 100 meters away, ect. Night time needs a "pure dark" period where the only method of seeing is NVG's, torch light or small luminant sources. The best time by a landslide that I had in the mod was working through a town at night with two friends being scared to death that a player was going to see our flashlights and take us out. I'll admit this isn't what everyones looking for but those people will switch servers for a better time zone, not having this as a feature would be a considerable loss. I assume there will be a small downtime for servers where things would respawn, If the server always booted into darkness then people would have to search for stuff at the hardest time to collect stuff(in reference to people who join servers with 0 pop to get all the good stuff). Difficulty exclusive saves, I'd like to see different difficulties so that we can really entice all sorts of players in but I would love for these plays to be separated. I don't really like the idea of people finding some "easy mode" server, collecting all the gear and then slamming over to "veteran" servers with the same save to gun down the hard working veterans. I'm not sure how difficulty will work but I feel this should be mentioned if there is plans for different difficulties on the public hive. Kill on Sight gameplay can be cool but sometimes It's just not Day Z, as many know in the Mod you can click a button to lower your weapon but not many people know about this and not everyone can notice the difference between putting your weapon down a bit and having it pointed up. I'd really love to see one or two more animations that are far more obvious and have longer times to re-equip the weapon (as far as i'm aware there isn't a button to hands behind head). I would also like to see shortcuts to these animations presented on a loading screen so that much more people can be aware from their very early experiences with the game that they can "surrender" animation. The surrender animation could also not have the person drop their weapon which can be annoying to try to find, especially in a delicate situation so a drop your weapon button wouldn't really fill the gap. Day Z is one of the few games you can actually need to surrender yourself and the lack of animations doesn't lend itself to this amazing player interaction. Currently there is an issue in the mod where a dead player can log out to remove their corpse from the game, The people whom have died should have their bodies become part of the world environment so that they can be looted. Pulling the trigger can be a hard decision unsure if zombies are going to maul you to death. The last thing you want is for that to be followed by a corpse not being there when you get a kill, this also goes hand in hand with the death reporting. If you get a kill then the body is how you know. Bandits shouldn't be allowed to just log themselves when their kill goes wrong. Those are some core things that I feel really need to be present in the stand alone addition. I'd be happy to discuss issues with these idea's that people have and really hope that they all get considered by the stand alone team, even if they don't make it into the game in the form I've described. I'll keep updating the list as people raise valid points. I'll focus the status to be what I hope is default toward "normal" difficulty standard server settings. TL;DR: Everything I suggested should be default for vanilla but optional for private hosts.No Global chat (DONE)Night time should have a pitch black period. (ie Fix clouds, gamma, ect)Player List should not be visible when you have entered a server.No Names should appear when you hover over players (DONE)No Range indicators should appear in the UI. (DONE)Deaths should not be reported by the game to anyone especially the killer. (DONE)No Crosshair (Single dot is fair compromise)Different difficulties should have different savesHands in the air/on head animation (DONE)Corpse's should remain after logging out until server restart (DONE)
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I'm not sure if I clearly understand. Do you want both people to be knocked back or just the opponent? Either way I like the idea of realistic knock back, this is a simulator after all.
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Great Idea, The inventory system for the SA would probably be fully capable of supporting this so I suppose there are only two issues between this post and it going into the game. First issue would obviously be that they haven't thought of this idea(or seen this post) or don't want it due to it's complexity. Second issue would be the additional development time for individual weapon parts, each part would need a 3D model.
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Stand Alone Vanilla Settings - Authentic Survival
Xeiom replied to Xeiom's topic in DayZ Mod Suggestions
I suppose this is true, I'm thinking more toward players who might not understand such an animation system exists. I'm sure early adopters won't have the problem at all and I certainly wouldn't. My thinking is more toward the person who hears about the game from some gaming blog, checks it out and decides the way to surrender is to point his gun in the air or something like that. He gets gunned down and just assumes that they didn't care he surrendered. Next time it happens tries the same thing till he stumbles on the animation chance or something. I suppose this point is actually more of a "make some tips on loading screens for the newbies". -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
Xeiom replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I like the concept of having a somewhat customisable face, In the Mod I played on a server that allowed me to pick ARMA 2 marine heads and I felt this was pretty much perfect. My team had a reasonably easy time identifying me when I wasn't in camo gear. When I was in camo gear they had to make the authentic choice to figure out if the person they were aiming at was me or another camo wielding player. How might you ask was this an authentic choice? Player nicknames are not displayed on this server. I think that nicknames should be used solely to identify you in chat when you type(as you can not hear a voice from text), I think that other than this purpose they should not be displayed in Day Z at all. Locking a nickname to a Day Z SA purchase might be a worthwhile endeavour though. In the real world you identify your friends by what they are wearing, their actions and their face. If you can select a few different faces then combined with the SA clothes customisation and having no displayed name, you would have your authentic experience. I agree that the bandit skin idea doesn't realistically fully fit into the authentic feel of the game and with the upcoming clothing customisations in SA I hope that it gets tweaked in some manor. -
Stand Alone Vanilla Settings - Authentic Survival
Xeiom replied to Xeiom's topic in DayZ Mod Suggestions
Guess I should start work as a politician? :D I've only seen a limited amount of the E3 footage so I'll have to check them out. I would still like to have this as a firm point if just to emphasis that new players would probably be better off learning this sooner than later. The pattern of a player who doesn't know the surrender key is: gets told to surrender, doesn't surrender, gets gunned to the floor. That experience will happen regardless but it's much nicer if you actually know how to put your arms up when demanded so I recommend that this key in particular is displayed during the loading screen. I have to be honest I've always just assumed they were living dead. I wouldn't want this to happen if they are just infected humans as It would break the lore in the game. -
Stand Alone Vanilla Settings - Authentic Survival
Xeiom replied to Xeiom's topic in DayZ Mod Suggestions
This is also an issue that would be addressed. Your interaction with them is not so much of a problem but their experience when scavenging should feel authentic. It makes sense to scavenge when you feel no-one else will, that's what you would do. You would also not know for certain that you are scavenging alone and I feel that this element of not knowing is important. No-one could even enter the server but the knowledge that they "might" is enough to give you an experience, a jump, a moment of fear.