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Everything posted by Pliskinki
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Please, fix the head torch light direction. It is lighting backwards from the characters head. Don't release the game with this kinds of bugs please... You gonna kill it.
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The first iteration of Stamina System in DayZ has been a strong topic of discussion here, so I decided to share with you all my expectations on it, but first, let me give you an example of the flaws I noticed as it stands right now. • Lack of intuitiveness What I mean by "intuitiveness"? Well... If you see someone carrying a huge backpack, a gun and some tools on their backs, and you were wearing light clothing, and a pistol or a rock, whatever... Who do you think that would run faster in a chase scenario? As soon as you think about this, I believe you would assume: "Okay, izi bro. The «light weight guy» would catch the «hoarder»!" This is what you expect when you first interact with the game (based on observations and thoughts of a friend's experience when trying out DayZ 0.63.) This is how it works right now... Even though the «Light Guy» has a huge stamina bar and the «Hoarder» a smaller one. As soon as «Light Guy» spends his huge stamina bar, he and the «Hoarder» will run at the same speed, and neither of them will be able to catch each other, because the stamina regens at the same speed. • What should be done if we need to keep stamina regenerating at the same speed? Make it so everyone have a huge bar, regardless of the amount of weight they are carrying. Instead of shrinking it, slow the player's running speed based on their total weight. This won't be detrimental if well designed and balanced, as players right now, on top sprinting speed can run like Usain Bolt. Hoarders should run a little slower than the actual sprinting speed, and that will be it... Well, by this point you got the idea, right? This is the way I expected it. Besides... If the «Hoarder» was in a "do or die" chase situation, he could effectively drop his stuff and be able to run faster again. Which right now, won't do much for our poor hoarder. Thanks for reading, comment whatever you think that is lacking or is faulty over this solution. (Remember, we will have vehicles "sooner than folks think".) Copy and pasted from my reddit's post.
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Hello all, I'll remember you all of a concept that has been suggested before, adding it to the context of our actual 0.63 state of updates. This is the effect I expect from the unconscious state of DayZ: Now, that you saw how gruesome this effect looks and feels, you know how impacting it is. So let me expand it, using the health systems we saw at 0.63 and how this shock/unconscious effect should come into play in a smooth and neat manner. Check this image from Status Report of 27th February, displaying to us the hit-boxes of body parts that the new player model actually have. As you can see, we have Spine, Lungs, Liver, Heart and Brain. We also have the actual Health system which is basically tied to - Health Percentage & the amount of blood your character have. Finally, with all of this in mind, my suggestion and also my expectation is: Whenever you lethally wound someone. If the damage wasn't done to the Heart or to the Brain, and was enough to drop Health Percentage to 0%, Make it so the character goes into that shock/unconscious state by forcing him into first person view mode only and adding that gruesome effect + sounds then, let him die slowly and painfully by the wound blood loss which should have drain rate as fast as 30 seconds or 1 minute after the limb gets shot. If the damage was done to the Heart or to the Brain tho, it should keep the cold and solid blackout while popping the iconic "you are dead" message, just as it is when we die now. This would be insane if you went down by infected attacks too since the damage infected do are done to either Health Percentage AND the amount of blood, imagine you going down and while seeing the infected screaming and destroying you while your character is struggling in pain and slowly dying... What a sight, what an experience! Enough of the "dying" moments, use your imagination now, how intense would it be to be saved in such a situation? The immersion and experience would sky rocket, you are there, seeing red all over your screen, struggling to see something because the screen keeps fading, the character out of breath and in heavy pain, infected all around you, every sound has a faint echo to it, then you start hearing gun-shots and all the infected just dropping dead around you, then you hear some Russian guy with a crappy mic talking to you with the echo effects of your state "Comrade I help, get up, lets go!" He then CPR, feed you some food, and then, you are back up and set to go seeing everything faded and black and white. Hell! You just had one of the most immersive situations a game could bring in an online multiplayer environment! Congratulations! This is not the only situation... After this, people would be way more capable of deciding wether they want to straight up execute the victim, or interact with them by saving them and doing whatever they decide to do. You can see this system reproduced in many modern games. From Rust, to PUBG, to Post Scriptum(Head shot to finish someone, body shot to just drop them, enabling them to be revived by someone else). Every single one of you reading this, are probably familiar with it, but I firmly believe that none of them is able to reproduce this system in the strong, intense and gruesome manner that DayZ probably is capable of delivering with Enfusion Engine and 0.63 now. So please devs, make my dreams come true. I want this experience in DayZ.
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I feel like keeping this debug feature is fine for the game, and this is why: The debug hotkey (CTRL + R) as it is now only chambers rounds on empty guns, and cycles magazines that are previously managed, prepared and fully loaded for combat. This feature solidify the player's necessity of foreseeing and managing their inventory and magazines beforehand, in order to survive a fight. The counter to the "ease of use" of the CTRL + R method, happens when the player runs out of ammo on their mags... If said player doesn't have the hotkeys set for the right items (Gun / Loaded Mag / Empty Mag / Ammunition) in order to "quick re-load" like many people are doing right now. Check the link to have a sight of what I'm describing here: "The proper way to reload" by u/DannyDog68 The player will then have to run, not able to fight anymore, being at a severe disadvantage, since he will have to chamber rounds into his gun, he will have to hide and stop somewhere, to "tab" into his inventory, manage his magazines and re-stock the ammo into them. So, with this we can conclude: CTRL + R is good to prepared players but has it's flaws as it only chambers rounds after your magazines are all empty. This method has a very specific role, and should be kept as it saves a lot of hassle for new players and feels super intuitive. Managing hotkeys like now, is the safe route to those who want to survive and fight in any situation, making it the best method of reloading. Players that get more used to the game will eventually notice this, learn it and use it to their advantage, instead of the CTRL + R method if it is kept. The hotkey method will then become part of the learning curve, thus, it will become the "veteran" and safe approach to handling our weapons. Note: This was an answer to the dev's decision on not keeping the CTRL + R method of reloading that reddit's user - u/yasen400 found out. I brought the topic into a discussion on a reddit post, click the hyper-link if you wan't to check how the discussion went... One answer I had there was about the lack of internal magazine weapons added into the game at this point in 0.63 time and how easy the method would make to handle these weapons, which is a fact that might affect the functionality of the feature, and my answer was...
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The way I see it, people need to adapt themselves to this "new game" called DayZ 2.0 by the devs. And I agree with you, the game is now, what it should be, punishing and harsh, a real survival experience. I was really immersed when I played last stress test, and enjoyed the rainy mood that were present on the many servers, it was an awesome experience. What scares me tho, is the lack of attitude from the player base, to actually take this adventure and face the game's challenges. I played for about 5~6 hours, did a counter-clock run through the map. And up north/west, I didn't saw a single soul. Everybody was running up and down the coast and repeatedly dying like mindless robots... This was and still as of now, a shock for me since it is not so hard to get the grip on things, or ask questions to other players in order to survive better.
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0.63 is a patch that has so much potential! The new controller feels great and plays nice, reloading is super cool and tactical now, but I noticed a little lack of schematization for the keyboard and controller, so this is a suggestion on this side of things. 1 - Tactical Reload: Tap "R" twice, to drop the mag out of your weapon so you can rapidly reload your gun if you had not space in your inventory to do the natural reload. 2 - Weapon Attachments: Tap "Middle Mouse Button" (Since now it is not particularly tied to ADS) to activate your firearm attachments, Flashlights, Red Dots, etc... 3 - Firearms Melee (But-stock bash, Bayonets, etc...): Hold "Middle Mouse Button" while weapon is raised to perform the action. I think this would cover everything that I felt that is lacking for the controllers to be perfect. Also I believe that the loading screen of the game should give "tips" about the controllers, so it would be more intuitive for new players since the game has a pretty neat but different from the usual, OR, you guys could link a little video teaching people how to do stuff. Well, that's it, thanks for reading.
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Nice!
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@Baty Alquawen I know this is probably not a possibility at this point, but could you ask the guys to add bolts to the Gift boxes loot table? Bolts for the crossbow, since they are kinda hard/centralized to find. I can only find them at West Lopatino Checkpoint car wrecks, the crossbow is such a cool weapon!
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One man, one legend.
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Whoever had the idea for these boxes, give the person a hug and some xmas cake! This has bumped my gas back up to play DayZ, I've played a lil bit in Experimental, found some boxes with really good stuff and now I have a good reason to go and scavenge the world instead of just going straight to military areas to fight for loot. Now is time for my stashed VSS to shine, it is now manageable to use and upkeep. Thanks devs, I really wish these boxes get ported in a form of supply boxes with more mixed up loot then the actual gift boxes when xmas ends, this will for sure make geared people go to random spots around the map creating fun and unexpected encounters and skirmishes.
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First of all, check this reddit Thread: https://www.reddit.com/r/dayz/comments/767m9m/winter_is_coming/ To be plain and simple, Dynamic Weather is kinda of a must for DayZ in the mind of many, many people... It is something that would add greatly to the game as a survival game and most players would be astonished about it being implemented in the game, so I ask, fully knowing how hard it would be to code something like this: Why not put Dynamic Weather in game? DayZ dev team has since a long time been one of the most audacious and persistent devs I've ever seen in the game industry, even tho a lot of people take a piss on the game, I still insist to everyone saying crap: "You wait, and you'll see that this game is going to be a beast." You guys have done a new engine entirely, so as a plea from the entire community, add this feature in the near future, just like the overhaul and revitalization of vegetation in .62, do it, as Eugen usually says: "The only way out of this, is creating an insanely good game." (or something along this lines). I believe in you all devs! Thanks u/zombieland78 for creating the reddit topic!
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Putting it simple, with the new player controller we should have two actual hands. One handed items should occupy a hand of choice and two-handed items should, well... occupy the two hands you have. Image the possibilities. In the future we could have shields and short-sword/hatchet warriors, people using riot shields and pistols to breach buildings, it would be insanely cool and I have no record of a single game that has a feature like this (where the character actually has two hands). I can only think of Halo which had dual wielding one handed guns, but it is an offline super arcady game, so there is no way to compare it to the massive mp game that is DayZ. I'm fully aware that a feature like this would take an insaaaane amount of time to implement since the game wasn't build to have this, even now with the new technology, engine, etc... I haven't seen a single question or talk about this in the Q&A's, nothing, and it is something massive for a game like DayZ with so many possibilities! I really feel like if this was implemented, it would be another strong point of DayZ, even if beta took a little longer to become real. I've been feeling that the beta update was missing something for a long time since the begin of talks over it, then the epiphany came to my head a while ago... "It is the two hands thing!" Also, right now as example, flash lights can't really be used well, I mean, why would you carry one if you can't equip it with other stuff like a knife, or a pistol. It is almost pointless as it is, there are lots of reasons as to why we should be able to carry two one handed items, one in each hand. I will leave this to you guys tho.
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New player controller should have right & left hand slots.
Pliskinki replied to Pliskinki's topic in Suggestions
The way I see it, if you don't have any other item equipped on the off-hand slot, then the character will act the same way as it is now, two handing the item placed on the main-hand. So, if you want to two hand a pistol for example, just doesn't equip anything on the off-hand. The problem with this is that we can't go full gangstah like the revolver guy, using anything else on the off-hand. Since to wield one handed pistol, you would need to have something else in the off-hand slot. -
New player controller should have right & left hand slots.
Pliskinki replied to Pliskinki's topic in Suggestions
It is pretty complex when we think about it, I think we should have like, main-hand and off-hand. Every item we use right now, instantly goes into main-hand, then we can drag stuff to our off-hand manually, after we did this, the game should decide what to do with said combination, say we have a pistol and a knife... Dev's said that they plan to add melee combat to guns, like hitting zombies with the butt of our gun, instead of doing this, if we have a knife equipped, the game should then swing the knife whenever we use the melee button. There are many other applications, say we have a sword, and a shield. We press the fire button, then swing the sword. We press the melee button (for that melee x gun system), we raise our shield. Since they are doing that crazy middle mouse button usage for aiming, there are space on the mouse for more double handed actions. It will be surely weird in the beginning but we can adapt, can't we? -
This is what I was hoping for, that the devs would be at least considering implementing this amazing feature into the game, after the work they did on .62 update, holy smokes... I could only think about what other environmental changes they would come up with, seasons would be the cherry on the cake, but for now, main goals are main goals, at least I know now that they consider implementing this beast of project into DayZ.
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I like your attitude!
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Status Report - 26 September 2017
Pliskinki replied to Baty Alquawen's topic in News & Announcements
Well, whatever you say. The EYE* zooming is not a necessary feature for this game in no way and if removed would improve the controllers of it a lot, try removing the eagle eye zooming in Arma 3 and messing around with your controllers for a more "fluid" approach. You will soon realize that it only gets real fluid when you remove eye zooming. If they remove the eye zooming, and add a well thought mechanic for zooming while using weapons (I do believe that the PUBG approach on zooming only when holding breath is a neat one), the handling of aiming/target acquisition will be just on point. So I insist, remove eye zooming. Either way, I vow for the Devs to decide, do not simply listen to the community, have your own approach about this, only then, the game will really go for an unique direction. Keep focus on what you believe DayZ Devs. In beta we trust. -
Status Report - 26 September 2017
Pliskinki replied to Baty Alquawen's topic in News & Announcements
I say: Remove the Eye zoom, so players have the NEED to use binoculars and other proper zooming stuff. It is not as you can't see stuff without eye zooming. This is supposed to be a legit harsh game after all. -
Say you are fighting someone, he ran away and hide, well enough so you can't catch him in 20 seconds, then the individual logs out of the game, character is gone, the prey escaped from the hunter... Well... This sucks for either of the parties, the hunter will be pissed because the hunted is absolutely safe after abusing a feature of the game that can't be helped as of now, and the hunted will be taking himself away from a chance of telling stories of how he survived such encounter... Which, in the end, makes the experience of the game just bad, since encounters are not meant to play out like this. You shouldn't simply vanish from your world in order to survive, you can tho, be good and lucky enough so you will outsmart your hunter, hide and effectively escape. And as the hunter, you should have the ability to track down your foe, which in DayZ, can be pretty tricky sometimes. So as a solution for combat logging, I say: Players that log out should think about the location where they are logging out... Make it so after logging out, the player go into a sleep state, using the sleep animation or something else, for about 5 minutes (which is a fair amount of time for this mechanic), and then, vanish from the world like usual. This will make it fair and even for every player, combat loggers will then, have to actually run away and hide well before doing their shenanigans. This is, of course, alike rust's sleep system, but less brutal since we can't build crazy shit to protect our sleeping body, gladly. How does this also prevents server hopping? Well if you want to server hop, you probably are going to die, also the timer for re-logging being 5 minutes, I'm sure people would think two or three times before doing it. I strongly believe this is a topic that should be addressed with urgency in this game. Maybe someone already had this idea as I see some posts about sleeping in beds roaming around the DayZ community, but there we go.
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Yeah, all this talk is not in the scope of private hives due to their nature now, but talking about the official public server and linked hives. Even tho people would complain, it would make a fair ground for everyone, so the complaints would be absorbed by that point. I do believe that having this 2~5 minutes log-in timer after switching servers is not bad for the community and that's why I'm going ham into this topic, look at these situations. (before CLFix)Situation 1: Guy logs into the server for the first time, 20~30 seconds timer as usual, plays for 3 minutes, notice he was on a different server than his friends and log out going into another server of the same hive. Needs to wait 180 seconds (3 minutes) to log back in, no big deal since everybody is used to it. While all this goes on, his character is 20~30 seconds in-game then *puff*, vanish. (beforeCLFix)Situation 2: Unlegit player is playing for a few hours, has some neat equipment, hear gun shots, go after it, take aim on targets and end up getting shot before doing any harm, he's then in a overwhelming situation but still not dead. He then proceeds to run away a little bit knowing his targets were kinda far from him, and logs out near any bush or rock that is large enough to kinda hide him. Players chasing this guy finally arrive at the scene, 5 seconds before the end of 20~30, spot him, take aim, and when the breathing has finally been controlled, he clicks to do his shot. *puff* enemy vanishes right before their eyes. Nothing can be done here anymore. (after CLFix)Situation 1: Guy logs into a server first time, 20~30secs log in timer, play for a while, legit encounters, keep on surviving as it's meant to be, he gets tired after 2 hours, he knows he is going to take a break for more than 2~5 minutes, then... knowing about the new timers and log out mechanics, think about his moves, hide and log out safely after scanning the area surrounding him, locking the doors with lock-picks, etc... (after CLFix) Situation 2: New patch arrives, Unlegit player do his shenanigans again, and logs out... gets caught "hiding" from his foes while logging out. Well, now... This guy will be there, for 2~5 minutes before vanishing. Bye bye little fella the group(enemy) that once would be annoyed by your ways of "survival" have the go now. The combat logger learn a lesson and should have kept either fighting or running to hide better. Notice that in Situation 1 of either of the LEGIT scenarios, the user had to wait about 3 minutes to go into the game. But before CLFix, the character will be there only for 20~30 seconds instead of the full 3~5 minutes timer.
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Combat logging is definitely not sorted out. I play lone-wolf most of my time, have like 1.650 hours in-game and been facing a lot of people lately that will simply combat log whenever they even glance at me running around or I miss my long range shots. There was this case just a few days ago, where I saw a lone guy in Cherno he was clearly all geared, he was kinda far away from me down the street, he saw me too... The deal was, he ran away to the closest house his position, I dashed straight to the guy and reached the place he was hiding, could still hear him there, them when I decided to storm in... Guess what? No player inside. The guy logged out. This was under the frame of 30 seconds. Now imagine I'm sniping some dudes, 400~800 meters away, I miss my shot, dude run into cover, and logs out just for the sake of cheesy surviving the encounter. How long would I take to process his cheesiness and know that the guy is not simply taking cover to fire back at me, then after that, decide go full storm on him from this 400~800m position I was? Sure more than 30 seconds. I agree with you on that btw, but can't agree with the zombie horde flee stuff, most people that are fleeing from infected right now would lock themselves into houses first, so they can't be harmed in the process.
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Yeah... sure.
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You stay around 10~20 seconds in-game after logging out. Backpack persistence is about 3 hours if they didn't changed that. Zombies sometimes goes into the floor, you can't see the corpse but if you walk around the area it fell with "tab" open it will show up.
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As we all know, bullets get eaten by bushes and spilled out on the other side of them when you shoot at them, so, if a player is inside said bush, the player will not be harmed because the inside area of that object(bush) is like a void for the bullet that is going through it. There is an "old" video testing this, show casing it and explaining better than me what actually happen with bushes as of now. Right now, after .62 patch there are still bushes where players can hide inside... And this is a huge problem. I can't count how many times I've faced a target that was inside a bush, and was unable to hit straight shots, point blank at their faces because of this annoyance. So when .63 pops-up, please... Let players use bushes only for hiding and not for cover, remove it's collision against bullets.
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Hi, I'll be brief over what I think would be the best way to open up more zones to human interactions, straying it away from the routes to Military areas, while also making Military areas even more rewarding then they actually are now and coastal towns a more interesting place to be in the beginning since most experienced players will run right away from these places when they spawn in-game, without further a do. Loot Zones as they are now should be changed, that said, loot should spawn anywhere and be controlled through quality and rarity, not only quantity and type. This doesn't mean, "M4 kids running around Elektro all day.", quite the contrary, check my line of thought on this one: You guys like how you have to go thoroughly an entire town to find burlap sacks and netting to create a Ghillie Suit? And how it has tiers for how much effort you put into it? If you do like this: Imagine if you could find pieces, parts of an M4 anywhere in Chenarus, with quality and chances dependent on the zone you are at. Green Coastal Zones (Super rare 1.0% chance → Badly Damaged ↔ Worn) parts; Red Zones up north (Rare 2.5% chance → Badly Damaged ↔ Pristine) parts; And also a Hyper Rare 0.01% chance of finding the full thing but always Badly Damaged ↔ Damaged lost at some random lone house in a mountain at some weird place for example. With this, people would have one more reason to search all the houses and places in this game even when they have gear, as people searching for burlap sacks do right now, they go everywhere in the game to build their Ghillie, this change would strongly reward the exploration of the world. Having a chance to come across anything while you loot, highly increases the excitement and will to scavenge all and any town you come across. I used the M4 as an example because it has loads of attachments, and as the devs said in the past Status Reports, weapons could in the future have more parts, so this system would be neat, also this rarity/quality control could apply to food and other items, canned food should have higher nutritional values and be really rare, hunting big game animals should have at least 5x the nutrition it has now (so it is worthier than the canned food, even after the little buff they did, it still not rewarding enough.), whenever they fix apples, and they will soon, hunting chickens, little animals should be the go, to survive in the beginning, and canned stuff should be a valuable asset to have with you (3x more nutrition, or something alike), thus, rare. Thanks for reading, please comment what you think would better balance interactions across all of the map.