Imper1um
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Issues that need Fixing (A Self-Priority List)
Imper1um replied to Imper1um's topic in General Discussion
I'm confused on what you mean...Character Revive Slots? Let me explain #1: Let's stay you're all the way in Story (center of the Map), which takes 30 minutes to an hour to get to ANY of the coasts. Now, you have been running with a Kitted friend. Now, you want to introduce your friend to the game, but you don't want to spend 30 minutes to an hour running to Balota/Cherno/Komarovo, then he sees how great your stuff is, and asks where he/she can get it, and gets pissed off on how easy you make the game for them. Now, if you had the ability to have multiple "slots" in the Hive, you could kit out one character, save it over wherever you want, and then build up a new character, not worrying about the trek, and allowing you to socialize easier. Now, I understand your problem where people could have multiple "Revive" slots. But, think about it. In order to have "revive" slots, you would need to jog that character from whereever it saved to the new place. You would have to do this for every character that you wanted to have for the "revive" slot. That is a LOT of trekking. Not to mention this opens up the possibility of having friends on the same computer being able to play other slots. Everyone hates the fact that Pokemon Red/Blue has only one Save Slot. A friend could wipe out a full save easily. We have moved past that problem with the future: save slots and file storage. If you really want to put a limit on it, say 3 characters maximum. Let's say that if you die, you can't switch to another save slot for 15 minutes. There is plenty of things you can do, but the opportunities that it makes for social interaction are much better. *shrugs* Maybe its just me, maybe I have friends, and so its not a problem for you. -
I know you guys are working on a lot of these issues, but I wanted to give a few things that I would like to see prioritized, as they are important to the "cohesiveness" of the game in an extended sense (e.g. the continued play of the game). Critical Priority 1. It needs to be easier to create a character together with friends and have multiple "slots" for characters. I have a few friends that are coming into the game, and, most of the time, they spawn 30 minutes run away from my current point, and all I can do is be somewhere along the coast, with maximum energy and plenty of food/water to travel along the route. I have three groups now that I run around with, which can take a ... while for startup each time. - You need to be able to have multiple character "slots." Each slot you need to select your character, so you can generate a completely new character without destroying the old one. - You need to have the ability to spawn a "party," where you will appear near each other when you create new characters. - If you added in one vehicle (even just a motorcycle), it would help out tremendously. 2. Map structure needs to be designed for a "Ramp up" in difficulty. As it stands, people spawn in Balota/Komorovo/Kamenka, ridiculously close to Chernogorsk, which is a very large town, but the density of zombies makes it almost impossible to roam through to pick up basic supplies, and get into the advanced parts. Not to mention that Balota has a Military Air Field, making it a PvP Zone very close to the starting spawn points. - The map needs to have smaller, less populated towns closer to spawn points, with plentiful "basic" supplies (food, water, melee weaponry). Further in, the map needs to ramp up the difficulty, getting Zombie infested towns. Military Bases need to be swarming with Zombies, but have the best supplies. This will force players that wish to participate in PvP to push further inland, rather than trolling at Balota Airfield. 3. Starting players need to begin with relatively high amount of hunger value (e.g. it will take much longer to get hungry), or "usable food supplies" need to be more plentiful near spawn points. For the most part, its not too bad, but players are forced to join low population servers (to increase the chance of supplies not already being raided), taking away from the Social aspects of the game. Players don't rely on other players in this game as much as they should, relying in server hopping the low pop servers until they find adequate "non-raiding" amounts. - Increase the starting hunger by a considerable margin -or- making "usable food supplies" more plentiful near the spawn points will give the ability for players to gather basic supplies in the first hour. 4. Hunger, Thirst, and Energy Bars of some kind need to exist. At the moment, in real life, I know I'm not very thirsty, because I had lots of water. Its the same with Hunger because I had Krystals, and I'm quite ready to not eat until Dinner. However, this game just reveals to you when you get sick, or your stomach is rumbling, or your throat is parched. The ability to gauge if they should go to another town via a meter, or desperately raid the current town will enhance the ability for players to determine where they should go. 5. KOS Players need to attract more Zombies. This is a big problem in this game, where players that KOS just have no negative effects. Not only to they get their kill's supplies, but they also have the capability of dealing with all the problems that arise from zombies. In order to balance out this fact, players that KOS should attract zombies easier. They should aggro from longer range, and, if you ever get the live-spawning system online, they should spawn closer. High Priority 6. Zombies and Players need to have no clip off. This is really important. At the moment, I have four instances in which I have warped through a wall. None of them were my fault (I actually was *trying* to hide inside a building so I could eat/drink/repair/regroup), but it was annoying. Its also *really* annoying when a zombie goes through a wall. 7. Zombies need to get more difficult...and plentiful as you progress. At the moment, Zombies are just...minor annoyances after your second hour of being alive. Heck, I forget that this game is even a Zombie Survival game after the second hour of being alive. Zombies are the core of this game, and when they become such a rarity, that you forget a major premise, I find that is a problem. 8. The Effects of items need to be clearly labelled after you use them. When you consume an item, all it says is that you consumed it. It doesn't tell you if you got sick, or your hunger went up, or your thirst went up. All it says is that you consumed it. I would like to see that after I consume Antibiotics, that I got sick because I wasn't sick when I consumed them. 9. Logging Off needs to have a 30-60 second timer. At the moment, if you make a kill, players will purposefully log out to avoid you from collecting the spoils. Its annoying, and cheap. When you try to log out, a 30-60 second timer should be activated that prevents you from moving. 10. You should never be able to log in within 200m of another non-friend player or zombie. This popped up in discussion. My buddies were trying to root out this group of people that were on top of an air-traffic control tower. They were KOSing everyone on the server, so we wanted to kill them, and the option to log out of the current server, log into a low-pop server, run up on top of the tower, log back into the previous server and attack from above (which wouldn't have been expected) was offered. This shouldn't be a valid tactic. If you log in within 200m of another non-friend player or zombie, you should be shunted to nearby like location so that: A. you don't die while logging in. B. You don't use the above tactic. Medium Priority 11. Players need to have specializations that make it harder to be a loner KOSer. At the moment, your character can do everything: snipe, cook, bandage, etc. Players need to have some kind of differential that would make it really dumb to be a loner in this game, e.g. skills that make you better than another (e.g. someone is good at sniping, someone is good at making food, etc.), meaning that you *could* be a loner, but it will be a lot more difficult to be the lone survivor. 12. The game needs to stop spawning all zombies/items when the server begins. This is a big problem with architecture in game design. Spawning and simulating tasks that have no bearing on a current player means that a server that has 1 player uses the same CPU as a server with 40 players, which also means that servers don't have an extensible architecture. In DayZ's current state, the maximum number of players on a server have relatively low cap for the size of the maps (40 players in a 30 km x 30 km map? That's ridiculous.) It also means that you can't respawn items and zombies easily because you do it during server load, and you can't come up with a structure that allows zombie/item spawning to be dynamic (supplements #5) very easily. Also, the amount of information that is translated is very high. 13. The first hit from any damage shouldn't cause Bleed Damage. This is annoying with a lot of fresh spawns. A basic zombie shouldn't be able to start Bleed on the first hit from maximum health. While it should drain some Health, the Bleed condition shouldn't be applied on the first hit from a basic zombie. As seen above, stronger zombies should be able to, though. 14. Dead Bodies shouldn't disappear when an actor or AI is no longer in control of it. When the player hits the respawn button, it shouldn't make their body disappear. Its the same with zombies. When they die, they should still have a body, which should be lootable. Perhaps you could get loot (proportional to how difficult the zombie was) from the Zombie. 15. We need "eat entire thing" selection for Food and Drink. When I'm eating, I don't want to eat 25% of the can, or 10% of the box. I want to eat the entire thing and get 100% of the nutrition value. I don't think I've ever eaten to the point in which there is between 1% and 99% left in the food stuff. I've scarfed it all down as fast as possible. Low Priority 16. It bothers me that Vitamins and Anti-biotics are "eaten" like...Bandages. Animation error... 17. It irks me that 20 Pistol Bullets take up the same space as 20 Rifle Bullets. Shouldn't that be like...60 Pistol Bullets in one slot? 18. I can't attach a weapon flashlight to a M4A1? Buh? 19. The headlamp is aiming at the ground. Not where the recticle is pointing. Its annoying. 20. If you have two canteens, you can't fill up the second one. Yeah, that's annoying. 21. Context Menu needs to be less sensitive. If I'm within arms reach of a door, even if its behind me, I should be able to open the door. 22. Inventory Panel needs a "paper doll" for all equippable items. Its just common sense, and it makes for better visualization. 23. "QuickBar" for Ammo Weapons needs an Ammo Amount in it. I want to see that my M4A1 has a Magazine with 30 Shots in it and I have 90 total bullets. 24. Ammo needs to be yanked from anywhere, even in Boxes. If I'm trying to reload a magazine, I should just need to right-click the magazine and it will pull it from the best available place. 25. Items need to auto-stack. If I pick up an item that has the capability of stacking, it needs to automatically stack with items already in my inventory. 26. The game is loading too much. Occlusion needs to be fixed. Its loading Zombies that I can't see (At all) that are behind three buildings and have no bearing on my current situation, lowering FPS. Try going to the Apartment Complexes North-East of Cherno. 27. Compass' angle is...weird. It needs to be easier to look at it, but due to the angle, its quite difficult. I would understand if it was kept level with the ground (so you can get an accurate reading), and that would fix the angle issue. 28. Doors that you can't go in need to have a better reason to not try them out. Doors that are buried in rubble, blocked doors, damaged doors, whatever, is a good thing. Doors that are just scenery are just plain annoying. 29. You can open a door underneath your current position from the upper floor. This is kind of a balance issue as well as an irking thing. -------------------- I think that is all I have for now. Besides that, I have had lots of fun in this game. Thanks for making this game!