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Everything posted by theamazingtarkus
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Two words: military base.
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Addicted, 32h 1st impression, concerns and wish.
theamazingtarkus posted a topic in General Discussion
First Impression: Game is robust, epic sized map and makes you truly care for not dying.This game was first purchased by a friend and he started to talk me into it by telling me the realistic aspects of this zombie survival and how far apart it was from a shooter.I have seen vehicles in DayZmod and they look gimmicky at best moving oddly across the terrain takes away from the immersion. So I hope If they add vehicles either they make it really hard to assemble the required peaces to function. Let say there is 1 tank in the whole server and the parts to make it function are scattered among the military bases. Even more realistic it requires A LOT of fuel. Please, please, please consider not putting vehicles. If I wanted to play an army simulator I would of payed for ARMA.Me and my friends appreciate the realism of PVP and the weapons. I hope they get fined tuned to work as I have seen on ARMA. As an M.D I have my opinions on how I think massive blood-loss should look like in game. Developer please consider reading this (http://baata.org/polezni/blood%20loss.pdf). The key factor is not only the weapon type but how much abuse do you take. Let say 2 minutes of a dude bashing you with bare fists on your head will most likely turn into a class 2 > 3 > 4 as time goes on. Class 1 = short body-to-body encounter Rapid heartbeat and breathing. Bites, scratches, quick boxing match. Clean with antiseptic solution. No need for antibiotics. Class 2 Rapid heartbeat and breathing. sharp objects and small fire arm damage in the extremities Bandage to prevent further blood loss would will need antiseptic solution No need for antibiotics. Class 3 medium caliber fire arms, fire axe, massive blows to the head. Rapid heartbeat and breathing --> worsens everything as time goes on. Patients usually go into emotional shock/stress and keep hyperventilating consuming more and more oxygen. How would this look in-game: 60- 120 seconds upon impact you should see everything 100% clear, great saturation, smooth distinct figures and players. This is mainly because of adrenaline. 5-10 minutes in: TRANSIENT 1-2 second cycle blurred vision and greyscale colors for dramatic effect and great visual clue. 10 minutes in Gait disturbances like drunk people... a phew moments after can no longer walk up-right... then crawl... then unconscious. Solution IV fluid resuscitation (blood or RINGER LACTATE/SALINE 0.9%) Class 4 Unconscious. High caliber wounds Death within 5 minutes... MASSIVE treatment prior to that can result in reviving that player. In game options: adrenaline, defib (although not exactly... but it will do... and of course massive BLOOD transfusion. Sadly for some religions blood can only be replaced by blood. Colloids only expand the volume they do not provide the same function to deliver oxygen, nutrient,...etc Places to shoot at to insta-kill a player: head & heart (it be cool if the player can see from the ground for about 10 seconds... In medicine/history there are anecdotal tales of "proof of life" a phew seconds after injuries to such organs... see http://en.wikipedia.org/wiki/Guillotine). As of the game right now... everything is class 4 or 5 !!! You pretty much get a class 4 injury out of a zombie punching you. Even if he bites the most a zombie can do is class 3... unless you guys add an animation of the zombie biting your neck and ripping off A LOT tissue, muscles, fat to reach the carotids. Changing servers is fair play. People should not be forced to stick to 1 server. Server hoping is 100% fixable just add incremented time penalties for server hoping. 1st hop = nothing happens.2nd hop = 5 minute delay.3rd hop = 15 minute delay.Battle logging: that is changing servers to get a better position on your enemy. Could be prevented by time penalties... If you exit your a server why would you want to go right back in? give it a time penalty let's say 10 minutes? This even helps the victim as he now knows in 10 minutes he needs to be checking out for X position. In addition to this and to prevent that player from going into another server gearing up then coming back in in 10 minutes make it so that all progress made in another server if you join in this server within 10 minutes is LOST. Vehicles in-game like in DayZ-mod ??? Well, how many gas stations have you seen? How many jet fuel tankers have you seen? Have you seen how rusted cars are? I date this zombie apocalypse to be at least 5 years after the fall of civilization. Take a short 1 week vacation in the mountains and suddenly on your last day introduce a vehicle a couple of miles away I guarantee you will hear it. In the city our bodies / mind get used to certain sounds in the woods... well you get the point. Dealing with bandits? Why don't you try statistics? Example 1:Step 1: Remove zombies and items from areas with 0 players. +1 count for each item. Total = 23? ok.Step 2: Spawn that number and spread it in every major street.Step 3: As fire fights escalates so will the number of zombies and loot in your area but not within x-meters.Example 2:Step 1: Remove zombies and items from areas with 0 players. +1 count for each item. Total = 23? ok.Step 2: Spawn that number on the outer perimeter of the cities and have those zombies slowly walk to where the action is. Have those zombies stationed on the outside.Step 3: Spawn 99.9% of the loot x-meters away from that place and 0.1% close by?My wish: developer polls on every X amount of time so that we as a player base can direct the development of the game the way we want to continue playing it and others also. Also more options on what to do to each other nefarious or helpful it's all good. TL;DR = currently player bodies are too fragile damage should be more logic, penalties should be more logical, re-enforce banditry and penalize it, re-enforce pvp and penalize it, murder server hoping and battle logging, Keep the game realistic if we wanted a FPS or a shooter there are plenty of options.- 1 reply
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Addicted, 32h 1st impression, concerns and wish.
theamazingtarkus replied to theamazingtarkus's topic in General Discussion
Class 3 blood loss mechanic will give rise to hunting down players... what you do when you catch your prey is up to you! Class 4 mechanics will make co-op and fire fights more intense. Not only will you worry for not dying but also IV/force feeding water and keeping your buddy alive until you can properly treat him. A healthy mix between example 1 and example 2 sounds pretty damn realistic to me. And the items spawning near-by also opens a lot of mechanics since players can co-op... someone get supplies... while they have to be careful of zombies and players on the street...