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Everything posted by - Karma -
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I agree that putting NV goggles in would not be the worst idea, I would just say they would need to have disadvantages like lessened FOV (as Alexander10 was saying) and massive battery consumption. I would also say very limited spawns. I would also say they would only work in 1PP like scopes, you shouldn't be able to put them on in 3PP and have the whole screen tinted in low visibility green perspective. As for Thermal and NV scopes, that's a little touchy - I'd say no to Thermal, and maybe yes to NV but with a static short range zoom to prevent long range night time sniping in practically perfect conditions. And if you are going to put in NV, shining a flashlight or lantern at the person should blind them until the NV is deactivated.
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Rocket: "why do we need slow vault?" [Suggestion]
- Karma - replied to Kushko's topic in Suggestions
Good call, but isn't that mostly how the game works now? If you're crouched or walking you use the slow vault? Or there some transition animation issues? Usually if I'm running and use the vault key my guy will jump. At the very least, we're likely to see some transition animation improvements as the Alpha progresses into Beta. Hopefully that will help. Removing it altogether definitely doesn't seem like the solution if that was what was being suggested in the livestreams. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
- Karma - replied to alexeistukov's topic in Suggestions
Actually referring to the Colt and FNX, as Chaingunfighter said. The FNX seems to new a model based on what I've heard about the timeline. The Python is only there for "cool"/"Rick had it" factor I think. Whatever, not my game to build :) I'd say the new over-under barrel rifle is a weird one too - not sure why the Devs felt this needed to be implemented sooner/with more priority over things like the Makarov, CZ-75 and/or AK-74. I know those may be coming, but why these other ones earlier? The M4 I get, they wanted to test the modular system - but then again, the AK-74 is pretty modular too so that seems a little like an excuse. I'd rather they just said "We are putting these guns in because we think they're cool and that's that." Which is pretty much what they are doing IMO. But like I said, it's not my game to make :) And I have no problem using those guns and having fun with them, just doesn't quite make sense from a "realistic" perspective (the FNX and Python) is all considering how much detail to realism this game tries to employ. Shadow134 I totally get what you're saying based off of Arma 2, I do. But I think my same arguments could be made regarding that game as well. I'm not saying the M4 doesn't belong, wah wah like some others might. UN was there it seems, so UN/NATO weapons make sense too. Just don't understand why they took priority over what the locals would have had available in common supplies. -
Interesting thoughts - the system as it is now works, but that's not to say there isn't room for improvement. However Dean/Rocket is on record as saying something like he doesn't want to see backpack tetris, so if any changes are made to the system it will likely be to simplify it as opposed to complicate it more. That is what I'm getting at. Some of the suggestions could absolutely work, so long as the math is hidden in the code and not needed to be used by the players themselves every time an item is picked up. That is why I suggested color coding - it seems to be a system the Devs like and are using (it could be a placeholder, but doubt it), so why not stick with that from a user interface perspective. As long as the system is intuitive is what I'm getting at it. Right now it is item size versus space available - very intuitive. If the space seen is not representing actual space available, that gets complicated. And I think we don't want to see each square as it is now further divided into four squares, or 3-D inventory screens representing volume either. At least I don't. But if the Devs are willing to hide a majority of the math and simply build a database that indicates what items can fit where, and how much space they take up, we can simply get a normal image when dragging items into inventory space indicating yes it will fit and it will become a red image or simply if it won't. Simple, more or less. Hell, I'll build the database with input from the community and save the Devs the time if they want. They can look at it and either say yes, no, or we'll take it and make changes as see fit.
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I think it really depends on the specific shield, but likely usually the case.
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I agree personally, I'd rather see survivors start with nothing. I think since low visibility wasn't optimized, the Devs felt they had to include torches for everyone otherwise players would have had a ridiculous time if spawning in on nighttime maps. That was likely before the "gamma cheat" and "24/7 daytime servers" became realities. Now, I would honestly say either start the characters with nothing at all, or have a small pool of survival items of which one randomly spawns for each new spawn (ie matches, compass, pocket knife, flashlight w/ battery, canteen, etc)
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Good post, I can see from your post and post count that you must have contributed a tonne to the idea generation on these forums :P @ charlieteh - "Base Building" is likely a feature that will make it in eventually. I never played the Arma 2 mod, but I have taken to understanding that this was a well liked feature. I would imagine you could see anything from an impromptu shelter like you suggest, to a camp with an actual tent, to taking over entire towns with a clan and barricading them up. But as Durrhunter so ineloquently mentions, this is probably a ways off. The Devs first have to get things like weather and weather effects ironed out, as well as fine tune the crafting system. Hope this helps.
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Yeah I'm with Gews on this one. I would say the melee system as it regards knives and damage should be broken down something like this: - straight blade or serrated blade? serrated should do more damage, usually (for puncturing it can be better to not have a serrated blade for ease of blade sliding through "meat" to produce deeper wounds) - size of blade? larger blade should do more damage (the actual wound from a kitchen knife puncture would be larger than a pocket knife, right?) - grip/attack type? slash/cut attack vs thrust/stab attack would be important; I would say the swinging arc of a cut attack would be easier to hit with due to a larger area of attack, but do less damage; a thrust attack would/should do more damage but have a very narrow area of attack. I think this is more what Gews means (apologies if putting words in your mouth Gews, I'm sure you'll correct me if I'm wrong :) ), rather than just saying "Combat Knife=damage 100" vs "Kitchen Knife=damage 50".
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Volume is something that should be tracked. If realism is what we're going for, certain things about the inventory system definitely don't make sense. But I mean how far do we want them to go? Here is an example - I don't know what kind of jeans you guys where, but what I'm wearing definitely could not fit a can of beans in any of the four pockets. I could however fit an M4 Magazine (which in the game is larger) in 1 pocket, and so carry 4. It would be uncomfortable and maybe have a chance of falling out, but depending on the pocket and exact model of magazine (let's say 30 round) I could likely push at least 65% of it into a pocket. So are we asking for not only inventory slots that are broken down specifically by clothing type, but also keyed to specific items? For example "Jeans Front Left Pocket, Canned Beans=no, 30 rd CMAG=yes" or "Jeans Back Right Pocket, Book=no, Pens=<6"? While this system would be a lot more realistic, would this not become incredibly complicated for a lot of users? The typical user would go to pick up an item and have to try dragging it to several inventory slots before finding one that would work because they don't understand the system. I'm not saying I'm not for it, I'm just saying how would the UI represent this? Could it do something like say a four pocket pair of jeans has four single item slots. You add a pen to one, and because it doesn't take up the whole slot, a temporary fifth slot gets added that is shaded grey letting you know it one of the pockets hasn't been completely used up. You add a battery, and again it doesn't quite eat up all of that slot the pen went in so it adds another temporary sixth slot. Would this work?
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Yuuuup. This isn't a terrible idea, somebody who freely admitted "Add Glen's armour" posted in my Master Thread just yesterday lol. The thing is, other then protecting (to a point) against blunt impacts and having a bit of stab resistance (the shield is meant more for that and thrown objects like rocks/bottles) Riot Armor would really only help against Zombies (to which it would likely make a player invincible for intents and purposes until/unless a grappling system is introduced) and Players armed only with fists/club-like weapons. It would likely/could soak every other stabbing attacks (or could be made specific once we have a better handle on whether or not blade weapons are/should be doing stabbings vs cutting attacks - Riot Armor likely more cut-resistant than pierce-proof). What Riot Armor will not do is protect you from bullets. The shield, depending on the make and model, may protect against small arms fire. The uniform I don't think would do much.
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Canteens, utility belts, and more (now with PICTURES!).
- Karma - replied to crazykage's topic in Suggestions
A modular system like this would be really interesting, but other than for cosmetics I fail to see exactly what the purpose would be. Maybe it is just too early where I am and the coffee hasn't kicked in, but how does a pouch specific designed for rifle magazines (thereby giving you a 2x2 inventory spot) differ from a plain old open space inventory system (giving you a 2X4 inventory spot)? Or is the point that when you find these harnesses or belts, you have to find the pouches to add on to them to increase the inventory space like attachments? -
It is a very interesting idea, and I personally would have no problem if something like it made its way into the game. I do think that could take a lot of time to program if it wasn't part of the basic engine, so we'll see if the Devs ever get interested enough or not. But as Klemingway and Wolfguarde said above, you have to really careful when throwing around percentages and all encompassing statements (especially when they regard other people's opinions). Unless you have polls or something to at least give you a shred of proof, expect reaction to be wishy-washy to downright hostile. I too will agree that in theory, 3PP has no business in a game where "true-to-life survival simulator" is the idea. In that regard, Devs likely need to clearly define the point of what they're going for (probably already have, I just haven't seen it) because we get some people leaning towards "true-to-life is what this game is supposed to be" kind of statements (like yours) when this could just be a "horror MMO game with survival elements, played to hardcore and casual gamers alike" as far as the Devs are concerned.
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It does make sense though. That was what I was asking back on page one - would it really be worth it to design and implement an item only some of the player pop could wear, the answer was no. Now that doesn't sound like they won't introduce women's clothing, it just won't be specific to female characters. That all said, glad to see this thread is still going.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
- Karma - replied to alexeistukov's topic in Suggestions
I would imagine the bolded statement will take precedence, except you could probably replace Dean's name with "the Devs". I think all this debate we are having is great, and it allows the Devs to see where our heads are at regarding certain weapons, but in a lot of cases popularity and coolness factor will be trumping "makes sense". Already there are at least two weapons in the game that I just can't see enough "reason" for them to be there. We will see more of that I think. However, your list of six weapons that the CDF would have had should have been the starting point in my opinion. I would say without those, the game just doesn't feel quite right. Once those were in, I would have started on the other stuff. Then again, I'm not a Dev so wtf do I know right? :P -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
I thought they had added the Ruger 10/22 already. Did I bugger that up? That was a pretty slick sequence. Riot armor/riot shield should be on the list - does anyone have a link to a good topic about it? -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
Looks like that is a somewhat polarizing idea so I'll leave it off this list for now - alternative ideas regarding tracking progress and visual indicators are being bandied about if that is the general idea you like however! Also, looks like no real "additions" in terms of loot on the experimental build. Lots of other things however, including a new building type, and some of the newer structures being added to other locations, etc. So no real updates for now as far as this list is concerned. -
Update Rev. 0.36.115535 (Experimental branch)
- Karma - replied to Hicks_206 (DayZ)'s topic in News & Announcements
Also confused - has this not always been the case? I pick up a soda, it puts an icon in my hotbar. I drink soda, soda icon in hotbar turns white/ghostly. I drag soda icon from hotbar and dump it, it is removed. Sometimes I get 0% food icons in backpack, just drag and drop them the same. I haven't been playing much lately, but is this what you're talking about and you just didn't know you could drag it out of inventory or are you saying you can no longer drag it out of inventory/from the hot bar until you disconnect from the server? -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
A good list - a lot of what you have is on our list here already, but I'll offer feedback on some that isn't: - the different ammo types: I like the idea of piercing rounds, but I'm torn. The 5.45 rounds the AK's use as standard issue for the military forces are AP by nature - and so should be common? The .357 ammo on the other hand would be super rare, no? Tracer rounds is a neat idea if the Dev's could/are willing to do it. Would make for a spectacular light show watching a gun fight from afar at night. - pickaxe, mattock, sledgehammer, etc; some heavier melee weapons would be nice, but I'd like to see them fix/balance the ones we have first - weapon attachments can't hurt - I'm always hesitant to add more ammo calibers to the game, but I'd suggest checking out Alexei's thread that we keep mentioning: very good discussion in there with some forum heavyweights chiming in, maybe you can convince them to add the weapons to the polls for the community to vote on (or set up your own polls) - all of the other clothing, gear, accessory ideas sound good; I think once the majority of the stuff the Devs have drawn up to be pushed out are we'll start to see stuff like what you're suggesting. The real trick to getting an idea noticed I've found is suggesting a piece of gear that doesn't fit a current role/isn't just a reskin. Good list though, I'll keep an eye on it for sure! -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
- Karma - replied to alexeistukov's topic in Suggestions
I keep hearing people say that the "really good" military style weapons should only spawn at air fields. I think that is the worst idea - all you'll see is crap tonnes of camping, even more then now. Want a military grade weapon? Good luck, better find a clan that will "let you in" to an airfield to see if you can find one. I'd rather they have semi-predictable spawns but in unique and far flung locations. Remember, we're coming into this a ways after Day 0. Let's do an example of what I mean: Let's take the VSS rifle. It should have a decent spawn chance say in a weapons locker in the police station(s) as well as the police station roof. But I would also include it in another tower type loot spawn. I mean, if apocalypse broke out and you were a sniper you'd head for high ground. Maybe at every fire station there is a little mini-story on the top of the tower. A pool of blood, and a chance at the rifle itself, loose rounds, or a clip. It is small, but it says someone was sniping up here but the Zeds got to them. They went down swinging, but probably were overrun while reloading. I had many similar ideas for other spots. One was that gray 3-story factory with all the catwalks and enterable roof. Imagine an impromptu barricade mostly blocking the last set of stairs onto the third floor. Loot spawn there is ammo or bandages, maybe a shotgun or pistol. There is a trail of dripping blood that leads from there to the roof, where you find a melee weapon. It tells a story again of being overrun and making a last stand while bleeding out. Little things like that would be cool, and help give a reason to push good weapons from centralized/farmed/camped locations. I'd rather see 10-15 chances to find a single good weapon or good ammo all in different buildings than 2-3 buildings that spawn 10-15 weapons/ammo in the larger cities. -
I would like to see this, but have two things to add: one, it should only track time spent in game not real time so that if you play for an hour and walk away for two weeks your character has still only survived for an hour. Two, I'd honestly rather see this as part of a journal/diary system - the reason I mention is that it can be very easy to lose track of time and days without references and recordkeeping. Otherwise, nice idea.
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Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
@ KennyKyle - like it, don't see why not. Possibly these and a hardened helmet could slightly reduce fall damage? Maybe have non-camo variants. Edit - have added a Camcorder (with night vision mode, requires lots of batteries) and Journals/Diaries; both ideas have been mentioned in several threads. -
Love this idea, just agreed with something similar to it in another post. I was asking for a keybinding which would make a short automatic entry based off of immediately recent events, such as "Entered Chernogorsk today, <date>." "Met another group of survivors, <player name> and <player name>, <date>." "Was shot by another survivor, wounded badly, near <landmark/town name>, <date>." You could edit these if you wanted, they would either just serve as placeholders until you did or simply for tracking progress if you like that idea but didn't want to commit a tonne of time making notes. I also said I think every character should spawn with it, including an attached pen - the whole item takes up one inventory spot. You could ditch it right away for inventory space if you wanted, so it would be possible to loot another one. Also have the option to tear a page out incase you needed to leave a note or needed paper to start a fire or something, so that seems to say the page count should be fixed. Good, yes, no?
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I agree, it's a good idea. I'd also be very interested to see the Devs put this in as a journal feature. Imagine if they would make it so each character gets a small journal with an attached pen (pen only useable on that journal) and everyone spawns with it. Keep it, ditch it, up to you. You have three options with the journal - one, make your own notes; two, rip out a page to use either for leaving a note or possibly to help start a fire; three, an key binding that allows for automatic journal entry. You hit it and it records something based on your recent game status. Examples "Just entered Chernogorsk, <date>" "Killed another survivor, <player name>" "Got a nasty infection, <source>". Not necessarily something I need to see immediately, but would be a nice touch. It could make for an interesting time sink to find somewhere quiet to read through another player's journal. Then again, we're just as likely to get a lot of entries that say "I like ponies!" and "I AM LEETZ, NEWBZ, LOLZ".
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I agree that this has been suggested a few times before - one time I swear I even saw a Dev say what a good idea it was. Just woke up, so too lazy to find link sorry. I will however add this to my list: http://forums.dayzgame.com/index.php?/topic/170636-master-list-of-equipable-items-the-community-wants-in-the-game/
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Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
Sorry for double post, wanted to make some edits based off of the early results from AlexieStukov's rifle poll: http://forums.dayzgame.com/index.php?/topic/172276-the-communitys-list-of-suggested-weapons-for-dayz-standalone-rifle-poll-is-up-please-vote/ Looks like most people wants some form of the AK in the game. It seems a forgone conclusion that the AK-74 is coming since it already appears in the game files - people also do want the AK-47 and AKM, but they're so similar it'll be interesting to see if anything happens there. The Dragunov SVD sniper rifle is also very popular. Surprisingly, a lot people voting against the 'Murican M14 and M16. As well, the poll has showed negative reaction towards the Saiga semi-auto shotgun so I removed it from the main post. Thanks again Alexei and everyone who is voting on those polls. For the record, the voting is closer than I may have made it seem so don't forget to share your vote and opinion over there!