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yessaul robinovich

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About yessaul robinovich

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    Helicopter Hunter
  1. yessaul robinovich

    Rocket standing down from Dayz by end of year

    unfortunately dean's imminent departure spells doom for dayz. it is his uncompromising vision to make the game what it is that largely keeps bohemia from perceiving the act of making it as a series of business decisions to please a paying audience. without his guidance, the game will be reduced to something catering to the loudest moans from the COD generation and will never reach its full potential. we've come so far to see it end here because the pressure of doing something like this is extremely difficult to manage and continued involvement bears diminishing returns. Really sad news for anyone who has come to hope that dayz would become something more than it had been with the mod.
  2. yessaul robinovich

    How many of you can read/write russian?

    court-certified russian interpreter and ATA member reporting in.
  3. yessaul robinovich

    Knowledge: The Ultimate Weapon.

    gunplay is a skill belonging not to the character, but to the player. a capable marksman benefits in the game by way of his skill at marksmanship, not his 'character's skill' - good example of an abstracted marksmanship skill would be in something like fallout or wasteland, where your accuracy is either entirely dependent upon some metric of a character or significantly influenced by it. This is a pretty common device that games use to abstract knowledge or complex gameplay mechanics. for example, why implement a fully-fledged medical system that would be a lot of work and require someone actually familiar with practicing medicine in the real world when you can tie results of using medical items/interactions to a %-based 'skill' metric or something like that. You can use that sort of a system to abstract/bypass a lot of things - medicine, crafting, gathering resources, navigation and situational awareness. but, as it stands right now, marksmanship and gunplay are controlled by the player's skill, not an abstracted value of their character's ability. And if what you propose was to be implemented into dayz, marksmanship would be pretty much the measure of a player's skill, further making dayz an FPS with light RPG elements. DAYZ is not billed as such - it promotes itself as a survival simulator, and generally emphasizes the skills a player brings to bear rather than a 'character' - you're not role-playing another entity so much as behaving instinctively in a setting designed to immerse you, the player. And what would make great deal more sense, what truly separates dayZ from a lot of the things out there and things it has influenced since would be more complex gameplay mechanics/systems that allow more and more of player's real-life abilities to be tapped into. Give you one pretty basic example: DAYZ takes place in russia. The street signs are in russian. This is a language I'm fluent in and can easily tell where I am without having had to consult a map outside of the game. This is also a player skill, not something my character has read in some kind of a book. Its a clear advantage that i receive the same way someone trained in the army to use the mil-dot system effectively can range a target or someone who knows how to read the stars can find their way north. More of these things need to be integrated, starting from a robust medical system that takes under advisement recommendations of players we have in the medical field.There definitely need to be ways to identify yourself in-game as a particular type of specialist in order to immediately and visually communicate that to other people, but in terms of actually having the skills to be a doctor, Roshi has created some pretty good mockups of basic medical systems and how they could work in the game. The same goes for crafting and resources. Basic knowledge of various kinds of plants and berries could help someone learn how to pick the ones that aren't going to poison them, and which ones have better nutrition. The same goes for construction, barricading buildings and repairing vehicles.. these things all need complex gameplay mechanics solutions that will take a long time to properly design and implement but THAT is what dayz is about. not abstracted skill % or 'characters'. plenty of other games do that. but this game aims to do something else entirely..
  4. yessaul robinovich

    Knowledge: The Ultimate Weapon.

    how about a skill book for marksmanship that makes you auto-aim better. your ideas on 'skills' for other things like medicine or crafting are pretty much that preposterous.
  5. yessaul robinovich

    Broken Limbs and Treatment

    My problem with post-processing as a way of simulating pain/etc is that it is easily disabled client-side, so i'm trying to go for solutions that are both abstracted enough to be playable, yet nuanced enough to have gravity to the conditions and sense to their treatment. Also periods of limited ability that are worth surviving through as opposed to just a respawning fresh. But the mechanic of both the disability and treating these things must be such, even if it affects someone over time, that it doesn't encourage straight-up logging off to recuperate. IE: scenario you do not wish to see is someone getting a broken limb at the start of their session and pretty much being forced to end it.. So splinting ends the 'crawl on the ground' and analgesics control the shock/tremor/blurred vision? That sounds pretty doable. I haven't noticed any changes to the medical system in the recent updates. Which is to say that the medical system in the game right now is a placeholder/not indicative of what we may have eventually. There are many items that do not currently do anything or simply have a placeholder status. Other items implemented that imply more detail to the medical system at a later point, but that looks like something that may have had assets in the client despite not really having taken shape yet. Are you seeing some kind of actual changes from build to build implying a further simplification/gamification of the already-rudimentary medical system? I guess, as opposed to getting jaded at this early point, I feel our best bet is to create a compelling, solid presentation and get dean to read it. He has been very uncompromising with the game and would probably want to see something like this in. My guess is that it just hasn't been built despite much thought already dedicated to the subject.
  6. yessaul robinovich

    Allow Server Configurable Pve Only

    i won't be on a 'pvp server' - thats the default. you, however, will adapt to dayz or shuffle off into the woods, sad-frog-like, wishing someone would make a DayZ Sanrio™Edition for you, probably heading off to some other game more consistent with your expectations. because if anything Dean or BI have said to that effect so far, it won't be coming from them.
  7. yessaul robinovich

    Allow Server Configurable Pve Only

    problem is, you're hollowing out the experience under the argument that everyone can have their dayz the way they want to. my argument is that you may very well be playing some mod-of-a-mod on a private server eventually, but it won't be dayz any more so than those servers the mod had with people parachuting out of the sky in full military gear and 50cal sniper rifles. you're welcome to modify your experience and play it in the he funshine ghetto with your UN beret worn backwards while holding hands in a human chain with every last man on your server. just don't call that dayz. it isn't.
  8. yessaul robinovich

    Allow Server Configurable Pve Only

    you're the problem. get out. and there, problem corrected.
  9. yessaul robinovich

    Broken Limbs and Treatment

    again, struggling with abstraction issues. I really liked your regeneration of blood over time during the logoff idea depending upon the qualities of rest area. this could actually couple together with a proper log-off mechanic (the same way it did in Ultima Online originally, back in 97..) Repair of broken bones over logoff time same as regeneration of blood is a very good addition to this, with restored limited usability with penalties (limping/dispersion) via splint and full usability regained *temporarily* via morphine until proper rest w/ splint can be had for such and such amount of time (cumulative, so as to not discourage people from playing if they have a currently-fractured limb)
  10. yessaul robinovich

    Allow Server Configurable Pve Only

    nope
  11. yessaul robinovich

    Broken Limbs and Treatment

    Roshi, could I get some input on this from a representative of the medical profession? I am but a lowly medical interpreter. ;/ I'm trying to find a decent middle ground between abstraction and realism without creating too much abuse potential (someone with two broken arms who is unable to manipulate objects, etc)
  12. yessaul robinovich

    Less Military. More Apocalyptic. (Clothing)

    change visual effect of 'worn' status items to being heavily patched up and repaired, similar to the trousers of the character in the above concept-drawing. allow for repair of clothing, etc using various basic resources and kits up to 'worn' to prevent waste spawn items (badly damaged and thus useless)
  13. yessaul robinovich

    Improvised Firearms, and some thoughts on night vision.

    I'll assume that you're acting in good faith here, but did you take the time to even read what I wrote, or in a paroxysm of knowing better on the internets, stab your fingers at the quote button, followed by the frantic scrabbling of fingertips on keys whilst hitting the "Post" button? So have I. And you know what else? I've fired 12 gauge shells out of them. It looks a little something like this - and you can buy it for $14, or make your own out of aluminium with basic machining skill. Here's a link for you, knock yourself out: http://www.keepshooting.com/12-gauge-insert.html I...do not know where you could have come up with crafting the flare gun. I said the flare gun should spawn in default configuration and be modifiable to shoot 12 gauge. the way it can be in real life. Obviously its not designed for that and would take some damage with every shot, but a viable improvised weapon for when you don't have something else and using a very common type of ammo available damn near everywhere. Pretty cool, I think. Also, flares burn up to 20,000 candles for 5-10 seconds depending upon manufacturer/type. The upper bound of that is quite enough to illuminate an area you're aiming for, in addition to using them as a signal. you also have parachute flares which descend slowly and burn for considerably longer periods as well. So, again, thank you for your not-inconsiderable knowledge in all things flares-related and firms dismissals of stuff that is obviously confirmed within like a 5 minute long internet search.
  14. yessaul robinovich

    Improvised Firearms, and some thoughts on night vision.

    I don't have a link off-hand, but someone had a great post illustrating the limited stopping power of bows and arrows - particularly the sort you'd be able to craft on your own in the wilderness. The example they used to illustrate 'the most realistic depiction of being killed with arrows' was the death of boromir. What i think makes the most sense is an increase in 'shock' damage to weapons across the board, because a good hit with an arrow or several of them would probably make the person experience excruciating pain. The same goes for a lot of melee weapons that currently take an uncountable number of direct hits to bring a person down. I think the amount of pain and shock inflicted by things like a single blast of a shotgun, even if only partially-hitting someone - should reasonably knock them unconscious or seriously disable them. But one-shot instant kills with an arrow to the knee would be a very weird direction to take. There's a reason why most bow-hunting enthusiasts carry a backup firearm. Anyway, once diseases and infections are in, the definition of a mortal wound expands greatly.. something that may kill you a few days down the road as you frantically scour the countryside for some tetracycline antibiotics could very well have been delivered courtesy of an arrow or wayward buckshot fired in your general direction.
  15. yessaul robinovich

    Improvised Firearms, and some thoughts on night vision.

    Well, this is something i was going to say also. It isn't that the player needs to do these actions somewhere in a forest clearing with basic hand tools. If you recall the mod, certain actions needed to be performed in the vicinity of a certain object, or in a location that was specifically-designated. the most obvious example of this is when chopping wood from a tree using the ax required you to be in a location designated as 'forested' - any tree would not necessarily do. Given that some locations in the game feature actual machine shops, there is no reason to say that certain object interaction for crafting purposes could not be tied to those specific locations, giving them even greater importance in a setting where you have fewer functional firearms than people to use them. Some types of crafting that basically involve making an attachment to weapon could work anywhere (put aluminium liner into flare gun, get modified flare gun that can use diff. ammo. same as attaching mosin compensator to the barrel in terms of how the game handles it..) other, more complex crafting is location-tied. This would go along very well to increasing the level of interaction the player has with existing structures in towns - ie: being able to start a fire inside of a fireplace, etc. further down the road it could involve stuff like reinforcing doors, boarding up windows, making barricades, placing locks on doors.
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