burkino_026@yahoo.com
Members-
Content Count
65 -
Joined
-
Last visited
Everything posted by burkino_026@yahoo.com
-
Gear Levels/Rarity, Scarcity, Item Management, Children and More
burkino_026@yahoo.com replied to wonderflex's topic in Suggestions
Missions: NO Inventory: YES and i've seen/wrote many posts on same idea already. One day, hopefully, it's gonna be there and we're gonna have tons of fun playing with the mechanic of it. Staring at those cute items we found and figuring out how to carry them. (cant f****ing wait) Most other things you mentioned are in the works already. There is a poll on nights, which i voted for pitch black with blocked gamma option. Whats the point in a bright night? Could happen with a moon phases mechanism, once in a while, but bright nights as a default would be totally pointless to have them in the first place. Also, adding to the moon phases, would be influenced hugely by clouds. Scarcity of loot and military loot. I actually like the idea of abundancy of military loot. In an outbreak such as this, i suppose you're gonna find a lot of dead soldiers. BUT, as the days and weeks pass by, EVERYTHING becomes scarce. Maybe, in the future, we could have a mechanism for spawning, or different scenarios, that depict the aging of the outbreak. I ve been playing a little bit of Dayz 2017 and I must say... It's a bitch! All you find is empty cans for hours. Then you find your first gun/rifle and you spend those ten rounds on the 50 zeds that followed you while you picked up that f***ing gun. You waste 5 of those 10 rounds, and you ultimately kill 3 zeds, leaving you with most of them still chasing you and no f***ing food, drink, bandages to survive. It's intense! I'd like to see that in a "aged" scenario. Especially with all the options and survival mechanism we're gonna get. Children and dogs. Well. Personally, i'd throw everything in the mix. I'm personally not impressionable. I am mature enough to treat this game as a GAME. I would not hurt a child or a dog, or even an adult, in real life. And doing so in a game would not affect this state of mind. But i know people who are very impressionable about dog violence and would NOT want to watch a movie if they knew a dog would be harmed in it. And hate one if they watched it without knowing. I cant even imagine children violence in a game. I can remember a Star Wars game in the 90s, for Play Station, where you could light sabre mommy and little boy, but it wasnt something you were supposed to do. I guess they forgot to make them light sabre proof, or just didnt imagine players would try that s**t. I did accidentally lol. As a young teen, i felt a sudden rush of guilt and turned the game off for a bit. Then went on playing realizing they were virtual characters made of pixels. Still didnt like the idea of doing it, and the following time i paid much more attention in not accidentally killing any families. Point is. Society is impressionable. And even if devs decided to put something like this in the game, most of the audience would reject it. But this, not to say I would vote no for it, or wouldnt want it in the game. If one day i loaded a new updated and BOOM I could find a child survivor and take care of him, or, BETTER, choose to play a child or teen survivor, that would be ace for me. One whole new universe of role play and immersive gameplay to explore. As to dogs, they're gonna be in the game, as i understand, so, watch out dog lovers... be warned of those dog-snipers. -
because you wanna go Alice in this game. Ok. I second that. But no one hand, or ever worse, one per hand, shooting. These things are still heavy and give a punch.
-
Door Open/Close Sounds .To lock and destroyable.
burkino_026@yahoo.com replied to WeedFoXx's topic in Suggestions
+1 -
Body Tepmerature, wet clothes, rainfalls
burkino_026@yahoo.com replied to anathol's topic in Suggestions
i confide in the devs having a better than average common sense and balancing skills. This is the Arma2 team, or, people from it, anyway. Not some random game creators. They know what they're doing. They won't put random stuff in the game just for the sake of it. Even less obvious stuff has a purpose in the game, most of the times an indirect purpose. That's what makes it such a great game already in its EAA state -
Body Tepmerature, wet clothes, rainfalls
burkino_026@yahoo.com replied to anathol's topic in Suggestions
then those people need a quick class in survival skills, to grow some balls, or choose a easier game, coz Dayz aint gonna get any easier in the future (i hope). Bring on harsh weather!!!! I'll let you stay in my shelter during the storm, for some beans. -
AK47/74 are very popular, and fit well in the map, so, cant see why not. Should be more popular than M4s
-
Body Tepmerature, wet clothes, rainfalls
burkino_026@yahoo.com replied to anathol's topic in Suggestions
so. Norwind and ashawkin. All the adversities from the environment, in a game, stress you out and put you off the game, and from having fun. But, then, what do you expect to be doing in a game like this to have fun (and i stress the point that it's a survival game) ? I am interested in your answer weather, hunger/thirst, infection, and dangerous animals should be the most difficult aspects of the game, because it's set for the most part in woods and fields. If it was a metropolis then it would have been a different story. The deal, here, is not about worrying for these factors, but taking them into considerations BEFORE you go and do those things you expect to be fun in the game. I dunno, shooting people, looting bases etc. Before you leave your shelter, eat and drink well, wear appropriate clothing. When (and if) you return, just scavange some food, or hunt an animal, and return to your shelter. Check out your loot, while you eat and drink, and rest. Not so difficult. And more varied than just running around killing people and looting buildings all the time. It'd eventually become dull. we dont want a dull game. Or do we? -
Played on a 1st Person server last night...
burkino_026@yahoo.com replied to libertine's topic in General Discussion
the usual 1PP/3PP argument. I play both, and I enjoy both. But there's a massive difference: 3PP gives you a "remote" feeling of your character. You somewhat care less what you make him/her do, and focus more on looking at the elevated panorama the 3PP camera allows you. 80% of the times there's no even a need to aim down the sights or to peak. You just move the camera around. You feel SAFER and you start disregarding cautiousness. You basically miss out on HALF of the game experience. 1PP is just NATURAL. doesnt really need explaining, but ill do anyways. You naturally feel the need to move your head to look around, be more cautious and aware of your sorroundings, and take better cover. There's a thing called "lower weapon" with spacebar i believe, which allows you to not run with your sights up (not sure why youd keep your weapon up all the time). You generally feel less safe, and paranoid, and you really start wishing for a partner to check your back, because turning your head is effort that you dont always want or remember to accomplish. Plus i dont get why some people hate 1PP so much. Most shooters are 1PP. THe name FPS itself means First Person. You only hate it because you've been spoilt with 3PP and going back to 1PP is like learning the game again. It actually takes skills. But, really, it doesnt. It's a matter of common sense. In reality, you wouldnt just run around a corner if you expected danger. You'd carefully peak around. If and when we get proper character movement, 1PP will (it already is) be the way to go. -
Inventory space - same capacity but 4x number of squares
burkino_026@yahoo.com replied to Roshi (DayZ)'s topic in Suggestions
Brilliant!!! I ve been thinking this for so long. So many instances in which, this, would be useful. -
Is weight going to play a factor ever?
burkino_026@yahoo.com replied to Slyguy65's topic in General Discussion
i favour the ACE idea. playing with ACE2 were some of the most intense and emotional experiences i've had in a videogame. -
Yeah, this should be an important feature, especially since switching weapons is so slow and buggy. I'd like to see it in conjunction with someone else's idea of slings. But also independent, just like in the picture, splitting of the hands for the multitask. Only difference being the inaccuracy of the latter.
-
Player Identification and Classification System
burkino_026@yahoo.com replied to ZedsDeadBaby's topic in Suggestions
i like this idea. I would vote for it. But only, as said, if it only works when pressing a button, while aiming your crosshair to someone's face (not the body. Makes close range a requirement, or proper zooming eg scope/binoculars) to "remember" someone. Recognizing someone should happen automatically, when looking close at their face (maybe tied to a zoom level of the face area, or some other code, i dont know). Icon over the head, with quick fade-away. This because it would then be useful when strolling around with friends. Many times i am clearing buildings with friends and a random guy walks in, i dont recognize him straight away, even with the face uncovered, and suddenly he opens fire. In reality, you'd be able to notice that face is not your friend's straight away, but scarcity of character customization makes it difficult in the game. Having your friends green icon appear briefly when you see his face up close would give piece of mind and would IMO feel more logical and legitimate. Im not mentioning "better character customization" as the best solution because it's actually not, in my opinion. It would bring a whole new world of metagaming to the table. You'd be able to recognize a season character from a youtube series, or from a random screenshot, or other media. Mind you, could also be thought of as a form of ingame press and gossip, but unlikely to feel legit in a zombie apocalypse, where, usually, society just ends entirely. -
Adding risk to "Bandit" play style and other suggestions.
burkino_026@yahoo.com replied to xb4da55x@gmail.com's topic in Suggestions
I like the idea of server limited information. Gives that element of mystery and anxiety, and will definetely increase the risk in server hopping, and ghosting, along with the timer, making them basically not worth it. Afterall, you dont need to know who else is on the server. All you need to know, to play, is if there are enough free slots for you and your mates to join it. Although, this might create another issue: unkowningly playing on an empty server when you actually want to be around people. -
Demographic Profile Of Dayz Community
burkino_026@yahoo.com replied to Uutgrunnen's topic in General Discussion
Age: 26 Gender: Male Country: UK Played mod: Yes -
Loud, 10 Second Sound On Spawning, Hearable Within ~200M Spawn Delayed By 5 Secs
burkino_026@yahoo.com replied to Cullis's topic in Suggestions
this haters hate this idea because they're probably the ones who combat log and ghost. I am no angel. I've combat logged a couple of times. One time it was because I've logged in what i thought was quiet and covered location only to find someone there ready to kill me. I thought "no, fuck it. Not gonna kill me while i log in. Unfair" and i logged out. Just unfortunate circumstance. The other time I was looking around the NW field at night to see what kind of loot there is. Kind of server hopping there, but for curiosity, as i never had a high geared setup before that. And someone logged almost next to me so i panicked, literally adrenaline rushed, and logged out in a flash. But on a normal basis, I get into the woods or in a house outside town, to log out. The idea of having a loud sound can be a counter for ghosting and server hopping, but just as it is would be a massive handicap for EVERYONE, even the random guy who just happens to log out in a quiet town (at the time), and re-log the next day in the middle of a shoot-out, or right next to a bandit. If you're going to suggest a loud logging in sound, then i suggest, on top of it, a brief, 10 or 20 seconds timer upon log in, where your character is frozen, and invulnerable, so you can assess your situation, thus preventing an accidental log in into what you thought was a safe place and now is a war zone. 10-20 seconds in which, yes, you give away your position, but also you can decide not to proceed with the login. If tied to a log out timer, then it wouldnt pose an advantage to ghosters or combat loggers, and server hoppers, well, if one is going to server hops, he/she does it in a quiet server anyway, so it's more down to log-out timer to discourage this practice. -
i like this too. Skills are suggested by many, and hated by so many others. But a simple skille system sounds plausible given the fact you're basically moving a character in a virtual world, who isnt a all-round specialist in every possible aspect of everything. I'd say, a basic starting level understanding of how to do everything (let's call it "common sense") which will enable you to perform every function, or, almost all, that you can do in the finished game. But, and especially for more complicated ones, at a more extended time, and with a mediocre quality of results. (when i talk about increased completion time, i'm implying you can cancel the action and animation at any time, if you're in danger for example). Learning a skill would mean getting better at something, learning how to do it the proper way. Practice will make you faster and more efficient at it. So, in action, this could be: Yes, i can fire my M4, yes i can swap magazines, yes I can put and extract bullets from my magazine, etc. But i'm really shit at cleaning the weapon and clearing jams, and it takes me forever to swap a magazine when the gun has gone dry, because i also have to cock it. Reading a manual will enlighten your character with proper knowledge and make him/her more proficient at using the weapon. Yes I can kill a rabbit. Yes I can skin it and gut it, yes i can cook it and eat it. But I make a bloody mess of it and waste a lot of meat, possibly dirtying my clothes in the process, too. And, you know, fresh rabbit blood attracts wolves... just saying... Reading a hunter's book will give your character all the knowledge to make the entire process efficient. I dont think people will moan about it being the same old RPG character building game. The skill building i mentioned is simple and straightforward and doesnt imply pumping your character with god-like level 100 skills in any way. Just going from "i make a mess" to "i do it neatly. no problema". THATS IT. Dean. Read this topic and agree lolololol
-
This is just my take on others' opinions and my own interpretation and creativity to it. I'd like to see, one day, a stress system in the game. One that works two ways, or, more specifically, has two "meters" or "bars" that take into account the two aspects, the short term, and the medium-long term. Stress and Adrenaline Adrenaline being the short-term Stress being the medium/long-term Adrenaline kicks in whenever you're face-to-face with a screaming zombie, when you fire a gun, when you hit something with a melee weapon, when gunshots sweep past you... etc. The amount and intensity of adrenaline depends on the situation, and can accumulate. The effect is both positive and negative. Positive: -increasing resistance to pain (pain giving possibly visual cues and shaking, and moaning), allowing your character to almost ignore small wounds completely. -small stamina bonus (that is, considering a stamina & fatigue system present) -attack strenght bonus (your melee attacks become slightly more powerful) -slightly more acute vision (better aiming as well). Negative: - hands shaking increases with amount of adrenaline - visual and sound cues of heart pumping (mostly for immersion, but can add to the confusion and intensity of the sitation a lot) - accelerated metabolism (get thirsty and hungry faster while in adrenaline rush) - heavy breathing (can be heard, massive give-away for sneaky situations. Miight be an idea to use "hold breath" to avoid being heard by a passing character or zombie) - possibility of tripping over, loosing grip on carried object, or, in a very intense rush, getting into shock, and possibly fainting brefily (only in extreme cases, and especially if low on health and blood) tripping over animation i believe is already in game, if not, it's still part of arma2 engine, so wouldnt be too laborious. Losing grip of the carried object would simply mean dropping it to the ground in a massive adrenaline rush, unless it's strap via a sling (considering a sling/shouldering system as discussed in another thread, which i really like the idea of) Shock would mean a prolongued adrenaline rush with mostly increasing negative effects and not much positive ones, almost always requiring you to seek cover and catch your breath, or flee altogether. Fainting is just falling unconcious for a brief period of time. Could mostly happened in low health situation, when you're already weak, and a shock can knock you out by itself. - after effects: THE most important ones, possibly. They kick in at the end of the adrenaline rush. These are a massive drain on fatigue (which i'll describe in a minute), a temporary reduction in stamina, increased vulnerability to pain, infections, and health-related what-nots, and generally a "drained" kind of status that makes you want to seek cover and rest for a bit, or lower the pace in general, depending on how intense the adrenaline rush was. STRESS this is somewhat a collection of the negative effects of adrenaline, in a more subtle way, but in a prolongued and cumulative fashion. The more adrenaline rushes and shocks you accumulate, the higher the stress level, leading up to constant shaking, elevated heart rate, and other nasty symptoms. Could bring the implementation of sedatives and other drugs as an element of gameplay, apart from the simple solution of resting and lowering the pace. Stress can deteriorate your body functions to the point where, even if your character is healthy, he might be acting like he's sick and weak. More prone to shocks, more prone to disease and colds and everything. Generally more vulnerable to external factors. FATIGUE This is just the overall tiredness of your character. Running and sprinting consume your stamina (ill talk about in a little bit) which is a temporary/short-term condition. But, in the mean time, your get tired regardeless of what you do. The intensity, or speed, to which you get tired depends obviously on your body functions. Running all the time, carrying a lot of stuff, getting adrenaline rushes too often, will cause you to get tired more quickly and in a more intense way, thus requiring you to consider a lower pace of body functions during quiet times. Recovering fatigue can be done by resting. As simple as that. Take breaks to adjust your gear, to talk to ingame friends, to craft items, to light a fire, to eat and drink, to read a book. Whatever. All those quiet times will actually have a higher function on your character. No more crossing the whole map diagonally at a supersprint only to start a gunfight just as you reach your destination and snipe down people. Big no no. If it's going to be a survival game, than it needs to balance action with interaction. Another IMPORTANT and positive factor of fatigue is that it encourages you to rest, as mentioned above, which HEALS you as well. Nothing better than taking a nap, and waking up feeling refreshed and healthy, having healed from that food poisoning or from that nasty zombie attack. >> little note on getting shot << it should HURT a great deal more to get shot, depending on a number of factor like caliber, body part affected, etc. Pain, blood loss, and SHOCK. And it should require you to, yes, bandage to stop bleeding, but, the "shot" status, unless a clean through shot (another consideration here for a possible ballistic implementation), will remain until you get to a safe location and treat the gun wound with medical equipment, possibly extract the bullet/fragments, and clean the wound. All depending on severity. Should make a player be more cautious and THINK before getting into the next firefight, as it should be. No rambos. Come on. Seriously. STAMINA stamina is just an energy bar. Every physical effort consumes stamina, which is restored naturally through resting and lowering the pace. The amount of stamina is influenced by fatigue, health, energy (well fed), and other factors. The most immediate and common effect of stamina is the limit you can sprint for. Obviously affected by how much stuff you carry. Consuming a lot of stamina makes your fatigue increase more rapidly, along with increased body functions such as digestion (afterall, the stomach is simulated). Will also affect aiming, because of muscle exercise and breathing. No more sprinting across the map only to start shooting down everyone with perfect accuracy. You might still accomplish it, because maybe you're very skilled at combat, but you SHOULD feel the intensity and difficulty of engagement during high-stress and fatiguing situations, otherwise there is just no motivation. CONCLUSION Im sure and, i already mentioned, that most of this stuff is other people's idea as well, i just re-organised some stuff i had in my head and wanted to share. Maybe it's the same BS you read everywhere else, or maybe you might find a point or two interesting and original. I dont care. And maybe the developer has everything already planned and this post is completely obsolete even before posting it. But, considering all this, i still would like other people's opinion on this suggestion list.
-
Direct Comm Is Actually A Better Way To Communicate
burkino_026@yahoo.com posted a topic in Suggestions
For two reasons, one of which is obvious: no need to be connected to a VOIP software as it's ingame and supereasy to use. But, the main reason being: DIRECTIONAL AUDIO. Escpecially useful during firefights, as you can identify the position of your mates just by hearing them in their direction. Same goes for other players talking eg. the enemy. Whoever uses separate voice programs in a team knows how confusing it can become. Sometimes I just want to close the voice chat, or yell at my mates and expect them to hear my voice in my direction and follow it. Aint happening, have to describe them where i am, which takes a piss of time and effort. Voice chats can give the advantage of secret comms but WILL DETERIORATE your situational awareness esponentially with every extra member in the chat. Solution: (which Im going to be using if and when it's implemented) DIRECT COMM (already in game. might do with some quality polishing and maybe a voice-activation system as TS has - activates only when you speak) - WALKIE TALKIES. To compensate for when your mates are far away, so you dont have to use a voice chat, like, ever, when playing. They work FAR better than voice chats, as you can organize the communications. Once you have a two way comm set up you essentially have TWO voice chats (direct and radio channel). >>> NO VOICE CLUTTER <<< as two way radios can only either send or receive at any one time. Not both. Obviously you take the downsides of them, being signal limitations and possible discovery of your channel by other people (this means that radios needs to be just like ACRE, with EDITABLE preset channels). Conclusion: no need to fight over whether external voice programs are a cheat or if they should be blocked. THe solution is to implement a communications system that has MORE advantages than external voice programs have, and people will automatically start to prefer the ingame system, which adds to immersion and realism, and, to be fair, it looks and feels way COOLER!!!! -
Suggestion - disable VOIP during gameplay
burkino_026@yahoo.com replied to conan the librarian's topic in Suggestions
At the end of the day, a game like this can only provide with a stable enough and versatile enough platform to be able to run things on it, but after that it's up to the user and the community to make full use of it. In this case, as suggested, using in game voice means interaction with other players, what most of us want anyway, because I doubt all of you just want to shoot people down with no form of interaction. Cmon, you can play a single player FPS for that. If you spent money on this means you are looking for a form of environment and player interaction. At some point, you will want to talk to somebody in front of you. The facility is there already. It works pretty well, from what ive seen so far. It is even directional, which helps with team work more than teamspeak, as you can tell where your mate is just by his-her voice, being next to your left or behind you. Something i remember from using ACRE on Arma2. It's up to us, the player base. The dev is already giving us all the tools we will ever need. There are already a great bunch in this pre-alpha, you just need to use your common sense and your creativity. If you're not willing to do that then why play this game? go play COD. PS you even have the taunt hand signal, what more do you want lol -
I want to know how terrible hipfire and shooting on the move is
burkino_026@yahoo.com replied to crazyandlazy's topic in General Discussion
why would you want to hipfire in the first place? I can understand firing on the move, when running from zombies, in a panic. Still stupid, but one may choose to give up to panic and waste some ammo to MAYBE kill one of 20 zombies running after him-her. For anything else there's mastercard! -
give it time lol
-
Oh, and playing as a zombie, when you die, should be an option at death. I only ever saw this system in two games: Resident Evil Outbreak and ORC. Outbreak had an infection counter that would incapacitated and kill you at 100%. ORC had an infection on contact that, if not cured, would turn you into a crismon head crazed zombie. It'd be cool to get infected given too much contact with a zombie/infected. Consequenced would depend whether Devs decide on undead or 28 days later infected. If on zombie, you'd die, and just turn into an AI zombie. Other players would have to kill you first before getting your gear. But you'd have created another character already by then. And you could also have an option to continue that character, giuven its head is not severed and can turn into a zombie. You can wander around and kill. Once your head would be severed, you'd finally lose all control of that character. with 28 days later infected would be easier. If infected, you'd turn, and others would need to put you down. Wouldnt be an option, but rather you'd have to play as the infected until you actually die.
-
yeah, dayz mod's zombies used to have loot on them. I think, once the system is stable and there will be more zombies, it will be implemented. I also hope, once optimized, that bodies will stay for longer. I also like the idea of customisation. Some of it has been announced. Would be cool to customise your character as you go. You start with the face and general details, but then, as you play, details change, like hair, can grow, or you can cut/restyle (think ponytail), beards, body mass (you get fat, basically), muscle mass (you get stronger but also heavier and less agile). And, one thing i've always missed in Arma2 is agility. There never was a jump function opther than step over, which is wicked anyway. We need to be able to climb obstacles, trees, fences, jump over little gaps, and manipulate the enviornment. And it could be tied to your character, too, so, as I said, the fatter/more muscle mass, the harder would be to jump and climb. A skinny teenage boy (of which idea i like a lot) would be super agile and would find it extremely easy to hide under/behind furniture, climb trees, and so forth. I, for example, always preferred agility and evasion to strenght and resistance. I never plan to wrestle anyway. :) Some of these idea might never make it, but we can still dream, while we wait ^__^
-
[POLL] - 3PP / 1PP and seeing round corners
burkino_026@yahoo.com replied to floj's topic in General Discussion
I, like others, prefer 1PP but have friends who dont, and also I find 3PP useful when NOT in combat for ease of movement and to check out that awesome ass and that cool outfit my character is wearing. Therefore I voted for 1PP but would play 3PP if an option like fourth wall would be available. My other suggestion to the fourth wall is fog of war. Darken the corners that one should not be able to see. In conjunction with fourth wall, because fouth wall alone is a bit confusing, from what i0've seen in the videos. You can see behind a corner and enemies either appear or not based on the angle of your character to that corner. But the camera (whats important in 3P perspective) is the same. Can really confuse and disorient. I believe would actually pose a disadvantage to 3PP only people vs 1P hardcorers in combat, as they would get confused a lot, and 1P would then exploit this confusion (involuntarily, though, as one would not be able to know if the other is confused). But just by playing 1P you d know you cant possibly get confused. Fog of war would darken those corners so you'd know you cant actually see that portion of the screen unless you expose your character. Also other limitations to 3rd person to discourage its use, in conjunction with these... - total removal of crosshairs for any armed interactions. Only empty handed. To encourage the correct interaction with a weapon (eg, looking down the sights) - reduction of field of view(?) - interaction with the environment (if the engine allows it). Think for example Resident Evil 5 and 6 or Metal Gear Solid, etc. You can push against a wall/corner and automatically your character will adjust to it to sneakily peak over it. It helps with keeping concealement while trying to return fire or simply look over obstacles. >>>> can be completely rendered obsolete by the Arma3 concealement system. Procedural adjustment of crouch and peak movements. Will allow you versatily in combat situations thus reducing the need for 3PP exploitation. I cant think of anything else, right now. Maybe even force 1PP when using weapons and vehicles, but sounds a bit harsh to me, even though i wouldnt have a problem with it. I could play in a 1PP only game entirely, but I do support the use of 3PP, so.... im happy both ways. As long as there is a server option for 1PP only. Which is the bottomline. So, whatever happens in 3PP environment, as long as there are 1PP only server. Im happy. bye! -
Dyslecxi shows just how amazing 1PP only is in NEW video.
burkino_026@yahoo.com replied to Sidewinder24's topic in Gallery
I thought I was the only one thinking this ahahaha