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Everything posted by skyline-gtr
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The engine cannot produce characters of different heights? they can do different postures already.
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elLoCo, your ideas would mean that some people simply stop playing the game and do all the actions required to level up.
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The language barrier should not exist in this case. Using Numbers for distance and simple compass points for direction. It is almost universal.
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"This game absolutely has to have something beyond gear. " As many people have pointed out, surviving is its own reward. "There is absolutely no reason not to do this." 1 reason, is personal choice, e.g. I do not want to do this.
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Often buildings do not have names but only numbers. I suggest that if your friends have trouble orientating and that is preventing you from killing people, then you could benefit from some training, instead of simplifying the game. Realistically if you cannot communicate with your friends in these types of situations then you would die.
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He might well have been. I was simply providing information as to how the current system works, so to enable him to analyse and suggest an alternative. I think your stacking idea is good, while the concealment thing might be hard to define.
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Generally distance and direction are used.
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The difference between Ingame Zombies and humans in this scenario, is the interpretation of input, and also ability to focus. Zombies interpretation of input, is coded. This means that, for any given input there is a defined output. Humans interpretation of input, is variable. This means that, for any given input, there is a thought process that determines what that input is, there is not neccessarily an output. Any output would have to go through another thought process to determine the course of action. This as I said is variable because there are occasions that training and muscle memory comes into play. In this case, it is similar to the Zombie. Zombies do not have focus. They have a set range. Humans have focus, their current focus determines how difficult or easy it is to see something at a certain distance.
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Hello, thank you for making more server available to play on. 1 question, What is Difficulty level do ?
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As Server Perfomance will increase, what would you like to see first?
skyline-gtr replied to Sloddor's topic in General Discussion
Option missing from poll. My choice if server performance increased would be stability. -
That is an interesting point. I think understanding the way sight works would help this issue. Now the point that people are making about large groups being easier to see, is related to noticing movement. One person moving stealthy from cover to cover is difficult to see because you would need to focus your attention on one area. A large group of people cannot use the cover system as well, this makes it a lot easier to notice them with just a glance in the direction. The key word is focus. Now the way Zombies work in the game is by sight and sound maybe. They have a set range as you put it. They would not have varying degrees of focus. So, Im not agreeing or disagreeing, just trying to aid in understanding. But it seems that there are 3 things here. Human biology and psycology(sp), Zombie biology and psycoloy(sp), and Programming code. I am not an expert in any of those fields, and it seems I have confused myself trying to explain this stuff lol
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Map *Fairly upto date* of the entire SA including loot.
skyline-gtr replied to Pete1601's topic in New Player Discussion
Pete, in reference to your last post. This is a discussion forum. If you do not require other peoples opinions, then perhaps your idea is more suited to the gallery. -
RPG from a defendable position would be cool also.
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Perhaps clothing/gear would be a realistic way to identify people. Also an improved character creation system might help too. With a name tag system, is not realistic because in real life, if you are required to shoot someone in a crowd, your brain is required to process this information. Having your group of buddies all with nametags, removes this element.
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I think the main reason for this type of behaviour is comradery. Another one is strength in numbers.
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Do you have a source for you percentage numbers, or anything to back them up ?
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2) grinding is inconvienient?? Whats new dude. Will not stop it happening. 3) grinding is boring?? Whats new dude. Will not stop it happening. When you start handing out rewards for actions, then it will cause some people to stop playing the game, perform the actions and gain the reward.
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Im sorry but just because you do not have the patience to observe a persons activity does not mean we should simplify the entire game, making it completely unrealistic.
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In the real world a bandit would get hunted by police. There is no police here.
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Now you are comparing death and not survival... Are you suggesting that death in game doesnt matter ?
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Im sorry but I think you have missed a few important points. "Think of the desease + immunity system. To gain an immunity you suffered a potentially lethal illness; so there is no incentive to intentionally getting a desease just to be immune in the future. Significant drawbacks prevent any false incentives!" If you were not aware, a very common method in real life to gain immunity is to inject a small amount of the disease. "If every injury you endure in the game has a certain chance to cause an infection / desease, potentially resulting in your death, you will not injure yourself on purpose. So here we can add a progression by training without any grinding effects. Applying bandages could be trained regarding speed and success probability. A blood bag applied by an inexperienced player could result into an infection with 10% probability, while an experienced medic would have a 1% chance." This is easily exploitable and could promote grinding. "Mechanical skills could be another area, e.g. regarding the speed and success probabilty of repairs. It is more difficult to implement a drawback here, but it seems possible: - Time effort: To finish a repair action takes between 3 minutes (tire) to 6 minutes (engine). Exp only granted if action is completly finished - Risk: During this action a soundfile is played (*repair sounds*) which can be heared by other players over some distance. - Risk #2: (Very small) chance of hurting yourself during a repair. - Weight / size of repair parts prevents people of carrying repair parts with them just for the sake of using them should they find a vehicle." This is easily exploitable and could promote grinding. "This is a very simple system: Your character progresses over time-played. The major advantage is that the incentive is very clear: Staying alive. There is nothing to think about, no unintended incentives which would cause e.g. grinding. It would not affect player behavior and perception of the game world in any way because it is so simple." This is easily exploitable and could promote grinding. It doesnt matter how you word it, or how long winded your post is. When you start handing out rewards for actions, then it will cause some people to stop playing the game, perform the actions and gain the reward. I was going to point out some more obvious mistakes but I feel my above points are sufficient. If you do require more understanding about how your logic is flawed then I will surely oblige.
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Did you miss the numerous posts where people said that the point of survival is to stay alive? Similar to the point in real life.
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A tool to simplify reporting dodgy servers
skyline-gtr replied to Gruso (DayZ)'s topic in Server Advertisement
I'm sorry but saying something is "a lot easier" does not validate the use of "simplify". Now unless I have compared the process of "doing it yourself" and the OPs method wrongly, then the thread title is misleading. Misleading other people is not helping. -
Could hazard a guess that item customisation is different then item creation. not sure.