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mgc

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Everything posted by mgc

  1. mgc

    Inventory system

    ""you were talking about removing the inventory screen grid altogether"" Correct. ""and simply making one larger inventory"" With subs for pants / vest / shirt / backpack to serve realism. (backpacks would have a large PV (max)) ""with a "volume meter" indicating the total amount of storage available."" per subdivision, correct. ""I'd be curious to see what the Devs thought of it."" I asked Dean yesterday and he wasnt exactly clear. (Its on page 1 in this thread)
  2. mgc

    Inventory system

    ""he doesn't want to see backpack tetris"" In the system i explained, all storage items (backpack, pants etc) have 1 slot. ""it will likely be to simplify it as opposed to complicate it more"" I could make it simpler than 1 slot per storage item by making it 1 slot per character, but that wouldnt serve realism. ""Some of the suggestions could absolutely work, so long as the math is hidden"" It would be. ""color coding"" No objections. ""Right now it is item size versus space available"" Pens ""If the space seen is not representing actual space available, that gets complicated"" In the system i proposed no space is visible. We could do a volume bar per storage item to give a visual representation of capacity.
  3. mgc

    Night- Heat Vision goggles/Scope

    Pretty please no nvg or thermal scopes. Not even very rare. PvP is hard enough as it is. Characters get sniped by people they never laid eyes on. Do we really need more of that? Or are you just begging for a win button.
  4. mgc

    Inventory system

    As far as inventory space goes, all we need to worry about is volume. Weight counts towards maximum load bearing capacity, but doesnt determine what fits where. Take total volume of storage item (lets say vest) and divide by # of pockets. Items larger (more voluminous) than the result wont fit. You will have to experiment to see what fits where until you have experience. You can add more than 8 items provided the sum of their volumes doesnt surpass the vests. i.e. A vest could prolly carry 800 pens, or 7 cans of beans and 100 pens. The menu would have to be expanded to fit the information: -beans pristine 2 -beans damaged 4 -beans ruined 1 -pen blue pristine 12 -pen blue worn 23 -pen blue damaged 2 -pen black pristine 6 -pen black ruined 1 etc. ""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"?"" The way i see it it should go like this: Pants Volume (max) = X X / #pockets = Pocket Volume (max) You then make the pants 1 slot with a max volume per stored item of Pocket Volume (max). ""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"" I have a similar experience with yellow containers and ammo boxes atm. I can never remember whats in them and have to drag stuff over it or take it out of inventory to see if theres room. Inconvenient but not game breaking. Perhaps even more realistic than being able to see what fits where in the blink of an eye. You can still pick up the item (like we do now) and have the game fit it in inventory for you. You may have to move stuff around when nearing total capacity to fit that last can of beans.
  5. mgc

    Inventory system

    Dean mentioned reworking the inventory system to affect stamina. Not sure if that means we keep the same system with weight added, or that the entire system is reworked to a more realistic and convenient weight / volume based system. The first would not be what we want.
  6. mgc

    How do you deal with playing lone-wolf?

    Be vewy, vewy quiet?
  7. ""Bows, arrows, and thrown items/weapons...bows and arrows, knives and spears are all on the list – along with a physics-based throwing system that can be used inoffensively (throwing a can of beans to a friend in need) or offensively (throwing a can of beans at someone’s head)."" Fluff. ""Reduce spawn of military gear and other important items We get away from running to a particular building to find the military item. You might find one there, but nine times out of ten it won’t be. It’ll only be when they get destroyed or disappear that they respawn again.” The result will be a more mobile player population, making more use of parts of Chernarus away from the major cities and military bases."" Make loot spawn randomized. I gather they want a limited amount of high end gear so only some will get lucky? ""Limited item respawn on server; items respawn when another is destroyed "Then we’ll be able to dramatically reduce the spawn rate of important stuff – like military weapons. As some of these difficulties increase, players will start to see the benefit of grouping up.”"" They will kill to get their hands on the desired items. This is not the difficulty that needs increasing. ""More zombies, but some isolated areas of the map too “We do still want the sense that there’s no zombies in particular places, out in the wilderness,” Hall says. “It brings this sense that I’m safe, but I have to take an active risk to go in where there’s more danger. I find that quite interesting.”"" No brainer. ""Player to player contagious disease? “Say your group is getting along really great and you’re doing well and someone starts coughing,” Hall says. “What do you do? You suddenly have to face all of these issues."" Fluff ""Hunting (already known) Hunting for game is a priority feature to be added,"" Agreed. ""Night having an effect on hunting Hunting is also a way for Hall to start solving a much broader problem with the game – nighttime. “Nighttime is my favorite time in DayZ as a concept, but in terms of gameplay it’s... not so much,” he concedes. “You don’t really get much out of the game then, and that’s why – as designers – we need to fix it.”"" Unless there are going to be crucial items that can only be found while hunting at night, this will not help. ""Tameable animals Not every animal you encounter in the woods will be wild. Tamable stray dogs are something that Hall is keen to include..."" Fluff ""Horses possibly “Horses are looking a lot more likely than they were before,” he says. “Part of the problem is animating them. It’s not something we can promise, but it’s right up there in terms of things we’re looking at in the moderate term.”"" Fluff ""Vehicles next priority, Starting with bicycles Vehicles are the next priority feature, requiring the cooperation of groups of players to assemble and maintain. The vehicle you and your friends build will, in a sense, be a second character – and it’ll need just as much caring for as a human being. We’re going to start simple, with bicycles – they’re slow, and there’s not much to them – then from there we’ll head out.”"" Agreed. ""More 'appropriate* difficulty for running vehicles, including helicopters “We won’t be able to do everything, but the idea is to provide a much more DayZ-appropriate vehicle experience. For example, I would love to see helicopters – but it’s going to be so difficult to keep your helicopter running, because there’s going to be an incredible number of items attached to it that all have to be looked after. The helicopter becomes this amazing thing to see – not just something you find and get in and turn on.”"" Fluff ""Underground bases Something else he’s thinking about long-term is living space. “I want to go with underground bases because it solves the problem of space on the surface. Even though DayZ has a huge map, it’s still not big enough for what we’re talking about."" Not a fan but better than nothing. ""Player run laboratory for virus research I’d like there to be – dare I say it – in-game content where you create a lab and try to keep that running. Suddenly resource gathering becomes very difficult, and very important. Being mobile becomes critical, because your base is static. One of your goals would be researching the zombie virus and how it mutates, as well as researching and even manufacturing new viruses."" Fluff. ""Extended moddability I’ve been looking for ways to add user-created content without them having to make a mod and distribute a data file. It’d be great if we could have it so that players could make stuff and create events that happen based on the existing database.” Engineering, science, medicine, animal husbandry – these are all signs of civilization, not post apocalyptic chaos."" Fluff. ""Player customization There’s things we’ll do to support that [Gangs/Groups], like tattoos and being able to write markings on your weapon. "" Fluff. More core, less fluff pls.
  8. You are wrong. You are wrong. You are wrong. Im apparently king.
  9. Inventory: -Rework inventory system and items that follow to volume and weight realism level. (A pen doesnt take 1 slot.) Remove everything except players, the landscape, buildings and infrastructure. -Add current player starting kit. (with proper weight / volume attached to items) -Add flora and fauna (food). -Add current health system. -Add random lootspawn. Spawn 1 type of small backpack, fire axe and magnum + ammo. (weaponized PvP / PvE.) Navigation: -Add writable map, pen and compass. Storage: -Add "sticks" and opaque camo net. -Add piles. A pile is a designated area that can be achieved by 4 "sticks" in the ground. The maximum storage capacity (based on volume of surface area) is limited by the "stick" to "stick" lengths and should be able to contain (a pile of) the largest item (not vehicle) in game. The pile is covered by an opaque camo net to avoid loading potentially 100's of items. Piles are accessible by everyone. Interaction with the pile can be hand, backpack and vehicle. Individual character piles are relocated instantly when they die and a map with the new location spawns on their corpse. Clans: -Add clans. This can be as simple as a rock or pole with (erasable) character names on it. -Add clan based communal piles. These can still be accessed by everyone. If all clan members are dead, all communal piles are relocated to unknown locations after 5 minutes. A map with the locations spawns on the last member to die. Base building: -Rework buildings to suit base building / destruction and desired level of realism. (start with buildings that generate the most problems) All reworked models should allow paint on exposed surfaces. -Add tools for working metal, stone / concrete and wood. (includes welder / cutter / generator) -Add gathering building materials. -Add shaping gathered materials to desired dimensions. -Add 3 dimensional piles (8 "sticks") which must be encased in wood or metal on 5 sides (with lockable lid optional) and can be incorporated into vehicles during vehicle construction. 3D piles larger than "y" can not be picked up by hand and have to be constructed on site -Replace troublesome buildings with reworked models. -Add lockable doors. -Add base building. (make exposed surfaces of placed parts paint friendly) -Continue adding reworked models. Vehicles: -Rework vehicles to suit point 3 -Add vehicles. -Add altering mechanical properties and player designed superstructures. Make exposed surfaces of placed parts paint friendly (Many designs will likely resemble light tanks without (large) guns and im absolutely fine with that.) -Add spare parts. Paint: -Add paintbrush. -Add paint including 3 shades of green, grey and brown. Weather: -Add weather impacting health. Zombies -Add Z until surviving on your own requires copious amounts of skill. Optimize. Release alpha. Fine tune features. Add fluff Optimize Release beta End of cliff. For now.
  10. mgc

    Supermarket glitches.

    Yeah, its a known bug. Apparently players themselves see the supermarket like normal, but others see them as sunken into the floor. Perhaps there was a quick fix where players would be elevated above the real floor but not the entities they see?
  11. You honor your name. ""I find that some people who play 1PP like to look down on people playing 3PP. It's stupid and childish."" Stating that unsupported makes it an opinion based on emotion. (crazy) I find that players who play 3pp like to take advantage of certain features that increase their chances. Given that this games prime concept is authenticity / realism / immersion, im calling you lazy. Your name is complete.
  12. I understand it must be shocking for you to see grown men play with dolls. Having 2 grown men play with each other makes much more sense, yes? lol
  13. You couldnt get past that first sentence, could you. The Japanese trump the USA (and many others) when it comes to being civilized. The USA has its own underground, slave trade and racism. Civilization in the USA is so thin that all you need to do to create a riot is turn of the lights. Now back to anarchy. Oh snap.
  14. mgc

    Building a house from scratch (like rust)

    Actually i think it would be the above ground bases that would be a strain on the server as underground bases dont need to be loaded unless entered. I would be ok with building underground if necessary, but above ground has my preference. Also because id like to have a look around before i step outside.
  15. mgc

    The SOLUTION for KOS!

    ""i read all of it and i think the people who ONLY kos dont see the many exciting possibilities this game offers:"" Kids these dayz have no imagination and have never learned to entertain themselves?
  16. mgc

    Group PvE end game

    I mean there should be enough PvE to entertain players who enjoy that sort of thing over PvP. They will just have to put up with the occasional PvP ""what next if I'm not a PvP-player?"" ""I don't mean to sound rude but, find a different game, DayZ isn't for you."" I wouldnt mind someone like that to hold the fort (maybe snipe some Z or build on that armored vehicle) while the rest of us is sniping hoppers at the airfield.
  17. mgc

    Group PvE end game

    "This game is not a PvE game and it never will be." I agree it should not be solely PvE, but it should have a core PvE aspect in the form of Z. I see the development of weather based PvE as a nice addition.
  18. How about this: Servers are linked into chains of 4 that form small "worlds". You need to survive getting to the other end of the server (far west) to unlock a gate to the next server where risk / reward is slightly bigger on both ends. When you die you can opt to respawn in the east in any of the 4 servers, provided you unlocked them. You can log into all level 1 servers and servers you unlocked but only on either end of the server (west or east) if you unlocked the next server. If you havnt unlocked the next server yet, you must spawn in the east. Depending on how well the 4 servers can share tasks, more might be possible on the 4th server regarding Z and bases. This prolly makes the 4th server the hotspot leaving the other 3 more resources to support it. There could be custom length chains. (4 is just an example)
  19. mgc

    Building a house from scratch (like rust)

    Base building should be a core feature because it gives players something to focus effort on. It is 1 of very few useful constructive elements in a very destructive world. "Why do you people want to change this game into minecraft?" imo its more like ksp meets battleships forever.
  20. mgc

    Medical Minigames & More

    "a nice idea to make actions need some time to be accomplished." Just make the animations last longer. There should be more than enough core game to avoid needing mini games to encourage rp. Players will specialize more once groups get bigger.
  21. mgc

    1st person only or 3rd person?

    1pp only for immersion sake. Ignore those whining about wanting to play 3pp. They are imo not the target audience.
  22. mgc

    Building a house from scratch (like rust)

    Ok, here is what happened. I say "No cookie cutter bases". You say "Problem!". I ask "Solution?" You say "Cookie cutter bases."
  23. Just not nearly as civilized. There are those who enjoy the freedom anarchy brings. These players have most likely never been able to make anything they wanted to last and dont mind taking what they want from those that are. You could say this player is the archetypical younger sibling you would love to "talk" some sense into if only your parents would let you. There are also those who see anarchy as a threat to their way of life. They have no need to take from others as they are capable enough to provide for themselves and then some. These players benefit by re-establishing civilization and imposing their way on others (by force if necessary). There is a risk that the productive players will encounter so many destructive players that they will retreat to their "rooms" and play in a more stable environment, leaving the sandbox to the kiddies.
  24. mgc

    kg/m^3 inventory system

    Agreed. http://forums.dayzgame.com/index.php?/topic/172875-inventory-system/
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