-
Content Count
85 -
Joined
-
Last visited
Everything posted by aknar
-
Not very original, considering it's the start of every zombie movie/series, but it actually makes more sense when spawning with nothing at the coast. I would like to have diverse starts like these (one where your player starts in a turned over car, aftermath of a car crash, one in the empty basement of a country house, another hiding in a water evacuation pipe, ...) but without having equipment to start with and everyone starting on an equal foot. The problem here is that a hospital is too overpowered a spawn point (maybe have a zombie in the building to make you run off before you can turn the whole place over). The second issue would be that you don't have any form of nudity in this game (you have an removable shirt under your shirt)
-
How about being able to put your hand in front of the flashlight quickly to be able to avoid being spoted, it would still shine a little light but not a stream of light in one direction that might give your position away.
-
Camping was what made the Arma mod so annoying and this game is trying to work around it to offer a new experience. If people wanted the same one, there wouldn't have been a need for this game. This game is supposed to encourage team-work (as the devs say) against hordes of deadly zombies that can contaminate you and groups of other players that seek to survive by taking your ammo and medical supplies. I don't think I mistook this for the Arma mod. These guys are trying to solve a cheating problem that comes with this mechanic. The topic isn't new but it's because it's being brought up all the time that it shows how important this is. The ideas might not be new or revolutionnary either but it's by discussing it on a forum that you can test ideas to see if they are valid, consolidate them with other ideas and invent new ideas to cope with diffrent difficulties you face. This is positive and should be encouraged, it's not because it's an old topic where these ideas have already been dicussed that from there can't emerge a breack-through.
-
That seems redundant and would never be found nir could be crafted. It fits the canister nicely but I think it could be done without it if you pierce a hole on the other side (would be very slightly more noisy than the demonstration, but since the canister doesn't have any other force than the air pressure, I don't think it would fly off. It would probaly just get damaged faster and be slightly more noisy.
-
Wait what?! and how do you know they are server hoppers? Unless they appear right in front of you, you can't tell (and even then, it can just be someone that logged off there). It can just be any other person trying to find intresting loot in good areas. Camping is a worse practice than server hoppers that just take some loot, campers kill anyone regardless of who they are (isn't KoS players what everyone is annoyed with on this forum). This is actually going lower than the practice of server hopping. (plus, it won't as hell slow them down biggb45s.)
-
I do agree with the first part entirely. This was what I thought of as well for logging out since this game is going to get as realistic as evacuating body fluids. Logging out would be sleeping. This does prevent loggers but doesn't do much for server hoppers. Only allowing one server for the player is a terrible idea since there are good reasons for changing (night time server, joining friends, finding a less crowded server or being unable to log on current server, logging in again due to crashes, ...). Server hoppers are a big problem because whatever we do, it's hard to stop them without making it a tremendous pain for everyone else out there just trying to play. Making the loot invisible as suggested here would actually be a realistic and logical solution. This would mean that every object you pick up would be tagged. They would have this invisible fingerprint that would make it invisible on every server until a given time or until loot is reset. The adrenaline part is not good either as it will be a pain to log off, and player and his stuff shouldn't remain on the server at the mercy of anyone that comes by. You can't put a enemy detection mechanism in place that would set a min distance at which players and zombies should be or else it could be used as a life detection tool and wouldn't allow friendlies to log out together. I thinks that the time it takes to pitch a tent should be used for this problem (of course, as any action, can be interrupted) as it stops loggers from being able to log out in time (here i am not talking about an instant disconnect right before taking a shot but actually disconnecting while in any fight). For beds, taking time to take off stuff and lie in them can have a similar role. To this should be added other mechanisms but I think it's a good start. At last, as stated below, have benefits for sleeping:
-
These handmade suppressors are to defend yourself against zombies and avoid attracting them all to your position as well as half the players on the map. Of course, suppressors are useless on automatic rifles and wouldn't stand the blow of a sniper so it doesn't kill the game, only makes firearms viable and concentrates the problem on finding them and watching your munitions as they are as hard to find as the guns themselves.
-
This really seems to me like it would be in the spirit of the game. The adapter doesn't seem that necessary as long as you manage to screw the canister on tightly enough. I guess it would only last a few shots before coming loose but hey, there are these handmade silencers all over the game: spray paint canisters, gas canisters (the small ones are lighter than the spray paint canisters), even cans as one shoot silencers (as they might be torn by the pressure) This certainly is a good idea and deserves a bump. It's really needed in a survival game like this where firing a gun will bring hordes of zombies and melee attacks won't be sustainable as they will infect you. As this game relies very heavily on realism, silencers will be an extremely rare commodity (it's military grade yet soldiers don't use it)
-
Wh When you are handcuffed, you can free yourself by wiggling around (with "lean to the side" keys). What you are talking about can already be done in the current state of the game but you can free yourself very quickly (haven't had the opportunity to try but that's how it's intended to work)
-
This dicussion often comes up, the last one I found had a better approach for overcoming language barriers: http://forums.dayzgame.com/index.php?/topic/179436-polaroid-discoverable-mementos/ here's what I was thinking of to complete it
-
Yup, came across a few gardens when I was starving and I saw tons of pumpkins and other vegetables and I was thinking, "well that's not right, why would I be looking for fresh food in a house." This will obviously be set up once they get the hunting mechanics on the road
-
Looking at the posts it makes me wonder, to consider most of the situations you can think of, would you guys find it intresting/realistic "enough" to actually have a more or less random amount of time (a few seconds) after being shot and before having the dead screen pop up, which would allow you to fire your gun one last time as your character falls to the ground? after which you would have a dying animation and your screen progressively gets darker as the "your dead" appears. Head shots wouldn't allow something the player to do anything and the shoot would go off as the player crumples on the ground (which would move the cross-hair a bit). This is far from perfect but it might be a good start and would make a better distinction between dead and dying... This would also be useful to understand how you died as it isn't always very obvious from what I gathered from one of today's thread.
-
First of all, this is my first post on this forum. Considering the amount of content, I decided to go with a new thread. Some of the stuff mentioned has probably been mentioned before but I hope to limit that by not posting anything that would need improvement (not overly productive, I think devs must be aware), and instead setting up a list of things that all link up together and use what's are already implemented in-game, or will necessarily be there. Loot amount will obviously be redone since all items must first be added to the game and thus will be redone a great many times. Needless to say that the game is based on it's extreme realism mechanisms. Realism dictates there should be tons of stuff in every house, building, structure, even outdoors. The game mechanics receiving info only on objects in proximity will be greatly helpful to filling the game world up to the ceiling with stuff. There are different approaches as to the contents of that loot. Both backed-up with the explanation "realism". These approaches seem contradictory but aren't really, they are just based on different time frames. The background of the game hasn't been set up yet. Does the character you impersonate evolve during the beginning of the epidemic, once the battle is over and the epidemic has spread out of control, or during the recovery period coming after. The latter seems the most probable for now considering the damage of buildings, zombies in only small numbers, the survivors steadily gaining control and eradicating zombies one by one. Of course, we know the features that will be implemented and that includes adding hordes of zombies, which will probably change the type of game-play, and feeling it has to a more recent time-frame. I think it would be logical for this game to offer the three different time rates on different servers so you can have a rich experience and see an evolution. This would change game types (horde, or pvp) to offer a wider and more pleasant experience. This also means you have several characters and the loss of one isn’t as frustrating. The discussions on the amount of stuff that should be available seems to relate to important loot (food, weapons, ...) This availability of this stuff can vary wildly depending on the time-frame. Right after infection spread out of control and evacuation started, the availability of all types of objects is very high but a time goes by, the necessities are stripped of all houses, leaving mainly clothing behind. So in any case, it seems to me clothes should be in vast quantities in houses, whatever the period. This would be a big factor of character customization and would be the first object for crafting. When you have an easier time finding advanced medical equipment than anything avoiding you from bleeding out, there is obviously a problem. This is perfectly natural and will obviously be fixed, but how? As stated earlier, clothes would be found in every house. - rags can be made from jeans and hoodies as well as long as you have a hunting-knife, bayonet, ... to cut them into strips. (The fact pants can't be torn might be due to the fact they are inventory holders, not sure, haven't checked yet. In that case, it shouldn't take too long to fix that) - pajama pants are made from same cotton fabric as shirts and should be torn as well without requiring anything else - rags should be a main resource to make all sorts of objects: rudimentary rope, tent (made from sticks, rags, sewing kit, duct tape, rope), ruck-sack (to then make rudimentary backpack, or bags to put over someone head), bananas, flags, ... - disinfecting them for use as bandages would be possible by heating them up in a cooking pot. This would be possible for a series of objects (could wear them out though for some). Cloths could be disinfected and dried as well with this method. - hats and caps will also reduce being blinded. Loot being worked on and new objects being implemented, these aren't very interesting to put forth since these changes are already obvious : - splints could also be crafted with duct tape - number of motorcycle helmets will have to be drastically decreased to fit more or less three times the number of motorcycles in-game once they are implemented. Adding traps would be a nice addition to the whole bandit kidnapping thing, but could also be used by the other side to defend themselves, protect a lair, a stash and also hunt animals: - stones would be a lure (this, I believe is already set up), mainly useful for zombies. - rope would make a simple trip wire. Could also be used to make door traps which would be something very useful in such a game. - gas tanks and canisters could be trapped as well. A piece of rope as a fuse (wouldn't take it out of inventory, just has to be present) and it would set of after a certain time decided by the player (randomized outcome though). Zombies would be vulnerable to fire and players would need to put out the flames by rolling on the floor (this can already be done in game by going prone and using side keys), or jumping in a lake. - animal traps with rope and wooden sticks These next ideas would require a terrain detection mechanic in the game to work: - stones wouldn't be an item you can loot but that would be found by searching for it in the right terrain (rocky areas, cobblestone roads, ...) Same would apply for branches, found in forests, salt water in sea and sand on the beach. These objects wouldn't be laying around but would be found in vicinity tab when you open up your inventory. It would be present in an infinite number in right terrain type and be found in small quantities anywhere else. - make fires possible and be able to have expanding wild fires. Electrical fires could also be possible and could make nice traps. Sticks and stones... - wooden sticks would also be more common as explained above but they can also be retrieved from a great many static objects (table legs, ...) or weapons (baseball bat, ruined axe, ...) - a hunting knife, or bayonet, ... could be used to carve a wooden stick into a small spear (would be nice if that is also considered by throwing system that will be added), or arrows, or the knife/bayonet could be tied to the stick using rope or duct tape. - stones could open cans as well. It would take lots of time and a lot would be wasted but lets face it, no one will die of hunger because they couldn't find the right items to open their canned beans. Concerning water based damage: - walking in water would make your jeans and shoes wet. Paper based objects would be ruined from swimming in water and weapons would have to be cleaned with cleaning kit to avoid jam. - swimming in salt water would ruin your metal stuff so it would need to be protected. They could be saved through weapon cleaning kit if used quickly after. Concerning bags: - rucksacks could be made into sandbags on beaches. - to that intent, plastic bags (black garbage bags, small zip-locks, ...) should be implemented as inventory containers (they would take up as much space as they hold of course), they would protect what ever is inside them form water based damage. - large garbage bags could be a primitive backpack when combined with rope and could protect from water but would break extremely easily dropping all content to the ground: any melee attack, several jumps, ... would incur break. - any type of handbags, suitcases,... should be implemented to make them backpacks with rope, or rags and a sewing kit. - backpacks should also be able to be repaired with sewing kit. Regarding marking world, drawing: - Adding the possibility to draw on paper would be useful to make hand-made maps. - Spray paint (discussed by devs) should be able to mark buildings and roads but only by selecting icons (those used for map, and gang tags) y scrolling. Regarding health: - everyone would know their own blood type from the start. I don't know what portion of the population actually don't know their blood type but it's rather easy to have the info if you know your parents blood type, on your health booklet given at birth, after any blood test, or blood donation. Since a majority of the people know their blood type, they should know it in game. This would greatly help the fancy blood transfusion mechanism, the game offers. For now, it's too much of a hassle to get two tests along with all the stuff you need and a viable partner. It would still be necessary if you find someone unconscious (who wouldn't be able to communicate because of his state), that didn't communicate his blood type prior to this event. The fact you travel in very small groups or alone already makes the mechanism hard to use. - defibrillator could be used as a second chance. If a character dies and someone tries to revive him in the next minute, he would have a third of a chance to be brought back. This would involve side effects such as becoming cardiac. Defibrillator will not use a small battery that can be taken out but can power other objects. - flare guns would be a good last resort when trapped and could also be used as a single shot weapon that can start fire) - boiling water in the cooking pot will make it drinkable. (obviously) - boiling salt water would give you salt that could then be used to preserve meat. - seeing bandages on your body corresponding to area you were shot in when not wearing clothes on that area would be a nice extra thing. If you came all this way, congrats, that's quite a feat ^^
-
I really don't know where to ask for it and don't want to start a new thread over it so i'll have to risk having this message not seen. Where has the dev's thread asking players participation in recipes gone? I wanted to add all of the one above.
-
Infection and the Infected. How to make the Infected more of a threat
aknar replied to Thatshaneboy's topic in Suggestions
The search function doesn't work well and I find people who say "use the search function moron" to exaggerate but come on, it doesn't come to your mind that other people might have though of something as obvious as making the virus spread?! Today, there has been more than 5 topics around hygiene, and sickness so there is no need to use the search function for this. Also, don't go around saying the devs will reproduce the same problems the mod had: zombies won't go faster, they said it twenty times as they put a whole bunch of effort on path-finding and realism. They don't want to make them stronger either because they made their objective quiet clear to make the game realistic, so they are against making zombies, super-humans. So now, here is a copy paste of one of my posts today expalining the system involving some objects you have already seen in game: "You will need disinfecting equipment to avoid getting infected with the virus (with disinfectant spray, pure alcohol, ...) and cleaning water to drink it (with purifying tablets). You will need to clean anything that comes in contact with a zombie during melee fight to avoid contamination. So if he hits you, you'll have to clean your clothes with disinfectant spray as well as the weapon you used to kill him with before opening a can of beans. You will also need to but pure alcohol on the bandages you will apply to your wounds." Go out and get your facts straight before posting something as obvious as this please -
Mod for better blood in Skyrim, why don't ask the guy for help ?
aknar replied to Passa's topic in DayZ Mod Suggestions
In any case, I think we can all agree the graphics of bleeding is horrifying compared to the quality of the rest of the game. It isn't a top priority, that's perfectly understandable but would it be that hard to just replace it with a red stain on the piece of equipment touched? The effect considers where you where hit so you just have to transpose that to the clothing but for now, you can just replace wear and tear effect with a bloody one. That would look so much better with minimal effort. The point is not to make it perfect, just start making something that you'll end up doing anyway and that requires very little effort for an effect that would look so much better. -
Nice idea, that's the type of discrete clues we need in the game. This encourages sharing them with your friends and it doesn't require you to write pages of text that no one will spend the time to read when they could get shot down at any time. To those civilian artefacts should be added medical records, patient chart and biopsy reports in the same format (an object that has a visual info and small concise text) and military reports and mission briefings that would show how things slowly went out of control.
-
Yeah, the speed of the character shouldn't be based on how active you are but on how much you are carrying around. Endurance would also be similar even if you can consider the fitness due to amount you run, how you feed yourself. These factors are a bit far fetched although I think the second might be implemented since the devs did talk about giving negative effects to drinking too many sodas.
-
Food consumption affecting the body; determined by nutrition and diet.
aknar replied to TIC's topic in Suggestions
Yup, have your character fart a lot ^^ No but seriously, devs said they where gonna add side effects to drinking too many sodas, they are obviously going to add a few elements concerning your nutrition, and physical condition but this is a game where you don't survive long enough to have to worry about getting fat -
Yes, the devs are actually adding some elements of basic hygiene, but not in the way you are thinking of. They might think about bathing and cleaning clothes way down the road, but for now, what they mean by hygiene is implementing sickness. The system is in place, but they need to add diffrent types of sicknesses and especially different ways to get sick. You will need disinfecting equipment to avoid getting infected with the virus (with disinfectant spray, pure alcohol, ...) and cleaning water to drink it (with purifying tablets). You will need to clean anything that comes in contact with a zombie during melee fight to avoid contamination. So if he hits you, you'll have to clean your clothes with disinfectant spray as well as the weapon you used to kill him with before opening a can of beans. You will also need to but pure alcohol on the bandages you will apply to your wounds. When in the wild, you will need to purify water drawn from lakes to avoid sickness, and the up-coming updates will add hunting, so you will also have to be cook meat long enough to kill any bacteria so you can eat it safely. Finally hygiene also concerned the state of your gear but in the opposite way form what some of you where thinking. Filthy cloths will not wear out your cloths but the contrary: clothes that are worn out are considered filthy and will bring you one step closer to sickness. This applies mostly for shoes for now. You will get a certain sickness from walking in ruined boots. These are the elements of basic hygiene that are expected to show up pretty soon. Having to evacuate your excrements is also on the table but won't be considered before a very long time.
-
Grabbing him and moving him around on your own would be very hard to make. It would be way too glitchy. On the other hand, giving the prisoner the ability to stand up and walk is a good idea. You could either have an extra option on the scroll mouse menu when pointing at him, beside force feed and set free, to allow to stand up. The other option would be to do first tie his hands behind his back (what is currently done) and then use a second rope to tie his feet and hands together so he can't stand up and walk. This would seem like a better approach. Untying would use the same two step system, where you first untie the feet, and then can choose to untie hands as well. adding a little animation when the prisoner only has his hands tied, where he passes his arms under his feet to bring them up front before standing would give enough time for his captors to stop him.
-
Actually no, it's seems easy as can be since these games already have colour filters. I think at first, it can be very simple to put a mode with different colour filters for the menu, inventory menu, ..., or at least change the icons to make them distinguishable without colours (It might be needed for immersion when colour-blind because of lack of blood anyway, opening a menu where all is in colour is a bit odd) Luckily, Rocket has announced the feature is being looked into, I just hope they start with this easy part that won't take much work and will be useful to a certain amount of players and look into world colouring filters straight afterwards, alpha is made for testing these things and taking them back out if they don't work out. The rest of the game isn't balanced yet and you can cheat with luminosity and gamma settings for night time and even day. You can also cheat when your health level is low and have a blurry screen by disabling post-processing, so this won't be the one cheat to rule them all. Besides, when colour-blind mode is well done, it really doesn't seem to make much of a difference.
-
From what I gathered, radio towers will be added were players can record a message that will repeat it over and over until someone records a new one over it. This emergency frequency that you can pick up with a walkie-talkie will give those warnings
-
yeah, having more civilian equipment is interesting. Not only sports, many manual profession require protective equipement and dangerous tools. A few ideas: - Metal butcher aprons would be in the tone of the game although it would make plenty of noise. - Welding masks - Bicker chest and back plate protection gear - Medical lead apron ...
-
Something will be set up. Haven't you noticed the limping animation in steam release video? I think that if you break a leg and put on a splint, you'll limp instead of walking around as if it had magically repaired your leg. It might also be if you get hurt in the legs but didn't break any bones.