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Everything posted by aknar
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Hum, didn't think this would be the case and it doesn't serve much purpose in this game but could be kinda cool to have Irish civil war style environment. Have the front wall of the building crash down onto the street and fight behind the rubble, would be very post apocalyptic (not as consistent with the zombie invasion though... ^^')
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I lot of people talked about red-zones in which you can't log out. Having zones around towns, cities, military facilities is logical. Not being able to log out is not. These red zones should just give you a massive log-in timer. You can log out freely, although you still have to find a relatively safe area or you'll log-in dead. If you logged out in these areas, logging back would take 5minutes for military bases, 3 for cities and 1 for towns, plus the server switch timer that already exists. It could be a floating value to adapt to server hop hot zones. The server timer already works a bit, the idea should just be expanded to consider geographic data as priority rather than just time between server change.
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Here, this deserves a bump. It's good to have complete guides (hope it's kept up-to-date) :)
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I saw a great deal of ideas concerning medical related subjects and didn't want it to go to waste. A lot of ideas eventually die out and are brought back through new threads. I wanted to make a catalog or list to group all these ideas so as to have more visibility and sponsor ideas. Please give full credit to the people who put those ideas out there (click the link and give 'em some beans if you agree with them). How this works: This a neutral list (no personal choice of what is chosen or what is voted next). Each idea will be submitted to a vote. To add an idea to the waiting list, just post a comment clearly explaining it or linking a thread. Be specific about the author of the idea so I can give them the recognition they deserve. When a clear majority is set, The poll will be replaced by top voted next topic and will be moved in the right category. The categories archive ideas that have been voted and allows people to see what the community thinks. The poll stats will be displayed next to the topic. Keep in mind most if not all of these ideas are of secondary importance (to say the least) in the current state of the game. They are to discuss the close-to-final release. Any posts on confirmed features and posts on the fact a game mechanic must be improved are not worth adding to the list. Take time to read ideas on the threads and read counter arguments, participate in the debate in that thread. Make an informed decision :) Medic's Handbook: [disclaimer]: [changes in organization/vote method, ... may occur] [these ideas do not reflect personal opinions] Waiting list: Currently being discussed: (please check this as it contains extra information on the subject) Discussed and confirmed by poll: Discussed and rejected: Please restrain from putting answers up in comments. Can only be done is it is a constructive comment that gives a solution to the problem at hand. Comment is also appreciated if it is to clarify something I said, correct mistakes I made, or asking idea to be clarified if you can't understand it, or if it's badly explained/portrayed. Also, If you know other threads that use the same ideas above, mention it so I can group ideas.
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Thanks for the positive feedback :) I'll try to fit those ideas somewhere (have to find the right way to organize it). The rooms are planned from what the devs say, They say they want every inch to be explorable so I consider it as a planned feature (I might add a "planned feature" category though (although it won't be up for vote obviously)..). I've been hesitating about adding the idea of "the virus" because I couldn't decide if it wasn't too far away from topic, (I didn't want my personal opinion to get in the way) but if someone is asking for it, I must give the idea a chance :) (it's up to the community to decide in the end)
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I'll put your sling idea on my thread if you don't mind, come check it out: Catalog of medical-related ideas I already have your recognizing people and studying dead bodies thread on there
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You can only put one item per slot. There is a head slot and a face slot so you would rather be thinking of putting it on the face slot. I guess that can work if it's to cover your mouth/face but not if you want to wear it as a regular scarf (because it will follow head movement)
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Sorry, I inadvertently clicked on the spambot button. Strange they don't have a confirm button Good ideas Like the idea of adding the ability to make an arm sling. turbans don't really correspond to the region but some sort of scarf to cover the mouth and nose from the cold might be an idea (could look cool with a cowboy hat -> isn't very regional either ^^') The only problem is, on which slot would you put it? there isn't a neck slot on the skeleton is there? Could be tough with the torso clothing clipping...
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Ok, finished editing it for now, I'll just bump it and see how it goes :) Hope this reaches the ears of my fellow medics, whatever the group
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Localized to the face? Yup, sounds fair, as long as you can't recognize from the back and don't see the name on the cross-hair but in the corner of the screen
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I don't get why this still hasn't come up. Do none of you guys know your blood type? Why shouldn't we know our blood type from the start? There are multiple ways to find out: at birth, on medical exam, blood donations, diseases test, ... This is mainly true for rich countries, don't know the situation for chernarussains though ^^' Anyways, knowing your blood type will make the process so much more easier especially if it's gonna get harder with keeping blood cool. Blood tests will not be half as used since it will only be useful for unconscious players since you can't ask them their bood type. One problem will be the suicide issues: bandits want to have AB- (and any sane person as well ^^') while medics want to have O+ Of course, since suicide an be done for plenty of other cheaty means, having a respawn delay of 3 to 5 minutes will certainly discourage anyone from killing themselves for stupid reasons.
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Nice, didn't know that existed in the mod. Examining the cause of death like the heart pulse would be a great addition. Being able to recognize player when close up makes sense (especially that character choices are limited, so it's even more useful) but I'm wondering if there's a better way to indentify without having player's name on crosshair or corner of the screen...
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(Snip) never mind... have a tutorial video instead of my ranting: Skeletal animation and skinning is a long process and takes way more than a video to see all aspects so this won't be half of the explanation but be curious, go search for more. The triangular elements sticking out of the body are parts of the skeleton. They are basically the bones and where they meet is the articulation. You fit slots for the player on this skeleton (on his "bones") The skeleton is then animated and any parts (equipment and clothing) linked to a specific "bone" will move along with it. You need to change skeleton if you want to place equipment in another area (mods exist in skyrim (it's an easy exemple) to change skeleton to be able to put away your daggers, quivers in your back. Don't know if dayz would be able to have a piece of equipment linked to two slots though...
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I don't think that's the problem. Making animations and another mesh isn't the bother. There is a skeleton, with each body part determined to put equipment on them. Now what you are suggesting is to put an object on both the head and the torso. That creates huge complications since the object moves with the body part that was determined for it. Now this is a game where you can move the head all over the place and the torso has it's fair share of movement as well. If you keep the hoodie only on the torso body part, it will follow body movement regardless where the head is facing and it will have huge clipping with the head for each action, movement, animation, head turn attempted. If you put the hoodie on the head slot, it'll follow head movement but will look way worse, since now floating like a cape or clipping through whole body, ... (this is really obvious but it might need to be mentioned for some) Ok, so there would be two solutions for this: make a separate hood part and keep the normal hoodie for the torso slot, or manage to make an item that can be linked to both parts of the skeleton and have have an flexible portion that can distort at the neck-line so that the part responds to both movements. The first is obviously not very convincing and will have both clipping and tear at the neck line. Won't look too good. Second is very (way too) fancy and will be very limited by game engine. It will be very hard to set up, simply for a hoodie... It'll never look perfect either unless you make a highly complicated model that will use a lot of processing space... Now let's look into the idea of putting both a mask and a hoodie. That would work since there is a head slot and a face slot in the skeleton. As you have probably experienced, you can put sunglasses and quiet a few other things under a motorcycle helmet so this idea is already implemented in the game with the current skeleton. The problem would be that you have to be very careful to make masks that fit the face and don't go clipping into the "head" piece of equipment.
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They will really have to start looking into this but until then, you can go up steps and even large enough stairs if you roll up them. I tried a few times and it works rather easily for steps in front of buildings and with some difficulty up barn stair cases... You can also call the medics when you are stranded like this (link in my signature) :) Last thing, you can see a player limp in the steam video so animation is still there and will be implemented soon I guess.
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Wrong thread, check the first posts:
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We already have pitchforks, I crossed a quiet a few and carried one around. I don't think it does much damage though... It's a good idea though to have weapons farm instruments as these in barns as starter weapons
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Yeah, that would be the fun of it as well :)
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It's true that munition would make nice currency but the addition of money can be interesting to watch. Devs want to add it because it doesn't require much work and adds to the game in unpredictable ways.
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Yeah, devs bluntly said, "No NPC's, EVER!" Yes, it would be a rush to have these sorts of stand offs. Of course, merchants would come prepared with a over-watch on the hill: "don't do anything stupid or my friend will blow your head off". If not, they wouldn't be be merchants very long...
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It's planned... They are giving us an open-world on which they let us organize ourselves, so they'll have fun seeing if a worthless currency would become something you can really buy stuff with. I'm sure some players will become merchants and rip people off to get a benefit on what they buy from other players, and others will sell their useless stuff after a loot run.
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There had been talks about it being hard to add with the game engine (don't know why though), they also added that they would have to change the whole map (I suppose they mean change all the building textures but they don't have so many different buildings for now). It's probably a butt-load of extra work just for windows but I think it would really be important so you aren't every completely trapped. They are making cars, cupboards, extra doors, closets, fridge doors work right now so why not windows?
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Yeah, I think preserving just means cooking raw food and eventually even salting it. That must be as far as it goes
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Ah the sheer absurdity of the concept ^^' The survivalist that can't survive more than a week, taking the time to make some jam and preserves over his mother's old stove. It seems really far fetched for a game where you are constantly running away form zombies or from food source to food source. Maybe this would be the first business of the new world, a jam based economy :'D Not really convinced ^^'