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kubas246
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kubas246 started following HUD indicators - feedback
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I don't visit this forum a lot, that's why when I saw @PeterNespesny thread about status indicator (and fact that's thread is closed) I decided to write this. Ok, so I would like to give my thoughts on it. Firstly I would like to say I completely agree with reason behind current status indicators. Peter wrote: I agree. Player shouldn't know exact state of their character. Just as IRL I don't know if I'm 70% hungry or 60%, but I will certainly know when I'm getting hungry. They should focus on experience and not on number. However I completely don't agree with current implementation of this system. It's cluttering screen, distracting and usually provides no meaningful information at all. So let's start with arrows. Do constantly displayed down arrow on hydration and energy gives player any important information? No, it's obvious that it's decreasing if we don't eat/drink. Can user do anything about it? No, once he's not eating arrows will show. Then is there any reason for them to exist at all? No, they are not giving any useful information, yet they clutter screen. My idea? Get rid of arrows completely. My brain is not telling me constantly "Hey, I know you just ate but you are getting hungrier with every second now. No, no, you are not hungry, but getting hungrier" Ok, we got rid of pesky arrows so set's go to icons now. Is there a reason for icon to be constantly displayed? Do to they provide any important information on their own? No and no. So what do we do with icon if it's not showing ANYTHING important? Hide it. There's no reason to inform user that everything is normal. That's not important. We don't have "You are not bleeding" icon because it's pointless. It gives no important information, but "Bleeding" icon/indicator is complete opposite of that. My brain is not telling me constantly "Hey, you are not hungry, everything is ok". So now, we got rid of arrows, icons are no longer constantly displayed. What do we do now? How do we inform player that he is hungry?! Easy. Color coded icons. If character energy is at "safe"/normal level or above it then don't display icon. But if is energy is getting below certain level, then display yellow icon. You know, little reminder that he will need to eat something, but not necessary right now. Then orange, a lower level of energy, probably eat if you have some food or better start searching for food if you don't have it. Then red icon, that's bad, right? You see red and you know it's bad. Energy is low, you should eat ASAP. Finally slowly blinking red icon, critical status, character is starving, eat NOW. Pretty easy and realistic because you do feel IRL that you are a little hungry, hungry, very hungry and starving (simplification, but you get it, right?) You see? You get ALL needed information simply from colors, that way you can get information faster, HUD is not cluttered with icons and arrows that give you no useful information, but only distract you and cause "information overload". Now we have one final thing to fix. Icons itself. Above I especially said "energy", "energy level". But in fact is more like "hungriness". When you get out of energy your character doesn't fall asleep but starts to starve. So why current icon is "lightning"? Is someone new to game really going to understand that it means he need to eat? Like you see a "lightning" icon and how are you supposed to know your character is hungry? Especially when it's not next to hydration. They are not close so HUD suggest they are not somehow connected. So icon needs to be changed. You should know what icon represents by looking at it. It should be simple. Next this is to group icons. If something is similar/connected then show it next to each other. Hydration icon next to "hungriness" icon. Similarly this system could be adapted for every other icon (hiding when there's nothing to show, color coding and blinking). Temperature icon? When it's ok hide it. Getting too warm? Yellow, then orange, red and when overheating blinking red. Maybe even icon could stay red and there would be flame or sun icon blinking on it? Getting cold? Light blue, blue, dark blue, purple. Maybe with snowflake blinking on it. Makes sense, right? After that we all left with simple, easy to understand HUD that's not cluttering screen and informs user when he needs to be informed about something instead of displaying unimportant and irrelevant informations all the time. Also if you think that new players should be informed about connections between actions (being cold depletes you energy quicker, sprinting depletes your hydration quicker etc, eating cucumber gives you water and energy, but actually more water) then consider implementing context based tutorial that would display for some time simple pop-up message that shows when player sees something for first time and gives basic info on it. If yellow hydration icon is implemented then hive him quick info what it is, what that means and what is connected to it. Few simple sentences. Alternatively there could be "novice hud" mod with all those arrows, but it would have to be limited somehow to prevent abuse (give server admins option to force it on/off, add default setting like it's only displayed for first X hours of playing DayZ, etc.)
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I think that's good idea. Only official servers should be on public hive and everything else on private. As far as I know most public hives are anyway not used as they should: - they are treated as gear farms (join and you will be kicked, they are passworded sometimes even thought it shouldn't be possible or owners just turn them off when they leave server) - they are treated as gear hiding spots (Few times when I joined some public non official server with low pop I found tons of tents and barrels filled to the max with gear in places like Cherno, Bere and I mean in the middle of them or near/on general military zones) - they are treated as safe way to travel to you destination. You have own server you gear on, they go on public one and die, so you just switch to your own, grab gear from barrels/tents places in coastal areas, travel to place where you died and log in back on server where you died. I would like to also see some more mechanics that would prevent ghosting. I'm sure you will figure something out.
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@BCBasher That's why I'm asking about PiP ;)
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I have two questions: - When we can expect a "fix" for optics zoom? I mean when they will have correct zoom? - Do you plan to make optics as PiP or it will be whole screen zoom as it is now?
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@LoveAffair Yeah, yet I think self handcuffing would be a nice thing anyway.
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OK, so we can handcuff someone. Great. However when playing solo current restraining system is useless. You want to handcuff a guy? Great! You say don't move, then try to handcuff him and he just run away/punch you in the face or something. There should be option to handcuff yourself (only with handcuffs ofc). This would make handcuffing useful (in my opinion). Another thing is there should be option to open handcuffs if we have key. Lets say a guy forced us to handcuff yourself (dropped handcuffs on ground, instructed to use them on yourself and was aiming at you all the time), then said that he don't want to kills you (handcuffs are only for safety so you don't attack him) and then he drops keys few meters away from you (so you can unhandcuff yourself when he will be already away). Another thing. I think that we should have access to others players inventory (maybe not access to every clothing, but backpacks and "long weapons" they have on back) when they put their hands up. I mean why do I have to restrain him? If he surrenders, put his hands up then I should have option to check some of his clothing (for example backpack). What do you think about this?
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I'm glad u guys like my idea :)
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Any chance for DirectX 12 support for DayZ in the future?
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Hi, we already have chest holster for pistols. Yet I think i would be cool to have a chest and/or leg holster for knife and/or machete. Leg holster for pistols would be cool too. Additionally if you have item in a holster your character should take it out faster than normally. Furthermore if you have a gun/item in hand game should not "think" that you have it in a backpack (or any other clothes). Now when you have a gun in pants, take it out and get shot in legs your gun still gets ruined with your pants (despite you are holding it in hands in that moment, not in pants).
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I've been playing DayZ for a while, but I don't understand the death situation.
kubas246 replied to yazar8's topic in New Player Discussion
I have a question too. Yeasterday my friend logged in and had been shot in a arm from mosin. He manager to shot this guy in chest from magnum (guy wasn't wearing any vest). Bandit run away, I gave my friend few transfusions with saline. We met this bandot on airstrip 5 minutes later (he even still had same ruined jacket). We were in a controll tower when he opened doors and came Inside. My friend shot him once (for sure) in chest (again) with a mosin and he survived. Then he shot my friend - one shot from mosin killed my friend (he had uk jest worn and was healthy!). I tried to kill this bandit (4 shoots from makarov in his back) but he one shot me from mosin (I was healthy and he shot me in legs, cause he broke them). I spawned near krasno so I came to airstrip and guess what? Hid body wasn't there! After my shots he was unconsioud - not dead. How? He had no vest, was shot from magnum in chest obce, 5 minutes later with mosin and 4 Times with makaron in back. He survived and we didn't (we had healthy status, It was fresh characters, we had vests). Just How?