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kubas246

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Posts posted by kubas246


  1. 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:

    Quote

    While our approach to status indicators in DayZ is definitely not the standard in the industry, I believe it adds a lot to the DayZ experience by making it feel more natural and lifelike. Showing the exact state, even as a bar, percentage or a color coding for the entire spectrum (0-100%), is something which can be somehow counterproductive. With such information at your disposal players will end in the loop focused on maxing everything out.

    To focus on the core experience, players should be focused on playing the game instead of checking if their blood level is at 69% or 73%.

    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.)


  2. 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.


  3. OK, I spawned in Cherno, looted Cherno, Chapavesk, Balota (city and airstrip), Komarovo and Alcatraz. Now I'm going to bed, but first quick info about bugs in 0.57:

    - loot is broken: not enaugh: food (found 1 rice and 1 can of beans), ammo (found 1 sks pack and 1 5.45 pack), weapons (1 izh18, 1 axe, 2 knifes), backpacks (1 red school backpack), too much: clotes (found like 30 ttsko jackets, 30 ttsko pants, 10 assault vest and hi-cap vests in one room on alcatraz, 10 vests in camo building, etc.), mags for mp5, pistols, m4 attachments

    http://steamcommunity.com/sharedfiles/filedetails/?id=458818530 

    http://steamcommunity.com/sharedfiles/filedetails/?id=458816257

    - characters status is not updating (you need to relog)

    - some random missing file errors

    - if you have vest or other "container" in your inventory (in backpack/pants/jacket) items will be placed there (yup, you can put items into items into items again)

    - if you press LMB on item on ground fast sometimes it will "jump in and out" your backpack.

    - your clotes and items you are wearing no longer stay in fixed order (maybe not bug?), if you picked up pants first then they will be higher than jacket in your inv screen

    - if you have anything in hands (tested with izh, axe and can) you can't jump (can't use v)

    - items are still not assigned to building (you can find camo clothes in restaurant, but long barracks and civilian barracks are empty)

    - 1 zombie sounds like 5+ zombies (I was chased by 3 zombies and it sounded like small army of zeds)

    - items in vicinity are indestructable (I think you could destroy them in exp)

    However: I have much better fps (always 30+, even in cherno)

     

    Sorry for any mistakes, English is not my primary language and it's pretty late.


  4. Everything looks good, but stamina bar and noise/visibility status? This is DayZ not some arcade fps shooter. Throw away these two thing, make stamina more natural (you are getting tired slowly, not instantly when you run out of stamina) and it will be great.


  5. 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?


  6. OK, I played some more and here are some thoughts on newest update:

    - you actually care about your stuff even more (it's harder to get good gear so you don't start risky fight)

    - you don't have many bullets so you spend them wisely

    - players will loot every building in city, not just few with best spawns

    - players will move around map, they can't stay in Elektro/Cherno/mili bases all the time, they need to go to other city and search for food

    These things are great, but there are cons too:

    - aggressive and non-friendly playstyle is even more rewarding. Before forced persistence you wanted to kill someone: because you were bored, you wanted some action or his gear. Now you see a guy and think: "oh! I see running food! I can eat him! and if I'm lucky maybe he have some food too!" Till now I played as friendly guy, but now I don't. I'm looking for food, I have few bullets and then I see a guy. This guy have some pretty good gear. I just wait for a good moment and boom! 1 mosin shot and guy is dead. Even if I won't find anything useful (food, ammo, meds, etc.) I can still eat him. Not because I want, but because I have to do this to survive.

    - playing alone or in small group (up to 3 players?) is more rewarding. In one city I found mostly 1-4 cans of food. It's probably enough for 1 or 2 players. 

    - spawn system is a nonsense: there is no stuff in military bases, there is no point in going there. You can find guns, ammo, camo clothes, etc. in normal building (higher chance to find them in city than in mili base) and in mili bases you can find mostly: pitchfork (wtf?), books, handcuffs, keys. Helicrash stays in same place after restart, but there is no gear there. Instead you can find that gear in normal building (yup! I bet it's normal thing to keep M4 in your house).

    - zeds are... I don't have a word. They are not OP, they are not too weak, but they are not made good. They are just broken. It took me 4-5 hits to kill a zed from firefighter axe, during this time he hit me 10 times by just running around me. All previous problems with zeds are still here, sometimes they don't care about gunshots (btw gunshot sound bugged as hell again) and sometimes they still see you even when u are crouching, you are 20-30m behind then and you are moving slowly. Best way of fighting with zeds is... not fighting with them. Just aggro as many zed as you can and run away with them. In meantime your friend will loot place without worrying about zeds. If you are playing solo it's not a problem too. They will stop chasing you fast so you can just go back and loot in peace.

    - in freshspawn areas there is even more "freshspawn banditos" and bandits in general. If you spawned, you know there is probably nothing good around and then you see a guy with a backpack. You know this is probably only backpack in city. Maybe he have even some food? So best thing to do is try to knock him out, steal his stuff and kill him. It's worth a try, because you will probably die from starvation soon (if you won't play aggressive).

     

    This is new update from perspective of a good geared player (camo, guns, ammo and I had a few cans of food). Yet for freshspawn is probably very, very hard to start.


  7. 'TL;dr: everyone is just sharing his/her opinion.'

     

    If the developers like how their game is, then this is how is going to be further (and was). Accept it or search an another game.

    Yet devs are not the ones that paid for it and they are not making this game for themselves. That is why they should listen to opinions and suggestions of players.

     

    @newguyzombie

    Sometimes zombie can 1 hit you (I saw it, zed just killed freshspawn with 1 hit, if it's not bug then I don't know) and they destroyed (ruined) my pristine M65 jacket with 1 hit.


  8. It's not the AI or "zombies" the problem, everything you stated concerning the infected is related to netcode, latency and desync. Once the server architecture and netcode gets polished, you'll see these problems disappear. Until then, I'd suggest playing on low ping server, with the lowest bandwidth you can. (No wi-fi sharing or downloads in the background for slower connections.)

     

    The persistence, global economy, loot tables and general loot mechanics are all work in progress so it's not as much as "forcing" something rather than creating it. They're not making experimental builds or stable patches to have us play the game, they're making it and we have access to the software while it's being programmed and created. We can clearly see how much it impacts development to have to make a somewhat stable build game so that people can play it. If anything having a functioning multiplayer game slows down the creating process, but, that's the way it is...

    I'm playing on lowest ping servers, but still netcode is not good enaugh yet, so with full server there are some (actually a lot) lags. My question is: Why they buff zombies now? They know that this will cause problems. Why couldn't they just buff them later? 

    Normally admins could chose if they want persistence on or off. Now it's always on. So yeah, it's pretty much forcing thing that don't work. Yesterday I visited: Cherno, Novoselky, Kozlovka, Drozhino, Zeleno, Pagorevka, Pulkovo, Vyshnoye and I found like nothing useful. It's good my friend always have backpack full of food, because we found nothing to eat (only few bananas, 1 canned sardines,canteen and a lot of useless crap, like guns, tents, books, etc. etc.). Ofc there are more food sources than just canned food:

    - Hunting - we don't have matches (we had them, but somebody killed me and we lost them) and with persistence I don't think we will find them soon.

    - Horticulture - you need shovel or garden hoe (can't find them, ty persistence...) and seeds (found pack of few zucchini seeds, but that is all).

    - Fishing - again we need farming hoe or shovel to dig worms, then we need fishing hook and rope (again, ty persistence) and then we again need to cook them (no matches). Another way is to cut bottle and catch sardines. Good we have a lot of bottles, but if we will die somehow then I bet we won't find any bottles (again, ty persistence).

    - Last way to get food is pick berries or apples from trees/bushes. I tried it. I spend like 30 minutes trying to gather enough apples to get "energized" status. After 30 minutes I ate a lot of apples (found 1 every 4-6 tries of searching them on tree), but my character just lost hungry status.

    I'm not saying it's impossible to survive, if you are lucky you will find a lot of food in some forgotten building in the middle of nowhere or you will find all stuff you need to hunt, plant vegetables or go fishing. We have food now so we can search for stuff and hope we will find it before we will die, but freshspawns will need a lot of luck. After 1st iteration of persistence I died like 5-7 times before I managed to found food or thing that let me get it. Now I see it's not better.

     

    Sorry for any grammar or other mistakes, English is not my native language.

     

    BTW What are they going to do about this ragdoll desync? Few days ago I hit a guy with a truck, he got "hooked" to car so I dragged his bodu for 1km, because his friend was shooting at me. When I got out I started to loot him, but gear was just disappearing from his backpack. Why? For me his body was dragged for almost 1km, but for his friend it probably felt from car after few meters. My friend (he was with me in the car) said his body felt from truck after 300-400 meters. So I just want to ask: wtf? Same thing if you kill a guy on the hillside. Sometimes you can't even loot him, because (I think that is the reason) server "think" body is in one place, and you see body in another place. If you try to loot it server just don't let you do it (because you are far away from body location).


  9. Oh and gunshots are bugged again. Just died because I didn't hear a guy shooting in my back. 4 shots from mosin from like 5m. 0 gunshot sounds, 0 hit sounds, just gray screen and when I finnaly saw him it was too late.

     

    Start posting suggestions and useful and positive feedback

    My suggestion is: devs should stop forcing things that don't work at all. We paid for developing process of this game. They have enough money, because we bought this game. So they should consider our suggestions/opinions. And I think that forcing broken system is not a good idea. I'm sure I'm not the only one.


  10. if you like the zombies that we had before then you're the only one

    No, he is not. Harder zombies? Ok, not a problem, but not when:

    - zombies still can beat shit out of you trough walls/doors (I see him outside, yet game think he is inside) and now they can ruin your clothing with one hit (I just said bye bye to my M65 jacket, it was pristine and then zombie hit me once)

    - zombies are laggy as hell

    - then can hit you without actually facing your or reaching you

    There should be more zombies not stronger zombies.

    And wtf they can open doors now? They are running like retards, but somehow know how to open doors? What next? Zombie driving V3S or shooting mosin? It's just plain stupid idea.

    Another thing: Why they force persistence when it don't work properly? You can find mp5 mags, rak mags, etc. etc. but there is no food. Actually I see same thing I saw after 1st iteration of persistence: a lot of useless crap, books, tents, etc. but no food. Food is as always is stacked in one little shed in the middle of nowhere. I visited mili base just seconds after servers started. There was no gear in long barracks (literally 2 pair of books and 3 bullets 5.45mm). Yet near destroyed ACPs there was like 2 or 3 AKMs. few mags, 2 mountain backpacks, few boxes of bullets and a lot of camo clothes. It was just after servers started! So persistence is as broken as it was months ago.

    • Like 1

  11. As the topic suggests, and something that everybody expects to do something else I would like to straighten the facts ;). Questions welcome.

    DevTeam is going to add DX12 or just DX11 support for DayZ?


  12. I would assume no, since the work on DX is mainly for the console version.. but I am assuming ;)

    Too bad :/ As tests show DX12 gives nice results. DayZ is CPU heave game and DX12 allows to use all cores in "best" way.


  13. 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).

    • Like 3

  14. 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?

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