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mfdayz

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About mfdayz

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  1. mfdayz

    Inventory UI Concept

    Personally I am not a fan of any floating menu for an inventory screen. Dayz really has the potential to be a groundbreaking game so I am surprised it is using the current type of inventory system. I really wish you could just look down at your body to see what you have in your vest, in your right pocket, etc and be able to manage your loot right there in-game rather than in-menu.
  2. Personally I am a fan of the soviet aesthetic so I would not be in favor of large shopping malls or anything that seems too modern or grand. Instead of adding a bunch of more buildings I would rather see that time spent making the existing ones more unique and more immersive. No more cookie cutter doll houses, add immersive elements like nature growing into the houses and things that suggest people actually lived there as well as removing fake doors (if we can't go in there than at least obstruct it in a realistic way). At the moment houses and buildings are nothing more than a place to find loot. I think a goal to shoot for is to make exploring houses and buildings just as rewarding as finding that perfect piece of loot.
  3. mfdayz

    Sixense Application

    I recently came across this demonstration of the sixense and was curious to hear if you guys think this technology may ever have a place in the dayz modding community. If it is possible it seems like it could really bring some interesting changes with how we interact with the game world. It would be really interesting if, instead of an inventory screen, you could just look down and pull items directly out of in-game pockets, tactical vests, guns out of holsters, etc. Anyway I hope this technology grows into more than just a neat toy. https://www.youtube.com/watch?v=oWxiURvaJe4
  4. In DayZ you either die, or you live long enough to die.
  5. mfdayz

    Results of killing (insanity, morality)

    I just posted a similar response in the cannibilism thread but it is relevant here as well. I do not mean to get too philosophical, but human beings are only animals, and history has shown that under the right circumstances we are all willing to do awful things to our own species, and while it is certainly traumatizing for many, it does not necessarily turn people insane. BubbaJones has got his finger on this issue and you should all give your beans to him. I understand that this is a game and not real life, but what makes this game so freaking good is that it understands that human morality is only a construct, and the game does not and should not punish players for exploring all realms of the human condition, good, evil, and everything in between. This is what makes the bonds and betrayals of human interaction in dayz so captivating. These bonds and betrayals are in themselves so human. To force players into the oversimplified tropes of hero, bandit, cannibal, etc would be an insult to the density of the DayZ experience. Even the concept of sanity/insanity is a social construct. What we civilized human beings consider insanity is, in reality, simply another iteration of humanity which nature has cooked up. "Insanity" is a mental state that is just as relevent as "sanity" depending on the context. So I say let the players themselves be the morality system, let DayZ continue to be the giant social experiment that it is. You may not realize while playing, but what DayZ is accomplishing is some super dense observations on the human psyche, and that is why the game is so incredible.
  6. mfdayz

    Cannibals Recognition Suggestion

    personally, once brain disease is properly balanced I think that will be plenty in terms of visual and audio cues for cannibilism. I do not mean to get too philosophical, but human beings are only animals, and history has shown that under the right circumstances we are all willing to eat our own species, and while it is certainly traumatizing for many, it does not turn people into blood covered savages. I understand that this is a game and not real life, but what makes this game so freaking good is that it understands that human morality is only a construct, and as a result the game does not punish players for exploring all realms of the human condition, good, evil, and everything in between. This is what makes the bonds and betrayals of human interaction in dayz so captivating. To force players into the oversimplified tropes of hero, bandit, cannibal, etc would be an insult to the density of the DayZ experience. You may not realize while playing, but what DayZ is accomplishing is some super dense observations on the human psyche.
  7. mfdayz

    Falling animations

    A similar suggestion with the following video was recently posted on the dayz subreddit. Take a look: https://www.youtube.com/watch?v=8yEcTuE_P3Q&feature=youtu.be&t=38s Original Post by yourunconscious: http://www.reddit.com/r/dayz/comments/2mo0ig/id_love_to_see_this_kind_of_dynamic_animation_to/
  8. It is an interesting idea and if it is hard to judge it without being able to play test it. My only concern is that there can come a point where realism in a video game no longer adds to immersion, but instead takes it away. How immersive a game is does not depend on how many realistic options you have, but rather how fluidly the player can interact with the world. In other words the game has to feel like an extension of the player. This is why having too many button combos or just too many buttons in general can become a reminder that you are playing a video game, and thus take you out of the game. If you have to stop playing a game and look up how to do something, or read a manual, that does not mean that the game is not for "casuals", it means that the game is unintuitive. And as soon as a game becomes unintuitive, then immersion suffers. A counter suggestion could be along these lines: The condition of the scope dictates how well zeroed in it is. This removes the complexity of forcing players to manually zero in their scope, but still includes the concept in the game in a way that players will intuitively understand.
  9. personally I'd rather just have the engine get fixed and tweak zombies to make them more interesting. I have never been a fan of things that take control away from the player such as kill animations, quicktime events, etc.
  10. If something like this was implemented I would only ask that the camera only pulls out in third person servers. Personally I am a first person junkie and I would really really really dislike it if the first person servers ever went into third person for any reason. One of my biggest video game pet peeves is when first person games switch to third person when you get into a vehicle, mount heavy gun, die, etc. The unforgiving black "you are dead" screen is one of my favorite things about DayZ. When I am playing immersive games I never want to be reminded that I am not my character.
  11. Ehh I am torn on the idea. I agree that being unconscious/being dead is not really interesting at the moment, but I am not sure if your suggestion, despite being more realistic, would really add anything to the game despite impatience. How about this counter suggestion: When you are unconscious your vision goes in and out between blurriness and blackness. You can also still occasionally hear noises and people but it is heavily distorted and strange. This is to give the sensation that you drifting back and forth between unconsciousness and consciousness. As you begin to wake up you will begin to see more often and less blurry and your hearing slowly returns to normal. When you are dead your screen is just black and you cannot hear anything. Just the nothingness of death.
  12. mfdayz

    Voice-volume-regulation

    Yeah something like this definitely would be nice. Instead of adding more button combos it would be really sweet if the game could simply use the volume of your voice to dictate the radius of the broadcast.
  13. mfdayz

    Zombies

    I don't know about the ability to cling to you, simply because usually games do this in the manner of quicktime events or button mashing to get away, neither of which I am a fan of. But as for children zombies, we already have cannibalism, so the game is already becoming quite dark so why not. I suppose it would just be a matter of if killing children, even zombie children, would be too far. Maybe I am just getting old but I have played some games where, after pulling the trigger, I was like "that was waay too realistic and disturbing."
  14. mfdayz

    Endless running - stamina/fatigue?

    Seeing people sprint everywhere is a little immersion breaking, but at the same time the game has to be fun and I know many people, myself included, that do not have a lot of free time to play, so having the game force you to stop or walk would become quite frustrating. Perhaps a better compromise would be to have a stamina system that does not force players to stop and rest, but instead simply degrades the player's ability to do things. So the longer you run, the worst your guns sways and the longer your gun sways, the louder your breathing, the heavier your gun weighs, etc. So if you run for a very long time you are going to be practically useless in a combat situation. This way way instead of forcing players to stop, players are encouraged to make a decision between just sprinting all the way and hoping they don't end up in combat, or taking the occasional break to regain some stamina just in case they find themselves in a firefight.
  15. Is there any way to bind the keys so that I only aim down sight/look through scope while the right mouse is held? Having aim down sight as a toggle button feels very unnatural to me. I tried rebinding but zoom seems to always take precedence. If there is any way around that I'd super appreciate it. Thankies
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