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Troll_Hunter

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Everything posted by Troll_Hunter

  1. Troll_Hunter

    No more sucker punches

    Do you know what's more effective in a short range, a pistol or a knife? - Some say that within 7 meters a knife is more dangerous. I'm happy with the higher frame rate of the new renderer, it will help to see and aim better. I hope the devs will make the animations' frame rate a bit faster so the animation is smoother. I think you've learned to keep (much more) distance, and be much more careful with unknown players. These KOS trolls will be alone, and therefore have a harder time navigating and evading the groups of infected and predators.
  2. Troll_Hunter

    Infected grabbing players

    I think grabbing is hard to animate, but tripping (kicking) and falling is probably much easier to build. When falling, getting back up, picking up your dropped rifle, and starting running again takes time. Time for other infected to catch up and if the player is close encircle the victim. However I want to give the player a fighting chance, so maybe the next getting tackled should be after 1,5 - 2 minutes. Good job on your English, it's much better then my French :) Merci!
  3. Troll_Hunter

    No more sucker punches

    Players can only do this because the geared player is not situational aware. This could be due to him not hearing the movements and steps. Or he was mentally busy with (for instance) his inventory. Truth is that many people are very situational unaware, in computer games and in real life. The only thing I like ensure is the BO punch can only be done by hitting the person exactly on the bare head. Which is very hard if the player is moving and aware. Trying for this against an armed person is very dangerous, hence it is fun. And if you're the geared up player, you better watch out and work together with others. Well armed does not mean being armoured / invulnerable. I Love this realism. No god-mode or comfort zone. Adapt your tactics and overcome. The next time a 'bambi' or do you just mean unarmed new player? tries to attack you have your Glock ready in you hand, pointing in the direction where you hear him coming from. If you don't hear him, it's his skill or your unawareness, or the devs need to make sure moving players produce more directional sound. Own it.
  4. Troll_Hunter

    View backpack contents

    I like your idea of having the regular and the hardcore modes being different in more ways. I think this would be a nice strategy to please the current player base while allowing a new gameplay design that offers a more unique, authentic, survival experience.
  5. Troll_Hunter

    Unconsciousness Overhaul

    I like your suggestions a lot; I'm not sure how stowing a body in a trunk would work, unless the team allows for an additional 'seat' in the trunk. The blackouts could be different of duration. So from a fist it is something short, like 3-10 seconds. For a deep shock situation it may be longer. I like the occasional peak idea. Maybe add a heartbeat sound, and dampen and equalise the sound. Maybe if you're actually dying you'll start seeing the 'white tunnel of light' :) After you've died I would love to see a simple statistics screen, and top down camera view leaving your dead body. While enemies loot your body, or your friends perform CPR (This should be in the game!). Later the infected, birds, rats come in to take and consume your body.
  6. Troll_Hunter

    View backpack contents

    I like the auto arrange backpack idea, no need for a tedious Tetris game. I think that this 'take off backpack' feature will benefit the game, because it forces planning and thinking ahead. With a slow(er) backpack organising your hotbar (your pockets) becomes much more important. As a sniper you'll need to think ahead about your retreat. If you find yourself in an ambush with no cover, you need speed and probably want to ditch you backpack and run for cover. After a fire fight you want to find a safe space to reorganise your items. Looting goes just as fast if you have empty pockets, otherwise you need to empty your pockets into your backpack. It will slow the looting down, and will affect long fire fights when the pockets run dry of bandages and ammo. I like the fact that ARMA and Dayz are not like the unrealistically simplistic fast paced Call of Duty, or Battle Field. Dayz will still be a fast paced game, but you'll have to do more and different things to survive. You'll need to prepare more: what do you carry, where do you carry it? Heavy or light? Can I quickly cross this open field or should I slowly go around? If I engage from here, have I got a retreat plan? If I shoot a few backpackers in the open they might drop their bags and run and flee, so I can steel their stuff. You see there are plenty of unique tactics to explore with a pocket and backpack system.
  7. Troll_Hunter

    The Single Action Revolver deserves a place in this game.

    I think a revolver would be cool, because it would offer an interesting gameplay strategy choice: Plan and Aim versus spray and pray. I think it should fit the eastern European setting though, like a popular Russian or east block design. The ammo should be common, like 9mm or .45 The firing a revolver should be special,maybe a staged trigger. So when the player hits mousebutton 1, you'll see the hammer pull back and the gun will go off 0,5 second later. Or when you press mousbutton 1, the trigger will pull back and the next mousebutton 1 press will fire. Rapid fire would be just holding down the mouse button 1, but this would result fast fire with a wide aiming pattern (inaccurate), only good for a close bar-fight. Reloading would involve pressing R to open the cylinder, and then pressing one of your assigned (hot key bar) pockets (1-9), to load 1 bullet at the time. Then R would close the cylinder. So reloading a 6-shot revolver would be: R - 1-1-1-1-1-1- R. This off cause takes time, and thought!, so you better plan and aim well, and choose your fights carefully. One of the advantages of a revolver would be that magazines take up a lot more space then individual rounds. So instead of 2 glock magazines with 2x17 bullets you could stuff 50 individual rounds in that same pocket. Reloading a Glock would be faster off cause, R- 1- R. R to drop the empty magazine, 1 to take and insert a new magazine from pocket 1, R to chamber the first round. This would be much faster but the player would need to pick up the dropped empty magazines. And now I'm thinking of the value of a burlap sack dump bag, to avoid dropping magazines on the ground. Or as work around the empty magazine would just be placed in an empty pocket, but dropped only if you don't have one. In all reloading, speed and carry capacity can make revolvers an interesting choice in relation to magazine fed pistols. - Revolvers being slow to reload, Pistols needing time after(or during) the battle to find/pick up the dropped empty magazines and needing more pocket space.
  8. A red and white headlight / flashlight would be enough depth for me, if the red does in fact makes a real difference in game. With the excellent night shader Tommekk has made, I think that could have a white light variable so the white light affects the player's eye if in the dark. This would make using a white flashlight / headlights, and temporarily blinding opponents a really cool thing!
  9. Troll_Hunter

    Simple list of suggestions for Infected

    I think tackling / tripping / dropping a player would be enough. - and relative easy to implement? - Grabbing and holding, broken legs, I think is a bit too much. I like players to have a fighting chance. I like to see zombies to have a patrol path too. Maybe a group could occasionally travel out to other residential areas? Maybe some could be armed with melee weapons. Those could break a limb. I like to have the zombies to go by sound mostly. So like children they -by default- have a small forward looking cone of vision, but a sound would 'wake them up' and then they become increasingly skittish.
  10. Troll_Hunter

    Inventory overhaul

    Carry excessive weight = increasing wear of your backpack, and affecting top speed and sprint stamina. I think car wheels should only be able to be carried with a rope outside on a military backpack, or in hands, or with a rope attached worn like a backpack. Truck wheels, I don't know, but they are much too big and heavy to be carried, maybe they should not be destructible / replaceable ? I think that when the backpack status goes from worn to ruined the backpack should drop as a whole, with a sound of a strap tearing an dropping. The player would also notice the instant running speed increase. Love your animation!
  11. Troll_Hunter

    Screaming with the new Eden sound system

    I love it. Love the added more life and drama of more and better feedback of actions. And for general Zod, maybe if your character grows old the volume, type of and amount of screaming when hit decreases, simulating toughness.
  12. Troll_Hunter

    Heart Beating Sound Effect

    I think it would be great, provided only when bullets are flying close, or the player is exerting himself.
  13. Troll_Hunter

    Simple list of suggestions for Infected

    I would love to see a falling mechanic. Infected, wolves, bears, bores, players can make a player and others fall. Landing, getting back up, standing up, takes a bit of time, so the group of enemies can close in. This way a player can be 'caught'. Increasing the danger, adding a lot of drama, and making being in a team more important. The falling should have player drop and go into prone, dropping what's in their hands. Getting shot in the legs also makes the player fall and drop what's in his hands. Off cause you can pick up whatever you had in your hands, but it's a consideration because sometimes it's better just to get up and run. It may also happen over certain overgrown roots in the forest, so mind your step. I think falling is dramatic to the affected, and making others fall is great fun. It is also great visual feedback, making the player feel to have more influence.
  14. Troll_Hunter

    Different impact sounds

    Hi Folks, I'm happy BI is working on having better sounds. Here is a video of how different calibres sound when impacting and missing a hog. The huge variety of sounds surprised me. I hope this is useful to the the BI sound team.
  15. Troll_Hunter

    Restore trust in DayZ

    As most of us are aware the current alpha version is mostly PVP, player versus player. Nihilism, kill on sight, lack of communication other then cheap easy gunfire. I believe many people are getting tired of these types of players, and retreat or retire from DayZ. In the past DayZ was much more PVE, player versus environment, and players versus game, as the game had hardly any instructions, and a difficult interface. People worked much more together to explore this new world, to ban together and survive. Today the quality of the characters of the players is.. euh low, aggressive, non speaking, predictable and boring. Maybe most folk being anonymous are violent jerks and sadist? Maybe because the game allows people with no communication skills to easily thrive? Trust. I think many of today's dormant / absent player-base has stopped playing because they have lost trust in the game returning to the glorious level of discovery, cooperation, communication and diversity of players that made to game so interesting in the early days. Proposal. Dear Dayz development team, Please offer us an experimental build that restores our trust and hope for cooperation and interesting interactions? Maybe radically turn up the numbers infected in cities and military bases, reduce the number of weapons, food, increase the number of wolves, and make survival a team effort. The game should be much more PVE. Maybe someday we experience hope (!) of running into a human again, instead of non communicating spineless kill on site losers, who are actually powerless in their day to day existence. There is lot's of potential, please DayZ team show us.
  16. Troll_Hunter

    Restore trust in DayZ

    Part of any game is the 'experimental factor'. A game is a simulation, with unknown and some known factors. When all the factors are discovered (initial exploration) what remains of the experiment is testing the possible combinations of the factors that make up the simulation / game. Currently we know the game inside and out, and because we do it's easy to survive the game's environment. - we cracked that code. If the game consisted of just this we would have left the game ages ago. What keeps us playing is the encounters with human factors. We hope to have some interesting interaction / story with them. However the types of people that are playing the game have become boring, as the more interesting characters / players have (temporarily?) left the game. To me the game right now is like sharing a car with two raging autistic kids that entered the car to vent their frustrations upon each other and me, I expect no conversations. I think Dayz needs to work on having the more intelligent and conversational (adult) audience back.
  17. Troll_Hunter

    How to fight the abuse of the gamma settings

    Currently Dayz isn't optimised at all. So I'm sure they can find 2-3 fps, and trade those for this simple shader that levels the playing field in the night. On the other hand I hope they do a lot of optimising and improve the looks and sounds of the game to feel current. Levels of detail as shown in the newest flashy games like Kingdome Come Deliverence. I'm saving up for an upgrade for when the game goes into beta. Basically I need a new video card to go along with the 4k screen I want. I hope to buy the stuff early 2017, when the first discounts come along :) With the transition to DX12 I think it's wise to save for a compatible card.
  18. Troll_Hunter

    Anti-Gamma

    Tommekk already has a very nice solution: https://forums.dayz.com/topic/234060-how-to-fight-the-abuse-of-the-gamma-settings/ Basically a Tommekk has created a global shader that is applied to only the darkest parts, adding noise, blur, and desaturation, simulating a human eye response, still allowing users to choose their own gamma settings. Animated it looks even better.
  19. Troll_Hunter

    Various gear for lower body

    Maybe a few police holsters, a few army ones. But if it needs much development time, I prefer to have better core mechanics.
  20. Troll_Hunter

    Arm the Infected!

    Weight affecting player speed. Another way of making infected more dangerous for geared players, is to make the gears weight affect the players stamina and speed. A heavily geared player would be much slower then a player without gear. The player without gear can outrun infected (barely), and the players with + 5kg (A rifle and a magazine) are as fast. Players with a rifle and backpack are slower then infected and unequipped players.
  21. Troll_Hunter

    Arm the Infected!

    I like it. I imagine the infected not starting of with heavy weapons, but only melee weapons and maybe a police pistol, or farmer shotguns. As ill civilians they are pretty incompetent using weapons, but still their numbers make up for it. The sounds they emit should attract more infected from further away; hence gunshots will increase the alert range. So if the infected fires a gun; just like a player, it would alert and with a second shot attract nearby infected and possibly players. I think it would be cool if the infected would pick up weapons and ammo from fallen players. This way the infected will 'upgrade' when upgraded players invade their safe space ;) Infected army personnel should have military weapons from the start, making obtaining the military loot much more dangerous. A team effort. Maybe duos and/or single players will opt to go in military bases stealth style? Love to hear the infected make more sounds of angry, aggressive, desperate mobs, not like 'zombies'.
  22. Troll_Hunter

    New bleeding mechanic

    Bandages don't need to clip; it could just be a decal over the skin of the model. Likewise could be wounds. I agree with all of Simonvic's suggestions. They are good, doable and needed.
  23. Troll_Hunter

    Modern melee weapons and swords

    If in the future game everyone has a gun in a few minutes, even then using melee weapons has it's use. Consider stealth. Consider saving ammo. Consider humiliation. Consider not being lucky to score a gun and fitting ammo after some minutes... Also with the next update you'll experience the new sound engine. And when you do, you'll notice how far gunshots actually travel, and how many players and infected it will attract. Then using a melee weapon will start to become much more attractive, I'm sure.
  24. Troll_Hunter

    Remaking the animations / improvement!

    I don't know if doing both frantic and relaxed manipulations is economic. But I do know the current ones look like the neat relaxed ones to me. I don't know if the capturing system allows, but have your animators perform the gun handling under time pressure, trying to be very fast under high pressure of a running timer. Alternatively the animators can maybe simply enlarge/scale up the movements, and make them move faster? This may be an economic way to make them feel more frantic? Also having the action a bit more closer to the face (camera) will help to increase the apparent movements. I hope Dayz can get close to the amazing and frantic BF1 animation quality levels.
  25. Troll_Hunter

    Remaking the animations / improvement!

    I also think they look 'slow'. I mean when you look how BF1's are looking, I think those look smooth and frantic, which I would love to see in DayZ too. Hopefully the improved animation system allows for a higher animation FPS. I hope the animators will not only aim to get 'clean' looking animations, but also manage to make them look frantic to match the mood of a life threatening situation.
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