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Troll_Hunter

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Everything posted by Troll_Hunter

  1. Troll_Hunter

    Status Report - January 2019

    Yes, and Yes Deadboy, very well said. The SR's are a lifeline, I now have a tab page open on the Dayz website, awaiting the SR - to see when it's ready for me to enjoy Dayz. Also a bicycle indeed would be very nice indeed. Let us not forget Dayz is attempting something very challenging, to have such a large enviroment, and such a large amount of objects, movement and player actions that it's very challenging to have all that information flow. In regard to the physics, is that done server side or client side? I'm seeing a car dance in the air, and I wonder with all the multi core cpu's people have if it's not better the client (driver of the car) renders it's physics? Also if the car crashes into a bush/tree, house the physics of that would be done on the driver's cpu. Sending out the object position and velocity data to the server, but maybe also to the other car occupants so what they see is closer to real time? I'm just rambling but anyway I love the netcode and physics problems to be solved.
  2. Troll_Hunter

    A first look at DayZ Modding

    The only 2 relevant post about AI I see are: "The AI implementation has been totally overhauled and, in short, it isn't possible to properly spawn complex AI like with Arma 2/3, at the moment." and 'no headless clients possible'. Only the 'at the moment' gives me hope for the future, but then I like to know when in the future? at 1.0 after 1.0 or is it simply not planned yet? I think the game actually needs a challenging thread to the players. I think an interesting AI that is able to surprise players, and even has some variety and personality in their attacks and behaviour could enrich the player's experience a lot. A little illustration: "He there, how are you? - barely affected, I just survived that town over that hill. - What happened? - Well I was happily sneaking around checking out some shed when a sniffer smelled my clean ass and started shouting, it was not long before the crowd came in from all sides, even the cannibal leader with his shotgun! - what happened next? - I found myself in this house, barricading the door, patching my wounds and catching breath, figuring out my options quickly because the door was not going to last much longer. - What did you do? - I put my radio on a loud volume, turned of the squelch and threw it out of the window, this attracted the crowd for just long enough and thus I could escape the crowd. However I like to go back with you and kill them off because I think there is some cool loot at the police station. With your distraction I can get to it and then we split the rewards? I do need some ammo, and a police vest would be very handy too, let's go!" After fixing the controller issue, the rendering engine, is having an interesting and challenging AI to much to ask?
  3. Troll_Hunter

    A first look at DayZ Modding

    I hope the AI gets to be solid, interesting and modifiable. I hope a common enemy will motivate players to team up in order to get to the high level rewards like a repaired tank, helicopter, artillery, powerplant, refinery. Things to clear out the land of zombies and form a Chernarus new government? Actual AI army squads, like special forces guarding high value places would be really cool to rob/ assault. Civilian gangs may rule parts of cities. Is there is enough modding space to build such AI?
  4. Troll_Hunter

    Status Report - May 8, 2018

    I like the right click (toggle) to bring up the weapon into ADS. Sway should be exhaustion, time and maybe skill dependent, starting with a small sway that gradually goes into trembling and eventually back to low ready. Using supports can greatly reduce sway, but still exhaustion, time and skill should be a factor. Looking down a scope I like to see a mix of breathing and heart-rate induced shake. Hip fire brings the gun from low ready to low aim in ~0,5 sec before firing. The persons' movements should affect accuracy. A crosshair should only appear when the player stand still or is moving slow to easily select, kneel and pick up items. Taking off one's backpack and reaching in would be great to make preparation, pockets and vests more important for combat. I don't know if I want to have 3rd person view in vanilla. Maybe it attracts the non communication KOS people too much? - Have you noticed a difference in the different groups' players?
  5. Troll_Hunter

    Status Report - 13 April 2018

    Oh I'm sorry for sharing another suggestion at this 5 minutes to beta time, and my source of inspiration. I too wish to play and see the team's vision of the game this year. You may not believe me but I too wish the game and the developers the best of success. I actually go out of my way to avoid being pessimistic, yet the few responses on this forum are usually belittling and give me the impression that my presence and contributions are not valued or even hated. You too could have formulated your words in a different way but you did not, and I think it's telling of part of the remaining forum lurkers. Do you only want people here who only reply with words of appreciation and amen? What kind of players / forum members do you want around?
  6. Troll_Hunter

    Status Report - 13 April 2018

    In response to a Youtube video named: "DayZ did not just die, it was murdered." I wrote the following: I think the new DayZ should offer a NEW experience, not just technical improvements. One such new experience could be a sort of voluntary 'quest' system, from which players can gain additional skills, making their lives more valuable. Quests can also stimulate new and young players to go beyond deathmatch into actually role playing. The New DayZ should offer something substantially more then the old mod which actually showed that hardcore survival is a viable genre. What do you think?
  7. Troll_Hunter

    Status Report - 13 April 2018

    I'm looking forward to the new blood particles. Like to see people's clothes get bloody where the bullets actually impacted, with extending stains. Like in the movie Rambo, I like to see blood on grass, allowing me to track dear and people. Challenges and direction. The one thing that worries me is that there are too few new things in this game compared to the original mod. Surely it's nice to see Dayz run nicely and fluidly on a better then ever looking engine, but I want to find and discover a new game, a new experiment. I can think of a few new challenges myself, but I like the game to challenge and award me for accomplishing special goals. One may think of the classic board game Risk, where you draw a card that gives you 2 possible goals to achieve. I think this is not too hard to implement, but it would help and stimulate players to focus on an interesting long(er) term goal, and actually direct players to explore different tactics, play styles, routes, locations, roles etc. Encouraging players to do more then the basic KOS and free for all death-match. When the player does complete a card's goal he may try for a higher level difficulty challenge card, giving him a more difficult task. Maybe completed cards unveil a cool image / abilities / treasure map. Maybe they can be traded forming a currency? Aimlessly walking around is boring, people often need direction and an interesting challenge to find fun.
  8. Troll_Hunter

    Status Report - 27 March 2018

    Thanks for the new sr! No worries about politics, it's only a minor right that no person or media company needs named freedom of speech. Nothing to worry about. I'm sorry I told you about it, I should know better not to joke about it because I may make the readers feel uncomfortable or feel offended.
  9. Troll_Hunter

    Status Report - 27 March 2018

    no status report this week? - what's going on?
  10. Troll_Hunter

    Status Report - 16 January 2018

    Oh and one little thing I really hate is the way swinging doors work. Why can I just use my hand to gently push or pull it (a bit )open? Why do big gates open fully toward myself? I understand the game needs to keep track of the door's position, but please can we have more then on/off? Maybe it takes a tiny bit more bandwidth to communicate the door changing position, but please have higher door status fidelity, like number in degrees: 0 = closed, 45 is 1/2 open, etc)?
  11. Troll_Hunter

    Status Report - 16 January 2018

    I hope the new engine can have shaders for water and mud effects on everything, water, roads, weapons, vehicles. Can you do something about the sudden LOD changes and popping in of models on the horizon? Can you implement a simple dark decal under distant trees so we can have shadows that render cheap but give the distant object some 'grounding'? No shadows past a 100m looks unnatural. Good to hear streams and rivers are in. Love to shake off some wolves that are tracing my smell. Also driving some dear into the river and shooting them as they are swimming. I know the team likes quality animations, but when you say animations have improved I like to see a side by side. I like the non floating legs, I hope the cpu creatures have that too. Thank you for the update, I appreciate it.
  12. Troll_Hunter

    Status Report - 12 December 2017

    What would be cool if cows occasionally would team up against a player when attacked. Take the player on the horns and throwing him in the air! OLÉ!
  13. Troll_Hunter

    Status Report - 12 December 2017

    It means these animals stay together.
  14. Troll_Hunter

    Status Report - 12 December 2017

    Thank you for the SR. it's good to hear of progress, also small progress. Good to hear you're improving the climbing stairs mechanics, it's very much needed. The 360 ground shooting looks cool too. The map improvements sound promising and being a hiker myself I love to explore the 200km of trails. Question, can you do something about the attacking zombies and wolves clipping though walls and doors? maybe give them a more detailed collision box and enable ragdoll physics after the start of their movement to make the collision look more believable? This could also make other collisions look much more natural. I love to see players run into a wall, collapse, slide down, regain control and get back up. Also people slipping (because of a too sudden change of direction) or getting shot in the legs, falling. Landing a fist on a head would yield a bit of physics. All this is important and fun feedback to the players, having visible influence upon the world. Love to see decals of hits on bodies, bruises, cuts, bullet-holes, growing bloodstains. I want to see where my bullets hit, and where my knife has cut. Bullet holes and mud and blood on cars would be awesome as well. Again it's part of the player feedback. Looking forward to testing the new meelee system, especially the kicking is cool and I would love to kick someone of a ledge, or kick in a door. Again I hope physics will help with giving a satisfying player feedback. For the video, it does not need to be super slick produced, but it would be nice if it contained much of the things talked about in the SR. Maybe, you could ask the viewers a specific question and have some interaction in he comment section. About the blood type, I think this is a needless level of detail. On the other hand, rendering shadows. I see detailed shadows consume a lot of resources, therefore they are usually not rendered past 100m. But could you please add a very simple shadows, like a round low res decal that sits under trees in the distance? Another thing is the changing of LOD models, and popping in of objects, which is very distracting too me. Have you got some ideas for improving that? Maybe modern graphic cards have good enough polygon culling methods so you can use higher polygon models in the distance without much render speed penalty? btw am I seeing improved shader work in the top screen shot? - the highlights on the tents and plants look much better. About player trust, I think it's important to have a higher frequency of reporting, at least 1x per week. The report can be 1/2 as long or even 1/3, but I want to read along your smallest of progress. Keep it up.
  15. Troll_Hunter

    BETA Status Report - November 28

    No intermediate updates yet. Only silence. Why not give the people on this forum a micro update? - We just want to know Dayz is moving forward.
  16. Troll_Hunter

    BETA Status Report - November 28

    From what I've understood from the SR is that we can expect: 0.63 experimental 0.63 beta 1.0 There will not be any versions in between 0.63 beta and 1.0. I really hope they'll offer us a near live 0.63 detailed progress status overview, so we can monitor more closely the steps towards 0.63. Do a report / little video on each feature you've finished and explain what it does and why it's important. A bit more frequent reporting please, I don't care if the progress is 'small' I like to stay informed. Yep I like the idea of a 0.625 version, where you just adjust the economy and see what happens.
  17. Troll_Hunter

    BETA Status Report - November 28

    Thanks for the detailed overview in this status report. Suggestion for the future status reports: go into detail how you've designed one of the unique features, like soft skills. (What skills are there, how to obtain them, what do they offer, and how do they affect gameplay?) Personally I'm ok with a shorter report. Maybe showing a list of features and content with a percentage of how much it's done, basically a sort of billboard with bars creeping forward I can check online. At this moment the development is a black box where one get's to see a small peek every two weeks, whereas I like to check our baby daily :) Another thing that bothers me is that I've not seen any reply from the devs in regard to forum's / players ideas and suggestions. It feels like we're talking to a thick blind wall. No dev feedback on the many ideas posted, not even an small acknowledgement. Very discouraging to creative and constructive players like me. Since there is no estimation for 0.63 other then 2018... this means it could be January through December before we get to see beta, the uncertainty is killing me.
  18. Troll_Hunter

    Status Report 7 November 2017

    The Ghost of Hoik, I love the idea of a global game arc but at the same time your systems sound very complex, and I have a hard time seeing how this mechanism would logically fit in this realistic world setting. What is the problem you try to solve? server hopping? In Dayz the world's size not just a map, but many [servers]. This allows characters to flee, recover, gear up at safer servers and then go to a population rich / target rich, servers to start killing again. With all the server dimensions the chance of running into the same person is very small. Such environment makes people indifferent, detached, cold towards others. It is in small groups that people start thinking much more about long term, and relations, reputations become much more important. Perma death is a way to increase the value and involvement into one's in game character's life. My game play role playing experience becomes better when I experience more involvement in my character. My general experience become better when other's involvement in their characters are increased too. There are Role playing servers aiming to do just that, proving there is a need. With other short arc survival games cropping up, I think Dayz should focus on role playing and the long arc. I propose for Dayz to create one character for each server one enters. If you're not happy with your life you can suicide in various ways, but you cannot 'abort'. Logging out shows a going to sleep animation, when you're logged out your character stays in game for 2 minutes more to prevent people from fleeing danger by logging out. You better hide well before you log out. I too have thought of a character's life cycle, including shifting abilities, needs and appearance according to age. When your character is on only 1 server and you've a limited lifespan your choices gain value. One character's value needs to rise. Increasing abilities, build in game relations, increasing knowledge about people, environment, local clans, reputation and the time my character has stayed alive. And when I die, I and my clan will feel a big loss. What role(s)will you play with your one life?
  19. Troll_Hunter

    Status Report 7 November 2017

    Ok I got another idea, it's not really original, some big companies have done it, but what about finding play cards and have a gamble game? BI could even start selling packages of these cards, and similar to risk you could make combinations and earn weapons and upgrades ;) ;) ;)
  20. Troll_Hunter

    Status Report 7 November 2017

    What are your ideas to "refocus the core game mechanics towards player interactions."?
  21. Troll_Hunter

    Status Report 7 November 2017

    Adrenaline could be connected enemy gunfire and passing bullet sounds and it's distance to the player. I think it also makes sense for when you get shot or cut to experience adrenaline. To indicate the image could have some additional sharpening an perhaps a bit of wide angle lens distortion to indicate hyper focus and tunnel-vision.
  22. Troll_Hunter

    Status Report 7 November 2017

    Thank you Dannydog and Sqeezorz for your responses. Any thoughts on the bigger goals?
  23. Troll_Hunter

    Status Report 7 November 2017

    Question: Why are there so few responses to Brian Hicks's question?
  24. Troll_Hunter

    Status Report 7 November 2017

    Big goals. A friend of mine and I've been thinking about the game's goals. At the moment Dayz has this: get warm, fed and armed. find and interact with other players. These can be found in all other survival games too. It is basically a slower 'permanent death' deathmatch. Deathmatch to me is a boringly predictable and very limited range of interaction. Agreeing with Dayz's vision I like the game to go beyond, allow for bigger goals. My friend and I thought of: 1) eradicating the disease, 2) map domination. For both one needs a large group of organised people. A team to work together, manage resources, restore high level equipment, manage communication, manage conflicts, manage security, insurrection, spies, alliances, enemy groups and global in game events. In a sense the player follows a historic journey form 'hunter gatherer' to a (restored) 'civilisation'. It's in building and securing your clan / society that most interesting interaction and bonding happens. To build and maintain a civilisation one needs specialisations. I suggest these five: Hunter, Medic, Mechanic, Electrician, Leader. These people are needed to perform advanced actions, the basics can be done by everyone, see my stories above. A bigger social group needs advanced equipment to make transport, communication, scouting, combat, etc viable. A bigger group also needs an increasingly bigger place to live and gather resources. Lifespan: We've also be thinking about the game's timespan. In deathmatch there is usually a level change time, upon which a score appears, followed by a reset for the next level. However if you have all the time in the world the feeling of urgency is lost as well. Analogous to Sid-Meyer's Civilization, I think there needs to be a limited life time for a character on a server. Imagine being elected leader, having only 1 month to live; what would you do? A limited time puts a limit on choice, and a limit on choice makes the choice more valuable. ps. I think Dayz could win back the colourful creative adults with an new intellectual and social experiment that's unique and challenging.
  25. Troll_Hunter

    Status Report 7 November 2017

    chapter 3: The morning after. Waking up late from the sounds rain I felt my belly rumble. I looked in my new backpack I got from the outdoor store and grabbed a ready to go meal. I ripped it open and went outside to the water barrel that was filling up from the rain, added wate and went back inside to put it next to the fire to warm up. Hunter left a note stating he and our new friends were going around the area to loot and hunt and they would be back at 11:00, this gave me time to ponder our situation. It was clear that our equipment needed replacements, and our car needed fuel. At night the woods were extremely dangerous because of the wolves, bore and bears. Not being able to navigate and see in the dark causes a lot of noisy and dangerous missteps. Our current barricaded farm was much safer and warmer, with our own well and trees to harvest wood from close by. The planks we harvested of the fences, and served us well to board of the lower windows and barricade the doors to keep the wolves out and at least give us some time before a bear would gain entry. Knock knock, it's us. I opened the door and saw 4 drenched men enter our living and gather around the open fire place to dry and warm up. How is your leg doing, can you sprint again? "Yes the medic has fully healed it, thank god. When I felt from the roof I was able to find some sticks and tape to splint my leg, but not being able to kneel or go any faster then jogging was terrible." "I reset his leg, and now it's fully healed" the medic added. Great, how did the looting and hunt go? "Well we did not find much that we could use, and the food is also very low here. hunting wasn't a success either, I think bambi has moved on." So it looks like there isn't enough for the 5 of us, we need to find another place, a bigger place with more resources."Well, if we do we need to become more creative to keep trouble away" Well we cannot stay here, so let's pack up and get to the car and head west. Driving along the countryside felt surreal, the sun had broken through the clouds and mist evaporated from the wet land. The pools of water on the road began to melt away and the crickets began to chirp again. We came to a military roadblock blocking an old stone bridge across a shallow river. Across it laid a village, it looked abandoned. Guns at the ready we entered the village, clearing out each house using melee weapons to avoid making sounds that would lure in all of them. No we had cleared the whole village we needed to set up defence. We pushed cars, garbage containers in place, cut down wooden posts to bar vehicles from entering. We also made a few fireplaces to light up key entrances at night. We detached and moved sections of fences to form new barriers. The hospital and fire department had and emergency generator, and some fuel to work. The local supermarket had enough left overs for at least a few days. This town was going to be our base. The next day we spend on cleaning the town burning the dead bodies, gathering materials and food, checking the fencing, we even painted a bit of art on the walls with spraypaint. I was all a lot of work but it made our place feel like home. With the lights on we sat down in the hospital garden enjoying some canned foods and the stars when we heard a sound in the distance rapidly approaching. We rushed to the roof an spotted an helicopter heading in our direction. We were exited and nervous, are they going to help us, or kill us?
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