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spabs2

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About spabs2

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  1. spabs2

    Bottle Suppressors

    Having easily accessible suppressors would be a bad idea, really. It'd make the game far too easy. Even if it only lasted 10 shots before needing a new one, that's enough to take out a few zeds silently to get into some of the best places where you could find a real suppressed weapon.
  2. Listen to/watch some of the interviews rocket did (TotalHalibut/Bashurverse) on YouTube. There is a planned middle-game of being able to construct some sort of communal society, build a paramilitary-esque base, lone wolves building log cabins in the woods so they can live off the land, bandits forming organized raiding parties, etc. In order to accomplish this though, you would obviously need a community (except in the lone wolf example, of course). To reiterate: This is ALPHA. There are MANY features I'm sure rocket would LOVE to implement that just haven't been breached yet in terms of feasibility or due to technological obstacles working with the Real Virtuality engine.
  3. spabs2

    More Survivor Skins

    I'd +1 this (I sort of am, actually!), but if I recall correctly, skins are currently client-side. It's why sometimes you wear blue jeans, white shirt, khaki vest and others you wear black pants, white shit, black vest, etc. How you see your character isn't necessarily how others see it either, and vice versa. If it were technically possible with the engine (I wasn't around during the original bandit-skin era) to have skins be server side attached to our GUID, or handled similarly to camo outfits and whatnot, I say +2, not just +1.
  4. Alright, I know there's hundreds of these, but it's 3am and I can't sleep. Gotta get all this on digital paper. My ideas will either add something new and immersive to the game, or change something currently existing. Anything that I think will make the game "easier", even if more realistic, will often have a caveat that counterbalances it as to not "casualize" (as the popular term seems to be lately) the experience. Hunger: * Hunger renamed to satiation. * Satiation is based out of a 150 point maximum. From 100~125, you are considered sated. From 125~150, you are overly full (and there are consequences to this, albeit slight). Under 100 is varying degrees of hunger. * When at/above 100 satiation, blood restores at a slow rate (3 per 2 seconds (1.5/sec) -- 450 blood every 5 minutes; going from 9k back to 12k would take 33 1/3 minutes). * From 125~150 satiation, you are hypersatiated. You become lethargic (15% slower maximum speed in each of the three stances), blood regenerates at slower rate of 4 per 3 seconds (~1.33/sec). * The rate at which satiation is lost is constant from 125 and lower. The rate at which satiation is lost from 150 down to 125 is 33% faster. * Under 40 satiation causes loss of strength (wobbly primary weapons, as they're typically larger/heavier longer-barreled weapons) and lethargy (15% slower maximum movement speed in each of the three stances), stomach growls can be heard by nearby players. * Under 25 satiation causes increased thirst rate, more potent lethargy (25% reduction instead of 15%), more potent weakness (even more aim wobbles on primary weapons, lesser wobbles on sidearms), stomach growls become more frequent, player is more susceptible to disease. * At zero, the player takes increased damage from all sources and may randomly pass out. Food: * We need more of it. More/new/different foods. * Currently existing foods should be more varied in their effects. (e.g. Cooked pork should recover more/less hunger than cooked beef. A can of sardines should recover more/less than a can of beans) * Looted food should become about 10% rarer overall as dictated by spawn chance, but have a chance to spawn in slightly more places. Thirst: * Thirst is on a scale of 0-100 * Thirst no longer gradually depletes blood when at 0. * Thirst takes slightly longer to deplete. * Below 40 thirst, symptoms of dehydration appear with increasing severity as thirst becomes depleted further. - - - > Photosensitivity (the fluctuation in light differences becomes greater, occasional blur effect after switching from low-light to high-light environments, such as coming out of a building or forest). - - - > Fatigue (same as hunger's lower fatigue effect). - - - > Random bouts of dizziness/nausea (camera wobble). - - - > Appetite loss: effectiveness of food regenerating satiation cut by (80 - (current_thirst * 2)) percent -- i.e. at 30 thirst, satiation recovery is reduced by 20% and at 15 thirst, satiation recovery is reduced by 50%. The maximum reduction is 80% at 0. * Below 20, severe dehydration occurs, increasing the severity of the above effects (aside appetite loss, which continues on its scale), as well as the following: - - - > Hyperthermia (core body temperature rises). - - - > Fainting. * At zero, the player has 5 minutes (rate is sped up by 25% if satiation is below 25 as well) to quench thirst, otherwise death will occur. Drinks: * Different drinks will recover differing amounts of thirst. * More drink types added. * Sea water should be able to be consumed with desalination tablets. Sea water consumed without them will quench half as much thirst, but increase thirst rate by 50% for 5 minutes. * Alcohol added. Alcohol will recover a small amount of thirst at consumption, but will increase thirst rate for 3 minutes afterwards. * Rapid consumption of alcohol will cause intoxication (weapon wobble, blurring of vision, zombies suddenly appear rather attractive). Injury: * Broken bones split into broken legs, broken arms, broken ribs. - - - > Broken legs are as they currently exist. - - - > Broken arms prevent the use of weapons which require two hands. - - - > Broken ribs inflict a constant "pain" effect as it currently exists in game, excepting that painkillers only provide temporary relief. The player also takes 10% more damage (lower threshold for pain) from subsequent attacks. Bleeding out does not occur 10% faster, however. * For each break, the player's maximum blood is reduced by 1000. * All break types can be immediately corrected through morphine as broken legs currently are. * Splints can be made by splitting firewood (requires hatchet) and a bandage. (Note: Requiring a hatchet may seem kinda "Uh, derp?", but keep in mind firewood can be found in barns as well as a couple other places, to my recollection.) * Broken legs can be splinted, recovering after 30 minutes in a splint. While splinted, all non-crawling movement is as if the player was holding the walk-modifier. * Slings can be made with two bandages. * Broken arms recover in slings after 20 minutes. While an arm is in a sling, primary weapon aiming suffers a major wobble effect and/or vertical range of motion is restricted. * Broken ribs can be bandaged. * While bandaged, the increased damage penalty is reduced to 5%. Broken ribs heal in bandages after 30 minutes. * For all breaks, using a method other than morphine to heal the break inflicts a stacking "recently wounded" effect, reducing maximum blood by 500 for 12 hours. Breaking the same bone twice within the 12 hour period will add another stack. Maximum blood will not drop below 6000 due to "recently wounded" effects. Morphine will instantly correct this in addition to any broken bones that currently exist as per the current system. While "recently wounded", the player is also more susceptible to disease/infection. * Morphine will stay as rare as it is now, only spawning in medical-related spawn groups. * Splinting, slinging and bandaging can be performed as an action on another player for breaks as current bandaging/morphine administration works. * When unconscious, the screen darkens as well as blurs. * Bleeding out occurs at a varying rate dependent upon factors including movement speed, concurrent injuries, thirst/satiation levels. (e.g. A well-nourished person who doesn't move has the potential to slow a bleed-out, but it will never stop/recover completely without bandaging. The inverse is also true, resulting in faster bleed-outs for full sprints and/or undernourished players.) Disease/Infection: * Varying disease types. Be creative. There are plenty out there. Rocket, if you're reading this, your brother is a virologist you said in an interview, I believe? I'm sure you can get pretty creative here. * Diseases can be more easily acquired if bleeding. * Diseases can have multiple forms of transmission. ...and many more, but I need to pass out. Will probably edit this when I'm done being dead to the world.
  5. Joke is on you, actually, since you apparently fail reading comprehension and likely suffer from confirmation bias. In light of that, the above applies to you as well, so read it. To comment though, I'd PERSONALLY appreciate the subtle visual and audio cues as they are much more immersive. I can agree with this. However, back in line with my first post in this thread, since, as stated, you also seemed to fail at comprehending some of the points there, there are senses for which there are ZERO visual/audio cues. Some of the interoceptive sensations such as hunger and thirst, being injured, etc. might have some nuanced, subtle, immersive cues to take note of. However, the proprioceptive and kinesthetic senses have zero digital analogue. Zero as in none; they don't exist. The closest you could get is maybe a slight camera wobble when you bump into something, but that doesn't even scratch the surface of self-awareness in your physical space. Nor does it simulate self-perception of where your own limbs are in that world as well. The list can go on. ArmA2 does a great job with motion and provides much more option and mobility than a tradtional FPS (should be a given since it's a combat sim, not simply an FPS). However, I'm sure BIS realized the lack of ability to provide digital analogues for some of the trickier (and quite honestly more essential) situational awareness practices, and included a third-person mode for being boots-on-ground, as they definitely had the option to restrict it to vehicles only. Edit: Grammar. 5am does not do well for my grammar.
  6. I see both sides and both arguments; however, most of the pro-1P only camp seem to lodge "realism" and "you can't peer around corners without sticking your head out irl" as their strongest arguments. Let me make your same argument, but this time defeating your point: 1) In real life, I have perfect elevation control of my body. By this, I mean that if I so desire, I can have it so my head is visible when rising above cover only to just below my eyes. In ArmA2/DayZ, I only have 3 elevation options: full stand (where my eyes are at eye level), crouched (where my eyes are about abdomen level) and prone (where my eyes are ~15cm off the ground). 2) When taking prone shots (as at an outdoor rifle range), I can set up rests for varying elevations/stability for my weapon, use bi-pods to stabilize the weapon, spread the grass out to improve field of view downrange (if it's obscuring vision) and many other actions that assure I can get a clear shot downrange (often without compromising my own visibility, not that this aspect particularly matters at a recreational outdoor rifle range). In ArmA2/DayZ, I can do none of these things. No high caliber weapons have workable bi-pods, that I'm aware of. If I'm prone in the grass, I can do nothing to minimize my profile further (especially with a god-awful contrasting coloured backpack standing 20cm tall off my arse above the grassline). 3) In real life, I can lay on my side (granted, this is rather ineffective for a rifle) and have just my upper torso and arms peaking out from behind a corner, leaving the rest of my body in cover. In ArmA2/DayZ, I'm either fully obscured or fully removed from cover when I want to take a shot or peek around a corner (should it be restricted to first person). 4) -- Note: This is probably the most important one-- Peripheral vision, awareness of self, kinesthetic sense, proprioception, interoception, etc. This said it best. In first person in *ANY* shooter/sim, you have no way of simulating *FEELING* where your body is in relation to the environment. Third person view gives the player visual feedback to these senses since computer characters have no proprioception or kinesthetic sense themselves. Just as computer characters have interoception (the ability to feel internal sensations such as hunger, pain, etc.), we have GUI icons to represent hunger, blood loss, thirst and body temperature. This is visual feedback to the PLAYER as to what a CHARACTER is feeling. Caps for emphasis, for while as much as we'd like to integrate the two as much as possible (this is where immersion happens), having no visual feedback for proprioception and interoception actually DEGRADES the experience of immersion. The player cannot feel a virtual character's hunger pains. We can't feel the dehydration induced migraines (though blurred vision and photosensitivity could be emulated, perhaps). We don't shiver when our virtual character gets cold. As players we RELY on visual cues to enhance the immersion provided by games like this, as they are currently the only effective way of portraying senses that virtual characters are INCAPABLE of having. ----- Removing 3rd person is a balance issue, not an immersion issue. Those advocating the removal of 3rd person who claim the "realism" and "immersion" argument are, in fact, falsely claiming this argument, as their removals would mean the removal visual cues to sensations that have no digital analogue, thereby reducing both realism and immersion. For anyone to genuinely claim these arguments, they must also be fully in favor of the removal of all GUI elements. Anyone else is being completely disingenuous with themselves and the rest of the community. * This means no counter to tell you exactly how much blood you have left; I mean, look at yourself up and down and tell me exactly how much blood you have in your body, down to the milliliter, I challenge you to do this. * This means no icon to say when you're in shock or when you've broken a bone. You'd just have hear the snap (which in itself is an auditory cue, something you don't always hear depending on the bone broken and how it was broken, so actually, the snap sound would play only ~20% of the time). * This means no gauges for hunger and thirst. You'd only know you were hungry when your character falls over gripping his stomach in hunger pains. You'd only know you were thirsty when migraines hit from dehydration, causing dizziness, photosensitivity, and fatigue. Dehydration would also cause fainting and eventually death (without the gradual blood loss mechanic which can be countered by eating food. Yes, as of right now you can eat food to mitigate the only current effect of being fully dehydrated -- how's that for your realism?). And while I'm sure there are "hardcore" players that would love a mode like this, there does come a point where realism and senselessly increasing difficulty for the sake of a "hardcore experience" greatly overshadow playability, even for this "anti-game" audience.
  7. People aren't realizing that the biggest issue with reserved slots is that when they AREN'T in use, you're always going to have empty slots. There will be servers whose user numbers look like this (if it were officially implemented): Serv#001 - Users (45/50; Reserved 0/5) Serv#002 - Users (45/50; Reserved 0/5) Serv#003 - Users (45/50; Reserved 0/5) Serv#004 - Users (45/50; Reserved 0/5) Serv#005 - Users (45/50; Reserved 0/5) At this point, you've wasted half a server's space in unused reserved slots, with as many "clan servers" as there are, this would probably amount to at least several hundred users unable to log in to servers that HAVE SPACE. As many have already stated, we're in need of MORE server space to accommodate the influx of players, both new to ArmA2 and current ArmA2 players just now familiarizing themselves with DayZ. There is also no pleasant, fluid way of balancing this against fair usage either. Some might say, "Well, regular users can take the reserved slots until someone on a clan list logs in!", but that's no different than being kicked for a clan member. If you gave them a 3~5 minute grace period to log off, that's no different than having your clan member wait a few minutes to free up a slot on its own, so why have the additional overhead of managing a reserved slot system? As this is Alpha, and as rocket has stated, server administrators are essentially DONATING server usage to the project. It is purely voluntary. Since this forum is fond of using terrible analogies, here's another one -- When you donate your time to a charity for a fund raiser, food drive, etc., you still have to abide by their rules. You still pay for your own transportation to and from the site. You sometimes have to pay for your own meals during the event. If there are shifts, you still have to abide by the shifts set out for you. The only difference between this and a job is that you are FREE TO WALK AWAY at ANY time. Additionally, if you violate the terms set by the people whose time you're lending yourself to, they can ask you to leave just as easily and with no fault to themselves. The same is true here. The rules were outlined for all administrators when they applied for access to the central hive to run DayZ on their servers. If they choose that these parameters are not to their liking, they are free to walk away and let someone who isn't selfish donate. Plenty of administrators are already doing it solely for the community and so they can take pride in the fact they're contributing significantly to the development of this project. Who knows? Rocket might even give a special thanks in the mod credits to all the server administrators who've helped in alpha (and potentially beta/rc) that weren't complete twats about the whole thing. So yes, it is YOUR server. You can do whatever you want with it as long as it is WITHIN THE PARAMETERS of the agreement YOU agreed to. If not, you can take your server and walk away, or they can ask you to leave (and blacklist your server from being searched and from accessing the central database). Aside: Server admins being selfish and arrogant about server usage are the people who are contributing to the reasons why releasing a private version of the central hive might be a bad idea. Someone mentioned that having a private version, unlinked from the main, public servers we all currently connect to would solve the issue of clans wishing to play only among themselves without disturbing the integrity of the public environment. While true, rocket has also stated that some enterprising jackasses would simply take the server files and learn how to deconstruct them for the purposes of hacking the main, public servers. In fact, rocket has already been burned letting someone have access to these files to concurrently develop a single-player version, in which hackers developed their methods to attack the public multi-player servers. Private hives are probably not on the horizon for a very long time either. TL;DR - * It IS a privilege to have access to the central hive which is NOT run by users. It's run by the devs. * Reserving slots creates LESS space for the public in the end, as reserved slots will not always be full. * While it is YOUR server, you are DONATING its use to the development of this project; as such, if you do not like the terms, you can walk away and if you violate them, you can be made to leave. * It is NOT a debate. Your tears power rocket's tear-fed kiwi development engine. More tears make stronger zeds.
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