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hazzwold

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About hazzwold

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  1. hazzwold

    Make doors always open away from you

    Hence "I don't think door hinge realism is something we need to sacrifice gameplay for. " However, whatever the solution, doors need work. Some continuity in the way they work would be nice. Incremental opening with scroll wheel would be nice too, like ACE/AGM does it in Arma 3.
  2. There are two ways I can imagine world containers right now One, they have for example a fridge, you can open its door, it physically opens, inside is a tin of beans, placed inside it the same way items are placed in wrecked cars. That would make wrecked cars world containers in that sense yes? Where is the distinction drawn between the two. Two, they have a fridge, you interact with it like you would a backpack on the ground, it says it has beans inside it but only because you interacted with it and saw them in the GUI. What is the benefit of one way or the other? If it is option one, why is world containers a specific goal, can't they just have animated cupboards and fridges like they do for doors on wrecked cars and spawn the loot inside them like they do anywhere else? Wouldn't option two be a little redundant without a visual cue of having animated objects? like, going into a house, all cupboards open and empty, obviously looted. Can someone help me understand the concept? Do we know which way the devs have gone with this?
  3. hazzwold

    Make doors always open away from you

    I wouldn't even mind if all doors only opened in one direction, consistency would be nice, it seems to vary house to house. At very least gates should open two ways though.
  4. Essentially as the title says, when you open a door, have it swing outward in the direction you are looking, rather then the current system which is a fixed direction. Currently nine out of ten times I open a door I find myself getting pushed back and slammed into the wall and thus glitching through the door. Especially annoying with big farm gates or warehouse doors. Or running from a zombie only the have the door push you back towards it. I don't think door hinge realism is something we need to sacrifice gameplay for.
  5. hazzwold

    Thoughts on Blood.

    I agree with both of you, Arma 2 functionally did blood better, and was more satisfying, Arma 3 had better blood textures and such (regardless of their near non-existance) both where certainly far from perfect and thus this thread to hopefully tease out some information on any plans/thoughts/ideas as to how they intend to improve upon them with DayZ where it arguably matters most. I imagine that blood may not be spraying through layers of body armour and backpacks and carrier vests and such and that is fine for Arma, but in DayZ people may be running around topless, and definitely not in body armour. So unless the blood effects were context sensitive relative to what a player is wearing, which would probably not be worth the trouble, the blood would spray always much the same. To add to that, blood could also be set to low medium or high for those who like playing survival zombie murder sims and have moral reservations against seeing blood. Arma 2 had blood settings for different amounts so the option would not be hard to do. For those curious here is a video which showcases Arma 3's distinct lack of blood quite well - Here's an video of Arma 2 (edited by After effects, not Vanilla) with an exaggerated but quite nice blood effect -
  6. hazzwold

    Thoughts on Blood.

    TL;DR at the bottom. I would like to bring up a topic which I think needs to be addressed and I would appreciate feedback from players and would be thrilled to hear from the developers their plans if any on this matter. Blood. Not gore, just blood. A integral part of the DayZ genre. Blood both as an effect and a mechanic is one of the cornerstones of this game and if properly executed could add such an amount of dynamic, atmosphere and value to existing mechanics to the game. This thread aims to detail the ways in which such a feature could be visualized and executed. I do hope the developers do not underestimate the value that well implemented blood would have on this game. I mean that in a thoroughly respectful manner, speaking only as someone deeply in love with the concept of DayZ. Survival & Tracking: wounded animals, wounded players, if a relatively severe wound is left unbandaged they should bleed until hemostasis kicks in, possibly a couple minutes would suffice. This would allow both tracking of players/animals if you fail to kill them and could be integrated into the zombie AI for them to follow the (scent of?)blood. even something similar to footprints with a longer lifetime. A bonus to this would be allowing blood bags to be pierced and produce the same effect, lure people/zombies into a trap. Perhaps it could operate on a scent mechanic that would also allow guts to be used as for zombie attraction, effigies and such, though that strays a bit from the topic at hand. Combat: People bleed, people who get shot bleed. Not only is it more satisfying to shoot something and know that it hit it due to the blood that came out than it is to shoot something that just goes into ragdoll without any blood, but it can also be extremely useful on combat situations as a visual indicator that your bullet landed and it definitely hurt what it hit. While Arma 2 does blood effects far better than Arma 3 (not really an opinion since Arma 3 doesn't really have blood effects), it is still far from perfect, I make that comparision because Standalone basically uses Arma 2's blood effects. This ties in again with the tracking, wounded people fleeing a fight do have a chance to be tracked. Immersion & Aesthetics: It's a horror survival game, there are people running around infected with an adrenaline fueled rage inducing virus, they bite, claw, scratch, kick, punch and these thing generally draw blood. It may be beyond the games tech to do blood stained clothes effectively but blood drips, pooling on the ground, etc should all come into play. It just makes sense. Horror elements: This would also assist the psychological elements of murder/cannibalism, without adding immersion breaking mechanics or remorse or sanity. Merely making the processes of cutting up and eating people mildly traumatic should suffice. Blood, guts and disgusting sounds as you cut them open and so on, not really my scene so I can't really expand on this. The thought is quite unsettling. Eugene stated that firing guns should be a mildly traumatic event once audio is finalized, so should be the case for murdering and eating people. This does extend into Audio and such but is still Blood related. Health: Your life is measured by the amount of blood you have in you, that is at the heart of DayZ, it only makes sense to add visual cues to blood loss outside of post-process effects blurring your vision. Examples of some dynamics this adds to the game... -You walk into a house, find a dead player lying on the ground, Makarov in hand, blood on the ceiling, you've stumbled upon a suicide. -You find a dead player on the ground, gun in hand, wounds indicate they where shot, the blood is still there/fresh, the killers may still be around. (this could expand into the hiding bodies mechanic) Did they want you to find the body? Is it a trap? Was it self defense? -You walk into a house, no bodies but a trail of blood leading to a room. Someone wounded inside perhaps? maybe a trap? Maybe someone poured blood on the ground with a blood bag, lured a zombie or two into the room and locked them in? Do you dare investigate or do you turn and run? -Zombies would be more likely to wander towards areas where death has occurred (scent mechanic) -Gutting players or animals may and not washing the blood off of you may make you more noticeable by infected. Summary: New/Improved mechanics -Bleeding - Visualised by visable blood trails/blood pooling - hemostasis chance is reduced by medication like aspirin - bleeding inflicted by sharp melee weapons/bullets (blood loss from blunt melee is more complex) - Blood will pool under the wounded body part of dead animals/players/infected rather than always at the centre -Blood Stained - visualised by bloody hands/arms - applies the scent to the player - can be washed off - acquired by handling corpses/gutting -Scent - Increases Zombie awareness/they path towards the general area - applied to bodies guts, blood stained players, bleeding players & animals/blood trails- May be a future property for non passive animal AI to hunt players/infected -Blood based health visualised more effectively - Gameplay enhancer -Sharp Melee/Bullet wounds emit blood particles - Visual cues for combat/immersion -Expanding dynamic gameplay/roleplay - "This is your story" all these things add to the immersion and roleplay elements of the self written story of each unique life a player lives in DayZ
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