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About dorn956

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    Woodland Warrior

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    Florida - USA
  • Interests
    Gaming, Piano, Music, Drawing, Audio engineering

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    Just another dayz player.
  1. I am not certain what this will be classified as, but I'd like to go into a bit of detail about physical interactions and how we can help to implement them into DayZ SA. First off let me start by saying any well-crafted game is a mix of aspects from other games that revolve around a key aspect of uniqueness that is critical to tying in all other components within it. A few very important aspects to consider are the following: -Goal -Atmosphere -Mechanics -Challenge Not so much graphics, and not so much nit-picky details. (For anyone who thinks graphics are key within a successful video game, tell that to DOOM and WoW Vanilla) The Extensive Physical Interaction System I propose is a mix of ideas I've read from the forums into a core interaction system that isn't much for cosmetic, but to change the way the mechanics of the game function altogether. To start this off, I'm going to list the possibilities I see in an extensive physical action system that branch off with some of the ideas we have already come across in the past. Fighting Techniques - Grabbing, Kicking, Shoving, etc. Utility - Meat Shielding? Grabbing zombies and players alike to sponge up damage for a few shots? Diving Tackling Dragging (unconscious) players / dead zombies More Emotes (cosmetic really.. I was just thinking like hand signals. Go, stop, flank, hostiles, etc.) Forced disarming (prying the weapons/brute force) Trained disarming (counter attacks) Dropping weapons when struck on main hand (bullet, axe, see dismemberment maybe?) Ally-oop (Idk what to call it - where you assist in climbing a wall Army of Two style, with your hands together) Ally-oop followup - lifting up the other guy Back to fighting.. Shoving people / kicking people out windows? (Action movie style) I was thinking combat-wise this could tie into a sequential who-did-what action and almost a real time rock-paper-scissors match up... Here are some situation examples of the above e.g. - two guys rush each other and one goes for an uppercut while the other goes for a jumping overhead, the uppercut would hit first if pressed within x amount of time and then the opponent would flinch and need to think fast. e.g. - bandits cornering you in a large building and you jump one of them and hold him hostage with a knife while backing away slowly to escape the situation e.g. - you spot a sniper at the last possible second and rush your ally to dive for cover as a shot whirls past you both, desecrating the concrete wall behind you (defensive tackling, not offensive!) e.g. - waiting around a corner with a bat and crap-slapping an unknown player , maybe or maybe not knocking them unconscious, but definitely causing them to flinch enough to drop their weapon (insert element of surprise bonus here?) e.g. - hostile swings an axe at you and if you press the right action key at the right time you can sidestep and disarm (maybe just that, maybe not steal the weapon necessarily) Of course this is more of post-alpha updates. I know the priority is making the game run as it is :P Just food for thought. / r / roastme pls I'd like to hear your thoughts forum-goers :D EDIT: 01:51 EST 16 APRIL 2017: ASSASSINATIONS
  2. Lots of work. Lol. Lots. The hardest part about level design in atmosphere is getting the lighting just right. You don't want it to adjust to your characters "eyes" too slow or too fast, you don't want the brightness to really have to be played with for people to enjoy the way the game looks, and then on top of that, every instance of lighting generally needs to be rendered at one time. Considering my maps on Unreal Engine 4 are the size of that picture you posted, and for preview lighting (let alone realistic setting) to render takes about 5 minutes. Realistic takes about 25 or so. So on such a grand scale (while also considering how changing the lighting in one area affects another) it could take hours to days, even weeks to render the lighting. But then again, I don't know what software they run or how good it is about rendering. I'm just comparing personal experience in there. So as we all know, it's going to be lovely when more atmosphere comes to the game, but just as everyone and their mothers have stated: The devs need to make the game work before they make it pretty :P
  3. I totally agree, and well said. Personally I feel the road to power could be enlengthened by having more than one aspect define "power". As of now the definition of having power in DayZ is by owning items such as Weapons food and munition and other valuable rare commodities. But what if there was more to power? Such as economy, electricity, running water, organizations, shelter and safety, and possibly a more pressing threat of zombies then the dumb group of all types that we see now? For example, imagine that outside of a closed-off city wall is an entire world of zombies that actually pose a legitimate threat. Where you can be overwhelmed by multiple zombies, or you can be held down by multiple zombies, and have to possibly Mash a button in order to get them off of you so that you don't get bitten, so that you don't get infected... This is all just Theory, however, if you understand the point I'm trying to put forward, then you'll understand that there is steps that need to be taken in order to create these outside sources of power that we so desperately seek in order to create amore in-depth character value. I'm sure half of what I said is planning to be introduced already, but I am just stating the obvious that this is what needs to be done in order for more incentive of character vavalu and longevity to be placed into DayZ and make it more than just an infinite game of cat-and-mouse; kill-then-be-killed; Rinse and repeat...
  4. Lmao. "You a doctor?" "Yes" "No" *gunshot* I was thinking maybe you could have a special armband awarded to you that doesnt take up inventory space for proof of knowledge once you reach a certain level of skill Buy I hope that doesnt defeat surrealism by magically obtaining said armband. Or for what reason other people cant forge one
  5. Yeah you're right. I suppose limitation won't be the best. So just start from level 0 in everything and learn how to do it through experience and knowledge gain from outside sources. It would make characters way more valueable to players who own them. Im still not sure if it would increase value of thr unknown.. If there was a way for sure to know someone was a medic for example their chances of being KOS will be slim
  6. I mentioned earlier a time limit before class swap too. Like an hour gameplay time before class can change maybe. But I see where youre coming from yes. This could be beneficial to hone in on a system thatm creates character value
  7. So you're suggesting players start with residual knowledge of a profession and then have the adaptability to learn other skills over time, while having an adept capability in their primary skill?
  8. I like the ideas of admin tools. What I think would also be cool is a sort of "oracle mode" like from Halo... Just basically vanish and lose the character model, noclip and fly around the map at choice speed, and inspect players items, see names, see health, see status, ping, be able to open individual player logs, and even alter physical attributes about the players character as well. Definitely need more logs. Beans to you, sir
  9. In fact. this is basically that same concept - just a bit of a different perspective of it on our ends
  10. I like this idea of skills and classes to produce a sense of value to all unknown characters. I feel like the KoS rate would drop drastically. However, I don't support the knowledge gained through unlockable achievements through in-game keys (such as books). However, to keep that sense of value within players, I suggest a system of choice on character screen. A lot like Dead Frontier™ , if you google that, or have ever played it. Certain classes have certain skills of value with appropriate pros and cons to each class. E.G. - Medics: Obviously can treat wounds and illnesses with great ease in comparison to a DIY survivor. However, low combat skills like accuracy with firearms and physical strength / stamina. Whereas a marine for example will have high combat skills and a crash course in medicine probably, so they can do a bit more than your average engineer can with medicine, but not nearly as much as a straight medic can do. Point tweaking during character creation I don't support, though. I'm sure there will be 'the perfect combo' for PKers to spam. So I'd rather players not truly know their limits like that. If it was random it would be even better... Imagine spawning in and being assigned a role that you have to play on for at least 30+ minutes (or something along that line) before your class will change on your next life Now THAT I'd like to see.
  11. There are models that I see on Z's that look perfectly human lol
  12. A form of proximity-based compression scripts would probably be suitable to help reduce lag. However, I myself do not know how difficult it would be to have assets essentially compress as simply as I'm wording it to be. I'm not sure if that's a simple task or not to actually execute the compression - let alone make the coding for it to happen.
  13. Thanks for the positive comments, all. I just want DayZ to be done as bad as the next guy :)
  14. @BioHaze you got me there. Didn't look at it like that, probably cause I'm not experienced on this forum like you are. I withdraw my previous comment. That part can be removed about the mod's duty, but the rest still stands. Repeat information can still be useful if elaborated on :v
  15. Definitely. But all in all we will figure it out on post at a time haha