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Everything posted by dorn956
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In fact. this is basically that same concept - just a bit of a different perspective of it on our ends http://forums.dayzgame.com/index.php?/topic/183479-perksskillsprofessionsstats/
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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.
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Simple food for thought (my new favorite phrase) - A grouping tab for the user interface. I'm sure this was thought of in some form, but my idea of it may be a little different. What about a group tab you can invite players to by name or through interacting with them? What the group members would see: When group member is direct line of sight, a small green dot over the friendlies head. This does not mean that they cannot friendly fire or betray them, it's simply for better identification of who is on your side. LOS obstruction like bushes or a window will remove the dot. It has to be clear, unobscured line of sight to allow the dot. Along with this, maybe group waypoint settings with the same visibilty mechanics as the friendly dots? Also, this could be a setting that can be turned off by server admins for a more realistic feel to it. I am trying to offer a way players can get the realistic feel without crossing a line that defeats that purpose. A very simple UI simply to assist in gameplay roles. Honestly, I doubt myself when I re-read this. It feels like I'm straying too far from the surrealistic aspect if this were to be included. Also, it might be too close to Arma at that point for a standalone game with its own title. Opinions?
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There are models that I see on Z's that look perfectly human lol
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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.
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My Idea: I propose that pre-generated and interactable corpses be placed in ambient locations around the map with random loot generation based off of location of bodies. E.G. - If you're walking by a small townhouse and you go inside, you find common household items. Well, how about a common household person who happens to be dead & not turned, or dead & turned? In said house you will find an average person with average clothing. Chances are they won't have a weapon on them, except maybe the occasional handgun or knife. If you enter a military base to come across the same deal, this time they might be armored or have an assault weapon on them if any at all. Why this would be beneficial: It would help to balance out the economy by placing less scattered (higher tier) loot, and placing more ambient corpses to loot in order to reward the characters for their scavenging. What it would do for the game: Help to balance the economy Create a more in-depth atmosphere for gameplay (it will feel more like an apocalypse when there are more dead bodies that aren't just new spawns jumping off of ladders). Reward players for traveling to higher-population areas so people don't have to be forced to server-hop in order to find good loot in the same location over and over Tells a story if placed properly (for example, if you go into a small house and find a male and female side by side with revolvers in their hands and headshot exit-holes you can tell they most likely were not able to handle the stress of the apocalypse and ended up taking the high road - for developers that are not great with the English language, I am referring to suicide). Key notes: Bodies can be placed singularly or in mass groups Bodies can be ragdolled and thrown wherever OR bodies can have a preset stance (sitting against a wall, laying on their stomachs, sprawled out as if trying to crawl away) [COSMETIC ONLY] Bodies can have corresponding decals nearby based on position or type of body (human or Z) such as if it was a human sitting against a wall who was stabbed in the stomach, there might be a pool of blood underneath him that has dried due to time passing. Another example: if the npc was shot in the head laying down there might be a splat on the floor. However, this is strictly cosmetics and doesn't actually affect gameplay. Least priority stuff that can just go with it. The biggest part about this is its economic value. I am not certain how your development engines work at Bohemia interactive, but from my intermediate knowledge of game design it would work something like this: Body type is chosen (stance/position of corpse or if human/Z) Choice: Human; Sitting - We'll refer to it as Corpse Type A Location is chosen (townhouse in small village) Choice: small home Trigger box is set in places that can yield corpse loot Trigger box type is selected based on location (Trigger Type A for small home) Trigger Type A responds to Corpse Type A and uses an algorithm to determine what type of loot to place on corpse based on percentage of chance to have item (for example a handgun would be more likely to spawn than an rifle of any sort) Once the loot has been majority removed from the body (to avoid leaving the shoes on or something similar to prevent this effect) the corpse will despawn in that location, and a new once will be placed in a new location (so people don't happen to know where to find corpses - that's just unrealistic). *Please note - despawning and respawning as a cause-and-effect will allow the economy to continue to flow. Without the despawning attribute, the unlooted corpse will remain bare until server reset and no new loot will spawn. Having the corpse respawn in the same location will be unrealistic, because a player shouldn't walk into a house an expect to see the same dead guy they named Frank laying on his bed every day they go into that same house in that same town. You lose the realism at that point. A preset number of pregenerated corpses can be set based on city size. I would try to narrow it down to Size A, B, C, and D based on hypothetical square footage (or however works best for the dev team). Other things to take into consideration: Q. What happens in players don't touch the corpses at all? A. I think it would be best to still have the bodies respawn after X amount of time regardless to have a constant flow. Not all at once, because the first issue devs may run into is all corpses refreshing at the same time, which could cause major lag issues. Also, maybe corpses should only be able to despawn if players are not within x kilometers of it? Just food for thought. Q. What if players place junk on the corpses? A. That's exactly why they should constantly respawn regardless of having loot on them. To avoid rupturing the economy by stacking junk on them or using corpses as piggy banks. Q. Will Z's react to the corpses? A. Maybe if the corpses are not turned due to whatever reason (be it a headshot or a possibility for a cure in the sense of lore) then the Z's will be attracted to the smell of blood (in theory) and will eat the corpse before attacking a player - unless provoked otherwise by a loud noise or damage). Q. Can you damage the items on the corpse like on a real player? A. I think that would be realistic but also dangerous to the economy. Maybe this time it would be better not to so players can beat the heck out of corpses just for the purpose of destroying loot. Q. Corpse have collision? A. Maybe only for players, Z's, and loot. Vehicles or otherwise unexpected collisions may cause issues. Q. Corpse deterioration? This could definitely be included as well! If a corpse spawns with fresh food, near the end of its lifespan the food may rot. Or, food can already be rotted from the start to allow players to know the body has been dead for a long time. This could also be organized as Loot Spawn Types. Thank you for listening to my suggestion - I hadn't found duplicate information so I am hoping this will be beneficial to the game. I feel like this could be a huge asset to the game and really allow for a more enhanced control of the loot economy in DayZ.
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Thanks for the positive comments, all. I just want DayZ to be done as bad as the next guy :)
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@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
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Definitely. But all in all we will figure it out on post at a time haha
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I'd love to see it happen :) Also, the helmet thing would be a factor of how long identification takes. With face coverings (dependent on how much is covered) the time to identify can be dramatically increased. Also, custom armbands or an insignia on a vest would be a cool thought for identification. Maybe with customization layers a lot like the CoD profile cards
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I agree with both of you. I forgot mods were a thing, haha. Maybe this could be a mod, but if it were implemented into the game, I just had a thought. In a realistic setting, when you see a friendly face that you know by heart (like friends or family) you can identify them faster than identifying a friendly with 1/6 face possibilities LOL So what if there was a default time limit to identifying before the green dot shows up based on distance? Like within 10 ft will be 1 second identification time; 10 meters is 2 seconds; A mile away is 6+ seconds... or something like that This will keep that tension you both crave and feel has a large part in the survival setting of DayZ Thoughts?
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You know how if you're running with your render distance way high you see buildings start to magically appear one by one and textures just pop into place after the base blob has been set? Normally that doesn't stutter any fps. I'm thinking items can spawn in with that method. First the data, then a primitive low-poly mesh with primitive solid colored textures, and then a detailed mesh, followed by detailed textures, followed by shadow implementation, how it effects lighting, collision mechanics (if applicable), and finally (if I'm not missing anything, which I probably am), intractability. What do you think, Espa?
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If they don't already - cause only devs would truly know - maybe items should spawn in when players are in the vicinity of X Km's? Not sure how it would work but it's good food for thought. Maybe it'll work like background updates or something. The item and all information will load up one at a time and simply "fade in" to existence after it's done loading. Maybe some items are easier to render than others and they should not all render at the same time, but in order by priority or how easy it is to load them up. That might assist with trash-caused lag. Or even this - all items are generated upon server startup (which is how I believe it already is), and then items not within x Km's of a player will be compressed to a smaller memory format. So this way they are preloaded and all the engine needs to do is unzip them instead of load all of it up. I think that makes sense? I'm not the best with understanding how those things work but it sounds correct to me
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I like the way you think haha
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I love your willingness to sacrifice atmosphere for performance. Even though I don't agree with that specific circumstance of a trade, I do appreciate that you have the games better benefit in mind. Seeing the bigger picture. Beans to you, my man. I think a compromise would be to simply reduce the number of items not in world containers instead of eliminating them completely. Was that what you were aiming for?
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Natural dynamic indoor and outdoors sound
dorn956 replied to Mitchell Lauford's topic in Suggestions
Do you mean for example: Wind ambience heard outdoors but not indoors? Or a muffle effect to all sounds happening outdoors with a decibel decrease as well? -
I agree with this
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That would actually work yeah. Im sure it was considered to make items predetermined on server startup but actually SPAWN IN when the container is opened. There might be a reason why it's not that way for all loot. Im thinking cause in an apocalyptic scenario loot will be scattered because people would throw everything everywhere in a panic to get valuables and head for the hills, yknow? Good thoughts on it friend:)
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For sure man. I also considered how these dynamic events could affect perforamce. Thats why if they are not (what devs may refer to as) Actors, rather intractable props (like pretty much a cabinet you can open but in the shape of a humanoid), it should allow for smooth performance I do hope. Also limitations on amounts per city based on size like I mentioned should also help with performance balance. Alpha testing is a good place to find out just how many they can or should cram into one small town without disturbing performance. Maybe that number is 4, maybe that number is 40. Haha
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While this may be true, it's not your job to rule what is ignorant and what isn't, brother. That's a Mod's job. Basically he gave his list of issues in the form of suggestions for fixes based on his perspective. If it's duplicate or not, let the Mods tell him that. Our job is to contribute in any way we see fit. Yes it seems he has duplicate information, but it is from HIS point of view, see? For example- yes nades are glitchy, we knew that, but he gave an example to better illustrate what he means. Instead of saying "grenades have a really ridiculous blast radius" he specified just how bad it was with his house example. Even if we new grenades had unrealistic blast radiuses, the example of the house being between the target and the grenade allows us to better understand just how big unrealistic is. Not trying to play dad here, just stating that SOME of his post can be considered valuable information.
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Okay, so it may have been suggested and I may have missed it (I seem to feel that way about every post..) , but even if it is, I don't think the mechanics I'm about to explain are like what people would expect. First of all - blocking. How are you gonna hold your fists up and not be able to block a punch? Easy to add this one. Left click = Punching , Right click = Blocking. I'd be happy with at least that... But let's get into some detail, shall we? Okay, so we have space bar as the key to lift and lower fists. That can't be changed. What about right click and left click being two different fists? Here's how I would complicate the combat system. It seems pretty confusing, just a warning, but it all does work in the end without disturbing default keybinds (or so I believe). Left click = Left punch Right click = Right punch Hold Q + left/right click =left/right hook Hold E = Guard -{ Hold E + Left click = Left roundhouse | -{ Hold E + Right click = Right roundhouse | | \___ [ These two functions will cause your player to break their Guard ] The kicking is a little complex. It will be treated with the same force of a baseball bat (because roundhouse kicks are actually equivalent to the force if performed properly). The guard function will easily block this, but only if you face your guarded arms on the same side as the kick. When you move your crosshairs left, your arms and your guard swing left with it (vice versa for right direction). As for the actual left/right kicks, I don't feel they should be able to knock players out. That may be too complicated (am I a hypocrite for that one?). Guarding: Guarding can be broken after x amount of punches/kicks, determined by a % chance. The lowest number of hits you can take are say... 10 hits before your guard breaks maybe... and you can take up to 20 if you get really lucky with your chance of endurance. The number is halved by kicks, but kicks take longer to wind up, throw, and reset before throwing another (which gives combat advantage to the defender if they successfully block the kick). The biggest part of this is FLINCHING. Which I probably should put at the top of the post, but I mean if you haven't read this far down yet then it probably doesn't even matter. Flinching means you've sustained damage and were unsuccessful in guarding an attack, or you've been blind sided from behind. In my opinion, I think that this combat system should only be available in first person to avoid being able to know when someone is behind you while focusing on a fight. *Notes: Keep system in first personHow about a combat slide? When sprinting and then going prone (while holding sprint) it will cause a slide (and possibly ware down clothing).Flinching is vital and breaks guardFirst person view should also flinchType of clothing (long sleeve or short sleeve, military fabrics or civilian fabrics)What weapon strikes the guard and breaks itAxes + sledge hammers break guard in a single blow/ and fractureRecharge rate on how many hits you can take over timeRecharge rate on how many hits decreased based on damage dealtCuts/gashes from sharp objects decrease guard recharge speed before and after breaking (you could have your guard broken and lift it back up immediately after, but then it will break in a single hit because it hasn't regenerated life yet, and it will not regenerate its durability while bleeding from the arms, every time guard is broken it takes longer to raise it because of stamina and fatigue). My apologies for being so complicated, but the system does work. Feel free to point out flaws! Keep in mind I do not prioritize this change. I would actually prefer many other changes before this one, for I think it does not have a large impact on players based on item/weapon economy at the moment. More often than not, my encounters with players result in them being armed, and hand-to-hand combat is not available. Thanks for reading my long, drawn out, and completely unnecessary idea c:
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There should be a common spawn of dead bodies laying against walls, on beds, and the streets (etc.), that have (or can have) loot placed on their bodies - either spawned in with or placed by a player. [ Optional: Players when skinned / bodies hidden after x amount of time become skeletons, unless buried with a shovel ] So maybe some skeletons with military clothes on in a hanger, or maybe a civilian corpse on a bed with a pistol in a holster... things like that. -Credit to my girlfriend for thinking of this* :)
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Good point. Well there's an idea at the least!
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Ok so I didn't quite see this one on the suggestions list... V3S.... + Tent.... = Cargo truck that can hold items instead of people? Heck, Maybe people can still get in it anyways. I drew a very simple picture to help understand the concept (it's attached). It would be nice to be able to take an un-pitched tent and interact with the back of a cargo V3S to create an item cargo V3S. This could give a whole new level of creativity to dayz when it comes to making and taking bases. I can see some flaws as it stands, like people just taking all the loot from one town and dumping it in the road... That's just uncalled for... But I mean, hey, if that's how you want to play your post-apocalyptic life... Be my guest, I guess.. I know everyone hopes that we'll soon be able to add barricades/walls/gates in the future, so if that does happen, this could be a crucial asset for transporting weaponry. Let's imagine that servers become over 100+ players one day, and don't need to restart and disrupt the flow of gameplay... What if one clan wants to do trade with another clan, or send reinforcements to their allies? This could definitely help. I hope to see this feature added in the future, but first... Let's see zombies stop running like Usain Bolt and hitting like Mike Tyson... x)
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I feel the same way. Priorities overpower this idea, though, so it will be a while.