MrAerospace

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About MrAerospace

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  1. Love the hurricane lantern idea. Very useful item when the electricity is out. If you ever used them though, you'd know that gasoline is quite a poor choice of fuel.
  2. That video makes the grass look like a liquid. At a short distance, individual stems blend into a surface, which shows a distinct wave motion. Instead of all those ideas like sinking the player model down into the map, or that alpha layer stuff, what if grass was rendered as a surface layer similar to how water is? I mean, it'd be more opaque, be less reflective of light and have different colours, (depending on the types of grasses or crops you're emulating), as well as needing to follow the map contour instead of a horizontal layer, but apart from those few design criteria, I honestly don't see how there's that much difference between how water and grass would be depicted at even a medium distance. I mean, what'd be the difference between a player wading through 1m of water, or 1m of grass? The player walks along the map contour, and the lower half is masked by the water surface.
  3. In an ideal 3D system, there would only be one realistic limiting factor: Volume Let's say you have a 20L bag. Does it matter whether you fill it with 20L of gold or 20L of feathers? They both take up the same amount of space, no matter their weight, so using weight as an item limitation is a poor design. However, you'd likely destroy the bag trying to pick it up with 20L of gold in it. So, instead of the bag type and condition as a weight limit, I would propose that weight carried in excess of a certain value would increases the wear rate of the bag. To satisfy the original idea, that certain value and consequential rate of wear could vary between bags. Which leads to the need for consequences at the point of failure: I don't like the idea of losing items out of the bag, because that's going to cause a lot of resentment from players. I would instead propose that the moment a bag wears out, one of the shoulder straps breaks, and the bag can no longer be carried in the backpack slot.
  4. Gotta say, those trees really do make a difference, although, I'd tighten the colour variation a little more. That sort of change really gives off the impression that different seasons are a possibility. Well done. May I offer a few ideas on how to improve trees and forests? 1) Forests aren't just a bunch of lone standing trees placed closer together. Forests cause a lot of physiological differences in trees compared to a lone free standing specimen. As the canopy closes over, trees must compete for sunlight. This forces them to grow straight and tall, (forking and branching of the main trunk is almost non-existent), and trees shed many of their lower branches and foliage. In a game, that adds up to a huge reduction of polygons per tree. 2) The edge effect should be a significant factor in forest designs. Where the canopy no longer intercepts sunlight, lower tree branches and undergrowth begin to thrive. The build-up of undergrowth along the boundaries of forests (between fields, forest clearings, lakes, rivers and roads) is usually an effective visual barrier, that is not only very useful for fighting/tactical purposes, but can also be used as a means of seclusion, a very important aspect of camping in this game.
  5. And you could quite easily do that if/whenever you escape that valley.
  6. I actually think the opposite should be more of the norm. Ruthlessly force players to be spawned as far away from where they died as possible, with no way to game the system for better spawn points. EDIT Although, I'm fast coming to the conclusion that maybe PvP centric players would be better off concentrated into a neat little valley in a small corner of the map where it is difficult to escape from, has all the weapons they could want and basically serves their need to play fast and die young without ever needing to leave. Basically a PvP hell.
  7. 100% on the ragdolling. Yes, the old boneless ragdoll system is bad especially the frictionless body part, however that can all be resolved to give a much more realistic system (hopefully). If that's the case, then unconsciousness should trigger ragdolling the same way as death. I would also prefer not to have characters uncontrollably stand up upon regaining conciousness, but rather give control back to the player to decide when to get up. (at least to the extent they haven't been tied up or stuffed into a car boot). As for shock, I've extensively written up on it before:
  8. I don't think it's altogether such a bad idea. Think about this, every kitchen cupboard and drawer has crockery, cutlery, glassware, etc. The same 'junk' rule applies to fridges, bookshelves, wardrobes, bathroom cabinets, & the list goes on and on. There'd be so much junk lying around in world containers that it'd be far too taxing to add ANY of them to the Central Loot Economy. However, what if there was a client side "junk economy" system that could be used to help populate the DayZ world? Precise quantities & specific types of items become unimportant, they don't need to be tracked by the server or from player to player...it's just junk, there's so much of it, it doesn't matter.
  9. There's more than one way to create natural barriers to prevent players from accessing the debug zone. It could be a lot more creative than simply "make it an island", I mean, take your pick: rocky outcrops, rivers, glacial valleys, hanging valleys...etc. The aim shouldn't just be to prevent access to the debug zone but also prevent players seeing the zone (at least from the ground) too.
  10. I still think the concept is a good one, and I hope it gets implemented in one form or another. However there's a few things I would improve: 1) Clicking and dragging items. Keeping that simple functionality in the inventory screen is critical. So, instead of this: {-> select "view contents"} it should simply be {[mouseover]}. Obviously, a few other bits of programming such as small (maybe 200ms) time delay to prevent an accidental trigger of the animation would be needed too, but for the player, it's simply a matter of hovering the mouse pointer over a backpack and waiting. 2) Uniformity in game mechanics. If one container functions that way, ALL containers should function the same way. I'd have every container 'minimised'/'closed' to begin with and require a mouseover prompt to be opened. The difference (e.g. between pockets and backpacks) can be created through the length of the animation/delay before maximising/opening each container. 3) Ability to open containers on the move. Same uniformity rules should apply. World containers should only be accessible in a very small radius (effectively the player needs to be standing still), packs at a walking pace, pockets at a jog and nothing while running/sprinting. A locked container could simply appear greyed out.
  11. I was posting about this ages ago, but this is definitely a step in the right direction as far as I'm concerned. Right now, I just feel like I'm playing tetris, and well, this seems to pop into my head each and every time.
  12. Like the VW Golf MkII as well.
  13. That's a pretty good compromise, Gews. Maybe if there was only a very short/quiet ringing effect that faded out quickly so as not to become annoying, but the reduced hearing persisted longer.
  14. One thing that could cut down 3pp wall peeking is a good dynamic depth of field system based along the same ray casting design.
  15. The thing that I would really like to see in Close Quarter Combat is a good grappling mechanic. It just makes sense to have something more visceral than Benny Hill boxing when players are surviving against infected and other apex predators. Predators aren't interested in playing slapping games, they don't do death by 1000 cuts, they latch on, drag their prey down and finish them off as fast as possible. Survival games should really be trying to emulate that, not just for PvE but for PvP as well. The system should include some form of momentum. You get smacked around by a sledgehammer, an axe, a wolf, a bear, a vehicle, or an infected or another player runs into you and conservation of momentum says you're gonna end up on your ass, or pinned up against a wall. From there, attacking or defending from that position could be a matter of good timing (to avoid being hit) or a well aimed attack, or desperate button mashing as you struggle to prevent predators from tearing out your jugular, or another player sinking in a knife, or choking you out. Add that on top of tactical weapons mechanic with a varied system of attacks, parries & dodges that have degrees of success based on match-ups (a knife will not parry a sledgehammer) and you'd be way ahead of the field for ALL games. Tactical nous and weapon choice could be critical, for example if large heavy weapons (axe, sledgehammer, sports bats) were most effective outdoors but almost useless indoors, where large swings are impossible. Pole-arms (like a pitchfork, shovel or bayonet) could be the counter, being most powerful in confined spaces, while, lighter/smaller weapons could have faster attacks, but are at a range disadvantage to both. They'd become most effective in the hands of skilled players who can safely dodge blows then close the gap and quickly counter attack or grapple, where the full value of their tools to bare. EDIT: Structure of last paragraph