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About Asmondian

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    Helicopter Hunter
  1. It`s hard to find the spot, but it is in the center of the bus. Gonna try to upload a short gif about it.
  2. You just need to get inside the bus through passanger ladder and destroy it from the inside.
  3. concept

    I understand what you mean and is interesting. But the problem I see is the following: Usually all players assign the key 1 to their main weapon, the two to the ammunition, the three to the secondary. If we limit the hotkeys or assign them left or right, it would be very unfunctional for the players (besides that they would occupy spaces unnecessarily when it could either assign a separate key) I think it's too unnecessary complexity. If simply the radio can be used simply by pressing (for example) the "T" key (which currently has no use except for some weapons) I do not see why I should put it in the hot bar and make a combination of keys to be able to use it. I honestly do not think there will be a place in the inventory for the right hand and another for the left. I belive (If that is finally done) that this process (carrying 2 diferent things) is going to automate and will simply allow you to use it when the items can be transported simultaneously (example: radio And gun ... but no gun and backpack). Thx for the feedback man, love to read other ideas about it.
  4. concept

    You are absolutmanete right.
  5. concept

    Its true. if we only focus on realism, probably the game would become extremely slow and tedious, so you have to find a balance. Thx for comment man.
  6. concept

    Thanks man. Agree with the stamina bar, you should only see it when you start to run or 3 o 4 seconds after you start runing. The reason of the small icons / windows is that you should be able to see the background while you are in your inventory. Thx again!
  7. concept

    Thanks for the current feedback and the previous one you gave me before posting the concept in the forum. Regarding the inventory system, the problem is that for games with lots of items and without a "puzzle system", they tend to oversimplify inventory. Considering the possibilities of crafting and the huge amount of tiems and actions over them present in Dayz, a actual alternative could be very difficult. However, I would like to see different options too. I think I understand what you're saying abut the world sapce inventory. I remember something similar (but not exact because is a entire screen system) with the game Blacklight Retribution. 100% agree. This would have to be equally limited. I would not like to see people running with two fire axes or two m4 one in each hand like Conan or Terminator, but a guy with a pistol and al flashlight, a radio and a rifle (on rest position) or eating while you hold your gun in the other hand could be a great posibility. I'm honestly not a fan of this idea. I think that giving game ralism is something that has to be implemented very carefully so as not to lose fluidity. If every action in our inventory is represented by an action on our character, it can become all too tedious and become a human simulator instead of a game. Hope you do. Let me know. Thx again dude for your time!!
  8. concept

    Thank you man for taking the time to read these very long posts xP I will simply give you feedback on your thoughts on the points mentioned: While doing the concept I thought something similar. You mean that the equipment tab should always be fully deployed, without the need to scroll down or up to see the rest of your equipment. Could be an alternative. I also think that the displeasure to have to scroll down and up is because currently the movement is very very slow. With an faster system, it probably would not be so annoying to move something from the bottom of our backpack to the first slot of our vest or to our head. But anyway it can be a good alternative what you mention, even with a modular system. I did not want to do something very different from the current inventory system because I understand that probably it is not going to change (for example, to one like PUGB uses). But probably everyone likes a different system. That was another great idea to consider, especially for backpacks. I think the system that uses Scape From Tarkov amazing because it prevents just running and looting a player as if it were magic. Surely you know what im talking about, otherwise look at some video of the FTS loot system that probably is what you were referring to. The same as above. I think in the case of the backpack, you may have to use a "Search button" to open its contents. This also implies that the view of your character goes to the floor and you can not move in the meanwhile. Also, i believe that doing a separate animation where your character puts the backpack in the hands (or similar) to be able to review the inventory would be too tedious (I say because I have read this idea in previous post) so im not a big fan of this idea. In the pursuit of realism this can be quite criticized. I think the best solution would be a character preview that is "demonstrative" enough of its status to avoid the maximum numbers, messages or icons on the screen. Thx again for your time.
  9. concept

    Many thanks dude! First of all, thanks a lot for the feedback. I'll explain a little more about point 5 to see if I can convince you xP Nowadays when using an item from the "hotbar" this replaces the one you have in your hands. Example: while double carrying, if you want to look at your compass, you have to throw the gun to the floor and put the compass in your hand i be able to do it (I personally look directly at the compass from the hotbar as a quick method). Using compasses, binoculars or the radio by this method is quite slow and tedious and does not have much relation with reality. I mean, if you are carrying a weapon on your hands, you probably don`t put the gun on the floor to watch your compass or talk to the radio. You just simply hold the gun in one hand (rest position) and talk to the radio on the other. So, if we give a special category and place to this items (like "devices") where you can use them with an independent key, this would allow: Greater fluidity in its use Enhance its use (Mostly for radios) Greater immersion (dont have to place them on the hotbar, that usually one end putting them in the last place -8 or 9 key- and rarely uses them) Greater speed and realism In addition, this system does not imply that radios or other devices can be considered as a regular item (as it currently happens), so you can place them in your inventory (for example, in case you have 2 radios or more to later give a a friend) and use them in the same way as always (dragging them by hand, placing them in the hotbar ). The only difference would be that - as it also happens now - when drag to hands or press asign number in the hotbar, this item will replace the one you carry in the hands, instead of being able to use it simultaneously. Again, it's just an idea to debate and look for alternatives, I thank you very much for your opinion.
  10. concept

    Hi ladies and gents! I just try to make this concept based on what I read and hear about the plans they had in mind for the new HUD. While the idea is to imagine something different, I was also interested in hearing Dayz fans opinions about it. I think is an alternative vision of the current one but im sure the guys on the desing team are always a step forward so I do not doubt that they will surprise us. I hope you find it interesting. Cheers!! By. Asmond As default, our screen must be absolutely clean of indicators, huds or other elements that affect the immersion. By simply pressing the "show items key" (usually the key left to the 1), the status indicators, the stamina bar and the quick access icons appears. These can be locked on the screen by double tapping the same key. Here briefly explains how they should work. To the extent that all is in good conditions (health, food, thirst, bones), no indicator should appear on the screen. Once any of these status become in danger, they could just give a signal with the lighting system described. Here is an example of what the inventory looks like in this concept. Priority is given to space, minimalism and depth of field. The blur is much more intense in the edges (iris blur) than in the center making it possible to see the background. By default, the preview of our character should be disabled, although it can clearly be activated and blocked on the screen to have the classic full size view and be able to zoom in and out as usual. Regarding the vicinity, it changes its format to list, avoiding the rectangular system. This allows greater agility and more clarity in the representation and description of the items. Also allows greater differentiation with the items on the floor and those of bodies and bodies. Here are two important points to note: Firstly, devices (radios, compas, range finders, binoculars ...) now have a special place in the inventory. The reason for this is that they can be used by assigning a particular key. I think it would improve and increase its use with this system. The second thing has to do with the attachements system. Instead of having pictures that indicate that attachements have the weapon, it would be good for the weapon model to be interactive and we can drag and change the attachement directly. You could only do it with the gun we have in your hands (not the one on your back) Now let's look at an example of when loot a player we just killed Again we see how the inventory emphasizes keeping the view in the center so as not to lose immersion. We also see how the loot of the dead character is represented in the same way as ours (rectangular system) to make it much more agile and easy to use. Just imagine how we are taking part of his gear and we are seeing how this disappears from the dead body. Of course, we can also activate our character preview as always. Another of the fundamental points of this idea is the system of interactions. Possibly with the new animations for the beta, one has to assign a limited number of keys to the animations. Nowadays, there are more animations than F (f1, f2 ...) keys. So I think a good alternative would be the incorporation of a radial hud system (minimalist, transparent, non-invasive) that allows us to choose among the animations to perform. This would activated simply by pressing and hold for more than 2 seconds the action button- (or simply assigning a different button in our configuration). Now you can navigate between different categories of animations such as: military animations, social interaction animations, survivor animations, animations inside the car, among those that can emerge from the animations that the development team incorporate to the game. Just as an example, here I leave how would work or what could be some of the military animations. Imagine combat situation where you can not use the direct communication (nor do you want to lose immersion using external voice systems or you simply dont have that person on your steam, ts, discord, skype....) and you have to tell your partner to advance, make silence, maintains position, begins to shoot, among other gestures. Ok guys, that´s all for this post. Sorry one more time for any gramatical error, tips or corrections will be highly valued!!
  11. concept

    Hi again ladies and gents!! In this opportunity I will leave you a UI concept (inventory) for Dayz 0.63 (AKA Beta) that I was doing and discussing with another member of this community. Bearing in mind that it has already been commented that BETA would probably includes a new interface (as read in lasts SR), I decided to leave this idea for the community feedback. I hope you find it interesting, as far as I'm concerned, I had a lot of fun testing and doing it. Any questions or suggestions will be greatly appreciated. WHAT DOES THIS UI AIM FOR? 1) Preserve the current inventory system 2) Encourage and protect immersion 3) Easy to use / intuitive 4) Minimalism /////// UI WHILE PLAYING (STAMINA + NOICE + STATUS) /////// On the left side of the screen you have the stamina bar and the noise you make. On the right side, the identifying icons (from left to right) of: blood level, hunger, thirst, body moisture, body temperature and bone damage. The brighter the icon, the greater the need to pay attention to the indicator. In this example, my character is thirsty and he has lost a good amount of blood. This system allows a screen clean enough and with clear indicators. /////// UI + QUICK ACTION BAR ON /////// Here we simply see that the quick action bar has been activated /////// FULL INVENTORY UI /////// > In this third image we can see the complete inventory system. It does not vary much to the present one but it has slight aesthetic changes. In addition, we can see modifications in terms of the attachments, the distribution of the UI and quickbar and the way items are represented in vicinity. > We also see how the previous status indicators disappear, giving place to a few more precise and detailed ones to the right of our character. Both, these and the preview of our character, can be deactivated by clicking on the small square below them, to allow us to see what is happening in the background. > Speaking of the background, you may notice that the blur is slightly less than the current one. This for me is extremely important since it allows to never to detach from the reality that our character is living. In this case, we can follow the movements of our partner sitting by the fire. > There are many other peculiarities but I do not want to expose them all i don`t bore you guys. FRESH SPAWN EXAMPLE INSIDE CAR EXAMPLE Ok guys, that´s all for this post. As I said before, any questions or suggestions will be greatly appreciated. Sorry one more time for my terrible English, tips or corrections will be highly valued!!
  12. I like the idea. Nowadays the only negative effect of having the damaged clothing is the absorption of damage. Most people only change their clothes for a matter of storage and only repair it for aesthetic (and damage absorption). Having said that, it would be logical for the state of affairs to have much more impact on its limitations. For example: Slot reduction as mentioned Possibility of the weapon not firing Calibration on damaged sights is inaccurate Limitation to the absorption of damage as it happens today The salines restore a lower% The suture or sewing kit only do it from one state to another instead of directly to worn (when they are damage) The effect of the climate and body temperature feel more depending on the state of the clothes (honestly I do not know if it works nowadays this way, I think not) Among other alternatives. I repeat, I really like the idea of slot reduction. Beans !!!
  13. I agree with what he says, what I criticize are the forms used. Unfortunately (and I hate to say it) it is recurrent to see such kind of answers as "if you do not like it, just quit the game". I can understand it coming from a simple player, but not from the Dayz staff, I think they should be more understanding, at least with the people who argue their position. It is natural that people feel discouraged to continue playing the game in the face of lack of novelty, because they have reached (as pilgrim says) an endgame point, or because the absence of many of the things that had been planned from the beginning. I think that at some point all of us who have been playing this game and supporting the project for a very long time have felt that. Yes, Dayz is an early access. Yes, the process takes time and the decisions taken justify it (new technologies, cores from the scratch) and we are willing to wait. But in the meantime i think we all need to be as tolerant as possible so that people do not resign with the project because of resentment and frustration felling as a result of that children's logic: "If you can not wait for 5 years for a beta without complaining or feeling frustrated, then this game is not for you".
  14. Whats up man!! first of all i want to thank for this kind of post, I personally find them very interesting. That said, I think the idea has a lot to offer and goes in the same direction that (as I read in the latest status reports) are looking from the development team. The idea of a new inventory is already decided, so suggestions of this kind are ideal to devise as it could become. I think your alternative (although obviously a prototype that is far from finished), have something to offer and I would like to highlight some points and observe others: I think that a system where the inventory is not a "full screen" one or at least or at least have the possibility to have this type of quick access without having to open a full screen inventory I also like the differentiation between the use of items in the backpack in relation to the items in your clothes. The fact that, in order to use and use the backpacks, our character must remain still is not only coherent, but would give much more logic to the way one organizes our inventory. The things that I find "complex" or that I would like to know your opinion about how they could be done are the following: When you press tab key, would all the clothes and backpacks be opened ? There should not be a highlighting system where by holding tab + click one can select in the character the part of the inventory to open? How would you throw a piece of your clothes to the floor? (For example the backpack? your pants? etc.) As it would have to be the system to see the content that one has in the hand (for example, a full backpack)? In fact there are dozens of questions that can logically arise from the possibility of a new inventory system. What I would like to make clear is my opinion on the subject. I think if they really create a new inventory, it should be as non-invasive as possible. Maybe not from the aesthetic or size (because a complex game like this and with so many items requires a large and organized inventory), but from the necessity of its use. I mean: in my opinion, Dayz has to reduce the need to access to the inventory, but this (inventory) must be there. They can do this through keyboard shortcuts, special keys, key combinations, shortcuts, among other features. What I can quickly think right know is a combined system where there are dynamic and fast menus (like your gifs) to use elements in your clothes (pants, jacket, vest, etc.), but when it comes to the backpack, there must necessarily be an inventory screen that limits both vision and movement in our character, more similar to the current system or the one that uses the game "The Forest". Anyway, thanks again for the good work and for putting it to the consideration of other users.
  15. Dude... really?... i mean, you are form Dayz Forum Team and you give this guy an answer like this? The guys is clearly not a heater (he have a lot of participation in the forums and good rep), he wrote from his sincere opinion on the current development and his feelings about the current state. I do not think that a response from the timpo "if you do not like it, just go play something else" is what he deserves. I can agree that it is not the indicated section of the forum where he should make this kind of post but men... if you don`t mean to be blunt you are not really trying very hard.