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Everything posted by Asmondian
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I think nobody here (players) questions the possibility of waiting the necessary time to reach the level performance, content, bugfixing and stability necessary for a real 1.0 build. And I mean real in objective terms. The message that you guys (Devs/BI) are giving with this idea of labeling any product as 1.0 no matter what, is that there are really no more incentives to continue with the Dayz project once it reaches 1.0. At least not with the same level of commitment than before. If you guys deny that the reasons behind this decision, the Xbox release and many others that have been taken during 2018 are not exclusively commercial, then this is even more worrisome. Mainly because it shows that the development team have significantly reduced their criteria on what a quality game/product really means and the value of fulfilling your word. Two elements that are decisive for any developer. And from the company itself (BI), it shows that the game is just a lost cause in your head, with the only expectation that the community can offer some kind distraction (mods) while you guys rethink the objectives for Dayz project in 2019 (If there are any at that point). Perhaps dreaming that the successful "Dayz Arma 2 Mod resuscitation model" will be repeated once again. The fact that you can not even consider limiting yourself to a BETA in 2018 it is a clear sign that something somber, dishonest and that you can not share with the community is happening behind the scenes. Even more considering that: This 1.0 build will definetly not be a feature complete build as you guys presented it. There are missing core features from the Dayz experience and almost an unanimous consensus regarding this among Dayz players (If indeed our opinion is ever heard) This eventual 1.0 build Is going to be even inferior to the most optimistic BETA expectation (According to the information, objectives and roadmaps/checklist that you have provided us for years and only a few months ago). And im not talking only about content at this point. Is decidedly false in the terms of a real 1.0 software, even if you guys try to redefine that concept. After years and years of hard work and frustrations, it is just sad to see how a trick is used to meet a deadline. It is very naive to think that, in only two months, you guys will be able to correct the whole set of bugs and performance issues of the current build (for a long time now) to reach a "1.0 status". As I said, unless you guys have significantly reduced your criteria on what a quality game really means, you are going to break your head for almost two months to correct a build that, from its concept, is already a failure to anyone who has supported this project (and probably also for you guys and for the people who have worked in it) Of course, the game will continue and probably its development too. The real scam would be to imagine a different scenario. But the lack of honesty that, in my opinion, is present in this decision will probably represent a break in trust between the community, the developers and BI as a company. Maybe you are not going to notice any consequences of this on a practical level because you will surely keep selling copies, developing other games and simply avoid reading the negative feedback. But you should at least feel it at some point from an ethical and profesional point of view. I think that anyone who founded a company does it on certain ethical foundations and a clear vision, and those are things that can not be left aside. Just a game, we know. I really hope I did not make anyone feel uncomfortable with my feedback. But im still very disappointed and discouraging about this like many others.
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[CONCEPT] Preselecting ADS main scope /////// Intro ////////////////////////////////////////////////////////////////////////// This is a QOL (Quality of Life) suggestion. We know that in certain weapons, we can alternate between the different Scopes when we are in ADS (Example: Mosin = PU Scope / Ironsight). /////// Problem in the current system /////////////////////////// We can only do it once we entered into ADS mode. This is quite frustrating in fast pvp situations. It can also make you lose your target because it forces you to take one more step necessary to know the default scope or change to the one you need. /////// Solution / Suggestion ////////////////////////////////////////// Allow players to preselect the scope (Ironsight / Scope). You can do it whenever you want and set your default scope before entering ADS. Example: You have a Mosin and the target is close, so you just "Shift + Scroll Down" to set the ironsight as the default when enter ADS. This avoid you having to enter ADS mode, pointing somewhere to check whats your default scope, change to ironsight in this case and then return to focus in the close target.
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[CONCEPT] Dead bodies - Looting System /////// Explanation and reasons behind the suggestion ///////////////////////////////////////// The idea is that if it's the first time you're looting a dead body (player), you won´t be able to access his inventory just by using the vicinity tab above him. Instead, you need to perform an "Inspect body" action. You only have to do it once (And then next time you would be able to use the vicinity tab as usual) and only if nobody did it before you (Which could offer some info about that dead body). /////// What is the purpose for this idea? ///////////////////////////////////////////////////////////// Avoid the "vicinity run peak" (Run to the body, tab vicinity, double click and run away) Avoid screen freezes when there are many bodies or a single body with lots of items (Huge problem in Xbox) Avoid delays in inventory loads by not having everything (clothes) displayed by default. Would make the decision to loot the body into a more dangerous and planned one Could help to correct the "looting range" of corposes (Where you need to approach, TAB, check if you see the body, TAB, move a little, TAB again and repeat until you find the right position above the corpose). It could collaborate with avoiding looting dead bodies behind structures (Behind a wall/door by proximity). The idea of "inspecting body" could work together with the despawn times/rates (If someone already inspected that corpose, it could take less time to disappear than if nobody did it). This would also ensure that the items will not be spead on the floor (but inside the body-container) affecting server performance. Would solve a current duping method related to "dragging" clothes from dead bodies (Can´t go into much details) It could also work linked to the passive skills. The more dead players you have looted (as a bandit for example), the less time it takes you to inspect a body. /////// Final notes ////////////////////////////////////////////////////////////////////////////////////////////// Consider the inspecting animation as a placeholder. Take the inspecting time shown only as a reference. Should be definitely faster or linked to the passive skills.
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Part #1 / Part #2 / Part #3 (With Pictures) Hi again ladies and gents!! This is the fourth part of some ideas / suggestions about Dayz SA that i have compile from my own thoughts and from some other user’s ideas (with some personal twists) If you didn`t see the first. second or third part, I highly recommend you do it I'll be very grateful). English is not my native language, so I truly apology for the grammatical errors that may exist. Post format: IDEA + ILUSTRATION + SHORT SUMMARY (I can amplify more in comments if you need) Each idea tries to be as achievable and reasonable as possible according to the Dayz spirit (Survivalist - post apocalyptic atmosphere), the actual game possibilities and the features and changes mentioned in the status reports and official forums / trello / dev social media. Let’s start!! #26 SPAWN BACKGROUND STORIES ILUSTRATION SUMMARY: The spawns in Dayz are something that definitely have to improve to give them more realism and avoid to the maximum the vocation to commit suicide consistently until appearing in the particular spawn point that we want. Along with the idea (as far as I know, confirmed by the devs) of including passive abilities, it seems to me that this could be complemented by other idea: offering the characters a minimal “spawn story” or “spawn background” that has effect both on: 1) The passive skills you have 2) The spawn place you got (building) 3) The items and clothing you have from the beginning My idea is that when you spawn, you do it with certain characteristics related to the “background/history” of our character (random with each spawn), for example, a doctor, a mechanic, a soldier, a journalist, a farmer, a fireman, an electrician, a truck driver, A hunter, etc. To give a simple example of this, I take the case of a medic at each of these points (1, 2 and 3). If you spawn as a medic, it could mean that: 1) Passive skills: You have a passive ability that can affect (for example) the times you can apply a saline or other items, the ease of crafting certain items, etc. 2) Spawn place: The doctor could spawns in hospital rooms, summer camps, clinics (like Tulga's) and so on with the rest of the professions. 3) Primary items: Instead of starting with a radio (like the devs wants according to the last SR), a flare and a rag, it could appear with 6 rags, a saline and a walking stick. Same thing could happen with the clothes you wear. It could appear with medical pants or a chinstrap. The purpose of this idea is not to create true "classes" within Dayz, but to give more originality to the spawns and look for alternation or something that motivates to "stay with this character" regardless of the spawn place. Clearly they would have to be as balanced as possible and with differences that are not determinant to avoid multiplying suicides until reaching a certain “class”. Remember, this is just the original idea and it can clearly be polished and perfected. #27 ALTERNATIVE HOUSES INTERIORES / BARRICADES ILUSTRATION SUMMARY: This idea is neither new nor original and it is confirmed that they are working on it. Adam Francu himself (Map Designer dev team) confirmed it in the last Q&A video (part 2) and so was also made from the official Trello. But I simply added this suggestion to give a bit of publicity to a reddit user concept that I found very interesting: iKon9. Here is his post The idea of giving more "abandonment status" to the houses and obviously much more alternation to their interiors would add a lot to the gaming experience and that is why I try to keep this idea / suggestion latent. #28 BLOODY HANDS / FACE AFTER KILLING SOMEONE ILUSTRATION SUMMARY: The idea is quite simple and I would add an interesting additional feature for both pvp servers and roleplay servers. Simply, after killing another player, for about 45 minutes, both your face and your hands remain stained with blood. For what? Simply to tell other players that you've killed a survivor / villain. But again ...... for what? This would offer an interesting condiment when confronting with other survivors and would be a necessary element to be able to trust or distrust of another player when you meet them. It would also force us (the killers) to look for gloves, balaclavas or masks to cover our traces of blood, so that when we meet another player we can ask him to "show his hands" or “show his face” to see if he is a bandit or not. Obviously the cleaning supplies would also fulfill their role by offering the possibility of cleaning the wounds, not only to avoid infections (when diseases work correctly) but also to hide the traces of blood. I think that Dayz Standalone definitely lacks a system of identification of "heroes and villains" (Survivors and bandits) as did Dayz mod (with the system of clothing, which I clearly would not want to be repeated in SA because it would lose immersion and realism). And that this type of "rewards and punishments" would be a good start to stimulate in-game roles and interactions, without losing immersion. #29 PICKING UP ITEMS FROM WORLD ANIMATION ILUSTRATION SUMMARY: I think that everyone who follows Dayz news probably knows that the system of picking items from the floor/world will have a change with the possible implementation of an interactive icon in the center of the screen that indicates: 1) Which item is treated and 2) Offers the possibility of Initiate action. All this in order to avoid having to use vicinity to find the small items lying/hidden on the floor and subtract some immersion with this. When I saw this for the first time in the status report I could not help but compare it to the system used by PUGB (Playerunknown's Battlegrounds). Then I start to think that both Dayz inventory and the character control system can take a lot from the one used in PUGB. Its simplicity and the possibility of performing special actions simply by using combinations of keys (throwing items to the floor holding a key, lifting only a number of items and not everything with another key and similar examples) are super interesting things to "copy" if we want to avoid aspects that remain immersed in the game. In this way of "taking virtues of other games" I think it would be interesting that, together with the new animation system, they integrate a “take animation” or "picking up things of the world animation". This would change what is now as simple as that we press an action button and the items just disappears while we stand idle or we can run at full speed and raise the weapon of a dead player without any action simply by double click in vicinity. Clearly I am not asking that every animation of lifting an item, opening a door or a can imply a complexity that makes the game a tedious and slow, but simply that when we pick up things from the world our character performs an action / movement similar that PUGB do. Either crouching a fraction of seconds or stretching the hand if the item is at our height). #30 THE USE OF RADIOS ILUSTRATION SUMMARY: In one of the last status report Hicks himself spoke of the need to give a new role to the radios within the game. Being one of the elements capable of generate much more immersion and interaction in Dayz, I could not agree more with the idea of reformulate the way in which these work to fulfill this objective. I will list some of my own suggestions about the radios but, regardless of that, I would like to hear your opinion about how the radios should work in future so that the players can actually give them use and, at the same time, the game does not become a “radio trolling” or loss of seriousness/realism in its use. Some of my thoughts on this are: 1) Radios should be present at spawn (with batteries included) 2) The way they work should be much simpler. You could even assign a special key to use it (similar to what happens with the binoculars in many games, including the Arma series) and change the frequency with the mouse scroll. 3) There should be two types of radios: a) The civilian ones (walkie-talkies, spawn with character) b) The military ones (much more difficult to find/loot and with more power and frequencies). 4) Civilians walkies-talkies: can only be use at a short number of frequencies and with a short-band (people can only be contacted in a proximity of 2 or 3 cities of distance or equivalent in kilometers). 5) Military radios: can use all frequencies and bands, regardless of where you are. You can contact with any other radio throughout the map. 6) There can be "X" special places where one can contact all the frequencies at the same time (only with a military radio). These would be: 1) Green Mountain Tower 2) Altar 3) Tisy Radio Station 4) Ostry. The idea is that there are not many places (maybe only 2) where you can send a message to all frequencies at the same time with the risk that players who hear it know that one is in one of those places. The further north they are the better. 7) Private radio contact system: We definitely have to create a private radio contact system that implies that even if another player (enemy) is close to us, do not listen (like the direct communication) what we are talking on the radio (a kind of private in-game communication system). This could solve the fact that, every time we find another friendly survivor and we both have a radio and want to communicate in game, we can assign a private sub frequency to be able to chat in game without needing to be passing our Steam, Discord, TeamSpeak, Skype or other type of private communication that submerges the game. You can say to me: "that’s why you have direct communication for and it would be kind of unreal that another (near) player does not listen your voice when you speak". This is true, but we must also remember that it is preferable to subtract a minimum of realism in this aspect than to subtract absolutely everything using a program outside the game itself to communicate without anyone can hear us. Perhaps an intermediate solution would be that, when using a private sub frequency, our VOIP gets lower than with direct communication. #31 BALOTA AIRPLANE GRAVEYARD ILUSTRATION SUMMARY: Whenever I pass by the Balot Airfield gives me the feeling that something is missing. It is very small (in structures) and very large (in space) at the same time and I think it is a very unused and too open scenario where it is very simple to know if there is someone camping there while it is very difficult to hide in places that are not a clichè (ATC for example). Considering that the map is not going to get expand of any type and that currently (along with the beta) devs are working on some modifications to some areas of the map, I would simply like to leave a suggestion to make the Balota airfield a much more interesting. Simply turn the airport into an airplane graveyard. This would not go against the lore of the game nor would it affect the loot or the central economy system (im not talking about adding new loot inside this planes). The possibility of adding destroyed airplanes simply for the purpose of greater and better ambience could be replicated (at different levels) in the different airfields around the map. #32 NO CROSSAIR AT ALL ILUSTRATION SUMMARY: This is a rather difficult suggestion to raise because surely everyone has their own vision on the subject, but personally I hate the current Dayz crossair. It seems to me that it is extremely invasive, enormous and annoying the general vision. Of course I have played on hardcore servers where the crossair is usually disable, but this one reappears when you point any of the guns. Trying to think of some kind of alternative crossair, whether from its format, its transparency, its color, the moment it appears or disappears so as not to be invasive ... finally I wondered: it would be impossible to play Dayz without any type indicator or crossair? (Even taking into account the possible incorporation of the system of "highlighting" of items in the world mentioned in suggestion # 29). The answer for me is no. It would not be impossible and I think it would be the best option. Come to this answer after seeing some videos of other games where the good aim depends on the intuition, precision and luck of the player when you shoot in third person and the precision provided by the ironsight when we do in first person. Neither more nor less than in real life. To give you an example, I leave this video of Ghost Recon Wildlands (forgettable game in my opinion) where it is played in extreme difficulty and with the crossair on disable. (From the minute 1:10) This would also generate shooting circumstances much more random, longer and difficult than the current ones where firing from the waist with a Winchester, a Mosin or a Blaze you can make an extremely accurate shot by helping you with the current crossair. #32 KEFFIYEH AND FACEMAKS - HIDE STEAM ILUSTRATION SUMMARY: I take this idea from a concept made by "RWD Mods", a youtuber that usually make great concepts for Dayz and that I highly recommend along with "Game In Theory" (another user). The purpose of this idea Is mostly aesthetic but may have a higher implication in relation to: 1) Body temperature, being the head dress that increases / maintains the temperature higher 2) Along with facemasks, the breathing steam should be hidden when you use one of those, even the noise of the breath could be reduced after a long run. Ok guys, that´s all for this post. As I said before, I have a few more ideas that I want to share but I need your feedback fist. Sorry one more time for my terrible English, tips or corrections will be highly valued!! :::::::: INDEX ::::::::
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Part #1 / Part #2 / Part #3 / Part #4 (With Pictures) Hi again ladys and gents! This is the third part of some ideas / suggestions about Dayz SA that i have compile from my own thought and from some other user’s ideas (with some twists). If you didn`t see the first or second part, I highly recommend you do it I'll be very grateful). Links above. First some clarifications: I know we should wait until the beta is release to even consider any of this suggestion that, of course, are not priority right now, but that does not prevent us from discussing about them and how they could be better or if they are viable or not for Dayz SA. English is not my native language, so I truly apology for the grammatical errors that may exist. Post format: IDEA + ILUSTRATION + SHORT SUMMARY (I can amplify more in coments if you need) Each idea tries to be as achievable and reasonable as possible according to the Dayz spirit (Survivalism - post apocalyptic atmosphere) and actual game possibilities. You are not going to find stuff like “Dead players become zombies” or “The zombies should eat player’s heads and become overpower”. All suggestions represent minor changes or minor additions that, in my opinion, can take place within the game. Let’s start (again)! #19 TRAVELING ZOMBIE HORDES ILUSTRATION SUMMARY: If you ever went to Kamenka you probably have seen the large number of cars near the new military base. This was probably due to people trying to escape west when the epidemic (or whatever it was) began. But what happened to all those people? I think it would be a good additive to the game and a great way to get people off the coast add a horde of zombies (big enough) to travel from west to east along the coast raining what is in their path. They do not have to be zombies other than those that exist today (maybe more aggressive or easily hosted), but the amount and the fact that they go together and moving in one direction would have to be enough reason to a) Speed our incursion to the center and north of the map b) Find shelter or weapons to defend us when they arrive. Check this example. The greatest danger of dayz today is one: the other survivors (bandits). Although the zombies have obtained an improvement and today are much more dangerous than before (because they can kill us a couple of blows, because they ruin our team, because they can lock us in a house without being able to leave) I think they still not dangerous enough to be taken into account as a fundamental part of the game. Alternatives like these (with the necessary modifications) and others would be a good way to give a little more "life" to the zombies. #20 SOLUTION FOR GAMMA BOOSTING (RUST EXPERIENCE) ILUSTRATION SUMMARY: This topic has been discussed countless times. This mention is simply to keep it alive because I think is a fundamental “to fix feature” for the experience of a real survival game. We already know that the night in Dayz just does not work as it should. Either because users abuse the gamma options (within the game or in the control panels of their respective video cards or even on their monitors directly) or because the light just don`t render the way it should. So I think the solution to this has to be a change in the technology of the game regarding to the night time. I think the Rust experience (another early access still under development) gives a glimmer of hope on this issue. Simply to bring to the notice of anyone who does not know, Rust create a night system that makes textures extremely dark at this time of day. This generates that, even after raising the gamma in the source that one selects (in-game, monitor, control panel, etc.), the darkness continues in its effects in the visibility of the surroundings. As we see in the reference image above, the darkness of Dayz may not have any effect if we raise the gamma (in the image it is seen as everything around us looks perfectly, as in daylight). On the contrary, in Rust, even after climbing the gamma to the maximum, darkness persists forced the player to use alternative means (real) of lighting (torches, lanterns, bonfires, etc.). Check this example. I honestly do not know the technology involve and I am not a connoisseur of the subject like to demand technically on this. But I do not think Dayz cannot implement something similar if it is proposed. Hope they do. Great post about gamma | by tommekk Other post about Rust gamma fix | by BRiiTASH #21 ABILITY TO DESTROY LIGHTS SPOTS ILUSTRATION SUMMARY: It was absolutely necessary to talk about the gamma issue first so that we could then consider these kind of suggestions. I think the rendering of light in dayz has improved a lot, but it's still very poor in some ways. With this I am not referring to the quality of the image or the dynamic lights, but to the distances. In real life, a light from a flare in the dark should be seen hundreds of meters away. In Dayz this does not happen. After this first observation and bearing in mind that the development team has already talked about the possibility of adding generators and electric light, it would be very interesting thing not to forget that the lights have to be able to be destroyed and reconstructed for a greater interaction between players and environment. I do not mean only street lights but also be able to add some types of lanterns or large light sources like light towers, high power spotlights among others things so that the night (once solved the gamma) really Involve the dangers of darkness. Check this example #1 | Minute 14:00 Check this example #2 | Minute 17:00 #22 CROSSED WEAPONS IN BACK ILUSTRATION SUMMARY: This suggestion is not important at all but I think it would sum up the "survivor" trait that Dayz should have. In the same way that the idea of a far more apocalyptic costume (without falling into the futuristic apocalyptic like Mad Max) was planted, the fact that all players do not carry weapons as if they were trained soldiers would also summarize this idea. The image simply represents an example of how the weapons could be carried when in the back we have neither a melee weapon nor a backpack. As I said, this is not only applicable to weapons, the idea of movements, clothing and much less militarized actions I think should be the focus of attention when conceiving the characters in Dayz. This is just an “open gate suggestion”. #23 TORCH / FLASHLIGHT WIELD ILUSTRATION SUMMARY: Anyone who has played in role-play servers or does not really use gamma lighting at night will have seen that running or jogging with a torch or flashlight in your hand looks like an electronic party. The light jumps up and down making vision impossible and turning the action into something ridiculous.I can understand that when you run desperate for a danger behind you with a flashlight in your hand this sudden movement could be real (I remember the film of the project of blair witch for example), but not so when you are just jogging. Then I started to see how other games treated this and finally came to a good example: Skyrim. In it, the movement of the torch while running is not from top to bottom, but from side to side. Then the light always stays ahead of us and the lighting is much more focused and realistic.I think that with the new animations system this surely will be solved, but I seemed opportune to mention it. Check this example. #24 BATTERY LIFETIME INDICATOR ILUSTRATION SUMMARY: I honestly am not a big fan of adding indicators to the Dayz screen. I think it takes a lot of immersion and the cleaner the better. However, not everyone thinks the same. For this the solution is simple: the same key that enables the hot bar at the same time (or with the same logic) enable the status indicators that, according to the images that were allowed to transcend, measure the stamina and other indicators of hunger, thirst, damage, etc. Having said that, I think the battery and power system really needs indicators. Either in the HUD itself or in the image above or in the detail of the items when we inspect them. I just used the flashlight as an example, but this should also be present in: car battery and truck, batteries of walkie talkies, scopes and the rest of the items that work with electric charge. Of course first we need to fix the persistence of the electric power in batteries to make this even possible. Sqeezorz idea about dynamic consume of Items with battery: Agree 100%. Also: With the battery of the car could change the sound of the engine as it is destroyed or could even make it difficult to start the car (You have to try several times to turn it on to start if the battery is damaged or in poor condition). #25 BLOOD TYPE LABEL IN BLOOD BAG AFTER TEST KIT ILUSTRATION SUMMARY: This suggestion is possibly the simplest one and I think it is extremely necessary. Perhaps few of you use blood bags instead of saline bags because the former are much more complex to use. One not only has to create the blood bag, but also to collect that blood of another person, identify its blood type, know the one (blood type) that is inside the blood bag if we find one already crafted and full (unlikely) or, in case you have filled one a long time ago or you have more than one, you have to re-check each blood bag again to see what kind of blood it has inside. A good alternative to this would be the following: once the test kit was used on the full blood bag, in the detail (inspecting) it had to say the type of blood inside. You can now carry multiple blood bags without wandering you are going to kill your friend by apply the wrong blood type. This would greatly expedite its use by reducing the number of test kits we need. You just need one to test and label the blood bag once. Then, you could also finally collect blood bags to carry out a good medical task (for doctors of Dayz). Ok guys, that´s all for this post. As I said before, I have a few more ideas that I want to share but I need your feedback fist. Sorry one more time for my terrible English, tips or corrections will be highly valued !
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Part #1 / Part #2 / Part #3 / Part #4 (With Pictures) Hi again ladys and gents! This is the second part of some ideas / suggestions about Dayz SA that i have compile from my own thought and from some other user’s ideas (with some twists) If you didn`t see the first part, I highly recommend you do it I'll be very grateful: Dayz Suggestions Part #1 [With pictures] I also recommend to check this guy’s wishlist that’s give me a lot of good ideas to imagine and discussed: Reddit Wishlist Of curse i always recommend check the Reddit Suggestion threat: Click Here! First some clarifications: English is not my native language, so I truly apology for the grammatical errors that may exist. Post format: IDEA + ILUSTRATION + SHORT SUMMARY (I can amplify more in coments) Each idea tries to be as achievable and reasonable as possible according to the Dayz spirit (Survivalism - post apocalyptic atmosphere) and actual game possibilities. Let’s start (again)! #11 BLUR ON SCOPES AND VARIATIONS ILUSTRATION SUMMARY: This is a 3-part idea. 1) BLURRY WITH SNIPER SCOPE: I love the sniper view of Dayz because is quite realistic. You don’t see the edges of the scope like other games or a blur background (I’m talking strictly of snipers rifles – scopes). The Dayz sniper view give you immersion needed and at the same time the dangers of “sniper`s eye” (when you just focus in the target and forgot the surroundings). The only thing I would like to add is a simple blurry effect at the edges of the scope (inside part) to give the perfect realistic effect. Just a details, simply to implement (I think) but amazing to the sniper view. To give you some reference: Example picture of real sniper (Im sorry for the nature of the picture, but it was the best picture to refer the idea). 2) BLURRY WITH OTHER SCOPES: Next we have other scopes that don’t have the black background. Instead, you can (unrealistic) see the background quite well (Same sharpness and distance) while you are using the scope. I’m talking about Kashtan, ACOG, PU scope, RVS, etc. For this cases I would add a blurry effect but only in the background. Some illustration: You can also use a motion blur effect that looks similar to this picture here and looks great: Example 3) BLURRY WITHOUT SCOPE: Finally, we have the no scoped guns (pistols, shotguns or just weapons without the scope attachment). When you aim any of this guns, there is no deep of field effect at all. You can see your target with the same sharpness of your gun, regardless of the distance. I propose (in the same line that the scope blurry) give some realistic and really cool effect like this: when you aim your gun without scope, your gun and arms suffer a little blurry effect (very light and minimalistic to the view). Here is some illustration with the before and after effect: #12 HOLD BREATH WHILE HIDDING ILUSTRATION SUMMARY: The other day I was a freshie and I try to kill a guy with a stick. He went unconscious but his buddies start chasing me. I run dodging bullets for about 6 minutes and I hide in a forest. Thy pass me by but couldn’t see me, but then one of them hear my breath at the same moment he was surrounding my tree. He found me and you can figure out the rest of the story. I don’t want to limit the breathing sounds at all. I think is a great piece of the game and provides realistic situations. But I was thinking if in the same way you can hold your breath to stabilize your pulse, it would be cool if you can also do it without a weapon to hide your breath just for 5 o 6 seconds when the enemy pass near you or when you want to hear your be able to hear your surroundings. Of course, when you release the air, the sound should be even more noisy than normal… but you already survive the danger or identify where the shoots came from. #13 TRADING SYSTEM BETWEEN PLAYERS ILUSTRATION SUMMARY: I think this is needed a long time ago, I’m going to explain my idea that is not to fancy but I really think it could work. When you exchange a weapon or item with a friend, this is probably not needed. You just drop the item to the floor and done, he picks it up from vicinity. But, most of the time, when we meet another player that we don`t know and you want to be friendly with him... one of the first thinks that comes to any player’s mind is: “Do you want to trade some stuff”? This is a great way to interact with other players and help each other to survive. Adding a trading system that works fast and simple could bring a lot of more friendly encounters and interaction between players. HOW IT WORKS: Follow the image above while reading this: First, when there are no players around you, the layer “TRADE” is hidden. When one player is near you (I mean, really close to you) it`s shows. If there 2 o 3 more players right next to you, multiple layers could appear. Then you have to drag the item to the TRADE section just like you do to drop the item to the floor. It would shout the item in place but you still have the item in your inventory (Implementation must require methods to avoid duping). The other player should do the same and his item will appear in the same trade section. Neither you nor the other player can pick up others stuff at this point. After this, you need to right click and trade to confirm you are agreeing with the exchange to each of your items and the other player do the same. After this, you can pick up others items and he can pick up yours. Many games use this kind of transaction system and works fine. Dayz should have something similar. Maybe with some more elaboration that I can provide, but I try to do it as simple and achievable as possible. #14 BIG HANDBAGS ILUSTRATION SUMMARY: If you usually play alone, you probably won’t understand the need of this. But if you have a clan, group or play on a RP server you know there are some people that are called: Looters. They go to military base to get gear from the team and full the tents. They are quite value these days since the multiple duping fixes. So, without further introductions, the idea is simple: just add some big Handbags that have the capacity of a barrel (3 guns). It replaces your backpack (check the circle image) and reduces a bit your movement of speed. Same as the containers, you can only access the interior by putting the handbag in your hands. Big handbags can be used to transport weapons from one base to another, of course for looting and (when they fix the apple glitch) your squad could have a “carrier” that uses this bag to stock food, medicine and supplies. I think even small handbags are needed for some post-apocalyptic atmosphere. #15 BLOOD SPLATTER OR BLOODIED HEAD ONLY WITH HEADSHOT ILUSTRATION SUMMARY: First of all, this is not a new idea, it has been already discussed in some forums. I think it could be amazing if this would be implemented and I do some research about it founding this pictures. Nevertheless, I want to post it because I think is achievable at some point if you just only limit the blood splash to a “blooded head” when you kill a player by headshot. I mean: I don’t want the blood sticks to a wall or into the floor like this images, but it would be cool if the head of the character you kill gests covered in blood or just change the dead skin by one that have the face with some kind of “destruction” (no gore). It would be a nice touch. #16 PASSENGER TRAINS IN DAYZ ILUSTRATION SUMMARY: No, I’m not asking for a functional train that could transport us through Chernarus. Im just wander if Chernarus never had passenger trains. With the announced new railways, we can expect that they can add some passenger trains like the one of the right. The kind of wagons that you can get inside, walk between the sits and camp through the windows. Where you can find food inside and have some more complexity of the actual cargo wagons that have nothing inside. I think If we now have the new caravan structures, we can have some passenger wagons too. #17 SCOPES REFLECTIONS / GLARE ILUSTRATION SUMMARY: I know is clearly no time for this kind of idea and to make it even possible we need first correct all dynamic lights systems and some other priorities. But, it would be great if somehow Dayz have a good reflection system where, when you have the sun above you and only when you are aiming, your scope makes a glare in the opposite direction. (Check this example) This idea should work simultaneously with a good “sun protective items” (don´t know how to call it). In few words: we need the sunglass, the biker’s helmets and some other items avoid the glare for player’s eyes at the same time they make glare or reflection to others (under some extract circumstances). #18 SAFETY ON STANCE (BUILDING TRUST AND DOUBLE CARRYING) ILUSTRATION SUMMARY: With the new animation system this could be definitely possible. The idea is simple: just add a “safety on stance” similar to the pictures to the right where your gun can´t be pull out as fast as the normal stance can and you need to put the safety off to be able to shoot. This could be a simple animation (by pressing F5 for example) or, if you wish, you can add a “safety on / off” key to the guns (maybe by pressing the T key or double T). With the safety on, the rest position should be the one of the right (or tons of others like: gun aiming the floor, crossed arms on the gun, etc.) with the “quick aim limitations” I mention before (adding of course you have to put the safety off to be able to shoot). When the safety is off, you have the normal rest stance and fast aim as always. What’s the propose besides the good looking? Dayz encounters and no KOS situations are basically generated from building some initial trust. When you meet another player (both of you with loaded weapons) the only way to create that trust is by putting your gun in your back or inventory (when you can). But what about you are double carrying? Some of you have to drop the weapon to the floor or put the mag out. This could be a better and more realistic solution. Ok guys, that´s all for this post. As I said before, I have a few more ideas that I want to share but I need your feedback fist. Sorry one more time for my terrible English, tips or corrections will be highly valued :::::::: INDEX ::::::::
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Part #1 / Part #2 / Part #3 / Part #4 (With Pictures) Hi ladys and gents! It’s been a while since I want to make a post like this. I have read a lot of amazing ideas on this section of the forum (I really follow the suggestion threat) and I personally feed from some of them to expose and “develop” my own. I really hope you can give me some feedback about them to Polish or adapt them. First some clarifications: English is not my native language, so I truly apology for the grammatical errors that may exist. Post format: IDEA + ILUSTRATION + SHORT SUMMARY (I can amplify more in coments) Each idea tries to be as achievable and reasonable as possible according to the Dayz spirit (Survivalism - post apocalyptic atmosphere) and actual game possibilities. Let’s start ! #1 SURVIVOR'S DIARY AND MAP ILUSTRATION SUMMARY: The idea is quite simple. With your initial fresh spawn gear/ki9t you should have a diary. (NOTE: It could be an item like a book or just a function in game by pressing some key like in many other games). There (in the diary) you can write notes, your personal story, people that you meet traveling in chernarus and want to remember their names – or steam names -, feedback o thoughts about this people, notes about the loot, etc. Also, you can add a map by combine the already Chernarus map item with the diary and you craft an editable map where you can draw stuff, marks of bases, loot spawns, enemy base, and so). PROS: I would add a lot to the roleplay servers and to normal pvp servers too because you can get more immersion, you can now know who do you kill or meet. It’s a good way to have a map in game with tags and marks. You can also add a system where the map (in your diary) it’s completes and update by visiting parts of the map. #2 FIREARMS SIMPLE MELEE ILUSTRATION SUMMARY: Just add the possibility to do some basic melee attack with the firearms. This attacks don´t mean to make a lot of damage (same as fists if you wish), but just make zeds step back like when you first shoot them. It would be really useful if we think to face big hordes of zeds in future updates of the game and when you went out of ammo. #3 BIGGER AND DARKER BUILDINGS ILUSTRATION SUMMARY: The map of Chernarus is one of the best maps I have ever play in because of the realistic scale and complexity. But the buildings of the mayor cities don´t look the same (probably they are a fiddley copy of reality but for the purpose of the games I think it just doesn’t work quite well). Of course they need some “apocalyptic touch” with some creepers and destruction (it’s in develop as I know). But I talking about dimensions and lightning here. I think we should take the existence buildings and add some more but with a huge and realistic scale. Example: a hotel where you can go room by room with zeds spawning inside, or a huge hospital or laboratory. I want to travel inside buildings and get lost… not just go up a stair, check a room that looks exactly like the other and get out. Or enter a house that the main door leads straightaway to the bedroom (realistic?). ¿Have you seen the double green and double red? ¿What kind of houses are they? Games like Miscreated or Scape from Tarkov have great examples of this time of buildings I’m talking about. LIGHTING: The second part of this idea is about the lighting. Players have abuse the gamma option for too long at night time and only some players (I include myself here) know the great atmosphere that a flashlight in a dark place provides. So, if we can add some of this building ideas that I just talk about and make them very dark (even at daytime you can´t see inside because the windows are blocked), players should turn gamma high and low all the time when they go inside, making this very disturbing. I don’t say they won’t do it, I say it´s more likely some % don’t and just turn the flashlight on when they go inside or just pass by the building. #4 SECRET LORE WITH TIPS ILUSTRATION SUMMARY: Of course Dayz already have a Lore (background history of the game) but there are some really big questions that haven`t been answered. I read is some interviews of devs about this and they all agree the lore should remain to the free interpretation of the players. I also agree but putting some tips and false tips in the way could make dayz experience more Enjoyable and give players more objectives in game. The experience of the game “The Forest” or “Metro 2033” (sorry I compare dayz with other games all the time, but is the way I best known to illustrate it) show ass how good this could be to the game, even if you only add small details to game. #5 ZEDS ALREADY CRAWLING ILUSTRATION SUMARY: I know that zeds crawling or walking like 4 feet animals have been in the game before and I love it. Nowadays, when you enter a city and fight with some 3 o 4 zombies, its looks like you are fighting clones: They move the same, they attack the same way and they are all too clumsy. A good way to mitigate that in short term (because I’m sure devs are already thinking in give zeds some random movements in future) is make some zeds spawn directly crawling, as their legs have already been broken. It’s would give more diversity and I think they are scarier to because most of the times you can´t see them in bushes. I limit this idea here because I know they are working on player’s animations, but my other thought about zeds it’s that they can climb tall buildings to access through the windows to the second, third or fourth floor. Just imagine hordes of zeds try to climb the last floor of the Dubky buildings to reach the top where players are camping. #6 REAL POST APOCALYPTIC CLOTHING ILUSTRATION SUMARY: Dayz is a post-apocalyptic world, but besides the absence of people and zombies it doesn’t look like that. Clothing is too “clean”, military outfits are complete and new and there are no “random and mosaic” clothes you can put on your character. I mean, you can put a rider jacket, some gloves and a BDU pants, but we need to feel that our character struggle to survive, and his clothes must be a sign of that. NOTE: We must avoid “futuristic apocalypse clothing”. So… i think dayz should add more random clothes to make each character more personal and recognizable if you really want that immersion of a survival game where you value your life because is unique. Things like ponchos, improvised gloves, tons of new raincoats, a lot of differences gas masks (nato gasmasks, rusian gasmasks, improvised gasmasks), hats, winter clothing, heavy bags, backpacks that don’t look close (just open, with some items at sight), weapon crossing your back like a survival should carry them and not like a perfect soldier, wind glasses like in mad max, etc. All that with the possibility of dye or paint with aerosol some particular clothes. #8 CONTAINERS =/= SIZE AND RIGHT CLICK TO INSPECT CONTENT ILUSTRATION SUMARY: I think the 3 main containers in the game should have a little change. If you think them like a “organization container”, they should have more slots of capacity that they have in size. Otherwise, the only function of them is to protect the item (same protection that a cooking pot or a frying pan can provide, and they are not the same kind of containers). So I prefer a new size / capacity distribution like I show in the image above. CHECK INSIDE: The other idea about this type of containers if that you can check inside them (but NOT use any of the items) by right clicking inspect. Before some updates you were able to do this and its helps a lot. Here is some screen to illustrate my thought: #9 USE DUCT TAPE TO SILENCE A HOSTAGE ILUSTRATION SUMARY: Simple idea. You can use the duct tape to silence a hostage (VOIP and Direct Chat). It should work the same way as the burlap sack (hood). The player can remove it from himself if he is not tied up. In add, if you use the duct tape on a player’s mouth, you can hide your identity in the direct chat like: / Unknown player: “Don`t move man”. #10 THE BOW SHOULD BE A MELEE WEAPON ILUSTRATION SUMARY: I think the bow (for inventory purposes) should be consider a melee weapon. ¿Why? Because I think this would bring more use to this weapon and much players are going to start using it to clean the cities of zeds. Also it can provide fresh spawns a good opportunity to have a load weapon (bow) and carry an unload one until they find the ammo and not be so helpless. Ok guys, that´s all for this post. As I said before, I have a few more ideas that I want to share but I need your feedback fist. Sorry one more time for my terrible English, tips or corrections will be highly valued !! :::::::: INDEX ::::::::
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100% with Baroness on this. Personally (and with this I do not try to make any spam or promotion, but it is simply what happened to me), with Dayz Village Server I was able to enjoy all those things that Dayz offers and that really make it the best survival game. The use of radios (and not external communication systems) as one of the main axis of immersion, help and complement between survivors for a common purpose (meeting people from Saudi Arabia to Brasil), the need to devise common mechanisms against the different enemies (bandits, hunger, weather), and many other things. Things that maybe a little blurred in other servers when we usually play under the eternal cycle of: Join your Friends -> Loot -> Kill / Die -> Repeat. And all this not being an RP server (that is, without forcing any kind of behavior or modifying the vanilla experience) With more than 3k hours in the game, I thought he had exhausted most of his virtues, but fortunately I was wrong. And this just put more expectation in what can arrive with BETA and the development before it hits.
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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!!
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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.
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You are absolutmanete right.
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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.
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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!
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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!!
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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.
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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.
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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!!
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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 !!!
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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".
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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.
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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.
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Thank you very much for taking the trouble to go through the 4 post and give feedback about them. I will try to answer the points that less interest generated to give you simply my vision on the subject. The idea is always to put the ideas before different players of dayz and nourish me from their criticisms / suggestions / feedbacks. Yeah, still there. Climbing the stairs of the ATC is still a suicide if one wants to shoot from below. Hope they fix that with the new player controller. Firstly I think the bow is much more powerful than most melee weapons. Also, the logic of these weapons is also not simply having the ability to knock someone out. What I meant especially with the bow as a melee weapon was not that you can hit with the bow, but considered a melee weapon for the purpose of its location in the inventory. Today, the bow occupies the same space as an assault rifle on your back, preventing you from carrying both (bow and rifle) at the same time. This prevents many players from using it. It is true. Besides that would be very difficult to implement. After reading some comments on this idea I think it is not one of the best alternatives (besides being dispensable). 100% agree with the idea of minimalism in the hud. Perhaps a graphic identification system (such as: when a bottle is empty, it is represented by a empty bottle icon in the inventori and when it is filled with another, the same with a canteen or the wear of the batteries. In this case (batteries) could be with the light that goes out or blinking like when the power is running out) is the best solution to avoid overloading the icons screen. As I said, I am a supporter of a screen as clean as possible and I am not a very big fan of the new hud proposed by the developers. I think that, although it is a game and there is some information that we need to know through messages or icons on the screen, if there is a way to obtain that information in a much more realistic way, you should always opt for it. Absolutely true. As I said, the idea is not to create "classes" within dayz but to give a bit of alternation to the spawn and the elements that accompany it. What voice you appear in a hospital does not imply that you have to develop as a doctor. It is simply a random feature that offers you an initial differentiation of your character. I'm going to defend this idea because I think it even improves the immersion inside the game xP. I would like you to apply me a little more because you do not sound so good to discuss this idea. What I personally see that this suggestion can offer is: 1) A circumstantial identification of the person who has just murdered someone 2) The utility of the means (clothing) to conceal your identity 3) The possibility of giving greater use to the articles Of cleanliness 4) A primitive system of permissions and punishments for heroes and bandits. You should avoid abuse of radios if you all spawn with a radio running. That is clear. On the other hand, I did not quite understand the end of your message so I'm going to respond based on what I understood. What I said was a system by which the radio could just as well be used as a private communication system where the voice by direct communication is heard very low (like a whisper) while in the radio frecuency is heard normal. This would avoid just what (I think) you mentioned about locating easily the players who are using the radio to communicate. Anyway, thank you very much again for your willingness to evaluate and offer your feedback about all the ideas !!! Really appreciates !!!
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It is true that it can be a little "simple" and that the "quest" of having to look for a radio and its battery to be able to communicate I personally love it. The idea of the radios was more to hear suggestions from the users on the subject because according to the latest status report, they will undergo changes to encourage much more the use of radios. One of them (Hicks himself was thinking about this) was to include them from the spawn, but maybe is not the best idea. A way to encourage the use of in-game radios I think it should not be in a greater ease in its obtaining, but a greater ease and practicality in its use. The idea of private frequencies (similar to a whisp) for me would be ideal when it comes to communicating with other survivors you know instead of breaking all immersion by having to pass steam, discrod, teamspeak or other means of private communication outside the game. More features to the radios and speed in their use sound like the best alternative. Thx for your feedback man!!!
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Thank you very much for the feedback dude!!!. Yes, as I said, it is a difficult suggestion because there are people who would be willing to play without any crossair and others who could not do it. It is similar to what happens between the first and third person. I think the solution is always an intermediate point where the servers allow a hardcore (no crossair, no 3pp) or a normal mode (1and3pp, crossair). Thanks again!!