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Everything posted by cirkular
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Melee + Ranged Weapon staggering mechanic suggestion
cirkular replied to ZomboWTF's topic in Suggestions
Maybe gameplay wise. But realistically, I think it depends on the force, direction and the location of the impact if you will just stagger and keep on rolling stumbling a bit, or purely ragdoll. If you sprint and someone behind shoots you in the butt, it pretty much pushes you forward jumping in pain. If they hit you in the leg, you'd probably stumble and keep on limping, maybe even falling to the ground immediately. If you're sprinting towards someone, you can still make it if the distance is right. Just walking towards someone, you get shot and you're most likely down. I think it all depends on the strength/force against your body's momentum and if the vitals are hit. -
I mean realistically, you can disassemble some rifles and pack them in. With the folding buttstock and when removing the mag, you can fit that AKM rifle in the backpack the size of the hunting backpack I reckon. Remember the disassemble feature on the Trumpet rifle? That was great to have, but too bad it was a pretty weak weapon.
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I reckon it will be the same when spotting someone in the distance right now with or without goggles. You observe the pattern of movement and quickly discern an AI-infected from another player. Well, whatever the variant is possible, I guess it'll be in the game sooner or later, but right now I only care for the good balance, loot economy wise. My bet is on both those light amplifier ones and infra-red, maybe one type as US army helicopter loot, the other Chernarussian forces or Russian helicopter. Hopefuly, you'd be able to combat this advantage at some level of success with creating light that would be just too much for the goggle wearer.
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@Smokeemcpot_ Loved the Borderlands series, especially the first one, I guess that's normal haha So, we don't have that buttstock melee action when holding a rifle or a pistol, what about kicks? Why should I be limited to fists only like in a box match? Dayz world is virtually unlimited in unforgiveness and unfairness, so why should I be? There's more than a couple of these features missing in the unarmed combat alone, but they're either completely forgotten or tough to implement so far.
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@ZomboWTF I was just thinking that it might break the night time gameplay immersion somewhat. It should be scary, or if not that, you'd be using a light source when you need it the most only. I had some of best night time sessions in some earlier versions. I guess that's on point @pilgrim* About the civilian night vision, I assumed it's more common in the western world, for hunters for example. Don't know much about that. Being a fictional post-soviet country probably affected my assumption that those should be rare. Anyway, I don't know if they thought of doing it with a timer, on those rare items at least... Like setting a range from 3 to 12 hours or 3-7 days until respawning again... oh well.
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Don't forgot the chair! :D
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Yeah in the older days of "thought" messages in the bottom left corner, your character would say my "arm is broken" and you could hardly aim anymore. Or "my leg is broken" and you'd be on the ground, crawling. I hope they don't change it to something like "bandage arm, bandage leg, put a splint on left leg..." I really don't want to put a splint on my healthy limb by accidentally mouse clicking wrong. But we need some indicators to know immediately what is the damage our character has suffered.
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British simulator? Anyway, it's like that in this testing phase and I guess it's good for experience to get used to boring hard weather at some point. It's a real thing too. There used to be just really freaking cold weather in some previous phases during winter and was a pain to keep yourself warm. If only they could do snow weather in-game, not like a mod that's being worked on.
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You're not alone, wolf <3 lots of love from this part of the community
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Instead, the devs should introduce several new containers like those small drybags, ammo boxes and protector cases, purely for variety and eye candy. Like with the sea chest. I guess that's the easiest thing to do development wise. Another thing is if we get the barricading soon, that should be the simplest way of building a "base". Too bad there are unused rooms in houses. If I choose to stay there for some time, I'd rather hide and keep my stuff in the basement.
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It's good to be thinking about this. I can't think of a reason for the base except to secure a clean water source, and have a safe farming zone for food source. As far as protecting/attacking bases, I have sort of real couple of scenarios in mind: If I'm building a base at all, I'd want it to be really secure while I'm not there, on the other side of the map. If I'm building it with a group of friends, and we need to go out to scavenge for some more supplies, two can leave and do it, the others can remain and guard the base and do some other useful things in there. So that's kind of solved then. If I'm alone, it's logically tougher to deal with it. I understand that that's why the coded lock got introduced into the game. But it's still not really impossible to break in, right? I mean nothing and no one is safe in such an environment as Chernarus is. Put some barbed wire, fences, but they can be cut through, fences and walls can be vaulted over (when and if climbing mechanics get into the game). Get those gas canister and set their wall on fire. If we get electrical fences, that could be quite a challenge then. And then, it should be a challenge to set it up in the first place. On the other hand, if I'm / we're breaking into someone's base, I'd rather try to take it over. Why bother destroying something already usable? We just need to get rid of the owners. If I'm just a raider, I only care for eating their food and all the good loot I can take away with me. This is where all the ideas and solutions of breaking into a base should come to mind. So the same as above: some pliers or other tools, chainsaw, even explosives. Why don't we have simple explosives yet (except grenades and mines so far)? For some reason, there are no glass bottles in game. Gasoline is there, rags are there but we still can't make molotov cocktails. Anyway, it would all come to finding a point of easy breach and I wouldn't like it to be this limited. Basebuilding opened up so much more questions and issues. Now, I have another idea with a couple of different scenarios again: First I am still not clear how far the devs have been thinking through about this whole feature as it is now and what they have in mind for the future. I think there has to be some kind of a building start up process, menu or prompt. Then, whoever starts the base building, he will be registered as its owner. Since we don't have some simple teaming up mechanic with nature of a game such as Dayz, he should then be able to assign his friends as owners too, similar to admin and moderator thing on the forums, various internet groups etc. Now, the reason for all this is that eventually all of the basebuilding group has to leave the game at some point. We can't expect the players to guard this base in shifts. If the base stays there as a persistent thing on the server, with all the different amounts of hours we cat put into the game and timezones, I think that's kind of unbalanced between real life and a game and unfair. Remember how you set up tent camps and come back the next day to find it's looted. If you're lucky, you'd get a note from the visitor thanking you for the gear. It's not really safe to just have to leave the base locked up at best and not being able to do anything else about it for x amount of hours or days. It's better to have some feature that will save your base with you when you log off. When you log back in, you are prompted to put it back there at the same exact spot if you want, or if deemed unsafe at the moment, use these saved finished assets to build your base at a later point or somewhere else together with farms etc. I think this should all be saved with all your registered owners characters databases on the server. The base thing gets updated for all the registered owner characters, if for some reason some owners are not present at the next play session. If all the registered owners die before they put back the base at the old or new location, they loose all their assets, like with the gear. I'd like to hear from anyone what I'm missing, and what would not work with this.
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Did you manage to shoot at him at all @Zooooma? Stunlock is kind of a real thing, and I think that's where the devs intended to make use of the melee block feature for you to prevent it happening in the first place. However, you can't do it if you're carrying a rifle. Also, if the characters are getting stunned while being hit by bats, hatchets and whatnot, I think they can be stunned when being shot too. I also don't like completely taking away movement freedom while swinging.
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Don't bother with deleting the thread. Nothing to worry about. That might be a good suggestion actually. Since only high tech military geared players will have night vision, it might be good to counterbalance the situation of geared players running into towns killing relatively fresh players during nights. But I think both should be very rare items to find anyway.
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That's a good idea there, display server name at least when you press ESC. Also, in the main menu, the last server played thing. It shows it's IP address, but I don't think anyone cares about that. Rather, let us see the server name there, I think it's more valuable info than IP.
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Weapons like axes, hatchets and blades
cirkular replied to Tigerhaswood's topic in General Discussion
Also, look for the sharpening stones in the barn with double stairs. -
Let us organize our inventories without taking off our clothing
cirkular replied to Brother Hao's topic in Suggestions
I don't know if I'm doing something wrong here, but I don't like clothing and backpacks being sorted as we equip them in the inventory, newest at the bottom. For example you change your pants or jacket and it goes to bottom of the inventory. Can't we change it how we like it? The only solution was to drop everything and equip them all in the order as you like. -
Well, key framework components are still missing, bread and cheese that is.
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If I'm not wrong, in reality you could drive around the map in these for about 10 "laps"? :D Meaning using the main roads on the coast, the north and west one back to the south coast. As far as off road usage, it could burn as much as double that fuel. But this is a game and not a driving simulator, not even real thing, so balancing is done during this phase. But fuel usage should be a bit bigger than the real thing at least to keep it more fun, and mainly because you don't have much space on the map due to technology limits. Still it's a pretty big map at 15x15 km, right? Modded map/server? :)
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Rumor Clarification. Overall, what is in and what is out for .63 / Beta?
cirkular replied to redmantab's topic in General Discussion
Hey man. You got some info from others up there. Well the short overall details, that'd be really an unpleasant job to do for us regular users. I mean it is complicated as there's so much to list, items and features. There's so much reading in dayz.com status reports which I understand people find painful to get through. Also they're linked and discussed on in the forum posts. I guess you're right asking for something like that from the devs but they do try to keep it essential. This forum post is for the latest stable patch. Same with the deadlines. What, how much and when, you probably know how it was with Dayz but other games too, as is in life. You add something, it breaks the game entirely and you have a mess. What is now in this stable patch game item and feature wise, after bug squashing and balancing in this beta period, is what is supposed to be in final 1.0 release by the end of this year. After the game release, they'll be adding stuff back that was in the early access prior to adding this new .62>.63 switch. And probably some new things. -
I really can't think of a good finished game that had no glitches, exploits, bad balance and gamebreaking / questbreaking bugs. And then they patch it, but there's more. So then it's another patch. And so on.
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Don't depend much on others' opinions and especially don't let other people ruin it for you. Any game. Or find other people. This game doesn't have actual teamplay in it's core and doesn't require you to play with a group. It's more fun for me finding new random people who you can actually play with. To me, software like Discord or Teamspeak actually mess with the whole idea of Dayz. On the other side, sure, so much bugs and problems, things to do and fix, with the youtube and reddit vox populi combined, it doesn't look good for Dayz and it's like that for a couple of years now. I've got more then a few friends just for Dayz gameplay, and we played a crap out of it in earlier versions. We haven't played for some time now, I played a bit of exp and now beta, but we'll probably all get back to it after 1.0. Cheers
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I agree with skeptical view of pilgrim* on base building here. There should have been questions laid out like this long time ago. Since it's definitely a thing in Dayz, the only thing I look for here is a good balance between what is logical and what is good game-wise and should be carefully designed. What Dayz tries to be, against what is just too much. In a way that pretty much anyone can be relatively satisfied. I'd always think base building is a big problem in a multiplayer game world that is logical to be consistent. But players are not able to stay in consistence with the game world as the players that remain in the game would keep changing this world as opposed to the players leaving it. It always seemed to me that it would just make things too complicated, regardless of the base building trend in gaming. It is difficult both to implement, technically, and then in a way for all players to enjoy fully, . My current idea of base building in Dayz is that there are couple of levels of it, together with persistence option on or off (server assignable). You can't build fast and during combat like in Fortnite. When building with persistence on, you get an option to claim it as a way of the server knowing it's yours. If you don't claim it (you don't care) and you log off, it stays like it is - a world object until someone scrapes all of it. It might be too tough on servers to handle this though. So it just might despawn like a dropped object, with a time limit. And/or when there are no players around to see this horrible unimmersive event ;) Or server just wipes everything after 24-48 hours. Level 1 server option - Making a small tent camp that you can camouflage with bushes and branches. Simple barricading into and around the existing structures, so it's incorporated into the game in a most simple and beliveable way possible. Like in houses, barns, warehouses, factory buildings, a castle... Least materials required, quickest option e.g. you can use lumber, scrap doors and fences of other houses, chairs and tables, you can dismantle sheds for planks and metal sheets. Level 2 server option - Out in the wilderness you can now create those nifty survivor's base camps. Like in the movies. You'd need a vehicle to transfer some heavy components like lumber and metal sheets, wires, fences, power generators, some items you'd need to craft in those crafting stations like security lights. And it's somewhat like with other stuff you carry with you. You don't exclusively own this stuff really. So OK, it shouldn't be easy for others to literally destroy it in seconds, but I can't see the reason why it can't be broken into with explosives, proper tools, ladders. It can't be dematerialized just like that. When broken into, some of it IS supposed to be easily dismantled, parts can be scavenged and stolen, things like that. You can destroy someone's generator or lights without entering, while sniping from a good location. Hesco barriers and big towers seem like way out of touch. It might be cool to look upon but it's so hard to set and build with a handful of people let alone by yourself. This base building feature can be so fun, but it's so hard not to overdo it. But anyway, eventually your game time ends and now you don't know what to do with your base. Maybe you are the one that doesn't care anyway. If you claimed it and the persistence is on, it goes with you when you log off, and it's location is saved on that server only. When you log back in, you choose if you want to place it back in the same location whenever you reach it and check if it's safe (maybe you logged off on the opposite end of the map from your base location). If not, you've got those objects that your base consisted of in server inventory so you can place them in a different way and location. No need for some magic keypad locks or keys. I mean, I can go on and on this way, probably complicating things more and more. Too bad the game doesn't entertain possibility of using the existing world objects for parts like with lumber and branches (street lights, lanterns and lamps, furniture for boards and planks) instead of creating them out of nothing, almost magically.
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About helmets and headshots, theoretically you could survive it depending on the caliber and/or angle of the bullet impact. But I think that's already too much factors to integrate into a game. The motorcycle helmet's visor is barely any protection against bullets shot at your face. Dunno how Gorka helmet with a visor is good at that. Maybe medieval helmet is the best protection in such cases :D you know, since there are no vision penalties on headgear. Anyway, this is all just talk pretty much. It's still for the best that all the issues with suggestions are posted on the Feedback tracker since at least it can catch devs' eyes and maybe we get a solution implemented or at least a workaround.
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And don't forget: It's been awhile since we've dealt with harsh weather. I wish they'd add some of that this winter again.
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goddammit Throw that in too, yeah True. The most popular one was FIX THE GAME! lol