-
Content Count
273 -
Joined
-
Last visited
Everything posted by cirkular
-
Humanity in DayZ - Concept Video by "uncuepagamer"
cirkular replied to elvisarhs's topic in Suggestions
This is a very good point explained. I'd rather see the devs go in this direction and give us maybe a couple more options for that than what we have now. The "cannibal's cry" was real fun for me (still is) but it's kind of worn off now to this point, when everyone is informed and knows "what you've been doing". I think that this particular thingy was the devs' first peak at mental health system together with some fun. Some points I made earlier here and couple of posts above for example, in regards to eventual "mental health system", were regarding better performance of your character. Such as aiming, shooting, reloading and generally doing things (more precise/less time). And on the opposite side, the performance would degrade if suffering addictions or side-effects from alcohol (if they get it in) and substances. Of course, we'll see how deeper the devs can go into this. I was thinking it could enrichen the experience a bit more besides the now usual "energized/hydrated/healthy", the physical health system. I guess it's so easy to speak about this for us who've been playing it for some longer time now :) let's see what can we get in the vanilla, before the mods become available. Totally right, had the same idea like forever :) your fruit and vegetables - never forget! This is also great feature, which I think should be easy to tweak with wearability and that it should just need proper testing on experimental and stable servers. Additionally, the military boots, if best at everything, should be also generating different noise or just more noise like the hiking shoes you mentioned there. In general, definitely the more gear on you, the more noise should be generated. -
Mental/psychological status and their effects on gameplay
cirkular replied to exwoll's topic in Suggestions
Yeah, I'm generally for some addition in this field. I dunno about this hypothetic tracking system you mentioned come to think about it. It could all be too much of a strain on server systems, and also tracking time spent speaking would again be open to misuse. But especially erratic mouse movement. We'll see if it would make sense at all with the new player controller :D Books however, well that's kind of somewhere in between. You'd be able to exploit it but you'd have to find them first (if they become rare items). Now I don't want to be negative all the time with this :D so maybe something with gestures could be done. Maybe when you approach to a player, similar to 'check pulse' there could be an option like 'handshake' which could be one of positive influences in this mental health system. A side thought: I'd try something with this name display when you 'check pulse' on the player. I'd remove the other player's name from these messages totally until this 'handshake' was done. This is just all too more interesting when you can't know who you are dealing with. Just someone who presents themselves as they want, through chat or VOIP, as it is in real life. Unless you can positively identify them visually, but we'd need more of character visual customization options for that. -
Not playing that regularly for a year now with my crew. Still I popped onto some servers for several hours in the last two months.
-
What I've said a page or two earlier. Like this video (it's way too long btw, just skip through)
-
Mental/psychological status and their effects on gameplay
cirkular replied to exwoll's topic in Suggestions
Well that's a long way :) I did say 'an average character' though :) But I think it's just that the more you want to go deeper with details, the more difficult it gets to achieve, and then even more details come up to cover. But, we're just talking anyway, so here's a couple of more against getting too deep into systems like this mental health system in the Dayz. I don't want to cover positives much here since it's obvious. So you reach the rock bottom and then what? Your character starts panicking and shooting out of control? Or does he get so hopeless and depressed that he shoots himself? That would remind me of Dark corners of the Earth ;) That was amazing and horrifying back then. But that might have worked well in single-player. Again, I think that's too much for this kind of an MMO approach where there's so much going on at moments so much to manage and to search for. Some players are always looking to interact with others anyway, and some are avoiding players always. Forcing you to interact with others in game to keep/raise your character's mental health is open to misuse. Misuse should always be considered whenever thinking about game features. Because in this case, when familiar with the system, everyone would make sure to flap their gums and flood the VOIP prior to and while shooting another player. But then there should be distinctions which I don't know how a game could handle without a damn good AI. Distinction because, a positive interaction would be with positive result on your mental health obviously, what you've said. But there is negative interaction too, the ones that bring small or massive stress to you. Meaning turning away, mocking, molesting and/or robbing someone, leaving them with nothing. Or much likely dead. Even making them kill themselves. There's infinite stress coming your way with just getting shot at, or just one shot narrowly missing you too. The way some people play with others sometimes makes me more worried of those players' mental health, not their characters' :D Suffering addictions and their drawbacks on the other hand sounds fun to me ;) For example making you less precise and slow with actions, or getting less energy from food. Healing it could happen and should take time, but could also bring some small permanent quirk to the character. The search for alcohol and particular substances to keep you steady would bring even more adventures. -
Mental/psychological status and their effects on gameplay
cirkular replied to exwoll's topic in Suggestions
@exwoll I got your point completely about the differences between the in-game character and the player behind a monitor. It makes sense but with chances to die being much bigger than staying alive for long, it could prove to be even more repetitive and painful for the player when respawning. I don't believe average in-game character even gets to the point where the average real person would go insane. Some of us deal with horrible amounts of stress quite easily, yet some of us become paralyzed facing same kinds of situations. Which then brings us to character diversity and I think it can only be done with some character stats introduced into the game. Another thing is it's an additional system that needs to be incorporated into the game. It could take even more time to develop it which sucks, in my opinion :) So maybe I'm wrong, but that might be too deep and heavy both on devs now but then on players too. If there's really anything to improve here, I like the idea with a character starting from fresh, and 'getting over it' during a period of time spent alive. Similar to the plans earlier with stamina. I'd like that kind of lite system. Maybe something like abnormal adrenaline rush during fights. Both your aim and melee attacks could turn out to be a mess, but over time you'd put your stuff together and be able to place a shot easily like we are able to do now. It could be hard for you to catch your breath early on in the game. Also, it could take more time for you to reload your weapon, or even craft something. Maybe, if you stick with that faithful shotgun of yours, you'd become lightning quick reloading it or even getting proper aim. That sort of thing. -
Well I'm not using a gamepad but I know I hated that toggle thing too. I would hold down the assigned key but with accidental double tap of the key it would toggle the freelook. Now I'm not sure if something was changed with controls in 0.62 version or it was always like this. I just know what worked for me is assigning a key to the 'look' option. Not 'freelook' because that works like a toggle.
-
Great status report with some more in-depth view in the works @Baty Alquawen! So, looking at the ladders clip, can we look/aim up and down properly now? :D Hmm, I think skies should be clear like in that 'before' pic. I really don't think there should be any pollution like haze visible in an area without any city lights to go against it, that was the first thing that amazed me when going out camping. I hope not. I would not hate it, but I wouldn't like it much either. Maybe a really lite system.
-
This guy was doing it right, so it's hard to choose for me really :D
-
Not just that. It's much quicker, no swing.
-
Mental/psychological status and their effects on gameplay
cirkular replied to exwoll's topic in Suggestions
@exwoll mate, my hat off to you for putting much thought into this. Also this uncuepagamer guy too. Now, I hope someone agrees with me here, to some extent at least. My thoughts on all the 'karma' systems etc: It would go well with some other RPG game or maybe a Dayz mod as you said. BUT ... I don't agree it's realistic. I think it's anal. It's something what you'd notice on some characters, that you can't control at that. I think what we have now in Dayz (which is nothing much really) is pretty realistic. You can VOIP communicate. What you're looking for there, essentially, is a way to punish KOS, reward hero type playstyles and eventually being able to tell one from another just by observing. I think this is wrong and I think that this whole system would be an 'easy' mode for you, in fact. :) I am afraid I sound like a smart ass, which I regret. We, the humans are masters of deception and manipulation :D there is no one better (that we know of yet). Some of us are really bad liars, some really excel in it. Some are disgusted of this evil power and are not using it. Either because they are bad at it, or they are 'well behaved', raised by their families: strict following of the religious code, to be socially acceptable etc... or maybe a combination of those, which makes them naive and expecting someone else they encounter to be treating them the same as you would them. Now it's all perfectly okay and desired in a civilized world, in a closed circle, so to speak. And even then, some people find ways to avoid all that. Survival, in an apocalypse, with unknown individuals, is a whole different level, and a much lower one. I think anyone good at deception would be able to keep his mask on, all the times. If he's really good at it, he'd be able to fool himself easily too. If I'd think of a such character, who killed several people, but is hiding it, I guess only moments he is making introspection at all is when on his own. At best, he'd seem somewhat absent sometimes when surrounded by people. That's why I think there really should be no penalty for KOS. I assume KOS is the biggest problem, and being played for a fool is okay? You had interaction. Well, you had interaction even with KOS. In fact he had interaction with you through the iron sights / scope, his bullet had interaction with your body, and that's it in that case :D That's real. It's totally your obligation and responsibility to keep your eyes open for danger. When you see someone, you don't want to be in the open. You are responsible if you decide if you will trust this person or not. If you don't see that person at all and you get shot, it's your perception that was at fault. Now I know, this is a game and with the rendering bla bla bla... -
The guy only recently started up his channel. Not a bad topics choice for likes and subscriptions: Fallout 4 and Dayz (is dead) rants.
-
Let’s talk about the night-time, shall we?
cirkular replied to Kirov (DayZ)'s topic in General Discussion
Yeah, I dunno about the night sky right now, but I agree with OP's first point all together. I've been playing lately with the gamma and brightness setup to default, in the middle. Didn't really tweak the monitor or video card settings too. The eyesight with light sources and light sources in generalneed some fixing and balancing first and I guess they're aware of it and long time ago at that. On another note, I find the nights itself pretty dark and just fine as I would expect them, both with and without moonlight. If the gamma abuse can be fixed somehow, then we can talk about this. I also agree that there should be some more elements brought to the game at night. For starters, the most obvious that comes to mind is that the temperatures should drop, more or less, depending on the season. That means you'd need a shelter and a fireplace. Or if you're out looting, maybe some warmer clothing than during day or heatpacks might come in handy there. Next, the infected should have increased senses compared to human players during night. That would in fact mean that they should have the same ability to aggro on players as during day. I don't know why was it reduced in the first place. Maybe their eyes should glow in dark... a bit =) Make it a horror game goddamit! Also I'd really love to use the torch as a weapon. With a consequence. Meaning some worn clothing should catch fire really easily and there you go with pyromania hunger satisfied to an extent :D Now, during night it's only natural that you want to keep the carried light source away from your eyesight, above or behind so you can concentrate on the surroundings. That means maybe new animations and poses for the player character so it kind of acts naturally when looting through really dark places. The general balance between looking around with and without a light source seems off. Also, light sources should be seen from a bigger distance flickering at least and fixed for everyone, no matter the level of details they are using for their hardware. Also, I see a problem in when you light up a fire in broad daylight, the whole surroundings become a bit darker for you when near that fire. Being out in the open, sunlight should be the strongest light source and a small fire or a light flare should not override it. Just a quick side-note on firewood: I really think that firewood should not only be available through searching ground or chopping for sticks or chopping down a live tree. There's clearly plenty of fallen tree trunks in the environment and you can make a big bonfire easily from that. You could make a quick fire to cook the steaks even without an axe. Piles of logs we find around could be used too, but only with a chainsaw I guess. -
Boy, the anxiety, eagerness and impatience about 0.63 :D I guess if we were early access testers who were instead paid for their work, we wouldn't mind not getting any new releases to test. That means less work... sounds great! :D
-
Honest to God, yes! :D And I also admit I have caught myself thinking in that same religious way. Maybe I was just deleting my posts more often before posting it :D Like 'bah like it matters anyway'. Thanks for bringing entertainment by pointing this out. At least to me. I tried playing H1Z1 KK, but I've grown tired of quick games by that time. I slowed down and Dayz really is my cup of tea.
-
Yeah, I agree. There is many ambient sounds in game, but we are missing those kinds of echoes from events occurring in the distance. Also the difference between internal/external, reverberation etc. The grumbling unsuspecting infected whose skull I've just bashed is still playing that grumbling sample until it's completed. And finally, if I yell at someone he should be able to hear me from a bigger distance. That sort of thing. And I guess it's hard to make everything sound real in games but we'll see anyway with the new updates. Sound is one of the key components and was mentioned a couple of times. But regarding footsteps and breathing sounds of others, are you talking about .63 demo which was on youtube, or this current .62 version? It's OK for me, those sounds are there.
-
Minimizing in-game telepathy for more immersive game experience!
cirkular replied to exwoll's topic in Suggestions
I think there should be a way to make you to use in-game talk only, but only if you want to play that way. It wouldn't be a problem with privacy if it's clearly stated and you agree to it. Like when you click OK or AGREE to terms for some software, you can agree to it or not. That option should be introduced when starting up servers, like choosing between regular or hardcore 1PP mode. For the player it should be visible from the server list that a particular server has this option on. I think the biggest challenge is how to make it developing wise. I mean, there should be a bunch of options to choose from when starting up the server which could bring more people to Dayz, but still with different tastes. I think that way there should be a favorable type of server for everyone. -
Someone will say 'Dayz has no core gameplay'. PUBG, H1Z1: KK, COD, Battlefield... they all have a Battleroyale/team-deathmatch /free-for-all kind of a quick approach. Like Hunger games. Which is fine, it will appeal to most players who will find that ultimately entertaining. This is why PUBG and Dayz mod in the first place had such popularity. Also, those titles are noob friendly and matches are relatively short. In Dayz, when geared up, some people log on and off near military bases. Then, when you log back in, you can have the biggest chances for that satisfaction to have a firefight and more high-end loot. Most people don't like what Dayz is bringing because it's sophisticated or complicated, and this is why they are turned away from it. As someone said, Dayz is trying to bring something else. An experience as authentic as possible to a similar situation where survival is only thing that's left. For me it sounds much like old roleplaying games. It's in the description, it's hard core survival, and it's very understandable why it doesn't attract much people. Nothing makes you feel as a special character, you against the world or similar. But there are no character skills and level-ups here, only player skills and big luck. You must really search around for food, weapons and clothing. It wasn't intended for players who just want to hop in and have a blast. It won't happen much without proper gear anyway. And then again, you're easily going to be killed as much as you have chances to score a kill. But kills don't count in Dayz and are not really game achievements in the first place. When a reward comes, it's big, but often it's frustration. All these elements are missing from those other top titles which is why I think it's tough to compare them to Dayz. And you shouldn't. Just say 'Not my cup of tea' and that's it. But I think Dayz is still missing something of a bigger goal which will make you move around the map and do things or search for things which are crucial for this survival or base building.
-
Oh, my. 6-8 months. Forget everything we said. :D
-
Ah, yeah, I guess if the sea counts too, than it's true.
-
I've never tied up someone with guts. I'd never ever do that. Maybe a hacker.
-
Missed it by 30km2... Wait a minute, that's Limnos now you're showing! You said Altis! Still not 4x bigger then South Zagoria :P the numbers! And they are naming it wrong there on that map. It's not 'full map of Chernarus' size they're showing but one section, South Zagoria which is what we have in Dayz. And again, in Arma they call the map Chernarus+ :D so confusing
-
Yeah, forget the slings. We need flamethrowers :D I agree it would be great to have a couple of ways to make an improvised rope.
-
Regarding this I'd say 'wow', since I didn't know about Altis map size. But I won't :D since I checked now and the size of Altis is 270 km2. South Zagoria is 225 km2 (15x15km). Anyway, I'd go and use harsh weather that we already have, which has been a real headache, combined with rough terrain to make the north 'border' believable. Black mountains are there anyway. As far as the west border solution, it's pretty unfortunate with the current terrain and also a road and a logical free pass by the sea to the south-west out of South Zagoria. We already found out long time ago what's the whole Chernarus like with that old map...
-
Well, there were talks about this many times I guess, and we had a discussion about this again, in another thread a couple of months ago, as Baker pointed out. Now, I don't know much about lore, neither developers ideas on this, since I can't recall ever reading anything about it yet in status reports. So again, I had a suggestion for the north map "border" that could seem natural. So what do you think about this: 1. As we see on this big old Arma 2 map, there is a river flow towards east and into the sea. Earlier, I was suggesting to make a sort of a gorge or a canyon out of that river flow to make it a kind of a border towards north. Maybe that's neither a good or a bad idea. It kind of depends on the available vehicles/aircrafts as you should be able to fly over pretty easily. 2. But just north of it we have the Black mountains spreading all across. What if that's where the terrain starts to raise and really becomes impenetrable with dangerous cliffs, thick tall forests and from there you could see mountains with visible snow tops not far into the distance. 3. Additionally and consequently, this terrain should feel COLDER then anything felt throughout Chernarus. Assuming there would be no existing equipment in game to survive up there, thus forcing you away from it. I mean, that sounds better to me instead of making the border just filled with some poisonous gases (it's still just some virus outbreak that occurred). Or some attempt previously made by the military to quarantine the zone (quite a distance to cover, still not that it can compete with the Trump wall). Or missile sites, which I don't believe anyone could operate in the first place since it's a major outbreak throughout the world.