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Everything posted by exwoll
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Those kinds of situations + a highly dangerous environment (if infected could hear shots better for example), would really shape the behavior of people when interacting.
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fully support if they find a way to implement it and at the same time not leave bambis without guns :/
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This is a really valid point. the problem there is that one can have thousands of people that randomly play the game during the week. Each of them grabs a weapon. What happens if everyone took all the gear and a new player comes to the server? What does he have left for him?
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Regarding loot: I think that the last patch is the best one so far (of which I played at least). I'm always for more realism, and a post-apocalyptic scenario will not give you free valuable items where you expect them to be. Takin for example your case with weapons and ammo in military bases. Everyone knows they're there, as soon as a government loses the control, gangs and groups will move to military bases and take all what they find there. By the time that you, a random survivor, get there, there will be a)nothing there of value and b)it could be controlled by those groups and you will be killed and eaten XD. In this regard, ammo should be VERY hard to get. And currently that's not the case, you can go as a naked bambi to a small town and in 20min you end up with 2 pistols, a shotgun and around 150 rounds of variable calibre lol. But anyway thats just my opinion, modding will give everyone what they want in this regard, so there's no reason to discuss this topic here again. About character value: Right now characters don't have value for different reasons: There's no other risk than loosing your gear, and since most of it is easy to get you just don't care a lot about it. Persistence You don't have an incentive to keep going. You're just an empty doll running through the map, nothing else. Apart from gear, there is no visual prize that you can get for being alive longer. Death has no value. You press respawn and you're instantly in the game again My opinion about what we can do to fix this is this (using same numbers as above): Gear should be rare and customizable. We can't do anything against this, it has more positive sides than negative. and Devs are implementing soon aging, beards and soft skills. This will help partially with the issue, but I think we can do more about this with hard-skills/knowledge/know-how (read next point) We dont have a score board saying who survived longer, and same as (3) Implement permadeath. If you die in-game, you're banned from the server you're playing for X amount of time (could be a couple of hours in normal servers, and days/weeks/forever in hardcore ones). This could be enchanced with server hives where if you die in one server, you can only respawn in another one, this way you lose EVERYTHING from your server (stuff, friends, etc). (ps. regarding the hives: About Soft skills: I'm totally with the devs trying to stay away from classess and any thing that could limit from the start the possibilities that a player has in the game. But I think that their idea could be complemented with one that I wrote yesterday : Basically I suggest that our characters should not be able to do certain things that aren't inside the sphere of info that a normal person manages in their everyday life. And all this special tasks are organized in a Knowledge/Hard-skills/Know-hows tree that enables them if you perform a related basic task enough times to get expertise, or you find a book with the info. This would be an analog to a technology tree in a strategy game (civilization, starcraft,etc) and some skill trees that are present in other types of games (Dota 2, Starcraft 2, Diablo,etc) This way a character life will consist of the following things: The visual proof of longevity (be it in the character itself or in a scoreboard, etc) The gear he managed to acquire/craft during his life The soft-skills that he perfected through innumerable repeating The specialized knowledge he got through experience and external sources (books) This specialization of your character could be worked out in a way that makes your own character valuable, as well as other people, because you will need them in case their specializations are needed for something you want to make/build, etc.
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In case of somebody not having the idea about the future soft-skill system, here´s an interview with Brian where he explain the thing (Watch from min 9:40). In short: It will be a system that manages the dexterity of a character with certain tasks, simulating natural experience in them. That´s a great system that will incentive people to value more their characters life and at the same time give them some spectrum of specialization in the things a player likes. But I believe that we can make it a whole lot better introducing a Knowledge/Know-How Tree that would give even more value to a characters life allowing him to perform certain tasks that would require certain Information to realize, that it´s outside of a normal person ordinary knowledge without limiting them in any way with classes, professions, etc. Just pure survival and the role of informations (the right one) in a real survival scenario. What is this Knowledge or Know-How? Your character have an UI tree of locked subjects, that enable your character to: Perform actions Receive instructions/material lists Unlock the branch of a subject to get access to advanced techniques or knowledge (understand/read other books) How would an in-game character get the knowledge? As in real life - through books. Once a character "reads" the book on a subject, he "unlocks" the branch of the tree on that subject, allowing him to "know" how to perform certain action, and the things he will need for it. For example: You want to build a wall (you can do it by yourself or find someone with that knowledge) You need the knowledge or to find a book (some kind of structure) When you find the book, you unlock the subject or the branch or the info on materials you gonna need for certain action. In our case lets suppose that our character knows how to build wooden structures, he unlocked the basic ones, and made available for him to "read"/understand a book on advanced wooden structures (which would enable him to make better structures) Now you need to gather the materials for your wooden wall. For the basic one, you only need logs. But for example if you want to build a fortified one, you gonna need special wooden pieces (and the knowledge of how to gather them) When you know all this, your character just have the option to build a simple wooden wall. But if you don´t have the knowledge, even if you manage to gather the materials, you will not have an option to build the wall, and your charactar will only say "I don´t know what to do with all this". The tree would look like a techology tree in some games (will use Civ one as example) You could also enable/unlock a know-how/knowledge/hard-skill by practicing the previous related one (or several) an X amount of times. This would simulate the expertise you get in one area and develop the next level by yourself. For example, if you build enough Basic Log Walls, you could get enough expertise to start building the fortified walls. Or if you chop enough logs, you could get the knowledge to make some woodwork. Which tasks would require this "knowledge"? The knowledge tree would have some of the following subjects: Advanced Mechanics - Would allow a character to fix/build complex mechanisms and systems with certain elements Mechanical Knowledge - Fix weapons, cars (outside of the basic things that are already available) and other mechanical parts (probably needed in basebuilding. Electronics Knowledge - Fix electronics (radios, night vision googles and other electronic devices) Electric Knowledge - Fix/build things as base light systems, generators, etc Construction Knowledge - Would allow the character to build things, and also destroy them. A character will be able to collect the materials without this knowledge, but not how to use them. Wood structures Metal structures Complex structures Advanced Medical Knowledge - It would enable the character to realize complex medical tasks, aswell as reduce the chances of the character getting an infection from wounds, etc CPR Blood transfusion (i mean seriously does anyone knows how to do one apart from medics?) Complex treatment (infection, serious wounds?) Advanced Military Knowledge Explosives (arming and disarming) Military signs Use of complex military gear (radios, some weapons) Also fixing weapons Crafting Ghilles (the good ones at least) Miscellaneous Lockpicking - Enable a character to use lockpicks and also to open bases doors Food conservation - Enable a character to storage food for long periods of time without it getting spoiled (smoked meat, use of salt, etc) Horticulture - Enable a character to plant his own food (seriously, far from everyone knows how to do that) Advanced Cooking - In case that vanilla or a mod comes up with a "morale" system (nor moral), better dishes would add more to morale. Advanced Crafting etc Material gathering Mining - Enable a character to gather specific rocks Woodwork - Enable a character to craft specialized wood pieces etc Variables for the implementation Random know-how(s) assigned to your character. This would simulate the residual knowledge you have from your "normal" life. These know-hows are advanced ones, that would be useful in the future (so by the time you need them you could also get them playing the game) and will avoid people suiciding to get a better set from the beginning. Non-Compatible branches In case you choose one branch, you automatically block another one in the tree for ever. (This is somehow implemented in StarCraft 2, where you can choose ways for your troops to evolve, and in Dota 2, where you have a skill tree where you choose various paths to upgrade your hero through the game. But their trees are very limited with 2-3 paths of "specialization") This way people specialized in offensive knowledge would have to search for people specialized in structures or medicine if they want to build a base or heal themselves often. Ability to show your knowledge trough some special armband or badge,etc ( Suggested by dorn956) One could have special signs to show the knowledge your character have. These would be optional, and you could only show one of the know-hows/hard skills your character has (for example you know how to build concrete walls and also advanced medicine, but you can only have one distinctive sign. These could be badges in the cloth/backpacks, or armbands. Simulate information digestion (book reading) (Suggested by Sqeezorz) To present a real way of knowledge being acquired by the character, there could be a timer (minutes /hours/ days) that the character should have the book on themselves. This could be enchanced by actually reading the book with some minimal info on the subject (?) Books condition should affect the value they carry (Suggested by Sqeezorz) Deteriorated books should provide less information (a % or a random part of the whole depending on the condition), making it necessary to get another copy of the book containing the missing part(s). This could also be applied increasing the time it takes to digest the book. Books of Important and really valuable knowledge (like Explosives, or really fancy base building techniques, etc) could be separated in several Volumes. This would make the person who got the whole knowledge more valuable, and naturally limit the number of people that carry it. Also adding a lot of fun trying to get all the volumes :) What will this add to the gameplay? Immersion - You will feel the value of knowledge and books in a post-apocalyptic world Realism - You will not be able to build a fortress from scratch without any knowledge or to repair something Character Value - Your character life will be valued aside from your skills, by the knowledge you managed to get. Other players life´s value - Other players will be essential to realize some things if you dont have or dont want some knowledge (this could be accentuated with a limit on the quantity of knowledge a character can get) Books will have a value - Books for knowledge could be rare or limited per server. Everyone will have "side quests" to get the book they need Books could become a natural currency for trading and not only an RP element or extra fuel for fires Edit History 17.3.17 Added CIV tech tree example the ability to "unlock" know-hows by performing multiple times a previous related skill, some variables for the implementation, dorn956 suggestion on special signs, Sqeezorz suggestions on deteriorated books and knowledge digestion (acquisition)
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Nice ideas! I added them to the main post! Also important books could be separated in several volumes, so people that get the whole thing could be really valuable.
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There actually exist tools that filter, organize info without having to dig in that "wall of text".
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One way could be to make some know-hows non-compatible . In case you choose one branch, you automatically block another one in the tree for ever. (This is somehow implemented in StarCraft 2, where you can choose ways for your troops to evolve, and in Dota 2, where you have a skill tree where you choose various paths to upgrade your hero thorugh the game. But theyir trees are very limited with 2-3 paths of "specialization") This way people specialized in offensive knowledge would have to search for people specialized in structures or medicine if they want to build a base or heal themselves often. Edit: The distinctive sign could work. It could be an armband or a badge, and you could only show one or 2 of the skills your character has. I´ll edit my first post with your suggestion .
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I was thinking about a way that you could show your knowledge to other people. But the problem there, is that it would take some interactions out of the table (for example you wouldn´t be able to lie about a skill you know to save your life from bandits that are searching a medic to patch them up everytime xD).
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Even with an hour, if know-hows/hard-skills take generally much more than an hour to find/get, people will just wait that hour to kill themselves lol.
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Yup, like an option, characters could spawn with a random skill/know-how. The problem there, is that people would start to suicide till they get the one they want lol. So if that variable is implemented, there should be a range of know-hows that would be available for that and that don´t help the character in the first steps of his survival journey (like knowing how to install power systems in bases, or something else that could be obtainable through another way by that time), or just an impossibility to kill yourself (however they could make themselves kill by another player, so this would be futile anyway lol).
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All what you wrote will be fixed in 0.63 with the release of the new player controller + new animation system :).
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I was trying to avoid "classes" since they limit a player, and I would agree with Brian here, that´s not what DayZ is about. I don´t believe that a characters previous profession should limit his development as character in the post-apocalyptic world. That´s not realistic. And I would add here in real life too, because personally I´ve been professionally trained in 2 branches (with a master degree in one), I got bored of them, tried 3 other things, and through the years ended up in a totally different sphere lol. Of course they could have some effect on players (like for example give random knowledges to bambis to simulate some residual training from the good days) , but I´m against them limiting things that directly depend on player actions and experience in the game (as marksmanship, etc), which would be perfectly controlled by the soft skills system introduced by the devs. Regarding books: They would be the only source of knowledge in a post apocalyptic world. You will barely have any solar powered PC to access digital info (if you manage to find any useful), internet would be dead, etc. The only real way someone could learn advanced things would be through books (The Last Man on Earth and Earth 2032 come to mind that used this concept). It will not work as achievements you unlock in an arcadish game. It would simulate the gained knowledge (maybe with some real info text added to them) and what it would enable your character to do. For example if you are aimlessly lost in the jungle, dying from starvation and dehydration, and suddenly you find a crashed plane with a survival book on it, it automatically (well with some time IRL) enables you to find food, start fires with available materials, build traps, etc. You just extrapolate that system to a graphical tree system that can be enhanced a little to work in the context of the gameplay. In the end everyone will know everything and will only need books as tokens to unlock the way they want to go with the character, but thats inevitable with any game mechanic. People are like this. Edit: It would work somehow as the workshop in This War of Mine, where you needed something to get something better.
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Hello survivors! I'm looking for a hardcore or/and rp server with: Good professional/competent admins (threating fairly everyone according their own rules, and not going into a ban rampage when something goes wrong in their RL or they just dislike someone) 1pp US based preferably TS not allowed (preferably) Realistic KOS rules (context dictates killings) that stop PVP-only players from KOSng without reason but let the game keep the danger of some encounters. I believe KOS is relatively realistic in some contexts/situations, and don't want an apocalypse themed Second Life. Permadeath (optional). It reduces KOS and YOLOs Day/Night cycles RP isn't limited to your character first description, and for example a doctor can evolve into a crazy farmer, etc High pop-up (don't like playing on half full/empty servers) Mature player base (in terms of behavior mostly, I think there are lots of adequate 15-18yo players out there too) Whitelisted As for now I'm playing in DUG, but I find that they at first glance nice pov towards KOS, is way too open and allow a good number of PVP-only players that just roam the map KOS in a CS way + they allow TS and their application review process just a black box. I heard about AsylumRP, their site looks cool, they don't allow TS. But for the little info I managed to get from other players, they say that admins are REALLY against any violence/KOS and you can get banned even for killing in concordance with their rules (in context/rp, in self defense, etc). If anyone can give me more info about this server I would gladly change of mind. But as for today I had the impression that there is a lot of abuse of power there. DayZRP also seems nice, they allow TS tho. Don't have any other info regarding that one. Is there any other server that I could take in count to play? :) I would be grateful for any information! Thanks in advance, and stay safe!
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I sugested something like this, but it wasnt so much for groups as for friendly players you already met.
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So, was on a discussion on reddit about the state of the graphic engine of the game, and my opinion was that Enfusion is a new engine and that there's still a lot of work left with this side of Dayz (fix old textures, add shaders, filters, differential focusing, lights, etc). To what he replied that I did know nothing of graphic engines, and that the current state of the game is here to stay, and that basically Enfusion was outdated the moment it came out. Would like to know if you guys plan to continue the work and tweaking of the graphic side of the game or should I just shut up and stop defending this point?
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Dead :( I checked it and it looked cool, but the administration just left the server drifting while I was there, so people left and it died.... A waste of so much potential... I found another one that somehow shared the same principles as Asylum - ProphecyRP, but after a couple of months I didn´t managed to take it seriously, everytime I bumped into people in a city, they were just fooling around in the middle of the street, with random RP/interactions that where totally out of context of a post-apocalyptic scenario, and everyone just doing their own stuff disregarding each other (in other words the "acting" was bad and, and I just quited it). Although to be fair I bumped into good RP too, but the random/context-lacking thing of big cities just frustrated me there. Still looking for a decent place :(
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Would be hard to get an idea about this. I suggested a similar thing for trash and useless items , aswell as hoses interiors, but there wasn´t any reply from the devs about how would this work out. I only hope they are reading these suggestions and taking in count. The only thing you get from them in this subforum is a like from time time XD
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By removing them from the CLE you will cause a disbalance in the spawning rate of the items, and the loot economy could be rendered useless :/
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Woohoo login problems are fixed :D NowI don´t have to re-log every 10 min :D
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Added the Server Load to the limitations in my post (which for some reason was added here, but hell with it). When the devs wrote about the limitations on the map size, they didn´t mentioned the server load as one of the main problems. Doubt they would forget an aspect that would automatically came to mind when talking about more AI and items in the game. Maybe we could get some dev input here later to clarify this point.
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But these CLE zones are interpolated in the existing map. We don't know if they could apply to bigger areas (keeping the same 256 number). Last time I saw they had hand drawn zones (with different zones) around the map, something like a heat map.
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almost for sure, they stated themselves that aren't planning to expand the map :/. So this thread will be focused mainly on discussing the idea with the people that are really interested in it, gathering all the info possible on the project, and (i hope) once the tools are out: have a base of players/modders and info/solutions ready to start working on the map :). Personally i'm not familiar with modding, but if a modder appears that can guide us, I'll certainly offer some of my free time to help creating the map!
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Just updated the post with the idea of a Redditor that suggested the checkpoints to control people that have access to the map (via DLC or just in files). Hope he jumps in here and details a little bit more his idea
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There has been a lot of talk about the topic of expanding the Chernarus to the full country map some of us have seen in the game (shcool and radar tower, see Pic. 1). Most of the people believe that having such a big map would be impossible and just a futile task. But there are people that think otherwise, and this thread would be a nice place to gather the few of the last ones! :). I'll try to organize here the ideas and concepts that I encounter, so new people with the same Idea can have a quicker snapshot of the whole thing, and could contribute to it faster and more efficiently. Note: I will update this post with all the ideas and discussion that result further. 1. The Vision Many of you think that the current map is the whole Chernarus. But actually we're playing in a small region of the country, called South Zagoria (correct me if I'm wrong), which capital is Chernogorsk. The complete Chernarus has a total of 6 big cities : Chernogorsk Miroslavl Belozersk Kirovograd Primorks Novigrad (capital) In a map that is approx. 7-8 times the size of the current map. Actually a scaled map of the country can be found in schools and in tisy radar tower in-game: Pic. 1 Chernarus Map found in-game The idea behind this thread is to end up having (as the best outcome possible) this whole map to play. Be it as a whole, or as separate maps that one could access through a "loading" screen. 2. Feasibility 2.1. Developers Opinion We had some glimpses into the opinion of the developers regarding this issue, which is that: It's possible to do, but it would need a tremendous amount of work and the implementations of solutions for the limits the current map/system presents and that they will not take the job on themselves. Pic. 2 Rocket's post in reddit Pic. 3 Eugen's reply to the possibilities that the new renderer offers towards the expansion of the map 2.2. Arma 3 Experience Everyone thought that a map of such a massive size would be impossible to do, but then the Arma 3 modding community introduced the Australia map (1600 km2) which proved that it can be done! Australia map is 8 times bigger than our current map, so it's around the size of the complete Chernarus map and it shows that what we dream here is possible! Detailed link:http://www.armaholic.com/page.php?id=28882 Pic.4 Arma 3 Australia map (and yes, they managed to create rivers :D 2.3. Previous concepts The idea of expanding the map came up through the years a couple of times, but only in words, until in 2015 a youtuber named Game in Theory made a video where he explained the concept as he saw it, and he not only talked about it, but he actually worked on a concept map that engulfed about half of the original complete map Pic 5. Size of the GIT concept map. Pic. 6 GIT concept of the extended Chernarus map. GIT even provided a high resolution map, that you can download here: https://drive.google.com/file/d/0B8xM41lgRhleRGx5SDh3S3pfMzg/view?usp=sharing&pageId=107346643066222125225 The original video: Now, his concept came before the Australia map was launched for Arma 3. So he didn't had an example of the scale that can be achieved with Bohemia map creation tools. He didn't commented anymore on the issue, so I don't know if he revised his concept after the A3 map came to life. 3. Idea Development 3.1. The limitations A map of this size would certainly offer difficulties, I will list here the ones I've seen so far: The size itself - It would require a huge effort to design and build the map. Server performance - The would certainly be a good amount of load in any server that would try to manage such a map with millions of new spawn points, persistence saving, etc. Positioning - "The map is broken up into parts on two scales, one is used by terrain (how far between verts for the terrain points). The other one is used for the generation of materials and how the different land classes overlap. The hard part is not adjusting the scale, so much as reconciling the two values, since they have an interdependent relationship and only specific combinations can be used". Reworking of the current data - "It would require everything to be reworked. The current data would have to be artificially inflated somehow, repackaged, redeveloped" Server load - A 4x larger map also needs more slots, more animals, more infected, all this needs immensely more power from the server. 3.2. Possible Solutions 3.2.1 The size itself Increase the amount of people working in the map. Create a dedicated team for the task and use volunteers to accelerate the process. Crowdfunding can help here to support the dedicated team (programmers, designers, and world creators) 3.2.2 Server performance At the current point it would be certainly very difficult to make a map of this size to work in-game, but we don't know yet how well devs gonna improve server performance for the release of the game. But in case that the whole map would become impossible to manage as a whole, there's an option to separate it in smaller regions and have different servers to manage each chunk, acting like public servers where you can spawn from 0, or run from another server, you would have to pass though a loading screen every time you cross a border. A reddit user Dr_akula13 and @Asmondian noted that the implementation of zones could end up breaking the community, and that to somehow avoid that and also the break of immersion while going from one zone to another, people who have the map (or DLC) could have to pass through a checkpoint (pic 7), that would work as an artificial barrier placed by the government to stop the infection. pic 8. Map section checkpoint to control DLC players. Although this would have some issues that should be discussed, like for example what would happen in areas where there is no way of controlling players? or what to do with campers waiting for players that cross through the checkpoint to kill them?. Because if the access is open, this problem would be a lot smaller since less people will take the time to patrol the whole map border. 3.2.3 Positioning 3.2.3 Reworking of the current data Same as with the size case. But here a brainstorm could come up with some workarounds to avoid redoing existing things. 3.2. Possible plan to work this thing out I came up with a roadmap for the development of this idea: Form a team with likeminded people that have the same desire as you for this to happen, so you're not the only one taking the next steps alone Get in contact with a couple of people that had worked in map creation (modders or devs themselves) and evaluate what are the barriers that we're having right now to make this possible, and how much time it would take to come up with something. Create a crowdfunding campaign (kickstarter,etc) to collect some $ to sustain the project for the time of it happening (because if it takes a lot of time, it would be difficult to have everyone working on it for free). For example if everyone of the people that liked the GIT video (462 currently) donated at least 10$, that would be almost 5k$ that would add some incentive to the work. I actually believe that this number can greatly increase once the team evaluates everything and makes a good plan to post on kickstarter. Create a platform where to centralize all the work (forum, discord, fb group, etc). Make a brainstorm on the possible solutions for the points you get in (2). List all the features that have to be added and worked on besides (5) Create a roadmap/chronogram of everythying and separate the tasks between programming, map design, world building. Separate those tasks among the team and see what can be accelerated with more people that could contribute with only a limited amount of time and will not need a great knowledge on things (for example world building or design). Call for volunteers that would like to help with (8) Once there's a real scale version of the map, start testing the solutions that the team came up with in (5). Once that theres a solution for (5), add the rest of things, and test again. Release the map, or sell it as a mod, or to bohemia itself for a DLC. So, I believe it's a good starting point :) What are your thoughts? Edit history: 13.3.17 - Added Dr_Akula13 and Asmondian idea about the checkpoints. 16.3.17 - Added Sqeezorz note about possible server load issues