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quentin.descharmes@gmail.com

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About quentin.descharmes@gmail.com

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    On the Coast
  1. quentin.descharmes@gmail.com

    Consolidated Weapons/Equipment suggestions

    You still don't get the difference between reflexs and possible emotionnal response. And it works in this order, not the other.
  2. quentin.descharmes@gmail.com

    Consolidated Weapons/Equipment suggestions

    Read my post one more time because that's exactly what I said. I'm clearly not talking about FarCry3-like stuff. If trauma/stress affects every person differently then why are all the characters running at the same speed? We should include different bodytypes, with different abilities then, because hey, everyone is different IRL! And IMHO it's not a bad idea to have a different character with its own abilities and failures for each new character. You guys think stress is purely mental/psychologic/personnal when it's a simple body reaction every character should be subject too. Same for cold and blood loss. You, IRL, do the psychologic/unsettled/trauma part. But you should be able to fix these unvolontary and uncontrolable reactions with the right pills/substance. Oh and since I mentionned cold, we should include clothes. On the other hand, remove the HUD and crosshair, or make some elements display only when it's necessary.
  3. quentin.descharmes@gmail.com

    Consolidated Weapons/Equipment suggestions

    Because I think that this kind of apocalypse would set the counters to zero considering the amount of traumatic experiences involved (and on the other hand everyone's character is running at the same speed etc) Thus making everyone's character subject to gameplay induced psychologic and physiologic problems (everyone can break his leg, I don't see why stress wouldn't apply on your character's unvolontary body behavior). Take the suppression effect in ACE mod (not sure) and the Darkest Hour mod for Red Orchestra 1 for example. It's the perfect depiction of an unvolontary body reaction to its environement (in this case a bullet landing near the player) implemented as a gameplay logic. Basicly the screen becomes blurred if a bullet passes or hits something close to you, and the more bullets pass, the less your avatar is able to aim. You have to take cover so this "stress" levels down. And this becomes real stress. I'm talking about this kind of effect, not the emotions. You will have them or not (emotions) but there are things your body does you have no control over. Subtle things that can become impeaching at some point and ask your concentration and management of emotions IRL. The unvolontary reactions (body ones) can be treated with the proper medication and is just an extent of the whole damage model. But as I said, it should only be triggered by a certain amount of events over time, depicting the amount of psychologic stress you (IRL) has to go through in parallel of your avatar. Because we all do, and even if we don't a human brain is a human brain, there are things we don't understand and can't control so yes, again, your character should be able to break his psyché and maybe repair it with pills and alcool as we can fix their broken legs and wounds. And if he doesn't, small hints of madness there and here. And it could just be a grey color grading or even sprites of survivor mates ghosts in the distance, small screen shakes or whispering voices on a near silent volume, that kind of stuff which would be close to the actual cold, pain and loss of blood.
  4. quentin.descharmes@gmail.com

    Consolidated Weapons/Equipment suggestions

    I have already thought about the very same thing and I think it is close to rocket's first idea of "experience". Sometimes game mechanics have to be more subtle than bandit skins and humanity gauge to bring that unsettling/culpability feeling. I don't necessarily need my avatar's cardiac pressure to go up when mine already does, but I don't want myself to cope with others PTSD's symptoms such as visual or auditive hallucinations IRL. That'd be great to have those ingame, especially at night. And it could develop an important aspect of the game which would be the avatar's psychologic survival and erase the present, simplistic cleavage of good/bad. It may also bring back the trading and even some territory control or "traficking". If the guy simply can't aim his weapon because of the fear/panic/hallucinations induced shakes or if he can't locate a sound properly because he's being deluded, his survival is in danger. If you can break your avatar's leg, you SHOULD be able to break his pysché. That implies being able to repair it, so yes, antidepressant drugs with their pros, cons and quality and quantity are a good idea. Sanity has to be integrated by creating a player's new needs. i.e.: - Shots/zombies/dead players induced insanity leveling. Basicly: you will become more or less crazy at some point. - Hallucinations once a certain level (can be a ratio of time and elements) reached can't disappear, but you're not subject to them for basic stuff such as firefights, the sight of death or this kind of things. - Let's say you are a veteran survivor, you can choose not to take drugs but you will be more subject to tiredness and occasional shakes for the said basic stuff, but you will have less hallucinations with time. - You can choose to be sober but everyone has to become "crazy" the more stuff they see. - Your sanity could be kept by sticking with people, but if they die, the longer you've been sticking together will get you the worse hallucinations. - The night or eerie weathers makes things worst, generally. - Different drugs with antidepressant characteristics: - Benzodiazepins: pros: fights heavy auditive and visual hallucinations, shakes and pain, hunger. cons: dangerous with alcool, makes the tiredness and focus more difficult (effects fought with sleep), reduces stamina. note: the more shit you see, the longer you survive or kill, the more you will be subject to its use if you want to cope with the hallucinations. - Alcool: pros: fights infections and fear (shakes+hallucinations) with time, momently increases stamina. cons: with time affects the aim and displacements, on higher doses makes you vomit and becomes incompatible with other drugs and food. note: you can become inconscious for a long period of time but the effects will start to disappear once you've woken up. - Amphetamines: pros: fights hunger in short time, lots of stamina/adrenaline, fights pain and increases focus abilities cons: increase thirst and shakes with time, used on a long time it brings more hallucinations such as high luminosity but reduces pain. - Coffee: pros: fights tiredness and can bring a stamina boost on a short period of time, reduce thirst cons: increase hunger and shakes with time, can bring diarrhea, on a long period of time brings auditive hallucination. - Painkillers: pros: a bit like benzodiazepins but they only fight the shakes and hunger. cons: makes you tired. etc General notes: tiredness (aiming and moving difficulties aswell as being subject to hallucinations more easily) can be fought with short 5 minutes naps (sleep). You can easily fight the shakes or they even tend to disappear with time but hallucinations are more difficult to deal with. This could have been way more detailed with more gameplay ins and outs but I think it's enough to show some of the potential and implications of sanity/drugs in DayZ
  5. quentin.descharmes@gmail.com

    ArmA II dancing animations use in DayZ

    Hi everyone, a few days ago I have downloaded a built-in menu mod for ArmA II which allows me to trigger dance and other infantry animations scripts from the solo campaign in MP/SP (http://www.armaholic.com/forums.php?m=posts&p=58612). This built-in menu acts as a mod but - I guess - could be achieved by binding the scripts to keys (e.g: salute/sitting down) instead of using .pbo's. It actually replaces the default menu thus not allowing its user conventionnal actions. As you may have noticed, using other mods such as sound mods, noblur mods or whatever is not possible on most DayZ servers. Though there are a few unpure/badly configured (?) servers that allow it. Since rocket has a very strict policy concerning cheating, I'd like to know if the use of such mod on DayZ, even on a server that permits it, could be considered as cheating or simply as a legit use of bad server configuration. I'm asking this question as I don't want to be permabanned/reported because I happen to dance on Chernogorsk's roofs to make people laugh (and cowardly shoot me in the head while I shake my booty), or make zombies mad. Remember that it doesn't provide me any kind of advantage except the fact that I CAN DANCE! Thanks! ;)
  6. quentin.descharmes@gmail.com

    DayZ Fan Art Thread

    I'm reposting it since my account was deleted. It was made using Garry's Mod.
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