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oktyabr

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Posts posted by oktyabr


  1. Just throwing in my .02:

    How about using factors such as day/night' date=' distance, and the visibility meter to calculate how long you have to focus on them before the tag comes up?

    Day and night would reduce/increase focus time respectively, distance would increase focus time, and higher visibility would decrease focus time.

    When you have kept focus on the player for the required time then the tag pops up.

    [/quote']

    Yup. I brought this up in "that other thread" too.

    What we elaborated on there was that the new identification system has to completely replace the current, default Arma 2 system. It would require a more advanced LoS system be used with any one of a few possible solutions to make work. I think the one I personally like the best is removing the name tag from the 2D HUD completely and utilizing a 3D system instead, basically having the player's "name" float over their head and drawn as the rest of the model would be. Trees, walls, etc. would then block the name tag just as it would block actually seeing the player's "face".

    Make the 3D tag component definitely reliant on distance as well as visability, either being printed on the screen in a scale proportionate to the scale of the model (i.e. very small at great distance) or with a transparency factored over distance (and light, etc.) and possibly with a time to resolve the name tag in the first place, based on distance and visibility conditions. This would make recognition somewhat authentic as you could use binoculars or a scope to help identify someone at a distance.

    The color coding makes it easy to quickly make a threat assessment in lieu of having distinctly unique skin combinations and would work to prevent "blue on blue" as well.

    I am against having any great sort of range for very accurate identification. 100m is about as far as the human eye can make out facial detail in good light. If the target is moving, in the periphery of vision, or in less than adequate lighting this becomes more difficult.


  2. Honestly I first started reading this thread to see if it was just yet-another-trolling thread.

    The concept of instinctual long term survival is a good one, even if it goes no further than simply protecting a survivor of the opposite sex and garnering some sort of minor reward for doing so. This would encourage less random violence when making random encounters with a player identified as being of the opposite sex. Take sex and babies completely out of the equation. It doesn't need to go any further.

    The real problem with it is metagaming it to the point where "clans", etc. simply keep enough female players in their ranks to retain that reward as a sort of buff. I'm not sure how to make a "reward" workable without unbalancing the rest of the game.


  3. Your idea is very similar to the one I suggested myself a month ago:

    http://dayzmod.com/forum/showthread.php?tid=6468&pid=62878#pid62878

    From that thread:

    My suggestion: Make name tags showing up hard-coded into the mod but only at short range, perhaps 25m in daylight, 5m in darkness. Leave it up to the player to remember what they will about previous encounters.

    Further I'm thinking "spotting" another player at a greater range (up to 100m daylight/20m dark?) would just put "unknown" as their tag *until* they are close enough to be recognizable.

    AND I'm wondering how a simple color coded system would work... Perhaps:

    RED: This is someone who has shot at you and for whatever reason is still wandering around alive and unnamed. EDIT: You may be able to assign the red color without combat having occurred.

    YELLOW: This is someone you are *reasonably* sure you have not met before.

    GREEN: This is someone you have "met" before without any ill effects. I imagine a routine could handle the automatic switch from yellow to green by using accumulated time within X meters of range. Ran into the same guy several times in the last half hour and neither of you shot the other? Green. Spent five minutes looting a building together, etc. both your "names" appear green to each other from that point on. EDIT: Like the RED color above a player could choose to label someone with the green color at any time, for any reason.

    • Like 1

  4. Kicking is' date=' as I said, a pretty meh idea because that would suck for clans, but I threw it out there to see if it might be a good alternative to the respawn issue we have now, with loads of tents making dying a non-issue for established players.

    [/quote']

    I like it. But also make it more difficult for players who like to keep respawing until they get the location they like.


    Since when does smoking a cigarette calm your nerves? All it does is offset the stress brought on by the nicotine craving you are suffering from precisely because you smoke. Ridiculous suggestion.. The notion that cigarette smoking calms the nerves is 50s tobacco company propaganda rubbish.

    It absolutely DOES work that way, as a sort of general stress reliever and relaxant.

    More so the action of performing a commonly repeated task such as smoking a cigarette can create a false sense of normalcy in times of great duress, helping to prevent panic and even shock.


  5. Don't forget animal hides, pots and pans, sheet metal from wrecked vehicles (jump up and down on the roof of a wrecked car a few times), old barrels, moss, empty sardine and bean cans, etc. I live in a rainy part of the world. The bigger problem here is how to get water to drain properly, not how to collect it.


  6. Death from dehydration while surrounded by drinkable water (when you loose your canteen) is one of my personal pet peeves with this game. If you are severely dehydrated the water from a pond, barrel or slimy puddle is still better than nothing, but yeah, I agree that you should be able to drink from a source without a container (cupped hands) and maybe even foraging for water wouldn't be a bad thing either.


  7. The concept of this has been suggested numerous times though' date=' and Rocket has said he likes the concept of the humans being the real threat and the zombies just being a minor, but constant, side problem in this world.

    [/quote']

    No, I'm not sure I've ever read "zombies just being a minor, but constant, side problem in this world." in one of rocket's posts. It's called DayZ for a reason. Humans will *always* be the real threat in this game, as long as PVP exists... Unless the zombies learn to behave like survivors, can deceive others, shoot weapons and develop a taste for beans ;)

    I think this is why Rocket was interested in this idea of some sort of mental aspect with possible drugs (and their side effects). It doesn't rely on removing the human threat element' date=' but it does add more depth to the game. A lot of arguments for the emotional aspect should only be between keyboard and chair is a good one, however, it really doesn't seem like adding more tension with more mechanics would ruin that... at least to me.

    [/quote']

    I don't think anyone is saying "adding more tension with more mechanics would ruin that". I personally just think elements to artificially depict how a player is "feeling" is the wrong approach. Use mechanics that enhance the real feelings, tension and anxiety of the player, not fake ones that only affect the character in the game.

    I agree that the game is great as is' date=' but would adding depth to it really make it less great? If you have to maintain a character's mental health does that detract from the game? I honestly feel that since we aren't personally in this situation it's a good simulation of handling if we were (regardless of how some people might think they'd handle it). Our characters are not ourselves, they are a template for us to project portions of ourselves onto, but they will never be truly us. We cant all fly and repair helicopters, jump out and take a crack shot at someone's head from 500 meters away, and then build a car from scrap parts we found (and carry around with us); since we can do that in game perhaps we can also have mental issues in game too?

    [/quote']

    There is a big difference between portraying physical actions and mental states. As I've said in an authentic portrayal ALL the survivors would be suffering from great mental stress and possible disorders. A simple pill for simple depression created by "loneliness" is like suggesting a simple aspirin might be the golden cure for an ebola pandemic or the bubonic plague. Depression from being lonely, i.e. the "lone wolf" play style, would authentically be a very minor disorder in such a world and a very minor problem to be solved, IMHO.

    Want to encourage grouping? Temporary player cleared safe houses/zones that zombies simply don't respawn in. Zombies in the wilderness. More mechanics like the blood transfusion that requires another player to make happen... like splinting a broken bone, wrapping cracked ribs, carrying large objects like engine blocks and rotor assemblies. Like keeping a barn or a city block zombie free.


  8. Heh' date=' click the link in my sig "Best post I ever read" ;)

    [/quote']

    With all due respect, you're not helping AT ALL.

    Your "best post ever" is from a fantasized nut. NOBODY ON THE FORUMS wants rainbows and hand holding, NOBODY.

    You should have read the whole thing instead of skipping to the last line. It does mention rainbows and fuzzy bunnies but it was in no way a TL;DR line!

    Let me recap for you:

    Fuck yeah' date=' that's what I want, I want to die in the first fifteen minutes from a zombie horde that makes my ass pucker or from a survivor in tattered cloths with a thousand-yard stare. Then I want to do it all over again. I want to fight a group of morale deprived survivors over gasoline for my shitty van, loot the corpses and continue on my way just trying to survive a minimum of 2 days before I'm eaten alive.[/quote']

    That's what I want too but even MORE so. That bandit on the hill, with the NVGs? Let him camp there if he likes... just put the majority of the zombies in the wilderness so he's not just the hunter... he's the hunted.


  9. Also please put if you support or not along with your opinion this thread it is a petition.

    Oops! Sorry. I support the general concept that zombies could be and should be made much more a central element of this game than they are currently. There are many ways of doing this and I can't say I favor "hibernation" more so than any other.


  10. Well I might be old at 40 but I never would take drugs to make me feel "right"

    A few people would be okay with all the strife going on and maybe even do better.

    Just think' date=' no more bills, no more debit, I can take what I want, I can build what I want, I can make friends or kill bad people that deserve it

    I can forge a new life and make things better for others. No more hate, no more racism or equal opportunity bullshit, the content of one’s soul equals their value, no more lefties because they are all dead ( they hate guns you know ) only the most resourceful survive. Ah, Utopia it just needs a little clean up.

    .

    Nice post!

    I'm 45! It made me wonder, reading that, if real life age and experience really does influence the way a game like DayZ is played... I mean, I'm sure it does to an extent, but to a remarkable degree? Maybe younger players cling to the metagaming "group with friends" thing more often and maybe old gray wolves like you and I are just as much at home running solo, from the sort of perspective you've described? A bit off topic, I know, but it got me thinking...


  11. Thoughtful, well written post!

    I'm not really against second party voice comm, I'm just (like the OP) very aware of the cost of metagaming functions like clans, forums and VOIP has in regards to experiencing the real depth of this game.

    So much more immersion comes about when playing the character you are given, a lone survivor that will likely be lucky to survive more than a day or two. Team up with a bunch of mates and a layer of that immersion is peeled away like a layer of an onion. The mod becomes much more casual and relaxed feeling and in return looses much of the tension and anxiety that players feel without such luxuries. And yet many suggestions are made about making the game harder or more "real", and at least some of those suggestions come from players that have given up that layer of immersion without a second thought!


    I very much agree with OP. This mod should stay true to its Realism > Balance/Fun philosophy.

    Also' date=' I have an idea about how to solve the 3rd party voip problem; force mic to stay active at all times. This means that anyone is free to use any 3rd party program they wish for communication, but when you're talking into your mic, you are also talking in Direct Comm in-game. If you don't want to be heard at all you can just turn off your mic altogether and your integrity is fully preserved. Combine this solution with relatively commonly found radios and other comm tools (phones?) in-game and the game enters a whole new level of realism.

    [/quote']

    This is actually a very good idea and might be the only one that stands a chance of really working.

    Sure, it's possible to set up a process monitor that works much like an anti-cheat, detecting when apps like TS, Mumble, etc. are loaded and running, but there will always be ways around this from modifying apps to change the process profile, using an Xbox or cell phone or even a second computer (with it's own mic) as the communication device. Simply monitoring the sound input "recording device" in Windows would be an elegant solution for most people.

    Others will want to play a type of DayZ that let's them casually team up with their clan mates and loot airfields and stuff. Maybe the above suggestion could be used as a sort of feature for "hardcore" servers, for those that really want to experience all that DayZ can offer?

    In another thread I suggested having players spawn on a *random* server (within a ping range so not to be network laggy) and not telling them which one it was. This too would have an impact and again might work for a "hardcore" setting. Players could still use TS/whatever but what good is it if you aren't even sure you and your clanmates are spawning on the same server?


  12. While "undead" have nothing to do with DayZ, as the "zombies" are really alive, infected humans, I think it would be interesting if players that got bit (took a non-lethal amount of damage) would eventually become one of the infected too. Make some antidote as a loot that only works IF you use it before you are completely "infected". Don't get the antidote soon enough and the player character becomes one of the infected, just like the rest, but with their gear inventory intact (for all intents and purposes the player's character is no more and they must spawn on the beach with a new one).


  13. I'd have to endorse the cannibalism idea on the grounds of realism, if nothing more, but I'd really want to see a "forage" action implemented first. Forage around in the woods for a while, maybe find some grubs or berries to eat, a dead bird carcass, etc. Forage around houses (gardens) maybe find a moldy turnip or rotting pumpkin that might still have some nutritional value. Lower the loot spawns of canned goods, only really make cannibalism an option because you would starve to death without it.


  14. TL;DR version first: Isolating "depression" and medications for it have no context in a game like DayZ. Add nothing that directly and *artificially* impacts one play style over another.

    DayZ, as it stands, is GREAT at making the player feel all sorts of tensions and anxiety as it is, and this is arguably the biggest attraction of DayZ... how playing it can make YOU feel. The game mechanics that increase these feelings for the player, behind the monitor and the keyboard, are what should be emphasized, not some artificial means of trying to impose such things on the "character" the player is playing.

    In the context of DayZ the "survivor" character, likely *all* of them, are already a bunch of seriously fucked up basket cases. Your whole world has been turned completely upside down. Everything that was normal about your day to day life has ceased to exist. Most of your friends, family, coworkers and casual acquaintances are all dead, dying, or lost to the infection that dooms us all...

    You watched your next door neighbor get torn to pieces by the infected early on and the friendly old lady you knew from the market blow the head off of her next door neighbor to protect a single can of beans. The guy that used to pump your gas now eats brains for a living and his own coworkers were some of the first he ate.

    You stink of death and decay, your clothes are filthy and swarming with fleas and you don't remember what a hot bath with soap feels like. You are severely malnourished even though you've learned to eat and drink things that before the apocalypse would have made you puke. You literally don't remember the last time you slept more than a few minutes at a time and most of those occasions were while you were standing on your feet or when you stopped crawling for a moment in some cold, wet shrubs just to see where death might be approaching you from next. For the survivor DayZ is (or should be) hell come to earth. You sometimes wonder if those that died in the first days of the apocalypse were really the lucky ones...

    "Lone wolfing" is only the focus of this thread and others like it because of artificial metagaming that many players have accepted as the norm. Everyone starts as a lone wolf, and without clans, forums, and apps like TS or Mumble most players would eventually die a lone wolf too. No, I don't think the "lone wolf" is the problem, I think it's the state that if anything should be the one being encouraged. The only grouping, ideally, would be those made with other players in the game, whether you know them or not. This is the way I play... as a "lone wolf" that generally takes a roll of the dice in trusting someone I meet and they either kill me or we play together for awhile. This is the way it should be for everyone to increase the immersion of this game.

    Could things be done to encourage grouping like this? Sure. As one poster said some time ago "Make the zombie encounters so frequent and so deadly that IF you actually run into another survivor your first emotional response is a sigh of RELIEF, not a gasp of panic." Put zombies all over the entire map allow survivors to clear a town, farm, base, etc. by preventing zombie respawns in a certain range of a player *while* they are in a cleared developed area. Spawn them on the outside of town with a tendency to want to move towards buildings instead... unless the farm/town/base is free of players for a time, then spawn zombies there too, as normal. Make the wilderness so dangerous that to lone wolf it up the NW air field is for most a time consuming way of committing suicide. Cleared developed areas then become a sort of safe haven for survivors. Sure, they might try to shoot you, but why waste a bullet if there are 100 zombies trying to enter town too?

    Want to really simulate a zombie apocalypse? Have only direct chat. Spawn a new player on a random server within a certain ping range and don't tell them which one it is. Trying to meet up with your buddies on TS? Probably isn't going to happen unless you are very, very lucky. If you log off from a server your character is left on the server, on the ground, asleep. Will he still be there, still be alive whenever you decide to log back in again? Who knows. Maybe if you "slept" in part of a town that was cleared and reasonably secure... Then a survivor with 48 hours of in-game survival would mean a VERY different thing.

    Drugs and depression for playing the game the way that most accurately reflects the scenario? Not needed.


  15. I AM going to pay full price for Arma 3 when it comes out. Having DayZ as an affordable/free DLC for it would be sweet.

    Stand alone? Full price if the map was 100x larger, able to support 100x more players (MMO), with at least 100x the variations of skins, no cross server persistancy, fixed everything including melee and construction, and free roaming zombies *everywhere*, not just in the towns.

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