Presence-
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Survivors start from scratch. No knives, no bandages, no maps, no glow sticks. Nothing at all. Zero. Even if the benevolent idea was to help survivors and especially beginners, it's really no help at all, and it robs you of your experience more than it enriches it. Need some rags for a chance to survive? Tear off your clothes. "Don't you dare insult my thinking abilities". Can't you do it? If not, for whatever reason, you've at least tried to survive. Isn't this an event and an occurrence in a survival context? Handing survivors the necessities to survive without having to work for it is depriving them of the experience of getting there. It's a survival content, isn't it? Described and marketed as authentic, gritty, and unforgiving. So why cut out the necessary ingredients for the survival experience?
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The value of life. The recent spawn system is not working because of this. Short time to respawn and returning to one's body should be considered an exploit, circumvention, and unfair use, but I blame the creators who allow such inconsistencies. If things have been done so that alternate accounts can be used for similarities, then why not this? Minimising the loss of an investment is tantamount to devaluing it with the time and effort it takes to acquire it, leading users to make rash decisions and actions. The body should be there to rot for a while and a death timer should be activated and by death timer I definitely don't mean 15 seconds where we don't even have time to blow our noses. Distance can keep survivors from returning to their bodies, larger maps and a farther spawn distribution help make death more punishing. One the other hand, the lower the cargo capacity, the more punishing death is for non-solo users, as the more permissive the cargo, the more convenient it is to carry teammates' gear. The time and effort required to return are sufficient deterrent if they are effective enough, but what is sufficient? Sufficient time is the proportion of time needed for the body to disappear so that the deceased person, currently alive, cannot return to its dead body. Additionally, the smell of rot, also cued by the sound of flies, can prompt hostile AI to eat the body. Thus, the guard of the team guarding the corpse is constantly disturbed and forces him to use resources and even reveal his location. Only constantly disrupted because our character is unfortunately overpowered and the hostile AI underpowered. Speaking of returning, let's also reduce the character's speed. We don't want deceased person, currently alive, sprinting at breakneck speed to get back to his body. He's fast. He might get back quickly.
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They're just doing business, man. The plebeians below are already fainting from having to go get a glass of water in survival content. At this point, you and I are just trolling with our suggestions.
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To provide an authentic, gritty, and unforgiving survival experience, we must give survivors what they need. Controversially, I can firmly write that at this point, reading about people struggling to survive is a sign of good direction and a moment for a coffee break/laugh for me. Rationally, how is reading about people struggling to survive in survival content not the point? Propose them five minutes death-timer and they will pass out. Then they'll ask "Why?" before threatening to get the fuck out. When a little good direction is applied, you will see discontent springing up from the weeds. You know, the weeds that consider the need to drink water in survival content to be masochism. Contextually, if they are thirsty, we can give them what they need (not what they want) and make them work for it because the experience of survival can be experienced when one needs something, just as it can be experienced when one is faced with a threatening situation. When that need is satisfied, expectations of future improvement in one's life state are reduced or nonexistent, and the shorter the time to reach that state, the less value is placed on the time and energy required to obtain what satisfies it. Thus, the object itself has little value when it is common and easy to obtain, therefore, survivors do not care about losing it. The incentive to introduce, maintain or increase the importance of finding and protecting something is a crucial part of how you set the tone, strategy and pace, because it is part of the investment requirements that are reflected in the consequences. In a certain context, minimising the loss of an investment is tantamount to devaluing it with the time and effort it takes to acquire it, leading users to make rash decisions and actions. As an extension of the above, - The incentive to venture out and scavenge for resources fades quickly. - The incentive to help each other is minimal. - Decision-making and strategy regarding resources is minimal. - Exploration is less rewarding and easily accessible in survival content. - Extended experience is negatively impacted - Dying is less punishing - Survival is less of a concern In a survival content, supplies must be truly rare and hard to find, because being spoiled is the antagonism of confronting a constraint and there is survival in constraints.
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Presence- replied to Roshi (DayZ)'s topic in General Discussion
Excellent ideas. I had something like that in mind. I always thought that the inventory screen with the character appearing deserved further development. There's a lot to be done with this system. It could be useful for the medical system and many other things besides. -
It's an excellent suggestion, on par with what I consider good art direction. I can also see the survivors making more use of light sources as they investigate and scavenge indoors. Still life and still lights. In an apocalyptic context, shadows can recall the unknown, mystery, danger, abandonment and, above all, extinction. Dust particles in the beam of light. Lest we forget. Not working properly with shadows is not serious art direction. The purpose of windows can be relative. Fuck everybody. I need food to survive, so I'm going there.
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That's not cool. I don't consent to being brought back to life with a defibrillator or given mouth-to-mouth resuscitation after being shot in the brain for the sake of a subjective gameplay.
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Hi Glimmhand, Skinned an animal without gloves and ate with dirty hands? Your hands may be dirty, there is a visual clue (blood on your hands if your hands are dirty). You will need to wash them. If you're vomiting and making pain noise then it's Salmonellosis. The symptom of fever accompanied with faster rate of hydration depletion might be Cholera.
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Reducing the inventory system was essential to the logic and coherence of the content, and I'm grateful for the change. It's now a little less aberrant and absurd than in version 1.25 and a little more coherent, more convincing in relation to the nature of the content, and we can already see the fruits of this change with this small reduction in survival elements such as management, strategy, decision-making and improved visual attention for estimating cargo concealment. A survival element that keeps the user engaged is found where a survivor is faced with a constraint. A survival element that holds the user's attention is found where a survivor needs something. To continue to enrich and enhance it in this sense, I suggest that it would be more impacting in the survival elements to reduce further until garments without pockets have zero slots, and to have a precise separation system for garment pockets. Compartmentalisation in the grid of the slot system for each pocket of each garment that will automatically prevent large objects from entering a pocket (e.g. a car radiator, baseball bat or cooking pot, etc.) without any underlying prejudice to the capacity of a targeted pocket. The balance of <no cargo> can be elsewhere (insulation, layering, weight, comfort, protection, concealment, aesthetic choice of garment, etc.) These examples of offsets focus on an authentic balance and will be most sensible and justifiable for the nature, coherence and logic of the content, which is gritty, authentic and unforgiving. Another balance can (and must) be found in reducing unrealistic object degradation factors and increasing realistic object degradation factors. I understand that the gamified balance of unrealistic object degradation factors is there to keep the user busy and on the move, but on the other hand, it accentuates the arcade infestation that betrays the official description and roots of the content and fortifies the block that prevents responding to it. To rebalance the change from unrealistic factors in item degradation and to keep the user busy (as if he needed something), we can notably increase the rarity of items in the CLE by reducing the number of items that can appear at the same time in different locations, and by removing the possibility of server hopping, even between the same maps. Realistic counterbalances can in themselves be a counterbalance to unrealistic gamified elements, as they bring their own genuine, underlying challenges. The inventory system should be realistic in all its details, as far as possible, as it may later enable the implementation and redesign of a realistic system of movement and motion; weight, caloric expenditure due to weight, terrain distribution, impact on navigating challenging terrain, fatigue and much more. In addition, a clothing layering system will benefit from a cargo capacity that is not exaggerated to enhance and engage the survival planning aspect. There is game in realistic elements. There is play in constraints.
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These changes ruined everything for me (xbox)
Presence- replied to DayZNumberAlt's topic in General Discussion
Were you on official or community? Yesterday, on an official server, I left things on the floor and they stayed there for hours. On official content, backpacks in usable condition stay for 8 hours. I suspect you were on a community server where despawn settings can be changed by the server owner. In 1.25 you could carry over 1272 Kg on you and jog with it in difficult steep terrain infinitely as long as you eat food and drink water. At this point, the reduction in our ability to bear weight is just one small element that is consistent and in keeping with the official description of the content, which is gritty, authentic and unforgiving. -
@Riddick_2K Can you explain why you're reacting negatively again on this thread? Give us your point of view so we can understand better.
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Presence- started following Audio for Radio
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Do you read? Content-based communications (handheld transceivers, field transceivers, radio stations) are unfortunately not used by many users. I suggest an audio processing that is on par with the official description of the content, which is gritty, authentic and unforgiving. I think this will make the content more immersive, more compelling, more detailed, more authentic and more strategic. On the other hand, this could increase the incentive to use in-content chat rather than external/third-party chat while enhancing it and without compromising the consistency and logic of the content. On the bus, a subtractive EQ going through the low and high frequency bandwidth followed by some bitcrusher distortion placed after. The audio engineer will have to play around with the slope a bit to get it right. I might think of a HPF at 300 Hz and a steep LPF at 2.7 kHz. Also, a sample for the radio hiss/beep loop for the input and output; coming in, coming out. The process can still continue to be complex if we want to nail it down to the nitty-gritty details, especially if we choose to monitor user microphone input, but there are ways around it to keep it less consuming, and compelling. I mean, how far are we willing to go? Other genuine reception factors may infiltrate the input/output and/or interfere with audio (aka bleed), transmission and reception, thunder, storm, gunshots... Over
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Remove Bottle Suppressors and rework actual suppressors.
Presence- replied to FuzzyBear182's topic in Suggestions
I like my game to be consistent and not compromise to please you, which would result in a mediocre, inauthentic, and very forgiving content. On the other hand, I like my content to be consistent, honest and integral to the official description of the content, which is authentic and unforgiving. No. Why would you add rags? What is the utility of rags with a pipe? Realistic elements are important in DayZ. It's been in DayZ since the beginning. There are many realistic elements in DayZ and that's what creates a compelling and interesting experience for me. Delivering an authentic experience is also what keeps it consistent, honest and integral to the official description of the content, its roots and its original idea. Why didn't you say the same thing to the inventory system, which was very permissive, aberrant and absurd in 1.25 compared to 1.26? -
I know. Thanks. Yes. Thanks for the compliment. Yes I did.
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Provide the evidence of me making jokes about people's families here and laughing about it. Dumbass.