Presence-
Members-
Content Count
53 -
Joined
-
Last visited
Everything posted by Presence-
-
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.
-
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.
-
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.
-
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, 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. There is game in realistic elements. There is play in constraints.
-
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. -
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
- 1 reply
-
- 1
-
@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.
-
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.
-
Provide the evidence of me making jokes about people's families here and laughing about it. Dumbass.
-
I have provided you with the evidence out of pity, because you are incompetent in your job of providing it. You are talking nonsense, provide the evidence. Get out, you've lost. Start struggling, face the situation and deal with it, quitter.
-
Direct the rag taking up 3 slots and keep the same slots even when combined, whether you have 1 or 6, the rags always keep the same space rather than inventory space being unrealistically small. What if you raise this point? You will have to be precise and correct in your arguments. It is not even an opinion that you can disagree with, you are just wrong. In fact, because you can always put, for example, a pot in your pants or a frying pan in your t-shirt. How does this make inventory space unrealistically small? This is a subjective and unfounded point of view, as it was only a state. I too would have preferred certain things to have remained as they were, such as the camera bloom, the fact that you remain unconscious for many minutes until someone hydrates you, the hostile AI that kills you if you lose consciousness, the camera's off-center barrel and many other things. I also criticized Bohemia Interactive for removing them and have made numerous posts criticizing BI here and elsewhere about it. I saw one of your posts complaining about the inertia when it was added. These additions are excellent from a content point of view, as is the case with the inventory system, even if it came late. They have also greatly improved the vehicles and many other things. You have to learn to discern what's consistent from what's not, and welcome change when it's an improvement towards the official content description, which is authentic and unforgiving. In this case, the inventory system in 1.26 is more authentic and less forgiving than in 1.25 The difficulty is your personal threshold. It's relative to you. The original developer of DayZ called it anti-game because it broke many of what are considered the basic rules of convenient design: avoid user frustration, don't do anything that really upsets you, remove mechanisms that might frustrate users. Most games allow you to chose a difficulty so that the challenge can scale up to the threshold of users. What is difficult? I for example, find DayZ to be very forgiving. I can put a gun in my pocketless t-shirt, attach two guns on my shoulder without a sling, strafe a charging grizzly, accelerate up a mountain and kill a wolf with my bear hands. I only die to other players and I'm not the only one in this. People here are so incompetent and dishonest at DayZ that they pretend to die of thirst every 10 minutes and can't have a picnic in military zones. When they get humiliated with their arguments, they'll start making jokes about other people's families behind a keyboard/screen and you come to agree with them? You're just bad at it and a thrash, kid. Too bad. Two days ago I introduced DayZ to a woman who doesn't even play video games and isn't agile with a mouse, keyboard or any other controller because she's never touched them. This person survived without a single drink for over 1 hour irl, is still alive and you're here agreeing with people dying of thirst every 10 minutes? Get out of here. You're a joke. A clown. (even the TTK has been slowed down for the convenience of bad and whiny users, like you here). I'm sure you've been playing DayZ long before me, I'd be jealous of calling "diehards" people who started playing DayZ after me. I'd be really jealous. I'd reflect on myself and see where I can improve, but you choose to complain about it and call others diehards who beat you in your own game. What is a "diehard" anyway? What is "difficulty"? DayZ is meant to be hard and should get harder. It is officially described as gritty, authentic and unforgiving. So, face it and stop moaning. So play the mod instead. What are you complaining about? What is fun? Define fun.
-
It was unrealistically big and still is.
-
If the living can be moved, so must the dead.
-
I might give them a kiss of life. What happens when you pass out on the seat of a moving vehicle?
-
It's an accurate thing here that you considered “fun” as something that only concerns you. Is that a bad thing? Transferring heat is transferring kinetic energy and that takes time. DayZ is already inauthentically fast-paced. On the other hand, where's the genuine challenge in having fires that warm you up instantly, or within just a few seconds, to the point where you can venture out into the cold outdoors? Why would you want it to be any faster? I've pointed this out here and elsewhere. You show what users do in DayZ. Bohemia should read what you wrote above and think about how to get rid of this feature. Server teleportation with the same character should be disabled, and not just between different maps. Being able to break the continuum of a certain time and space while being engaged automatically removes its logic of stakes and challenges. Thus, users can dispense with an authentic journey to enjoy the benefits of an inauthentic, indulgent journey without the minimal logical requirements. That's as skippy as it can get for a survival content described and marketed as authentic and unforgiving. Food gives you water. On the other hand, you can drink two bottles or canteens full of water without vomiting as long as your arrows under the hydration and nutrition icons are in downward motion. You can also drink an entire cooking pot full of water without throwing up as long as your arrows under the hydration and nutrition icons are in downward motion. I can go to the fountain, drink a few bottles, refill them and be able to explore for a few days because my hydration icon is full or even half-full. I don't think you're good enough. It's hardly immersive to be able to fight, run and sprint with all your weight over steep, difficult terrain without falling to the ground all day. Not to mention that weight doesn't even affect hydration in DayZ. On the other hand, the information “in less than an afternoon's play” is false. I guarantee you that this is not the case. All you need to do is drink a little water and stop constantly rushing across the map for PVP. It's not. The whole game is not a quest for water, unless you make it so. Learn to manage your water. We have time to explore. We can climb mountains in an absurd and aberrant way, at full speed, and sprint to the top in a very short time, with all the weight on us. How does this leave us no time to explore? Why don't you point out this absurdity instead of trying to speed up, flatten and rush the content for us with incorrect information? "Punitive" now is good when you could carry over a ton of weight on you. Learn to manage and prioritise in a given moment or situation. I don't need to carry more. Food is abundant on official. You don't carry everything, you eat and drink most of it and keep the rest (maybe one or two). If you don't do this, don't come here to denounce the contents of your incompetence. You can also find an annex for your canteen to save space. Do you blame Bohemia Interactive for not being able to picnic in military zones and wait for players? In a content described as a harsh and unforgiving apocalyptic world? Picnics in military zones? Which list? Picnics in military zones? Why what? Do you want to know why you can't have picnics in military zones anymore? How can you substantiate this suspicion? Does a larger audience want to picnic in military zones? Investment in time to get set up for picnics in military zones? What playstyle? Picnics in military zones? It's called a hypothesis and a misguided one because DayZ is not battlefield, not fallout, not halo, etc. You need to re-evaluate your expectations of the content. Make sure you stick to the official content description first. Because you do? You're denouncing the company because you can't hold picnics in military zones, aren't you? Is that the original vision? You tell me. How do you know? How can you tell? How can you back up this assessment? What is a refined taste for art? What is taste? What is art? Are you sure you're not referring to the expression of a personal perspective? DayZ needs radical changes. In previous versions of SA, the inventory system was smaller. It's not about fame, but about improving the DayZ experience by staying true to its official description, its original vision and its roots. Bohemia Interactive has made some very good improvements to DayZ in this version 1.26 (of course, not everything is perfect, we can always improve, and sometimes it's just a matter of taste and subjectivity). We mustn't forget that DayZ is also originally based on a simulation. Originally, a Mod from a simulation. The inventory changes, the misinformation about water, the impossibility of exploring, the picnics in military zones as an argument for the original vision are complete nonsense and I reject them completely. On top of that, you use words and phrases out of nowhere in relation to your arguments like “wider audience” “original vision” “art” without coherence or logical connection to your arguments. How about explaining that? How can you defend it? How are picnics in military zones the original vision of DayZ? Although I'd also like to see more communication here and in developer feedback, at this stage, with your arguments, it's understandable to prefer not to waste time on your arguments.
-
No, this isn't for my sake. Don't include everybody. I do support the reduce of the inventory capacity. Money talks. You're playing the transactional weak spot, I see what you're doing. Instead of putting a hook in fishing for money, I'd rather read someone explaining why reducing inventory capacity is not a good survival/management element with a good constructive argument. “Stupid” is not a good argument. What do you mean by “stupid”, what is stupid about the reduction and why? You wrote that you did a little research and you don't provide any proof (at least a link so we can listen to their argument) and even if they hate it, just because they are Youtubers and streamers doesn't mean they have to be right about a certain topic. Basing your argument on what other people like, hate or support is one of the weakest and most incompetent things you can do. What's the point of reducing cargo capacity if you're also reducing the number of items? Which item would you reduce? Why or why not? By how much and why? You are not correct.
-
Very good suggestion. This alone will increase the risk of death from bleeding and infection, and we'll have to find a disinfectant to prevent infection. Hence the importance of having a disinfectant. Loot is plentiful and bandages are abundant. Users spawning without bandages won't be of much use to geared users looking for bandages. Therefore, geared users will have to put more effort instead of easy kills to obtain bandages. Clothes are abundant for rags, and sewing kits can also be used as bandages. It would be more consistent, extensive, challenging, logical and authentic if bandages were an extremely rare luxury in this apocalyptic world, and not just bandages!
-
No.
-
DayZ Frostline Dev Blog Week 36
Presence- replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Message to the devs and CM: If you choose to keep the landmass small, can we please continue to widen and expand the ocean much more that what it is now? (As far as the systems allow). - Having far ocean is useful for placing mapping there and expand the landmass on our own winter servers. - This will be useful for users who prefer to experience a massive terrestrial environment rather than a condensed space forcing interactions. - This will grant the possibility of expanding in community servers the landmass while letting the official landmass condensed for users who want a small winter map. I'm asking the devs to expand, extend, stretch and widen the ocean and make it as vast and large as possible. May we examine this question? Regards, -
DayZ Frostline Dev Blog Week 36
Presence- replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Well, you wrote in your post-first sentence that you'd respectfully argue that DayZ doesn't need another big map but then you finish in your pre-last sentence by writing that you're not saying that DayZ doesn't need to make a massive map as well. Thus, you're respectfully arguing just for the sake of respectfully arguing. You're just repeating the same thing after me. A tighter space doesn't bring more strategy, it just brings a different strategy. Bigger environments bring higher-stakes interactions. That's not necessarily a proper characteristic. It all depends of the effort and time you have. Bigger maps also allow for denser, more polished environments, making every part of the map feel unique. What do you mean by vast but empty space? Vast fields, vast mountains, vast forests, vast ocean, vast landscapes, vast expanse of hills, vast rolling hills, vast rocky hills and valley, vast grassy terrain, vast buildings, vast highways, vast empty roads, vast snowy expanses and landscapes, vast snowy fields, vast snowy mountains, vast snowy wilderness, vast snowy plain... are all nature and/or built spaces and environments that a map can have. We don't need to play Baroque music for every corner. Welcome the emptiness and the howling windy cold in the post-apocalyptic atmosphere. A bigger map in detail can surpass a smaller map in detail and a bigger map in less detail can also surpass a smaller map in detail. Size does matter! The bigger and well done, the better. DayZ need a huge ass winter map more than ever! Much bigger than Chernarus. We've already got a little winter map which is Namalsk for more frequent encounters. It'll be good to have a huge winter map for less fast-paced death-match aspect and more vast authentic post-apocalyptic survival world focused. -
DayZ Frostline Dev Blog Week 36
Presence- replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
Fantastic decision for expanding the map! Thank you. Can we please expand and extend the land more? Even surpass Chernarus by far? The journey rather than the destination and that requires a huge extended map. Even though I do enjoy Namalsk, I do not enjoy it for its actual size, I do enjoy it for its unique atmosphere. I'd have enjoyed more than any other map in Dayz a huge winter map. A huge Namalsk or a huge Sakhal. - The idea of being thrown into a vast utterly hostile post-apocalyptic world is always more intriguing, immersive and terrifying than that of being thrown into a small one that could quickly become familiar and difficult to get lost in. - The varying amounts of desolation and vastness add to the feeling of the emptiness of the post-apocalyptic world, to the gloomy tone, the wide open spaces and the unknown, the cold, the strong crosswind, that old cabin wood cracking, the quiet and caressing sounds of water and to the rustling of leaves, where wind-blown leaves catch in the long grass and floating leaves of trees. Still life! - The character's death can be more punishing. Returning to a given place can be very demanding because of the distance involved (which is good). This partially adds to the decision-making required to survive and not take our actions lightly. It is a crucial part for how we set the tone, strategy and the pace of the content because that's part of the investment requirements which reflect on consequences. In a setting, minimising loss of investment is devaluing it along with the effort of time and space required to acquire back the loss in which results in users taking decisions and actions lightly. - It is more inclined towards the slow-pace aspect where things take time. - More terrain to plot and discover. - Longer trips even with vehicles. - Less death-match aspect and more vast authentic post-apocalyptic survival world focused which will make a more pronounced solitude in-game, thus making the rare interactions probably more intense. -
I request and emphasise on the importance for Bohemia Interactive to separate slots for each pocket with an authentic lens and block the possibility of cargo if there is no pocket. A more detailed compartmentalisation will solve many problems of exaggerations and improve accuracy both in terms of allocation and compensation / inauthentic permissiveness and prejudice. For example, I will not be able to carry a big object in my clothes due to its important size, volume and compactness without subjacent sacrifice; the possibility to carry small objects that would fit in each pocket. This will automatically block large objects by its own, such as a cooking pot or a car radiator etc, in a pocket, without sacrificing the capacity needed for other reasonably justifiable quantity objects that would be capable and make sense to fit inside the container. For further depth and enhancement, we might also want to introduce a diagonal / \ oblique and compactness system in the grid with meticulous care (if the power of the systems allow it). Backpacks would block all objects that are bigger than the diagonal size of the targeted container and wouldn't compact inside. All this will make the cargo aspect less overpowered, less partial and one-sided, more authentic and will improve inventory management with genuine survival challenges, diversity and will further welcome other authentic implementations due to common sense and detailed design. I request to justify, seek and embrace the congruency with/to the content which is officially described and marketed as authentic and unforgiving. To remember its simulation roots and proper due. To base the consistency and logic on this matter. May we examine this question? Regards,
-
It's an issue that must be addressed to the server owner and don't run with people who use cheats. If you knew prior to being banned that one your people was using cheats and that you continued to run with them then the ban is justified and I will support a permanent ban. If not, then all the best for you to succeed in the resolve of your ban issue.