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Everything posted by DZR_Mikhail
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Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
That's exactly what I meant. People already get stream sniped and my suggestions don't influence this fact in any negative way. That's it. My suggestion does not relate to stream sniping. There is always point to debate if you have something constructive to say. I'm open to critics and improvements because I care only for good, useful and well-thought suggestion. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
You should read my "hotfixes" section in the first post more attentively. Most of the issues\drawbacks are solved there. Another hotfix -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
You can't do this in real life. That's why my system stops you. Because you can't realistically BE ANONYMOUS and INFILTRATE BY TRUST :) A good spy is the one, which noone remembers the face of. Act fast, act precise, leave no trail. But if you plan A HUGE DIVERSION... it requires certain fame to sacrifice. You either get infamous after or be of good reputation before. Huge deed, huge price. -
Recently Rocket expressed an idea of introducing infected (zombie) children to DayZ. What is your opinion on this idea? Please, vote up. ___________________ Russian users who want to vote can find identical closed for technical issues poll with translated options in the Russian section or look at the screen with the translation below. Русские пользователи, которые хотят проголосовать могут найти перевод вопросов в уже закрытом из-за неисправностей опросе в русской ветке или просто посмотрите перевод на скрине ниже.
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Russian Community Consolidated Suggestions - A huge presentation for Rocket.
DZR_Mikhail replied to DZR_Mikhail's topic in Suggestions
Man, this is what alpha would be anyway for at least a year ahead WITH or WITHOUT my features :) Rocket told it himself. -
Russian Community Consolidated Suggestions - A huge presentation for Rocket.
DZR_Mikhail replied to DZR_Mikhail's topic in Suggestions
+ BUDDY\SOCIAL LISTS (NEW! HOT!) really forgot to add it! facepalm -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Guys! Totally forgot about awesome idea that emerged on forums many times. I can't claim authorship, but I add it to my presentation and I extended it a bit. + BUDDY\SOCIAL LISTS (NEW! HOT!) -
Russian Community Consolidated Suggestions - A huge presentation for Rocket.
DZR_Mikhail replied to DZR_Mikhail's topic in Suggestions
I just read ayour suggestions and had a cool inspiration :) I hope you don't mind me adding "corpses present until restart" and expanding it a little. I''ve added your nickname to contributors. UPD: Appears I already have this idea, but one aspect was missing, about server restart. I added it and you as promised. Да. Я сделаю объявление везде. Это же самое главное событие и все авторы его ждут. -
Russian Community Consolidated Suggestions - A huge presentation for Rocket.
DZR_Mikhail replied to DZR_Mikhail's topic in Suggestions
Yeah... writing all 50 pages from scratch in foreign language is not that difficult as getting Rocket's attention or reaction on forums :) I hope he will at least reply with his favourite "I'll get through it when I have time" and my mission is completed :) -
DayZ Developer Blog 8th March
DZR_Mikhail replied to mattlightfoot's topic in Mod Announcements & Info
RU Translation / Перевод- 1704 replies
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Infections and defecation. Lots of YES\NO question about it for Rocket.
DZR_Mikhail posted a topic in DayZ Mod General Discussion
No comments or big intros. I respect your time Rocket, so just yes\no answers. After translating to Russian all the infection-related information you released, I got heavily spammed with various questions from the Russian community fans. Most of them I quote here, and part of it I ask myself. Thanks in advance. Sorry for tons of faeces :) You started it. Now prepare for about 80 questions from Russia with love. It doesn't matter if an aspect in a question is not implemented, in development, unconfirmed or only a concept - we need to know how you, the designer, see it and its functioning and implementation. Question #0: Are infections and antibiotics already working in the standalone and we risk being infected and able to get treatment in the released alpha-foundation version? Poo-related :P The most crucial and most important question. Will a player be able to hide or bury his or other’s faeces to keep DayZ clean? You mentioned players will be able to choose the place for defecation. Will they be able to do it in water, in ponds and lakes at will? If a player defecates over an item on the ground, will it get contagious? There are many toilets around the map both in buildings and outside. Will we be able to use them as intended or they gonna stay just for design? Will zombies react to human faeces and “investigate” it? Will you risk being infected by just being present in the location with a lot of infected faeces or player must actually step in it to get infection? Will players be able to detect that they stepped in faeces? If a player is crouching over faeces will it be the same as stepping in it? Will an infected person be able to deliberately contaminate items, food, water or bloodpacks to use it as a biological weapon? Will antibiotics lead to dysbacteriosis and require treatment? As for the faeces, vomit and clothing degradation, will you implement a new human sense - the smelling to be able to detect badly smelling rotting corpses, faeces, dirty clothes, dirty players, smoke from campfires or gunpowder smoke? Will you introduce animal faeces as a source for leptospirosis or other animal-originating infections? Will defecation be a simple non-animated non-detailed action, or players will have to crouch and wait for some time to complete it, with naked parts of body and “appropriate” sounds? Will you implement, pardon, toilet paper to enhance the hygiene? Will faeces have a general visual representation or have diverse realistic states, solid, liquid, bloody, with puss for infection identification purposes? If faeces will be visually realistic will it impact game ratings? Many infections lead to uncontrolled defecation. Will you implement it or player will always be in control? If player is not defecating in time will you implement uncontrolled defection and it’s “aesthetic” consequences? Will there be an indication for players need to defecate? Will you implement urination and associated symptoms for the Hep infection? Infections and their treatment Will you risk being infected if you perform the “Hide body” action? If yes, will you introduce other means to dispose of the infected corpses, such as a jerrycan of gas and matches to burn it? Will you risk getting an infection while performing some medical assistance to the infected player, bandaging, morphine injections etc.? You introduce antibiotics, but antibiotics are not just single intake medicine and require regular intakes over the time and can be useless if used irregularly. Will it be simulated in DayZ or you just simplify it for the sake of the gameplay? Will you make antibiotics only in pills or injections too (with disposable syringes maybe) for better and faster effect? Will you implement disposable surgical gloves (garden gloves etc.) to be used to prevent being infected while looting a body or inspecting it? Will gas masks help in any way to not get infected? Will closed water sources, such as water pumps, be able to get contaminated by infections somehow? Will a water source clear itself from contamination over time or it is permanent? Will there be a means to clean contaminated water source from infection? Will rain affect the spread of an infection, e.g. infected corpse liquids are washed into a nearby water source and contaminate it? Will rain have the same effect on the faeces nearby a water source? Will disease symptoms be visual on the player model, like pale skin, rash etc. to identify infections of dead or alive players? Will you introduce a thermometer to measure the high temperatures precisely? Will you implement realistic incubation times for all the diseases? Will we have to undergo treatment as long as we have to do it in real life, or the curing periods will be tweaked for the sake of the gameplay? Will an infection have a realistic lifetime period in the dead body? Taking into account the realistic infection lifetime, will a dead body be staying in the world permanently until buried or decayed? If yes, will it leave skeleton in the final stage of decay? If a dead body will get deleted to clear up world and database in a shorter period, will it’s stying be prolonged if there are players around or it is spotted (delete only idle, deserted corpses)? Will we be able to drag an infected corpse to water and make it contaminated? After an attack on a player involving a bloody open wounds, will zombies and predators have a temporary ability to infect other player upon hit (blood on hands\claws for Hep and non-blood hits for Cholera)? Will there be any HUD or visual signal about your hands or body being stained with another player’s blood after e.g. bloody body hit or looting? Will there be a chance of acquiring infection without symptoms\lethality and just be an infected carrier? Will items and weapons get contagious if carried by an infected player? Will you 100% positively get infected with cholera if you loot a body of a player infected with cholera? If you loot a dead body infected with cholera and take weapon or items, then give them to another player - will he risk to be infected? Will there be a means to clean items and weapon from infection and make it non-contagious? Will blood spots be visible on items and weapons if a player possessing it had a bloody open wound? If your hands are covered in blood, will you be able to leave stains on items? There are highly contagious infections transferred by touch. Will we be able to get infected if we just stand (push\elbow\model collide) an infected player? After you hit an infected player with a hatchet\crowbar\machete etc. will you be able to infect your other victims with this melee weapon? Will vaccine have a permanent immunity to a disease or the effect will pass over time? Will vaccine be able to cure or at least diminish the infection if it is taken while already being infected and having the symptoms? Can you confirm player can get infected with clothes belonging to another infected player? Will a player be able to know he is having abdominal pain, a headache and etc. non visual symptoms? Will players be able to rest (lie down) as a part of “prescribed” therapy during treatment of certain infections? Will resting have any effect on symptoms or progression of the disease? Will diseases affect the physical state of the player, e.g. ability to sprint, develop fatigue, collapse? Can a player have numerous infections with all the symptoms combined? Will you introduce unknown and undocumented diseases? Will you implement some diseases which cannot be cured at all? Will you be artificially introducing the sources of infections on the map? Will coughing, vomiting, uncontrolled defectation etc. symptoms continue inside a vehicle? Will it influence the vehicle state? Can the vehicle interior get dirty because of that? ... contaminated? Will server restart decontaminate all water bodies and sterilyze all infected items and weapons, objects etc.? [*]Other Will you introduce defibrillation mechanics and appropriate devices for this? Will you introduce medical alcohol or vodka for sterilizing items or wounds? (and having fun) Will food have an expiry date and decay\rot over time and cause digestive diseases if consumed? Will medicine have the same expiry date? Will medicine get damaged if stored in the backpack and this backpack is shot or pierced? In real life you can perform blood transfusion to yourself without anyone’s help. Will you fix it in the standalone? In the future you plan to introduce laboratories. Will players be able to create vaccine for infections? Will they be able to produce antibiotics? Will they be able to cure infections onsite? Will players be able to combine infections\viruses to create deadlier ones? Will you implement manual vomiting as a means to clear the digestion from poison or infected food? Will vomiting leave any marks on the ground? Will player risk something if he consumes a wrong medicine? Will bigger doses of medicine be lethal or cause health problems? Will hands and body be getting dirty over time and become cause of diseases? Will players be able to wash hands and body to prevent infections? Will a symptom of having a high temperature have any effect on the gameplay or abilities of a player? Will you introduce any means or medicine to lower the high body temperature? Can a Player get addicted to Medicine if he uses them to often/regulary or to much at a given Time?- 15 replies
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Infections and defecation. Lots of YES\NO question about it for Rocket.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod General Discussion
3 months ago sigh :( -
I've been wondering.... Why Chernarus?
DZR_Mikhail replied to CaptGentry's topic in New Player Discussion
No, it was modelled from one of the Regions of Czech Republic. It was very severely scaled down, but main roads, settlements locations and terrain heights are taken from real prototype. -
I've been wondering.... Why Chernarus?
DZR_Mikhail replied to CaptGentry's topic in New Player Discussion
Because DayZ was a mod based on Arma2 and Arma2 had only Chernarus somewhat suitable for this all. Takistan was to asian and too specific and... well, empty I think for this all. Just sand, dust and hills without vegetation. Now in the Standalone Chernarus is still a godsend, because it's not any good to develop a new map from scratch and delay the release. Chernarus will do it's job and is now very well refreshed with new locations and other stuff and will be enough until DayZ dev team is confident enough and has time and money to develop a unique and very natural map for specific DayZ needs. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Of course. Optics magnification and all other zooming increase the name visibility. -
This feature is a part of a collection of features about "How to make DayZ harder" The problem Nothin actually to explain, the problem is foolishly simple: Night time is one of the hugest part in survival. Day and night survival is totally different. We can escape night by serverhopping Together with ability to easily escape identification and responsibility this "changing night to day cheat" practically cuts DayZ survival half of the size it must be. Solution is obvious and pretty simple and effective. Let's imagine it only on hardcore server difficulties Rocket mentioned (characters cannot hop servers from easy to harcore difficulty, new character is created instead) Implementation When a server is registered officially in DayZ database the admin must choose his time offset in GMT. GMT offset can be changed only by DayZ administration, not by a server restart or config editing. Server's game time is devided into DAY and NIGHT TIME NIGHT = 18:00 - 5:00, DAY = 5:00 - 18:00 [*]Players have their own GAME TIME registered in the database. once the new character is created at the server - server time becomes his time, the player's time player's time goes on forward toghether with the initial server's time. If you log off in NIGHT TIME a few minutes before 5:00, then after 5 minutes in offline you and server's time is changed to DAY TIME. And vice versa, if you log off at bright DAY TIME just 5 minutes before sunset, you are marked NIGHT TIME after 5 minutes, as well as server going to NIGHT TIME. [*]Characters logged off in DAY TIME cannot join any server that has NIGHT TIME. [*]Characters logged off in NIGHT TIME cannot join any server that has DAY TIME. [*]Players cannot "rewind" the DAY TIME by hopping to a server with DAY TIME EARLIER than their own time [*]Players cannot "forward" the NIGHT TIME by hopping to a server with NIGHT TIME LATER than their own time Result: Survival gets brutal with the inevitable night fall. You must get ready for this. Light sources and NVG will have immense value. Batteries for them will value more than ammo. You can only hop from NIGHT to NIGHT server. You can only hop from DAY to DAY server. You must survive the NIGHT TIME through to enter DAY TIME. No cheats. You can't skip night. You must survive the DAY TIME through to enter NIGHT TIME. No cheats. You can't rewind back to morning. I need you to analyze this too and find bad logics. It can't be that simple. I must be missing something.
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DayZ standalone suggestion: No escape from night. No time shifting and serverhopping. Permanent time offset.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
You got me wrong. I'm not willing to deprive players of choice and force them into night or day time. I just want to have choice. If person is seeing the night comes, he can choose to leave server if he doesn't like night gameplay. The thing I suggest is that server admin can't abuse the ability to change server time at will. He chooses his core time, timezone, DayZ staff approves his erver and from now on he can't change it just by restrating server. He can request timezone change at any time - no problem. Sends request and timzone changed. You see, the present state forces everyone to play at day time. Night time is ignored and unrealistically skipped by restarts. That's the problem. If you like the server and wanna play there often, you must face the risk that you can get in night unprepared if you plan you survival badly. If you're wise, you're planning it and is never caught off guard. I'd really like to play at night. I mean actively play, where everything works and matters and bring certain advantages. But now I'm having NO choice. You see? There almost no night servers. And there is no chance to find some poor soul that is caught at night time unprepared. I hope you see my point. Survival is survival and night time cannot be ignored in this aspect. Whether you want it or not, you must survive. You prefer day time and it is more comfotable for you? But as I already told somewhere - DayZ is not about pleasing players and satisfy their comfort requests. It's about survival, true and authentic. So night time is part of it and I'm afraid you can't escape night in real life just because you don't like it. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Hey! Check this out! Look, a good suggestion. Definitely one more way to tune things up and leave anonymity behind. I can't really tell what will be the final form for perma-identity, but the CORE PRINCIPLE of my idea must be preserved - way to PRECISELY identify player among others and inability to fake you identity at technical level. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Not meant to be rude, but sometimes DayZ is not about what you want and what makes you comfortable. It's not meant to please players at all. The idea is to evoke proper authentic situations and thinking. Here are the problems involving anonymity and broken humanity system which lead to non-authentic antisocial gameplay, and here is the solution, which solves problems though inflict a few new rules to your gameplay. Nad it's not necessarily ONE username. I understand your point and we dicsueed it already many times in this thread. My solution gives much more choice and freedom, but ONE username restricts it a bit. There are ways to balance it. For example you can play on lower level difficulty servers where nicknames cn be changed once per 3 months, ehilr high level server character's names are never changed. Other good solution is to have 3 character slot, so you can choose carefully among 3 personalities with three different unchangeable names without revealing your "root" username. Solutions are numeorous. This is just a matter of balancing and besically a trifle. The most important thing is that the problems outlined in the first post are getting solved. -
This feature is a part of a collection of features about "How to make DayZ harder" Another title for this feature is "Rocket gonna kill us for that. We are insane." Inspired by Rocket’s idea of players influence the design of the interiors by their actions, e.g. if player in killed in a clean house - it gets bloody, leaves gore and decays visually. “In an apocalyptic scenario the first thing to vanish would be street and environment cleaning infrastructure.” From “The DayZ Phenomenon”. by Dr. Wasteland MD. October 2025 Vote it up on Reddit Main concept. If you use some resource in the world it is “authentically”™ leaves marks\trails in the world. Others discover it and can guess what had happened. Players can hide marks\trails or leave it be. PLEASE! I BEG YOU! READ THIS AND DON'T EVEN MENTION THIS IN DISCUSSION! - This all is NOT about leaving actual footsteps on the ground or bullet holes! (optional) Junk, garbage items are never randomly generated in the world. They always appear after players leave them. Side concepts involved. There are several advanced medical and injury features presupposed as well as expanding a clothes system idea in this context In the course of writing I had some interesting animals usage ideas which can contribute to this feature. Effect on gameplay Your DayZ. Your story. Your world. Your environment. Leave or remove your mark in it. Everyone is responsible for making this world messy and dirty, or clean and comfortable. No one is forced to clean it. You choose it yourself if you want to clean your house or make your camp territory more better looking. Cleaned or well attended territory attracts people psychologically for comfortable environment effect. It gives a feeling of a safe zone, which people take care of. This is sign that people strive for fixing this apocalyptic horror in some way and don’t live like pigs in the dirt pool. On the other hand, leave all the gore, garbage, skeletons and other repulsing object to make everyone know the territory is dangerous, keep off. You can realistically understand whether the territory you enter is abandoned, heavily populated\lived in or area is a slaughter yard with campers. Dirty rotting areas can be source of disease. KOS\PvP\Dangerous areas will be naturally marked with blood, gore, and signs of death and danger. You will gone see and feel you’re entering a bad place from distance. Natural instincts will help. If you don’t cover your trails and garbage others can track you down and learn about your presence in the area. You can leave trails or marks intentionally and wisely to divert your enemies from your tracks or set up a trap\ambush. Player mechanics additions Only one action “clean” or “hide trails\marks” depending on the context. Engine additions Many universal decals and textures, several textures for different states etc. Some way for server\database accounting of state changes over time. Predicted technical drawback Will bring more objects to the engine and the world and impact the performance. BUT Most of the features are visual and don't reauire fully functional objects and their storing in the world. Basically, everything stays the same, except for after you delete a dropped item from the world after certain amount of time as DayZ usually does, you leave some mark, some decals or pile to show it was here. Needs some less realistic and more optimized universal design technology (a common non-object decal garbage pile, instead of a separate usable can and bottle object with full geometry etc.). 1) “Clean after yourself” - Junk, garbage, wastes, throw-offs and used\disposed items are created by player activity and discovered in the world by others. 2) Plants\soil\interiors\exteriors\roads decay\improve as a result of human activity\inactivity. Having all these implemented I actually don’t need to explain what gameplay awaits us. But I must say, that players who don’t want this level of realism or fear that game gets too complicated - those can ignore these features ingame and there is no need for them to go deep and use them. Aesthetic and storytelling aspects, as well as atmosphere of the game will start playing with every possible colour and subtle variations, which are NEVER purely cosmetic and purposely designed, they are always a trail, a sign, “footprint” of a player in DayZ. And more to the point, more players produce more environmental shifts to the world. And only they choose will it be shifting to bloody fearsome wasteland or walk the hardest way and make it a better and comfortable world to live even in the apocalypse. Apart from that any action has a reaction, and any trail will sooner or later lead to it’s owner. Knowing this and thinking "authentically" ™ can help hostiles finding their targets or targets escaping their enemies. So, survivor, be attentive and remember, in the standalone you “don’t step in the poo”, AND you’d better remove and don’t leave your “poo” so that it won’t hit the fan which faces you. Vote it up on Reddit
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Karma System for the Standalone
DZR_Mikhail replied to DeepSpaceBass's topic in DayZ Mod Suggestions
Thanks. And here is a ready to serve concept of perma-identity. P.s. No derailment intended. -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
He introduced it himeslf in recent update to the closed testing build and that was shown on their video at the devblog (you eat beans and an empty can is left on the ground or in inventory). And other information about what we (testers) talk about with Dean I'm afraid I can't discuss here :) Sorry -
Huge concept with different side features: Every action leaves a trail. Players heavy influence on the world and the consequences
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
You know... judging by what I've seen in the testing... Well... You can now see actual items in the trunk of a wrecked car. The actual ones, the models. But these are only wrecks and loot spawn can be a bit aside from the concept of the cargo in vehicles... But... this may be a step to what you just have described. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
When you came to any multiplayer game, especially MMO, you try to socialize with people as you do in real life. Your instinctive social skills just exist, because you were grown up by humans, no wolves. So, you apply your social experience in the game, and expect an adequate result. So, the social interaction is based at least on the facts, that in REAL LIFE: Every person has a quite unique face quite unique body\aapearance a real name a unique voice Exactly the same experience you expect from DayZ, but in DayZ social aspects are ruined by the facts that: Every person has no face (one for all) one body for all changeable name at any given moment voice is used in teamplay out of ingame VOIP So, you come to the MMO to get trigger happiness or socialize... The first one is at top performance now, but socizlizing needs out of the game collaboration. And when it comes to PROBLEMATIC social aspects, everyone expects it to be solved as in real life. So, if a person is ASOCIAL (kills, rapes, robs etc.) his appearence is searched by police in the street, his name is on the list too, his unique body features detailed.. when he is found - he is either gets in jail or terminated (depending on the state you live in). Yes, this is truth and reality. BUT. A bandit can be very skillful, he can wear a mask and show nothing unique. So no one knows who it was and how to find him. Mostly bandits get away without any consequence. THIS IS THE CHOICE I SUGGEST TO YOU. THat's a real life choice guyz. And what you suggest deprives everyone of his personality when he needs it, and you allow a stupid computer system to judge your actions, while in real life it's the PEOPLE who jusdge and punish, not some machines. Why you don't see this? You want to be anonymous? Act as in real life. How? Cover your face. Wear sunglasses. A balaclava. Don't hang around with people too much at close distance. Expect them to get suspicuous. Hmm, a stranger, face is covered, walks at distance, looking for something, I'd better shoot him.. .bandits act like this mostly. Good people haver nothing to hide. Some bandits hide in the crowd of sheep on the contrary. Thye never cover face, act as good people, gain trust and cause bigger harm and have a huger reward for their crime. But they risk being deanonymised visually or other way. Even this choice my system gives. But do you think all bandits hide and want to stay unknown? No! Big, great and most powerful bandits never hide. They show themselves and afraid nothing. So wehn someone sees his face\name he runs for his life without looking back. Such bandit can cause server to get empty without a single shot. But HOW?!! Because hi permanick is known and the word is spread, that Jakub-SK is ruthless and professional killer, who can kick dead 10 players with his finely tuned legendary AK47. EVEN this coice is given by my system. But if name can be changed? Simple, I go to server, change my name to Jakub-SK and act like an idiot or defame you. Easy. Want to play hero, not as bandit as above? No problem! You will be known. People will be liking you. WIll feel safe with you. But bandits whom you spoiled something will be hunting for you head. So may be you'd better act with a mask on, as special forces, that do good but don't want bandits know their faces or names. May be you're exactly such mysterious unknown hero without face and name. May be youre badass enough to not fear the bandits and revenge and your principles are to always act by your name. My system gives this every scial possibility you name, but ask to sacrifice a tiny concept, that you character face is equal to your permausrename... While you suggest to steal this awesome choice from the others, because you can't sacrifice a bit of visual unrealism and implement my advanced nametags... Present system fit well for you and you're fine, you don't care about others. How they survive and want to play. Present system is BLACK & WHITE. You're either BAD or GOOD. And can you tell for sure that this guy with a rag on his head is a bad guy? Can you imagine he killed a gang of bandits on the shore who ambushed him? He may also killed his friend by accident. Is he bad because of this? Life is not just BAD or HERO... It's twilight spooky picture of intricate situations, which no computer can percieve. Only humans really know and can symapthise or judge what another person deserves in any particular case... But you resist and reject it, you want a cold machine to judge you, because you found out how to get top humanity and bad-ass outfits. But heroes are not who wear cool outfits.. they are people, who care for other people. Well, I hope I'm wrong about you and you just didn't get the point of my suggestion. I cannot sound more convincing. So if you are not getting my concept I'll end the dialogue. No offence, I respect your point of view. We both have right to be wrong and change our minds. No conflict. I did all what I could to show you the pros and cons. You decide what outweighs for you. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Of course you will be able to disable these nameplates completely if you like. We discussed it already. Obligatory option to disable showing of permanick for the streamers and anyone who doesn't need it. I can't see ability to change my skin color, I don't see ability to have only three head shapes, only one height, only one physical shape in real life. Or do you have special ability? I already explained it all. Many times. Long time ago :) Welcome newcomers.... Please, read the first post through. In short There are TWO problems. They are killing DayZ I'm solving them - you're not. Skin, glasses, beard, skin color? Will a character still be unique? Among 1,500,000 players? If DayZ will require passing a biometrical examination, so that developers recreate YOUR EXACT BODY in the game then the problems are solved. So if you are a skinny student, with pale skin, thin muscles, asthma, low height, pale skin and bad vision and wearing glasses - SO YOU'LL BE this very weak and not very bad-ass character. Anyone wil be unique. Since this is not possible, the ther option is to give a lot of customization. Give people a choice to create their appearance. And you honestly think everyone will be choosing their own appearance. A weak, skinny student, with thin muscles, with huge glasses may be... or some person with overweight comes to the game... is he coming to show everyone his appearance? No, he comes to make a history, to turn into another man, to play role, to enjoy the virtual life... to socialize without showing his real personality. SO, he makes a Rambo character. Some bad-ass Schwarzenegger in a leather jacket, camo vest and military boots. Facial customization? Can you give example of the best facial customization in a game? SIMS? Many characters are still alike. They differ, but not to an extend of Real Life uniqueness. Skyrim? Same here. Most Nords are pretty much the same. Try to understand me, I'm not against extended customization, not at all. I dream about it too. I like it a lot. I'll be happy to see it. But it only contributes to the social mechanics core, not replacing it. But the social mechanix core IS MISSING. There is a huge, wide and pitch black ANONYMITY instead of it. Whatever depth of appearance customization we have, now, please ask youself two SIMPLE questions: When meeting somebody in DayZ, will you be 100% sure it is the same person you've met before? When meeting somebody in Real Life, will you be 100% sure it is the same person you've met before? My answers are No, you can't be sure. Because there are still predefined heads and appearance patterns and mostly people gonna use the most badass ones. Or change them whenever they like. You can't rely on this alone. Yes, I'm completely sure I see the person I know, because APPEARNCE comprises not only face, but walking manner, general pose, height, movements, voice, that hump on the back, that funny ears popping or that beautiful unforgettable eylashes.... UNIQUENESS and the fact it CANNOT BE CHANGED. That's why it it a YES in real life. Now, think about all I've said. Read the two problems I outlined. Find a better solution or find something better than permanickname and nameplate in terms of uniqueness and effectiveness.