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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
I had to come up with some limitations and thought that 5 was ok. Don't worry, all the numbers and details I've provided are just an example. 3 will do too, no problems :) Whatever decision developers make, the only one thing will matter in the end - THE TWO OUTLINED PROBLEMS MUST BE SOLVED. -
Russian Translation http://dayzmod.com/forum/index.php?showtopic=121614
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Damn, this is the best DayZ video I've ever seen. This is just astounding.
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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
Thanks. Despite the suggestion is pretty old, but I still believe it has something to think about. Rocket said recently that leaving an empty can after eating beans impacts performance, but we can really end up havin some LESS obvious sign\object. Just a decal or two with "generic food litter" will do the trick too. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Oops. Sorry, now I understand what you meant. Anyways, there must be some simple and effective way to know who is exactly and immediately you're looking at, as in real life, you see face, you know the face or not. May be ... WOW... just got an idea :) First name is your desired name, change whatever you like. Second name (like surname) is the unique permanent id. What do you think? -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Again, I must drive your attention to the genre of th egame. Crysis is a straightforward classic session shooter. DayZ is a MMO, which must have strong social mechanics, because survival is not meaning only maintaining physical conditions. Survival is social too, because more than a half of the people you will meet will be driven by social aspects when trying to decide whether to kill you or spare you. If there are no strong social mechanics behind it - they'll just shoot you without thinking, because they don't know you, they are not able to know you, they have no ability to identify you and they risk nothing, because noone has the same ability to identify them. It's a parade of anonymous killers... even if most of them are not willing to kill on sight, they do, because the SOCIAL ASPECT IS BROKEN. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
Unfortunately this idea doesn't solve the problem #1 I make a very distinct stress on the two problems in DayZ. I'm not stating my suggestion is exceptionally convenient and appropriate. But it's effective even in theory. Your Memory feature will surely contribute to my idea, I see no problems having both yours and mine working perfectly together. Unfortunately sometimes we must ignore the convenience to solve very serious problems, which ruin much more in the game, than just your personal comfort of playing clean username. I outlined the two major problems, which terminate social and logical aspects of player interactions. We can't ignore this. I'd rather have a messy nickname, but have a very strong underlying social mechanics. No problems here. I already considered it many times. The problem is really not very critical if you introduce, as you mentioned, multiple character creation. If we gonna have different difficulty levels for servers and characters will not be able to enter other difficulties except the ones they were created at (as Rocket promised), then we can have more "slots" for character at easier levels, and 1-2 at the highest level. I prefer making ONLY ONE character on the highest level, non deletable, permanent, hardcorest of all, without the ability to erase his history. Another soultion is very effective too. Give the ability to change the visible nickname to other unique one for a certain amount of time. It can be month, can be 6 months, doesn't matter. Just clearly inform the players about their usernames will be fixed permanent after this trial period. Anyone will be able to understand what it is, what are the consequences and gives the choice they need. If you are not satisfied and want to change personalities - goe to more easier level servers where you can create multiple characters with new usernames. I swear I won't be wasting my time on such servers. The potential of the permanent identity is immense and opens up the creation of unique player relations, history and brand new world of unique social experience. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
DZR_Mikhail replied to DZR_Mikhail's topic in DayZ Mod Suggestions
If you like this feature vote it up here https://docs.google.com/spreadsheet/viewform?formkey=dFJaeW5lNzJ4SUxTMUhKbDFQSGlKM0E6MQ#gid=0 It is in the end of the list and says "Unique usernames or at least a unique ID system so we can have a usable friends list" -
Reddit - Jan 2013 - Q&A with Rocket
DZR_Mikhail replied to SmashT's topic in Mod Announcements & Info
We need a simple item cache in a little pit in the ground! I will not have even a slightes regret if there will be no base construction at all, but using tents as bags is just absurd. We need ability to dig a simple pit, put items, and cover\camo it by some branches or completely hide it. Tent's are meant to be slept in or used as a shelter from weather, not a storage place. It's enormously illogical. Add a simple backpack item like a persistent tent record in the database. Let those backpacks be permanent as tents. Allow no more than 10 backpack stored per player. Delete each first after creating additional 11th stored backpack. VOILA! AWESOME! :) -
Reddit - Jan 2013 - Q&A with Rocket
DZR_Mikhail replied to SmashT's topic in Mod Announcements & Info
Russian Translation -
Does sidechat ruin anyone elses game?
DZR_Mikhail replied to bad_mojo (DayZ)'s topic in DayZ Mod General Discussion
Side chat with global channel and no way of turning it off... is horrific. Most uncomfortable and annoying chat in my life. One day Ill glue a piece of paper to my screen. It's getting unbearable when groups begin discussing tactics or flooding BS in it. -
Interview with Matthew Lightfoot
DZR_Mikhail replied to griffinz's topic in Mod Announcements & Info
Russian translation. Thanks for the transcript. -
Glad you fixed this. Thanks for sharing the solution. Cheers.
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Which version of the game you use: Steam or not. Do you have UAC enabled? Try checking very thoroughly the Admin permissions for your account. After you create a new player profile, what do you see in My Documents\ArmA2 Other Profiles?
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Will the custom maps work in the SA?
DZR_Mikhail replied to fermentedfish's topic in DayZ Mod General Discussion
Not initially, but with time the private hives and modded maps will be opened up for the community, as Rocket stated. Expect it to happen closer to Beta release or Final release. Basically TOH engine supports all Arma2 content without major modifications. So no big rework needed. Rocket told it's a pretty straightforward importing process and mostly fully compatible content. -
Letter of gratitude to Dean "Rocket" Hall from a member of the Russian community
DZR_Mikhail posted a topic in DayZ Mod General Discussion
I've found this post at DayZ Russia forums and decided it worths to be posted, especially these days. RU- 14 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
Added 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? At least this -
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
Just to highlight the most burning question after the recent dev-blog post. 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? -
Discussion of the standalone defecation\poo feature
DZR_Mikhail replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
Root, are you aware that this feature is introduced by Rocket and is confirmed. You just offered Rocket to play sims :D -
Discussion of the standalone defecation\poo feature
DZR_Mikhail replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
daeveman: rocket: -
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
This topic is not about how you like or dislike this feature, it is about Rocket's clarifying the mechanics of infections and defectaion, the features that he confirmed for the standalone. So there is no point in arguing whether it must be present or not in DayZ. It's a fact told by the developer. Now we accept this fact and ask him questions because now we need to know the details of the mechanics, because these features are unique to games and thousands of people just can't imagine how it gonna work. Let's discuss his answers or my questions if they are not clear enough. If you need to express yourself on these features, if you want to explain why you love it or hate it, please, go to this thread. Do not derail this topic. It will be havily moderated from now on. -
Discussion of the standalone defecation\poo feature
DZR_Mikhail replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
This is not just a "shitting feature", gosh, guys. And you wont be able to shit infinitely wherever you want, you will have to at least wait before food is digested. Survival is about physical conditions an health too. Diseases spreading with faeces is not a myth. Faeces are for influencing the environment, it contributes to the diseases concept. The design of this feature can be harmless and very simplified in the meaning of visual representation. See the "defecate" icon, find some suitable place, press a button - some dirt appeared on the ground. No obscenity, no realistic depiction. Variations to balance this design are endless. -
Discussion of the standalone defecation\poo feature
DZR_Mikhail replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
I'm thirty. And I'm serious, as well as my questions. Rocket is over thirty. He is not joking too. He also told, that coolest features in DayZ were the ones everyone else told him to be bad. You're afraid of the unknown, and your imagination shows you the worst. Experimenting is the evolution. Alpha is for experiments. If defecation proves to be just a useless, disgusting, gameplay and immersion breaking feature - Rocket will replace it with something less authentic, some other balancing mechanics. I already can guess a couple of possible solutions, like making the process less visual and not interactive. Area just gets dirty if too many people hang around. -
Discussion of the standalone defecation\poo feature
DZR_Mikhail replied to Dancing.Russian.Man's topic in DayZ Mod General Discussion
Yes. Watch this http://youtu.be/iwNSqgloBt8?t=19m39s 19:39 -
Good point! You may like my ideas for "social fun" Making your story with your name Making your story by your actions