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nihilisst

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About nihilisst

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    Helicopter Hunter

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    Male
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    Belgium
  1. I'm really having a hard time to decide here. I really like the immersion and realism of first person. I also agree that 3rd person is prone to abuse. But I also really like to be able to look at my character and see my gear and the glorious animations. And it's much more comfortable to look at when running long distances. If there was an option "3rd and 1st with restrictions", I'd immediately choose that one. Like forcing the player into 1st when he unholsters a weapon, when he goes prone, ... I also hope they make Motion Blur and Post-Processing two different settings. PP makes the game look great while MB makes you sick.
  2. Like I write in my Post above, if Players are limited in the amount of Knowledge/Skill their Character can have, the need for teamwork becomes much greater. If you can only "max out" one particular skill(-set), you will have to rely on others to survive. If you are really good at repairing stuff, you can not be equally skilled in first aid and medicine. Therefore, you have to rely on other players to provide advanced medical care for you. Same goes the other way around. Or a Hunter is very good at tracking animals, getting the best quality meat, but if his motorbike fails, he's fucked, because he can't repair it. This comes of course close to a "class" system, but if it's based on your own decisions in-game, instead of choosing at the start "Hunter", "Medic", "Mechanic", It works great for DayZ, because your playstyle defines your character.
  3. I'll just sneak in a copy-paste from a post I made on reddit: Survivor Characters should definitely NOT be able to do everything with one click of the mouse button when they just start out. Though they should be able to try. But if you try to do something about which you don't know anything, and have never tried it or seen anyone do it, you will most likely fail. I would say, divide "Skills", or rather "Actions", in two categories: "Basic" and "Advanced". [This concept also builds upon "improving through practice", where you get better (faster, more efficient, requiring less resources, better chance of success ...) the more often you perform an action] Basic actions being things every average survivor could and should be able to do. (Bandaging, reloading, taking pills, running, jumping, making fire, cooking meat, ...) Advanced actions are those that would - in real life - require special training or education. (Gutting and skinning animals, fixing an engine, giving an IV, ...) Though you can still try and perform the action before learning it, but with a very high (>99%) chance of failure. Crafting is the third pillar of this "skill" system. As it's most likely based on combining items, the "skill" or rather knowledge required to craft things comes from the player knowing (or not knowing) which items to combine in what order. How to learn an advanced action?: I see 3 possibilities: Choose one (or more) at character creation (though this is close to a "class" system that Rocket doesn't want. But it doesn't exclude the other 2, you can still learn something in addition to what you choose at the start) Learn from "Handbooks" found throughout the world. (To add immersion, these could be actual handbooks, literally explaining the action.) Learn from other Survivors. (Simply "click -> teach skill -> finished. Or it could require you to be next to the teacher while he performs the action.) [*]Improving skills: This and the division "basic-advanced" don't require each other, though they'd work best together. Rocket has talked about this, "improving your skill as you practice them". Basic actions: Very simple; the more often you do something, the better you get. (You start bleeding and need to bandage often? You'll get more efficient at it - mostly faster than before) Advanced actions: Once you've learned them, they improve like the basic actions. (Gut an animal every day? You'll get more and higher quality meat/pelt/parts after some time) Crafting: Could work the same. (If you build a lot of traps to catch small animals, you'll end up needing less material, build them faster, make them more durable...) Handbooks & Recipes: Handbooks are books that can teach you advanced actions. But you have you read them completely, it isn't enough to just look at the cover. They could even contain literal explanations of how to perform the action. (So you'd not only learn in-game, but also IRL) edit: In addition to that, Handbooks that you carry with you, can give you a boost to your skill, in addition to what they taught you. (thx to CanOfCandid for the idea) Recipes contain information about how to craft things. But they are not required. They can just give you certainty about the materials and parts needed, and (if that's a factor) in which order they are to combine. You could as well just try until something happens, or you could already know the recipe (from previous characters or real-life experience). "Skill Grinding": A huge problem in RPGs that use this "improvement through practice" concept is "skill-grinding". (Doing something over and over again until the skill is maxed out). This could be a problem in DayZ too (if this system is adapted). People just reloading their weapon while traveling, to be as fast at reloading as possible. A solution for that could be a "skill grinding cap" (see [1] this mod for skyrim). How it works? It limits the advancement per X hours/day. You can do it over and over again, but after some time it just won't have an impact on your skill anymore, until X hours pass. (with DayZ's 1:1 timescale, those are real hours, that also pass while you're offline) Skill Capping There needs to be a maximum value for skills. A long-term survivor should be significantly better than a new spawn, but should not be an overpowered tank. Needed Practice, preventing OP Characters Another thing that could prevent Characters from becoming all-knowing omnipotent geniuses, would be to require practice to keep a skill at level. If you don't perform the action regularly, your skill will slowly degrade. Another thing could be to use the same skill grinding cap (see above) for all skills at the same time. So you can't improve skill #1, then #2, #3, etc and after you arrive at skill #n, start again because the time has passed. But, if skill #1 is improved, the advancement of all other skills is slowed as well. This of course requires a lot of balancing. UI and menus My concept doesn't involve any form of skill menus, character sheets, perk trees, "level up" or "skill XY improved" pop-ups. Everything runs in the background, it's just numbers being calculated. The feedback the player can only be felt and seen when playing and observing the character's behaviour and performance. Though the possibility to access some kind of detailed statistic (online, only in the main menu, outside the game) could be nice. Also, a "journal" that contains (character-specific) found and discovered recipes, notes on advanced skills. This journal can of course be found by others (if you die or drop it), that can profit from your experience. Impact of Skills on Characters performance Every action reacts differently to being improved. It can be one or multiple of these: time needed, resources needed, durability, amount and quality of items created, chance of success, ... "Minigames" Another possibility to create a difference between "basic" and "advanced" actions, would be minigames. Though they can and will quickly become repetitive, boring and annoying. I personally have no idea for any minigame that's at the same time immersive, realistic, fun to do and not repetitive. Player skill One of the first argument people give against a skill system, is that their own skill (not the characters) should determine how good they are. That's true. BUT. When I talk about all these "skills" that you can improve, I'm not talking about skills that are directly influenced by player skill. I'm not talking about aiming or weapon damage, or the ability to avoid zombies or other players. The skills I talk about are those that - currently - are just one or two mouse clicks. No amount of player skill can influence how fast your character bandages himself. But it's logical that he gets better at it, the more he does it. Advanced Actions: Of course reading a handbook or learning from a teacher doesn't give you a sudden skill boost from 0 to Max. But your initial skill level after learning the action is rather low. I'd suggest to make it XY% of the teacher's skill level or - if learned from a book - a fixed skill level, but still lower than the starting level for basic skills. mad skillz, brah. http://www.reddit.co...oll_and/ca80ndj
  4. nihilisst

    DayZ 1.7.7.Dev Bug List

    Resting at tent cures the infection, but when I log out and back in, I'm infected again.
  5. nihilisst

    What I like the most about 1.7.7 update?

    1) That's normal, Starting Gear was changed: * [NEW] - New starting gear added. Guaranteed Start Items: ("ItemBandage","HandRoadFlare") + 1 RandomStartItem: ("ItemBandage","ItemPainkiller"). 3) Loot was made scarcer. I like it a lot, it makes Survival actually a bit challenging. 5) Debug Monitor is now journal. I think it's good that it doesn't show the exact amount of humanity, so your skin is really dependent on your playstyle not "Oh, I need to give 5 more bloodbags before I get a Hero Skin"
  6. nihilisst

    Is the standalone worked on side by side the mod?

    http://dayzmod.com/forum/index.php?/topic/132982-new-patch-coming-soon-to-dayz/page__st__180#entry1300712
  7. nihilisst

    Is the standalone worked on side by side the mod?

    You realize that the Standalone is a new game, not an updated version of the mod? quote from a devblog:
  8. nihilisst

    Once alive now zombified

    What may also be interesting for some people, we have a Clan called the "Hero-Squad" (HS) (Of which I am a member). We are always friendly and often provide medical care, transportation and even gear and supplies for those in need.
  9. nihilisst

    SA: 'No advanced weapons'

    Guns and ammo in general are too common. And not (only) because of hackers, dupers and hoarders. I currently have a tent with the following content: 1 CZ550, 2 DMR, 1 SVD, 1 M24, 25 DMR mags, 10 SVD mags, 10 CZ clips. All found in legit spawns in under 4 days, all on the same server (Public DayZ Hive).
  10. nihilisst

    SA: 'No advanced weapons'

    I personally think that vehicles (cars) should be more common. But fuel be much rarer. I'm pretty much against helicopters. In addition to that, and the fact that loot will spawn in every house, every car, etc. I'd like to see 'walking' become the standard movement speed. So to travel long distances, you'd *need* a car. Because the second worst thing about the Mod (not counting bugs and glitches), after the senseless Killing on Sight everywhere, is the fact that there is no reason not to do the 'Balota-Cherno-Stary-NWAF'-Run.
  11. nihilisst

    SA: 'No advanced weapons'

    Yup. The next step would be to determine the size and crew of the bases in the area. Then, to determine what happened to the military before, during and after the outbreak. Is the outbreak limited to the area or global? If it's global, would there be additional military in the area or rather less, to defend other locations 'off the map'? If (some of) the military was pulled off to other locations, did the remaining personnel stay in their bases or spread over the map to defend other spots? Did they fail and decided to leave the area or did they all die? (or were they pulled off also?) If they left, did they leave in a hurry or did they take the time to evacuate and empty the bases, to take as much equipment with them as possible? If they took their stuff, we can say that only few military weapons are left, those that are in crashed trucks/jeeps and on dead soldiers. Maybe a few (probably damaged/malfunctioning) left behind in the bases. What weapon types will those be? Any of the Czech/Russian guns. But not hundreds of them and not hundreds of rounds for each weapon. That's just one possible outcome. Honestly, it would be my personal favourite, but there are other (not better nor worse) possibilities. Which one it's going to be, is up to Rocket and his team. Edit: And a weight system is a must in my opinion. Also, rarer ammo. So the Player is confronted with decisions all the time: military sniper weighing 20+ lbs, with 5 rounds, never knowing when you'll find more ammo vs. .22 Hunting Rifle with 30+ rounds, a lot lighter, and ammo everywhere.
  12. nihilisst

    SA: 'No advanced weapons'

    The discussion is useless. Both sides are right and wrong. There is no 'one truth' in this matter, at least nothing what anyone of 'us', of the community can know. The game is meant to be authentic and immersive. What's most important to create immersion, is coherence in the setting. And that has to be determined by the Development Team. The history and situation of the country has to be determined. The way the infection, the zeds work, has to be determined. If those are created with 'a bit of this and a bit of that', it will not be coherent and not provide the immersion it could. To stay on topic; considering the AS50. Which countries use the AS50? UK I'm sure, else I don't know. I doubt that it's used by Czech or Russian forces. The only reason to have an AS50 in DayZ, which takes place in a Eastern/Central European Country similar to the Czech Republic, is to have foreign forces stationed, that use the AS50. If the devs decide to have foreign forces stationed in Chernarus, as a part of the setting, alright. But if not, the largest part of Military weapons should be these: http://en.wikipedia.org/wiki/Military_of_the_Czech_Republic#Small_arms_.26_hand_weapons and maybe these: http://en.wikipedia.org/wiki/List_of_equipment_of_the_Russian_Ground_Forces#Infantry_weapons And of course older variants.
  13. nihilisst

    SA: 'No advanced weapons'

    My point is not that there shouldn't be Military Assault Rifles or Sniper Rifles, but instead of M4s, M16s, AS50s, L85s, ... there should be these: http://en.wikipedia.org/wiki/List_of_Russian_weaponry All the American, British, etc ... Weapons exist in the Mod because it's based on ArmA, in which the backstory is the intervention of foreign forces in Chernarus. The same counts for Humvees. They are American vehicles, without american presence, those wouldn't be in Chernarus. The point is, that the backstory of DayZ has to be determined. And there are many factors. A lot of questions have to be answered by the devteam to make an immersive game, not just 'put that in because it's cool'. The main question would be if the history of the country is the same as in ArmA. Is it after/during the events of ArmA, the 'civil war'? Or is it an alternate reality, where nothing special happens besides the infection? Is the country heavily militarized? Is it comparable to todays CZ or rather Cold-War Russia? Are the military bases central important locations which hold a majority of soldiers in the country? Or only small outposts, remains of the cold war, training facilities...? Is the infection happening only in this Area or in whole Chernarus or the whole world? Are there forces from outside of 'the map' to help fight? Or are they gone from the Area to defend larger, more important locations elsewhere? Are there foreign forces? Or do other countries have to fight against the threat themselves? We know that there are no military forces left (alive) in the Area. Why? Is it in lockdown or did the military fail everywhere? Did they retreat from the Area or did they 'all' die? Did they evacuate their bases or leave them? Did they take their stuff with them or leave whole armories behind? etc etc ... That's exactly what's not true. Not because 'it exists', means that it's realistic/authentic/immersive to have it in the game. If the game is intended to be as immersive and realistic as possible, there needs to be some coherence to the countrys history, the situation and the infection. Not 'a bit of this and a bit of that'.
  14. nihilisst

    SA: 'No advanced weapons'

    It does have military bases, yes. But it's Chernarus, not the US or GB or Germany or whatever. I don't think it's immersive to add weapons 'just because they exist'. It's a eastern european country, comparable to the czech republic. They don't have all the guns you'd find in an area of the same size in the US. It's best to have (at least for military weapons) only models that are used by czech/russian forces.
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