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L0G!N (DayZ)

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About L0G!N (DayZ)

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  1. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Seeing you took the blue bottom thing from my feedback, perhaps i could shed some more light on how it may work... Originally i had the idea that instead of just the bottom the whole (on the ground) pane would change to say a blue transparent pane once you click trade, this would let you drag things in that you would be willing to put up for trade. My idea behind it was that IF you clicked on a person, you could only see this pane (given ofcourse the player is still alive) ... I hadn't yet thought about the actual trade mechanism... But now that i see how you split that pane in half, having one for the ground and one for trade ... something struck me... So what if this is indeed the way you see your interface when you open it... but, as you open it to interact in a trade, the top now becomes the other person's trade pane. And you can view what this person has up for trade (and obviously just that as you innitiate an 'open bagpack' on someone. So now when you drag an item to your own 'trade-part' it would promt both users to give an item in return or hit OK. Perhaps a visual is better. [------------------ other person trade pane -----------------] [ ok ] [ item in return ] [ alternative suggestion ] [cancel] ------------/\--------\/------ [ ok ] [ item in return ] [ alternative suggestion ] [cancel] [-------------------- your trade pane -------------------------] So this is a very basic barter system, which could be completed without even talking. You go to a character and 'open backpack' on them, this will give your inventory window, with the above simplified interface to the side (taking up the whole pane, so no 'on the ground') You see what the other person has up for trade, and once the open backpack is innitiated this other person is notified and gets a [view trade] promt (opening the same interface on his side. So player one drags the item over to his side, which then loads this item in user2's [item in return]-slot. User two can drag an item back to the other side, and it gets loaded in his [item in return] slot. If both agree on the trade a simple [ok] on both sides completes the trade. BUT, user2 may disagree with the return item, and drag another item over to his side, this is then loaded in user1's [alternative suggestion]. Then user1 has to decide wether he removes his suggested item, in favor of making the trade... SO ok, this doesn't seem to work on multiple item trades though :P ... but i must admit this was just a brainwriting idea formulation, and it led to some troubles on trading one item for multiple others. Still though, perhaps with 'areas' instead of truely slots, the two could drag items back and forth untill agreement is reached on which items to trade for which items... so 'lol', appartently it would work for multiple trades with a small adjustment. [------------------ other person trade pane -----------------] [-------------- items you get in return ------] [ ok ] [cancel] ------------------/\--------\/--------------------------------------- [-------------- items you give in return -----] [ ok ] [cancel] [-------------------- your trade pane -------------------------] So now the 'items' part is similar to the whole sidepane setup, just an 'area' where you can drop things, but both users see this interface the same way (so 'you' are always at the bottom, the 'other' is always on top), and both users can drag and drop items into and out of eachothers side. This can be done untill some equilibrium is reached or an infected roars it's ugly head and both press 'cancel' closing the interfaces... I would go with a confirmation screen at all times: You want to trade your: blablabla, with user2's: blablabla [ok][cancel] where [ok] completes the trade, and cancel brings both back into the above 'barter pane', that should work :) (ohw and on coding please do think of checking whether there is room for all items ;)
  2. L0G!N (DayZ)

    Lingerie zombies

    You should have just locked it, instead of letting this teenage fantasy rot here in the suggestion forum...
  3. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    So you have a 30liter backpack and your watch obviously sunk to somewhere in the middle... GOODLUCK FINDING IT !!As i said in some other discussion on the interface, you should realy try this out for real. You surely have a clock somewhere and some sort of backpack (and to make it 'real', if your backpack has full zippers around the front, only allow yourself to open the top) ... pack the bag full of stuff, small/medium/big items. Just toss them in, its not hard... Ok, now please, pick one item to grab out of the bag (or write the stuff you put in down, and have someone else pick for you), now use the clock to determain how long this takes! Do this for say 10 items, then please enlighten us on the average time it took you to get items out of your bag! Now we don't wan't realism, in case you start to worry that finding things in your backpack will take minutes in DayZ now, we want 'authenticity' and that is not a MMORPG full overview interface! (this mostly relates to any bags being 'open' by default, that is just not authentic... As far as the slots on clothing go, i think there is a choice, in my DayZ-mod mockup for the interface (that is in the thread linked in my signature), i choose to keep these slots seperate from the clothing, but still very much the same in regards to the amount of slots clothing offers. This interface (with slots on the actual clothing) is just another way of doing it, i think it's even more authentic than the one i proposed (though my mock-up may be usable for the DayZ-mod, while this one here is more suited for the standalone). More than likely this interface will feel more authentic too, you will learn fairly quickly what can go where, and you will likely develope your own habbits of where to store what. Just like IRL, where you put certain items in certain clothing pockets just because you are used to picking them out of that pocket.
  4. L0G!N (DayZ)

    Remove Hiding Bodies...

    I hope they (the devs) will eventually link the 'hide body' feature to a certain tool (f/e a shovel) and have it take some time, dragging the body (like ACE) should also be possible, so that one can hide the body from clear sight... quite possibly the shovel could also be used to 'dig up' a body, if/once it is found ... So, don't go all 'crazy' on an ARMA feature that happens to do something that is only a slight inconveniance (loot denial) at the moment and instead of screaming 'remove it' cuz i'm loozing gear QQ ... and use your emagination to make the feature better instead!
  5. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    I notice a lot of people are complaining about the interface taking some effort to use, i think this is actually great, it should! You should go to a save spot to go through your backpack f/e and not be able to grab all sorts of stuff out of it while running and shooting infected. Same goes with all sorts of other bags... And in this regards i realy like how Lucky used a quickaccess bar, so players can link various items for quick access :) but for all other stuff it should be 'complicated' to access your stuff, as that is fairly authentic ... so i realy hope the Dev's won't give in to all the people asking for 'easy all bags open' interface ...
  6. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Ok, as promised my feedback, as mentioned before i felt that the inventory as you made it, looks a bit messy. Upon pondering about the 'why' i noticed that it only somewhat follows the natural 'body' placement of items, the head/neck are not centered, the shoulder is in a weird spot, and some other slots too... So, i took the liberty to cut/paste some stuff around :) sorry for the lousy quality but i have a forum limit to deal with here :P - I switched the top stuff around to place head & neck in the center, and putting backpack and shoulder next to eachother. The shoulder also got a bit bigger so the gun going in it can be displayed in full ornate. - Next is obviously the upper body (I wanted to ask if i can interface with the shirt-slots still? similar to how i access the backpack?), and next to it the ammobelt, that happened to turn out one slot larger due to 'replacement' of other slots/buttons. In regards to the 'ammobelt' slot, i would like to suggest it to hold various objects, like f/e the vest pouch, changing the slots to hold items, or a shotgun-belt, holding shells, and even a rope, etc. Currently it holds a belt for ammomagazines, as per your example... - Then the biggest change, i think, i 'cut up' the primairy slot into 2 sections for left/right-hand, as long as items don't exceed 8slots, then everything can be held in them. It's placed nicely in the center grabbing attention, and obviously it is placed where 'hands' somewhat are on the human body. more on hands below... - a side the hands one side with the fixed stuff, and the other can hold an armbelt (f/e clansigns, or a medicbelt, or some other belt), and below that a wrist/watch slot. - I chanced the 'belt' up a bit, see, having either a belt or a 'frontpouch' doesn't change the functionality of the belt. And given you use the 'flipover (bagpack functionality) for every kind of bag, you could just click that bag and interface with it's space. I would also like to mention that you could use both 'civilian slide through pouches', as well as militairy clip on pouches (for the militairy belt) on the belts. Both could have similar functionality, but not fit on eachother... - The pants have moved up a bit, giving some space for the boots, i added 2 small spaces for them seeing you can clearly stach something in various kinds of boots... - Legbands, i have added 2, for every leg 1, these could be used for leg armor plating, clan signs, (diving)knife holsters, quivers, chaps (horse riding leather), etc... - The buttons have moved all the way down, this is pretty much a design paradigm, interface buttons are pretty much always on the bottom of an interface, placing them anywhere else confuses the user. Buttons on the top row are pretty much always 'tabs' to access different menu's or contain actual interface buttons, but seeing those do not apply in this interface... - I added in a way to deal with 'interfacing' with different objects in the 'on the ground' part of the interface. Changing colors and transparancy is a great way to prevent users from making mistakes, and gives a clear change and indication of the object that is interacted with... On Hands So, you will likely think, where do my weapons go. Well, i felt it was most natural (also based upon how characters carry primairy in Arma) to have any two handed gun slot on the shoulder slot. Any secondary gun can be placed anywhere there is space. Once a two handed gun is 'utilized' by loading it into one's hands, a 'copy' would stay on the shoulder, unless it is actually placed in the hands using the inventory. Loading anything else in the hands would obviously place it back on the shoulder, or drop it on the ground if there is no space for it. How does 'upgrading' work, well i personally think you should indeed show that a weapon can be upgraded, but only let a player do 'work' on it, by putting the gun into their character's hands. Basically the hands setup needs a designers set of mind to utilize those hands as a normal person would, This would obviously also give options to put away all guns, and free up those hands to carry anything else. It goes a bit far for me to put all examples up here, but i am fairly sure you can see how the 2 handed gun is now stached away on a shoulder slot, and how the secondary just goes anywhere, quick access is through the shortcuts. And hands are now free to be utilized as humans use hands ;) (for example to hold the flashlight and an axe ;) ) ... placing items in the hands can also function as a way to start a crafting interface pop-up (like backpack). etc... ps. I hope you can realize this slightly altered interface in your 'crispy' way, and i hope you can see how the changes use the 'setup' of the human body as a guideline to slot placement. Hope to hear what you think :)
  7. L0G!N (DayZ)

    Inventory UI concept design v2.1 (window based)

    Note to self, i will give some extensive feedback on this inventory tomorrow (this way it will show up in 'my comments' list) as it is realy bedtime for me now ... In the meantime, I myself made a mockup in DayZ-mod style, it is in the thread linked in my signature, you may be able to get some inspiration out of it, as well as some topics in the list that are item/inventory related. Then this thread showed up recently, you may want to read it, i think it's a fairly completed list of inventory concerned 'issues': http://dayzmod.com/f...haul-newsideas/ ... and i think the actual thread that Rocket linked too has a whole spoiled section on the inventory :) ... this will give you something to do while i sleep on my feedback ;) tl&dr on feedback, it looks realy crisp/fresh in regards to item textures (like!), as a whole the inventory looks very chaotic/messy. On TPAM, some people want all inventory spaces right there in front of them, like they are used from their MMO's, all bags open ... don't give in, it's a trap! ... the overlay looks realy nice, wonder if you could do the same with the 'modify-gun' options, it would likely give some more room to work with visually ;)
  8. As i explained recently in the Full medical thread, unfortunatly the way the computer deals with 'hits' is a lot simpler by setup. I am not sure if you are familiar with MineCraft, but if you are you should take the image of the MineCraft character and superimpose it over basically any FPS character. The minecraft model now represents 'HitBoxes' of the FPS (or in our case DayZ) character. The computer simply calculates if this box has been hit by a bullit and substracts the damage linked to the calliber from your total health. Why is this important! Because you only tell half of the story here, (it may well turn up in part2) and that is that the organs you hit play a part too... But to make these organs represented in the Hitbox model, you need to increase the amount of boxes that can be hit. This in turn increases the amount of calculations the computer has to make once the bullit is fired. This puts more and more strain on the game, and for what purpose, in the end all that realy needs to happen is determain a hit and set the concequences for it. Possibly with some sort of 'chance' (rolldice) linked to it for some added effects, say: if the arm is hit, there is a 50% chance the bone is broken, and a 5% chance an artery is hit, and 45% chance of 'just a fleshwound' So while i applaud your effort in adding in true balistic information, you should also be aware of the technology of what is possible in a computergame, what that does to how 'heavy' this game becomes, and whether all the effort of putting it in actually changes the end result in such a way that it changes the experience. This mainly because in the end, the result will still be: if hit -> currentHP - caliberdamage = newHP -> newHP = currentHP. So your best bet realy, is to just produce a list of suggested more realistic 'Caliberdamage' numbers, from the factual data of research ... that would be fairly easy to implement, as it's just changing some numbers to better reflect reality ;) (and yes you could do this 'per' hitbox)... actually integrating these calculations into the game itself, and having them calculated for everyhitbox aswell, that sort of defeats the purpose of using that RAM/CPU time, if you could do the calculations prior and just have them as fixed numbers in a list, that the computer just has to subtract based on a simple 'if/then' loop. Even with my minor programming knowledge i could write the basics for that (obviously leaving out working details): If {GunFired = true} then {location_fired=X,Y & direction_fired=spriteX,Y} checkcaliber_range; (big if>then table, checking the gun shot and taking the range from it) checkrange; (checks if a target is in range, else MISS <- no further action needed) checkhit; (checks if the shot came even close to any target in range, with one large box around it, IF yes: Possible hit, else MISS <- no further action needed) check_hitbox: if {check_hit = true} then {complicated formula to calculate which hitbox was actually hit if any} if {check_hitbox = headbox} then { new_HP = current_HP - Max_HP } if {check_hitbox = bodybox} then { new_HP = current_HP - caliber_damage_body } if {check_hitbox = armbox} then { new_HP = current_HP - caliber_damage_arm & collateral_arm} etc. collateral_arm; rolldice(50% brokenarm, 5% arterybleed, 45% = nothing) etc. for other collateral damages... current_HP = new_HP; (feeds into the current_HP display, and any results from it) else check_hitbox = false; (seeing the innitial hit was first checked with a larger surface just to reduce all the calculations incase this shot wasn't actually hitting anything, now each individual box would be checked in the Check_Hitbox complicated formula, if this results in no hitbox actually being hit, there should be a miss) One may be able to extend the armboxes to front&back or side, where a sideshot may also result in a bodyshot, based upon some caliber, and perhaps a chance on collateral damage. So sure, the whole penetration view of looking at gunshots may change some things about how a certain caliber results in a certain number, but adding the actual calculations to the game, well what does that add ?
  9. edit: @The OP of this thread, i did post a link to my ideas earlier in this thread, by now the list has been extended to hold more ideas (you may have already integrated some in the OP). I would mostly like to point you towards the 'Compilation' section in the thread linked below, these are compilations on various topics that i reformulated based upon my own thoughts as well as various individual threads of others in the suggestion forum, i also got some great feedback on some of them which made it possible for me to 'perfect' the OP's, there is some great stuff in those threads that adds to the (what may seem like pretty much complete) lists you have going in your OP. These Compilation threads also hold that much details, that they may well be worth linking from one of your spoilers for as far as the topics match. And seeing these are compilation threads, some of the suggestions also hold links to the individual threads that discuss the topic in even more detail than i was able to do in the compilation... In regards to compilation threads i would also like to point towards this thread: http://dayzmod.com/forum/index.php?/topic/45284-control-old-industry/ and this thread aswell: http://dayzmod.com/forum/index.php?/topic/35399-restructured-loot-tables-pretty-long-post/ if they haven't been mentioned here already! ----------------original \/ If i didn't post them here already, i would strongly suggest reading through this list of ideas: http://dayzmod.com/f...tions-for-dayz/ ... there are links to the actual threads incase you want to see the details and some discussion on them... AND DO READ the Compilation threads! These are largely build by the suggestion forum community, as i put all sorts of ideas on a certain topic, together in one thread. These are extensive threads giving largely complete suggestions on a particular topic, they are also fairly detailed so they can 'almost' be implemented straight away :)
  10. L0G!N (DayZ)

    Screen goes black when you pass out

    Yeah i wouldn't want that :P ... i want to end up looking at my character from above, so i can't see whats going on around me, but i can see that i am being eaten by zeds, because that is just mental torment :P
  11. L0G!N (DayZ)

    Pain becoming more advanced

    And then to think that with a simple search for 'medical' or 'blood' or anything else, you would have likely found the 'full medical'-thread, there most of this would have already been typed for you, and all that you would have had to do was add the things missing from the OP and/or giving some beans ;)Here, check it out: http://dayzmod.com/forum/index.php?/topic/44330-full-medical-first-aid/
  12. L0G!N (DayZ)

    Screen goes black when you pass out

    As a mainly 1st person player i would prefer to be forced into 3rd person with a fixed 'from the top' perspective, that way i can see my helpless body on the floor (while still not being able to see what's going on around me), but at least i be able to see the Infected chew on my body and scream a loud and long "NOOOOOoooooo" at my screen ... So while i seem to suggest something else, i completely agree with being able to be aware of your surroundings, a topview 3rd person would only show your body and anything directly near your body (so basically nothing), but it would add being able to stay connected to your character as it lays there helplessly, it being that much more frustrating as Infected chew on your limbs or bandits rob you of your stuff :D So yes to 'not being able to see around you', but NO to the screen turning black ;)
  13. L0G!N (DayZ)

    Factories And City Control

    It didn't show up as the nr1. post on those exact word combination ? ... that's silly :/ ... tnx for adding the link 3rdParty :)
  14. L0G!N (DayZ)

    FULL Medical / First aid

    @Auzzii, i will think about taking that up in the list as a general 'medical' feature, though in a sense i fear that example, maybe if bleeding didn't go so damned fast and wasn't so fairly obvious (ever seen somebody bleed, it squirts out like it's a freaking fountain) ... though for some of the other systems proposed it may not be a bad idea :)
  15. L0G!N (DayZ)

    Restructured Loot Tables (Pretty long post)

    AH nice you did a rework based upon feedback, i like it when OP's maintiain their proposals as the community contributes to them :) ... it looks realy complete now (without to much details on the exact items) ... more than worthy of some beans ^^
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