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Everything posted by NFK
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The People's Free City of Berezino [Safe-Zone]
NFK replied to puppetworx's topic in DayZ Mod General Discussion
I always go to Berezino or Krasnostav for supplies, least populated two cities in the game. The past few days I tried out Cherno and Elektro on high pop servers just to see if I could manage it. Was impossible to gear up without getting sniped all the time. It's a long hike, but if you want to live in the north, Berezino is the logical supply point, aside from other players' tents. -
When you switch from your primary to secondary weapon, there's a small animation that slows you down. But when you switch weapons from your backpack to your weapon slot, you instantly pull out the stored weapon and pack away the active the weapon faster than a quickdraw artist. Solution: when switching weapons from your backpack to your weapon slot, your character should run the same crouched over animation as when you eat, build fires, and do other complex tasks.
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I've also never gotten the graphics glitch. Running an older machine too. SPECS: OS: XP Pro SP3 Processor: Intel Core 2 Duo E7500 @2.93GHz MoBo: MSI P6NGM-L LGA 775 Memory: 4GB DDR2 Video Card: XFX NVIDIA GeForce 8800 GT 512 MB
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If packs of wild dogs are implemented, they should have a chance to random spawn when you gut an animal (attracted by the kill). Imagine the oh shit factor if you think you're alone in the forest, happily slicing up a boar, and suddenly you hear growling, slavering dogs surrounding you.
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Opening a crate with a hatchet should be possible, but would require multiple strikes and maybe a risk of destroying the item inside. This would make the crowbar preferable (right tool for the job). Yes, the crowbar is an excellent pry tool with lots of leverage. Perfect thing for forcing open a locked door.
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A point based character creation system would just feel like every other RPG out there. If (and it's a big if) the game were to have some kind of skills/perks/whatever, they should be randomly generated on character creation. To prevent suicide for better rolls, put them on a 10-15min timer. Any death sooner then the timer elapsing from creation till death results in the same stats on the next life.
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let me drink from lake/tap without a bottle
NFK replied to ragequit (DayZ)'s topic in DayZ Mod Suggestions
It's a bit of a fanwank, but I always thought of the canteen as having a purification kit. That's why it allows you to safely drink water from questionable sources, and why you can't safely drink from those sources without it. -
Time and resource calculations for underground construction (+fancy sketches <3)
NFK replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I have to say, I love the system you've come up with, it does a great job of encouraging cooperative play. -
My beans. You must have them. Epic biplane idea is epic.
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Confirming that PBX spawns at the end of the Guba inlet.
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Contrary to popular belief, my tent items saved in 1.7.2.5
NFK replied to Hetstaine's topic in DayZ Mod General Discussion
I haven't set up my own tent in 1.7.2.5, but I'm still finding plenty of tents full of loot to raid on a regular basis, so they are still working for some people. -
So you died? What's your routine after respawning?
NFK replied to welch's topic in DayZ Mod General Discussion
Last new spawn I: - grabbed an AKM from the Balota ATC - Raided the Cherno supermarket for ALICE pack and consumables - Logged off in the forest - Logged back in, sent to the coast near Otmel - Hit up deer stands as I go north to the Solnichny factory - Finally find a damn hunting knife in the factory - Proceed north to Berezino, hit hospital for medical supplies - Fixed an ATV found at Klen Hill - Crash the ATV along the fences of Krasnostav airstrip - Continue North looking for camps and vehicles (current) -
Time and resource calculations for underground construction (+fancy sketches <3)
NFK replied to DZR_Mikhail's topic in DayZ Mod Suggestions
If I understand correctly, the sequence would be: - gather necessary materials - bring them to the desired place - convert materials into a construction site - this begins a construction timer - press a construct button to take 3 minutes off the construction timer - button appears at random locations to prevent macros - adverse conditions (raining, frozen ground) reduce the amount of time the button takes off the construction timer - more than one player can construct on a site, so that groups can work cooperatively to reduce the the construction timer faster Is that a correct summary of your mechanic? -
You do realize that I just got you to finally cough up the full system for your idea, on page five of the thread? All of that should have been in the OP. This is how you've been arguing it, starting with the OP: So no storage of any kind, no looting your corpse, and no transfers of corpse loot from a buddy to your new character. That's it. That's all you started with. No explanation of how this would work, no exploration of what knock-on effects it would have on the rest of the game. Then you added tweak 1: So now we add vanishing loot to the mix. Then there was tweak 2: First appearance of the tags. Now we finally have the beginning of a system, but the implications aren't mapped out. MykeMichail asks you about those implications: Instead of working out the details in answer to his legitimate questions on how your tagging system would work, you blithely reply with: You dodged all of his questions by dismissing them as red herrings. They were not, his questions were a perfectly logical exploration of your system, and completely relevant to the issue presented. You didn't even bother to tweak anything here, just ducked the questions because you can't be fussed with the details. Next there's tweak 3: So now you introduce a tweak where the person CAN trade you back your past life's loot ("they can give it back if they wish"), so long as an unspecified period of time has passed between the original transfer and your subsequent death. Not only did you duck the details again, but this tweak undermines the entire point of the system you are building (i.e., preventing the transfer of prior life's loot to current life). Organized players would simply use dedicated accounts as mules to hold their gear for them. These mule characters would function as mobile tents, without the buggy drawbacks of current tents. So finally, buried on page five, you try to put the whole thing together: Now you introduce multiple, permanent tags on the same item. On a busy server where loot changes hands frequently as people die repeatedly (refer to MykeMichail's story about the AK-74), this will create a situation where people will encounter their unusable past life's loot through honest gameplay. How does this absurdity promote the survival aspect of the mod? Other posters have already pointed out that killing storage reduces the persistent-world aspect of the game, so you can refer back to them on that issue. For that reason alone your system is a bad idea, and all it would accomplish for that huge downside is an absurd game experience where you could kill another player only to discover that his weapon is unusable because your hands touched it in a past life.
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Time and resource calculations for underground construction (+fancy sketches <3)
NFK replied to DZR_Mikhail's topic in DayZ Mod Suggestions
In regards to time to dig a given volume, there's some military studies on digging available. Go to section 4.5.4, they quantify the rate by shovelling rate (how many scoops per minute) and blade load (how many kilograms of earth moved per scoop). Section 4.6 (Table 48) lists common military digging tasks with dig rates and time to complete, given certain types of material and tools. Also, the studies confirm Ryokukitsune's post. It is more efficient to dig in intervals, with rest breaks, than to dig continuously. from start to finish. For the game, the three factors could be tools, rate, and material being dug. Tools - measured in terms of blade load. A small entrenching tool would have the smallest blade load, while a full size shovel the largest. Rate - the pace at which your character digs. This could be fixed, or it could be a variable controlled by the player where a faster rate burns more energy necessitating more food and drink. Material Being Dug - for simplification, material in the game could be sand, soil, clay, or rocky, all at either normal or frozen temperature. Each combination would be assigned a difficulty value. Materials that slow down digging would have a value of greater than 1, materials that accelerate digging would have a value of less than 1. So the game could determine a character's digging by calculating: (Tool * Rate) / Difficulty value of Material = Mass Dug per Time Example: Unfrozen soil has a difficulty value of one (neither slowing down nor speeding up dig time). Character is using a collapsible entrenching tool with a blade load of 2kg per scoop. Character digs at an average pace of 12 scoops per minute. The game would calculate: (2kg * 8 scoops/min) / 1 = 16kgs of material dug The game would have to assign a density value to the material dug to determine what volume of space was created. A simpler, but less realistic system would be volumetric only. Every tool would remove a given volume of material per scoop in a world where all material had a uniform density. Instead of blade load, you would use blade volume, and calculate: (Blade Volume * Scoops/min) / Difficulty Value of Material = Volume Dug per Time Example: Unfrozen clay has a difficulty value of 1.5. Character is using a collapsible entrenching tool with blade volume of 500cc. Character digs at an average pace of 12 scoops per minute. So the game calculates: (500cc * 12 Scoops/min) / 1.5 = 4000cc/min That's only 0.004m3, so it's going to be a long day with that puny entrenching tool. Tweak the numbers as desired. Of course, all this assumes you even want the game calculating dig time and volume removed. For all we know Rocket will assign every type of underground structure a fixed time to create, with an accompanying animation. -
First off, you aren't discussing or debating anything. You are stating a position and then deriding anyone else who criticizes it, hardly a discussion at all. Second, YOU proposed adding an idea to the game. But IDEAS are a dime a dozen, what's valuable is a SYSTEM. I tried to explore the implications of your idea and what kind of system it would create. That's not putting words in your mouth, that's logically mapping out the implications of your idea to the game. Welcome to game design, by the way. Finally, YOU do your homework and propose a workable SYSTEM if you want to support your IDEA. If you can't do that, or adapt your system as others find flaws with it, then all you're doing is petulantly repeating the same idea over and over again while denouncing your critics.
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Even if it's a survival simulator, It's still just a video game. There's always going to be resurrection in some form or another, unless you want to lock people out of the game after character death. You are arguing that reacquiring your gear equals character resurrection. Obviously the stats earned by your character mean nothing to you. That means you believe your character is merely an inventory loadout, and once you replicate the loadout, you have resurrected the character. Let's explore the implications of your assumption. So what does it matter if you replicate the loadout from a prior life's tent, or from collecting the same gear at loot spawns? Both involve using the player's prior knowledge (tent location, loot spawn locations) to replicate the loadout and "resurrect" the character. In fact, assuming you aren't duping, the gear in the tent was all collected from loot spawns at one point, so either way the loot was legitimately collected by the player, and merely transfered between characters. So now you are trying to enforce permadeath with gear restrictions, in the form of non-transferability of loot between the same player's characters. You want a player's character to have access only to the gear he or she collects in the character's lifetime. Killing tent and vehicle storage won't do this for you. People will play in groups, and if their group wins a battle, they will transfer their dead friend's loot to their packs so the new character can take it back later. If you counter by making backpacks unlootable, they will just drop the dead character's loot on the ground so the new charcater can pick it up. People will still regear. They will still "resurrect." You would have to kill every method of character-to-character loot transfer, even barring characters from picking up dropped loot, to be sure a player's dead character's loot didn't transfer. This would also kill ALL trading between any characters ever, period, and seriously hinder co-op play. So let's say you tag the loot so it cannot be used by the same player using a new character. The game records every item a character picks up and assigns it to a specific character's life. Instead of an AKM, it becomes Tommy's AKM (Life 1). Tommy dies, and goes back for his corpse. But the game disallows Tommy (Life 2) from using Tommy's AKM (Life 1). That means every item of loot in the game ever picked up by a player becomes unsuable to any of that player's future characters. Even if someone else takes the loot, and Tommy later finds it on his or her corpse, or dropped on the ground, or stored in a tent, he can never use it again. Result: The more a player collects loot and dies (i.e., plays the game), the greater the chance his future characters will run into unusable loot. If a player spent a lot of time on the same server, this problem would ramp up quickly. So let's say fuck it, all a character's loot vanishes when he dies. Simple solution? Well, again, the game would have to tag the loot to distinguish it as belonging to the player, so it would know which items to delete upon character death. Tommy finds a DMR, so he gives his old AKM to Jenny. They get in a firefight with bandits and Tommy dies. Jenny then loses the AKM, because it vanishes upon Tommy's death. But wait, you say, why not tag the weapon as Jenny's once she picks it up, so it won't vanish? Okay, but now we're back to friends holding a dead character's gear so the new charcater can get it later. After all, if it become's Jenny's AKM, Tommy's next life can pick it up, thus regearing and "resurrecting." I could go on, but I think it's now obvious that making gear non-fungible introduces a whole new host of problems to the game. If you want players to care about their character's deaths, we should probably add something to the life that's not related to gear and non-transferable, and then take it away upon death. The old arcade games had a very simple way to do this; you had to pay for each life. How's that for permadeath?
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Respawn at the beach and gear loss
NFK replied to gstyle1988@gmail.com's topic in DayZ Mod Troubleshooting
This just happened to me too. Death on login, spawn debug plains, disconnect, login, spawn on beach same character (same stats in debug screen) but zero gear, not even starter gear. All just happened on US 1016 at around 1620 EST. Running 1.7.2.5, beta 96061. Also, this was happening in 1.7.2.4 as well, will this ever be fixed? -
Will Green Mountain be in the standalone?
NFK replied to Darky1307's topic in DayZ Mod General Discussion
Maybe that place (do not speak its name) will be in the standalone, but they won't talk about. Otherwise it would curse the whole project. -
How about the M16A4 ACOG? It's a barracks only spawn, don't think you can find it on crash sites. I've only ever found one.
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It needs more AS50's to be realistic.
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Arma 3 engine does not support windows xp
NFK replied to badger05's topic in DayZ Mod General Discussion
What's all this herp derp about xp being unsupported? My updates have been coming through just fine, thanks. -
Put it at 037093. Nothing bad ever happens there.
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Debug monitor will be gone in 1.7.3 !
NFK replied to nucleqrwinter@gmail.com's topic in DayZ Mod General Discussion
This is great. I've always wanted the kill information removed, now you can't be sure they're dead unless you can clearly observe the corpse or go up to it and check. Adds more tension and uncertainty to the game.