serenityrick
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Everything posted by serenityrick
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Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
But still.. about 6-7 inches of your round head would be sticking up over a flat surface which would be relatively easy to spot if you're scanning rooftops for snipers.. It would still be risk/reward for you as a sniper.. perhaps someone simply doesn't notice you.. but at least you're putting forth SOME sort of risk by crouching up to see all around you. At the moment there is no risk. ZERO risk. All reward. -
Man.. as brutal as hanging someone would be that would be pretty awesome to have in game. Combine that with the burlap sack? ba-roo-tull. Can even implement the status messages for that in the bottoms left: Your neck starts to hurtYou can't breath (yellow)You're suffocating to death (red)You're losing consciousness (red)Boom. Black screen. You are unconscious. ->>>> You are dead. Even if I was captured and knew I was going to die that way, I would absolutely play that out just for the story aspect alone. Gat damn. With that said, I don't know if the engine could handle something like that in terms of how it would be done.. I mean.. you would need to be in a certain location (under a tree?) and how would that be animated? Do you just walk up to a cuffed person with rope in hand and you get the context option of "Hang"? And then the person is auto-magically hanging in the air, struggling? That goes for some of the other suggestions (like garrote). They're decent ideas no doubt, but not sure how doable. WIth that said, a lot of the other ideas are definitely doable (like tying people up or making a stretcher.)
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The reason I kill 90% of new spawns...
serenityrick replied to Victonious's topic in General Discussion
You don't necessarily have to trust a fresh spawn even if you're trying to be nice.. you just have to be aware and always keep your eyes on them. I've killed a fresh spawn before because while digging into my backpack to get him an extra canteen, I saw him raise his fists. I immediately tabbed out of the inventory screen, back up, raised my weapon and when he kept walking at me I just unloaded into him. Now, granted, he could have been a new player and didn't realize he hit the space bar and had no ill intentions or anything, but that's how you have to treat that situation. And not only a fresh spawn situation but any situation with someone. You never know if that guy with a backpack and axe actually has a loaded handgun and tries to switch to it when you're not paying attention. It's one of the things you have to adjust to especially if you're trying to be a nice guy rather than a KOS "bandit". Don't trust anyone. But that doesn't mean you have to be a jackass either. -
Night time In Dayz SA and your thoughts?
serenityrick replied to BlackDalia's topic in General Discussion
Cranking gamma is considered cheating if you play at night. well.. perhaps cheating isn't the right word..but it is frowned upon. If you can't see, you're supposed to use a flashlight or headlamp. I know people don't want to expose themselves but that should be the trade off and hopefully Rocket finds a way to code the game in such a way that cranking the gamma at night doesn't give you an advantage (not even sure if this is possible to be honest) -
building a system tailored to this game
serenityrick replied to mjf6866's topic in Technology/Programming
The game's full release is still pretty far off. Perhaps even a year so there's no rush to build a new computer yet especially since client side optimization is still a ways off -
I believe the zeroing of M4s are at 200m by default (maybe 100?) So it could be that your shots are sailing over their head. Secondly, as already mentioned, this engine calculates ballistics realistically. Sometimes the shot will be off in general. It's also designed that way (I think) so that more meaningful firefights can happen at medium to long range with rifles like the M4. Basically it's simulating that you're a survivor who probably has little to no training or history in shooting firearms. EDIT - also, you accuracy can also be increased by shooting crouched or prone or by adding a bipod to the rifle as already mentioned.
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Level of Weaponry Available (Poll)
serenityrick replied to ThatSwoleGuy's topic in General Discussion
Man I hope Rocket and the DayZ team ends up feeling the same way as you, OP. The first thing they need to do is get military weapons off the coast and put them inland.. As far north and north west as possible and still make them rare spawns.The second thing they need to do is add handgun spawns to the named town/city residential buildings and add shotgun and hunting rifle spawns to the more rural houses or small groups of buildings (that aren't necessarily towns). The third thing they need to do is cut back on the green color clothing and military garb spawns. After an hour or two, everyone ends up looking the same because everyone ends up picking green raincoat or green hoodie or green cargo pants or green backpack over the other colors. Granted it's because you don't want to stick out like a sore thumb but everyone ends up looking the same. If you have a choice between a red hoodie and a green raincoat, you're going for the green raincoat every single time. Ideally, finding a green piece of clothing should be just as exciting as finding a new weapon.. rare.The fourth thing they need to do is also cut back on ammunition. It should be rare. Perhaps not quite as rare as military equipment but enough where you only want to fire your gun in an emergency (several charging zombies or an aggressive player) If the status quot doesn't change and you can still outfit yourself in full military garb and weaponry by server hopping to fresh servers and looting Balota in less than 20 minutes then you'll continue to have KOS chuckleheads knocking off fresh spawns and more importantly make the zombie apocolypse feel like just an annoying back drop rather than a legitimate struggle to get through. -
The future importance of hunting, cooking, the northlands and rare items (with pics!)
serenityrick posted a topic in General Discussion
Note: This is the 3rd time attempting to make this thread as the forums crashed a few times in my attempt to post it and I forgot to save my work.. ughhhh. So if my explanations seem rushed or poorly thought out, it's because I'm annoyed at having to retype my thoughts for a 3rd time, lol. The Future importance of Hunting, Cooking, The Northlands and Rare Items. It's difficult to know exactly what Dean has in store for hunting and cooking in the SA. At the moment, neither are implemented and at the moment, survival is rather easy without them. So how do you make either viable or even necessary in the future? In the mod, hunting is basically a "take or leave" skill. If you don't do it, you can easily ransack a nearby house and get all the food you need. There was no clear benefit to doing either although being able to gut a goat when you got unlucky with food spawns was definitely handy. In the SA, cooking isn't a requirement at all (it's also not fully implemented) but even if it was, there would be little point to it as you can easily find all the prepared food you need. You can even eat raw rice. It's hard to imagine with the current food spawns dedicating 6+ inventory slots to a gas canister, stove and cookpot when you could just use those slots for prepared food. So how do you balance prepared food spawns and wanting or needing to hunt and cook food? I suggest a sort of invisible tier system where the further inland you go, the rarer prepared food is: So the question would then be asked, "Well.. why go North at all then if food is going to be rare?". Well, the rarity of food spawn should be directly proportional to the quality of gear you find. (attachments, tools, vehicles, weapons, clothing, etc). The rarest stuff will be found in the north (not necessarily the best mind you). But there should be some motivation to go inland from the coast but also risk factors. Other than lack of food spawns, perhaps zombies would be more aggressive and in higher numbers in the north for instance. - The obvious contention to an idea like this would be forcing some sort of progression system and making players feel like they HAVE to head north in order to properly play the game and even flies in the face of a total sandbox type world.. And those opinions would and do have credence. But it also solves a few issues that people have with DayZ I think: Fully geared players camping spawn points on the coast. In a system like this, a player would have to trek a perilous journey northward in order to fully deck himself out and then go alllll the way back to the coast in order to grief "bambis". It's still possible to do but yet, I feel this would deter that mentality a bit. Gives a legitimate reason to collect, hold onto and use the cooking stove or making fireplaces and hunting animals. Would help populate the north a bit more and give a reason to travel there other than to die at the NWAF. Also if the rarest loot is in the north, would give players incentive to explore the new areas that Rocket and his team are building. If things stay as they are, those buildings and areas will simply have the same loot table as any building on the coast which would beg the question, why travel there in the first place? - So thoughts?- 34 replies
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Since 'zombie' hordes are confirmed.. what would you consider a "horde"?
serenityrick posted a topic in General Discussion
Rocket has confirmed several times that there will be roaming hordes of zombies in the country side moving in and through towns and as far as I know has not gone back on this promise so what would you consider a "horde"? Or what would you like to see? What kind of behavior? How many? I have heard people mention groups of 10-20 and others near 100. I wonder if the latter would be technologically feasible? I hope so. I can only imagine a scenario where I'm hoofing it through the woods and all of a sudden up ahead I see upwards of one hundred (or more?) zombies migrating through... that would scare the shit out of me. Or cresting over a hill and seeing a massive horde train of zombies chasing a poor survivor at top speed through a field with no hope of surviving the ordeal. (I am of the opinion that zombies should be faster than the players in order to make them more of a threat, especially in groups) thoughts? -
Since 'zombie' hordes are confirmed.. what would you consider a "horde"?
serenityrick replied to serenityrick's topic in General Discussion
except now you're out 120 rounds and alerted everyone to the area, yeah.. haha -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
I'm worried that first person servers will end up being just like non-24/7 day servers at prime time... relatively empty. I don't mind playing at night at all... except EVERYONE piles into 24/7 day servers. And because I value playing with the maximum amount of people, I mostly ignore regular servers.. which ultimately is my decision but rather sucky that I'm more or less forced into gimmicky servers because people need their hand held constantly. "ALWAYS DAYLIGHT!" "3RD PERSON GHOSTING CAM!" and eventually "200+ VEHICLES!!!!" :/ -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
The rooftop example is a great one... in 3rd person servers (well.. all of them at the moment), it's barely worth scanning them knowing that someone could just be prone behind the raised edge and getting a bird's eye view of EVERYTHING in 360 degrees. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
But again... that "presence" you get doesn't pin point where still enemies are around a corner... and 3rd person cameras do. That's a really cheap argument. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
Because it's a stupid argument. The most important one being that I could see a mirror rather easily around corners that I was staring at. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
IF that can actually be done, I'd totally be cool with that as a solution. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
I honestly don't know how to debate someone who thinks this type of 3rd person view is more realistic than 1st person, haha. I... could not disagree more. Not seeing a few extra inches in your periphery is somehow less realistic than blindly being able to see around corners and over walls? I don't know how anyone can argue that. -
^^ What they said. Even though diseases aren't implemented yet, I still take some vitamins every once in a while when I'm eating. Not sure why.. maybe to start getting used to the routine for when it is implemented, haha
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or you could go to the wiki
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Since 'zombie' hordes are confirmed.. what would you consider a "horde"?
serenityrick replied to serenityrick's topic in General Discussion
Zombie run speed, in my opinion, should be somewhere between a player's Sprint and Jog speed.. Then, they need to make it so you cannot infinitely sprint. length of sprinting should be tied to health with a maximum of like 60 seconds if fully healthy.. this way, if you still have not evaded a horde and have to start jogging, they'll catch up eventually. Again, I think the goal should be that they are a threat. At the moment, players can outrun zombies all day long. Aggroing one, two, three, etc is no big deal. In the current build, even if you could aggro 50+ it's no big deal. I think that has to change -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
FPS games aren't exactly niche... -
Since 'zombie' hordes are confirmed.. what would you consider a "horde"?
serenityrick replied to serenityrick's topic in General Discussion
I thought it was pretty obvious that it goes without saying.... -
Any ideas on fixing "Ghost Walking"?
serenityrick replied to TimberWolfz's topic in General Discussion
The best solution I think is just making it so you cannot rejoin a server that you willingly left for X amount of time.. say 15 minutes. I don't know if it's possible for servers to know if you left on your own terms versus being disconnected but even still.. I doubt someone will log off, go to another server to get behind you, and wait an additional 13+ minutes to get back on the original server. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
Watch that Dyslexci video... the actual FOV (horizontal) changes very little going from 1st to 3rd person. And I don't care who you are, there is no way you can see around a corner or over walls with a 180 degree view. -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
Exactly. If you force yourself to play 1st person you will always.. ALWAYS be at a disadvantage versus the rest of the server who plays in 3rd person. And more often than not, even if you do play in 3rd person, you'll be killed because you were at a disadvantage in a situation because your opponent could see you via a floating camera whereas you could not see him. Me being able to use my 3rd person camera does me no good if someone is able to see my entire entry into a given location because he was simply standing behind a wall and watching me the whole time. In third person it hardly is ever "If I can see you, you can see me", -
Third person view removal from SA discussion
serenityrick replied to lev's topic in General Discussion
Perhaps stress isn't the right word? The point is.. I should have the advantage when I'm pointing at an open door.. not someone who uses a floating camera to check inside a room to see if there are threats. That's cheap.. and the fact that I also have that ability does me absolutely NO good in that situation. Make everyone play in 1st person and then everyone is on equal footing. Everyone. EDIT - It's actually rather interesting that most of the people defending 3rd person are doing so because apparently 1st person view isn't realistic enough with it's FOV.. And somehow playing a character with an invisible floating camera behind them to see over and around walls is more realistic? Saying the 3rd person camera is for "periphery" is such a major cop out.