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bloodriot

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About bloodriot

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  1. bloodriot

    SA: server hopping

    First off i'd liek to say I don't like messing around with people's spawn locations on joining servers. It confuses players by puttings them in a surprise location where several things can go wrong not because of any form of bad judgement on the player's side. It also may cause problem for people meeting with friends where the first 10 minutes or more are spent getting new bearings and running to a meeting place. I like server side characters/loot, much the way an MMO works because that tends to be better to forming communities of players that will start knowing eachother's reputation and facilitate relationships (friendly or otherwise). That alone gets my voite... the fact that it also prevents server hopping is the cherry on top. Cheers.
  2. bloodriot

    IF this was an actual game...

    1 Standalone game purchase only; DLC for Arma3(of course assuming the game isn't constrained to Arma3 and will retain all functunality as if it were a standalone game). 2 Studio. 3 Kickstarter.
  3. @Goldeen you are 100% right. The inventory is perfectly fine for vanilla Arma2 and like i said.. i'm sure it wont be an issue in standalone.
  4. NOOOOO!!!!!!... then they would be intentional and I could not complain about people defending them :D
  5. @xXI Mr Two IXx Trust me when I say that I mean no disrespect whatsoever. But you are a good example of what i'm trying to ....warn against. It does matter. If the animation is 20 seconds long it means it was DESIGNED to take that long. People complaining about it or defending it would be discussing a valid point of difficulty. Rocket works with what he's got. Limited access. Compromises were made and the result can be much better when he releases the standalone. But you should not defend or rationalize this limitation as serving a purpose. The mechanic was not created to serve a purpose but rather it exists because in it's current form, the mod cannot change it. Would you defend Alt+F4? Opening/Closing doors crippling or killing you? By recongnizing what is proper difficulty one can actually improve the game and provide valuable input in order to make the game hard but enjoyable even if you die...specially if you die. Loosing hours of hard work in the game to a zed horde you inadvertently aggroed because of a mistake or bad luck is a totally different thing than loosing those same hours to a door you opened that killed you. I don't take the devs for lazy bums and neither should you. Defend our much wanted hardcore difficulty by improving it's merits, not condoning it's limitations. Cheers.
  6. "What we've got here is failure to communicate Some men you just can't reach..."
  7. Ok... Maybe I just suck at explaining stuff, cuz I get the distinct feeling you people think the point is criticising the inventory system... but I will be direct this time. My post is NOT about changing stuff. It's not criticism at the inventory per se. It's not aimed at Rocket or BIS... Of course UIs are imperfect and i'm pretty sure it is obvious to the devs. I posted in order to tell the community to be mindful of what kind of difficulty they choose to defend. You can't defend flawed systems such as bad interface or bad physics as intentional game difficulty. You may learn to live with it. You cope and adapt to it. However you simply should not defend it as if it was an intended feature of difficulty. I know perfectly well how to deal with the inventory, but forget the inventory.. it was just the example i chose to illustrate the wrong kind of difficulty. Imagine a platformer game with crappy controls. The difficulty comes not from the level design posing a challenge.. but because you can't control the avatar properly. Again, you can cope and adapt if you're inclined to do so, but you shouldn't defend that as good difficulty. If you disagree with me then fine... it's allowed in a free society, however disagree with me because you understand that i'm merely makign a distinction between difficulty of the setting(survival, zombie apocalipse etc) and things that are more akin to bugs or are simply in the game because of limitations of the code and engine. Oh well... get it if you want or don't. Cheers.
  8. I feel you miss the point. I'm not saying we should run and gun. i'm saying that preciselly because the inventory is not optimized for dayz that it makes the WAY you interact with it harder than it should. The inventory was used as an example to illustrate that some people dfend the wrong kind of difficulty. I can give you another way simpler example. You are on top of a building, completely still and you press Z to go prone. instead of going prone on the spot, you make a quick dash forward before going prone, causing you to run off the building unintentionally. This again is the player fighting the engine and mechanics, not because you made a mistake, or because Zeds are hard and are supposed to be hard. Like I said, the standalone should problably fix most of these things, but what i'm trying to say to some players is that they are defending bugs and unoptimized code as being intended difficulty. Again, the inventory was just used as an example of it.
  9. So I was reading this thread: http://dayzmod.com/f...y-too-hard-now/ and I was already thinking about what I'm about to say for some time now because of many other comments from other users around here. Before I actually begin, I will say that games which cause you to CARE if your avatar dies are the best kind. I remember Freelancer with the Ioncross Total War mod as one of my best experiences online (I won't go over the huge differences that mod introduced, but suffice to say that much like DayZ, if you died, you lost everything you worked for). This thread is aimed at the players, not Rocket or whoever is workign with him. On to the subject at hand then: Most problems with difficulty some people point out, and strangely some other people defend, are not necessarilly intended or proper difficulty. Rather it is clunky mechanics or some other quirk or bug of the arma engine or dayz code. I'll use this example to illustrate my point. It's not the only one, but i'll stick to it. So you've got an axe and a rifle...super. Wether you have alpha on a Zed or he spots you and rush you have to make a choice of shooting it, possibly aggroing more of them, or you could use your axe for a silent kill. Let's say you agro one. As it is now, Zeds are too Automan Lamborghini (means they are lightning fast and pull no inertia 90º turn zig zags without losing speed, for the ones that get the reference) to be reliably fired upon at a distance if they aggroed already. I don't agree with the decision of giving them super olympic sprint powers, but i'll leave it for another topic. So most engagements, unless inside a building are made at point blank range. In this scenario the hatchet is the better solution in every conceivable way you can think of. Now, how many of you can and will switch to the axe in this scenario? None of you should as it is now. Because EVEN if you have enough inventory space in your backpack to not delete the gun and/or ammo by accident, it simply takes way too long to access the inventory and do it. Were it a simple change to hatchet option like it is between rifle and a handgun, most people would probably have less issue in switching. This scenario shows that the game is hard, not because Zeds or the environment is hard, in this case your are not only fighting the Zeds... you're also fighting against the inventory system. You're fighting a game mechanic. Fighting the interface. This is NOT proper difficulty. This game should be hard as nails, but you should be fighting or evading zeds and other players... NOT your player interface. Interface and mechanics should not hinder the player. They should allow and help the player to do whatever the player desires within the game's scope. And for the realism advocates around here... it's well established that rifles have slings and it would be way more natural that if the player drops the gun, it will simply hang on it's shoulder by the sling much like he does when you select your handgun. And even then droppign the gun requires you to enter the inventory, drop the gun and equip the hatchet and THEN reload it. Next time you defend Zed difficulty, do so knowing if you are actually defending an intended proper difficulty, or if you're defending an unintended quirk of the engine that unnecessarily makes the game...well not only hard, but frustrating too. I can even go as far and say that while I play Arma 2 and Arma 2 OA for over a year before DayZ ever came out. Most people I tried to get to play the game were put off by clunky game mechanics, not by the concept of the game... hell, they wanted to like the game. I'm not saying it's all rocket's fault... NO. It's mostly the engine and hardcoded stuff that he can't do anything about at the moment. So yeah, while this mod is in Alpha, the clunky game interfaces, bugs and quirks of the engine that add the wrong kind of difficulty SHOULD NOT BE DEFENDED, so that when standalone comes, you get a proper difficulty that most players can enjoy because they feel they are suriving the setting and not the engine. Cheers.
  10. bloodriot

    How does the gun sounds work?

    I think the audible range distance in the weapons list is only used for Zed aggro and don't reflect the actual distance at which a player stops hearing the sounds, but yeah they fade the farther you are from the gunshot. Players hear both the gunshot sound and the bullet breakign the sound barrier (the crack you additionally hear). The actual distances can be tested in vanilla Arma 2. Just play a bit with a friend on a server you create, or jsut place some random npcs of differente factions on the editor, with you as a player at varying distances while they fight eachother. You can actually hear the gunshots at a fairly far distance from the origin. Simply putting it.. Player will hear it much farther than Zeds will.
  11. bloodriot

    Too much complaining about 3rd person view

    Aye... Arma's head bob is attrocious. Like was said above... your body counters the movement of you head in natural ways. Your eyes are not fixed lenses... the eye ball rotates to foccus on your center of vision and while your head bobs alot, the eyes foccus remains mostly intact... if you full sprint you'll not lose compelte foccus of your direction. What arma does is like having a camera strapped to you head. If you can try it and see if the results you get are anyway similar to the experience you had with your own eyes. In more technical terms, the game needs to raycast to the either the nearest solid object or a maximum set distance and use that imaginary point in space to find a foccus point. The camera has it's position parented to the character head (as is now) but the ROTATION should be AIM CONSTRAINED to the foccus point. OR just disable HeadBob and have a close enough experience.
  12. The Save option also introduces another exploit such as fast travelling. Let's say you save at a safe distance from the NWAF for instance... you arrive there and it's either camped, or already empty of anything usefull or good. Why bother evacuating through zeds or other threats tat may arise when you can simply abort and be isntaspawned in the safe area again? I agree that the only way to deal with this is what was sugested about keeping the avatar in the gameworld for a few minutes (it's usually 2 in MMOs I think) while keeping you from logging into another during that time. I know it can't be done for now but to me it appears this is the closest we can get to a fair solution. I'm not sure what can be done for the time being... I hought of alternatives, but each one produces a different exploit. Regular interval saves allow for teleporting and I don't even wanna think what would happen (in case the saves are automatic) to a player on a chopper that DCed and reverted to a time where he was flying (it would be lulz worthy for everyone else I'm sure). Uncounscious logins would punish lamers and legits alike. Even if the area you logged out was considered safe, there's no telling when and where a player or zombie will be when you log back on. Automatic methods of punishing players for fast logins logouts may and will affect legits that are looking for good servers or frequent DCers/Crashers. And assigning human eyes to look at logs is just a monster of a shore to be possible. Even the logout timer solution mostly solves the Alt+F4 to avoid death problem. If you are on low population servers, (assuming the standard) 30 second proper logout "rituals" isn't that much since it removes your character from the gameworld at the end(and it should not place you at further risk if you take the 30 seconds). It minimizes the problem considerably, but it wont eliminate server hopping. I guess hopping can only be dealth with by keeping one character per server, but as far as i've seen, Rocket doesn't want to take the mod in that direction for now. Cheers.
  13. bloodriot

    What keeps you playing DayZ?

    I'd say it's that death comes at a penalty. Keeps me on edge and adrenaline pumping. Few games offered this, EVE being one of them and Freelancer with the Ioncross Total War Mod another fine example. I also seem to get lot's of kicks on the initial scavenging. I figure the game may become boring if I ever become fully decked with best gear. The searching for the next best thing is the carrot on a stick for me. Somehow I find it fortunate that when I got good gear I end up getting too bold and end up dead before getting the really nice trickets. Oh man the joy I get just for finding an ALICE :P Oh well i'm just wierd that way. Cheers.
  14. I've been thinking a bit about the melee weapons and I've thought of some ways it could be made more accessible. While some may seem to ease the experience too far, some of it is to benefit other needlessly complicated mechanics or bugs effects. If some of these ideas are impractical or downright impossible due to engine limitation, then never mind, just food for thought. First off. a captain obvious moment but please get rid of the reloading of the hatchet requirement on equip. The crowbar feels a bit useless unless you didn't find a hatchet... and as it stands now, i've seen about 10 hatchets to each crowbar. Should be removed or given a purpose(example: make loot crates or locked footlockers that needs to be pried open). As for the primary weapon to melee weapon switch... here goes: I think the hatchet, as a toolbelt item should not need to be equiped in the primary or secondary slot. Just make it available to wield via the mouse wheel without needing to move things to and from your primary slot. My biggest issue with having to switch primary to hatchet (or secondary for that matter) is that you need, not only to have 10 slots in your backpack for the gun, but also an additional number of slots equal to the number of magazines in both the backpack and main inventory or risk loosing items. Dropping the gun also drops magazines automatically and i'm always very weary of dropping items on the floor in fear i lose them to a bug. Not only is this clunky as hell in good arma fashion (except in arma you don't need to be constantly moving items around the inventory), but you are also loosing inventory eficiency as you must keep reserved slots just for this reason, and the more magazines, the worse it gets. I'd even go as far as being whilling to have reduced backpack slots to offset this, but at least every slto you have could be used and the interface would be so much easier.
  15. bloodriot

    How the player's health should be restored

    I like the idea of blood always regenerating if well fed and hydrated a very nice idea. I've thought of a system in which blood/health, food and water work as 3 separate "life meters". Blood always regenerates SLOWLY and if hydrated and well fed. Poorly fed or dehysdrated doesn't drain blood, but slows or stops blood regen. Realistically a person can spend weeks witohut food before they die, howver the player that is poorly fed will take performance penalties, both in blood regen as mentioned and stamina and perhaps aim etc. Water the same thing except it takes way less, like a couple of days, to die and cause penalties. Food and water does not regen health by itself but keeps health regen at full pace. Blood packs and other consumables that need a second player to administer should be available to soloers as well, but perhaps at a price. Something like a player being able to administer blood transfusion to themselves but for isntance it either regains half the points back or perhaps takes 2 or 4 times as long to administer. This is merely to not exclude solo play as viable while still exposing its handicaps. just my opinion on the mater. Cheers guys.
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