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decoman

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Everything posted by decoman

  1. It is my understanding that foliage doesn't really work as expected, in that the foliage only really work at the players own side and for close combat where an opponent is close by, but not for hiding away from spying eyes at a far distance. Instead of increasing viewing distance or adding foliage out to the maximum viewing distance (like trees), how about having some way of adding a stenciled geometry layer with greenery texture? This way, foliage could work at a close and perhaps medium distance, but as this effect is cut off, a new type of foliage start to FADE IN. A partly transparent geometry layer indicative of being 40-50 cm off the ground, in which players can prone and lie beneath. The only place to hide, with regard to foliage and trees trunks, seem to be at the bottom beneath the low hanging branches on a spruce stree, or perhaps hiding behind a very large tree trunk. Did I perhaps overlook something about the effect of foilage in the game? Summary: • The adding of a stenciled geometry layer (masked) that fades in with distance, to act as cover for people lying down in prone position. Edit: I have also been thinking about having people simply go partly transparent, to blend in with any barren landscape. Areas with heavy foliage could greatly increase the degree of transparency, while a desert area with no foliage would infer much less or simply no transparent. It would imo be important to try have such ideas work without having to trust the client, where one cannot cheat by tampering with the local files on his computer. Perhaps procedural texturing could work with regard to avoiding local files on a computer being tampered with. Edit2: Another simple way to use transparency, could be to having degrees of transparency only apply to static players, or players having been static for a certain amount of time, like 30 or 60 seconds. However, this would not really improve any idea about foliage, but simply offer a possibility of cover similar to the use of hiding oneself in or behind foliage. I guess it is all too obvious, that if transparency is used, then one might imagine a glitch could make players invisible close up, which would be bad. :) Btw, with the use of such a stenciled overlaying geometry (as I imagine it anyway) smaller rocks and other objects in the terrain could be mistaken for players lying down in prone position. Concerns: Smaller animals and other small things (like player bodies) would also be partly covered beneath this layer, but I guess that would be ok and very much so realistic.
  2. In addition to the popular Wasteland mission hosted on CodeFourGaming servers, CodeFourGaming now has a DayZ Origins server as well and players are welcome to come join. There is also the Teamspeak server that players are encouraged to join as well for either servers. Presently the Origins server has low pop and hopefully the server will fill up over time. This is probably a good time for getting started with player housing, taking the time to explore the Taviana map (contains multimple smaller islands as well) and settle down for fun gameplay onwards. Origins has several interesting features. The one I personally like is that there is MORE than a single helicopter spawn around. AI soldiers might offer some challenges when raiding them. :) Also, a noticable feature is ofc the player housing (houses is said to be deleted after a number of days of being not used afaik, not sure of the exact amount of days, hopefully the timeframe for deletion will be expanded in upcoming patches for DayZ Origins). DayZ origins also have upgradable vehicles for adding protective plating. More info about DayZ Origins can be found at www.dayzorigins.com. :) Other info: • 3rd person enabled • Veteran enabled • Tracers OFF • Nameplates OFF • Crosshairs OFF • Death messages enabled • Battleeye enabled Teamspeak info: ts3.codefourgaming.com:10003
  3. More info: • 3rd person enabled • Veteran enabled • Tracers OFF • Nameplates OFF • Crosshairs OFF • Death messages enabled • Battleeye enabled Teamspeak info: ts3.codefourgaming.com:10003
  4. I found this blog entry from 2009 but I am left none the wiser with regard to the question: does Dayz utilize multiple cores or multithreading? http://www.bistudio.com/english/company/developers-blog/91-real-virtuality-going-multicore (Nov. 2009)
  5. decoman

    New Emotes?

    Emotes should be used with a quick to use, convenient and self explanatory pop-up menu. Not sure how it works at the moment.
  6. The following is a furhter development of an idea I had some time ago, where players jumping servers had to pass through one intermediary map between map-of-departure and map-of-arrival, where they would risk encountering other players also jumping servers. A big concern here was how alot of players ended up playing on maps separate from the big Chernarus map, not very social. With the implementation of underground structures, I envision the possibility of allowing smaller contexturally random maps for encounters, while still having all the player reside on that one server with the Chernarus map. The main function of such maps is to force random enounters where applicable and semi-plausible. In order for such an illusion to exist, there can be no association between a map area and the surface landscape (as playing on this map just beneath a town or beneath a building). The only fitting scenario for such maps would be tunnels, natural or man made. A fun aspect of such a procedural tunnel system, is the possibility of becoming lost. Being lost in a tunnel with zombies would be no trivial issue. An alternate version, for an encompassing tunnel system, would be for having procedurally made tunnels come into existence as a result of fumbling (taking a wrong turn in a tunnel system and then abruptly ending up in a maze of tunnels, although not realistic). So, at this point, having a tunnel "system", players entering the tunnels risk: • becoming lost • encountering other players, as a consequence of how an encounter system would have players forcibly enounter other players (more randomly). Some practical issues would be: just how random can an encounter be, can the system be exploited, abused or crippled in any way?
  7. decoman

    1.7.6 Cans and Drinks

    I have a problem with how the implausible naming of food stuff might end up becoming a gimmick and ultimately a detraction from the fantasy aspect of this game that is really what I am interested in (I care not for the basic idea of a first person shooter game, I am all in for taking a part of an adventure). But, MAYBE, if the food logo design is clever enough, I can cope with the can of food having a familiar name on it. So, simply having the name of someone on a can for the sake of doing so, is bad imo. So, basicly, I think this is a bad idea, but perhaps if the names can be cleverly incorporated into a plausible logo for a food product, then I can overlook the obvious and still enjoy the game. Basicly, any change to the game that does not allow me to "suspend my disbelief" is bad imo.
  8. decoman

    Co-op Spawn!

    What is the issue here? Someone just respawned and want to quickly join up with his/her friends located far inland on the map? I remember Eve online had this autopilot function to navigate ones spaceship through alot of starsystems, perhaps there could be this feature that thad newly spawned players move around on the map somehow (on autopilot). One thing that seem plausible is having them picked up by a npc taxi or something, except for the fact of the npc's aremissing entirely and then there is ofc the whole incnovenience of being a part of a zombie/infected apocalypse, making taxing people abit risky. A nice thing here would be having the npc's the ability of driving player A, directly to player B, with no exception (lets pretend that the taxi was ordered by player B in the first place). Being a passenger would have you risk being assaulted by any other player along the way (and perhaps by zombies).
  9. decoman

    More dangerous environment

    I would stress the importance of any game element to be fundamentally based on it being a fantasy experience. Anything that offers the player choices is good imo, having the player consciously choosing to react against his/her environment, voluntarily or not. Anything conceived as being a timesink in this respect is probably bad, having more to do with pacing than fantasy. Any flashy effect is also bad, having more to do with presentation than making good sense. So.. I would say that an idea about adding the element of radiation hazard for the sake of it simply 'being harmful' would be a bad idea, particulary any idea for 'random' events being shallow and utterly meaningless in the larger scope of things. Suggestion: If radiation hazard were to be added as a more simple feature to DayZ, I think I would insist on such an idea to have: a) base "such an idea" on a the player's need for a thrilling experience, b ) have the game mechanics help the player identify with this particular type of hazard, so that 'risk' is involved more than "it" being forms of traps to pring simply shaving off a blood count. How to make 'risks' a fun and interesting concept? Maybe there could be a pressing need to survive for some reason, like in the movies, having to become a hero for some reason, becoming a part of "something larger"? Maybe there could be some kind of catastrophic or cascading failure, which would otherwise be an interesting addition to the gameplay without ending up as being an exploit in itself to be wielded against others? More concrete ideas: • Perhaps radiation could be used as a means to control an area, like controlling the access to an area? Irradiating certain corridors while leaving others free of contamination? (Or maybe this idea would suck in a certain context.) • Maybe carelessness in a combat areas would simply come to infer a more dangerous enviroment towards the players (and equipment) in the form of radiation hazard? (Would probably be exploited, or abused unless controlled somehow.) • Maybe a major point of gameplay would be to simply avoid the effects of deadly radiation? Like avoiding radioactive dust clouds (lethal to inhale), avoiding areas littered with contaminated material (lethal to touch, lethal to ingest)
  10. decoman

    Huge Structures in DayZ SA

    A motivation for suggesting various buildings/installations here is the player's need for aquiring certain stuff off certain locations on the map (so these items aren't spawning everywhere, like on Namalsk with it's hospital supplies location at the hostpital buildings). Prison: A location for close quarters combat and a way to aquire: prison clothing, guard clothing, stun guns and monitoring equipment, water. Medium sized transport ship: A location for close quarters combat and a way to aquire: fuel, binoculars, small boats, water. Large Hospital (with elevators): A location for close quarters combat and a way to aquire: any medial supplies, monitoring equipmenet, water. High rise Hotel: A location for close quarters combat and a way to aquire: common clothing, water. Hotel/holiday resort: A place to find: money, common clothing, water. Police station: A way to aquire: weapons, stun guns, gas grenades, smoke grenades, police uniforms, radio equipment. I find the notion of having elevators running in a multi story building particulary fascinating. Having completely dark basement areas beneath large buildings seem like fun as well, since gamma adjustment won't/ought not help there (potentially unplayable, if one had no light souce at all). With all the respawning going on as player characters die over and over, how about turning the loss of a character life into something useful, like allowing a player to be captured and placed in some kind of custody, for sake of some other game mechanic. Player characters could be taken capure and locked away in any room with a lock on it. I think it could be fun, having the option to cut down trees in the forest OR use some kind of area effect that cut down trees, in such a way that entire forests cannot be removed (too expensive, too laborious etc, hard limitation). I find the notion of large buildings fascinating, as if entering a building would offer a similar alienation as when moving around the map in chernarus, being unable to controle the entire area (all rooms, all floors). Other items/consumables: empty storage boxes ladders generator w. electrical light sources that are placable overturned furniture used for blocking a door consumer grade electrical water boiler in houses (for purifying water) knives in houses, alcohol to subdue pain from injuries (plausible?) laser motion detectors (detects a break in the beam revealing anyones presence, visible through use of nvg's and/or smoke?) lighter and sigarettes (option for "style" AND for making a puff of smoke to reveal laser beam intrusion detectors) window blind sheets (makes it impossible to look through a window, also prevents light to shine out the window at night) As for anything to do with story/tention, I think it could be fun if there was a way for implicating player deaths in areas where players have fought eachother or have been devestated by zombies. So that there would be grimy, bloody texture details in such locations, perhaps also being indicative of present dangers (as if zombies were nearby). Blinking room lights?
  11. decoman

    DayZ Mod 1.7.5.1 Update

    1) Why should a rabbit yield the most "blood value" when cooked? It does not make any sense, other than the devs entertain some kind of twisted notion of "balancing" (rabbits are difficult to catch, ergo more valuable). Rabbits are inherently difficult to catch/kill, why this need for rewarding the player? Why having this silly bonus as some kind of incentive, why have people go running after rabbits? I suppose a player would be forced to use a firearm or a crossbow for killing a rabbit (as opposed to use a hatchet) and if using a firearm attract the attention of zombies and other players, but that would not explain having the rabbit offer the highest "blood" yield of all the meat objects. 2) Why the poor storage space in a HMMWV? Even less than the storage amount of any decent backpack with respect for the amount of magazines to be carried.
  12. Doesn't a bonfire heat the body in the mountains? The body temp icon kept blinking even when sitting near a fireplace in the snowy mountain, and only got better when lighting a new fire at a lower altitiude.
  13. How do I aim with the M79 grenade launcher? Nowhere on the internets do I find information for using the sights, nor have I any idea if the sight works as intended. Anyone having info on using the M79 sights properly?
  14. Now that I think about it, I guess this weapon might only be availble in Wastelands.
  15. decoman

    Wishlist of new weapons.

    Bow and arrow could be fun I think. Silent and deadly.
  16. Hear hear (referring the OP)
  17. decoman

    L85 Should it stay or go

    What does LA85 has to do with any idea of dayz game being "fair"?!?
  18. "Die Domain "www.ctc-gaming.com" wurde gesperrt."
  19. Perhaps zombies should merely be limited to running only when the player character is running. Having said that, I don't like such half assed design solutions.
  20. Just a thought: maybe there could be a few armed npc survivors around the crash site, being either wounded, or alert possibly being a hazard to people approaching. Survivors could approach without being hurt while bandits would be fired upon. :)
  21. Rainforest, but with mostly rivers instead of mostly roads.
  22. decoman

    BANG I'm dead?

    1) Movement gets you spotted easily 2) Not hiding when you can is bad 3) Not taking cover when being fired upon is bad 4) Taking cover behind a tree or bush is bad (they still know you are there and will fire at you regardless) 5) Expect anyone to pop out around every corner and be mentally prepared for exactly that 6) Spend more time becoming aware of your surroundings instead of simply running around 7) Look behind you every once in a while 8) Long range weaponry rule at long range 9) If someone spots you, changing your position is a good idea, as long as it doesn't get you shot that is.
  23. Backpacks, backpacks everywhere.
  24. decoman

    DayZ Main Page Statistics

    I've always thought the number of zombies killed had to be wildly inaccurate.
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