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Everything posted by thesodesa
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And make 3rd person even more over powered? :/
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How seasons would help DayZ Game.
thesodesa replied to m.w. vindicator's topic in DayZ Mod Suggestions
The reason I'd rather have realistic seasons instead of shorter ones is because I don't want seasons to be this passing thing where people go 'Oh it's winter again'. Having longer seasons would make them more precious, if that makes any sense. -
Disadvantages To Carrying/Using AS50/M107
thesodesa replied to Dark Terror's topic in DayZ Mod Suggestions
I'm sorry to interrupt but weren't the scoped rifles removed in the latest dev build? -
1st/3rd Person Perspective, Immersion and Awareness.
thesodesa replied to rpatto92@hotmail.com's topic in DayZ Mod Suggestions
Crossing out 3rd person in Dayz commander gave me 1 server with under 500 ping. There's your problem right there. -
Rocket has mentioned adding things like farming to the game. So, considering that food production by players is already a possibility why not expand the idea a bit and have these 'huge structures', like plantations, bullet/ gun factories, steel mills, iron/ lead mines, oil rigs etc. as actual functioning facilities, that groups of players could manage and use to collect raw materials and manufacture guns and food? This would add things to do besides PvPing, and bandits would actually have functioning player populated facilities, communities and towns to raid. I know survival is the main focus of the game, but maybe add this into the game later, like 2 years after release as paid for dlc. It would be really nice to see the game evolve over time into something completely different. Not just for the sake of changing things, but because if you were stranded on an island after an apocalypse with an army of people and a bunch of facilities that just needed a bit of maintenance to get running again, would you really just keep scavenging for supplies year after year, or would you take on the task of trying to build a functioning society. The answer seems obvious to me. Gotta keep things fresh and the money flowing in to BI. ;)
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I'm wondering why you were even asking this question Rocket. No HUD means no crosshair. It's as simple as that. Just stick with the original plan and vision, and make this the anti-game it was meant to be.
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The Day/Night cycle solution + ability to skip Day/Night
thesodesa replied to TheG4Gaming's topic in DayZ Mod Suggestions
Exactly. All that we're really missing on this front are improved weather effects and real-time seasons. -
The Day/Night cycle solution + ability to skip Day/Night
thesodesa replied to TheG4Gaming's topic in DayZ Mod Suggestions
Another good item to add would be a head torch or a head lamp, the kinds that joggers use when running in dark woods. If there were mines or quarries in the area we could have mining helmets with torches spawning around those. -
[SA Suggestion] Corpses in vehicles (and more)
thesodesa replied to Auslovich's topic in DayZ Mod Suggestions
Sure, this sounds sensible. Keep in mind though that when it comes to coding this sort of stuff it can be pretty damn tricky to make it so that sometimes the bodies fall out and sometimes they don't when it comes to closed vehicles. Not talking about motorcycles here. (Though not impossible. It could be implemented as a probability but I hate that approach. I'd rather not have the game delayed by 2 months because of a slightly practical vanity feature). So to simplify things, if you're in a car or a chopper you don't fall out, but on a motorcycle or a bicycle or you would. Simple to code, just mark the different vehicles as either open or closed. Wouldn't delay the game's release too much. ;) -
If you just want to have the bandit skin it would make even more sense to get rid of the humanity system. In the SA you could just go and find a balaclava and not be afraid of losing it over time if there was no humanity system.
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How seasons would help DayZ Game.
thesodesa replied to m.w. vindicator's topic in DayZ Mod Suggestions
Just have the seasons follow the seasons of the area around the Baltic Sea(This is supposedly where Chernarus is located, right?). That way we'd get all of the 4 seasons, each lasting only 3 months each(roughly). When it comes to the implementation of the seasons it's pretty simple. As long as all the assets (buildings, trees, ground textures etc.) have positional and rotational information embedded in them all that has to be done is the assets for different seasons have to be created. Then all you have to do is you need to write some code that replaces the assets with their seasonal variants. Then have a script that runs this code automatically on the central hive when a season change occurs. Of course this would mean that if a player was on a server that was about to have it's season changed they would have to log out for the duration of the change. There are also two ways of changing the assets. Either do it like S2 games does with HoN and force the player client to download the textures each time there is a season change, or keep the assets on peoples computers and just have them change from there. First option saves hard drive space, second option bandwidth. While this would take time it's not that difficult to do as long as you know what you are doing, so I don't see why this wouldn't be implemented. It would only add value to the game. I'd even pay for something like this. :) -
Idea to make tanks and aircraft harder to use
thesodesa replied to dulix11's topic in DayZ Mod Suggestions
Let's. -
Idea to make tanks and aircraft harder to use
thesodesa replied to dulix11's topic in DayZ Mod Suggestions
That wasn't my point. I was simply saying that all the vehicles that will be included should in my opinion be realistic (not necessarily difficult though that usually follows) in how they are operated. -
Idea to make tanks and aircraft harder to use
thesodesa replied to dulix11's topic in DayZ Mod Suggestions
I wouldn't be too worried about the authenticity not being a major focus of game design. Rocket himself stated in an interview that I watched a while ago that he might consider taking the mechanics out of another Bohemia Interactive title: "Take on Helicopters", and use those for the helicopters in game. Essentially Dayz is hopefully going to be a mix of survival-, helicopter-, car-, and airplane simulators. -
I don't think including scares just for the sake of scaring people and making them nervous goes well with the spirit of the simulator.I wouldn't mind having only natural reasons. like a gunshot or a player or a predator walking underneath a tree, scaring a bird. Make some birds let out a cry if they see you come too close. I'd rather get rid of all the ambient random sounds like snapping twigs, except maybe the wind blowing through woods or buildings, altogether. A gate shouldn't creak unless it was opened either by a player, animal, zombie or wind. What I'd also like to ask the op is, why would it be a bad thing for players to always be able to tell by surrounding sounds whether something is amiss near them. That's how it would work in real life.
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A Way to Introduce a more Work-together environment?
thesodesa replied to Steam_Power's topic in DayZ Mod Suggestions
I don't think having a perk system that resembles CoD's, where people get to pick things beforehand is in any way a good thing. Then again I wouldn't necessarily mind having a skill system similar to The Elder Scrolls, where doing things in game would increase your proficiency at that thing, but not doing things would slowly decrease a proficiency (up/down to a certain point of course). However after reaching a certain level of proficiency it would be easier to increase it back to its highest 'level', had it been lost due to it not being used for some time. A simple example would be that always travelling on foot would make you more fit and enable you to sprint and jog for longer periods of time. That is, moving would increase a parameter called 'stamina' or something like that. Staying still or travelling in a vehicle would count as not moving and would slowly decrease stamina. If you had reached a stamina level of 50, say, and for some reason had decided to become an SUV-potato, starting to travel on foot again after this long period of inactivity would increase the rate of stamina gain up until lvl 50 was reached. After that the rate of stamina gain would go back to normal. So basically what I'm saying is, don't include things in the game that wouldn't really make sense in real life. Jogging would make you more fit, not exercising would have the opposite effect, but a person who's been using a sniper rifle should not suddenly gain the ability to use their rifle as a magical rangefinder. Gutting animals should always take a fair amount of time. Screwing a wheel on a broken car takes the same amount of time, every time, no matter how experienced the mechanic is (unless of course they had no idea how to do it). I would also like Rocket to, as he implied in an interview that I watched a while ago, implement the Take on Helicopters way of starting up and flying a chopper. I don't think you should be able to do things in game you can't do in real life or in a simulator. Make giving blood as difficult as it is in real life. The area of skin to be punctured with the needle should be disinfected. Make people to actually apply a splint to a broken leg in first person view and not just through a press of a button. Implement this type of approach where ever the implementation isn't too cumbersome(don't want the game to be delayed too much ;) ). I'm only suggesting the simulator approach because Rocket himself has said he wants this to be a survival simulator, because I know it is possible to implement and I want this to be an anti-game myself. I've been waiting for something like this to come out my entire gaming 'career'. :) -
I would much rather have fixed objects like exposed roots in forests on the map. Running over these would always trip you over, it's just that in the dark they would be harder to spot which would make people watch their step, as in walk, when moving through dark woods. Falling over like this might have a chance of spraining you ankle. I'd like to see as many of these stupid chance procs taken out of the game as possible so I feel that this would be a more realistic way of simulating these 'random' injuries.
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Rocket should add a silenced shoe...
thesodesa replied to grimsonfart's topic in DayZ Mod Suggestions
As they are now the footstep sounds are not balanced. If you walk or run in-game you can't really hear anything that is quieter than a gunshot. Not the way it works in real life. It is really annoying to play a game that suffers from the 'Thief syndrome'. Anyone who has played the first 2 thief games should know what I'm talking about. Basically footstep sounds are so loud it seems that the player character is intentionally stomping the ground at every step, while wearing a suit of heavy armor. Very annoying. :'( Footstep noise should be reduced in my opinion. -
Take the runaway aspect away and make the railroad system player controlled and maintained and I'm game. I think that this would greatly add to the society/base building part of the game and would simply add more things to do for the players. We could for example have a player faction controlling and maintaining the network, but they could then charge other players if they wanted to take a ride on a train. Sounds pretty cool to me.
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One thing that might be easy to add to the game would be a working railroad system. Chernarus already has the tracks in place and I think it would be really cool if players could either fix or even construct a locomotive to travel around the island between the major cities.
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When will this game have consequence for player killing?
thesodesa replied to scaramoosh's topic in DayZ Mod General Discussion
The OP should really keep up with the interviews of Rocket especially since they seem to care enough about the game to post on the forums. In the last one by Machinima he mentioned he's already bringing the bandit skin back in the next patch in the form of a hat of some sort. Sorry for being a total dick. -
Is there a fix for the artifacting yet?
thesodesa replied to Chewbacca Jesus's topic in DayZ Mod General Discussion
There is a fix in the upcoming patch that may or may not fix the artifacting for all players and systems. -
Is there a fix to the gfx glitch?
thesodesa replied to haydennz@gmail.com's topic in DayZ Mod General Discussion
Rocket said in a recent Machinima interview that instead of releasing a hotfix they'd be doing a full patch with new features and because of that releasing the patch is going to take longer . He also said that people with these issues are probably going to hate him or it. You just have to be patient. -
Hackers - Any official statement ?
thesodesa replied to Ronburgundy's topic in DayZ Mod General Discussion
Rocket has also stated that they are probably not going to do anything serious about the hackers before the standalone release. -
Troll? But seriously speaking I don't think Bohemia Interactive ever made any sort of controller support for Arma simply because of the required amount of keys to play it. You're out of luck I'm afraid.