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inde

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Posts posted by inde


  1. If i was in a situation like this and shooting a gun would not be like clicking for a bandit - i would definatelly walk around with a white flag in my backpack and a lowered gun :)

    Dont forget about the explorer type gamer - i want to walk around and see the nature and not be killed on sight by some trigger happy 16 year old

    I think the humanity level must have a bar or something - and could make a great difference in a game like this.

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  2. Maybe take physical posturing further:

    Weapons pointed down unable to fire by default at all times. If you are shot it is a murder, if you are shot with weapons up its a bandit kill.

    Firefights are very rare anyway, so if you point your gun around you are fair game, players will learn fast, and if your gun is up firing desperately at Zeds your probably dead already.

    The key is to be able to switch to weapons ready almost instantly and visibly if you are taken by surprise. Maybe make a mechanic where you can't lower your weapon for 10 -15 seconds after firing to prevent abuse by bandits posing as survivors.

    Haven't seen this suggested anywhere, but it seems a good simple fix to me to regulate an imperfect system. It's also realistic, walking around pointing your rifle around just doesn't make sense unless you plan on using it.

    keep in mind that all graphics are rough jobs

    I suggested the white flag idea. What you say makes perfect sense! -> http://dayzmod.com/f...620#entry763729

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  3. Rocket stated he wants to get rid of most of the HUD, and replace it with audio clues. Not sure to what extent. For example I'd like to have to check ammo in firearms by taking out the clip, if it is possible (don't know how it works IRL, sorry for me being stupid never used a firearm^^). Also we don't need a jauge for temperature, our character should shiver when it's cold, gradually.

    Edit : You could try to come up with gear menu ideas, though. How weapon slots, melee, clothing should be integrated to inventory, for instance. That would be useful !

    Checking the ammo - there could be a magazine display! - then you could customize the hud and even remove everything from it. But not all players are pros... People need to see things and the condition of those things. That is why design exists. :)

    Audio clues - what about people with hearing dissability? - Removing things must be carefully considered.

    Could i have some sort of aproximate idea on how the hud is thought out? Or a direct line of communication with the people working on this?

    You realise that it is impossible for me to go on designing things without proper discussion with the project managers.


  4. Give a player the ability to raise a white flag

    Player raising flag (must not have low humanity level){

    - cannot be killed

    - Loses the ability if has commited murder

    - can use white flag and small arms.

    }

    Player shooting the White Flag guy {

    - loses humanity

    - lower humanity = chance of infection or general bad luck

    }

    Lower Humanity More Zombies for them + Bigger chance of hunting them instead of players with more humanity

    Creating a new item just like an axe and adding some wavy physics to it so it looks cool. Can be holstered inside bag sticking out.

    So probably this player will come in contact with the bandits or they will ignore him and hunt for loot. So the good guys can be organised to kill the bad guys.

    For me the problem lies to the fact that a new player cant protect himself from bandits either because he doesnt know the controls - so the white flag must be stressed when a player starts the game. Or because the new player cant reach the level of arms + companionship a bandit group has. The white flag is a feature i would use and is already used also in the form of marking a car or vehicle with a symbol "+" - in real life. So we cant ignore that.

    Better humanity = better loot and bigger chance of survival - white flag so bandits cant kill & take the loot from good guys

    if players start killing each other they will be killed by more zombies. Even if they got great guns - once they cant kill good guys (unless ambushed when not carying a white flag) they will be killed by even more the zombies.

    If players dont kill each other and hunt for zombies all day we will have companionship = boring for bandits

    if players want to shoot someone they will shoot a guy who has commited murder - so murdurers kill murderers but cant kill looters + explorers

    if bandits need a rush - add superstrong zombies in designated areas so they can hunt them in groups and have fun.

    snipers will always be snipers so you better carry your damn flag

    protecting a fellow human from zombies hunting him gives you humanity

    shooting him for fun while he is beeing hunted make the zombies hunt you instead + the player falls unconcious and cant be shot dead (only for new players with no ranged weapons)

    Its a mix of things that will balance this deathmatch and slaughter of innocent noobs

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  5. Hello, i have tried to reach the team responsible for DAYZ by other means like damn LinkedIN.

    A few words about me. I am a Graphic Designer, specializing in Web & Mobile User Interfaces. With over 7 years of experience. I will be posting my first idea here.

    I have spent a while playing the game and i have some suggestions regarding the HUD. So here is an image. I will leave this here for replies. If they have a positive disposition i will continue developing on the ideas posted and create more elements of the game - like a inventory system (Better than the WarZ hahaha :) just kidding here - it will look better though that i gurantee.)

    So here is! - Note that the quality is a bit downgraded because the forum dissalowed me to upload the original. This is a preview of the HUD ingame. For further development i will use smaller images with just partial background for sake of the opacity.

    What i have done here is refresh the already existing elements and add a few conceptual new parts like the combined Surrounding - Noise and Visibility + Vague Map. - The dots that we now have in the current game are not helpfull at all. So i thought that they could be set inside a collective system - The Surrounding. Further on i have placed a weather display above the body state. Always keeping in mind the realism.

    The icons have been redesigned with a few thoughts in mind. For example - The Food icon should not contain a knife - as startup players would subcontiously think they are armed. - and no - a fork cant kill a zombie :D nor a spoon for that matter... hehe. so i changed the knife to a spoon.

    As for the water icon i still have some thoughts wether it should be a simple can and change according to the inventory item responsible for water.

    All that and more to be considered.

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