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Solution to Rocket's Accessibility vs Discoordination Debate

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So Rocket has said several times that he wants to eliminate as much of the UI as possible. And I can respect that. A lot of interviewers, Redditers, and a few forum members here have asked, in his quest to make the game as que-based and lost-survival-e, what will happen to the text displaying where the player spawned every load-in?

I was playing earlier, and I think I came up with a fantastic idea.

As a given, telling the player where s/he every time s/he logs out and in is stupid; it rightly eliminates the need for a map when such a system can be exploited for finding a player's position.

However, I like to know when I first spawn in if I'm in Drakon, or Cherno, or et cetera. I know it's kind of nooby to need a magical guide tell me, but it's nice to know if I'm in the ass end of nowhere or not.

But what if this system as implemented? Using a randomization algorithm, only parts of the text was displayed when you spawned in? Obviously your character knows something if they've survived to where they are... unless every survivor is some hapless lad randomly dropped off by boat to the coast of the apocalypse.

So instead of "Elektrozavodsk," you could get "El z sk" or " o av k"

You *kind of* know where you are.

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Alternatively, and more in fitting with Rocket's "skills you have in real life should be useful in game" ethos, you could just learn to read the Russian-Cyrillic road signs?

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or in your pocket is a note that reads " Dear passenger, we are dropping you off at a coastal town, the one with the plane crash? I hope your right about it being safer, and good luck - Captain Rogers"

Each town could have a different descriptive vice that the captain details. Shipwreck, 2 piers, train station, etc)

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Alternatively, and more in fitting with Rocket's "skills you have in real life should be useful in game" ethos, you could just learn to read the Russian-Cyrillic road signs?

I don't speak/read Russian-Cyrillic, I have a photographic memory of all the street signs in Chernarus. It's like if I went on Geogeussr and memorized every single "Random" location to get the maximum score.

I don't think a "Real life skill" involves being able to memorize every detail of a place I haven't been to before.

But I get your point. Maybe my character has photographic memory too?

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I don't speak/read Russian-Cyrillic, I have a photographic memory of all the street signs in Chernarus.

I don't read Russian-Cyrillic either, but technically speaking you will have learnt how to read the Cyrillic version of the town names.. even if it is photographic memory or not.

I catch your drift though, seeing as we technically won't have ever been to Chernarus before we wake up, we shouldn't be able to read the text but it's all about the person playing the character, right?

or in your pocket is a note that reads " Dear passenger, we are dropping you off at a coastal town, the one with the plane crash? I hope your right about it being safer, and good luck - Captain Rogers"

Whilst I don't like the idea of a note detailing what has happened before, I do think there should be some form of definition as to why you wake on the coast (assuming they continue that spawn mechanic in the Standalone) - maybe it will tie into the new shipwreck they've created... who knows!

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I think the first spawn location idea is good, but instead of taking letters out just put it in Russian. Same thing, at first you won't have any idea what that means as if letters were missing but you will quickly learn. As for reading, all you need to know are place names. Reading them is literally sounding out the words, so you can go online and learn the alphabet. Doesn't take long and hey there's some real world knowledge that could come in handy some day, well maybe not but can't hurt to know :)

Каменка is an example of how easy it can be, really the only part that makes it different from Kamenka is n = н

Same with Bor or Бор, B/b = Б/б & r = р

This might be a good place to start

http://masterrussian...lalphabet.shtml

Edited by Chris529

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You just shouldn't know where you are on spawn AT ALL.

Not even a hint. I hope I don't have to explain why.

What would be useful is a more clear indication of when you're wandering off the edges of the map.

The sea does that job for South and East, but the other edges don't give any hint until you've wandered well into the wilderness.

IRL that would probably be OK, but in Chernarus there's nothing on the map beyond a certain point so you're fucked unless you turn back.

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I think the first spawn location idea is good, but instead of taking letters out just put it in Russian. Same thing, at first you won't have any idea what that means as if letters were missing but you will quickly learn. As for reading, all you need to know are place names. Reading them is literally sounding out the words, so you can go online and learn the alphabet. Doesn't take long and hey there's some real world knowledge that could come in handy some day, well maybe not but can't hurt to know :)

Каменка is an example of how easy it can be, really the only part that makes it different from Kamenka is n = н

Same with Bor or Бор, B/b = Б/б & r = р

This might be a good place to start

http://masterrussian...lalphabet.shtml

I think the first spawn location idea is good, but instead of taking letters out just put it in Russian. Same thing, at first you won't have any idea what that means as if letters were missing but you will quickly learn. As for reading, all you need to know are place names. Reading them is literally sounding out the words, so you can go online and learn the alphabet. Doesn't take long and hey there's some real world knowledge that could come in handy some day, well maybe not but can't hurt to know :)

Каменка is an example of how easy it can be, really the only part that makes it different from Kamenka is n = н

Same with Bor or Бор, B/b = Б/б & r = р

This might be a good place to start

http://masterrussian...lalphabet.shtml

I think the first spawn location idea is good, but instead of taking letters out just put it in Russian. Same thing, at first you won't have any idea what that means as if letters were missing but you will quickly learn. As for reading, all you need to know are place names. Reading them is literally sounding out the words, so you can go online and learn the alphabet. Doesn't take long and hey there's some real world knowledge that could come in handy some day, well maybe not but can't hurt to know :)

Каменка is an example of how easy it can be, really the only part that makes it different from Kamenka is n = н

Same with Bor or Бор, B/b = Б/б & r = р

This might be a good place to start

http://masterrussian...lalphabet.shtml

...it's already in Russian... well, phonetic-pronunciation-wise.

Renaming them would just make it a matter of time before everyone knew which place was what, like it already is.

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I think the first spawn location idea is good, but instead of taking letters out just put it in Russian. Same thing, at first you won't have any idea what that means as if letters were missing but you will quickly learn. As for reading, all you need to know are place names. Reading them is literally sounding out the words, so you can go online and learn the alphabet. Doesn't take long and hey there's some real world knowledge that could come in handy some day, well maybe not but can't hurt to know :)

Каменка is an example of how easy it can be, really the only part that makes it different from Kamenka is n = н

Same with Bor or Бор, B/b = Б/б & r = р

This might be a good place to start

http://masterrussian...lalphabet.shtml

Or bar as Бap, damn I'm playing to much S.T.A.L.K.E.R XD

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Or bar as Бap, damn I'm playing to much S.T.A.L.K.E.R XD

You can't play too much Stalker. >.>

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Or bar as Бap, damn I'm playing to much S.T.A.L.K.E.R XD

first time I saw that sign ages ago I honestly thought it said Gap. Walked on half expecting a clothes shop ha :P

You can't play too much Stalker. >.>

I second this, and I wish CoP was longer. There's not much to do except try out different gear and experiment, without mods at least.

Edited by Chris529

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You just shouldn't know where you are on spawn AT ALL.

Not even a hint. I hope I don't have to explain why.

What would be useful is a more clear indication of when you're wandering off the edges of the map.

The sea does that job for South and East, but the other edges don't give any hint until you've wandered well into the wilderness.

IRL that would probably be OK, but in Chernarus there's nothing on the map beyond a certain point so you're fucked unless you turn back.

I always thought the distinct straight line where the grass and tree's suddenly end was enough to indicate the edge's of the map,

But then not so long ago had a new guy on our server asking on teamspeak for help because he was lost and starving to death, turns out he'd managed to wander 7 km into the debug plains :D

So maybe you have a point.

Edited by Fluxley

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I always thought the distinct straight line where the grass and tree's suddenly end was enough to indicate the edge's of the map,

But then not so long ago had a new guy on our server asking on teamspeak for help because he was lost and starving to death, turns out he'd managed to wander 7 km into the debug plains :D

So maybe you have a point.

Well, from the ant's-eye view you get while walking in the forest, the outside edge is only really apparent after you've walked past it.

I've seen myself getting lost for a good hour or two on an overcast Chernarus Day.

Sometimes you just can't tell which way is up.

An idea I had, for a kind of "guesswork-navigation", was prevailing wind.

Letting folks have a rough idea of which way they're facing would probably help stop them wandering out of the map without realising.

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or in your pocket is a note that reads " Dear passenger, we are dropping you off at a coastal town, the one with the plane crash? I hope your right about it being safer, and good luck - Captain Rogers"

Each town could have a different descriptive vice that the captain details. Shipwreck, 2 piers, train station, etc)

lolwut?srsly?o.O

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I didn't mind the very short log-in spoiler and to be honest I mostly used it to check my days lived. but mostly, I was preoccupied with other stuff and therefor missed the information the most of the times and was always to lazy to re-log to spoil my game.

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I don't think this idea pushes in the direction of ridding the UI of unnecessary information or information we shouldn't have.

I don't think we should get this information at all, while it is sort of nice to have I think for the public vanilla settings this should be disabled completely.

People are still going to be able to find out where they are via landmarks and online maps quickly enough but knowing instantly removed some uncertainty and disorientation that players should possess when the first spawn.

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An idea I had, for a kind of "guesswork-navigation", was prevailing wind.

Letting folks have a rough idea of which way they're facing would probably help stop them wandering out of the map without realising.

Thats kinda already in, clouds in dayz always travel from west to east.

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Yeah, but on an overcast day when you can't distinguish any cloud movement or see the sun and shadows clearly, or a cloudy night when you can't see the stars, you should still be able to tell wind direction easy as pie.

What I mean is to have some slight movement in the trees and grass (like when a helo takes off) in a "rough enough to guess by" direction.

From what I can tell, the grass and foliage of ArmA do move naturally (and the weather affects how much), but independent of the "west to east" of the clouds and with no apparent indication of wind-direction.

I just feel it's a missed opportunity for another natural (not particularly reliable) navigation tool.

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Ah i get ya, yeah i'm all up for that, it would tie in nicely with wind effecting bullet travel too.

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