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wild_man

make time more real for player task

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Id swap the values for blood and car....5 mins fit engine and 3mins bloodbag. But maybe add stages to each thing, that way if you have say waited 4 out of 5 mins for and have to break it for zed/pvp, then you wont have to completely start over.

 

Fitting a wheel -

 

stage 1 - Wheel on car - 1min

Stage 2 - Wheel nut 1 - 1min

Stage 3 - Wheel nut 2 - 1 min

you see where im going...say 5 nuts, that's 6 mins to put on a new wheel.

 

Same with bloodbag, maybe -

 

Stage 1 - Wipe vein - 30 secs

Stage 2 - Insert needle - 30 secs

Stage 3 - Hook up tubes - 1 min

Stage 4 - Wait for transfusion - 1 min

That's 3 mins for Blood Bag

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i have a feeling that you could balance almost everything with the right balance of time. you could avoid griefing to some extent, you could control some sort of skill-tree-mechanics...many many things i could think of actually.

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i have a feeling that you could balance almost everything with the right balance of time. you could avoid griefing to some extent, you could control some sort of skill-tree-mechanics...many many things i could think of actually.

 

make list :thumbsup:  ;)

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i did thread that eating food should take some time. i try to find it

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I want them to not be instantaneous, but not take too long.

The sort of speed that you'd have to make sure there's no roaming zombies or something.

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I want them to not be instantaneous, but not take too long.

The sort of speed that you'd have to make sure there's no roaming zombies or something.

 

Yeah like switching weapons in/out of pack f.e. ( look at the other topic ) or using items out of the backpack in general. Also makes you think in advance what you want to have immediatley available like f.e. store a can of food and your canteen in a bag on your vest instead of having to stop and take a minute to get it out or a spare mag instead of having to get it out when caught in a firefight.

Edited by Enforcer

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more time for any action would give the specific action effectively more tactical value. Can i afford to change the weapon with the one from my backpack (maybe a too extreme example)

but as KOS said with changing the tire... you would start to consider certain tasks more carefully than before. can i just go for a rampage, although relaoding takes quite some time.  etc..

Edited by joe_mcentire
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again some input:

I came to the conclusion that the "right" amount of time every action and task may demand could change the whole gameplay.

 

I think, and prefer the idea, that time must have a at least a gentle impact on your gameplay. Gentle enough too give every action weight to give them actual sense of purpose. be it the time it demands to eat food, be it the time it takes to change a flat tire or be it the time it would require to change your magazines or get ammo out of your backpack.

If all these examples would require the "proper" amount of time you would immediately add a certain tactical component to them, to the game and to the way you would play this game.

 

Is it really safe and calm enough to enjoy your meal, to be distracted and make noise for the time consuming? Is it worth to be absolutely vulnerable, sitting there in the middle of the road to change a tire for several X secs/mins? Can you really risk any distraction or inattention in the middle of a standoff?

 

of course this is a very delicate idea, the balance would have to be just right. if time would have a too great impact on all actions you would undeniably create a certain boredom and sensation of tediousness. an impact too little would completely abolish the idea of this whole new tactical element it could create eventually...

Edited by joe_mcentire
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Most definately, bloodbags should take like 1 1/2- 2 mins i think. Its better than before and combats doing it in tight combat scenarios where in real life would be impossible.

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One thing to remember is that computers don't function like humans. Computers are great at doing something now. If you want them to do something over time then they have to do a few things:

  • monitor the time
  • remember that they are supposed to be doing something
  • constantly broadcast how they have done with that

With a large world, this becomes very taxing on the server, clients, and bandwidth. DayZ SA, by necessity, has been developed as much "event driven" as it can be. Instead of using scripted mechanisms, things happen based on events.

For example drinking. First you select the option from the UI, and the server checks the object to see if this action is possible. It moves the items to your hand (if not there already) and then beings playing an animation (an "action"). We now have a special hook in animations, that when the action is complete, lets the computer know it must do something. The longer you wait doing something, the more things you will have happening at the same time in the world. If everything happens instantly, you have a lot less things happening at the same time.

This allows us to have some degree of time passing during an action - but even this can be problematic. basing an event on animations can be ripe with disaster, as animation systems are incredibly complex and prone to state errors - especially in a multiplayer environment where everything is trying to sync and not all information is guaranteed to arrive in the same order everywhere.

One of the things I think makes a very good designer, is the ability to do a "first pass" technical review of a proposal and consider the impacts on the performance whether something will be possible without serious issues.

The short story is, in many ways it makes sense. But by nature, with today's technology, as an MMO-esque game it needs to be quite simple in implementation. As I often tell our animations/designers, if you look at an MMO like World of Warcraft... combat is really the characters walking up to each other and playing some simple animation. There is no real complex Assassins Creed-like interactions with each other. This is deliberate - because to scale things must be simple, quick, and reliable.

http://www.reddit.com/r/dayz/comments/1qtkol/its_about_time_or_why_we_should_give_time_more/cdgczz4

Edited by joe_mcentire

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Yeah, the stuff you say (repairing, bloodbagging) should take more time currently.

And when we speak of time, I think it would be good (not realistic) to have daytime/nighttime cycle shortened, lets say 2 hours of daytime, 1 hour of nighttime. Whole cycle lasting for 3 hours. Then you could say eating several times during 3 hours would be legit aswell as repair or bloodbag time. It would also some kind of force people (hopefully) play more at night.

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