SJKSJK 225 Posted November 16, 2013 I'm Polish and I don't appreciate the slur.There is nothing vague about Poland, sir. Share this post Link to post Share on other sites
joe_mcentire 2074 Posted November 16, 2013 I'm Polish and I don't appreciate the slur.no kurcze! 1 Share this post Link to post Share on other sites
oompah 58 Posted November 16, 2013 (edited) One area that bothers me and I imagine they struggle with is how far to go with realism. When I have my compass out or any other navigation tool; it should just anchor down in the bottom right hand corner. With so much to do in the game there needs to be a level of convenience with mechanics like this - it will get frustrating really fast having all of these "you can't do that - you have something else in your hand" blockers. If I want to drink and I have an item in my inventory, let me right click and say drink, not jockey items in and out of my hands. I don't see any "fun factor" in these exercises. For me the fun lies in exploration and discovery and the organic tension created by player interactions. There is a subtle line between actions and rewards. Fixing a car or cooking food is a very big reward and a fairly rare occurrence, so it's fun to have to jump through some hoops because it's worth it, but common tasks (like looking at your compass or drinking) need streamlined even at the risk of immersion imo Edited November 16, 2013 by oompah Share this post Link to post Share on other sites
Katana67 2907 Posted November 16, 2013 One area that bothers me and I imagine they struggle with is how far to go with realism. When I have my compass out or any other navigation tool; it should just anchor down in the bottom right hand corner. With so much to do in the game there needs to be a level of convenience with mechanics like this - it will get frustrating really fast having all of these "you can't do that - you have something else in your hand" blockers. If I want to drink and I have an item in my inventory, let me right click and say drink, not jockey items in and out of my hands. I don't see any "fun factor" in these exercises. For me the fun lies in exploration and discovery and the organic tension created by player interactions. There is a subtle line between actions and rewards. Fixing a car or cooking food is a very big reward and a fairly rare occurrence, so it's fun to have to jump through some hoops because it's worth it, but common tasks (like looking at your compass need streamlined even at the risk of immersion imo) I think that thinking of things in terms of "realism" is a bit misleading. I personally like the "item in-hand" mechanic, but would attribute any encumbrance to the interface rather than the spirit of the inclusion. It provides for a lot more than you'd expect, like not being able to easily shove food into your character's mouth whilst in a firefight, or requiring a player to fall back to shove a morphine injector into their thigh/wherever it goes. Share this post Link to post Share on other sites
joe_mcentire 2074 Posted November 16, 2013 (edited) One area that bothers me and I imagine they struggle with is how far to go with realism. When I have my compass out or any other navigation tool; it should just anchor down in the bottom right hand corner. With so much to do in the game there needs to be a level of convenience with mechanics like this - it will get frustrating really fast having all of these "you can't do that - you have something else in your hand" blockers. If I want to drink and I have an item in my inventory, let me right click and say drink, not jockey items in and out of my hands. I don't see any "fun factor" in these exercises. For me the fun lies in exploration and discovery and the organic tension created by player interactions. There is a subtle line between actions and rewards. Fixing a car or cooking food is a very big reward and a fairly rare occurrence, so it's fun to have to jump through some hoops because it's worth it, but common tasks (like looking at your compass or drinking) need streamlined even at the risk of immersion imoone word: quickbar and i think they want the player to play this game on a slower pace and it will certainly require more tactical approaches in several situations Edited November 16, 2013 by joe_mcentire 2 Share this post Link to post Share on other sites
oompah 58 Posted November 16, 2013 (edited) The problem will be if you burden the experience with trivial tasks that server minor or repetitive purposes it will get annoying very quick. Especially when considering there is so much to do that is fun and so many areas to explore. If you have 10 straight hours to play each day then it might be ok, but the majority of players will want to get on and have a fun experience within 20 minutes or so - and since fun comes from simply exploring I think the game can deliver that as long as the player is not overly burdened with item jockeying and fighting against the ui to do things like look at a compass. Edited November 16, 2013 by oompah Share this post Link to post Share on other sites
felthat 84 Posted November 16, 2013 (edited) no kurcze!oh snap, that made me laugh Edited November 16, 2013 by Felthat Share this post Link to post Share on other sites
Katana67 2907 Posted November 16, 2013 The problem will be if you burden the experience with trivial tasks that server minor or repetitive purposes it will get annoying very quick. Especially when considering there is so much to do that is fun and so many areas to explore. If you have 10 straight hours to play each day then it might be ok, but the majority of players will want to get on and have a fun experience within 20 minutes or so - and since fun comes from simply exploring I think the game can deliver that as long as the player is not overly burdened with item jockeying and fighting against the ui to do things like look at a compass. I'm sorry, but having a "quick experience" isn't within the auspices of DayZ and never has been. The old adage, "forest running simulator" comes to mind. Nothing's stopping you from exploring, but there will be hindrances and consequences. That and DayZ is what you make of it, if you only have 20 minutes to spend on the game then you're going to have to play within the confines of that time. The game itself shouldn't be dictated as such. I don't think making myself vulnerable to eat something is a trivial experience, in fact it's a very significant experience which could lead to my character's death. 3 Share this post Link to post Share on other sites
Tempus (DayZ) 1062 Posted November 16, 2013 (edited) [...] as long as the player is not overly burdened with item jockeying and fighting against the ui to do things like look at a compass. one word: quickbar This. From what I've seen, using the compass per quickbar isn't really a "struggle". I'm pretty certain they just wanted to make you actually select the compass for using it, putting aside your weapon, therefore adding another element of suspense and a risk for you to take in order to navigate. Kinda like the whole "pistol-flashlight" thing. I agree with you on the other stuff though; I hope managing your inventory, drinking and eating (not regarding preparation) will be made as intuitive and non-annoying as possible. Edited November 16, 2013 by Tempus Share this post Link to post Share on other sites
infi 62 Posted November 16, 2013 I see the system is much like Arma 3's. Only some item or weapon changing could be bit faster. Though if I remember right DayZ has weapon changing in movement when in A3 you've to stop? I fail to see how useful would switching a weapon while in movement be, especially with the clunky movement. Sorry, it's not even close to Arma 3. The movement in first person looks exactly the same as in Dayz mod Share this post Link to post Share on other sites
MarmaladeChainsaw 42 Posted November 16, 2013 I fail to see how useful would switching a weapon while in movement be, especially with the clunky movement. Sorry, it's not even close to Arma 3. The movement in first person looks exactly the same as in Dayz modI agree, the movement in first person still looks very clunky. Share this post Link to post Share on other sites
dgeesio 1034 Posted November 16, 2013 Did you learn something about jumping to conclusions today?what noticing issues with animations is conclusions ? wow you taught me a lesson big time ! what i said is still true even if the animations are place holders :rolleyes: sorry i dont go read on a none official dayz forums . why do we even have these forums if all new info gets posted on nerdit ? Share this post Link to post Share on other sites
SJKSJK 225 Posted November 16, 2013 How much longer, oh lord? Share this post Link to post Share on other sites
Owain1122 218 Posted November 16, 2013 Tuesday guys :P Share this post Link to post Share on other sites
Zero3ffect 60 Posted November 16, 2013 Tuesday guys :P Tuesday, December 31? Share this post Link to post Share on other sites
SJKSJK 225 Posted November 16, 2013 Tuesday, December 31?Speculative horse hockey. Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted November 16, 2013 You know, you can turn down head bob in first person, as well as altering the aiming deadzone. First person can be as rigid as half life 2, or as bumpy as mirrors edge. It's really just user preference. I don't get it. You can change those values. 2 Share this post Link to post Share on other sites
Private Evans 1303 Posted November 16, 2013 is it me or did they really slow the zombies down to work with some early kind of fatigue system :) ( would love that) Share this post Link to post Share on other sites
Katana67 2907 Posted November 16, 2013 is it me or did they really slow the zombies down to work with some early kind of fatigue system :) ( would love that) I think they might've just added an intermediate walk animation, rather than having them always be at either loiter, or FULL SPRINT RAWR! Share this post Link to post Share on other sites
antongirdeux 3 Posted November 16, 2013 I hope they will add in the future the possibility of chopping of a zombies head or hand with sharp weaponsand i'm hoping too for a katana :P 1 Share this post Link to post Share on other sites
klesh 2423 Posted November 16, 2013 Speculative horse hockey. 2 Share this post Link to post Share on other sites
antongirdeux 3 Posted November 16, 2013 And I would love a shield like this, just pushing zombies away and in the other hand a wakizashi Share this post Link to post Share on other sites
Tempus (DayZ) 1062 Posted November 16, 2013 (edited) I hope they will add in the future the possibility of chopping of a zombies head or hand with sharp weaponsand i'm hoping too for a katana :P Or maybe ears? Hmm... I bet Daryl could make a sweet necklace out of that... But seriously, I don't think that's really necessary or appropriate (apart from not being a priority at all). Sounds like something that would get misused too easily and would make it too hard for the game to pass censorship. Edited November 16, 2013 by Tempus Share this post Link to post Share on other sites
Owain1122 218 Posted November 16, 2013 Some of Rocket's comments on Reddit are hilarious but some of the people who suck up to him make me sick... literally make me ill... Share this post Link to post Share on other sites
Katana67 2907 Posted November 16, 2013 (edited) And I would love a shield like this, just pushing zombies away and in the other hand a wakizashi Can you not have thoughts like this? Edited November 16, 2013 by Katana67 Share this post Link to post Share on other sites