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SalamanderAnder (DayZ)

The only solution for DayZ: Simulation.

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Excellent work but you are getting so far ahead of yourself and the game at the moment. Awesome to see a thread like this. I really love the ideas but it made me realize that these things are not of much priority right now considering other issues. Could these get implemented in 2014? Maybe some of them. 
 
These ideas would with out a doubt make the game more awesome. But at the moment they seem like a luxury considering other issues. 
 
One major thing you should add here is better sound. I have not heard much about what the team is doing in terms of audio in the game. Someone posted a thread here with a mock up video of what he would like some aspects of the game should sound like. I will look for that thread and link it here. 
 
Edit: 
 
Here is the thread: http://forums.dayzgame.com/index.php?/topic/160488-dayz-sound-design-test/?hl=sound

Edited by The_Man
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Excellent work but you are getting so far ahead of yourself and the game at the moment. Awesome to see a thread like this. I really love the ideas but it made me realize that these things are not of much priority right now considering other issues. Could these get implemented in 2014? Maybe some of them. 

 

These ideas would with out a doubt make the game more awesome. But at the moment they seem like a luxury considering other issues. 

 

One major thing you should add here is better sound. I have not heard much about what the team is doing in terms of audio in the game. Someone posted a thread here with a mock up video of what he would like some aspects of the game should sound like. I will look for that thread and link it here. 

 

Well, I don't feel like treading territory that has already been discussed. It's pointless. Plus rocket has said that sound is very important to this project, they've hired new sound professionals specifically for this task. So I think it will come with time. However, I really don't consider these to be luxuries, when we shift the discussion to Beta and Full Release. I know that there are still more issues to be overcome in the short term, however the game does need more content, or else it will become quite stale.

Edited by SalamanderAnder
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Great ideas!!

Most parts should be picked up with a vehicle and to have a parter with you to pick up say an engine or something. Add a little more realism. Of course big parts should be picked up with a vehicle.

All other ideas are supported by me. Especially shelter from the elements.

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Well, I don't feel like treading territory that has already been discussed. It's pointless. Plus rocket has said that sound is very important to this project, they've hired new sound professionals specifically for this task. So I think it will come with time. However, I really don't consider these to be luxuries, when we shift the discussion to Beta and Full Release. I know that there are still more issues to be overcome in the short term, however the game does need more content, or else it will become quite stale.

 

Good point. Hopefully this thread inspires people to start thinking about the expansion of DayZ that will inevitably come! I called them luxuries because I am a pessimist! haha. So no offensive! 

 

As far as vehicles go: Do you think a running train is out of the question? Not a "Cho Cho All Aboard!" train but perhaps a salvaged train that is turned into an "apocalyptic cab". It would be interesting to see people travelling along the railroad. Hell, I would even settle for a handcar. 

 

handcar1.jpeg

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you have my beans hey rocket i hope you notice this post cause there is some great stuff in it and posted by someone who obviously trully loves the idea of the game you started.....

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Great ideas!!

Most parts should be picked up with a vehicle and to have a parter with you to pick up say an engine or something. Add a little more realism. Of course big parts should be picked up with a vehicle.

All other ideas are supported by me. Especially shelter from the elements.

 

I agree, heavy items should be hard to transport as well. But the real key here is that most of the time in a real life scenario, you aren't going to replace an entire engine, just small components of that engine, like hoses, belts, little bits and bobs which are all part of that larger machine. The block itself is usually not the problem, but rather some malfunctioning part of it.

 

Good point. Hopefully this thread inspires people to start thinking about the expansion of DayZ that will inevitably come! I called them luxuries because I am a pessimist! haha. So no offensive! 

 

As far as vehicles go: Do you think a running train is out of the question? Not a "Cho Cho All Aboard!" train but perhaps a salvaged train that is turned into an "apocalyptic cab". It would be interesting to see people travelling along the railroad. Hell, I would even settle for a handcar. 

 

handcar1.jpeg

 

That's a good idea. I love the idea of handcars specifically because it's an easy way for fresh spawns to move around the map quickly and it's a good way of transporting heavy items. No fuel required!

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Give this man more beans.

For effort's sake if nothing else.

 

And, OP, it's funny that you post that Take on Helicopters tutorial video.

It was used by Rocket(?) as well to give us an idea on how difficult he wants to make flying a helicopter.

Surely there will be a lot of detail added to vehicles (at least the more complex ones), but it's doubtfully a priority anytime soon.

 

A weight system has definitely been talked about as well, and we'll probably hear more about it relatively soon.

 

Personally, I can't wait.

Edit; Even bigger font. We must give more.

Edited by Dancing.Russian.Man
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 No fuel required!

 

Fresh bambi sweat is a renewable resource. We need to go green after the apocalypse!

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Something I find extremely lacking in the game is the extreme dependency we have on looting. Sure enough this will be diminished when hunting and gathering is put into motion. May I suggest "primitive" skills be added to your hunting and gathering section? 

 

For example, there are people in the wilderness who can manage to survive using only what nature provides. Knapping, for example, is a way for someone to create their own tools and weapons out of obsidian, flint, etc. Ideas of this nature would really bring the survivalist aspect of the game into fruition. I have seen a trend of players who really wish to keep away from large cities and only venture into them when they need to for medical supplies or the like. 

 

Being able to create your own arrowheads or knives/skinning tools in the wilderness would be great. Overall though, I would really like nature to offer more rather than cities being the main concentration of supplies be it weapons or tools. What do you guys think? 

 

knapping3.jpg

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I think my favorite of what you said is definitely the vehicle section.  I really like having anything involving vehicles ultra realistic.

 

I'm still on the fence on whether I'd like to see aircraft in the game, but I wouldn't absolutely hate it.

 

I know all the medics out there are loving your Medical additions, especially the surgeries.  I dig it too.

 

As far as having multiple maps, I wonder if that would be difficult to do.  You need a separate server for each map.  I'm definitely for expanding the map over time.

 

The more realistic and immersive this game is, the happier I am.  These are the kinds of ideas I like to see, not effin' morality/karma systems and skills...

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I really like your ideas mate (especially car components)...There goes my beans

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All excellent ideas.

 

The vehicle parts idea I particularly like. If something like that is but into place I could support the idea of vehicles then.

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Good post, but to be honest I wouldn't be surprised if the developers/team have already thought of this stuff ages ago. Most of it kind of goes without saying when you want to add depth to the game, but i liked your idea on the implementation of engine parts!

I also strongly agree with the idea of having common vehicles, except most being in a state of disrepair, so you would have to find a lot of parts to fix them.

Edited by Wigbig
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As far as having multiple maps, I wonder if that would be difficult to do.  You need a separate server for each map.  I'm definitely for expanding the map over time.

 

The more realistic and immersive this game is, the happier I am.  These are the kinds of ideas I like to see, not effin' morality/karma systems and skills...

 

Indeed, I'm not really sure on what technical issues would need to be overcome to make the map portal system work, but I think the server functionality would be pretty simple. You could have more than one server hosting each map, in fact, you'd have to because at max we can only get 40 players right now, hopefully 100 at release. The idea though is that you could only go to other maps by physically reaching the boundary of the map you are on. So if you are in Chernarus, you could only join other servers that are hosting Chernarus.

 

But when you reach one of the edges of the map, you would be presented with a server selection screen that would allow you to go to any server of your choosing which is hosting the particular map attached to that boundary. This I think is the most flexible way, since servers tend to come and go, plus certain ones may be full or empty, or whatever. So basically you're choosing from the same physical location, but just a different provider for that location.

 

The only problem is hives. So private hives would basically be out of the question here, because moving from a private hive to a public hive would present obvious issues. Also I think a timeout would be necessary, so if you move across to another map, you can't instantly double back and go to a different Chernarus server. But that should be tied into however they plan to fix server hopping anyway, so it's not too much of an issue.

 

 

Something I find extremely lacking in the game is the extreme dependency we have on looting. Sure enough this will be diminished when hunting and gathering is put into motion. May I suggest "primitive" skills be added to your hunting and gathering section? 

 

For example, there are people in the wilderness who can manage to survive using only what nature provides. Knapping, for example, is a way for someone to create their own tools and weapons out of obsidian, flint, etc. Ideas of this nature would really bring the survivalist aspect of the game into fruition. I have seen a trend of players who really wish to keep away from large cities and only venture into them when they need to for medical supplies or the like. 

 

Being able to create your own arrowheads or knives/skinning tools in the wilderness would be great. Overall though, I would really like nature to offer more rather than cities being the main concentration of supplies be it weapons or tools. What do you guys think? 

 

knapping3.jpg

 

 

I also like this idea. Hopefully we'll get to see bows and arrows some day. I know rocket said that he wanted to add gathering things like rocks from the environment, so it would be a pretty logical extension of that mechanic and the crafting system. Also, I want to be able to combine a bayonet or a knife with a stick and make a spear.

Edited by SalamanderAnder
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OP got me excited now... I can't wait until the day that I get to sit on the side of a mountain zoomed in on an airfield watching newbies struggle with the helicopters.

 

All that shit you'd have to do to get the heli started... its a sniper's wet dreams to stumble upon that. Hell, I may not even shoot, people will probably just crash and kill themselves.

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Absolutely love the detail of your post. BUT I disagree with some points.

 

I don't agree with the 'skill' of flying/taking off of aircraft OK, so you have to learn a few steps to getting the heli in the air...once...

 

Then that knowledge is with you til the end of time, whether your character is freshly spawned or not.

 

I think there comes a point where a 'gamification' of elements is a necessity to keep the newbies and pros on some kind of par. Are we gonna ask for newbies to learn the different ways to suture effectively? How to clean a weapon? How to use a can opener correctly (believe me I've had to lol at seeing some fresh spawns at uni struggle with an old fashioned one)... basically yeah if you can fly an aircraft IRL good for you, if you're a medic IRL, again good for you (arguably better imo since you're not polluting the world with CO2 whilst showing off your skills...) BUT it's a game.

 

You are a freshly spawned zombie apocalypse survivor. Would you know how to suture? Possibly. Would you know how to fly a helicopter? Unlikely. Would you know how to fire a gun...would you know all three? Unlikely unless you were a member of the medics in the army that flew a heli or lived in 'merica.

 

As I've mentioned before in prior threads I'm a big fan of studying game mechanics and I don't believe that because someone has played a game to death that they should have such an advantage over a beginner. Also as I mentioned in another thread, having the potential for game-level enforced skills might decrease the KOS chance. "Oh great, you can fly a copter/suture this wound/remove this bullet, I won't kill you...YET."

 

I do appreciate that the game should be tough, but there comes a certain level where simulation is TOO in depth and also in having mastered what depth there is, it would become a shallower experience for the vets. "Oh I already learnt that I have to do ABC to suture a wound, or I can fly a heli, or I can find which transistor is faulty and replace it in a radio or I can gut a rabbit or I can make an engine from scratch or I can...."

 

Personally I'd just consider skill learning as 'mental gear' that has to be acquired from interaction with other players instead of from an airfield.

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Absolutely love the detail of your post. BUT I disagree with some points.

 

I don't agree with the 'skill' of flying/taking off of aircraft OK, so you have to learn a few steps to getting the heli in the air...once...

 

Then that knowledge is with you til the end of time, whether your character is freshly spawned or not.

 

I think there comes a point where a 'gamification' of elements is a necessity to keep the newbies and pros on some kind of par. Are we gonna ask for newbies to learn the different ways to suture effectively? How to clean a weapon? How to use a can opener correctly (believe me I've had to lol at seeing some fresh spawns at uni struggle with an old fashioned one)... basically yeah if you can fly an aircraft IRL good for you, if you're a medic IRL, again good for you (arguably better imo since you're not polluting the world with CO2 whilst showing off your skills...) BUT it's a game.

 

You are a freshly spawned zombie apocalypse survivor. Would you know how to suture? Possibly. Would you know how to fly a helicopter? Unlikely. Would you know how to fire a gun...would you know all three? Unlikely unless you were a member of the medics in the army that flew a heli or lived in 'merica.

 

As I've mentioned before in prior threads I'm a big fan of studying game mechanics and I don't believe that because someone has played a game to death that they should have such an advantage over a beginner. Also as I mentioned in another thread, having the potential for game-level enforced skills might decrease the KOS chance. "Oh great, you can fly a copter/suture this wound/remove this bullet, I won't kill you...YET."

 

I do appreciate that the game should be tough, but there comes a certain level where simulation is TOO in depth and also in having mastered what depth there is, it would become a shallower experience for the vets. "Oh I already learnt that I have to do ABC to suture a wound, or I can fly a heli, or I can find which transistor is faulty and replace it in a radio or I can gut a rabbit or I can make an engine from scratch or I can...."

 

Personally I'd just consider skill learning as 'mental gear' that has to be acquired from interaction with other players instead of from an airfield.

 

Well yeah that's basically the point of this thread. Starting a helicopter isn't a "game skill." It's a skill that you, as a human being playing the video game, has memorized outside the video game. If you saw the ToH video you would see what I'm saying. Just having a complicated startup sequence is the skill which you have to aquire. Shooting a gun, honestly, does not take any skill. Anyone who hasn't shot a gun can learn to in about 30 minutes. Same with surgery. It isn't a "skill" except that you happen to have the tools necessary and you have the basic sense to do things in the right order. Failure to disinfect your tools, for example, would lead to your patient getting an infection. It isn't a "skill," it's something you remembered to do. Death has nothing to do with it, so you may be misinterpreting that part.

 

I don't think there's anything too in depth for DayZ to explore. Everyone keeps complaining about KoS, well that's because we have nothing to do, because the game is actually just too easy. Even in the mod without all this stuff, KoS was rampant. Getting a helicopter meant basically nothing, because anyone could start it, fly it, repair it, ect. That's the learning curve. Without it, there's no challenge to overcome in the first place. Even with this stuff in place, it's going to be damned hard for a "veteran" to get even a car running, because it necessitates that you get all the parts, tools, and shit that you need to fix the car (or helicopter). Then you have to survive long enough to get to the vehicle, repair it, and be on your way, and even then some noob with an AR could just shoot you out and take it.

 

That's the whole point. It's equally challenging to everyone. Having played it more doesn't really make it any less difficult, it just makes you better at the game. Tell me, what game is just as easy for beginners as it is for veterans? None. Even Super Mario Brothers has skill. Even veterans at Pong are going to be better than beginners. There is literally no amount of "game design" that's going to take that away. Again, I don't see where talking about real life has anything to do with this, because as you stated, IT'S A GAME. However, this is a simulation engine, so we might as well use it to it's fullest potential. I don't think the surgery system is too complicated, if someone doesn't want to utilize it then sucks to be them? I mean, what's the difference, really? Making things too easy is just allowing the trolls to rove around killing players because "there's nothing else to do" and "for the lulz." This system provides an incentive to become better at something besides hunting and killing other players, which is also a kind of skill. Not everyone is a "veteran" at PvP. So by your logic, let's just give everyone aimbot because aiming is too hard. I don't get it. This is supposed to be a deep game.

Edited by SalamanderAnder
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Man you're thinking way way way way way waaaaaaaaaaaaaaaaaaaaaaaay too far ahead. Let's start with zombies and flashlights not going through walls and go from there.

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Man you're thinking way way way way way waaaaaaaaaaaaaaaaaaaaaaaay too far ahead. Let's start with zombies and flashlights not going through walls and go from there.

 

Uhg, there's already 152,047 threads about both of those things. No thanks. I'd rather look forward - to a brighter future!

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Uhg, there's already 152,047 threads about both of those things. No thanks. I'd rather look forward - to a brighter future!

 

As he said. I thought he was getting ahead of himself but he makes a good point. We need to stop stating the obvious so much in multiple threads. These major glitches will be taken care of through the bug tracker I believe. 

 

On top of that we have seen a lot of ideas that wouldn't really make DayZ unique but rather turn DayZ into more like other games or previous mods. 

 

The point of this thread is to inspire people to come up with where we want to see DayZ down the line. I'm not seeing much of that now because everyone is so focused on why the Alpha "sucks". I think we can leave it up to bug tracking and a few threads to take care of that. We as a community should be focused on the future of the game. 

 

We need more of this! The community needs to come to some sort of an agreement of what we think will make DayZ awesome with a long lifespan. We carry the fire! (The Road reference) 

 

Happy New Year everyone! May DayZ get more and more awesome with each update. Good luck to both the developers and our community. Let us start this new year right. High posters and veterans of this game need to work together to make this community solid! :) I hope I can be part of it. 

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I lost you when you said 'surgery isn't a skill'

 

Sorry but...really?

 

OK, so because the game has already simplified surgery, vehicle mechanics and beyond, someone just has to learn a simple ABC for each task and they're automatically able to perform any feat under the sun?

 

Unless it requires you to learn absolutely everything necessary to a real life degree, I see absolutely NO reason that your character should be able to perform such deeds just because you've learned a simple order of commands to do so.

 

Sterilise your tools before an operation...is that it with your consideration of what medical procedures entail? What about find out which organ(s) might be affected, check out which veins, arterys and major organs are in the vicinity of the area you're about to dig sharp needles into? Possibly consider any allergies of the patient before administering antibiotics? Jesus, are you master of the world because you learned an ABC of operations from a video game? If that's the case I'm inclined to suggest rocket veto continuation in case you decide to become a brain surgeon based on what you learned here...

 

Really... there's a LOT more to flying a helicopter than the takeoff procedure. There's a lot more to performing an operation than disinfecting your tools before you start. If you want simulation, I want you to learn all the shit a surgeon has to actually learn and all the shit a heli pilot has to know to avoid going into a spiral of doom...

 

Please if the zombie apocalypse happens, don't perform surgery on me or anyone I know and don't fly an aircraft within 100km of me.

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I lost you when you said 'surgery isn't a skill'

 

Sorry but...really?

 

OK, so because the game has already simplified surgery, vehicle mechanics and beyond, someone just has to learn a simple ABC for each task and they're automatically able to perform any feat under the sun?

 

Unless it requires you to learn absolutely everything necessary to a real life degree, I see absolutely NO reason that your character should be able to perform such deeds just because you've learned a simple order of commands to do so.

 

Sterilise your tools before an operation...is that it with your consideration of what medical procedures entail? What about find out which organ(s) might be affected, check out which veins, arterys and major organs are in the vicinity of the area you're about to dig sharp needles into? Possibly consider any allergies of the patient before administering antibiotics? Jesus, are you master of the world because you learned an ABC of operations from a video game? If that's the case I'm inclined to suggest rocket veto continuation in case you decide to become a brain surgeon based on what you learned here...

 

Really... there's a LOT more to flying a helicopter than the takeoff procedure. There's a lot more to performing an operation than disinfecting your tools before you start. If you want simulation, I want you to learn all the shit a surgeon has to actually learn and all the shit a heli pilot has to know to avoid going into a spiral of doom...

 

Please if the zombie apocalypse happens, don't perform surgery on me or anyone I know and don't fly an aircraft within 100km of me.

 

Lol um, okay. Pointless argument is pointless. There's no reason to be a fucking dick, or to make assumptions about my "ego," or whatever. Yep, I came up with some ideas about a video game, I must think I'm the "master of the world."  B) WOOO MASTER OF THE WORLD! (Guitar solo)

 

Propose a better system then. Oversimplification is boring, and boring is not what this game needs. Honestly the ToH system is a very good amount of simulation for something like taking off a helicopter. Even someone who is skilled at flying a chopper has to startup a helicopter the same way every time. Again, surgery is a real life skill yes, but it's not a "skill" in terms of the game as in "Oh boy I got xp points, now I can level up my surgery skill!" Please. In the apocalypse, doctors would be in short supply, field medicine would be the only way to keep your friends alive. Are you saying that applying a BANDAGE to fix BULLET WOUNDS is more realistic or requires more "skill" than the surgery system proposed? I even said, a dice roll would determine your chances of succeeding or failing at a surgical task, based on the tools you have, and the condition of the patient. Looks like you're actually just splitting hairs to prove your argument, which sounds like a watered-down system which is far less authentic than a real life situation. Obviously we can't simulate every vein and artery in the body, but this is more realistic than "Oh I wrapped my shot torso in a rag, now I'm all better!" lol.

 

And I don't get this ABC thing you keep coming back at me with. Almost every task in life can be boiled down to ABC. How to put on shoes: A: grab shoe. B: Put shoe on. C: Tie laces.

 

What's the difference? The operations, the tools required, this is all in the vein of DayZ. Look at the mod. A: Get engine part. B: Get toolbox. C: Fix entire car engine and drive away. So what are you saying here, exactly? Are you just trolling or do you have something constructive to provide or....?

Edited by SalamanderAnder
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- Love the vehicle stuff - would like to see a 'carrying heavy object' animation - can't slot big items like wheels or other major vehicle components into your inventory (as in the mod) but makes you walk slow and have to shoulder your weapons. Also makes me think that carrying a duffel bag in a similar way for extra carrying capacity would be a good idea - in a group you could have a designated pack mule when you raid a military base to come away with more goodies (but who has to drop the bag and get his weapons out or just plain run for it in a fire fight).

- Definitely port Take-on-helicopters or something similar.

- I like the level of complexity you want to bring to the medical system but a few bits are off (e.g. I'd be scared sh*tless to remove a bullet from abdominal wound without visualising the abdomen first, and in non-sterile conditions you're in trouble regardless). A lot of wounds to major organs just wouldn't be fixable in a world like DayZ (unless you came across a trained surgeon, a theatre team and a lot of appropriate kit). However, it would be an interesting dynamic to have someone in your group with a potentially fatal wound that just takes a long time to knock them off. 

Edited by Roshi
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