Roshi (DayZ) 397 Posted January 10, 2014 (edited) So in my head DayZ should be largely about trade-offs. Equipment at present is limited only by carrying space, and there is not enough functional kit in the world yet to make it a big deal to force equipment specialization. It sounds like there is an encumbrance system planned as well. But what about another way of influencing the choices players make about what kit they carry, and where in there inventory - Additive sounds: The basic idea is that each major bit of kit you carry makes sound as you move, and the total sum of of those sounds affects your noise level - for zombies and other players. So being geared up to the nines with a rifle, two melee weapons, a mountain pack with a cooking pot hanging off the back, two pistols in hip holsters, and fully loaded tactical vest and cargo pants not only weighs you down, but you are also a fair bit noisier. Edited January 10, 2014 by Roshi 5 Share this post Link to post Share on other sites
Rufert 146 Posted January 10, 2014 I was thinking about that. Logically a stuffed backpack would make less sound than a half empty one with a bunch of shit rolling around inside it. Would depend on the items as well, a bunch of cans would make a lot of noise, but a lot of shirts wouldn't. 1 Share this post Link to post Share on other sites
Twitchy040 2 Posted January 10, 2014 this would take alot of time and effort to add to the game i would think. may be an idea for further down the road but it wouldn't be viable at this point.. or any alpha stage imho Share this post Link to post Share on other sites
Rufert 146 Posted January 10, 2014 this would take alot of time and effort to add to the game i would think. may be an idea for further down the road but it wouldn't be viable at this point.. or any alpha stage imhoIt'd be fairly simple. Items either have a positive noise value or a negative noise value. And there'd be three different levels of "noise" that'd be played in the world depending on where the sum of your gear fell. 1 Share this post Link to post Share on other sites
Twitchy040 2 Posted January 10, 2014 It'd be fairly simple. Items either have a positive noise value or a negative noise value. And there'd be three different levels of "noise" that'd be played in the world depending on where the sum of your gear fell.oh, i guess that shows how much i know. i still think it would be better off in a later build after they have fixed the current random sound issues they are having :P Share this post Link to post Share on other sites
SunTechNick 3 Posted January 10, 2014 Don't know if some one posted this on this forumhttps://www.youtube.com/watch?v=lRfNyLFx_MQ&list=PLACZwe5ZKIAgUX6lWkn7ovoHBVkO0RS_W This guy made some terrific sound modifications. Did anybody informed BIS about this? Share this post Link to post Share on other sites
Monkfish (DayZ) 339 Posted January 10, 2014 I like the idea of lots of kit in your bag making a noise. It might not be too hard to implement. As Rufert suggested, each item could have a +ve or -ve sound value that adds to how much noise you make and each item could also have a material value that affects the type of sound made and how much of a difference it makes to the +ve/-ve value. So, for example, lots of tins of food would make a loud metallic clanging noise, whereas lots of clothes would make little to no noise. Combinations would then affect the volume as a factor of the +ve/-ve values of all items combined with a 10-15% variance, with the type of noise made being a random selection based on the material value of the items in the backpack. Therefore, a backpack containing some tins, loose ammo, clothes, bandages and a few sticks would randomly made ammo jingling and metalic clanging noises mixed in with the sound of wood being hit. It would all be muffled to some degree by the clothes/bandages. Don't know if some one posted this on this forumhttps://www.youtube.com/watch?v=lRfNyLFx_MQ&list=PLACZwe5ZKIAgUX6lWkn7ovoHBVkO0RS_W This guy made some terrific sound modifications. Did anybody informed BIS about this?Wow, those sounds are absolutely fantastic. Devs, give this man a job! Share this post Link to post Share on other sites
Roshi (DayZ) 397 Posted January 10, 2014 (edited) It'd be fairly simple. Items either have a positive noise value or a negative noise value. And there'd be three different levels of "noise" that'd be played in the world depending on where the sum of your gear fell.For zombies that would work but I would love it if actual sounds were added together for the player to hear (which could give you clues as to which items you need to stow better) and for other players. I appreciate that this would probably be harder (although I would have thought that you just overlay the sound waves - although interactions between pieces of kit would be harder).In relation to trade offs, I would also love to see different animations for retrieving kit from different containers - the length of time the action takes to perform being the time taken to perform the animation. For example retrieving a pistol from a chest holster being MUCH faster than retrieving one from a back pack. Also backpacks would be a different case - I think to see the contents of your backpack you would need to take it off your back and put it on the ground in front of you (or something similar). Edited January 26, 2014 by Roshi Share this post Link to post Share on other sites
Roshi (DayZ) 397 Posted January 10, 2014 And half full canteens should make a sloshing noise. Share this post Link to post Share on other sites
SunTechNick 3 Posted January 24, 2014 I really cannot understand why this topic is so unpopular. I think sounds are very important part of the environment. Share this post Link to post Share on other sites
Roshi (DayZ) 397 Posted January 26, 2014 Could be made simpler if items stowed in backpacks, vests etc didn't make noise but the clothing and storage items did, along with any items not stowed in a container or holster/sheath. Would open the way for tying some items to the outside of your gear (eg a gas mask) - the trade off being that this would make extra noise. Share this post Link to post Share on other sites