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Dagwood

Feeling omnipotent...

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Being able to see exactly what gear is in my backpack, pants and jacket while jogging with an M4 in my hands is pretty unrealistic. Yes, I could REMEMBER exactly what gear I had, but I would not be able to dig through my backpack to know for sure.

What I suggest is that which "containers" of clothing we can see the contents of depends on whether our hands are free and how quickly we are moving. If I am running with my hands empty, the contents of my shirt and vest will be available to peruse via the inventory menu. If I am carrying a rifle, I can only see that I am carrying a backpack and wearing clothes.

The only way to check your back pack should be while not moving, or while slow walking.

Is any of this making sense? Am I onto something?

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That's a decent idea. They're planning on redoing the inventory layout, maybe that will be implemented. Maybe you'll have to stop, open your backpack to see what's in it. Like the mod.

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that doesn't make any sense. i could easily take something from my pocket while holding a rifle at the same time. i could just hold the rifle with one hand for a second.

 

being able to remember what you picked up makes this mechanic completely useless. it would just be an annoyance imo.

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Why does remembering what's in your pack make this useless? Remembering what's in your pack is what you would have to do in real life.

While it might be "annoying" to more casual gamers, I think this kind of mechanic would force players to really evaluate what goes where in their inventory.

If only the items in your vest and pants were quickly accessible while on the move, I think the game would have a more immersive, authentic experience. While I hated the clunky UI in the mod as much as the next guy, I must admit that it limited the speed with which we could shuffle gear in a fairly realistic manner.

Hardcore servers need this implemented.

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While we are at it I would like to not know how many bullets my gun has, untill I count it.

 

Maybe addition to hardcore servers in the future.

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The problem with realism is that most people play games to be entertained and escape the "tedium" of daily life.

 

Sure, realism is cool to some degree, but when people want to add toilet functions, infections, tons of diseases, psychological issues etc into the mix there will be a line very quickly when everything gets more tedious than fun. Sure, life in an apocalypse would most likely be brutish and short, but i dont wanna spend all of my time playing some miserable wretch on the brink of death from a scratch he got some hours earlier. Checking your inventory rather quickly is one of the gamey conveniences i`d like to have, simply because it doesn`t add much in the way of danger, you`d simply have to hunker down in a corner somewhere everytime you wanted to check your backpack. Yeah, it`s realistic, but in real life you wouldn`t be completely helpless in an inventory screen while checking your stuff, you could probably pick up your gun and aim it towards the direction of a sound in a matter of 1 second. 

 

A game like this can never be realistic, because you`ll never truly fear for your life in a video game, and that would be a HUGE factor in how you`d behave in an apocalypse. Most of the time you`d be sleeping or warming yourself in some sort of shelter, with the physical strain and wear and tear of post-apo life, you would easily sleep 10-11 hours a day, given the possibility. 

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yeah maybe for hardcore servers, you guys are demanding more realism, and features that will cost the engine flexibility, we need them to crack open the engine core, and add more features, for your Idea to work, it is mandatory a more fluid animation/command system

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It'd be nice if you had to move your backpack to your hands to access it. (Perhaps only side pockets on them could be accessed while on your back idk how that could be done though)

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The problem with realism is that most people play games to be entertained and escape the "tedium" of daily life.

 

Sure, realism is cool to some degree, but when people want to add toilet functions, infections, tons of diseases, psychological issues etc into the mix there will be a line very quickly when everything gets more tedious than fun. Sure, life in an apocalypse would most likely be brutish and short, but i dont wanna spend all of my time playing some miserable wretch on the brink of death from a scratch he got some hours earlier. Checking your inventory rather quickly is one of the gamey conveniences i`d like to have, simply because it doesn`t add much in the way of danger, you`d simply have to hunker down in a corner somewhere everytime you wanted to check your backpack. Yeah, it`s realistic, but in real life you wouldn`t be completely helpless in an inventory screen while checking your stuff, you could probably pick up your gun and aim it towards the direction of a sound in a matter of 1 second. 

 

A game like this can never be realistic, because you`ll never truly fear for your life in a video game, and that would be a HUGE factor in how you`d behave in an apocalypse. Most of the time you`d be sleeping or warming yourself in some sort of shelter, with the physical strain and wear and tear of post-apo life, you would easily sleep 10-11 hours a day, given the possibility. 

 

I agree. For the amount of "simulated" open running there is, going through inventory passes some of the time. The alternative of wedging something in the W key and staring at the wall isn't all that "hardcore."

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The problem with realism is that most people play games to be entertained and escape the "tedium" of daily life.

 

Sure, realism is cool to some degree, but when people want to add toilet functions, infections, tons of diseases, psychological issues etc into the mix there will be a line very quickly when everything gets more tedious than fun. Sure, life in an apocalypse would most likely be brutish and short, but i dont wanna spend all of my time playing some miserable wretch on the brink of death from a scratch he got some hours earlier. Checking your inventory rather quickly is one of the gamey conveniences i`d like to have, simply because it doesn`t add much in the way of danger, you`d simply have to hunker down in a corner somewhere everytime you wanted to check your backpack. Yeah, it`s realistic, but in real life you wouldn`t be completely helpless in an inventory screen while checking your stuff, you could probably pick up your gun and aim it towards the direction of a sound in a matter of 1 second. 

 

A game like this can never be realistic, because you`ll never truly fear for your life in a video game, and that would be a HUGE factor in how you`d behave in an apocalypse. Most of the time you`d be sleeping or warming yourself in some sort of shelter, with the physical strain and wear and tear of post-apo life, you would easily sleep 10-11 hours a day, given the possibility. 

 

Made a sarcastic thread about all these people wanting hyper-realism. http://forums.dayzgame.com/index.php?/topic/167199-lets-make-this-game-realistic/

 

It's a game and people need to realize that. I hardly doubt rocket even considers it a simulator... even so.. you just can't go 100% realism. 

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You've already fallen back onto the "it's a game" argument. How predictable.

Some of us wan to play in a playground that isn't cut out for every type of gamer. Maybe we want more infections to cope with. Maybe we want more difficulty in navigating the map and getting lost sometimes. These might not sound "fun" to you, but they add realistic depth to an already immersive experience.

In addition to that, these "tedious" additions to the game like infections and uncontrollable bowel movements, make the time between violent interactions with other players that much more of a chore. What's my point? If you have to disinfect all of your clothes, purify your water before drinking it, cure yourself of multiple, obscure viruses, and then finally find a gun to kill someone, you're going to eliminate a large portion of the "my only option in this game is kill or be killed" players that are present at the moment.

TLDR

Adding tediousness to the survival aspect of the game keeps the kids looking for cheap thrills out of the way. The argument that this is a game and must only include fun features is just plain wrong.

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Why not just RP you looking in backpack and "digging" around as your are running as just you going through your memory palace? That's what I do and I tricked my self right good I did.

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I think this suggestion is good but it is on that line of realism vs a game. While the suggestion makes sense, it may translate poorly on a mass scale.

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The problem with realism is that most people play games to be entertained and escape the "tedium" of daily life.

 

Sure, realism is cool to some degree, but when people want to add toilet functions, infections, tons of diseases, psychological issues etc into the mix there will be a line very quickly when everything gets more tedious than fun. Sure, life in an apocalypse would most likely be brutish and short, but i dont wanna spend all of my time playing some miserable wretch on the brink of death from a scratch he got some hours earlier. Checking your inventory rather quickly is one of the gamey conveniences i`d like to have, simply because it doesn`t add much in the way of danger, you`d simply have to hunker down in a corner somewhere everytime you wanted to check your backpack. Yeah, it`s realistic, but in real life you wouldn`t be completely helpless in an inventory screen while checking your stuff, you could probably pick up your gun and aim it towards the direction of a sound in a matter of 1 second. 

 

A game like this can never be realistic, because you`ll never truly fear for your life in a video game, and that would be a HUGE factor in how you`d behave in an apocalypse. Most of the time you`d be sleeping or warming yourself in some sort of shelter, with the physical strain and wear and tear of post-apo life, you would easily sleep 10-11 hours a day, given the possibility. 

Rocket describes DayZ as an anti-game that breaks the normal rules of games. He also said that they don't aim for realism but for authenticity. DayZ is not about convienience. If it is immersive it fits the gme,and op is completely right. 

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Honestly if all I have in the world is contained in a single backpack, I would know EXACTLY what is in there. Especially if my survival depends on it.

Now Rainman like autistic bullet counting makes no sense.

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While we are at it I would like to not know how many bullets my gun has, untill I count it.

 

Maybe addition to hardcore servers in the future.

 

In another thread weren't you just going on about how you'd stick something to your screen if they got rid of crosshair? Do you even play on hardcore servers?

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The problem with realism is that most people play games to be entertained and escape the "tedium" of daily life.

 

Sure, realism is cool to some degree, but when people want to add toilet functions, infections, tons of diseases, psychological issues etc into the mix there will be a line very quickly when everything gets more tedious than fun. Sure, life in an apocalypse would most likely be brutish and short, but i dont wanna spend all of my time playing some miserable wretch on the brink of death from a scratch he got some hours earlier. Checking your inventory rather quickly is one of the gamey conveniences i`d like to have, simply because it doesn`t add much in the way of danger, you`d simply have to hunker down in a corner somewhere everytime you wanted to check your backpack. Yeah, it`s realistic, but in real life you wouldn`t be completely helpless in an inventory screen while checking your stuff, you could probably pick up your gun and aim it towards the direction of a sound in a matter of 1 second. 

 

A game like this can never be realistic, because you`ll never truly fear for your life in a video game, and that would be a HUGE factor in how you`d behave in an apocalypse. Most of the time you`d be sleeping or warming yourself in some sort of shelter, with the physical strain and wear and tear of post-apo life, you would easily sleep 10-11 hours a day, given the possibility. 

Exactly, as a game it should be inspired by real life. It will never be real life. Trying to make it exactly like real life would make it inconvenient because we have to interface with the game with a keyboard, mouse, and screen of some kind. The game already does a good job in making actions have meaning with the animations for pulling out gear, bandaging, eating, shouldering / shouldering weapons, ect. Though I could see merit in having to set the backpack on the ground, in front of you, clicking on a zipper and dragging, clicking on individual items digging through it to get to what you want, I dont see that as being appropriate for dayZ a social fps mmo survival adventure horror similar to how you wouldnt use something like assassins creed's control scheme for fighting in dayZ. 

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How dear people suggest realism stuff for a game that is based on a realistic military simulator. The balls on some.

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I see I`ve gotten some answers on my reply.

 

I like realism in video games, i like aiming down the sights, realistic weapon handling, getting effects from bad foods, breaking my leg if i fall from a height, not having a "HUD" that shows how much ammo etc i have...

 

That`s all well and good, i just don`t see what it adds to the game that i for example have to take a shit every now and then, or spend alot of time checking my inventory.

What i want to see however, is grass rendering for a far longer distance for example, bush and tree foliage thickness should be the same for everyone, the resolution doesn`t need to be the same. 

I also want to see features like blind-firing and bullet penetration (which can`t be implemented on 3rd person servers)

 

I don`t see how adding tedious features  adds a reason for people not to KoS, it just adds more reason (and opportunity). 

 

"It`s a game" is a valid argument, i don`t want an arcade shooter here, i`m just saying that since my body is contained within an awkward vessel in-game, that in no way simulates how i would for example be much better suited to hear where a sound is coming from, or have far more freedom of movement IRL, that we need more clunkiness and awkwardness. 

 

Do you want to have a "tired" meter that for example tells you, you have to sleep? Or if you sprint through a heavily forested area that you get a chance to sprain your ankle or stub and break a toe?

Edited by Furtherado

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You forgot how the character doesn't even take off his backpack to look through it. This suggestion makes no sense.

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