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libertine

Immersion, zombie behavior, and other many general suggestions/ideas

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"other many"!? :facepalm:

 

General suggestions/ideas

-Choose your voice volume and distance by selecting another player or object, keeps in line with their distance dynamically.
-Whisper/normal/shout voice volumes
-Ability to choose your own vocal distance
-Toggle key for not zooming in while aimed for 1x/iron sights aiming
-Stop right mouse button click from toggling player speed when no weapon is in hand.
-Ability to look behind you on ladders would be realistic and faster climbing.
-Throw stones to distract. generate footstep-like sound on forest floor for example, would need to be sounds already occurring in DayZ else players immediately predict whats going on.

-ability to take fire ember with you in aired container using some appropriate material
-small things to overturn/step on/bump into that can fall down and make a huge noise. Just make it avoidable with a little caution.
-Ominous,strange,eerie sounds coming from very far in the distance, ie outside Chernerus, not cleche stuff, I mean like the sound of a heavy metal slab falling from way WAY off in the distance, even outside of the map, seemingly.
-Climbing up hill animations and faster speed, maybe endurance limits bar pops up or you just start slowing down after a while.

-Show server name somewhere in-game the player list screen or somewhere else so I can get back to an awesome server.
-Show server description/rules in-game with server name, helpful with modding especially
-Bring back "turbo" doubletap to raise yourself quickly out of prone position. Double tap "toggle speed" i think actually
-Small benchmark program to help standardize GPU test results.
-hot drinks/thermos (end game survival stuff, something to achieve for that kind of play, especially for peaceful type players)

-Currently when looking sideways and running, changing speeds radically tilts the angle of the screen in an uncomfortable way.
-Abandoned mines under Skyrim mountain (maybe small shortcut from Elektro side to Cherno side).

-Remove reload magazine options from action list. Causes problem when opening doors.
-Take longer to remove gun from backpack, but quicker ('ish) for out of holster, hopefully this will make people feel a bit safer around people they encounter with no visible gun.
-Leg holders.
-option to turn hat backwards
-more casual wave, current is a bit formal and robotic, often not fitting the actual situations and seems slightly subservient or too apprehensive.
-Have movement get a little sloppier when starving, a little more momentum to overcome maybe (I'm thinking VERY slight change here)
-Automatically turn torso a bit when looking behind you, ***getting past backpack model***
-Make jogging strafe animations a little more realistic
-remove the brief stopping of movement after hitting the ground from a short drop
-re-do some dirty glass textures so you can see out of them a little bit better. Seems too dirty(blurry)
-High-rez night sky texture, with small distinct stars. See S.T.A.L.K.E.R or Skyrim mods for great examples
-Proper footstep sounds, sounds like pounding on something half the time.
-Footstep sound effects softening out (more realistic in most cases, compared to current), but increase slightly in hearing distance, thus matching the roundabout noise levels (to a degree) of the current, very loud sounding effects at their current maximum hearing distance.
-Footstep sound distance and volume level somewhat vary with speed
-Movement keys cancel actions
-Lean out windows and look around.
-Shoot straight up and down.
-Ocean too loud (fixed?)
-cobwebs in buildings
-Slight limp animation with leg injury
-New maps, Chernerus is really getting old fast IMO. Snow, Namalsk, Tavania (holy crap, 4 years later an no new maps or even plans)
-Door swing sound effects, from loud to very subtle
-Door control by player. Hold use key and raise/lower mouse. Control volume of swing sound
-speed up ladder movement 30%
-Speed up stair climb and decent speed where appropriate
-A creature...or something.. ..only seen once a month by a player (across all servers), never from close up, with realistic/powerful animations.
-clothing gets stained with blood, only slightly after washing

Zombie behavior
I think it would be cool if zombies could eventually be so interesting they became almost the primary antagonists, but to come even close i think a lot of work will be needed, such as:
-Complex animation behavior trees leading to interesting behaviors for idle states, such as investigating points on the map, ie, staring at an poster with a photo of someone on it. Reaching at something. Clawing at limbs, eating bodies, picking a rock up and looking at it, try to eat it, trying to pick up something, failing, clawing at itself, examining its hands with hands formed into claws, and on and on and on.
-I always find it really creepy when something wants to kill something else really, REALLY badly. From that, i thought that if you imparted some desperation into the movements of some of the zombie running/pursuit animations for certain zombies, it could be really creepy to see. Ie, the zombie is doing everything it can to kill you, right now. Creepy...
-I think the only way to make the zombies a serious threat, is to make them a serious threat. Thats why i'd personally like to see 28 Days Later style zombies with advanced behaviors and animations. However, some others don't. I would just like to say that i think inserting a realistic player sneaking ability into the game used against zombies would enhance immersion and believability and allow for more difficult zombies as well, but also provide players with a logical means of avoiding them. By this i mean give the zombies their sight, but the key here I think is to to reduce their hearing range to below human hearing (assuming some ear canal rot), which allows for players to slowly sneak closely past zombies which are looking other directions. i know I can sprint at full speed almost silently with sneakers on and be very, VERY quiet when moving slower. I think this offers the best chance for realistic gameplay that has an inherent sense to almost any player because it is especially meaningful to our innate human instincts which i think is something video games should always exploit to provide a visceral experience, if desired. Perhaps zombie player detection location should be limited to the neck allowing for your head to stick out over fences and simulating peeking carefully around a corner, giving 1st person player more chance to get back in cover before being spotted.

Rewarding exploration
-More easter eggs around the map. Keep it fresh with new stuff added in over time.
-more rewards for exploration like nice guns found in remote houses. Wandering the beautiful landscapes and doing things like following electrical lines would be much better if i knew something was out there besides tree models and grass...
-more military wrecks or signs of failed shootout against zombies in woodland locations with weapons lying around
-guns leaning up against trees near dead civilians, etc,etc, stuff like that, visual mysteries we can put together.

Weather
-Some creepy server side option weather, fog, more rain, sudden short wind storms during bad weather making it hard to hear -i always find reduced hearing ability very scary. Maybe leaves/debris blowing
-High res sky's and well defined cumulus type clouds
-Snow, long-underwear underneath existing clothing, other clothing layers.

-Rain not clipping through roofs, this really has helped immersion for me in some games when the rain is heavy.

-Rain of roof sounds. Int/etx rain sounds.

-Make color of sea darker during overcast weather, but a little less transparent in general. This will not only hide the fakeness of the sea bed texturing, but also look a bit more realistic, a bit more creepy. I find not being able to see clearly under the water very creepy. Just think its more fitting to go realistic here.

-Location based rain impact sounds for roofs, patios, metal pans, tops of sheds, fences, puddles/ponds and other dripping sounds with different volumes -all kept track of within another CPU thread. (?)

-Clothing layers, long underwear, pants, shirt, sweatshirt, jacket, rain wear. (military/civilian poncho and various rain gear)

-Player sweats in freezing weather during high activity unless outer layers are removed beforehand.

- Player can tie outermost clothing layer onto backpack with ropes while running large distances during cold weather to prevent sweat buildup and resulting freezing effect.

-Clothing looks wet when wet

-Drips coming out of water

-All but rain proof clothing gets wet when prone in wet grass.

-Rainfall reducing smoothly to sprinkle, instead of stopping completely and starting again when that would occur under a few minutes time as it does frequently now.

-Rain drops further out with smaller versions.

-Rain drops parallel to one another, this looks so much more realistic to me from a rainy part of the world. Really enhanced immersion when used in Skyrim mods IMO, and snow.

 

Updates

-don't tell players when you add in bears, let them encounter then on their own.

-1st person head moment currently is shaking, this easily seen when looking at your hands or gun or close objects.

-1st person walkie talkie usage animations

-circling vultures and other birds higher in the air. Probably a big help to make it easier to find players. Not suggesting ALL the time.

-America's Army 1, game, its system for throwing - left arm point the direction your going to throw, then you release button to throw, left arm replaces reticule. VERY fluid.

-static filled repeating distress call over radio channel occurring pretty rarely. A synthetic voice, not real. Something sorta creepy/ominous. (Lost episode one, good example of something creepy, but believable IMO, video below)

-Odd radio static occurring near Green Mountain. (not to be put in patch notes obviously....)

-spawn people all over the map, seems like the only way to prevent the Vietnam reenactment on the coastlines.

-Standing up while crouched at edge of roof can send you over, even with a knee high barrier. (maybe fixed?)

-Climbing, with climbing tools. Just something to do for the long timer type players.

-Things swinging in the wind like torn flags, debris here and there, curtains. (GPU based)

- make scope view realistically narrow, help balance out snipers a little bit. I always think when reality can balance something out, do that, because it also enhancing believability at the same time and thus immersion, IMO.

 

Updated 2/18

 

Lost distress signal

 

Parallel rain drops looks better, or i need to get out of Seattle.

118ha3a.jpg

Edited by libertine
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