Mullraugh 1151 Posted February 22, 2014 Note: I make this suggestion in hopes it would be added AFTER zombies are fixed (not phasing through buildings) and better optimized to have more of them.Imagine walking through a parking lot, opening the trunks and doors of the old wrecks that lie there. Suddenly, as you open a door, the car alarm goes off and all the zombies (and players even) come racing toward the noise.Things that could make noise:-Grocery Store alarms-Shop alarms-Garbage, tin cans, leaves or sticks on the ground -Firestations (there's speakers on the tower)-Fire alarms-Garbage Cans or other objects that can be knocked over-Players and guns of course.-Church bells-Car alarms-Military bomb sirens-Broken glass on the ground, breaking glass on a house.-Thrown objects-Radios and Walkie Talkies-Other thingsAnyone like this idea? It's not overly outrageous or unrealistic and could have possibly been added to the game at a later date regardless of this post or not. 6 Share this post Link to post Share on other sites
Slyguy65 499 Posted February 22, 2014 I approve of the irony that your pic has a guy wearing ear protection. Share this post Link to post Share on other sites
Korsbaek 1778 Posted February 22, 2014 Things that could make noise:-Grocery Store alarms-Shop alarms-Firestations (there's speakers on the tower)-Fire alarms-Garbage Cans or other objects that can be knocked over-Players and guns of course.-Church bells-Car alarms-Military bomb sirens-Radios and Walkie Talkies All of these take electricity to work today, therefore they wouldn't work. 1 Share this post Link to post Share on other sites
Mullraugh 1151 Posted February 22, 2014 All of these take electricity to work today, therefore they wouldn't work.If the electricity is all gone, why do street lamps still light up the roads in the city at night?Also it doesn't take electricity to knock over a garbage can...Thanks for the constructive criticism though! 2 Share this post Link to post Share on other sites
kichilron 8550 Posted February 22, 2014 I was thinking about the electricity, but then again: I gave up playing at night, as it's not really heading anywhere (sadly, I might add.) So I don't know anything about the eletricity in Chernarus, even though I don't understand where it would be coming from. The only map I found it acceptable on was Taviana, as they have Wind Turbines. 1 Share this post Link to post Share on other sites
djporternz 644 Posted February 22, 2014 If the electricity is all gone, why do street lamps still light up the roads in the city at night?I'm assuming that they are solar powered lighting solutions put in place by the forward thinking post-soviet governing bodies for just such an eventuality of a catastrophic breakdown of essential social infrastructure. An ironic salute to the previous failed central planning systems endorsed by their long replaced communist overlords. 2 Share this post Link to post Share on other sites
Mullraugh 1151 Posted February 22, 2014 (edited) Nobody knows where the electricity comes from. If I had to make a guess, it would be from Elektrozavodsk since it's the electricity/industrial center of the little bit of Chernarus we're able to play in."ElektrozavodskA large industrial harbor with a coal-burning power plant is one of the most cosmopolitan places of northern provinces. Dozens of pubs, bars and joy houses add a flavor of a vibrant cultural center to this astounding display of the country´s industrial advancement. This city was hit hardest (next to Chernogorsk) by the aggressive industrialization projections by the government in the 70's, most of it unfinished."-from Bohemia wikiOf course theres always a possibility of a power plant (probably nuclear) off the map somewhere. The map we're given to play in is actually just a tiny bit from the north east side of all of Chernarus. Edited February 22, 2014 by mullraugh 1 Share this post Link to post Share on other sites
Atom Quark 437 Posted February 22, 2014 (edited) All of these take electricity to work today, therefore they wouldn't work. If the electricity is all gone, why do street lamps still light up the roads in the city at night?Also it doesn't take electricity to knock over a garbage can...Thanks for the constructive criticism though!It depends on the backstory of DayZ. Car batteries in the cold can last a week and I have seen a battery start a car after it sat for a month. But all the other things on the power grid, no. Edited February 22, 2014 by AtomQuark Share this post Link to post Share on other sites
jfn3000 10 Posted February 22, 2014 (edited) Some of those things require electricity sure, but I read the point as making (or keeping) sound as a core gameplay element. Making zombies sensitive to sound is an excellent idea, and I think already implemented? I thought I saw that they did respond to gunshots if awkwardly, and that they were sound-sensitive in the mod as well. But I like the idea of enhancing the sound interactivity beyond gunshots. This goes well with my suggestion for clutter objects (http://forums.dayzgame.com/index.php?/topic/176194-interactable-clutter-objects/ shameless :P) and doesn't depend on the specifics of electricity usage. Trash cans, tin cans, gunshots, church bells, etc. wouldn't require electricity. If destructible scenery objects make it in, their destruction noises would play into it as well. Here I'm thinking of not just broken glass on the ground, but breaking a glass window. Something I would add would be a sensible way to handle sound volume over distances. VoIP range is still awkward for example, and it could get cumbersome to calculate sound intensity from the waveforms. Maybe sound FX could come with an intrinsic volume property, and then zombie AI could use the distance and volume to check if it's audible. Basically, the AI "hears" everything, but if some math on the volume property and distance fails a check, the AI doesn't act as if it was heard. This also allows source separation without actual audio processing. Handling sound through closed doors or around buildings is probably best left to the new audio guy, I'm sure he has some tricks up his sleeve. Edited February 22, 2014 by jfn3000 Share this post Link to post Share on other sites
minime1000 78 Posted February 22, 2014 (edited) Brushing against stuff and other effects like in these vids: Sound has always been crappy with BI so I doubt we get good immersive sounds. Probably the most obvious things like gunshots and ambient stuff but nothing too detailed. Edited February 22, 2014 by myshl0ng Share this post Link to post Share on other sites
IkaikaKekai 1957 Posted February 23, 2014 If the electricity is all gone, why do street lamps still light up the roads in the city at night?Also it doesn't take electricity to knock over a garbage can...Thanks for the constructive criticism though! I believe it was said by rocket (I do NOT have a source but believe it was on this forums somewhere) that the street lights and such being on are 'bugged', meaning they shouldn't be on. In the Mod for a while all the street lights were on till they were 'fixed' in the next patch so it has happened before. AFAIK the only powerplant in Chenarus is in Electro, which would have shut down by now with no one working it. There's several possible ways that could explain the occasional streetlight being on aside from simply saying 'its bugged'. One of which is the possibility they have small solar cells and battery backups (unlikely but possible), or just battery backups and timers/sensors to turn on and off (more likely but still they would probably have run down by now). To get back on the original track, yes, there should be a lot of distraction sounds to use against zombies/players. That 'phantom chain fence' noise should not be phantom, when a player/zombie goes up against a chain fence or walks over a downed one it should make the noise. I don't know if car alarms are prevalent in post Soviet countries but they could still be viable. I think throwing items should definitely make noise, IE throwing a rock/brick at a fence or window, or a bottle or can to attract the zombies to it. Share this post Link to post Share on other sites
Nylrem 12 Posted February 23, 2014 You could even have the possibility of adding in generators and or batteries, or even rigging up car batteries to some form of sound system, either car alarm or fire station, that way you could set it off, run off and loot while all the zombies and players are running to the car. 1 Share this post Link to post Share on other sites
rickenbacker 190 Posted February 23, 2014 Note: I make this suggestion in hopes it would be added AFTER zombies are fixed (not phasing through buildings) and better optimized to have more of them.Imagine walking through a parking lot, opening the trunks and doors of the old wrecks that lie there. Suddenly, as you open a door, the car alarm goes off and all the zombies (and players even) come racing toward the noise.Things that could make noise:-Grocery Store alarms-Shop alarms-Garbage, tin cans, leaves or sticks on the ground-Firestations (there's speakers on the tower)-Fire alarms-Garbage Cans or other objects that can be knocked over-Players and guns of course.-Church bells-Car alarms-Military bomb sirens-Broken glass on the ground, breaking glass on a house.-Thrown objects-Radios and Walkie Talkies-Other thingsAnyone like this idea? It's not overly outrageous or unrealistic and could have possibly been added to the game at a later date regardless of this post or not. Brushing against stuff and other effects like in these vids: Sound has always been crappy with BI so I doubt we get good immersive sounds. Probably the most obvious things like gunshots and ambient stuff but nothing too detailed. Oh my god, you have no idea how much I want sound like this in the game :). And some of it should be possible, we already make noise when brusing against bushes, so why not other things? That damn chainlink fence noise would finally have a home! Share this post Link to post Share on other sites