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Jex

Realistic Action Times Please

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I completely disagree: regarding realism: 90% of the can openers suck and their handling is not so quick, yet I can smash a can with one swing of my axe - and loose a lot of the content! that food loss does not matter at the moment is a different story, and cannot serve as an argument to turn dayz into a "find 5 ingredients and spend so much of your time to craft item yxz"

application of imperfect tools usually not prolongs the task, but more often renders the product worthless

I don't understand the obsession to turn games into something tedious, adding simplest tasks for the sake of "realism" - you end up playing a game where you do nothing more than in every day life - well you do it instead of living your life.

In almost every house in dayz there is a computer - maybe it should be more realistic, and possible to turn them on and play, let's say a survival game...

 

You disagree with the fact that everybody uses can openers and not knives to open cans therefore we should use axes? 90% of can openers suck? I'm sure you have the relevant study at hand that you can cite to back up such a ridiculous claim. If they suck so badly, why aren't we using other things and my can opener at home is working fine thanks.

 

You obviously have no idea what DayZ is and has been as a game and there's no power - it's an apocalypse so how are you going to power a PC? In what way does my suggestion "turn games into something tedious"?

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Entire game needs to be slowed down substancially imo.

 

Movement speed

Lack of animation and ability to run while in your inventory

insane speed of mounting optics and accesories

speed of eating

speed of drinking

 

everything is far too instant.

... or the instant makeshift backpack. Three secs to craft a backpack... this dude is a machine!

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You disagree with the fact that everybody uses can openers and not knives to open cans therefore we should use axes? 90% of can openers suck? I'm sure you have the relevant study at hand that you can cite to back up such a ridiculous claim. If they suck so badly, why aren't we using other things and my can opener at home is working fine thanks.

 

You obviously have no idea what DayZ is and has been as a game and there's no power - it's an apocalypse so how are you going to power a PC? In what way does my suggestion "turn games into something tedious"?

I disagree that a can opener is faster than an axe just because it's the right tool

yes, it's a zombie apocalypse... and I would rather worry about zombies and surviving than if the can opener has to be put in an realistic angle...or it takes a realistic amount of time until I have eaten an apple... - I think the timespans are long enough that you have to consider where to eat, to avoid getting into trouble

Edited by micalo

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I think that adding more time to perform a action is a wrong way to look at this. One way to give can opener more value is to make all other tools to spill more food when using them to open cans. Can opener would give you 100% of content and other tools would give much less like only or less 50%. Its not realistic like many of you have stated but adding more time to make things would be frustrating to many players. If you give value to right tools or you dont want to have this game to be eating simulator this system would be great. Find the tool or find more food.

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I think that adding more time to perform a action is a wrong way to look at this. One way to give can opener more value is to make all other tools to spill more food when using them to open cans. Can opener would give you 100% of content and other tools would give much less like only or less 50%. Its not realistic like many of you have stated but adding more time to make things would be frustrating to many players. If you give value to right tools or you dont want to have this game to be eating simulator this system would be great. Find the tool or find more food.

and actually it happened to me once, that i was on the way, close to starvation, found a can of bean - but only had an axe... I kept on searching, but finally had to use the axe, and lost ~80% of the food ... it was dramatic .-)

Edited by micalo

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You don't even have to open the can all the way. 

 

Stab the top of the can and 'drink' the contents out.

 

Knife.... 2 seconds

Screwdriver.... 5 seconds.

Axe.... 2 seconds

 

Don't let the way the current items look and the way you eat them ruin your imagination. It is Alpha, after all.

Edited by mullraugh

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it's a good ideia, if u think, the character pick a gun or something in the bag very fast, in real life this action would take a lot of time.

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I think that adding more time to perform a action is a wrong way to look at this. One way to give can opener more value is to make all other tools to spill more food when using them to open cans. Can opener would give you 100% of content and other tools would give much less like only or less 50%. Its not realistic like many of you have stated but adding more time to make things would be frustrating to many players. If you give value to right tools or you dont want to have this game to be eating simulator this system would be great. Find the tool or find more food.

 

There's 2 problems with that. The first is that I'm never going to lose food opening a can with a knife vs a can opener. So whilst yes, the penalty is there to make the can opener worth it, the loss of food is too ridiculous to be believable but also, with the current rate of food spawning, there's too much so this wouldn't be an issue really anyway. If they get food to a point it's rare, the game won't be fun if you're starving all the time and that 50% loss is going to make a huge difference to you - if it gets to that point, you'll be spending all your time looking for food and that's pretty much it.

 

I doubt very much food is going to ever be that scarce but we'll see. The only other alternative I can think of is better tools do things quicker. You could stab the food open and be done real quick with it but then just remove all the losses of food if that the case but increase the chance of injuring yourself and getting infected.

 

If a screwdriver was so quick and easy, people wouldn't be buying can openers and a hole is only good for liquid (well, it depends on the type of hole I suppose and what it's good for ;)). So now we have this wet hole that we pierced with our rod but now we have to poke our fingers inside it and wiggle it around to get at the meat?

 

oh lawd....

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Open a can of....

Screwdriver.....30 second

Knife............20 seconds

Can opener.....5 seconds

I really do hope so, tho i think it should be a bit more harsh. Say a screwdriver takes more like 2 minutes.

Sewing kits should take a long time depending on the damage rating of the clothing item.. up to 2 minutes for something damaged also and even then it maybe a small result. I think one of the best reason for making crafting/eating animations take a long time is because it would make downtime, when there is nothing happening, seem a bit more wholesome if these small tasks can take up a small portion of time.I beleive making the players animations for crafting actions significantly longer time to accomplish a crafting will make it more rewarding also. For those times when there is a storm and you are watching out a window on the second story of a house and you actually have something to do  B)

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I don't really understand the whole "losing food with different tools" mechanic, it just doesn't make sense to me, as someone trained in Wilderness Survival. The ground isn't that dirty. 

 

Believe me, if you were hungry enough, you would eat the beans you spilled on the ground. I've done it. It is called "Camp Spice", and it doesn't hurt you, not the little bit you get on the food by dropping it. 

 

Making different tools take longer makes infinitely more sense.

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I really do hope so, tho i think it should be a bit more harsh. Say a screwdriver takes more like 2 minutes.

Sewing kits should take a long time depending on the damage rating of the clothing item.. up to 2 minutes for something damaged also and even then it maybe a small result. I think one of the best reason for making crafting/eating animations take a long time is because it would make downtime, when there is nothing happening, seem a bit more wholesome if these small tasks can take up a small portion of time.I beleive making the players animations for crafting actions significantly longer time to accomplish a crafting will make it more rewarding also. For those times when there is a storm and you are watching out a window on the second story of a house and you actually have something to do  B)

 

I like the idea of having things to do around camp. It's meant to be a survival game so what do people do in a survival situation - they store and gather food and water, they make clothing or repair it, they mend tools or make them, they clean weapons - all those things become so much more important when it's your life that's on the line and become a part of every day life.

 

Who's going out to get food and water? Who's fixing the car? Who's tending to the crops? Who's sharpening the blades? Everything should have an animation for it and take time to do - this instant fix BS needs to go and if you don't like waiting, then go searching around the map for better gear so it doesn't take as long and give better items meaning to the game.

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I don't really understand the whole "losing food with different tools" mechanic, it just doesn't make sense to me, as someone trained in Wilderness Survival. 

Well I don't mean to sound like a prick but that is just a basic game mechanic to make you try to find the best tool for the job so unless you have the right tool you pay a price. Something like eating is indeed so simple. Dayz doesn't want it to be. Simple as that

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We already have food loss implemented, and as of the previous few updates it's plain to see the dev's have added a timer for actions...so why not have both?

It would just add further to gameplay if it took more time to open a can with a knife with relatively small losses, while an axe would be almost instantaneous but could lose a large amount of food.

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