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Drnyh5n1

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  1. Drnyh5n1

    Mod/Scenario Suggestions

    This is by no mean request for addon, this is supposed to be source of inspiration and step in right direction and if anybody will at least read this topic and draw some raw thought from my ideas than feel free to use it in any way you like. Im doing this for Reforger and Arma series.
  2. Adding Economy and Survival aspects (food, drink) in regular Conflict. When people talk about battlefield, they imagine it as some sort of close combat 'call of duty' mission full of speed and action while in reality such thing would never happen. I would like to see conflict being represented as mundane, day-to-day struggle with daily matters (food, dry clothes, supply routes) while also mainaining sense of individual purpose and scale. Example: you have two undeveloped indigenous tribes, both isolated and hostile to each other. None of the sides can afford or 'is willing to risk' open conflict but both are being dependent on hunting animals, so what one party would do to hurt the other is to go to enemy hunting grounds, hunt down or chase away animals that enemy tribe might hunt. While mainentaining friendly force present in its own hunting grounds to prevent retaliation. -> war at its finest Imagine scenario with two sides against each other. Each side having its vehicle pool, bank, personal storage and trader in ONE main base acting as ONLY respawn point. Fighting not only for ground but also economical advantage, building up potential of its army which is measured by individual players gear, personal supply of food, water, first aid and ammo. Where players might be able to help each other, make name for themselves, estabilish relations or help each other to grow, to regroup after failed assault or to estabilish themselves in newly obtained territory. Or give your teammates a ride to their mission destination or to join them in full assault on some territory or any other activity related with daily life on battlefield. Becuase on battlefield you need to watch your basic needs first! You can obtain new ground but when you are overstretching your men - you are creating gaps in your deffense. Whole idea is about resource management about creating some tension inside of team and making individuals focus on bigger tasks while trying to up keep their basic needs. Everything players can do in missions would be optional, progress would depend on level of organization among teams. And individual ability to employ themselves in useful way Progression of players would be slow and hard, not having abundance of weapons and vehicles (creating gear fear) forcing players to cooperate and also encourage players to steal from enemy teams Can you even imagine such situation? You, as soldier on front line as individual valuing your gear, credits, mission objective and life would be forced to loot local households, hunt and cook -> let your guard down, compromise your possition and also fueling will of independent civilians to ressist and rebel on your territory more... Maybe you would get lucky and have friendly player react to your situation and bring in some supply to you from rear. OR you would have to pull back to more supply rich territory, leaving new ground without friendly presence rendering aviable missions in your territory much harder because of increased possibility of enemy presence digging themselves in to deffend for another Territory Mission - (paralel missions for multiple squads) Being periodical optional 'mass' event and only way to gain or loose territory while setting up front line. This might happen every hour, so players got enough time to assemble, set the direction of attack but also giving enemy team enough time to set up possitions, patrols or straight eavesdrop enemy plan. Failed missions would be inevitable loose of resources hurting entire team. - Credits would be gained on participating in Territory Missions Credits would be rewarded to individuals thru Recon Missions/Territory Missions/Support Missions as well as for killing enemy players/AI, selling loot or receiving your army pay for staying alive long enough Territories being only important in Territory Missions. More missions = bigger economy and More territory = more missions. Would probably need some sort of AI director (commander) for determinating frequency of deffence/assault ratio for Territory Missions depending on already obtained Territories and player count and not to overstretch its forces. Same for Recon Missions as they would be dependant on enemy Support Missions and enemy Recon Missions designed to keep world alive, unpredictable and also to create small skirmishes on random points on map. I dont mean to be putting players together, confronting them head on at objectives, but just setting them closer while leaving them some space to manouver from combat or to miss each other completely. (fog of war) Example: Recon Missions - one team is tasked with patrol mission to random location while enemy team has its own Recon Mission in same area, but what if one team is faster than another? It might happen in real battlefield scenario. You could just hear enemy team driving off as soon as you enter you area of operation. Or you might wanna wait for enemy team to come but you have no idea if somebody on enemy team even accepted mission in your area. Keeping missions fresh and random. Recon Missions(often behind enemy lines) -> searching random town/building/area for documents/belongings/vehicle -> searching the abandoned battlefields -> find missing person (dead teammate) -> Ambushing convoy -> patrol missions Support Missions -> Deliver supply -> Guard jobs Food and Drink I would love to see some sort of dayz mechanics like wells, hunting and cooking or foraging for survival purposes. While also keeping some form of military hospitality like daily ration of MRE and water canteen on your main base. You could also build a food stock by buying food at trader ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Original idea I had was more simple set in GSC studio's S.T.A.L.K.E.R. universe where stalkers and bandits would fight for resource points (artefacts found in anomalies) and be bringing them thru zone full of AI mutants on their main base for profit, trying to survive and gear up, while also exploiting enemy resource points. Gaining resource points thru Territory Missions. But that might not appeal to majority of players. I have zero experience in modding, but I want to contribude to the community, so I decided to create this thread where people can contribute with ideas and more gifted community members might draw their inspiration from others people ideas. I've done my best to bring in my idea as short and strict as I could while trying to preserve the thought Im trying to share. Feel free to criticize and to share your own ideas and opinions. Thank you for reading. Thanks to all Reforger community memebers.
  3. In this exact case (where the character is standing) I could not change stance, could not go prone, could not take knee or ctrl+mouse scroll. Exactly same problem like in DayZ, totally gamebreaking for first person shooter.
  4. Drnyh5n1

    Visual Inaccuracy

    body of dead russian should not be visible in this field, Ive got my 'grass view distance' set to max.
  5. more things to the second point: Sometimes eye focus cant stay zoomed in. You cant hold unpinned grenade forever, character throws it on its own without releasing LMB after some time randomly. When holding left alt for freelook it sometimes stops free looking without releasing the key. All these problems are related to 'hold button' actions and are misbehaving when hostile players are nearby.
  6. 1) In these two comparison pictures Im completely static, not moving my mouse just using eye focus, see the difference in building model? Its roof is getting lower as I zoom in. It also looked like bullets are going thru texture (not sure about that one) Its immersion breaking. My settings: model geometric detail and object draw distance -> both set on ultra 2) Other thing is player movement in some cases on steep/angled surfaces, player character gets stuck in kinda like stepping-over-in-one-spot animation when turning around on spot (most noticable when crouching). 3) Sometimes I cannot crouch when standing too close to walls, objects or standing in doorframe (my hardware is working) same is happening in dayz also. Character is probably assuming hes got no space to crouch, so I sometimes end up pressing my crouch button like 6 times before dying, since I could not take cover for no obvious reason xD I just want my character to bend his knees on SPOT on SINGLE push of ONE button. (noticable when standing in corner) I would love to see some improvements for immersion friendly character movement and behavior, so players can feel for their character, more simply predict and understand player movement. Thank you for your great game! For real, its really great!
  7. Drnyh5n1

    Drny

    FEEDBACK FROM STEAM FORUM ''It's true and it's known thing we want to change There will be further changes in Conflict rules, some of them quite big and solving the rush through the map.'' - klamacz
  8. Drnyh5n1

    jog speed is way too fast

    riight, for example take the DayZ, movement speed is litterally WRONG! Resulting in firefights happening in middle of fields with no cover, cuz its easyer to zig zag in hummingbird-like fashion instead of finding cover xD I was REALLY afraid of that when buying reforger, but I havent heard any complains until now (and usually Im the one complaining first). Im super glad thats been refuted. Thank you.
  9. Drnyh5n1

    Drny

    Speedrunning to enemy MainHQ So, many of you ppl mentioning how devs did not deliver the game as promised. Im not gonna count down thru all unjust arguments you ppl have about game flaws nor defend the game. Only problem I do have is with you people, the community, arma fans. You ppl are complaining about game crashes all the time, but at the same time all you try to do after joining in an actual game is relentless rush for enemy main base to finish the game. No, Im not missing anything here, I know that winning/loosing is part of the game but stay with me on this one -> All you are achieving by capturing enemy main base is mission end (game over).... OK, world is not perfect place and good things wont last forever but what can I do? In every other game I would just join other server BUT since ppl are waiting for game to be patched there is simply not enough of manpower to hype up other servers. So ppl will just end up loooking in menu screen waiting for others to rejoin, as you can imagine the flow of incoming players willl be only decreasing with such fast rate of intermissions (server restarts, connection issues, mission end) Usually you have POWERBITS server on medium to high population and thats it! There are few other servers but they are usually far from reaching high pop (FR synergy, CZSK squatters) I simply love the idiocy of most players for complying about the game faults, claiming the game is dead but biggest fault lies on shoulders of such speedrunners constantly forcing mission to end, being reckless to majority of players, which just want to enjoy themselves in area of operations for whatever time they happend to have. Most casual scenario Im constantly witnessing is group of ppl blindly focusing on rushing straight across AO towards enemy main base, not capturing points towards west or east simply making the game as short as possible, deploing mobile HQ next to enemy main base right after start of game. I know the game allows it, but bare in mind that this is early stage of game and you should respect that and try to comprehend developers vision of the project -> In inicial stream announcing reforger we were promissed 'endless battlefield' and thats also correct way to be playing this game. E.G: you have multiple points acting as main base which you can capture without server reboot. Longer each game takes will hurry the developement proces because end users will be given more time to explore game and provide feedback to devs - without constant waiting for server to restart and for people to join.. CONCLUSION: I love how ppl want to play complex military simulators but cant even comprehend motivation nor predict behavior of an individual random - casual player in given situations. Further developing problem, which I have described, with raising competitivnes between teams, each game each team wanting to end game faster then their enemy in previos match. (im not saying its always the case but I hope you understand by now) And even if Im wrong (and I might be) with given circumstances its at least better way to play this game. THANK YOU
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