Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
369 -
Joined
-
Last visited
Everything posted by xximrtwoixx
-
I like the idea of the infected sleeping and having variable alertness levels. This would add another level of strategy to raiding and help players recagnize that these are infected and not zombies. I'm not for player sleeping there is enough time spent out of game IMO to represent rest time. Also with the current clock play sessions don't represent a length of time a person can go without sleeping. If the time cycle is accelerated in game at some point I think that player sleeping should be looked at.
-
I would like to suggest that a new side arm be introduced, the sawed off shotgun. 1. Weapon would be *Very* loud, ala m104, I believe it is the loudest shotgun. 2. Weapon would have limited range, (Shorter barrel means less FPS) 3. Weapon would be inaccurate (shorter barrel) 4. Weapon would have very high muzzle climb (no Stock) This weapon would be equipable as a sidearm and replace a handgun. It would be a sawed down version of the current double barrel. I would actually vote for it replacing the double barrel because as a primary weapon the double barrel is quickly replaced by players for whatever else they can find. If it replaced the double barrel 2 round shotgun shells could be added to side arm slots and when converted to 8 rounds they would move to main inventory slots. This would make ammo management easier and allow players using shotguns to actually pick up/convert the shells in the current system they aren't worth the 4 slots you have to leave open to convert them. This would add greater weight to using a shotgun as the ammo would be very easy to obtain. This is very realisitic as ammo type should decide weapon choice in an apocalpytic scenario. If the above changes would be impossible the weapon could simply use shells from the main inventory though I bet that could be messy as I imagine weapons are classed in the code.
-
Most SKS rifles are magazine fed and thus can have magazines ranging from 5-100 rounds. Not saying the implementation should reflect this as far as balance is concerned though. I think that the non combat rifle slot is already filled by the lee enfield though, and the DMR/MR14 exist as optic semi auto rifles. So there isn't really a glaring need to add another weapon into any of these slots, at this point in development you don't need duplicate weapons to fill the same roles. I would like to see smaller caliber sporting rifles added before another large caliber rifle. Or a sporting carbine that uses pistol ammunition. Both of these weapon "roles/categories" represent some of the most common fire arms found in civilian possession.
-
More Realistic Ammunition Mechanic (Bullets and Magazines separate)
xximrtwoixx replied to ghostdad's topic in DayZ Mod Suggestions
Agree with OP and everyone else who came up with this. This is much more realistic and also adds extra weight to weapons that use interchangable mag's/ammo; or have common ammo spawns. This is very realistic and something that drove my own decisions when deciding what firearm's to purchase. -
The topic of realism and player killing
xximrtwoixx replied to fml's topic in DayZ Mod General Discussion
Look at the groups in the referenced materials; they largely consist of people who had existing relationships prior to society's break down. In the case of the walking dead these subgroups merged into a larger less cohesive group. They don't trust outsiders of their core group. This is nearly exactly what happens in Day Z now, players play with people they already know. It would be the same IRL, you would group up with family/friends not random people you meet. Do you Trust a complete stranger now? Would you trust them more knowing there would be no consequences to their actions other than those you or your group could impose on them; and knowing that they want/need everything you own? Media will never show shoot on sight as the norm or prevalent interaction between people in an apocalyptic scenario because it would disconnect you from the protagonist if they were the shooter. Or if they were not the shooter it would mean the protagonists death, or become repetitive as a plot device. Thus citing entertainment media as "realistic" is a flawed argument. Day Z or a IRL "Without Rule of Law" scenario perfectly represents "Game Theory" interaction. People are pitted against each other for a finite amount of resources in a zero sum scenario. Resources are not exactly finite in Day Z as they respawn, but looting them off a corpse is guaranteed vs random spawns just as IRL it would be guaranteed to take something from someone vs trying to find it yourself. In a survival scenario supplies are your main focus and Day Z perfectly represents this, nearly all interactions in the game revolve around obtaining something. I need food, bandages, morphine, guns, car parts etc. Other players are a source of materials, either directly, or indirectly. When they are dead they don’t have a chance to loot the location you want to loot. This is survival in the natural state, there is not enough for everyone, bottom line. In this environment people will act in whatever way they believe maximizes their success. This closely resembles the "Natural State" as indicated in prior posts, life becomes nasty brutish and short. In combat initiative is the greatest advantage thus shoot on site/stalking will occur as people learn that shooting someone unawares will greatly increase their chances of survival. Add to this the fact that it’s easier to loot a corpse than rob a living person conflict over resources will lead to murder rather quickly. You could argue that people refuse to give up their gear when robberies are attempted because they don't really value their life but they are simply making a rational decision based on the fact that they would be gearless either way. The biggest factor and to me the only one that one could argue increases shoot on sight or general violence is that people have a chance to learn and evolve because it is a game. This learning curve is dependent on the player but sooner or later everyone goes from "Rick" to "Shane". I think this closely resembles reality in that as time goes on in a "Without Rule of Law" scenario people become more and more jaded. The only difference is the weak/dumb simply never get weeded out. Because everyone can respawn and there is no option of bugging in every player will go through this evolution and be exposed to this cycle of violence, so there are 25-50 "Shanes" running around every server before you know it. Lastly there is the "Perma Death" function that adds to the cycle of violence, respawned players are not only distrustful of each other they also become vengeful. "I've gotten murdered X times so I'm going to murder whoever I see." This is common in any Perma Death game and to me what incites so much emotion and tension to a game. Hell it made Tom Clancy's End War entertaining even. There is your explanation of why in both DAY Z and IRL shoot on site would be the norm rather than the exception; it’s just so much easier. Good luck with your evolution "Rick". -
They are still around, found 2 in one barn actually yesterday. No ammo for either though... Check the high yield barns, and barns outside migration routes/loot routes. These tend to get filled in in with trash after people don't pick it up after spawning it in.
-
Binding a player to one server?
xximrtwoixx replied to heminized's topic in DayZ Mod General Discussion
"I think something along the lines of the following might be a viable option; - player health status, loot, humanity level etc = global persistent - player location = local persistent So the location your character finds himself in is only persistent when you log back in to the same server you were in the last time you logged off. If you log in to a different server from the one you logged out previously, your character will spawn at a random location on the map (not debug forrest though )" I like this idea, simply use the current first spawn locations. It could make it easier to meet back with your friends if one dies also. -
Starting a 'Serious Group'
xximrtwoixx replied to [email protected]'s topic in DayZ Mod General Discussion
I don't get a match for your name in steam?..... -
I agree with OP here, as is I'm sticking to cooking meet in burn barrels instead of carrying a hatchet around.
-
Prone all day long... when to crouch nowdays?
xximrtwoixx replied to stimpen's topic in DayZ Mod General Discussion
I think that people have to remember that this is a game where you are playing as a civilian not some SF assassin or "light foot" the Indian hunting/tracking master. You make noise when you move through the environment and can be spotted. I think the spotting ranges have gotten much better with 1.7.1, these are infected living people with near human senses so they should be able to see you crouch walking/running at 100m in open terrain. I also agree that proning should not allow you to be invisible you now have 1 sight bar and 1-0 noise bars when proning, once they adjust the noise for prone movement and crouch walk movement it will be nearly perfect. You prone to avoid visual detection and move via crouch walking. Sneaking should and will require that you distract infected or choose a path where you are not in their LOS. -
"Stop with your elitist bullshit. The current Zeds are not fine and aren't even realistic from a logical standpoint." "Surviving isn't hard; it's the fact that you can't even stealth now without having to do it in an extremely tedious and unrealistic way" I'm not sure where people get their perception of "realisitic" stealth from, and would really appreciate it if someone could elaborate on "realisitic" stealth where you are invisible while crouched in a manicured lawn, street, sidewalk, or parking lot at 50m. I also don't understand why people continue to refer to the infected as zombies, not simply in naming but in perception of what they are. Rocket has detailed in interviews that his vision for this game is a "realisitic" take on a "zombie" apocalypse devoid of all things supernatural. The infected are living breathing people and as such have senses at near or possibly above the human level. Can you see someone at the fifity yard line while in an endzone? Can you see someone working in their lawn a block down? Saying that the current stealth play in dayz is not realisitic is simply untrue. I can completly understand that some people don't appreciate a more "realistic" stealth system though, or think that it is now tedious to stealth. I think this is largley due to the amount of change that has occured something people took for granted now has to be worked for. It is an accomplishment to be able to sneak through an area and not agro anything the same way it is an accomplishment to get a first shot kill at 800m plus. If stealthing was easy it wouldn't be much of an apocalypse, people would have just layed down in their front lawn to drop LOS from the infected. As for LOS complaints this is the first itteration of the code, it will get better. I have experimented with this mechanic and as it is I don't believe it to be overpowered it gives you the oppertunity to distract infected via thrown objects, shoot and move, set traps, and escape with out any ammo. Also when you go out the back door there is always the chance of more infected being there or that you will aggro infected massed at the front door who have not gone into the building.
-
Tips- 1- Learn what buildings walkers can still see through, as this is alpha problems like this are to be expected. If you loot one of these stay prone, and never try to lose LOS within one. (See grocery store or hotel) 2 - If you don't have a weapon don't go in a building with one entrance. (See death trap) 3- If you are trying to sneak then sneak, (See crawling, or L-Shft Crawling) getting through an infected village/city w/out aggro is now an achievement instead of the norm. This is not for everyone it is slow and requires significant planning and knowledge of the area. (See apocalypse survival rate) 4- If you are trying to break LOS of a horde make sure you pull the infected away from the back door before entering. Wait at back door inside until horde is mostly in the building, then crawl away out the back door you are close enough that they can hear you running from the front door. (See creating death traps at high yield buildings) General Responses They are infected not zombies, Rocket has stated this in interviews. His vision of this game is a realistic take on a "zombie" apocalypse devoid of the supernatural. You are shooting living breathing people that have at least nearly human level senses. Does it suck to have to crawl 50 to a 100m to a building? Yes Is the above "realistic" - Yes (maybe still to easy, can you see someone laying down on the 50 yard line from an end zone?) Can a lone survivor sneak through an entire city with a lesser chance of being spotted. - Yes (see Crawling or L Shft Crawling) You can still try to crouch run to stay stealthy it is simply much riskier now than it was before. The infected cannot see you crouched at more than 50-60 m with a direct LOS. Don't cry to me because you can't judge distance if your on a regular server start using your mouse wheel. Play the way you want- This game is an apocalypse survival "sim". Just as Arma is a combat "sim". If you want to survive in Day Z then you should consider playing by some core survival rules. Just as if you want to survive in Arma you should adhere to basic combat rules, this is why BI has material from infantry guides on their website. Number one rule, risk is the determinate of your life span. The more of it you can avoid the longer you will live, this is survival 101. (Walk don't run, a twisted ankle is a death sentence. Walk around the cliff face don't climb up it. Hunt rabbits not bears.) If you want to survive solo you will need to live like a rat, not very glamorous. I understand people wanting to have fun get good guns etc. etc., fine and good just realize you are not likely going to survive for an extended period of time playing like this. Respawn and dive back in, but stop complaining that you can't survive, your the one who decides if your character will survive or not.
-
The Unofficial "Teamplay Reward" Suggestion Thread
xximrtwoixx replied to esaciar's topic in DayZ Mod General Discussion
I agree that certain skill sets "classes" that a player can choose at spawn or like gender choose once for their account would lead more people to group up and still preserve "realisim". As it is now you can make it all on your own. Get your matches, knife, and hatchet and you really don't need bloodbags. Other players can usually supply morphine so you will usually have enough to save you from crawling around the map. Vehicles don't work on most servers so there isn't a reason to band up to achieve some greater goal. Grouping up now basically allows you to more effective in pvp and keep your gear because once you die your friends can guard it while you hike back. Classes should not eliminate loan wolf play but make group play easier, Medic/Doctor- Can treat broken bones w/out morphine, bandage w/no bandages, create blood bags from full health players, treat players so their blood increases slowly. (All abilities on other players only) Mechanic- Can fix vehicles w/half supplies, can make vehicle operational w/all red status with no supplies Hunter- Gets 2x meat from carcas, can start fire w/out matches Engineer/Handyman- Build structures w/half supplies, can build fences from woodpiles Gun nut- Can break down ammunition to create other ammo types Electrician - Can turn power back on at Stations and towns Cook- Can cook food to create 2x food from original Military/Police- No shock status effect I think player made structures need to be implemented, they already exist in the game and other mods, this would give players a reason to group up. I also think a "switch" located in small towns should allow you to stop zombie respawns & loot respawns. This would allow players to take over locations and attempt to rebuild society within them. -
Its complete bs that people are saying team work or a co-operative team play isn't viable or more desirable than playing solo. Greater numbers equals greater success in any endevour in the game. Your survival time at least doubles for every member in your group, even if they are complete noobs, they can still catch a bullet or be spotted instead of you. Another huge aspect of group play is extra eyes, you are much more likley to spot other players as group, and because initiative outways any other advantage in combat your much more likely to walk away. This dynamic gets dicey because even a small group of decent players soon becomes overpowered compared to the world around them. Zombies, even hordes are no challenge and because playing as a lone wolf is so prevelent lone survivors/bandits are easy pray to a even a small group. The group is empowered and soon turns into the monster that caused them to group up in the first place. If a group member dies they can guard the spot and wait for their buddy to return, thus they mitigate the weak period after initial spawn. I don't think the system needs to be nerfed in anyway to mitigate any of this gameplay. Any and all of these scenarios are exactly what you should expect from the apocolypse. I think the pvp could be reduced by adding activities for fully kitted players, giving them something to do rather than killing other players. Builidng safehavens, clearing towns, operational vehicles etc. That would take care of the power groups, but I don't think there is a way to turn the southern cities into anything other than killing fields. I think that because players don't really value their lives after initial spawn, because they have no gear, the entire south is a shoot first get loot get out zone. I'm not sure that this could be fixed it could be addressed but there will always be people that would rather shoot you for your beans than share them. I'm not sure how you could force players to value their characters life when they initialy spawn or ever for that matter. Some people want to survive others want to play an fps with zombies. You could encourage early grouping by making the cities harder to crack but really you just shift the murdering to more remote locations. You could remove a starting fire-arm, players then would not fear each other and be more likely to group up before finding a weapon, though I don't think the community would like this solution.