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Everything posted by xximrtwoixx
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Does anyone ask themselves why melee weapons or melee combat itself is not present in RV engine? It's because it has been created to assist with training soldiers for combat, and you should never seek to engage in melee combat. Range is a huge tactical advantage, going into melee combat throws away your advantage and exposes you to injury. A silenced weapon coupled with range > knife to throat, there is less risk. The image of a SF soldier knifing a sentry is complete BS fabricated for movies. In DayZ people are desperate and unarmed thus improvised weapons or melee weapons should have a small place I think. They should be an afterthought though, as they would/should only be used until you find a gun. Just as a handgun is *really* only used to kill/defend until a rifle is aquired/functional. The second point to consider with melee combat in DayZ is that the infected feel no pain, emotion, and do not care about their own survival. This would greatly increase their effectiveness even unarmed against an opponent in hand to hand combat. You would basically have to kill one with one attack in the .5 seconds that they are within range before they reach you, not only are most weapons incapable of this, but virtually no one is trained in a martial art that is designed to do this. If this were 1200AD maybe, but its not, so the training and weapons required to fight this way are non existent. The third point against melee combat, but especially knives is that if they do "authentic" damage compared to bullets or an axe they are useless. Thus they must be implemented as garbage insta kill weapons for "balancing" and IMO that means they should not be implemented. If you say "no" they should be realistic then consider the following. Lets examine this, a 9mm round does almost 900 damage, a FMJ round will break through bones and exit the body. A knife, even a "combat knife" not a "hunting knife" will do 4-6 inches of penetration via a direct stab and maybe an inch via a slashing attack. Individual attacks thus would be less damaging than a 9mm round, meaning you would have to hit a player character more than 15 times with the weapon and a Z more than 6. Do you think this would be a usefull weapon or that it would serve a purpose in game and thus be worth the development time taken to implement the weapon and annimations?
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Sniping in DayZ. The built in hack & how it should change for the better/harder
xximrtwoixx replied to Cheboygan's topic in DayZ Mod Suggestions
Great post, "authenticity" for the win I would venture to say that there aren't any "match" grade rifles in the game though, and all the military rifles are firing standard ball ammo so MOA at .25 would be to low IMO. I think the most accurate rifles would probably be the hunting rifles my 306 does >.25 out of a bench at 100 yards with a couple of different rounds and its not a match rifle. -
Bandits and Mass Murderers. . . They hunger.
xximrtwoixx replied to Bulk's topic in DayZ Mod Suggestions
It already has all the elements to simulate the high risks of a life of banditry, other players are able to pick up weapons and shoot back. I agree that the features you reference are needed to provide more mid/late game content to keep well geared groups from simply pvp'n each other/noobs. Eventually in any scenario with however much content people will "thrive" instead of survive and at that point they will turn to making sure the have not's do not become the have's. It's how groups work, if your not part of the group your part of the competition. The fundemental issues that cause/allow people to simply pvp or camp in chern/elec need to be addressed instead of punishing play styles or actions. There is infinite gear, no environmental threat, your character has no value outside their gear, and there is nothing to do. This is what causes pvp/DM, and what needs to be fixed rather than nerfing actions/play styles. -
Have you tried robbing someone, people don't give up their gear because it is the only thing that many attribute character value to. They run/shoot, so its easier/safer to simply shoot someone because your not giving up the initiative by warning them. Go try robbing someone see how it works out, 9/10 they will simply try to shoot back or altF4. I don't know that you would feel "sad" or have a hit to your humanity if you shot someone for their supplies and then found supplies on them, I could see maybe if they are unarmed, but then the person who shoots the unarmed guy with nothing probably doesn't have any humanity(Or care about it) either. I think because you would be starving/desperate it would be like hunting, and that first deer you shoot. At first your very excited because you executed and actually shot it, then your kind of sad because you killed it, but your excited/happy because you shot it, then you appreciate the deer because you ate it. After a couple times you don't even think about it, its 500 bucks worth of meat on the table and possibly a trophy for the man cave. The reality is that "humanity" and friendlyness do not exhist in the DayZ universe, we as a player group are telling the story and there is no happy ending with a safe haven, only a bunch of cannibals ready to shoot you for giggles.
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The system would mimic the fact that you could die or become ill, and fortune favors the bold so if you want to risk it so what. When that person dies it makes their death more painful as that toon had an advantage. I also think that later in the game people wouldnt be doing this as they would be running back to their tent/body/group.
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Wait till player shoots z and turns toward me, then fire. No penalty.... @powernap There is no legal system, there is no society. Its up to each person/group to ensure their security & prosperity. The only laws that exhist are those you create and can enforce, they extend to the range that you can effectively fire your weapon. Arma/DayZ isnt broken, it effectivley simulates that anyone armed with anything can be a threat to your life. Further it shows that without rule of law people revert to the violent state of nature. Thats real life, magically changing the way people look based on bs isnt.
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Its humanity not kills, I think its less than negative 2000 you are a bandit and more than 5k you are a "hero".
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Do you really think the humanity system is merely "not perfect" look at the posts on it, the flaws have been pointed out countless times. There is no way to track the dynamic actions of players with a mechanic and thus you count a specific action (murder) that has thousands of different contexts. To stop everyone from becoming a bandit you humanity "resets" to zero and you can farm it through certain actions, thus the skins don't really tell you or anyone else anything. This is broken not imperfect, it is fundementally flawed. The root issues need to be addressed with actual fixes rather than try to use a carrot/stick mechanic on players to get them to stop killing each other.
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bump
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I think learning via experimentation would be realisitic, if you eat it you know what it is. Maybe include 2 of each kind, that way players would have the option to continue trying other kinds of berries/mushrooms even after they found one they knew they could eat safely. It could the most plentiful source of food but would always carry a risk associated with eating it.
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Short/long term solution for banditry/bandit skin system
xximrtwoixx replied to The OCD's topic in DayZ Mod Suggestions
If you talk to the player this is dependent on the player skill and not some stupid gamey mechanic that says I'm better at this now. The mechanics are already in the game, you don't need a visual indicator more than the gear they have. "Bush wookie with an M4SD walking around cherno" seems legit, he's probably just going to the super market.... A 12 year old manages to get out "I'm friendly" between insane gigles while he runs at you with an axe, bet he wants me to give him a blood transfusion.... Sneak up on a guy and he refuses to put his gun down after you tell him in direct, yea he doesn't want to murder you. Its all there already, go get a mike if you don't have one and try talking to people, if they don't listen and you feel threatened shoot them. If you don't want to get shot then listen to the guy when he points a gun at you. Don't want to be sniped in chern/elec/stary don't go there. -
Bandits and Mass Murderers. . . They hunger.
xximrtwoixx replied to Bulk's topic in DayZ Mod Suggestions
I thought all the QQ would stop after bandit skins were introduced, it was all the carebears needed, to have labels drawn on other characters so they knew who to shoot at. -
Unless you farm humanity everyone will become a bandit eventually, the hit for kiling a non bandit is high enough that you have to activley look to waste your resources on the drooling masses, or have really bad teammates that require transfusions all the time.
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Short/long term solution for banditry/bandit skin system
xximrtwoixx replied to The OCD's topic in DayZ Mod Suggestions
Try talking to them over direct.... You can tell alot by how someone talks, and if they follow your orders. -
Storage and Loot Inflation: Not a Problem, a Sleeping Crisis in Game Design
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
Who has the items doesn't effect if they are truly rare or not, any system that gives a set percentage chance of item spawn will never be able to represent scarcity because nothing is truly scarce, there are no finite amounts in such a system. A player can farm a spawn until he obtains any given item, I know this because we routinely farm NW or Stary and load tons of high end gear into our blue truck before parking it behind a bush at the edge of the map. Labelling my proposal as "artificial" is complete bs, items with a hard cap are truly rare, if they are horded by one group it only means that that group was proved to be better at aquiring a scarce resource than you and the other million people playing DayZ. If they don't want to use said items but instead want to horde them for their own future use or hold them to prevent the oposition to having them thats their perogative, they are the ones that planned and executed a scheme to obtain them. Go shoot them and take their shit if you don't like it. You call it abuse, I call it surviving in a world with finite resources, nothing is infinite if you want something you have to go find/take it from someone else. This is what survival is. Why are you so short sighted that you think this must be implemented on the mod in its current state, the end goal is standalone and that is where a mechanic like this would truly shine, because most of the things your bitching about wouldn't be present. Would people still hoarde gear and do everything they can in their power to aquire as many of the best items as possible, yes, thats what surviving is. Would it suck to be a newb or fresh spawn, hell yea, it would suck to be alone with nothing in a survival scenario. You don't point out actually downsides like inactive players with loot, you only look at how people will be able to shit on your experiance. Thats what survival is, you shit on the people that are not part of your group because they are your competition. All of your posts/threads are like this, nerf bandits, nerf snipers, nerf storage, nerf vehicles, qq, qq. You don't want anyone to be able to put in time and work to have an advantage. I don't get what your bitching about a new spawn can go find a whiny or enfield and they are instantly as deadly as a player that is month old, its already all up to that players skills. 1. has no effect on everyone running around with high tier gear... 2. has no effect on everyone running around with high tier gear, do you really think people that are pissed won't just respawn asap and then bandits never get a chance to loot the body. 3. The system can't be manipulated by players? They can only farm loot and get all the best shit, they just shouldn't be able to carry as much of it.... Player growth occurs when they knock the guy off the rung above them and climb over his dead body. Your system doesn't stop the growth of new equipment they can farm away all the gear they want. Again with the I hate people that organize/think their way to success. What are the boundries that exhist in DayZ, I thought a large part of the games appeal is that it doesn't have boundries or tell you how to play, you do what you want how you want. There is a difference between meta gaming and min/max, to me you describe the min/max mentallity that is prevelant with all gamers more than meta gaming. There is no way to stop min/max its a logical self intrested behaviour, the only way to avoid it is to create systems that don't allow players to min/max, ie log out timers, unique linked servers, or set difficulty and view settings. Storage is a feature that is required in standalone as it is how players will be able to transition from surviving to thriving. -
Suggestion: rebalance game with realistic weapon performance/damage.
xximrtwoixx replied to bazbake's topic in DayZ Mod Suggestions
Agreed, OP will not acknoledge anything that does not support his quest to nerf players he believes to operate with an "unfair" advantage like snipers, ambushers, KOS, groups, late game character, and basically anyone else that can ruin his day at will. Look at the quote he used against your correct assesment of the documentation he linked to, it makes no sense, the writer is clearly talking about treatment of gun shot wounds and what tissue needed to be excised. This does touch on where damage comes from, but again it is specific to tissue damage. People/animals are filled with bones, a bullet striking a bone causes things like I linked to last page, ballistic gel will never be able to simulate this and this is why "armchair" shooters will not be able to realize what a bullet actually does. Have you ever shot anything with a high powered rifle, or better yet field dressed an animal that was gut shot by one? You pour their organs out, you wouldn't maybe die later, you would bleed out laying on the ground. How impressive was the .50 BMG on the deer? Thats what happens when a large projectile moving faster than speed of sound hits bone, do ballistic gels simulate bone? Its the biggest load of shit that people think you can test bullet effects via ballistic gel. -
How does developing and implementing a system that you know is broken from the start make any improvement or utilize limited development resources? Reactionary fixes should be avoided in development, you don't add new content to address bugs you fix bugs/flaws in design. Address why people KOS, and don't value other players beyond the gear on their back and you will really address the problem rather than add a bandaid that attempts to turn the game into a two sided TDM where you have to follow arbitrary rules to be on one side.
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Won't have an effect on people trolling without shooting, like drawing Z's to you, following you, trying to steal your stuff, or other aggressive actions. There is no way to create a system complex enough to track and confirm "humanity" and hostility. All counters are arbitrary and all player interactions are dynamic. IMO this means it's all wasted resources and DEV time.
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The main focus of the thread is changing the food system and introducing food that has negative side effects. However your able to distinguish the types of food is irrelevant really. If you should be able to distinguish between harmful and safe food should be something discussed I think though.
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Suggestion: rebalance game with realistic weapon performance/damage.
xximrtwoixx replied to bazbake's topic in DayZ Mod Suggestions
This is flawed logic, a shotguns drawbacks don't merrit it having a damage increase. It like everything else gets a value that represents the damage it would do, as I stated it is messed up because it is set for opponents in body armour. Also in almost all cases "sporting" ammo is always better than military grade ammo, it is built to tighter tolerances and comes in enough varieties that a shooter can select specific rounds for specific tasks. This is why you get an ar-15 chambered for Nato 5.56 instead of .223 remington, you can shoot both then, if you get a .223 gun your really only screwing up your barrel if you shoot 5.56. Also using balistic gels and firing rifles from close range into them does not truly simulate their effects on liquid filled meat bags that surround bone. Rifle rounds are used at distance and they have nasty effects when they come into contact with solid objects inside the body. This simply can't be simulated with gel and it is viewed as un-ethical by society to test on animals. Solution look at what happens when you shoot an animal... Here's some examples of a .50 bmg in action against deer (they are bigger tougher bags of meat than humans) http://www.snipershide.com/forum/ubbthreads.php?ubb=showflat&Number=2115910 http://www.primalrights.com/forum/viewtopic.php?f=3&t=117 and here's a pretty good representation of what a slug does http://www.shotgunworld.com/bbs/viewtopic.php?t=109958&postdays=0&postorder=asc&start=45 I know from experiance if you hit one with a slug in the shoulder blade true instead of clip it like the above images you can get some nasty stuff from the bone fragments and if you don't hit the spine it will give you a more impressive exit wound. Bones get in the way, and slugs don't have enough velocity to punch through them the way a .50 does. Its like an arrow it will kill a deer quick and do alot of damage but if you hit it in the shoulder you won't do shit because its to slow. -
I may have responded to some other suggestion that skins or classes be introduced with a similar response but I didn't create a thread on this. I think this is a good idea and would accomplish everything desired with bandit skins, and give players the opportunity to represent themselves the way they want. Want to pvp then equip yourself for it, want to fight Z's or be a medic than equip for it and everyone will know just by looking at you. No nerfs to anything or anyone, and your rewarded for being smart. "That guy has a 50 and an m4, ton's of ammo and no parts/survival gear" - He's probably a medic.. durr
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bump
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Storage and Loot Inflation: Not a Problem, a Sleeping Crisis in Game Design
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
Step one fix storage/bugs that allow duping of items. IE tents/vehicles save automatically on server restart, this eliminates the easiest way of duping gear. Step two: Real scarcity, this is accomplished by fixing spawn rates to possession rates. If this isn't enabled people will always be able to farm equipment and nothing will ever be rare, only require you to farm away for hours. If a dmr exhists in only .09% of items it should spawn at that rate until it is possessed at that rate, ie in a tent/vehicle/inventory. Once it reaches that rate it does not spawn again, the hive tracks all of the items on your person and tents/vehicles are on the sever so sync these rates and you have the possesion rate. In standalone this would be easier as Rocket as inidicated the end goal is EVE type servers, so they will have all of the data. -
I've got it! This is how item storage should work! I'm a genius!
xximrtwoixx replied to Taphonomy's topic in DayZ Mod Suggestions
I think if the tent system Rocket originally tried to use worked, ie tents disappeared x amount of time after your death then the system would be fine. They would still work as storage and if you want all that crap in there you have to go find another one. It also preserves gear for groups and allows them to transfer into another members tent. All they need to do is fix the actual tent system that exhists. -
I think OP should expand his scope, the game is going to standalone they could implement a different system or nerfs to 3rd person to eliminate/reduce the ability to view around corners or over the tops of things. I can't see them removing it because people would bitch, but I agree that it is OP and leads to easy ambushes, you can use the feature also though, and are dumb not to if its available to you. I just hope that there is no choice with standalone, corporate servers that all have the same settings, single difficulty, one hive, no escape.