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Perrywinkle
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Everything posted by Perrywinkle
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The game needs a bandit system/rewards for being either good or bad
Perrywinkle replied to alleycat's topic in General Discussion
I always thought that the penalty would come from the environment... If you KOS someone in a city, better be able to deal with every zombie in earshot that your shots attract (or get out really quick). DayZ just needs more metagame. Something that only multiple people banded together could accomplish that a solo player could not (Repairing vehicles, self-sustaining camp, etc.). Having some stat or bandit identifying feature is something that was taken out so early in the mod because it couldn't be properly implemented. People who kill in self-defense are tagged as "bad" just as quickly as those that instigate. Every encounter has to be an unknown or the game loses its luster. Giving you a killmail is pretty lame too. That character will never know who killed them, they are dead. You may even team up with that person some other time, who knows. It also prevents QQing on this forum about "Big Bad Bandit Clan X". -
You may want to check the game file integrity through steam or just reinstall altogether.
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Why are people complaining about KOS like it's a feature issue?
Perrywinkle replied to kragz's topic in General Discussion
I don't have a problem with KoS. The environment needs to become more deadly and it will happen less. If characters are server locked and a community is built, it will happen less. It will always be a part of DayZ though... It's what makes the game so great. -
I was just wondering if Bohemia is going to be giving you guys more helping hands with DayZ now that the alpha is released and broke all sales expectations?
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There should be an "Update Now" option on that popup box. Just click it and let it download.
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So, it gets really old being ambushed by server hoppers. The reload sound helps to warn you that they are there but does not really solve the problem. In fact, a relog timer does not solve the problem either. It just means that you have to wait 5-10 minutes waiting instead of spending 30 minutes running to another area. Would it be possible to have "high loot" areas marked so that when someone logs out in them, they are placed into another part of the map? This could even be in a radius and/or preset spawn points from whichever high traffic area that they logged out in. So, if someone logs out at NEAF, they are located outside of NEAF on login and have to make their approach into the area again. Or just put a random 1/5 chance of character death when they log out in high traffic/high loot areas. Russian roulette server hopping.
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What is the job description of a "scenario editor"? I just googled it and cannot find at all what that means. I'm sure that people at BI who are working on Arma III are well versed enough in their own engine to lend a hand with whatever the team is working on. Is there a group of ten people whose job is to solely edit scenarios and are unable to do any other part of the game development process? I doubt it. Those people would not have jobs.
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Thanks for the update!
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Maybe with their percent of that 6million in sales Bohemia can bring a couple of new people on. You know, pick up some speed. That being said, they did do an amazing amount of work for such a small team!
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I'm not crying. Just wondering if anyone has had any constructive thoughts about it. I have not really found anything that addresses the issue or how the dev team is planning on solving it. I just remember that server hopping is one of the things that really turned the game into a deathmatch. I'm sure I won't have to wonder very long either... The $6million in sales should really help speed up that development process.
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I understand logging out in a hurry, but if there was a % chance of instadeath on loot area logout, it would just add another layer to the game. You would not only have to think about getting in to get your loot, but also if you have enough time to get out. If you didn't have a lot of time, you would have to make the decision of looting one more building and risking death or getting to a safe place. Most of the time people who are server hopping (read all of the time) are not friendly. They want the quick and easy way of acquiring loot. KOSing you is the quick and easy way. If the guy logging in was the only one that couldn't shoot, it would be amazing. After you hear someone log in you would have 60 seconds to hunt them down before they became a threat. If both people can't shoot, what is to stop someone who enters into the area after that timer starts and killing both the hopper (fair) and the honest player (unfair). Also, why should the honest player be penalized because someone else is server hopping? If the number of players gets as high as they want it to, I would love to see one server/one character.
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What other ways? Login timer is not one of them. There is no way to effectively implement a system like that would not punish honest players. Even if it was cumulative, you would just server hop until you couldn't bear the long relog timer and then just play from there.
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Out of bounds item/vehicles cleanup [2012-07-06]
Perrywinkle replied to Ander (DayZ)'s topic in Mod Announcements & Info
Now you need to fix the spawns so the clans that are stacking can't just lock their servers to "TEST" until they recover all their precious vehicles... Make them cry. -
Helis don't spawn. The vehicle maps are bullshit. All the vehicles I have found (8+) ATVs, Bus, Bike, and a UAZ were not on the vehicle maps I have found. They are about to get alot more common now that they are wiping vehicles out of bounds. Just don't get on a server that has "mandatory" patch downtime so the admins can run around on their vehicles that didn't disappear to recover the ones that have.
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Out of bounds item/vehicles cleanup [2012-07-06]
Perrywinkle replied to Ander (DayZ)'s topic in Mod Announcements & Info
Thank you. -
No starter weapon removes survival instinct, and respect for zeds
Perrywinkle replied to breetai3's topic in DayZ Mod General Discussion
I found what OP said to be true... After a month of playing stealth/survive, I just ended up running through as many two entrance buildings as I could until I found a weapon. If I died, I didn't care. It takes less time to run and pray than stealth through the starting areas. It also makes no sense to slowly crawl to a building that, more than likely, has no loot in it. Thanks loot hoppers! -
If you are going to write a guide, you could at the very least spell out your words. I stopped reading at the first "U"
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This is what happens when you post your opinion here
Perrywinkle replied to fml's topic in DayZ Mod General Discussion
Or they could just not put in bandit skins at all. When you walk around in your hometown can you tell who would kill you and take your beans in an apocalyptic situation? Can you look at someone and just SEE that they are "bad"? There is no practical way to implement this idea, as any mechanic that you can come up with has holes and punishes people for playing the game their way and not your way. -
I think loot hopping is a big issue. There is no way for honest play to compete with people logging into hot-loot spots every 5mins and checking for gear. Would there be any way to implement a no-logout zone? In other words... You couldn't log out in buildings? Or make these zones move a player into the wilderness on their respawn. It could even be separated into zones... If you logout in No-Log Zone A (SE Map quadrant), you spawn in wilderness A(SE Map quadrant). Just my idea of how to fix the issue without blocking players from being ABLE to play or imposing some timer that would inadvertently affect those of us who have to quicklog sometimes for real life.
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This is what happens when you post your opinion here
Perrywinkle replied to fml's topic in DayZ Mod General Discussion
Most people apparently don't agree with your OPINION. I don't think Rocket does either... That might be why we don't have bandit skins anymore. -
Straightforward Banditry Solution
Perrywinkle replied to DocSavage's topic in DayZ Mod General Discussion
So, does the bandit attach some kind of GPS transponder to his vest , broadcast the frequency (on radios we don't have), we plug that into a tracking device (that we don't have), and he hopes that noone notices what he is doing? Please, explain to me how this works. -
This is what happens when you post your opinion here
Perrywinkle replied to fml's topic in DayZ Mod General Discussion
What game are you playing? There will NEVER be "repercussions" for player kills. That's what is amazing about all those stories you read on blogs. That is why people like this game. It's a sandbox. I don't think this is the game for you. It will never be what you want it to be and people will just respond to your idiotic ideas with disdain and trolling. Sorry. -
This is what happens when you post your opinion here
Perrywinkle replied to fml's topic in DayZ Mod General Discussion
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New Stealth System would be totally fine IF
Perrywinkle posted a topic in DayZ Mod General Discussion
IF every building worth sneaking to weren't completely looted/fenced/hopped by someone who is "smarter" than me. Before you start improving items/stealth/ANYTHING else, you need to fix server hopping. It is extremely frustrating to sneak to a firehouse and fine the stairs fenced, or a church, or schoolhouse, or apartments. These walls serve no purpose in terms of fortification. There is seemingly little benefit in fortifying any of these locations for an extended period of time, unless that reason is to secure your loot farm for server hopping. In the end, it just encourages OTHER players to do the same thing or to server hop behind the barriers. "Find a toolbox, scrub" is a bullshit answer. It is blatant abuse of the game system and needs to be corrected. I shouldn't have to go to the ends of the earth to find a toolbox to undo someone's exploitation. The best way to fix would be to simply have fences/traps/barricades disappear when someone logs off the server. Save them to the player, player leaves, no more barricade. OR let me break them down with my axe/jump over them/etc. Also, making items around a player within a 50m radius on login would GREATLY reduce server hopping. It's just extremely frustrating to see this on every server and forces others to do the same thing. Just ran through Elektro. South Firehouse was barricaded along the Entire fenced perimeter Schoolhouse was barricaded on first flight of stairs. (ladder hurrdurr) Church was barricaded. North Firehouse was barricaded at stair entrance. How is this not bullshit? Are any devs looking into fixing this?