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gizm0

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Everything posted by gizm0

  1. and if we ask so that we don't need clans to hold players accountable, we get flamed D:.
  2. The main issue here still remains that a small minority of overly verbal players want the game to be molded to their playstyle. I have not once mentioned anything to be added or subtracted to better suit my playstyle, why is it that PVE carebears have the right to dumb down the game for everyone else? Why do we need to add color tags and friend lists, bandit databases, etc? Has rocket not said time and time again that he will not hinder any specific playstyle, PVE or PVP? All these grandiose suggestions that people make, and 99% of them are to benefit themselves. Rocket said that if we want to curve PVP and banditry we are gonna have to do it ourselfs, all i'm asking for is tools so any thing we do isn't completely useless and just a waste of time. Also I've pretty much given up on Dayz because its just a slow deathmatch right with zombies in the mix. And thats not what I though a zombie survivial mod would focus on. also curretnly PVP is not only more fleshed out in dayz but its also more rewarding than any of the PVE content.
  3. gizm0

    Spawning with Weapon Idea

    I'd rather keep it as is maybe make ammo even more rare to find.
  4. A friends list? Seems like a ton of work for something that could be solved by using voice chat and telling eachother where you are, though I do agree the skin selection could use some work One little problem with this, most bandits don't use VOIP nor chat in the first place, so it would be irrelevant. By that 'rationale', your kills would need to be witnessed to gain word of mouth. Happening across a random body in the middle of nowhere would tell you nothing. Again, too many flawed ways of thinking to implement a wholly useless system to make a few people feel better about their flawed playstyle. who's playstyle is flawed? But if we are gonna sit behind the realism factor, lets have it so if you die every item associated with you that isn't on a player gets removed, now for courpses limit it to 5 loots. this way it stops players from hording gear to carry over through lives.
  5. If you haven't noticed a lot of players are not annoyed zeds/infected are more of a threat now, some because they are sligtly broken the rest because dayz moved away from deathmatch with zeds/infected setting. However like others have stated the problem is trust, a great way to solve that is a reputation system and static player names so they can't game the system with unlimited aliases.
  6. If i'm correct admins can still use global chat
  7. gizm0

    Good recording software?

    yea dxtory is great, the cost is like 40 usd but its worth it for the ablity to direct source your video and audio into say skype or xsplit.
  8. I get what you're saying, but 'ruining' has a much wider definition. It also implies that the random person I shot felt the game was ruined by me killing them. It could be a person like me who accepts their death and moves on, or it could be someone like the others, and runs crying to the forums/side chat. There's just too many variables. But saying i'm 'ruining' someone elses game I feel is a bit overkill, hackers ruin peoples games, people who spawncamp the beach can 'ruin' someones game, etc. As far as running people off, even if we ran off half the playerbase, at 20 bucks a pop the game would still be insanely successful. Because a name implies an identity, which implies the same exact thing I was just talking about. You want some way of tying someone to their various misdeeds, and it's completely unrealistic. Taking it back to your explanation, if I shot you in the middle of nowhere, how would those people know that I am the one who did it? Would they have a magic bounty board that has names that materialize on it whenever someone dies? The whole idea behind the game is when you die, you're dead. You're not actually respawning, you are a new survivor starting out on the beach, so why would you retain knowledge of who did what? Adding this feature would be the same as making tag visible servers mandatory. Ok than how about tie players to their forum names, and not in-game this way we can tell what level of asshole everyone is, just not in game. >.> You seem to want to keep online gaming completely anonymous but quite frankly I wish players had to tools to bitch slap every bandit and KOS player just like they have done to me till I just started avoided other players in a multiplayer game. That would be fine in my opinion, as long as there's no frame of reference ingame as to what the persons name is (i.e. no visual tag) It's not about making online gaming 'anonymous', it's just that this particular game calls for it. Stop being so angry about being killed, it seems your suggestions come mostly from frustration about being killed, rather than thinking about the long lasting effects that your idea would have on the game. It's that instant gratification, knee-jerk response that fuels 95% of the crappy suggestions on this forum. I can understand not wanting the game to say your a bad person for killing this guy, but why not let meta gaming do its thing and have players with evidence call you a bad person and allow the community to control player reputations. Its better than the bandit system because the game doesn't say anything, any judgement made about you is done so by your fellow gamers.
  9. I get what you're saying, but 'ruining' has a much wider definition. It also implies that the random person I shot felt the game was ruined by me killing them. It could be a person like me who accepts their death and moves on, or it could be someone like the others, and runs crying to the forums/side chat. There's just too many variables. But saying i'm 'ruining' someone elses game I feel is a bit overkill, hackers ruin peoples games, people who spawncamp the beach can 'ruin' someones game, etc. As far as running people off, even if we ran off half the playerbase, at 20 bucks a pop the game would still be insanely successful. So what you're suggesting is that a person who commits murder in a lawless society with little to no witnesses, should have some sort of lasting reputation that would alert other players of his/her intentions? If I put a round into your skull from 600m, you should automatically know who did it? Do I need to go on? It just doesn't fit with this style of game, you're suggesting they add some sort of god mechanic to the game where everyone is judged according to their actions, and that's just not how life works. In a desolate post apocalyptic wasteland, if I gun you down out in the middle of the woods and steal your beans, I could walk into town and be friendly with the next person, or I could befriend them long enough for them to let their guard down and kill them for their supplies. That's just part of the dynamic. I think what people are having trouble adjusting to is the feeling of losing hours of their hard work, and letting go of their character they have been building. Until the benefit of teaming with other survivors outweighs the benefit of ganking them, this pattern will continue. No, how does making names static and having players control the rep of other players(with meta-data) equal a god complex? its more like an out of game bounty-board. Because a name implies an identity, which implies the same exact thing I was just talking about. You want some way of tying someone to their various misdeeds, and it's completely unrealistic. Taking it back to your explanation, if I shot you in the middle of nowhere, how would those people know that I am the one who did it? Would they have a magic bounty board that has names that materialize on it whenever someone dies? The whole idea behind the game is when you die, you're dead. You're not actually respawning, you are a new survivor starting out on the beach, so why would you retain knowledge of who did what? Adding this feature would be the same as making tag visible servers mandatory. Ok than how about tie players to their forum names, and not in-game this way we can tell what level of asshole everyone is, just not in game. >.> You seem to want to keep online gaming completely anonymous but quite frankly I wish I had to tools to bitch slap every bandit and KOS player just like they have done to me till I just started avoided other players in a multiplayer game.(I want to know I"m killing some POS lowlife that doesn't deserve any of the beans he has eaten.... /RP rage)
  10. your complaining about having to use your side arm during the day?
  11. Just saying, your idea of enhancing a game seems to be to ruin it for others. Why waste ammunition on someone running from zombies. Better saved for a more dire situation. But that is the beauty of the game itself, there is no right or wrong, and by shooting that player if I aggro a mob (with an enfield its gonna happen) and die and lose all my gear, do I run to the forums and complain that the gun is too loud? Or that the players should be less lucrative to shoot? No, because I accept the game for what it is. I've had people ask for help, only to be shot in the back after I helped them. Did I complain? No, I respawned and hunted them back down. It's this mentality that everything has to be balanced that is dumbing down the playerbase. I'm not saying it needs to be balanced just that players should be stuck with a single persona and thus their reputation as a player will spread based on what they do and players will interact with them based on what they have heard. basically remove the ability to be completely anonymous. This and allowing players to set up fortifications is all I am really asking for anymore. These two things do nothing to harms anyones gameplay or play style. I mainly support suggestions that encourge teamwork and being friendly towards other players, since this is still in its alpha state, I can only hope that working with other players becomes worth the risk by the time beta rolls out. also couldn't you just avoid the player instead of capping him in the leg? also right now I"m stuck avoiding other players because even if they don't have a chance to even hit me, they still shoot at me when i'm hunting cows. (stupid kill on sight players.) So what you're suggesting is that a person who commits murder in a lawless society with little to no witnesses, should have some sort of lasting reputation that would alert other players of his/her intentions? If I put a round into your skull from 600m, you should automatically know who did it? Do I need to go on? It just doesn't fit with this style of game, you're suggesting they add some sort of god mechanic to the game where everyone is judged according to their actions, and that's just not how life works. In a desolate post apocalyptic wasteland, if I gun you down out in the middle of the woods and steal your beans, I could walk into town and be friendly with the next person, or I could befriend them long enough for them to let their guard down and kill them for their supplies. That's just part of the dynamic. I think what people are having trouble adjusting to is the feeling of losing hours of their hard work, and letting go of their character they have been building. Until the benefit of teaming with other survivors outweighs the benefit of ganking them, this pattern will continue. No, how does making names static and having players control the rep of other players(with meta-data) equal a god complex? its more like an out of game bounty-board.
  12. Just saying, your idea of enhancing a game seems to be to ruin it for others. Why waste ammunition on someone running from zombies. Better saved for a more dire situation. But that is the beauty of the game itself, there is no right or wrong, and by shooting that player if I aggro a mob (with an enfield its gonna happen) and die and lose all my gear, do I run to the forums and complain that the gun is too loud? Or that the players should be less lucrative to shoot? No, because I accept the game for what it is. I've had people ask for help, only to be shot in the back after I helped them. Did I complain? No, I respawned and hunted them back down. It's this mentality that everything has to be balanced that is dumbing down the playerbase. I'm not saying it needs to be balanced just that players should be stuck with a single persona and thus their reputation as a player will spread based on what they do and players will interact with them based on what they have heard. basically remove the ability to be completely anonymous. This and allowing players to set up fortifications is all I am really asking for anymore. These two things do nothing to harms anyones gameplay or play style. I mainly support suggestions that encourge teamwork and being friendly towards other players, since this is still in its alpha state, I can only hope that working with other players becomes worth the risk by the time beta rolls out. also couldn't you just avoid the player instead of capping him in the leg? also right now I"m stuck avoiding other players because even if they don't have a chance to even hit me, they still shoot at me when i'm hunting cows. (stupid kill on sight players.) well if you die because you dont shoot first who is the true cunt? He is still, I don't see how me not shooting changes anything. (also thats my sig by the way :P )
  13. gizm0

    Loneliness Gauge (Encouraging Teamwork!)

    while it is kinda the same thing, the humanity meter is more of a black/white thing which makes the choices kinda boring. I would rather have a more complex system that has like 2 axis with opposing values that are not good vs bad.
  14. why should I be killed' date='mocked,targeted for not wanting to kill other players, yet players who do get praise, and defended? seems kinda backwards to me. [/quote'] I think you're missing the entire point here. We are not mocking you for not wanting to kill another player, we are mocking you for wanting to apply your own personal rules to the game. You don't want to kill other players? Then don't. Avoid humanity at all costs. But don't complain and come here suggesting changes to the game because you won't adapt. To be perfectly honest, there was a time when I would drop some mags for a player out of ammo, and would give food to someone who needed it. That time was back in April. There's too many new players now, and i've been shot in the back of the head too many times to trust anyone except my personal friends. If I saw you running from a horde of zombies i'd sooner kneecap you with my enfield and keep moving, not because I want to ruin your gameplay experience, but because I want to enhance mine. Stop taking things so personally. Just saying, your idea of enhancing a game seems to be to ruin it for others. Why waste ammunition on someone running from zombies. Better saved for a more dire situation. But that is the beauty of the game itself, there is no right or wrong, and by shooting that player if I aggro a mob (with an enfield its gonna happen) and die and lose all my gear, do I run to the forums and complain that the gun is too loud? Or that the players should be less lucrative to shoot? No, because I accept the game for what it is. I've had people ask for help, only to be shot in the back after I helped them. Did I complain? No, I respawned and hunted them back down. It's this mentality that everything has to be balanced that is dumbing down the playerbase. I'm not saying it needs to be balanced just that players should be stuck with a single persona and thus their reputation as a player will spread based on what they do and players will interact with them based on what they have heard. basically remove the ability to be completely anonymous. This and allowing players to set up fortifications is all I am really asking for anymore. These two things do nothing to harms anyones gameplay or play style. I mainly support suggestions that encourge teamwork and being friendly towards other players, since this is still in its alpha state, I can only hope that working with other players becomes worth the risk by the time beta rolls out. also couldn't you just avoid the player instead of capping him in the leg? also right now I"m stuck avoiding other players because even if they don't have a chance to even hit me, they still shoot at me when i'm hunting cows. (stupid kill on sight players.)
  15. Why is it that people immediately brand you a carebear if you aren't gaming the system and farming kills? Gaming the system? Please elaborate. Theres also no such thing as farming kills' date=' the game doesn't reward you in any way, shape or form for killing other players, other than the loot they carry, in which case that's just another form of scavenging. Sorry but I firmly believe that every play style is a part of the experience. Whether it be solo'ing it and hunting for beans in the middle of BFE, or sitting ontop a building in chern and killing for fun, it all has it's place in the game. What better simulation of real life than to give people the means to be assholes? [/quote'] Your right its fine that they are assholes with no social consequence. And your right they should be the only who truely enjoy dayz, thanks to being immune to any kind of focused punishment since they can just change their name, or the server they are on. Punishment for what? Playing the game the way you don't want them to? why should I be killed,mocked,targeted for not wanting to kill other players, yet players who do get praise, and defended? seems kinda backwards to me.
  16. Why is it that people immediately brand you a carebear if you aren't gaming the system and farming kills? Gaming the system? Please elaborate. Theres also no such thing as farming kills' date=' the game doesn't reward you in any way, shape or form for killing other players, other than the loot they carry, in which case that's just another form of scavenging. Sorry but I firmly believe that every play style is a part of the experience. Whether it be solo'ing it and hunting for beans in the middle of BFE, or sitting ontop a building in chern and killing for fun, it all has it's place in the game. What better simulation of real life than to give people the means to be assholes? [/quote'] Your right its fine that they are assholes with no social consequence. And your right they should be the only who truely enjoy dayz, thanks to being immune to any kind of focused punishment since they can just change their name, or the server they are on.
  17. gizm0

    Loneliness Gauge (Encouraging Teamwork!)

    I don't think it should have any effects, at first it should be used merely to see on average how much players socialize in-game.
  18. Immersive yes, however the extreme limited range means I have no way to tell the guy shooting at me with his winchester at 325m that I'm friendly, and mean him no harm.
  19. gizm0

    Loneliness Gauge (Encouraging Teamwork!)

    being lonely sucks ass :( I don't see why not having and indicator to show how much player interaction someone has had for the sakes of tracking more values.
  20. basically what never said back in the days of split screen or only Lan multiplayer, if someone was being a dick, you had the option just to not let them player, or punish them in real life for being a dick which sadly online has removed this option.
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