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r3volution (DayZ)
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Save The Trees Man! Marginalized Wilderness
r3volution (DayZ) replied to Katana67's topic in General Discussion
Does this make you a combat logger? ;) (HAH!) -
I personally tend to see 3-4 as the ideal size. Mind you, we talk shit and enjoy ourselves while we do this, so it gets unruly if it's larger than 4. Having seen 8 of my friends rolling around in the mod none of us with any mic discipline it was watching a very small noisy and violent flashmob at work. Hilarious, but we got the crap shot out of us. Guess it comes down to how social vs disciplined your playstyle is really.
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[VIDEO] Friendly (A parody of Pharrell Williams "Happy")
r3volution (DayZ) replied to [email protected]'s topic in Gallery
paid -
Save The Trees Man! Marginalized Wilderness
r3volution (DayZ) replied to Katana67's topic in General Discussion
Totally endorse this thread. I think its a massive concern that the true wilderness areas in the north are now host to a valley full of heavy industry and high value buildings. I think it's fantastic that the standalone has taken such a survival oriented focus in terms of features. But it does concern me that they're rapidly removing anywhere to utilise these new features without being shot from a nearby apartment block or military installation. I too used to love the metagame of placing camps and finding deserted spots off the beaten track. But without the sprawling forests of the north I think we're rapidly running out of places that will be unfrequented in order to stash a campsite. SAVE THE FORESTS! (also a bit more undergrowth in the forests would be awesome, just to make them seem a bit less like tame pine plantations and to also make it harder to see people and tents)/ -
I haven't slept in 2 days after this event. HELP!
r3volution (DayZ) replied to mooky32's topic in General Discussion
Glad to have helped mate. It's tough having a sense of empathy and ethics in a game which (if the posts in this are anything to go by) does not have a particularly empathetic or ethical player population. But it's nice to see you're not letting the masses sway your opinion. ;) I'm also not blaming the victim here, but as someone pointed out if you just race up to someone in the game it does tend to generate a greater chance of these sort of situations. If I encounter another player in this game I'll usually hail them from a fair way away and let them know I'm there (from cover, cuz, safety first). If I run into them in a house or something I'll race back out of there to somewhere safe and then hail them to see if they're friendly. I've even managed to defuse potential axefests this way, because often people's first reaction on having another player literally run into them is to lash out with whatever is to hand. Caution is the key from ALL sides, if anyone wants to survive an encounter with an unknown player. -
I haven't slept in 2 days after this event. HELP!
r3volution (DayZ) replied to mooky32's topic in General Discussion
Mooky, I know a bit of that. First time I killed a guy in DayZ (this was in the early days of the mod) was just a panic kill, he wasn't actually threatening me. I came up some stairs and saw the guy there, totally freaked when I realised he wasn't the mate I was playing with, and fired half a clip before I realised he'd started yelling he was friendly. I talked to him after I'd killed him and apologised and he said he understood but I still felt like an asshole for a few days. I know there's plenty of people who laugh it up when they kill someone, but not me (unless it's an actual bandit, then it's party time). So my conclusion to that was to play a lot more cautiously. If I KNOW I'm under threat I will fire, but I give people the benefit of the doubt a lot more now. I'll also go out of my way to help others in the game a lot more. Help out someone next time you play the game I guess, that and know that this is DayZ, even with the best of intentions, sometimes shit does happen. Just don't let it make you an asshole. ;) -
Experimental Servers for AU, Please.
r3volution (DayZ) replied to djporternz's topic in General Discussion
OP I would have phrased it more like this; Experimental Servers needed for NZ/AU... maybe that would help persuade? I personally don't mind sharing an experimental server with our friendly eastern neighbours. -
Post your clever joke names for DayZ!
r3volution (DayZ) replied to crazykage's topic in General Discussion
Apocalypse Fashion Simulator 2014 Bulimia Simulator 2014 (in reference to the old days when you could eat and eat then puke with no warning) Call of Frustration -
Does feeling bad about killing players in DayZ make me a pussy or a morally sound individual?
r3volution (DayZ) replied to hannibaldaplaya's topic in General Discussion
Perhaps it was a little strong, but they're exhibiting highly sociopathic behaviours. And of course they aren't the ONLY type of sociopath. Sociopaths are as varied as people in general. -
Does feeling bad about killing players in DayZ make me a pussy or a morally sound individual?
r3volution (DayZ) replied to hannibaldaplaya's topic in General Discussion
Straw-man argument. Neither of those games have permadeath, so your comparison is invalid. DayZ is a roguelike game which means you do not just respawn with your pre-death loadout in 5 seconds (BF4). -
Does feeling bad about killing players in DayZ make me a pussy or a morally sound individual?
r3volution (DayZ) replied to hannibaldaplaya's topic in General Discussion
To the OP. Congratulations. You're NOT a SOCIOPATH! That probably marks you apart from about 30% of the people who play this game. Sociopathy is defined by the inability to relate to (for example, feel empathy for) other people. What you have experienced is in fact empathy. This is a good thing and to be encouraged. Please ignore every sociopath who has called you derogatory names. They have their own path to travel. *edit* As something of a pre-emptive strike let me also add that the medium of interaction does NOT change the pathology of behaviour. E.g excusing said behaviour by saying 'it's just in a game' is incorrect. -
Is there anything being planned that incentivizes not shooting on sight?
r3volution (DayZ) replied to alleycat's topic in General Discussion
Rama, totally agree, I posted a very similar idea a couple pages back. Nice to see that there's other people thinking along the same lines. If there's just about every other health system in the game why not mental health? -
Is there anything being planned that incentivizes not shooting on sight?
r3volution (DayZ) replied to alleycat's topic in General Discussion
Vehicles and base building alone could accomplish some of the same effect. However that's the carrot. Psychological health system is the stick. Bear in mind that even the 'stick' won't actually STOP someone from wandering around killing everyone they encounter, nor is it meant to. I don't want to regulate behaviour in a game which is about choice. But if you're going to have freedom to choose what you do, you should also have the freedom to suffer the consequences of your choices. Given that this is embodied in the game in every other sense, hunger, thirst, injury etc, the lack of a psychological health system leaves it unbalanced. So no, this won't stop the cities being a deathtrap, it won't stop bands of bandits roaming around. Nor will it stop some people from killing everything they see. But it will ensure that this takes place in a more plausible manner. -
Is there anything being planned that incentivizes not shooting on sight?
r3volution (DayZ) replied to alleycat's topic in General Discussion
Wow, two straw man arguments in one day. My luck! Ok, firstly, absolutely this encourages squads of bandits, it encourages squads of everyone. That's fine and that IS EXACTLY what I want to do. That's starting the blocks of society right there. A lot of the KOS crowd that seem to get by on griefing are not part of a group and are just wandering around solo killing anyone else rather than interacting. IF you have a group of guys who runs around deciding to try and kill everyone, fine, that's more plausible and indeed probably not significantly different from a large part of early human history. And to DeatHTaX, that was not stating that my day was ruined from getting killed in DayZ. It was paraphrasing and summing the views that the KOS crowd had put forward in this thread. That's what they seek by their own statement. I personally will get slightly annoyed if I die pointlessly, but it's a roguelike game so that's part of the point. Also, I have no objection to a gang of people who want to get their kicks that way, attempting to apprehend me and chuck a burlap sack over my head. That's not KOSing. It might be a dick move, but it's not KOS. -
Is there anything being planned that incentivizes not shooting on sight?
r3volution (DayZ) replied to alleycat's topic in General Discussion
Wow, I'm amazed at how tough and h4rdk0r3 the KOS crowd are. You guys are so cool, I want to be just like you. Every time I read one of the hundred variations of 'I just like this game because it allows me to ruin someone else's day' I think, what a fulfilling life this must be! I didn't actually realise the school bullies hadn't grown up but were just hiding in adult clothes during the day, waiting till they could go home and play DayZ. What did you guys do before this for fun? Kidnap and torture other people's pets? What I'm reading here is that if I release a game called 'sociopath simulator' it's going to be huge. Anyone with me? I don't want to go into the details too much, but it's a much studied and well established psychological fact that you cannot kill people all day every day without spending any time in human company without psychologically going to shit. This should be represented in game. Just because the KOS crowd think they're so hardcore that they could kill all day every day without a conscience, does not make this true. If we have to deal with blood types in the game, we should certainly have the gradual psychological breakdown of the loners who shoot people rather than interact represented. This could be done through random 'flashbacks', hearing voices that aren't there, or hallucinating players that aren't there. This could be alleviated by spending time in the company of people without killing them, or reversed. No humanity system, just a sanity system. I mean every other kind of health is represented, why the hell not psychological.