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r3volution (DayZ)
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Everything posted by r3volution (DayZ)
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My Story of Revenge on a Sociopath.....
r3volution (DayZ) replied to zman2k02's topic in General Discussion
Nice story, though after your initial intentions of handcuffing a noob and attracting the zombie hordes, I was confused for a time about who the revenge was going to be on... ;) Don't let the psychos stop you from being a decent person, in that, DayZ and real life are the same. -
SoulFirez I do see your point, it's just that this thread was originally about clothing so I was more focussing on responding to the OP's original tangent. However you're correct, there will be people who will (arbitrarily or not) determine that based on the fact that I carry an SKS and a Fire Axe, I must be a psychopath. In this case, while I do carry gun/melee weapon to survive the zombies (I might be a pacifist in this game but I'm not suicidal or that interested in playing 'running man') I don't NEED to wear camo clothing. The non-camo cargo pants do carry the same amount as the camo variants, and while the Puffy jacket is more restrictive, there are other civilian clothing options that offer more slots. So I would tend to argue that the clothing choice represents a bit more of the player's mindset and intent than whether or not they carry a weapon at all as a binary choice. However, in terms of the type of weapon being judged to determine intent, I see the fire axe/splitting axe to be a bit of an arbitrary distinction (personally, I mean come on, its a fucking axe). Whether it's a shovel, an axe of any description or a crowbar, I will always be a bit cautious around someone wielding a melee weapon (like the old joke about the guy in the Camry, never fuck with someone who has less to lose than you do). Vis a vis firearms, it does seem like people factor someone's choice of firearm into the overall assessment of their appearance and fairly so. I'd be more cautious of someone with a big scope on their moisin/sks or someone with a fully kitted out M4 than I would be of a guy with a shotgun. BUT that would also be cross referenced against their clothing with their clothing being given more weight in decision making (and this seems to be the case with most people's view). E.g Guy with full camo and a payday mask with a shotgun would ring more alarm bells than a guy in loud civvies with no mask and a moisin with a scope. I can't avoid being KOS'ed by the gun happy little psychopaths, but they will always KOS anyone regardless so there's no point factoring their opinion in (no seriously). I can however try and kit myself out so that hopefully those who play more like myself will be less likely to shoot me without saying hello first. It's an incredibly flawed system, as I and many others have said repeatedly, but it's the only system there is currently to respond to the KOStards, so if you're going to resent anyone for this system, resent the KOSers.
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It can definitely be both, the two aren't mutually exclusive. Given that it is very hard to tell if someone you shot is a bandit, this system definitely combines perception of intent as well as justification for your own actions. Absolutely the TTSKO jacket is superior to some of the more civilian clothing, but the fact that many bandits have good gear thanks to killing other players has led players to associate the 'high level' clothing options with hostility. This is obviously not always the case, but it seems to have happened often enough in the collective experience of DayZ players that an association has been made, regardless of whether it's right. I mean literally the only way to stop this kind of almost supersitious type behaviour is if the devs added an actual system where you could have some way of identifying the 'karma' of an individual. Thanks to that mindset, I'm wearing a browny orange 3 slot puffy jacket right now, so I guess we all make sacrifices. ;)
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As I said before this is proof that in the absence of any real ingame system to substitute for body language and unique appearance (eg all the cues human interaction is really based on) people will invent their own systems to attempt to determine if someone is friendly. While a frustrating behaviour for those who get caught on the wrong side of it, it's a completely understandable reaction to the KOS behaviour of many players in the absence of any ingame help to ascertain friendliness.
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We NEED some way to identify heros and bandits.
r3volution (DayZ) replied to 1S1K-Airborne's topic in General Discussion
At the very least to substitute for not having unique faces and bodies and body language in the game, this game could definitely stand to have some way of identifying people who are dangerous. Or at the very least have some way of 'tagging' players you've interacted with positively or negatively in the past so you can 'recognise' them at a close enough range if you see them again. Also nobody whines like a KOSer with someone threatening their nice little gunhappy paradise of psychos. -
Its fascinating to see that in this extended gaming 'Stanford prison experiment' the clothing system is being used by people as a means for attempting to judge intention in the absence of any other indicators. It's hugely difficult in a game where appearance of a person themselves and body language etc aren't present in a meaningful way. So I'm not surprised to see people attempting to read some meaning into the clothing of fellow survivors even if the system has its flaws. I for one have decided to roll with what I'm terming a 'deliberately civilian' approach to try and see if people will be less inclined to see me as threatening (I would much rather help someone than shoot them). At the moment I'm wearing brown everything, with a cowboy hat and blue mountain pack. Sadly I have a fire axe, so I'll stay away from Ineedscoffee.
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Brown Puffer......It Exist's!
r3volution (DayZ) replied to Ineedscoffee's topic in General Discussion
Just let those purplebellies try... Also Gekkonidae, damn DayZ is enough like Deliverance at the best of times without this contributing... Now all they need is an equippable banjo. -
Brown Puffer......It Exist's!
r3volution (DayZ) replied to Ineedscoffee's topic in General Discussion
That looks pretty similar to the 'orange' puffer jacket I'm wearing which is in pristine condition but is the most brown shade of orange I have ever seen. Also, kudos to the brown pants/puffy jacket combo. I've been rockin it with a cowboy hat. The browncoats will live again, but this time in puffy jackets? -
Well that is actually starting to seem pretty spot on. When I started playing the mod and standalone my tendency was to go for camo at all costs, not because I wanted to be a bandit, but because I was trying to blend in and not be seen, thus hopefully avoiding being KOS'ed by the legions of griefers out there. It didn't work, despite being someone who would rather die than KOS someone in the game out of fear. The Camo getup looks threatening and if you roll around with an assault rifle and a gas mask/payday mask you're basically asking to get shot by people who just want to be left alone and who otherwise wouldn't bother you. Nowdays my getup is a lot more sedate. I don't wear a vest or a holster. I have an orange puffy jacket and plain brown pants, a big orange backpack and a cowboy hat. In between posing like the marlboro man against the cherno sunset, I am not averse to helping out any newly spawned people with some food and rehydration. I hope that looking like a deliberately civilian player will at least stop some of the people who would just KOS from percieved self-defence killing me, obviously nothing you can do about the bandits/griefers.
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In my opinion, the current compass is an example of over-design.
r3volution (DayZ) replied to ZedsDeadBaby's topic in General Discussion
The current way of holding the compass seems to be painfully awkward to me. Everyone talking about how it's more realistic in terms of getting a bearing, well I don't know how they take bearings on a compass, but I usually don't peer down at it from an angle of 45 degrees while holding it stupidly close to my body away from my easy line of sight. The previous system in the mod was fine, I really don't see why there was a burning need to change it. Also it's basically blocked by the raincoat collar. -
I've spent a bit of time exploring the great north of Chernarus over the last few days and the new areas they've added definitely have a LOT of groundwork laid for building positioning. There are already some sheds and light industrial type buildings along the road parallel to the railway line, but not anything particularly great in terms of loot. It's looking like the northern part of Chernarus is going to get a lot more interesting.
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Reduced AKM/AK74 spawn, replace with SKS
r3volution (DayZ) replied to Bukethead's topic in DayZ Mod Suggestions
Beat you to it... but yes, good idea. It makes absofuckinglutely NO sense to have all these british/american weapons everywhere when russian equivalents like the SKS and Nagant are left out. Matter of fact, why the hell are the jeep wrecks everywhere not UAZ's and the chopper crashes Mi-17's? -
Liberation! (Mechanic of reclaiming towns for Survivors)
r3volution (DayZ) replied to Dreganius (DayZ)'s topic in DayZ Mod Suggestions
This is a fucking awesome idea. Adds so much more of a long term survival gameplay mechanic to the game. I don't think the lone foraging stage of any apocalypse would last too long before people banded together to start reclaiming areas to hole up in. Provides a challenge to keep the town free but it also means that there's the possibility of creating long term safe havens for players to use as well as to create all sorts of cool shit like trading hubs and stuff. Essentially this is a crucial next step towards allowing a whole other kind of gameplay to simply running around foraging. Go from hunter-gatherer to civilisation, if you can hold it together! I like it!!! -
AI players for the pk's to feast on
r3volution (DayZ) replied to Mr Muggles's topic in DayZ Mod Suggestions
Wow that's an industrial grade strawmanning of the argument in that one picture... -
Incentive to group up and not deathmatch.
r3volution (DayZ) replied to ALICE666's topic in DayZ Mod Suggestions
Yeah, I do agree with the above poster. No magic buffs or anything. There should just be more practical gameplay mechanics and tasks which encourage people to band together. I do like the idea of a party system though. -
I totally endorse the hole! Having a mechanic to store loot underground would be great. As the first respondent pointed out though the Arma2 engine doesn't permit terrain deformation so it would have to be a model that sat ontop of the ground and acted as a crate/backpack. Either way though, good idea...
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Bandanas: Making armbands/face coverings to identify yourself and your group.
r3volution (DayZ) replied to ElemenoP's topic in DayZ Mod Suggestions
I suspect this idea (if ever implemented) is going to have to wait for Arma3 and its new uniform/gear system. Arma 2 would probably require a different model for every permutation of character + armband (unless some kind of tricky coding was used like coding the armbands in a similar way to backpacks, undoubtedly a fuckton of work for a workaround). Not to dismiss the idea, it does have some merit. Its just probably going to be tough or impossible to introduce on the Arma2 platform. -
AI players for the pk's to feast on
r3volution (DayZ) replied to Mr Muggles's topic in DayZ Mod Suggestions
This game is essentially what players make of it. Early on it seemed that most people on servers I played on would co-operate and there were a few prominent dickbags who would kill everything on sight. More recently thanks to decline in in-game text comms (at least in the vet servers I play in) it seems that the atmosphere of paranoia has ramped up to a degree that most people shoot on sight. I try to avoid doing this. But then I'm an empathetic guy who doesn't like to cause a bad night for a guy who's just trying to play the game like me. Bandit killing however does make me happy. Ultimately though Rocket has stated that this is an anti-game. In that I think we can be fairly confident that the player-base will decide how cooperative or adversarial that game is, based on the tools that Rocket provides. -
end game: escape from chernarus in BALLOONS
r3volution (DayZ) replied to duddbudda's topic in DayZ Mod Suggestions
I actually think a hot air balloon would be a kind of kick-ass ghetto method of air transport for the game. Don't know about an endgame, but it would be a funny way to get around. You have fuck all control over it and given the game does have wind you could just drift around and adjust your height. Would be kind of hilarious way to just drift around, you'd need to stock up on food and water though, as the balloon coming down would be incredibly obvious to anyone for miles. Night ballooning anyone? -
I for one, endorse Namalsk as a second map for DayZ. Stupidly well made island and very atmospheric. It would get a little cramped with 50 players though. Not to mention then people would have to download and run other mods besides DayZ, not a problem for the veteran Arma players but something that might be tougher for the newer players. Mind you if they can cope with installing dayz + arrowhead beta they can probably cope with anything.
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Congratulations... 1,000,000 Murders
r3volution (DayZ) replied to CrimsonBlade's topic in DayZ Mod Suggestions
DayZ: Now Over 1 Million Served! I can really understand reading this thread how and why this mod/game is so incredibly polarising amongst its players. I have discussed this with my mates at length as we have talked about the sense of what the game constitutes. I feel that those who see there as being a lack of content may miss the point. This mod eschews most conventional 'content' because it is dependent on the players constructing a narrative and game for themselves out of the world that is there (I do think a hell of a lot more guns/vehicles/loot and some ability to construct stuff and control areas/build proper bases would help though). The dark side of human nature (of the adolescent male variety predominantly) surfaces through a lack of constraint and so the bandits grief people. That's fair enough in a sense, the narrative they've constructed is that they're out to kill everyone in sight, that's their goal. Me and my survivor mates are mainly out to survive, loot and shoot zombies, as well as any bandit who attacks us. We don't fire unless fired on, but I get the sense that we're in the minority. That's fair enough too, we've made our game and we're living it. Honestly while I hate the bandits so much (especially their pussy carebear disconnecting and whining on these forums any time someone suggests something that might make their lives less stupidly easy) I acknowledge that the game wouldn't be the same without them. They're the cunts I can shoot on an ethical freebie and enjoy it! To those who see zombies as being something that lures people into a game which is essentially PvP at its cores, well, its true in a sense. But the Comic and TV show 'Walking Dead' basically epitomise this theme as well. The overarching message from that interpretation of the zombie apocalypse is that ultimately if you know what you're doing, zombies are only a peripheral threat. The ultimate threat is what other human beings will do when removed from all societal constraint and this is something that DayZ in its own exaggerated fashion does embody beautifully. -
Disconnecting to avoid death
r3volution (DayZ) replied to rocket's topic in Mod Announcements & Info
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I searched and couldn't find a thread requesting this apart from it being buried somewhere in a general gun request thread. I thought if the moisin nagant is worth its own thread, the SKS should surely be worthy of the same honor. The SKS would fit well as a semi automatic 10 shot having the noise levels of the AKM (one step below the Lee Enfield) and using the same ammo as the AKM. Have it be more accurate than the AKM but less accurate than the Lee Enfield, but still the same 1 hit kill to body that the AKM has. Now that the ammo system allows for splitting ammo you could combine 3 SKS mags to make an AK mag or divide one AK mag for 3 SKS mags. Given this is an game set in the Eastern bloc it seems to make way more sense than having something like the M1 Garand in the game and the SKS would fill the same hole, though the cartridge isn't quite as powerful as the Garand it's way more plausible for the game's setting. I figure there should be no scope on the SKS since it's never been commonly produced with one, but it would give a good intermediate point between the assault rifles and the lee enfield. What do you guys think?
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Hey really glad to see that people feel like this is a worthy addition! :) @AscendantWyvern I do think it should be only the same volume as the AKM after all it is the same ammunition type. So it should have similar volume. As far as I know the SKS has in the vast majority of cases (which constitutes a huge majority of those produced and those present in Eastern Bloc countries) been made with the standard 10 round stripper clip magazine. This would make sense for DayZ. As far as I know some Norinco SKS variants were produced able to take an AK mag but that requires a different configuration to the standard. They are also unable to take a Drum magazine unless the stock is machined away. So in light of this I think the 10 round magazine is logical. Stoked this seems to be such an uncontroversial suggestion actually, I'd really love it to show up in game and I would drop whatever high end boomstick I had in a second for an SKS. :D
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Character Customization
r3volution (DayZ) replied to expfcwintergreen's topic in DayZ Mod Suggestions
Problem with this lies largely in the way the arma2 engine handles clothing customization (it doesn't). So you have to have a separate player model for every conceivable permutation of options, which is quite a lot of different models to do even though the changes are 'minor'. That said though, Arma3 seems to have a very robust clothing and gear customization system which means that this should be a very real possibility for the Arma3 version of DayZ. Would provide a lot of advantages of being able to at least recognize your friends from their gear and clothing, so I rate this one! It just might not be possible to implement practically until Arma3.