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Everything posted by Wolfguarde
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Lucky bastard :P Fixed. Which is not to say they don't fit. In other games. OP: I can guarantee you that at least one mod variant of the standalone will have katanas. People are nuts over them. It will happen. But it's not likely to make it into the original game, I think.
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Master List of Equipable Items the Community Wants in the Game
Wolfguarde replied to - Karma -'s topic in Suggestions
Some more impractical, but out-there/unconventional-looking clothing would be nice in the finished game. I'm thinking stuff like trenchcoats, clothing with complex/detailed/interesting patterning or murals, tophats, possibly some Eastern stuff like demon masks, kimonos... you get the drift. Things that you likely wouldn't see around too much in real life, but add a bit of character to your character. Things that are relatively rare - and somewhat distinct - that, alone or in combination with other pieces of gear, set your character apart in appearance from most/all the others on your server. -
The Throne: A new status effect and action
Wolfguarde replied to CloaknDagger's topic in Suggestions
Last I heard this was on the menu. -
It'll happen once private hives come in - there's always been deathmatch servers, and it wouldn't surprise me to see them start springing up literally within a day or two of the hive update when it comes.
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Sorry to say, but I don't see this working... completely wrong game layout for it. Not to say it wouldn't be interesting, but with the map size and the access to firearms, there'd be way too much work involved balancing it, and it would likely prove to be more grief than it's worth.
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How many threads do you need to make before you realise that most of the people involved with the game - devs included - don't give two shits about third/first person beyond having the option to disable one of them for your server? If I'm being abusive, it's because you're flogging a dead and mostly rotten horse - and the argument had died down to little more than embers before you decided to throw more shit on the fire. Congratulations.
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Placing a rifle to your backpack?
Wolfguarde replied to the_governor's topic in New Player Discussion
To the best of my knowledge, no. The standalone hasn't implemented it, likely due to it being unrealistic. There's been some talk in the suggestion bin about it, but I wouldn't put money on it coming into the standalone in vanilla. That being said, in the mod, you can place guns in your pack - 10 slots for a rifle, 5 for a pistol. -
It's not really biased, so much as pointing out the implications of that particular option. Without opaque darkness, the threat the night presents is knocked down to a completely different level. You might not be able to see much in night-like darkness such as you see in Epoch and the like, and this interferes with shooting... but when things are pitch black, you actually run the very real risk of screwing up no matter what you do. It's a completely different threat. It adds another element of unavoidable difficulty. I cannot see pointing this out as a thing of opinion.
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What you're doing here is polarising your opposition, which is generally not a good way to prove your point in an argument. I agree and disagree with some of the things he's said, and with some of the points you've made. Zombies are indeed a factor that will mitigate KoS when implemented properly. But he's right in that there are some - I would say most, but that's opinion - people who KoS currently who will continue to do so even in the event that zombies become the top priority threat they need to be. There are some people who will even use their guns to draw attention to hiding players just for the sake of griefing them. And ultimately, I think what you're targeting with your post, judging from how inflamed you are, is griefers. The reason he argues that mitigating the KoS mentality is ultimately impossible is this. The gaming industry has conditioned shooting games/gamers into a mentality of player interaction as threat-based interaction. While it doesn't apply across the board as a standard, the fact that some players do this creates the wave effect we've seen in the original mod, where most of the players you encounter on an average server will kill on sight. They've had to, because nearly every player they've encountered does the same thing. It's a threat response to what may have originally been a minority of players... whose mentality and gaming style require others to adapt that style in order to pre-empt the threat they pose. That conditioning is hard to break down once established, perhaps even with a greater threat. You'll probably find that same minority still taking their chances with zombie hordes if they think they have a chance to kill somebody, or cause them to die. The same cycle will begin again, and people will continue to kill each other rather than risk being stabbed in the back; they will just try to do it quietly for the most part, or avoid interaction altogether if they can't find a way to do it without risk to themselves. You'll argue that DayZ is different from other shooting games, and you're completely right. However, the mentality developed by those games is not something that is going to break down in a hurry, nor without a hell of a lot of concentrated effort from multiple angles (companies) aimed specifically at creating games that encourage a different approach. I would be happy to be proven wrong in this should the game actually do what I see as the impossible and successfully implement features that almost completely mitigate the kill on sight mentality most players currently have. I simply don't see how it's possible, and I think you will find a lot of the people arguing that any measures to that end won't do anything feel the same.
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The idea's been brought up before, with much the same arguments. To be honest, if not for the extra demand on the server, I would prefer looting to be this way, with the existing system as a minority loot spawn; you might find stuff lying around occasionally, but most of the things you find are in places people aren't going to check in a hurry.
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There is that. But the thing is, as I see it, they've pushed for an early release when they weren't ready for it - and are now having to pump out features to an audience that's just playing the game like it's an open release and expecting the same sort of release pattern you would expect in a finished game. They're responding to the pressure of demand to keep their testers interested. I agree entirely that it's not the best way to handle a release - they shouldn't have released it at all until they'd gotten most of the alpha stage done, in my opinion - but they set a release date that they could not meet and were running a long way overdue. It was probably a calculated risk to release it as early as they did, and now they're running themselves ragged trying to keep up with the pace of development we expect from them. It could as easily - or also - be a lack of experience handling an alpha release, since it's not really something you're going to be ready for without having done it before. In my mind, I can easily see it as being like standing in front of oncoming traffic. You can research it, learn as much as you possibly can about what is going to happen, but nothing's going to prepare you for the moment of impact. Probably a really macabre analogy, but you get the drift of what I'm saying.
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I find myself mixing messages here and thinking of military snipers settling down to read a book in the early hours of the morning while they wait for a public place to fill up... only in Russia ;) I know it's not what you meant, just fucking around. First thing that came to mind when I read it XD
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Can't tell if this is a troll, or an elaborately disguised attempt to brainwash someone into modding bondage/kink into the standalone...
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Good idea. Possibly also allow some gestures to be made/sustained during stance changes? (Hands behind head, waving, etc.)
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Question: Why should snipers be rewarded for camping cities? Or anywhere, for that matter? You could always just grab a book IRL and sit it by your keyboard while you wait for people to show up, in any case.
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That's a nice looking building. I would l... ...is that the Olympic symbol on the third snap from the bottom? o.O On a serious note, I like the idea. Very nice looking structure... if it doesn't make it into the vanilla game, make sure to throw this picture around on mod variant forums once they start popping up. Someone will wind up taking it up and using it.
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Major flaw in this idea: It means that someone who combat logs/disconnects and reconnects to find someone in front of them has the first shot - no matter what. It's simply not possible to balance a mechanic like this. Finding yourself a safe place to log out/spawn in is your own responsibility - as it should be, in my opinion. There's no way to mitigate potential death on login aside from camouflage or deserting populated areas before logging out. Anything they add in the code could be exploited, and would eventually be removed/require additional unnecessary coding in order to balance.
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Not trying to be an ass in doing this, but that's the thing... you (and a great many other players thinking along the same lines) are probably used to beta testing for other games - where most of the features are in and integrated smoothly, with most of the critical bugs ironed out. Alpha is completely different - they're exposing a stage of the game's development most developers would not dare to show to the public, in order to speed up testing drastically and get some kickstart funding to keep the ball rolling. The features are being added in so that a basic framework can be established before the whole system begins the massive clusterfuck of debugging; they want everything on the table before they start sorting the mess out, so to speak. We're all used to beta/early release testing... not a lot of games have had open alphas, so bear in mind that it's a very different stage of development, and you're being shown the building progress that happens at a bare-bones level. And remember that because they have opened the game to the public during its alpha phase, they're going to be working their asses off constantly to fix/manage critical bugs in order to keep the game playable for the people testing it.
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Probably recycled hatchet code from the mod. It works, so until they have time to polish/optimise the game it won't be fixed. OP - This has been suggested before. I'll give a summarised version of the same answer I gave to that thread here: Making ammunition rarer is only going to make the problem worse. The people who know how to play the game will get to the military loot zones first when a server starts up for the first time, gear themselves and their friends out with weapons, clean out the ammo spawns and kill anyone who tries to interrupt them. And they will stay there. The hardcore players will always, always have superior firepower - making the ammo rarer simply allows them to create a near-complete monopoly on it. As a server gets older, clans as a whole will have access to more ammo, while next to nobody else will find anything of value that can be used to kill someone at anything but close range - which, against a well-coordinated and well-armed squad, is never going to happen.
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I'm fairly sure it has actually been confirmed. Not sure where you'd find the post, but I've heard quite a few people say that info came from Rocket. Bleeds are simple. You're not necessarily being punched every time a zombie swings at you; open-hand strikes with even blunt fingernails (which, given the zombies are apparently still living beings, would continue to grow after infection), are going to stand a pretty steady risk of drawing blood. Admittedly, probably not the fountains of blood you're used to in DayZ, but everything that realistically requires attention (such as hunger and thirst) has been sped up to add risk to the gameplay. It fits. Lastly - and this relates to the OP's post as well - I believe Rocket has also mentioned that he doesn't want NPCs/reanimated survivor zombies in the game. Might be wrong on reanimated survivors, I think I read it somewhere a couple of months back though. As I've come to understand the game, there isn't actually meant to be an immediately discernable story. Like Dark Souls, you find little hints and scraps of information throughout the game, pieces that together resemble a cohesive story but apart seem almost meaningless. It's part of the immersion value; nobody really knows what happened. You washed up from sea, into a part of the world that's forgotten its humanity. You need to dig if you want to find out what happened.
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Play on any vanilla server, there'll be people hogging the vehicle spawns to use as mobile gear storage/hidden bases... which is to say, you'll never see any of them again. Ever. Do you really need to crawl to loot? I stopped crawling a few days into the game once I realised I could just gather them all up and get them tangled in buildings before looting :S
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Players need to make a sound when combat logging
Wolfguarde replied to infiltrator's topic in Suggestions
Nothing wrong with how things are now, in my opinion. As one of the more recent posters pointed out, you can't really add this without potentially endangering anyone who chooses to log out anywhere but on the very outskirts of the map. -
Do baldy damaged bandages heal less than pristine ones?
Wolfguarde replied to thequantum's topic in New Player Discussion
Bandages don't actually heal damage, they just stop bleeding. -
I would like to direct your attention to a small but useful piece of relevant information, provided by yours truly: http://forums.dayzgame.com/index.php?/topic/175690-a-public-service-announcement/ (SAS;DR: Don't go to the ghetto unless you want to kill people)
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I don't see how this is a sensible argument, since it's literally impossible to balance. You can't make it impossible for people to buy multiple accounts, true. But given that the game company makes money off that, about the only time it's going to be policed is when hackers start doing it to get around bans. It does not, in any way, link to preventing multiple characters on one account - the issues might be the same on a basic level, but the essential difference is that they can do something about multi-character accounts, where they can't do anything about multi-account players. For context, it's a bit like comparing someone having a multibox or rival-faction characters over several accounts to exploit macros or an ingame system in an MMO. Just because it can be done does not mean it should be.