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Wolfguarde

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Everything posted by Wolfguarde

  1. Wolfguarde

    a few ideas i'm throwing out there

    Normally I have no issues with reading long posts (and this is by no means long), but this is very difficult to read in its current format. Please split it up with some paragraphing to make it easier to read.
  2. Wolfguarde

    Rolling Update Rev. 0.30.113925

    Turning feels sluggish if I have it any lower than I do, though. My mouse area is pretty small, so it can be a nuisance to have it too low as well. Will give it a go nonetheless and see if it helps.
  3. Wolfguarde

    The KOS conundrum, problem/solution.

    Armies, intelligence agencies and certain governments. Enough said. I take some small degree of offence at the implication that Minecraft can't be PvP-oriented :P
  4. Wolfguarde

    KOS Hysteria

    Part of this is the lack of global chat - communication has a huge effect on how people will look at each other in a game, particularly a game like this. You'll generally notice that the people who aren't friendly in the mod will be completely silent in side chat, but start complaining/hurling abuse when someone kills them - or will start teasing someone they've killed. I noticed that the players who tend to talk a fair bit in global are usually pretty reasonable. They still play competitively - which is to say, they will shoot you on sight - but if you ask for help, it's pretty rare that you won't get it if you're using proper English. (ie. not bare-minimum words to get meaning across, kind of thing) I haven't racked up many hours in the standalone, but of the few people I've come across, all have been like me - killing on sight. I've been mostly avoiding contact if I know someone is in the area, since it took until my most recent two hours of play to find a new firearm after the last character wipe, rather than doing my usual thing, but the ones who have noticed me have generally tried to hack/beat/shoot me to death.
  5. Wolfguarde

    Rolling Update Rev. 0.30.113925

    It's always been one of my pet hates in DayZ, and though I never knew what it was called there's never been a point where it's slipped under my notice... even without mouse acceleration my aim is absolutely terrible (hence my sig, I've actually done this multiple times in PvP encounters), so I'm looking forward to the day when I can turn it off and never worry about it again :D That being said, I think everyone whining about it this close to christmas/new year's is daft. Everyone deserves a holiday. The fix will come when it comes. Patience is a virtue, and behaving as if you're entitled to anything is a sure as hell way to wear thin the patience and motivation of your provider. Never knew post-processing effects had an effect on hardware response speed... I will keep that in mind.
  6. Wolfguarde

    KOS Hysteria

    I would say that they've designed the game so that it doesn't penalise griefing - rather than being designed for griefing. There is a difference. I've noticed there's a common trend in games with this kind of theme - inevitably, someone will come on and start complaining that the game encourages griefing, penalises playing fair, etc, etc... and yes, in some cases, it's true to a degree. Rarely have I actually played a game/server that encourages griefing, though... the mentality snowballs because it's a good way to demonise a gameplay style that conflicts with their ideal play experience, and eventually results in people leaving with the rest of the herd when nothing is done. I applaud Rocket and co. for the angle the game is taking, even as I despair that it won't last as long as it deserves to. Inevitably, either people will whine enough to enforce some kind of change that limits freedom of expression within the game, or it will start losing players because of the aforementioned herd mentality/syndrome. Putting things a different way: You're running in a group, get into a firefight, one of your party members is losing blood. You bandage him once you get away, but he's passing out frequently and not able to move as fast as he should be. One of your group members is on full energy/water and unharmed. You can take some of his blood and use it to get your other, wounded teammate up to speed. You're watching a bandit player rob someone with no weapon. You have handcuffs and a fire extinguisher. You come up from behind, knock him out, cuff him and steal his gear. You may or may not choose to help the victim of the robbery - but assuming you don't just kill the bandit, you've neutralised the threat he poses and left him open to retribution from said victom once you leave. Justice is served. Or you force feed said bandit rotten food. He gets sick, loses blood, energy, and water. You make some distance before he's able to move again. Instead of coming after you, he now has to find a way to free himself and restore his health and supplies before he's in any condition to chase you down. Since he doesn't know who you are, it's unlikely he's going to be able to properly follow you unless he has a teammate tailing you and voice communication outside the game to work out where he is. People are too eager to look at the negatives with mechanics like these. Think beyond the immediate applications of the mechanics you see to ways you can turn them on their heads. The game designers have done so, and it is their hope with mechanics like these that you will too, and have a better game experience for it. I would say you're lucky... that none of them had ammo ;P
  7. Wolfguarde

    People knowing my name

    Battleye support hasn't been added to the mod yet, as far as I know. Very likely he was hacking, in my opinion.
  8. Wolfguarde

    Mosin zeroing. How do they work?

    You'll find as time goes on and you spend more time using long-range weapons that you gradually get a feel for how far away your target is. It might take a while, but it'll happen. I've seen a couple of people over the time I've played hitting targets at 300+ metres on iron sights with zeroing rifles. Granted, the shots weren't all lethal, and one of the cases I'm thinking of was shooting at NPCs, but it's doable.
  9. Wolfguarde

    New DayZ Update -

    All things in time.
  10. Wolfguarde

    The KOS conundrum, problem/solution.

    Very reasonable post, and your points are presented well. I like the idea, when it's put in this perspective. I would love to see my character start gibbering uncontrollably after killing enough unarmed players... probably counterproductive in my case, since I would actually go out of my way to achieve that state in every life my character leads. That being said, I think the main issue with resolving the KoS mentality is that people don't really want to let go of it once they've sunk into it. I speak as one of them. I love the PvP element of the game, and its current brutality. I don't go hunting fresh spawns/unarmed players - I will shoot them if I find them while looting, since they are then a prospective threat if they find a weapon, since they know where I am, but otherwise I won't touch them - but I think it would be tricky to implement something like this without it being exploitable... and while it would definitely help with the KoS mentality, providing a disincentive to going nuts with everyone you meet, I don't think it would make enough of a dent to resolve the problem at large.
  11. Wolfguarde

    [SA]WeaponZ Survey

    I've never actually found a mosin (think they were in Origins, and haven't looked around enough in the standalone), so you're probably right. I was thinking slingshot, though when I first thought of it it seemed a bit of a long stretch... wouldn't deal enough damage, and wouldn't deal any damage at all to someone with armour on. Having said that, if you're hunting around in the early game and you find someone without a helmet on, it wouldn't be a bad way to knock them out...
  12. Wolfguarde

    Zombie numbers

    Basically, zombie AI/code isn't properly polished yet, and probably won't be in the game for some time. I think I recall someone (possibly Rocket) mentioning that larger numbers of zombies aren't viable due to stability issues, and that for the moment there aren't going to be too many of them. In short: Patience :P It is coming, if not as quickly as we might like. Other things are higher on the list.
  13. Wolfguarde

    Diverse Hunting

    Find myself thinking of that scene in Men Who Stare At Goats as I read this... XD
  14. Wolfguarde

    [SA]WeaponZ Survey

    I wouldn't mind seeing the Lee make it back into the game, come to think of it... shitty thing that it was, some of my best kills were made with that gun :D
  15. Wolfguarde

    Magnum.... Nuff said

    I know, as I said, 'tis my only issue with the gun. I would be fine keeping it fully loaded if I could find bullets for it :P I've found one set thus far and can't remember how many I picked up at the time.
  16. Wolfguarde

    Diverse Hunting

    I know animals will make it into the game, and I like a lot of these ideas. Jerking meat and using animal calls/hunting blinds are new suggestions as far as I'm aware. Here's hoping this kind of thing makes it into the game :D
  17. Meet once: This person is going to try to kill me. Kill on sight. Meet multiple times: Hey, I know this guy! Let's see if he's holding a grudge/gloating over that last encounter (depending on outcome). Meet multiple times without killing each other: This guy seems alright... let's see if I can convince him to join up with my clan/group.
  18. Wolfguarde

    [SA]WeaponZ Survey

    ^ Having seen that, I'm wondering... are there plans to add attachable weapon straps? Would be nice to be able to drop your gun and just have it hang while you're running. Slight decrease in speed, but faster to get it back in hand when you need quick access to it.
  19. Wolfguarde

    Magnum.... Nuff said

    Only thing I don't like about that gun is not having an ammo display for it. Might just be my graphics settings, but I can't tell how many bullets I have left in it at any given time >.>
  20. Wolfguarde

    Should I invest my time in 1st Person Servers?

    One does not simply 'split the community'. The community splits itself - with stupid shit like the argument this thread has degenerated into. One could as easily argue that while it's based on realism, the game is still... well, a game. ^
  21. Wolfguarde

    Possible solution to KOS, hear me out

    I'm not trying to be condescending in saying this, but unless you're speaking from experience, I think you're wrong on the percentages. I haven't played on many servers, but the ones I stuck with I stuck with for a few months each. Very few people are willing to risk their gear on the off chance someone is friendly. I learned the hard way, like a lot of the people complaining about killing on sight here at the moment. That being said - being a good sport, and being friendly, goes a long way in making friends on a server. I mean that in the social sense. I see a lot of people getting defensive or angry when someone kills them. It's understandable to be annoyed, but too many of us take the game far too seriously. I think a lot of the issues with this revolve around player mentality rather than game mechanics or lack thereof. Regarding crafting... I've always liked the idea, and I'm pretty sure it will make it into the game - possibly in the form you're suggesting. I haven't seen any dev-side conversations regarding this, but there's a lot of player speculation about it and crafting has been confirmed as a feature. I don't like the idea of enforced roles - But I do like the idea of only being able to carry a small number of tools - enough for one full kit, and maybe enough to fulfill a number of functions in a second category, or one function in two or three other categories. Someone suggested it in another thread. In my opinion, it's the best idea for encouraging group play thus far. A person can switch between roles easily enough if they can find and stock up on the appropriate tools, but everything is faster and smoother if you have a group with full toolkits instead. I would love to see lockable/breakable doors and barricades. I know window barricades are coming in, and I think someone mentioned being able to shove furniture and such in front of doors... One thing that really bugs me about night-time is the workarounds that allow you to see in the dark. I remember someone mentioning the devs wanted to get rid of this if possible, but it's either been given up as a lost cause or the appropriate settings have yet to be adjusted to prevent it, because it's still doable >.> I'd love for everyone to be on the same ground with night activity... generators are a good idea, though I can't see many people putting the effort in - or going to bases at night, when they can't do proper sweeps of the surrounds to make sure they're not going to be ambushed opening their doors, for that matter... in my experience, anything that highlights a base location is usually avoided like the plague :P Only one?
  22. Wolfguarde

    Avoidance and Armor

    I like these ideas, though I don't think most of them will make it in. Just my opinion. That being said, I've thought of backpack damage as well... I think it would be awesome if you could shoot someone's pack and break it, causing all their crap to drop or it to become unwearable (broken straps or some such). Even just being able to damage equipment in one would be an interesting game element, though it would probably be a lot less resource-intensive to just make the damage apply randomly to bag contents than to tally damage to individual items.
  23. Wolfguarde

    Should I invest my time in 1st Person Servers?

    No matter what you, the devs, or any of us do, the playerbase is always going to be fragmented and at each other's throats over stupid shit like this. If they weren't arguing over it, they'd be arguing over something else with the same vehemence and indignation. It's not a solvable problem. I wouldn't mind having the line of sight breakage in third person view, though obviously I would prefer the first option. I spend very little time in first person view unless I'm looting and want a smaller area covered by my view, or I'm zooming to shoot. It's not realistic, but hey.
  24. Wolfguarde

    Something special happened in Kamyshovo today...

    I've done this in Taviana on a bike with a flat tire.
  25. Allow me to fix this... In real life, not so much. As you say, it's contextual. The bastard you know might be loved and well cared for by his family. The upstanding and honourable government figure (*cough*) you respect and admire might be a serial rapist who uses bribery and intimidation to cover up his crimes. The Iraqi soldier you're trying to gun down might have been recruited as a child and brutalised into obedience. The US marine supporting you might just be in it for the money, with no respect for the value of life or the bonds that come with it. The media likes to paint the good/evil polarity as an 'us versus them' kind of thing. It makes for good entertainment. Unfortunately, it's not realistic. Especially now, in our day and age, it is not realistic. Good and bad rarely have transparent faces. And given the mod strives for authenticity, I would say that the developers intend to portray them exactly as they are. I played Origins. In that version of the mod, it was the other way around... heroes had it easy, while bandits had to grind a massive number of kills (assuming they died every so often along the way) to get their rank. The only way to generate new humanity points in the system was to kill survivors, which kind of encouraged killing new spawns. Personally I thought it was an alright idea, for that version of the mod, but it was unbalanced and sort of broken. In the standalone, I don't think it will work.
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