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smoq2

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Everything posted by smoq2

  1. smoq2

    ATC Tower with 4 campers/bandits

    What worries me in this post is that the "camping" is considered a "lame" game tactic by so many players. Exploiting a wall is no doubt ban worthy, on par with duping or hacking, there is no difference, but establishing a "safe zone" is by no means something that should be considered "lame", as it's a viable military tactic. Please leave your twitch-shooter mentality to your other FPS games, as this one has a completely different rule-set - you're not rewarded for kills, you're rewarded for staying alive, and that should change your approach completely. So to the OP - the guys you killed were playing the game it is meant to be played, while you are not.
  2. Not a new player, but I never got round to asking... So here goes! After firing a round your character begins to automatically load the next round having your reticule skyrocket into the air when using a LRS. Now I've read somewhere on the forum, that you can somehow prevent this automatic reloading and actually see where your shot landed. Is this true? If so, how do you do that?
  3. You seem to be right as I did a small test - loaded just one bullet into the mosin and the huge recoil was still there. I also did another test. I don't know if you noticed, but the reticule behaves differently after the last update. It's sways more fluid now. If you fire when prone the recoil is only around 30% of what it is when crouching/standing.
  4. smoq2

    We NEED some way to identify heros and bandits.

    No worries, written text often cannot convey the tone appropriately. Guess that's why users invented memes. :) I think I see your point and I don't have a clear counter-argument yet. :) The thing is, I don't want a clear distinction into 2 categories of players either. What I really want is our avatars to be a bit more human than they are now. I believe that if they simply "seemed" more human, the reactions from some players could be totally different. I want something more to base judgment of another person and it should try to trigger our intuitive perception - reach out to our instincts. If the effect could be achieved by giving a bit more control to some artificial mechanisms I would still go for it. But frankly, I don't see it as an ultimate necessity. Rather a nice-to-have addition that should be somewhere at the end of the priority list.
  5. smoq2

    The spirit of day z is dieing

    Yeah, everything seems to hint towards what you're saying. I guess I fell into wishful thinking for a bit.
  6. smoq2

    We NEED some way to identify heros and bandits.

    Ad. Par. 1 - Of course it's possible. The extent of detail modern games can reach is way beyond that. A simple idle animation can realistically mimic emotions and that's tech from last decade. Actually, the face of your character could even mimic your own with the use of your laptop camera if such a system was required. My company was developing a mobile app once which recognizes facial emotions. I'm not saying it should be added to DayZ, just that the tech is not rocket science anymore. Ad. Par. 2 and Par. 3 - Those are just opinions - don't ask us to drop the subject just because yours is different. Discussions breed ideas, regardless of being good or bad, it gives the developers (or future modders) something to pick from.
  7. smoq2

    We NEED some way to identify heros and bandits.

    Frosti pointed me towards this thread - thanks mate. I'm also for some very very very subtle differences that would allow us to distinguish a bandit form a hero. After all, the game doesn't allow us to utilize 90% of our sensory perception which we use in everyday life when judging someone - in the game we all are an army of clones with 5 or 6 templates, just dressed differently and with no facial expressions whatsoever. Let's remember that in reality, tricking someone into perceiving us the way we want to is not that easy task. However, the difference has to be subtle enough to only be noticed when in very close proximity. Totally different stances or blood stains would be giving away the personality way to easily. Periodical shaking hands maybe? I'm not really sure what should it be, just how visible it should be. :)
  8. smoq2

    Where is the new Deathmatch area?

    I hope nowhere, this is not supposed to be a pure DM game. But you're right - probably NWAF. From what I managed to see yesterday, Svetlo and Cernaya and Novo became hot zones too.
  9. smoq2

    The spirit of day z is dieing

    I have mixed feelings about this... Especially I don't see what should indicate a player's level of humanity. Skins are a no-go due to clothes. Why not look at real life for answers? We usually trust/don't trust others by the way they look/talk/move/smell. Since we don't smell in the game and move/look the same, why not try to add variation to animations? Like someone who shot a lot of people should have some "twitchy" idle animation?
  10. smoq2

    The spirit of day z is dieing

    Not really... Dean has always been very open that they never expected such a high sales count and he still claims that DayZ is being developed for a very niche group of players. All in all, this can be just PR talk but I'm actually willing to believe him. It will all turn out as we get closer to the release date, whether the game follows Dean's original vision of people struggling to survive fighting each other with "sticks and stones", or whether they all caved in to the market demand for another deathmatch shooter with zombies and an open world.
  11. smoq2

    The spirit of day z is dieing

    Don't expect people to behave the same way in a real and virtual environment, regardless of circumstances (crisis or not). People just cannot get immersed enough to a specific level in a game, therefore the emotions they are experiencing are different. When you're playing a horror game you don't experience actual fear. Sure, you feel thrilled but that's not really fear. Fear is the primal emotion that motivates us to work together, mainly because our social instincts alleviate the level of fear even if another human is just present - we don't like to be afraid -> other people make us less afraid -> we keep them around. In order to invoke appropriate behavior in DayZ you would have to convince everyone playing that whatever they are experiencing is "real". They would actually have to be scared, which in turn wouldn't be fun. :) Due to the above, multiplayer game designers usually add artificial methods to incentivise cooperation - very strong enemies, item benefits, buffs, etc. Although the aforementioned mechanisms wouldn't actually fit in DayZ, the game lacks incentives, other then sheer numbers of a given group (which is outweigh by risk) , to play with strangers. There is no reason to keep someone you mildly trust around - he'll eat your food, need half of your bullets and give away your position. I've even heard Dean himself saying that DayZ will never be perfect because it will never simulate the environment to full extent - you will never feel sweating after running for 5 kilometers, nor will never feel the horrible pain of a bullet wound, therefore you won't fear it.
  12. After ditching DayZ for some time "because alpha", I've read on twitter that it is running much more smoothly now, so I decided to give it a try yesterday. To my surprise, server performance has been increased dramatically in comparison to previous builds. My character was really responsive, no more holster>draw>holster weapon, or vault dance. Same goes for synching with other players. Kudos Dean! However, I ran into a very strange phenomenon... Since being an utter KoS douchebag, I had to put 2 Blaze bullets into a chest of some unlucky chump (he had an SKS, which I wanted badly) on my way through Svetlo. After two precise chest shots, I took cover to reload and when I peaked out again to see if my target is dead I noticed he is... crouching right in the spot where I shot him (middle of the street). He wasn't sitting i.e. log-out animation, just crouching and not responding. I assumed he was dead, just the death animation wasn't triggered correctly, so I put another bullet in his head - then he fell down. Can anyone shine some light on what was going on?
  13. To answer your first paragraph: It does not promote server-hopping as you imagine - e.g. changing servers within the barracks or "jail" building until you find one server where the building has good loot / is not yet looted. It will promote simply constant changing servers as a means to play, which is in contradiction with any "storytelling"™ or "lore building"™. It hinders immersion, RP possibilities, or in-game community development. Imagine a group building a base and obtaining e.g. 3 vehicles in said base. Now some other group miraculously appears from another dimension (other server) on the outskirts of the base saying "Huuurrrr... We came to steal your tires and heard about your base on the forum" (horrible metagaming). Now if the server was a true persistent world none of that would have happened. To answer other paragraphs: Yes, people take Dean to literally but you're the one that's not too bright. You give the developers too much credit. If you had ever witnessed commercial software development first hand you would know that there are always gazillions of issues that designers, project leads and front-line developers are unaware of until after the release. Hence the very "early access" concept was born. What people are posting here as their opinions is actually very valuable feedback and your "Hurr... Durr... Stfu, devs know better." is actually more counter-productive than "This idea is shit!" of an average Joe's.
  14. smoq2

    Players crouch on death?

    Omg, the people in this game... It's been so long since anti-combatlogging measures have been added and they still try to pull off this stunt. I had a hunch this was it, however the buggy animation made me think otherwise. Well... Bad for him, he's still dead. Wish I had made a screenshot, or recorded the event. Would be something worthy of submitting to the bugtracker.
  15. The thing is it won't decrease it nor increase it. It will have no impact on the majority of server hoppers at all, since they still won't know whether the next server has anything of value. The problem arises when a portion of said hoppers become aware through some forum/wiki/chat/VOIP that there is rare X on server Y (metagaming). To me that's just wrong by principle and kills the very soul of the game. It destroys everything that makes the game authentic. Aside that, there are practical implications mentioned by previous posters in this thread - servers suddenly becoming vastly popular and unpopular because of chance, rather than the server's community. Don't get me wrong though, the idea of a global loot economy isn't bad, it's the reason for it to exist that's the problem - public hive. There would be no need for one without the other. I don't see how a construct such as "server" can be a part of any lore, let alone a zombie survival game like DayZ. We'd have to ask Dean to clarify what he actually meant. It's like saying "We want pages in the book to be an inseparable part of the lore in an "alien invasion" SF novel."
  16. I haven't played the mod and I still see the whole "hive" approach as a messed up idea. From what I read about it though, the mod faired quite well without it, hence I think it's a needless addition, which just added a window for all of the "exploits" we now have. I still feel that the fact of Rocket himself promoting metagaming is atrocious. It turns DayZ to a powergaming competition instead of an immersive game. "(...) steal someone else's (item) from a server that we know about." (Dean Hall, Rezzed 2014 - http://www.youtube.com/watch?v=es42HrtPB3I&t=26m20s) How does that even sound? I already can see a wiki-style server list on DayZ DB with clan bases where top tier gear in suppose to be. How does that count as an immersive gameplay? [EDIT] I don't care if I never find those NVGs or SVDs. I though DayZ aims to be THE game that feels real. If they continue (an they will) that route, it will be just a game and nothing more.
  17. The idea of trying to moderate loot economy is not bad in itself. It's the implementation of the whole hive architecture in the first place that gave birth to common problems and now requires said measures to alleviate them. Server hopping, requirements for tedious loot management systems, which in turn lead to metagaming... This is all what comes with the "hives" - a perfectly unneeded implementation. [EDIT] I'm becoming a bit too passionate about this issue, as with the introduction of private servers it will no longer affect me in any way. I'm just a bit afraid that private servers will suffer in quality in comparison to official servers, which no doubt will be run on a public hive, with several servers sharing it.
  18. I still would pick a limit of 2 SVDs one one private server over a 20 SVD limit on 100 servers on public hive. The very term "server raids" kills something within me... A true and total immersion breaker. I think DayZ is shifting from an immersive survival apocalypse to a powergaming fps shooter, where epic gear becomes the ultimate goal.
  19. smoq2

    I'm back...

    They had a horrible choke on a rubberbanding issue - google the term alongside "DayZ" if you don't know what that is. It could be something else, but I'm betting the above was the whole reason why the time frame between 0.45 and 0.46 was so long.
  20. smoq2

    I'm back...

    So do they claim. ;) However, nothing been said about it addressing speed-hack, teleporting or ESP, which were already too much for me even before the "remote steal cheat". That, and all the bugs with random leg breaking, falling through walls, etc, I sustain my advice to the OP of not trying to play the game to have fun. Wait for that a couple of months more.
  21. smoq2

    I'm back...

    Don't get your hopes up in terms of gaming experience - it gotten worse. I stopped playing ~2.5 weeks ago due to cheaters becoming a more frequent phenomenon. From what I'm reading on the forums, the problem just intensified during my absence, with cheaters being able to remotely steal your loot from your very backpack. If you want to just test things however, go right ahead.
  22. smoq2

    End of an era!

    Or a worker cap... Although a green painted motorbike helmet should be first choice for a sniper. I just loved looking at freshspawns with broken legs who thought they will get an easy kill. :)
  23. I agree, thus I have high hopes for private hives (with just one private server connected). If I happen to find such a server, which would be mildly popular, I intend to stick to it and not care about the server hopper infested public hive a second longer.
  24. Yeah, I'm sure Rocket said that he used this movie as an inspiration for DayZ in one of his tweets on reddit. ;)
  25. You tell yourself a story that there is a person with night vision goggles in another dimension. Then you find a dimensional rift (aka. server browser) and travel there to kill him and get the said inter-dimensional artefact! Epic storytelling right there. ;)
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