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Dellema

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Everything posted by Dellema

  1. Dellema

    need help! my player is so slow ?

    One thing I've noticed is that Day z has a number of toggles, such as hitting RMB will toggle jogging, no matter how many times you try to toggle it with shift. There's probably a sprint toggle too that you bumped. I'd look for that.
  2. Dellema

    Honest Question

    Hardly seems like an honest question, but rather an aggressive one. Regardless, for me, the idea of KOS isn't a problem, the frequency of it is. In a zombie apocalypse scenario, I have a very difficult time thinking that people will just be running around killing people at their every whim and fancy. Sure, if two people are looking at the same bit of food and starving, I can see a murder. But I just think that if your whole goal in this game is to gear up and then go kill other people, you've completely missed the point. People get really mad when I say that. Fine, you can play the game how you chose, but if you just want to PVE deathmatch, why do it in Day Z? That's baffles me more than someone who would want to play by themselves. If that is the mindset, then I'd prefer those people be honest and flip over to a PVE server. Griefers ruin immersion.
  3. Dellema

    Curious about peoples 'Rules of Engagement'

    I'll KOS anyone I suspect of banditry. Otherwise, I avoid rather than kill. If forced to interact with another player, I lean towards the side of pulling the trigger, but try to remain friendly.
  4. Dellema

    Weapon Inaccuracy

    One word mate: realism.
  5. Dellema

    Grenades in DayZ,what you think?

    I'd like to see molotovs as well.
  6. Dellema

    Edged Weapon system

    Solid idea mate, but this belongs in suggestions.
  7. Dellema

    Night Time is Unplayable

    Seems to vary. Occasionally, it's fine, but about half the time it's pitch black and completely not realistic.
  8. Am I dumb, or can the weapon flashlight not be attached to the FNX? Certainly seems like it should be able to, as if I'm not mistaken the FNX is a highly customizable tactical pistol. I could be mistaken. Is it a pending update, rightfully disallowed, or already in the game?
  9. Dellema

    New player, not understanding some things..

    Lets go in order: 1. Your character and location do not change as you move from server to server. But if everyone else logs off but you, yes, you'll be playing alone. 2. It's a bug in the game. To respawn, simply swap severs. 3. Most spawns are on the coast. http://dayzdb.com/map#2.079.069 This map should help you get your bearings for looting. (Warning, spoilers on loot info. You may or may not like that) 4. By magazine I'm guessing you don't mean weapon magazines. Some objects are useless, books in particular. Perhaps someone else will know a use for them, but I've seen that some people try to collect them. 5. True medical supplies are very rare. To make a field bandage, simply right click on your shirt and tear it to rags. Rags work as bandages and will stop bleeding. Yes, you have to pick up the shirt or take it off your body to tear it. So just do that. I'd recommend immediately tearing your starting shirt to rags. The Medkit in the wall, if it's the one I'm thinking of, is purely superficial. Misleading, definitely. 6. The game only allows local area chat, not accross the whole world. This helps realism. 7. Controls for gestures can be found ingame. EDIT: 8. You are dropping it correctly. The game occasionally will take ages to show dropped items for some reason. It's a server side issue which the devs are currently working hard to fix. Wait around a while and the dropped item should pop up.
  10. Dellema

    FNX and Weapon flashlight

    Wasn't aware weapon flashlights were different for pistols and rifles. Granted, it isn't something I actively research either.
  11. The game is currently imbalanced and makes Kill on Sight the superior MO. Probably shouldn't be like that, but for a while at least it'll be pretty bad.
  12. Man, I just want the shotgun. Have 30 something shells just sitting around. :P
  13. Dellema

    Fixing KOS and combat logging

    (for tl;dr, just skip to the big font and start reading.) Start by addressing the knee-jerk reaction to the title: KOS is fine... the frequency of it, however, takes away from the immersion in the game. In a real zombie apocalypse, people won't be running around military bases killing people for the heck of it. More often than not, interactions will be friendly. Survivors probably wouldn't be blowing each other's brains out at every opportunity. So, Day Z needs to introduce a system that balances KOS and makes it much rarer. This means addressing several categories of people who Kill on Sight: The Maniac: Kills on Sight because it's fun. Likes to see other people frustrated and almost never kills for looting purposes. The Bandit:Will kill any armed player he finds. Will usually save ammunition and not shoot at targets that don't seem threatening. Kills as a way to keep himself alive. The Survivalist: Engages players who he deems threatening. Will avoid confrontation if possible, but if unavoidable, will be sure to get the first shot off. Most forum posters seem to fall into this third categor, and follow the thoughtline that KOS is the way to play, because it's me or him. These players need relative assurance that playing nice with other players will be mutually beneficial in all circumstances. Bandits: Banditry is an important and thrilling part of the game. Balancing bandits means assuring them that killing the other player isn't always the smartest option. Maniacs are difficult to convince otherwise. They play, essentially, to ruin the game for others. The only way to reduce the frequency of their killing is to give some sort of penalty to them for excessively killing other players, which in essence means there isn't much you can do because this directly contradicts the whole idea of the game. There are ways to limit their madness, which will be discussed. So, moving forward to the solution. The introduction of skins, bandit and hero, should help a lot, especially for survivalists. This will allow this class of people to at least deal with Bandits and Maniacs more easily. I heard another player suggest that ammunition should become incredibly rare, and this makes sense from both a realism standpoint, as well as a way to cut down on banditry. But these aren't my suggestions, and simply summarizing the suggestions of other people doesn't make for a very refreshing read. So, THE POINT(of the post) Is that making friends in game should be easier. "Clans" of a sort, should become a thing that is common in Day Z. This would model what would likely happen in some sort of apocalypse: people banding together to increase their chances of surviving. This provides incentive for our third group of person to actively interact with other players. Sure, player groups happen now, but it's so difficult to add people as friends, and Day Z itself doesn't really support it. If there were some sort of button in game that you could use to just add a player to your list, player groups would become much more common. All of the friendly interactions I've ever had in Day Z have become cut very short because player log out and I never see them again. I have no way of keeping tabs or friendly players. A subset of this would break realism, but I would also say you should be able to see who kills you, allowing you to create your own personal "bandits" list, allowing you, and not the game, to show you who a bandit is. The side effect is that killing the wrong person could send an entire clan after you. (Not saying you would know their location, but you could at least see their server. This seems fine to me, as in real life, you wouldn't simply be able to hop severs to escape trouble. The game would then helpfully display how many (and which) tagged bandits and friends are in each sever (As it currently does for your Steam friends. A nice step, but far from where it needs to be) I can sense that for some people, this breaches what Day Z is all about. I'd love constructive conversation (Rather than "You're an idiot!", as this points out the obvious and doesn't solve much) regarding this topic, so together we can refine the idea. And oh, yeah, combat logging. Simple: 15 second delay upon log-out. If you would have died in those 15 seconds, maybe you shouldn't have logged out. Nothing fancy needed. Nothing frustrating like "You cannot sleep because there are monsters in the area" (from everyone's favorite pixilated free roam fantasy title). You decide when its okay to log out, and that's that. No warnings if you missed something either.
  14. Dellema

    Lets talk about the community

    Then: A) Wow, that's pretty scary, but B ) I'm not addressing you. I'm only concerned about people who kill on sight, but wouldn't in real life. This game is designed as a simulation. I only want it to remain as close to a simulation as possible.
  15. Dellema

    Lets talk about the community

    There needs to be a fix, for the sake of realism. Let's actually talk about that: Realistically, if a zombie apocalypse starts, will people be running around grabbing guns and shooting each other? Well, some people would. The limit here is a person's Personal Morality. Personal Morality is something that can't really be placed in this game. How could you show that fairly? You really can't. But to achieve simulation, something has to counterbalance this tendency. For the sake of realism, KOS needs to be balanced but not eliminated. There are ways to cut it down. The original used skins, so you'd know if someone was a bandit or a hero or a survivor. That's the best way to represent personal morality, and it might be the best we have. For the sake of the game, I furthermore must implore everyone to roleplay. If you want to Kill on Sight all the time, maybe Day Z isn't your game. Strong words. But that isn't the point of Day Z. The point of Day Z is to interact with people. Sometimes you kill on sight. Sometime you kill after observation. Sometimes you avoid a person completely, and sometimes you work together. People who deny that the current state of KOS is a problem are in denial, or are at least missing the point of this game as it was originally envisioned.
  16. Or just often suggested ideas. If the idea isn't unique, there isn't a reason to post it, legitimate or not.
  17. Dellema

    Fixing KOS and combat logging

    Well, because I read through several and I didn't see my ideas represented anywhere, and furthermore, didn't see any that seemed like they'd work.
  18. Dellema

    Do you support "Killing on sight"?

    KOS isn't a problem, the frequency of it is. EDIT: To more directly address the question, I answered yes, yes, no. I'd just prefer if the proportions were closer to a real-life proportion. Not everyone who Kills on Sight in the game would be willing to do it in real life. I'd love to see mechanics introduced to fix the imbalance of the system.
  19. Dellema

    A Newbie's Impression

    So I just started playing the Day Z Alpha. I never played the mod. I've been doing my best to catch up knowledge wise to those who have been playing a while, but I just haven't. Point is, I'm very new to Day Z and this is how I feel about the game as I've seen it. For the purpose of this thread, I'll ignore praising the game except to say that I like it and will continue to play. I understand it is in Alpha, but without criticisms like these, Alpha testing is pointless. So I'll just take you along with me through my first hour or so of play and highlight the problems that I felt should be fixed right now. I won't be suggesting ideas that would be cool for the game's final release, and for the most part, I'll ignore talking about bugs and glitches as I understand this is not the place. Character Customization: Character customization was understandably raw. However, two things specifically bothered me. My character was standing directly in front of the sun, which put a terrible glare on my screen and made it difficult to see what he actually looked like. Also, the text boxes describing the clothing items were not big enough and didn't scroll. Luckily I'm intelligent enough to figure our that "tic shoes G" was green athletic shoes, but this feels like an easy pair of fixes. Night Time: My character spawned in at night. And this is where the lighting effects became a huge issue. I'd seen some of the dev blogs and such, and I realize this is a sore subject, but they need to face this. Exploring at night time is painfully broken. The moon and stars apparently give no light at all. I turned in game brightness up as high as I could, but I could see nothing without my flashlight. I know this game strives for realism, and this is something that needs to be fixed immediately. In real life, I can see at night enough to make my way through a house, or at least around it without running into it. I encountered my first zombie at night too, which was a very painful experience, and the zombie was completely cloaked in a veil of night. I could use my flashlight to see it, but couldn't swing back without being completely blind. Exploring buildings was a nightmare because of lighting as well. My beam would constantly disappear or shrink drastically in size from getting too close to objects, making rounding corners disorienting. Combat: Zombies are very difficult to kill. This is fine, and I'm not complaining about that. What does bother me is that running away from an aggroed zombie is apparently impossible. They are relentless and will find you regardless of broken line of sight or distance. Getting seen by a zombie before finding a decent weapon is a death sentence. In one of my most promising games, I was killed because one zombie got in one hit and I went to "bleeding". This was frustrating for me, because I never stopped bleeding. Surely after taking just one hit that "bloodied" me, the injury would be light enough to eventually stop, but it didn't. I bled to death. Surely, this is something that some people will disagree with me on, but purely from a realism standpoint, it seems broken. One final note on combat: combat logging. A simple solution that can probably be implemented tomorrow would be to make every person visible in game for an additional 15 seconds after logging out. Simple as that. Logging out in combat or when threatened paralyzes your character and leads to an easy kill for your attacker. Survival: Don't have much to say here, other that the rate at which my character gets hungry or thirsty seems unrealistically high. In a game with realistic distances from town to town and realistic day night cycles, it would be nice for that to be realistic as well. It would also be nice if my character drank from a well until no longer thirsty, instead of needing to click on the well 5-10 times to quench my thirst. Finally, it seems that every time I log in to a new server, my thirst is reset to the spawn value of "Thirsty". Not sure if this is an attempt to prevent "World hopping" or not, but it fairly annoying and easily punishes players who only play for short periods of time, or players on servers that time out. Miscellaneous: It would be nice to add friends in game, so you could form a functional group of survivors. One of the biggest reasons KoS is so dominant in game is because working with other people is so difficult. It would be easier of groups could be formed more easily, and you could see which server your friends were in, to facilitate working together. I know this observation seems out of the scope of what I've done so far, and it absolutely is. But this seems like a feature that would be easy to add and something that could at least see a test drive before the end of Alpha, and so is included. Concluding remarks: I can predict a few comments right now: "This game is in Alpha, idiot. It is bound to have problems." Which is why I'm writing this. "You just started playing, your opinion is invalid" True that my opinion is different in many ways, and carries a definitively different weight. This project however, should look at feedback from all groups of people, especially when people like be should be its largest client base once the game is deemed ready for release. I'm sure there will be many responses that I can't predict. I hope they are all constructive, and rise above petty name-calling. om
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