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Sabata (DayZ)

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Everything posted by Sabata (DayZ)

  1. Sabata (DayZ)

    This mod's community is awful

    Killing by sport is just the definition of what's wrong with this mod. Why you may ask, because it just proves how void is the gameplay when your priority is just camp until some victim shows up
  2. Sabata (DayZ)

    I hit the mother load...then bam

    I just want to thank rocket for creating this mod that keeps busy so many trolls, hackers and general scum.
  3. Don't you feel sometimes like a slot machine player, awaiting for the jackpot to appear in front of you? Does it make sense in a game like this? It's a well known and cheap system to create addiction, apart from that... aren't there other alternatives? What about a less random loot respawn system? 1. Shorter day/night cycle (this actually was mentioned by Rocket, forced by engine right now). My proposal: 1 hour daylight, 30 minutes nighttime. 2. Respawn all loot items when dawn begins 3. 100% chances for loot to be spawned. Means a top tier loot point will always spawn such items, not garbage, low tier stuff or nothing at all Implications: - Highly decreased randomness: you don't feel like an idiot trying to hit a jackpot anymore - Fight for extremely rare guns/gear: since top tier locations are known, and respawn time is fixed too, it promotes teamplay and organization to conduct looting operations. - Too much certainty takes away some excitement? That's quite subjective to say at least. A bigger chance for reward should bring a bigger risk chance. - What about empty servers? Top tier stuff won't respawn unless server reaches a minimal amount of players (half the slots or so) - What about server hoppers? Less room for it since hopping into an empty server has no point. May still require a mechanism to penalize this exploit. - Playing during night isn't optional, you don't simply bypass it. NVG may become overpowered though, as it's the only gear that makes a big difference Any other thoughts or is this another insane/dumb proposal from me?
  4. Sabata (DayZ)

    Revamped loot system: anti slot machine

    You brought a nice comparison here, there's however a paradox in dayZ world: night doesn't play any role other than a safer scenario for those who managed to get NVGs. Let's see if I can explain the paradox: a real life day/night cycle in this mod is actually unrealistic because players bypass or use it to customize their playing experience instead going through it as a real person would do. In real life you don't disconnect when things get ugly. My idea however only touches this aspect of dayZ partially, what I really want is to turn gameplay around a single game day event. This has huge consequences and is what I really would like to discuss along other persons. The relatively short timespan I proposed just had to do with the fact players shouldn't miss the event, and not everyone can play on-line several hours or match its playing time with the event.
  5. Sabata (DayZ)

    Revamped loot system: anti slot machine

    No, that's not even remotely what I said. I said I want a big risk (even bigger as is now) for some reward at least, even if it's a miserable AK. I just don't want a slot machine travestied into a zombie game. And get your homework done before comparing ideas to CoD/whatever, those who repeat such phrases are usually the ones that spend thousand of hours in those games.
  6. Sabata (DayZ)

    Revamped loot system: anti slot machine

    I see your point, loot refreshing every 5 hours is probably the biggest issue here though. If the loot respawn event happens out of my play sessions then I'm f*cked. I also think this event should happen on all servers at same time or another kind of server hopping could born. Well, all these issues comes from the central database, sometimes I think it creates more issues than it solves... Yeah I guess the way I explained it sound very unbalanced. Let's say a top tier point should give AK's at worst chance. What's the point of raiding an airbase as I've done many times to find only garbage, ammo, grenades and food? The risk doesn't pay off.
  7. Sabata (DayZ)

    The only thing needed to make player work together

    Hell, I thought this was another troll's thread, but it makes some sense. A zombie class that grabs players or knocks them out with 100% chance, that could work if they spawn only in very specific areas. If they were all around the map then solo playing would be very hard, so better to keep them around top tier loot spawns for instance. However, it only pushes players a bit more to play along other people outside the game, it doesn't deal with trust related issues.
  8. Sabata (DayZ)

    please ad kill rewards on the game

    Don't feed the troll :/ Gonna post some suggestion about throwing knives and a quake like announcer...
  9. I accept such suggestion as some sort of temporal alternative, but that's not for every player IMO. The average player should want to have fun surviving, not fooling around somehow or executing risky experiments. The mod itself isn't very friendly towards social interaction, that should be the first area to be improved as I insisted many times. A slot machine gets old fast, social interaction last forever.
  10. My point is a slot machine like gameplay will always be inferior and undesirable sub-product. So I hope you don't want to meant that what dayZ needs is some more complex or cooler slot machine. So the option right now is ignore this mechanism and try something else, like dying non stop? That goes against the very first rule in this mod: survive. Oh wait, let's ignore any rule, then what lefts?
  11. I just think most people get excitement from dayZ in the same way than others get from a slot machine. You risk some money to get a potential reward. Just you can fool the machine here, you can get really good at it and win the full prize. And then what? Then nothing, that's all.
  12. Sabata (DayZ)

    Please make Bicycles more common

    This. I finally was able to find one, best time spent on this mod.
  13. Has the difficulty increase in 1.7.1.x version created any more cooperation or less PvP? OBVIOUSLY NOT. Just decreased survival times and made some players angry. Going down this route makes no sense except for sadomasochist people.
  14. Sabata (DayZ)

    Liberation! (Mechanic of reclaiming towns for Survivors)

    This is a great idea because, what possibly could go wrong? Unless I missed something and there's some kind of way to prevent griefers or greedy players to kill every non zombie in the town...
  15. Sabata (DayZ)

    Broken bones=Broken game

    No well, there are ways around this. First time I respawned without morphine I did the same mistake. Now I try to get a gun and just after that, go to hospital and grab enough morphine. It's a matter of priorities.
  16. Sabata (DayZ)

    different "roles"

    Nope. Soldier/Hunter would instakill lumberjack and anyone spawning without a gun. Remember for future dumb suggestions: other players mean free supplies until proven wrong by game mechanics.
  17. I don't even see reasons to kill zed's given current AI behavior. It's better to lose them rather than waste ammo/alert other players. They really have become a mere ornament in a deathmatch powered survival mod. So I feel like players need so additional reasons to kill zed's again. If AI destroyed loot ONLY when players are around, it would get interesting. Simplified Players killing zed's = more loot in world Players ignoring zed's and killing other players = less loot in world Note that the 'ONLY when players are around' bit is important. I'd require loot farming techniques out of the equation, of course. However, I just expect people to be complete dicks and play around this to make other player's life even more miserable. Maybe that could be the catalyst to promote more teamplay on the long term. Or not.
  18. Sabata (DayZ)

    Zed's should destroy loot in their spare time

    May be wrong but seems like you stopped reading after first phrase. There's a reason to kill military zombies, yeah, but the whole point of this idea is other...
  19. Use search, this isn't even a suggestion -.-
  20. Well, or everyone can accept this is a game and there's always ways to make most people happy if you really want to.
  21. Sabata (DayZ)

    Achievements

    In any case it would be optional so who could dislike something like this? Someone seeking for attention maybe? It's actually a good way to introduce players to not so obvious mechanics in the game. However this idea should wait until retail version.
  22. Ok, gonna play with danger this time. I just propose that negative humanity is only acquire when someone else watches your actions. That actually would make sense in real world, as that person could let others know who are you and what you did. That also means you have to kill any potential witness along your original victim. Other than that, heartbeats and whatever sign of low humanity is just a bit out of place if you want to stick to 'real life'. Witness based penalty means here some sort of notoriety based system, as are other alive persons the ones that can rate a player. It also would contribute to playing in groups since that way PKers may not want to create a bad reputation. Meeting another lone player still may be tricky though ^^ This system probably should take into account if witnesses are friendly to you or not, making it a bit complex but well, I'll just leave it here.
  23. Hi there, I like to dedicate my free time to create mods. None of you probably know them and isn't my intention to promote them either. I just mention it to grab some more attention, heh. Sorry for my English, btw, wish it was my first language or my language skills were better at least. I noticed Rocket may want to deal with the KoS (kill on sight) issue, after all. It's good decision IMHO because the mod lost an important part of its appeal. Pretending players deal with this in some organized way is errr how to say it, expecting too much. However my experience tells me that you don't want to fix a leaking pipe with duct tape. Sorry, this is when my arrogant side takes control. I just feel like heartbeats, no gun spawns and other partial solutions won't make a big impact. The KoS loop will find its way and most people won't trust a stranger no matter what. However you'll be wasting your precious time in hit and miss solutions. This is bandit/survivor skins all over again. Please, go for the root of this problem. Some people will want to kill anything on sight, let them do it, don't try to negotiate some sort of deal like 'kill a bit less, don't fuck the game or I'll fuck you too'. Other people will want to survive and cooperate, offer them a solid game mechanism that makes possible complete trust in other random survivors. Are both things possible? Yes, but please forget about the freaking 'realism' for a second. Just add selective friendly fire. Once a player sets its status to "friendly", no damage to other friendly players will be possible. If they want to revert to default FF settings (damage anyone), change their skin again and a cool down timer will prevent them to damage friendlies for some minutes. Yes, it's completely insane, I know, as much as people spawning like magic in a world inside a computer. Wow, a revelation for all the jerks that won't get this. You can't pretend a game world replicates a real like situation perfectly, you have to do meta stuff like this or games will derail as much as this one is doing right now. Let's say there's a skin that allows such function, and it's easy to find. So players that want to cooperate, or just play a traitor's role safely, can do it now. Note that this isn't a suggestion to make happy 'carebears' but just an arbitrary system to give everyone what they want. I feel like I'm wasting my time, but hey, I'd like to see this mod reaching its full potential in a way or another. Don't see positive signs at the moment.
  24. To put it simple, just punishments for repeating certain negative actions. Since these can be considered bad habits, I just think those players should suffer the consequences of having a bad habit. What game bad habits means here: basically exploits. Server hopping, DC to avoid combat, loot farming by taking and dropping stuff, things like that. Nothing related to PvP. What real life bad habits could be used? Alcoholism for instance. A player that uses DC too much may become alcoholic. Consuming alcohol then becomes a double edged sword (requires alcohol drinks). It 'cures' the abstinence syndrome symptoms but it produces drunkenness effect. Player gets cured from real life habit when game bad habit is abandoned. Now lets get buried by 1.7.1 complaints hehe.
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