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bad_mojo (DayZ)

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Everything posted by bad_mojo (DayZ)

  1. bad_mojo (DayZ)

    Why DayZ is no survival game

    Well, from what I've read about the suggested skill systems, they would be entirely optional and only improve your chances for survival. I have yet to read anyone suggesting skills be required in order to survive. They're certainly not the same "tools" as loot currently is. But, I should have expected you to just turn my post around on me in an attempt to dismiss it, since you don't like my opinion. People server hop so we should enact an exploitable skill system? No thanks. The example of medical skill is a good example because it shows how kidnapping and forcing medical on someone would be extremely beneficial. But, it's entirely restricted to the bandit playstyle. A hero wouldn't be given the same opportunities. It would drastically unbalance the medical skill in the favor of the bandits. Currently the game tries to be neutral when it comes to stuff like this, not giving an advantage to anyone in particular. So, while you say anyone could grind the skill in the same time as everyone else, that's only true if they abandon their ethics and make the skill their main objective.
  2. bad_mojo (DayZ)

    Why DayZ is no survival game

    Sigh. Loot isn't an objective. Survival is the objective, loot is a tool needed to accomplish that objective. Okay, so you think adding in a timer would help? Let's say for every hour you live you can add another 5% to your skill? Well, then I would just sit in the bushes AFK with a bag of rice. See how the time restraint didn't fix anything? In fact, it creates even more modified behavior in that players will be sitting AFK waiting for a timer to tick down? You can't just fix things by adding more things on top of them. No, I can't imagine a skill system I would ever like.
  3. bad_mojo (DayZ)

    Why DayZ is no survival game

    I don't like skills because they introduce an objective into the game. People would focus on the payoff of gaining skill level, rather than focus on whats happening in the game. It's like when you play a game like call of duty and some people want to use the crappiest weapons because they need to unlock something associated with using it. An example in DayZ would be a medical skill. Groups of bandits would simply kidnap freshspawns and use them to level up their medical skill. It makes it no longer about kidnapping someone for a specific reason, or torturing them for psychological reasons, rather it would create a bunch of kidnappings that would simply be a means to leveling up your skill. The game would force these practices on the players, because players always find the most efficient means of leveling up skills. There are very few skills I can imagine working in the setting of DayZ. There's just too much to consider.
  4. bad_mojo (DayZ)

    Skip those buildings

    I had hoped that this patch added loot to a lot of the civilian buildings, but sadly we can still skip right over a lot of the residential houses. There's just never anything in them. You come to a completely looted town, but those buildings always have closed doors because they don't spawn loot. It's too easy to run into a town and go straight to where the loot is. There's no need to actually search, you just check spots you already know.
  5. bad_mojo (DayZ)

    So much for a "stable" update

    meh
  6. bad_mojo (DayZ)

    Skip those buildings

    After each patch I make a point of checking all the structures that didn't spawn loot before the patch. I found none that had loot. It's true, someone could have been there before me and closed the doors, but I doubt it. So, the lack of a loot spawn point is a placeholder? LOL I think that's the first time I've heard of nothing being a placeholder.
  7. I've assisted a couple people who wanted to suicide, but I've never murdered anyone in the standalone. I do get pissed off when I die sometimes, but it never makes me want to take revenge. I don't like to carry "baggage" from one life to another. So while I might take revenge some day, it will be in the same life. Once I die, the story ends. There is no respawn, you live, then you die.
  8. bad_mojo (DayZ)

    Where did this backpack go?

    The backpacks from the mod didn't have the shoulder straps, so I'm guessing once they add those, we'll see this pack.
  9. Sort by population, all the high pop ones will be 24hr daylight.
  10. bad_mojo (DayZ)

    Light RP, Community Growth, Private Server Discussion

    I mean encourage your clan mates to sit idle in the server, even if they just find a bush alt-tab and do something else. I would never join a 0/40 server, but once it hits about 10/40 it comes on my radar and I might join. I'm sure I'm not the only one filtering the server list by population.
  11. bad_mojo (DayZ)

    Server name restrictions

    It's kind of a kick in the face to new players when they finally figure out that while a server can write "No pvp", "no kos" or "pve" in their title, there is no way the admins can enforce it. I'm not saying the admins should be able to enforce it, on the contrary I'm saying it should be against the hosting rules to put stuff like that in your title. It's simply false advertising that misleads a lot of new players, and I think the developers have a responsibility to put a stop to it.
  12. bad_mojo (DayZ)

    Server name restrictions

    Skyline I'm not sure what your hesitation is towards this. Perhaps you frequent these 'no kos' servers and enjoy the easy pray? To give an analogy, let's pretend the state of California outlawed lifeguards. Then a beach down the road put up a sign saying something along the lines of "Clearview Beach. Lifeguard on Duty". People would expect that "lifeguard on duty" to mean just that, that there's a lifeguard working the beach. Are you going to tell the mother of a drowning child that she should have read the latest state laws and known that lifeguards are now outlawed, therefore that sign is incorrect, but nobody ever plans on taking down the misleading sign, because it brings people to the beach.
  13. bad_mojo (DayZ)

    What are the controls for using a gun?

    To use R for reload you have to have multiple magazines of the same type & color. Or in the case of the revolver a speed loader, and the shotgun, a clip thingy. If you have different kinds of magazines, scrolling your mouse wheel will give you the option to change them. Spacebar will raise and lower your weapon. Drag your gun from your inventory into a slot on your hotbar and you'll be able to press a number button to draw and holster it.
  14. bad_mojo (DayZ)

    Killing filthy surrender monkeys..

    Someone did it to them. So, now they're doing it to you.
  15. bad_mojo (DayZ)

    Server name restrictions

    Holy fuck you two. Doctor, obviously I know the rules. If the rules are you can't run a 'no kos' server, then why the fuck are they allowed to call their server "Badmojos nightmare server - No KOS - ALL PVE ALL THE TIME! FRIENDLIES ONLY!" The point is to mislead players into thinking it's true. There's no benefit to allowing that in this game. Lying isn't good. Skyline, yes the information it out there, it's even on the steam dicussion forum FAQ, but you have to understand that a large majority of new players enjoying jumping right into the game. They don't want to spend hours pouring over countless FAQs and rule lists when they don't even know the first thing about the game. It's just a reality of the world we're living in that new players don't read up prior to playing. So, with that in mind I can't adopt this attitude that while the game is supposed to be difficult and kick you in the face, we should include blatently lying to new players in order to lure them into a false sense of security so they can get killed and rage at the game. When in reality it's not the games fault, it's just a misleading server name.
  16. bad_mojo (DayZ)

    Server name restrictions

    Where else are they posted? In-game?
  17. bad_mojo (DayZ)

    Server name restrictions

    New players aren't coming onto the forums and reading up about server hosting rules. Nor should we ever expect them to do that. While a server can not kick players for killing on sight, they are free to put "No KOS" or another euqally misleading term in their server title, giving the false impression to naive new players that they will be protected. DayZ should always be brutally difficult to new players, but outright lying to their faces shouldn't be part of the game.
  18. bad_mojo (DayZ)

    Server name restrictions

    While the developers aren't the ones monitoring and enforcing the rules, they set the rules. I can't just contact a server provider, because they take direction from the developers. If the developers added this to the hosting rules, then the server providers would have to act on it.
  19. bad_mojo (DayZ)

    Hard to hit zombies with melee

    Best tip, ignore the crosshair and make the actual axe model strike the zombie.
  20. bad_mojo (DayZ)

    Bad community

    "no pvp" servers are going to be packed with people trying to kill you. Rightfully so, there's no rules about killing people, so if admins put that crap in the title of their server, they deserve to be overrun with bandits. Just stick to regular servers, no need to paint a huge target on your back by joining 'no pvp' ones.
  21. bad_mojo (DayZ)

    Light RP, Community Growth, Private Server Discussion

    Do something different. As a player, what kind of crazy event or scenario would get you to join a server? medical services colony traders mercenaries scavenger hunts book club mexican standoffs rotten kiwi eating contest Advertise that instead of advertising the server directly. Give people a reason to join your server and they might end up sticking around. Be up front and honest with everyone about the real dangers these events will bring right now. But, even if it all goes completely bad and everyone ends up dead, at least there was an effort made. The colony I was a part of had no shortage of hard times, but that made it all the sweeter when it finally worked out. By that time I had bonded with my fellow colonists, we had shed blood together. Also, if you have a group of people, keep the server seeded, and it usually grows.
  22. bad_mojo (DayZ)

    Why DayZ is no survival game

    Posts like this only fuel my fire to make more suggestions of this nature. ;)
  23. bad_mojo (DayZ)

    Great...

  24. bad_mojo (DayZ)

    Why DayZ is no survival game

    I was only joking about it because I think the OP wants a reward and not a punishment. I personally would love a deathban system. Even just on the hardcore hive. So people can still play dayz, just have to play regular for a bit. Initially I'd want to try a 6 hour ban if the player dies right away. The duration of the ban would get reduced down to a 1 hour minimum, the longer the player stays alive. So if you're running around without a care because you have no gear, you get punished extra hard. Also, if you neglect to get your hunger and thirst in order quickly after spawn, you should be punished. But, if you can survive for 5 hours, you only get hit with a 1 hour wait upon death. (I only pick 6 hours because I feel that would ruin anyones gaming session for the day. The point is to be harsh. But the times can be changed.)
  25. bad_mojo (DayZ)

    Light RP, Community Growth, Private Server Discussion

    I think it would help integrate that non-rp majority into the server better. For example if the server domain was LightRP.net, you could give groups who sign up something like 'kata.LightRP.net' for their forums and a locked room on the teamspeak server. kata.LightRP.net would be that centralized hub for you, but if somebody doesn't want to associate themselves with you guys, but still wants to share the virtual world, they could direct people to join at 'mojo.LightRP.net'. It's like a clan system, for a DayZ server. It encourages a wide variety of playstyles and role play levels. I was lucky enough to be part of a public colony on a dayz mod server pretty early on in development. The greatest thing was how public it was. Open to everybody who was willing to lower their weapon and walk up. There was no prerequisite of a forum account or being on teamspeak. It was all done in-game and via direct chat. It changed the way the servers public population felt about their world. At the time, I was in a phase of running up to everybody and trying to help them. More than a few times I would run into people who had already been to the colony or had heard about it from other people. Sometimes they were oblivious to its existence and I would get the pleasure of leading them down the road, guns lowered to a compound defended by half a dozen heavily armed men, and then inside, a few people sitting around a camp fire chatting. The fact that this colony was so accepting of the clueless majority was huge in its success. If you can integrate your role playing into a public server, you get to tap into a endless supply of new players. If your community is something to be a part of, people will see that in-game and join up. If you hide too much behind your teamspeak, rules, and forums, you're going to scare away potential players like me. Dayz is a package deal, if you remove the kos players, it's not DayZ anymore.
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