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Ovomaltine
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Everything posted by Ovomaltine
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Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
??? dayz takes place in a country in the soviet union ... now one question to you. do you consider the soviet union part of our planet? and next question, do you know a single society on our planet where murder is not considered taboo? thx and bye -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i mistrust everyone in the game (except when i play with friends i know from the real world :) ) because killing on sight is too rewarding at the moment. but i do want to tell other people "hey guys stop kos, please start trusting each other, we can have peace all" thats totally not what i want, and i also dont know why some numbnuts want to put those words in my mouth in this thread. i just want there to be psychological consequences for certain actions. period. -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i am asking for implementing some kind of psychological traumata based on the amount of killings you have DONE OR WITNESSED. to make it more clear to everyone who cant read my other posts for which reasons ever... :rolleyes: if there is trauma from eating rotten stuff in form of a disease, then why is there no trauma from seeing shocking or scary events. its a game. that means you as a real person can laugh your ass off about killing 100 people again. but you character should suffer a bit. -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i dont know what point you are trying to make? killing is a negatively attributed action in any case. and why do i have to kill guys who kill other guys, what reason did i have? i just suspected them of kosing and then i killed them. how is killing to be put in a positive light in ANY case? i dont get you. killing is something is frowned upon very hard (moral wise). so it just doesnt fit into a open world scenario that you dont have to bear the consequences if u kill someone. it does change your mindset. and that should be reflected by the engine. its a simple request for adjusting the engine to reflect those psychological impacts on a standard human being. because i guess the players (i speak of the virtual player) in dayz are not all by concept supposed to be supernaturals who dont "care" about killing, and they are not all supposed to be sick/ill psychopaths who take fun in killing. and killing has in many cases consequences you cant deny: http://www.ptsd.va.gov/public/PTSD-overview/basics/how-common-is-ptsd.asp -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
well your observed very poorly then. if u read my lines then you will exactly see that i said the opposite. i didnt JUSTIFY my killings or said they were OK. they were NOT OK so -> I ASK FOR THOSE CONSEQUENCES FOR MY CHARACTER ALSO. ARE YOU ALL 12 year olds with no brains? -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
and its a valid playstyle to do it. i did it myself. are you an imbecile? i dont want u to stop kosing. i just want to have realistic consequences implemented for doing it. i want, if i chose to play a kos-playstyle char again, to suffer from these little adjustments, because i think they are realistic. -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i never said they should add going insane... if u read my post i actually DENIED that they should add "going insane" -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
erm....oklahoma flood ??? ---> some RAIDS & much helping out each other, but not EVERYONE KILLING EVERYONE -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
you dont get it. i dont have a problem with people kosing... i kosed a lot when i started playing this game.. like i kosed 2-4 weeks without any regret, because i thought this is a shooter. but then i saw the potential in this game. and... kos BELONGS into the game. but KOS cant be without consequence. do you know how many people have psychological problems because they killed someone. totally regardless if it was self defence or not. but i am talking about guys who go on a server and when they leave the server after 1 hour they have a kill count of 20, because they just go onto the server to kill other player-instances. it is UNCOMMON behaviour even in an apocalyptic scenario. and they shall do it. they shall kill 100 guys in 1 second with a gas canister bomb, what ever. but... they shall have an impact on the gameplay after they did that. not even a big one. just the things i stated in my initial post. -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
lol? ofc they have people who KOS... and if they dont make this playstyle tougher, then this game will be ruined because in the end everyone just teams up with a clan and its clanwars and KOS everywhere. because there is no reason NOT to kos. in reality, if u were a survivor in a zombie infested region you wouldnt start killing on sight every human you see just for fun. you only do it because its a game and u dont have to handle the consequences. if u start killing people randomly its just not the NORMAL human behaviour. it isnt. and u just do it because the game allows it and EVEN REWARDS YOU. by giving u EASY LOOT. for which other players had to take hours. and STILL! i dont want to ban KOS from the game because it BELONGS TO THE GAME. but ... the fact that kosing is ONLY rewarding. ONLY!!!! has to be taken care of by some measure against it. being the nice guy is not rewarding at the moment ( as it WOULD when there is not as much KOS going on as it is now). at the moment its the question "do i just kos him now and see no penalty for it? - or do i let him kill me and take all my loot" ... its a question which is out of character. there is no reason to kos or not to kos which are in any way simulating realism. like nightmares, psychotraumata, bad conscience, bad publicity. if u are playing this game in the style of normally running around and not hiding your ass in the woods and waiting for strangers to run by, then at the moment its just a mistake NOT TO kos. because if u kos then u win it all. if u dont kos u win nothing, but also you may lose everything if the other guy kos'es. so the game is narrowed down to this very dull question "do i kos him first or do i wait until he koses me" if killing on sight is not made less attractive (not by artificial means, but by REALISTIC CONSEQUENCES), this game will not live to its full possible potential. and claming to be a hero doesnt mean shit... i mean honestly, what point do you want to make? -
@0:15 @0:23 its jogging... its aimed fire. and they are hitting the targets... so dont TELL ME ITS NOT POSSIBLE TO LAY DOWN SUPPRESSIVE FIRE WHILE RUNNING/SPRINTING. when a soldier runs to another cover he is well able to shoot in one direction, no matter if he misses or not. he can shoot. and to shoot unaimed u dont need your legs.
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Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
there is a mechanic to discourage someone from running around an airfield carelessly. its people who KOS. there is a mechanic to discourage someone from not eating or not drinking. its dying of starvation. there is a mechanic to discourage someone from shooting a gun when he is exhausted. its called aim penalty. there is a mechanic to discourage someone from eating rotten fruit. its disease. why shouldnt there be psychological consequence for actions in an open world simulation when there are physical consequences. -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i dont have any TEARS about KOS and AS I SAID, if u read my texts i dont say STOP KOS... my gosh but would you say the percentage of those sociopaths is over or under 50% of all people?... so make it realistic as like surely over 80% of all human beings would have problems with killing for no reason it is just unrealistic that speaking of now like close to 50% of all players are those sociopaths... -
its aimed fire while running... so dont tell me you cant shoot a gun to do suppression fire when u are lets say running fast / almost sprinting then.
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Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
i dont want to stop your playstyle... and it seems you didnt read all of my text. if u intend to kill everything on sight, lets say you lay low and snipe your way through eternity. then u get very subtle and different degrees of psychic trauma after certain amounts of murders/kills. this means you start to halluzinate (ingame kill sequences appear with big alpha transparency in the sky/clouds) and make your burden visible like that to you. it wont keep you from continuing killing as a direct consequence. but it may lower your ability to stay focused 100% of the time. lets say this happens every 20-60 minutes with a probability shift towards 20 minutes the more kills you have. i wouldnt go as far as to let someone get "insane". but there should be psychologic consequences for killing people RANDOMLY (can only be measured by number so far) as this would be the case in real life too, which kind of simulates "morality" & "remorse/guilty conscience" -
144Hours found my first mosin + LRS
Ovomaltine replied to blissfulkunt's topic in General Discussion
come to the NE airbase then :D or it means "dont shoot me and i will shoot you in the back" -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
because u only feel that u have been shot when the screen flickers, or the sound comes out of the loudspeakers and u only feel that you are not longer hungry because the "hungry" status has disappeared. and u only know that u are low on blood because ur screen turns grey/white and u only know that u are stuffed because its telling you that u are stuffed and u only know that there are 60 rounds in a magazine because there is 60/60 standing as text on it. edit: and it wouldnt need to give you hints if "random troll" kos'ing wouldnt be able to ruin the atmosphere of a game that can be much more exciting with just some LITTLE adjustments me for example i am not feeling uncomfortable around other players in general, because its a video game for me... i try to communicate with everyone i meet, military looking guys, strange looking guys. and 50% of the time it turns out they are nice. but i want to be able to get a hint if my character should feel uncomfortable around somebody who has like a kill count of 50. -
yes. and when moving from cover to cover fast i want to lay down some suppression fire... pls ... its totally realistic. ofc u wont make aimed body hits with this. but you wont shoot behind you if u aim the gun in front of u either :D and btw... this is even aimed fire...
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Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
yes i know. but thats you and not your character. your character can give u very very very small hints if u should be even more uncomfortable than u are already :D -
Is there anything being planned that incentivizes not shooting on sight?
Ovomaltine replied to alleycat's topic in General Discussion
because its unrealistic to kill on sight. it just doesnt happen. most humans try to help each other out in a crisis. ofc there are bandits. but you just dont run around and kill everyone you see because that would mean that you have lost all faith in humanity. which wouldnt be true. ofc in computer games you play a role. in bf4 or cod the role is pretty much predefined as soldier of one faction. so its totally clear that u kill the other guys for your score, and for "victory" of the game mode. you dont go asking if they are friendly on a bf4 server. and if u do you will get shot 99% of the time :D and the other 1% find it funny and may play along... but well in open world games where the roles are not predefined you choose your role. and the thing is. you can switch from being the nicest guy on earth to being a mass murderer in 1 second, because u know its just a game. this is extremely volatile and can lead to some big "WTF" moments. which may be funny but in the end remove a TENSION in the game which makes the game so awesome. i mean when u walk unarmed/or gun holstered towards a group of 4 armed guys to get to know whats up with them... you are excited. if u then get killed while 500m away from them ... the excitement is gone in no time. and it has not really been intense for a long time. i mean even in real life crisis regions bandits/rebels dont shoot on sight on civilians or clearly underpowered people. they take them as prisoner or abuse them as a working force or want to recruit them. but most humans dont KILL FOR FUN, because it always has consequences to the murderer itself. and i am not talking about legal consequeces ofc they dont exist in a martial law setting. there is always communication first, except in a dedicated war of course. concerning an incentive of not KOS'ing: i actually think of some kind of psychological consequences to your char, nothing that hurts too much but still does change some behaviour. like the heartbeat thing, or a more evil face expression. also maybe if u kos like 20 guys you get some kind of flashbacks, i dont mean stuff that would prevent you from moving normally and doing stuff normally but like a transparent overlay in the sky which depicts an execution for like 3 seconds or something. just something that distracts your attention as a player, not technically as the character. and also i do like the concept of making zombies more powerful and having to work together to be able to fight them. by - increasing their numbers - make them act as groups - make them ambush players - make them a little more resistant - make them infect u very early - convert infected players to zombies after they die - make infection be undetected for a longer time -> possibility of spreading the infection when working with other people (getting in contact with blood etc, sharing a canteen, bottle of water etc...) back to the psychological consequences. some people wanted some kind of marker for bandits or murderers. i dont think there should be an artificial red dot above their head or sth. but maybe when u are near (1-10m) a guy who murdered like 5-10 people minimum, then with a certain probability (40% per 30 seconds for example, increasing with higher kill count) you get nervous, you get a heartbeat, you feel uncomfortable (status messages). so you dont see if someone is a murderer upright, but there is a chance you might feel that there is something strange about a person. ofc if u do that with 5 kills minimum, and that guy lives for like 30 hours already, and had to defend himself 5 times then this adds another positive mechanism. because you can ofc think of that... and ask that guy "why he is making you nervous"... and then he might tell you nothing or he might tell u that he has hard times getting over 5 people he had to kill because they attacked him. AND THEN u can believe him... and TRUST him ... but maybe he is lying and he killed 5 guys in the last 5 minutes and is just about to kill you. i think this way it would reflect the worlds circumstances in a more realistic way. what do you think of it, just consider being the curious guy in my last 7 line paragraph. wouldnt it be a good simulation of real life trust? so in the end. when you get close to somebody and you instantly "feel nervous", see evil facial expression, then you should be more careful and maybe evade the contact. and when u get close to somebody and after some minutes you "feel uncomfortable", you should also be careful and maybe ask what the guys/girls story is. i mean thats what 80% of normal people would do to strangers ... "ask them what their story is" because if this game gets released in a status where these things arent taken care of... then it will be a 100% deathmatch game VERY fast. it will just be a team/squad/clan deathmatch on a big map, with some lonely freshmeats dying in between and zombies running around and posing NO threat to armed survivors. EDIT: and dont get me wrong, i dont want KOS banned or out of the game. NOT AT ALL! i just dont want it to be the easiest method to make your life as a survivor. -
Best way to allow the ability to carry multiple primary weapons.
Ovomaltine replied to Slyguy65's topic in General Discussion
its not about "need". its about the ability to be able to carry one more if i want to. or even put a disassembled m4 in my mountain backpack. it should be possible. i also "dont need" more than 1 sewing kit, and still i can carry 50 of them, if i liked. -
Mosin + Prone position + Bipod deployed + Hold breath -> strong jitter after some recent patch
Ovomaltine posted a topic in General Discussion
Hi guys, it has been mentioned in some threads already. But as many people didnt understand what the problem was, and started talking about recoil or bullet drop/drift (WHICH ARE NOT THE PROBLEM!) I finally managed to record a video and upload it to youtube which should depict the real problem with aiming with the Mosin since some recent patch. Before you click the video I have to explain what I did first. It's best to view it in 720 or 1080 ofc. First I demonstrate that all my attachments and the rifle are in pristine status. I am only moving the mouse initially to fixate a point after raising the sights first, after that all the movement is engine generated (!!!). The aiming down the sights sequences are the following: 1) (@0:30) Standing 2) (@1:00) Crouching 3) (@1:25) Proning 4) (@2:00) Proning /w bipod deployed 5) (@2:35) Proning /w bipod deployed & holding breath (Also, I dont want to talk about if 1), 2) or 3) are realistic sight movements, because any decent hunter doesnt shoot from a not fortified position) So now by the love of god, and as already described in another thread. The behaviour of the sights in 4) and 5) is definately exaggerated (if intended) or bugged (if not intended)! It doesnt even matter if I use a modern or a WWI rifle for that, because everyone who has shot a sniper rifle or a hunting rifle with a long range scope should know that the crosshair should stay on point as long as u are in a prone position with a bipod deployed, you dont even need to hold your breath then. For comparison, this is the correct behaviour of a crosshair when bipodded (watch crosshair jitter without bipod and after that with bipod) When u have a wooden stick, and hard glue a bipod onto it and mount a long range scope on it with no room for movement then you can look through the scope while in prone and the crosshair wouldnt move an inch for the time you concentrate on aiming. And this behaviour has been changed since a recent patch. PLEASE UNDO / REPAIR / BUGFIX! -
Mosin + Prone position + Bipod deployed + Hold breath -> strong jitter after some recent patch
Ovomaltine replied to Ovomaltine's topic in General Discussion
yes -
Mosin + Prone position + Bipod deployed + Hold breath -> strong jitter after some recent patch
Ovomaltine replied to Ovomaltine's topic in General Discussion
no. you dont hold your breath. for normally trained shooters its a totally automatic thing to shoot between the breathing in and out. you breathe normally and on the maxima or minima you take your shots. no need to hold breath. this holding breath is an artifact of i dont know what game introduced it first. it serves no purpose. if i should hold breath to shoot then how come i dont have to manually pull the slide after reloading a magazine how come i dont need to manually swallow after putting stuff in my mouth how come i dont need to manually open my backpack flap to pick up things from there how come i dont need to move my pupil ingame when looking around the screen how come so many interactions with items are fully automatic... but i have to hold breath when i take a shot... -
thats it yes. thats the bug.