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mgc

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Everything posted by mgc

  1. mgc

    Allow Server Configurable Pve Only

    Even if they want to play douchebags, they better get organized or they wont survive past day 1. Z will make this game simply to hard for antisocial immature psychos. If they still want to grief, they will have to be cunning and infiltrate by gaining trust until they are given access to the satchel charges. Do you think there wouldnt be any crazy people out there if there were to be a real apocalypse? If were going to branch dayz off in any direction imaginable, could we pls wait until the core game is finished? If youre still not satisfied with the final product, we could invest some effort in tweaking the features in a softcore version to increase marketshare.
  2. mgc

    How to REALLY solve 3pp issue

    If a choice would have to be made, i would go with 1pp for immersions sake. I think that anyone playing in 3pp is not taking the spirit of this game (hardcore realism sandbox zombie apocalypse) serious and might feel more at home in a less unforgiving game.
  3. mgc

    Make Tactile Senses Visible

    Its not a bad idea, but i dont intend to spend much time with my head in a bag. Not worth it imo.
  4. mgc

    Allow Server Configurable Pve Only

    Z will force them to cooperate in order to survive. This doesnt mean they cant still be bandits looking for more bandits to join their gang. Maybe if they get enough members, they can finally take out that well guarded hero base at the construction site.
  5. mgc

    Allow Server Configurable Pve Only

    Once the Z are enough of a threat, gameplay will change. Players will start to see other players as assets that increase their chance of survival, rather than diminish it. Picture this: Your squad has just skillfully navigated 1 of the patches of forrest near the coast under cover of night and spot a Bambi. The fresh spawn is of course running for his life from a couple dozen Z, the beam of light from his flashlight bouncing violently in all directions. The entire squad rushes forwards and engages the Z, set up a perimeter against other Z drawn in by the comotion and break silence by asking the shivering Bambi if hes hurt. Bambi replies hes fine apart from starving, dehydrated and hypothermic. The various members of the squad dish out some life saving equipment they gathered for this kind of occasion and ask Bambi if he can handle a magnum. If thats the kind of game you want, come back when Z are balanced.
  6. mgc

    Show names or no?

    Players should be able to make a mark on their characters outfit (i.e. on the back of their backpacks / helmets) that makes them easily identifyable to their friends.
  7. mgc

    TENTS

    If youre bored you can always work on your reputation. Maybe get acquainted with players that frequent servers you frequently visit. Could serve you well later on. The fact that youve done almost nothing in 200 hours suggest you like to spend time at altitude while you contemplate the important matters in life over the high powered scope of your sniper rifle, yes? Some say it is better to try to make friends and get shot in the face, than to never try at all.
  8. mgc

    Define "Bandit" Please

    As mentioned there is no way to tell potential friend or foe, appart from observing behaviour. If you rush in to Friend On Sight, you are a complete noob that hasnt understood dayz. Thou shalt toil to uncover the gems hidden amongeth the pebbles, lest thou degradeth to a pebble thyself.
  9. If there is no way to work around this oversight, i would strongly recommend using an engine that can for DAYZ ll. By then they should have the concept worked out into detail and have made a fortune they can re-invest. I would like to see a persistent world not unlike a certain space sandbox game thats been highly succesful with it.
  10. mgc

    Spawn food chance

    Most medium food spawn locations are contained in one small area. Originally this may have been part of a story or a way to increase pvp, but i think those should be more spread out. If randomized lootspawns are implemented, starving newbies will prolly be less of an issue.
  11. The problem is that there is no common enemy to speak of. PvP will remain the same until players get bigger fish to fry. Fish like more Z than you can dodge / kill by yourself.
  12. ""it is entirely possible to throw together a usable flint axe in real life so I see no reason why you shouldn't be able to in DayZ."" It is entirely possible to build a bi-plane out of wood, a lot of sewn together t-shirts and an engine. Does that mean i should be able to make one as a DIY airtransport? (C'mon, you know how dangerous airfields are these dayz) ""The option would just be there for people who want to go out into the woods without even entering town"" Even bear grylls doesnt leave home without a knife. You would be a fool not to check that farm on the edge of the woods. Survival is about being efficient, not romantic. ""I'm not asking for fucking diamond swords."" Yet. ""I thought required dimensions would be really stupid"" I dont want to be messing about with cookie cutter sizes. If i want a piece of wood that is 50mm by 300mm by 1000mm, I should be able to get that from a log without to much of a hassle. ""1 single log after tree chopping would be about 10 metres tall"" So? ""As for your genius comment about timber logs being placed in the inventory, I quite clearly state that you can chop them up into Planks in order to fit them into your Backpack."" There is many a tree out there with small enough diameter to fit in a backpack. Certain pieces of log should fit in a backpack, but we agree that you should be able to cut the wood to size first and then transport it. We disagree about the possible sizes and method of processing. ""metal scrap"" Sounds like were going to need a welder and a generator. ""I know metal weighs a tonne. But the metal scrap I'm talking about takes up 1 slot, meaning you can only carry 35 pieces of scrap in a backpack at a time. What's so hard to understand about that?"" I fail to see logic in your reasoning. ""concrete is in no way a necessity for digging a hole in the ground and sticking a piece of timber or metal upright in it."" Correct. It is however necessary to give it foundations if you want it to stay put. But none of that. Attempting to simulate real physics with cheap stuff like that is unnecessary. Build it directly onto the ground and pretend it has plenty support. If at any time the devs implement real physics into base building (which id love to see). I will give you my beans and demand concrete.
  13. Lets get our terminology straight: -Serverhoppers are players that switch servers to get good loot fast. -Players that switch for any other reason (pvp, out of batteries, whatever), just switch. There are several ways to discourage hoppers: -Make loot spawn randomly. Time, place, grade and type should all vary. This is imo the best solution. -Protect high tier spawns with a no-spawn bubble as an exersice in protecting aboveground bases against ghosting. (this is a tricky 1) -Larger anti-hopper time buffer: After the mandatory 5 min cd (anti player ghosting), start a 15 min cd in which you can only pick up the most basic items. (food, drink, bandages, melee weapons) You can opt not to spawn untill the second timer also runs out. -When switching servers, instead of spawning where you were, you spawn somewhere on the northern or western edge of the map. (confusing but effective) Serverhopping is a good way to test items and countermeasures. (By all means, break the game now rather than later) Its also a good way to get a quick edge over those that (already) play legit. Shame on you if you hop for the second reason.
  14. ""It's not important why people switch servers"" Apparently it is. ""it's unlikely that you'll never see this timer even if you're playing legit."" Yes, but rarely and of little consequence imo. ""I can think of numerous reasons why I would want to switch servers without the purpose of server hopping"" I can think of 4. Friends, empty server, time of day and population. ""It's also a mistake to think that 15 minutes can't be lethal, by the time you switch servers you could already be hungry and close to starvation."" Thats true. In case of empty servers (btw lootrespawn is comming, i hear) you could currently be in real trouble before you decide to try another. How about we make a temporary exception for food, drink, bandages / t-shirts and melee weapons. You know, the absolute basics. ""If you're not switching for loot, you will still very likely pick up items in the first 15 minutes. What makes you think the opposite"" Relocation. Lets say you just scouted the nw airfield and couldnt find anything. If youre not hopping, you cant check the airfield again with a clear conscience after switching. This means you will have to get to the next town. That takes time. Suppose youre meeting up with friends. You will need to find each other once you switched. That takes time. It would be annoying if youre switching to avoid nightfall just before you hit the next town, but imo that serves you right for having bad timing and avoiding the dark. ""The coast provides"" ""it makes sense for people to follow the coastline."" ""a meeting place for people until they venture off to the highly populated areas in the north area."" The coast provides death. Any newbie that lingers there, lingers there forever. It is the coast that is highly populated btw, thats why you need to get off it as a newbie for both loot and pvp reasons. What are you, a bambi hunter? lol
  15. It would be wise to experiment with certain restrictions regarding spawnlocation when switching servers before aboveground bases are implemented. For the time being, we could pretend high-tier-loot-spawn-locations are player bases that need to be protected from ghosting.
  16. mgc

    Do people still server hop?

    Loot respawning will allow for more time between server resets. It helps to combat the effects of server hoppers (no loot on server within 30 mins of server restart), but it wont do anything to change the mindset of those who see kitting as a prereq. for fun, rather than part of the fun. Hopping works because players know what to get when and where. loot respawn just gives those players more whens. Randomized (time, place, grade and type) loot would decrease their whats, whens and wheres and would keep everybody guessing as to where the m4 is.
  17. I like the kind of noises Z make. You can sense emotions in their cries. There is the "i think i saw something" scream, the " i definately saw something" enthousiastic scream, the "im gaining on you and gonna get you" grunts and last but not least, the dissapointed scream when you lose them. The noises also remind me of the sounds primates make, as if the Z devolved mentally.
  18. mgc

    So I tried Hardcore..

    I only play in 1pp, but on regular servers. Is that ultra hardcore?
  19. "If you're a newbie, and you would encounter this penalty, that would mean you would die." In under 15 mins? Thats barely enough time to get off the coast. And why would a newbie on the coast switch servers? Was the first house empty? ""It also suffers from the problem that it affects all players and not just those that server hop intentionally."" If youre not switching for loot, you prolly wont be picking up any items in the first 15 mins anyway. ""You can't just have random spawns upon log out in one area while it doesn't happen in the other area. You would have to be informed about this, and it breaks immersion. As it would notify you if it's a high-loot location, which directly contradicts the idea of finding items."" I know. Its a very draconic measure and would be very impopular. ""Spawning at anywhere else than the sea isn't a bad idea, but it's far harder to navigate if you are new to the game."" Its merely a matter of getting used to. Besides, a complete newbie is per definition lost, no matter where he spawns.
  20. A problem with random spawning around some city, is that you might end up in the middle of an open field between 2 sniper hills. Nobody wants that. Obviously you could make sure youre well away from these places before you switch, thus avoiding the above mentioned problem and nullifying my entire post. Well done..
  21. mgc

    Base Building - What would you like to see?

    Yes that would be completely ridiculous. The main reason devs might want underground bases is prolly performance related. Maybe later on when everything is optimized and there is room to spare, we can consider small aboveground structures. Getting raided offline can be easily solved by not allowing raiding if none of the base members are online. If all base members (and i should specify that a member is a character, not a player id) are killed, the base will be raidable regardless of whether any members (all dead) are online.
  22. I think we can all agree to the 5 min cd fixing ghosting. What if we were not allowed to pick up any item for 15 mins after a server switch? You can still switch servers after the 5 min cd and use the 15 mins "item pickup cd" to relocate, meet up with friends, etc. The anti-hopper buffer is now 20 mins, but only 5 of those consist of twiddling thumbs. imo the "Item Pickup" cd should start running after the "anti ghosting" cd, so that if you prefer to twiddle thumbs for 20 mins instead of 5, it is an option. Combining this measure with randomized loot spawns will further reduce hopping efficiency. Another measure that crossed my mind is no spawn zones around all high tier spawnlocations. This measure is more annoying because players wont like the uncertainty of randomly spawning somewhere outside the (presumably safe) place they just came from, and making fixed spawnpoints for players that try to spawn within a no-spawn zone, will lead to spawn camping. Regarding the idea to make server switching players spawn on the coast; how about the complete opposite: Have them spawn on the northern or western parts of the map. (still quite far from anything useful, i assure you). An idea for the far far future: Link up servers in a massive world and switch servers by walking into the proper direction. Nodes can be reinforced if necessary to allow for high player concentrations. Howmany Z would there be in Moscow?
  23. mgc

    Why loot is not full random?

    ""I don't like the idea of loot 'spawning' at intervals: it'd make much more sense to me if there was lots and lots of stuff to be had at the beginning of a server's lifetime, and then over time it would run out - forcing people increasingly to live off the land and improvise tools and weapons out of the junk they find lying about. Movement of characters between servers would have to be more restricted, but I think that's how I'd like to see things progress in the long run."" The only way to prevent characters from switching servers (for whatever reason), is to bind them to a single server. Unless youre allowed more than 1 character, this would severely hinder teamplay. Youd have to kill yourself in order to join your friends on another server. Living off the land is a viable option to avoid respawning loot, provided the land actually provides something. Firearms and ammo would slowly dissapear from the scene and we can all play Robbin Hoodie, men in camo. I favor randomized loot spawns to mess with server hopping. Screw the lore if necessary.
  24. mgc

    How much authenticity is too much?

    I love the idea of going to the coast in a library and strawl through the spray untill someone manages a headshot or hit a limb often enough. I would prefer to have advanced warning in case of impairments that become progressively worse (like hypothermia). I do want to experience all the phases so i know how far i can push the character without dropping dead for no apparent reason. At no point should a character be beyond hope until his last breath. I dont think a forrest floor littered with dying bambis begging for a mercy kill is the way to go. I think players that dont want to deal with the more hardcore survival stuff can find servers where the sun is always shining and summer never ends. It shouldnt be a reason not to put it in. In fact, i think marketshare would decrease if u didnt make surviving nature almost as important as surviving the zombies. Furthermore, i believe cooperation should be more essential to surviving these 2 elements. This will help to build a more friendly pvp setting with a marginally clearer picture of right / wrong, good / bad. Speaking of time compression; it might be interesting to make the day / night cycle as long as the average hours / day of playing dayz. Lets say the average person plays dayz for 2 hours a day. If we make the cycle last 2 hours, they will get to experience 1 dayz day per irl day.
  25. "Gathering Grass, Rocks and Sticks off the ground. Grass and Sticks are only gatherable on ground with a tree overhang and grassy ground, while Rocks can be collected from everywhere that isn't sand, carpet, cement or wooden floor. These items have many versatile uses for an innawoodsman, but I'll stick to base building here." Mkay, so far not bad. "Ability to craft these Grass, Rocks and Sticks into an Improvised Axe" No!, just no! Go back to MC! I mean, nothing against mc, but weve already got mc. Besides, i have a perfectly good axe right here, why bother going stoneage? "Axes, Improvised Axes, Chainsaws and Hacksaws can all be used to turn Trees into Stumps and 3-4 Timber Log items after bashing/hacking/chopping a Tree. The Stump will become a Tree again with every item respawn." How about, after chopping / sawing the tree, it becomes 1 log with a quantity attached (could be cubic feet or pounds or whatever). You then proceed by chopping / sawing bits in the dimensions you require untill the log runs out. Yes, you skip the realistic and thrilling art of woodworking, but i dont think that should be a feature in this game anyway. "Timber Log items cannot be placed in the inventory" I bet i could fit an entire coffeetable in my backpack provided it doesnt have to be in 1 piece. The only way i might move a big log in 1 piece is by truck. I suggest we stick to the quantity suggested above as to what will fit in inventory and what not. "Metal" Metal weighs a tonn so the quantity in pounds should take priority over the quantity in cubic feet when considering how much fits in inventory. Fabricating metal parts should be similar to fabricating wooden parts but require specialised tools (so no chopping I-beams with a fireaxe pls) "Pit or Pond: You can't place a Timber or Metal Pole upright without digging one of these bad boys first" You forgot the concrete foundations. Unless theyre going to add "real" physics, to hell with the building code. (Theyre more like guidelines anyway). I would be interested in digging a well though. The quality and quantity of the water could depend on the amount of digging youve done. Effort = Result, no risk involved! (p.s. help! stuck in hole! need rope!)
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