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mithrawndo

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Everything posted by mithrawndo

  1. mithrawndo

    The Advantage of Voice... should be turned against them

    I am, yes. Way to go miss the point though: A very quick google search returns plenty of choices for people to bypass any system like this, just like people bypass CD copy protection using Virtual CD software, or bypass remote server authentication using proxies and fake remote servers. Or bypass anti piracy measures using proxies, or... ...you get the idea. I understand what's trying to be said, but it's simply a bad idea that won't work. Go back to the drawing board and try again.
  2. mithrawndo

    The Advantage of Voice... should be turned against them

    It's not possible because of people like me who have two completely separate audio devices attached to their PC. Which microphone are you going to record?
  3. mithrawndo

    Weapon Sounds -- And a few other things

    Welcome to the forums Remember the game is still in very early alpha development, and so everything you have seen is subject to change. In future, please use the search function at the top right of the page: you'll find all the suggestions here have already been made, and most have been discussed as recently as within the past few days.
  4. mithrawndo

    Third Person Fix

    I'd like to see something like the OPs suggestion implemented so that I can, from time to time, switch to third person mode whilst playing in Hardcore (which after all, is not simply supposed to be first person mode but a different experience altogether!) without breaking the immersion. Sometimes it feels a little claustrophobic, and sometimes I like to be able to just look at my guy sitting in the corner of a barn. Small pleasures. I'd love to see this implemented as an optional features for server administrators. I'm pretty sure all the tools exist to implement with very little work* required. *By very little I actually means scores of man hours, but in the scale of things that's not a lot!
  5. mithrawndo

    Gameplay vs Realism

    No problem Zeven. What I was trying to say is that it appears this game is not fun by design. Many design decisions are deliberately obtuse (such as the leg breaking) and so playing the game is akin to self flagellation - the act of whipping oneself. I think to enjoy this game you must first learn to enjoy punishing yourself, so that when these things happen you can take a relaxed approach and learn from your mistakes. If you find yourself wanting to switch the game off when bad things happen, perhaps the game isn't ideal for you.
  6. Defecation and urination are not difficult to implement and keep "morally decent", rendering any arguments about decency moot. Seriously, you can make it so that people have to be hidden to do these things if need be, I really don't care. It is however absurd to have a throughput system implemented into the engine (digestion) and not have the resulting output from the input. Seriously. I frankly can't understand the objections to nudity either. Trolls will be trolls no matter what tools you give them - and frankly, either it's all okay or none of it is. Those of you objecting to these things, be honest with yourself: You have real problems with some of the less than socially acceptable behaviour already present in the game and are terrified over what horrors to your moral sensibility such options would bring. That, my dear ladies and gentlemen, is your own problem. Don't you dare try to impose your morality on me, Bohemia or anyone else.
  7. mithrawndo

    The Advantage of Voice... should be turned against them

    There's not actually an answer to that - Meta gaming is a bitch. I could for example with my current setup quite easily get around your suggestion as I have two sound cards. I could have Dayz using the mic input from my onboard, but use my external audio interface for <Insert Ventrilo Clone>. I'm sure there are already "soft" audio devices available too that would allow you to pretend you have multiple cards, thus fooling such protection. If there aren't already, as soon as someone tries this there will be! I agree with your sentiment and I would love to see all voice chat somehow integrated into the game, but it ain't going to happen.
  8. mithrawndo

    Gameplay vs Realism

    Just to weigh in on this; I do hope they hurry up with effective suicide methods once we have the tools at our disposal. I'm not suggesting you should be able to club yourself to death with a spade, but a gun, knife, epipen (fatal when used incorrectly) and morphine could all legitimately be used to end one's own life - always a valid choice in a survival situation, and incredibly fitting in a zombie apocalypse. Can't think of many popular franchises within the genre that don't include suicide. To the op: I don't speak from authority, but I do get the impression that the fun is to come from human interaction in this game. The design lead keeps talking about the "multiplayer experience" and so you should perhaps begin to think in terms of MMO-style "fun" as opposed to actual, genuine, honest-to-goodness-computer-game-with-your-mates-fun - That's to say not fun at all, but in fact masochistic flagellation in repentance for your gaming sins. Welcome to DayZ. Edit: Formatting. Stupid copy paste takes the colours from the background. Don't you love WYSIWYG editors?
  9. mithrawndo

    The Soviet Connection.

    Lore is good. Lore helps immersion. Immersion is good. This is therefore double good, if my Orwellian syntax is true. Beans, sir.
  10. mithrawndo

    PVE or How to m ake Chernarus a better place?

    I see no reasonable objection to your suggestion for "warehouse" like structures. Most retail outlets have distribution warehouses and I see no reason why these shouldn't exist in Chernarus - and no reason why we shouldn't therefore be looting them. There are only really three things I'd like to avoid: Firstly, instancing - I like the sandbox, and I like to play in one great big sandbox wherever possible. Secondly, NPC guards - I feel that this destroys the very idea of a sandbox game and really hope that the developers don't succumb to this. Finally, Safezones - It's a zombie apocalypse and nowhere should be safe. See every piece of popular zombie media ever: Even when you think you're safe from the zeds, some arsehole will come along and stab you in the back.
  11. mithrawndo

    Children

    I simply don't understand why any of the things being done to adults in this game are any worse when applied to a child? I could understand why the game might because of these acts being possible that in in morally condescending regions it might garner a severe age restriction, but as to the acts being purported to a child as opposed to an adult? Doesn't murder and torture carry the same sentence regardless of the victims age? More importantly, shouldn't it? Why therefore are we even entertaining the principle that it is somehow "more wrong" to allow this to happen to polygonal children? One of the more bizarre threads I've read. People in this thread talking about folks needing to "get help"? Definite cases of pot calling the kettle black on the go! TL;DR - either it's all okay, or none of it is.
  12. mithrawndo

    Log in/out location "ban"

    Any mechanic that allows for meta gaming is immersion breaking and should not be introduced*. This includes state based login/logout timers. Flat timer: 5 minutes until character despawn on logout, instant login. *...but, the game currently seems to work on the principle of creating a network bubble around yourself. It would probably not be hard to implement and instant logout when there is noone inside the same network bubble as you, but a timer when there is.
  13. mithrawndo

    Adding Server to Favorites

    Beans sir. One of those little things that's really annoying.
  14. mithrawndo

    F*8k your car I got a horse outside

    They also have serious drawbacks: They are in no way subtle and are incredibly loud. They are also filled with flammable fluids, and when full are a Four-for-One kill shit.
  15. mithrawndo

    Log in/out location "ban"

    Did a tl;dr on this thread* so this has probably been said already. So I alt-f4 in the airfield because I heard breathing and immediately respawn a kilometre away, set my range and move in? A log out timer makes a lot more sense, and is a tried and tested mechanism. Given the ambulatory pace of DayZ I feel this timer needs to be exceptionally long: 5 minutes seems appropriate* to me. This would have the benefit of discouraging server hopping for any purpose, as each disconnection leaves your character vulnerable and unattended for some considerable time, and thus you would be downright foolish not to make yourself safe before disconnection. In the event of a connection failure for any reason, you'd still be vulnerable for 5 minutes. In the age of the SSD, even in the event of a full blown crash and reboot situation you can be back in the game within 2 minutes - 3 tops. We can then remove these god awful server join timers. You know, the ones that are just really annoying. Whose bright idea was it to make us sit and look at a 30 second timer anyway?
  16. mithrawndo

    Save the Bambi! And The pumpkins!

    This might work. No more than three seconds after the server spawns you seems fair.
  17. mithrawndo

    Experience: The CCP Way

    I don't think a skill tree is the right way to go. Simply some skills that one can learn. Adding prerequisites and chains of skills that require learned overcomplicates things and leads to potential min/max outcomes, something a large portion of the (vocal) community do not want to see - myself included. Single skills that gradually and invisibly unlock abilities - with the durations required to learn them moderated by various external influences, such as your health and activity levels - could lead to small improvements without overdoing the pain when, inevitably, you die.
  18. mithrawndo

    Spawn Shield

    I once had someone log in right in front of me. I felt sorry for them, so I reached for the caps lock key and told them to walk out of the room. They spun like a top and blew my face off. That was the last time I will ever give anyone a chance if they log in on front of me.
  19. mithrawndo

    Be able to have 2-3 characters...

    Buy another copy of the game.
  20. Too many guns, no thank you. http://en.wikipedia.org/wiki/Number_of_guns_per_capita_by_country If we're being authentic™ then there are less than 1 gun for every 10 of the population pre-apocalypse in Russia. Given the very, very large scale of the country and the very small scale relatively of the region in which we're inhabiting, it's incredibly unlikely we'd see a large enough sample space to ever see some of these spawn - ergo they are a waste of development time and energy.
  21. mithrawndo

    The Ability to Spike Food or Drinks

    Can you not already do this with disinfectant and fruit, for example?
  22. 1) Group Spawns: No. Any matchmaking system is just horribly open to abuse. I set up my new character in your little group and pretend to play with you whilst chatting to my mates on "Another Voice Comm". When you finally find enough to either make it worth robbing you or just to emphasise the hurt, we spring our trap. Rinse and repeat. I get it, I do. It's lonely out here sometimes and it would be nice to be able to find like minded people - but that's actually what the game is, to my mind, all about. That's what makes it so damn hard, and so damn good! 2) I'm all in favour of mechanisms involving repair or resource gathering requiring 2 to 20 people to complete. 3) Sure, why not. The way these recipes are delivered to the client is a topic in itself. 4) Game breaking suggestion, sorry but that's a no from me. If you want a safe zone, make one by policing it yourselves in game!
  23. mithrawndo

    Experience: The CCP Way

    I see no problem with some form of invisible mechanism that ensure you must be actively doing something to learn. What I wish to avoid is any form of pre defined challenge - as this would become a repetitive grind. For example: You spawn on the beach and after tending to your initial requirements, you start learning some form of cooking. It's going to take you 72 hours to learn how to repeatedly make good, wholesome rabbit stew (though you don't know this when you start - the time is kept hidden from you). However every hour you need to make another batch of rabbit stew, or else your skill training will pause. Finally you finish, and you hear a rustling in the bushes... You spawn on the beach and after tending to your initial requirements, you start learning some form of cooking. It's going to take you 72 hours to learn how to repeatedly make good, wholesome rabbit stew... You spawn on the beach and after tending to your initial requirements, you start learning some form of cooking... See where I'm going here? Having to repeat the same actions again and again and again to train a skill on top of the day to day survival mechanics and the countless other little bits and pieces the game will eventually end up with will quickly get overwhelming. However some form of server side activity monitor - the game currently knows whether you are idle or active for example to calculate your energy consumption - might be beneficial. Hypothetically, of course.
  24. mithrawndo

    More than one character

    The crux of it is as you suspect: It is impossible to balance, so don't try. 24 euroes isn't a lot of money. There are very few people who are willing and able to purchase one copy of this game who would be worried about the expense of a second copy. Therefore, players who wish to have multiple characters and go and play on another one when the heat is too much on their main can easily do so, for a one time fee of 24 euroes. The benefit (or drawback depending on the reasons for wishing to play a secondary character) is that your second copy isn't even linked to your main account, and thus you are anonymous. I see no real problem with this myself. I have no desire for a second character myself. However it's a precedent that says it's acceptable for a bandit who has ruffled too many feathers on his server and finds himself unable to play the way he wants to because he's constantly the chicken rather than the fox can instead of dealing with the issue in game simply jump on to his other character. Conversely, If you're hunting someone and they get wind of you or even just get a little spooked, they can do exactly the same. For money. To follow this to it's inevitable conclusion: If I am able to buy a second copy of the game and reap the benefits of having two character - be that as I outline above, to mule gear for you main or for some reason I am yet to anticipate - why should Bohemia not simply allow players to purchase an additional character slot on their existing account? Sounds pretty crap when it's put like that, don't you think?
  25. mithrawndo

    Experience: The CCP Way

    Heh, I actually stopped playing eve regularly shortly after the removal of ghost training. I still jump on from time to time for a month or two's subscription (I have a 2003 character, why wouldn't I?) but I feel I've played it to death, and to be honest in many ways it's become overcomplicated: There are too many toys in the sandbox, a lesson I hope DayZ remembers. For those of you unaware, for the first 6 years or so of Eve Online you could set a skill to train that would take you three months, and even if your paid subscription ran out the skills would continue to train. A lot of people complained about this - I really don't know why - and eventually CCP removed this so-called ghost training. Since then you've been required to have an active subscription to learn skills. It's not strictly relevant here, but it's an interesting point of trivia. True, this alpha is so engaging I sometimes forget that it's missing so many core features! I'm really not comfortable with being set challenges to make you better. I feel that as almost every other mechanic in the game is passive and invisible, so skills should be to. No quests, no objectives, no maps, no meters. As for the hypothetical example: At no point should any skill brought into this game give you an advantage over another player once trained. Being able to repair something, or identify something as useful for a recipe you are aware of would be good examples of how this could work. As soon as you deploy skills that make you "better", they become mandatory for anyone who wants to take the game seriously. See every single RPG style game ever made for reasons why this is a bad idea: Particularly eve online, where the skill system - the one I'm suggesting here - actually creates a huge barrier for new players as to get involved they have to learn a lot of prerequisite skills. At least a month's worth of training before you are not a "noob". Nothing about that facet is desirable, and so the solution is to ensure that skills add only flavour rather than strength. That means no weapon skills and no physical enhancements. Probably more too, but you get the idea I'm sure. In my opinion the only things that can work and retain authenticity are things that don't matter, but make the game world better: Examples could be: Tailoring: Anyone can sew, but most of us are pretty ham fisted and at best can repair our clothes up to "Damaged". A week of training in tailoring and this could be up to "Worn" and after a month, maybe any clothes could be repaired to "Pristine". Further, rarer books could allow for further knowledge of other materials and the ability to repair different types of gear - assuming you can find the materials to do it. Cooking: Anyone can make an edible rabbit stew, but there's a real art in making a tasty one. A slight numerical improvement (or better yet, a reduction of the drawbacks - rabbit stew is a good example here as you can't live on rabbit alone as it lacks some key nutrients.) from learning out of recipe books would seem quite apt, and certainly wouldn't harm any game balance. Gunmaker: Anyone can saw the stock and barrel from a shotgun, but it's takes a skilled hand and eye to rifle a barrel. A month or so of training and a skilled Gunmaker could counter bore your damaged Mosin, returning it to near it's former glory. Just some thoughts. The key is small additions - nothing that would fundamentally change the nature of the game. Evolution, not Revolution.
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