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d0pesen
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okay, if you have a problem with that, i can understand. for me it makes no difference how an enemy get equipped if i face him. why i should think about it? perhaps he equipped fast in last 2 hours on empty server or he equipped slow last weeks on full pop servers, but for the moment i met him, it makes no difference. the only way to balance this "injustice", is to let the serverpop be a varable for loot(re)spawning. 1 player on server = lowest loot, 40 player on server = the most loot. this all with a dynamic loot balancing, if players joining, more loot spawning, when players leaving, kill loot. but again, for me it makes in a confrontation no difference how my enemies looted up. in a post apolyptic situation i am also not claiming god for the circumstance that the enemy i met was living next a to weaponshop and me on a farm. ;)
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if you face an full euipped enemy on a populated server, what is the different for you then between if this enemy joining empty server, equip fast and go populated server or if gear up on the a populated server for several hours, quit game, come back to same server few days later full euipped? the enemy you face is same full equipped, not matter how he has done it.
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awesome work :D i will check it out. thx.
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okay, i see there could be an imbalance, and most freshspawn will search for rainy servers. :)
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of course, but i think it can be cool for every freshpawn, as long as you do not have any possibility of collecting water with canteen or something else, and as long as you do not have an tablets to sterilized water from pounds or lakes. i think in future there will be a chance of getting ill if drinking from this sources.
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Ultimoose and me shortly discussed the possibility of drinking wringed water from clothes, what you think about it?
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its for me like a SWAT-team forcing a 5 year old kid putting his waterpistol down.
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seriously, he did, in my opinion. its also my nature not to do what 6 armed guys wanted when pointing with guns on me. of course i can run, but you are sure, after you hear their laughings after his dead, they would not shot on him? sorry, but 6 armed guys vs. 1 axe guys and such a pressure on him? seriously, i would also fight this aggression done by this fools even if i know that its my death.
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you are heroes, with a group of 6 armed guys to force 1 single guy to put his axe down, glorious... he act absolutely right, you like stupid wannebe punishers. there are "idiots" in your video, but its not the guy with the axe. next time you better ignore him or directly ask if he need help or got something to trade instead of acting like wannebe's.
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@Bearserk you need to understand that with every implemention of a new feature (especially in a existing engine) new "problems" or not working mechanics can occur. for example the melee, the "problems" first occure with implemention of navmesh for pathfinding. so in short view, the game becomes worst, but longhanded if the new implemented mechanics are finalized and working like awaited, then the game make huge steps forward. 2 steps backward with every implemention (that is the alpha phase), getting it worked (the beta phase), 3 steps forward. ;)
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no need to, i've have already change my opinion after read other suggestions. i do understand serverhoping as a part of the metagame and with respawning loot and "penaltie's" for serverhopping most of my suggested points are equalized.
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yes, i do understand. to make serverhopping as a part of the gamestyle will let the whole game be more dynamically. there is a danger if people are forced to one server that the playroutines are coming too fast same and boring, with serverhopping as a part of the game itself, more different situations are possible.
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i see, with respawning loot it does make no sense for hopping servers for looting, and making players to wait some minutes before joining other server its a good way to prevent ambushing. and in future also coming private servers where rules can be done for the existing community, so i think everybody can find servers for there preferred style to play.
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@King Raptor yes, this are understandable reasons. for passiv forced other serverjoinings this system would be a disadvantage. maybe there are ways to distinguish passiv serverhopping from active. perhaps i see it to much in my view, i hate serverhoppers, for me its close to cheating, and i would appreciate any method to be sheltered from this.
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stay on one server, and you can play in teams. for better undertanding, if you join same server again, of course you will spawn same place you leave server before. why is beeing "addicted" to one server horrible?