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Everything posted by Evil Minion
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A good idea by itself but there are certain things that should be taken care of: making graves last a long time might turn servers into graveyardsmaking graves last a short time cripples the "remember" aspecthow much practical use should be attached to it?grave robbery or not?Maybe having multiple options is the best way to go: Leave them to rot: No effort but the corpse might decay attracting zombies, scavengers and spreading disease. Also affects worn gear that might spread disease or degrade over time or get destroyed by said zombies/scavengers. Burn them: Should take some effort to build the pyre but nothing impossible if you have the time or manpower. Basically removes the body and all the gear from the game. The pyre leftovers should stay for some time. Might be usable for multiple corpses at once. Bury them: Graves should last the longest but also require an immense amount of work. I think they should potentially last a long time especially if people return* to them. Now graves might also preserve some kinds of gear** making grave robbery a possibility. Build a monument for them: Permanent but requires a lot of effort and manpower. Might work similar to basebuilding and can be destryed or robbed although with quite some difficulty. However, the minimum time to build one should be significantly longer than corpse decay so you better start early or build it after burying the corpse.In general: The more permanent the more effort needed. It's also a race against the clock so a lone wolf might find himself unable to bury a friend if he doesn't already have the tools with/around him. Back to grave robbery: It should be possible but not too easy and basically require at least the effort needed for building the grave also it might not net you the best results**. *E.g. add a "mourn dead" interaction. To preserve a grave interact once then come back after a minimum amount of time (~24 hours) and interact again. This prevents random people who are just passing by from preserving graves while graves that are no longer maintained are allowed to fade away. **Gear might still degrade over time and it might also have a risk of carrying disease but less than gear from a dead body.
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It's more or less about the rolled back system as persistence should still be on. Which is a significant change from .54 anyways.
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My tactics for dealing with the 0.55 zombies
Evil Minion replied to archamedes's topic in General Discussion
It gets easier if you pull it behind you for some time before entering the house. Zombies will tire and get much slower which allows you to just run past them and close the doors.Trying this with a "fresh" zombie gets you hit and maybe even killed as they are just as ridiculously fast as players. -
Add option to lower breathing and equipment sounds locally
Evil Minion replied to stray cat's topic in Suggestions
An an option to mitigate one of the disadvantages of carrying a lot of stuff and running around all the time? Seems legit... Why would you add another gamma glich where you can abuse a game option to get better personal perception? I can understand that those sounds can be annoying - so why don't you try to avoid them if possible? -
I think 1st person players usually prefer private shards because the majority of them enjoy a more immersive and authentic gameplay. Now currentl you have: Peeking on 3rd person servers warping gameplay in an unauthentic way that centers around looking around corners or over edges while staying unseen. It also makes camping and sniping more attractive and moving/flanking more of a risk as you simply cannot spot some people at all. Server hopping on public servers warping gameplay in an unauthentic way where the average player has way more and higher tier loot than he should have while also starving ingame paths and less attractive areas from players concentrating acitivities to certain areas (military bases/coast).So if you want better gameplay you most likely choose your servers this way which means people who care less end up on the most prevalent server type (public 3rd person) while people who care a lot end up on 1st person private shards. First person publics have the great advantage that you can keep your character and make it easier to play with friends. You also might meet more different players and are less at the mercy of the resident (often server owning) clans and the server conditions in general. However, this is even more so the case with public 3rd person servers. So in the end we have: 3rd person public: Mainstream with the most servers, huge world, many actors but the most gameplay issues.3rd person private: Eliminates server hopping and allows for house rules. I never played on these.1st person public. Most immersive with the least gameplay issues at the cost of a fairly small world.1st person public: More immersive but less servers mean a smaller world in general (you play public for the big world) while still having gameplay/immersion issues because of server hopping (you play 1st person for the gameplay/immersion).I think that in case the issues above are fixed (no more peeking and no more sever hopping*) the public 3rd person servers will be the best option because less players would basically flee from certain issues. *Frequent hopping for loot or other ingame advantages. Being able to switch to another server from time to time is a good thing.
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Does fish netting still only spawn on the coastal boats?
Evil Minion replied to 97ADU Doug's topic in General Discussion
I found a stack of netting inside a house on a nonpersistent (*yawn*) private server - my guess is that it currently spawns everywhere but only at a very low rate. Now on persistent servers I am usually happy* to find a flare or book (to make a fire) so I guess finding any netting probably requires to survive for a longer period of time. *As in really happy. Rare loot is way more enjoyable than the old boring abundance. -
I am playing DayZ because I want to enjoy realism/authenticity and a challenging as well as unforgiving gameplay. I also value a diverse gameplay that requires some effort to get a reward and punishes carelessness and mistakes. I sometimes enjoy it more casual and easy-going - but when I do I won't play DayZ but one of the million other games out there. When I come here I do not want easymode. I do not want PvE to be simple and PvP to be the only challenge - if I want this I will play a dedicated PvP game. I do not want player interactions to be restricted and the game being mainly PvE - if I want this I will play a dedicated PvE game. I am here to enjoy the challenge. No challenge -> no enjoyment -> I am off playing something else.
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Hydration/Hunger Modifyers (Carbs, Proteins, Energy Distribution)
Evil Minion replied to Tac0qvy's topic in Suggestions
I like it. This might solve some of the issues with food right now like the "bulimia effect" (survivors who found great quantities of food eat it all and vomit in between for more space inside their stomach) and gives different food items different roles within the game while also having more balance options (e.g. food for long term survival won't end up giving a formerly starving survivor the "healthy" state imediately). -
It's not fun if you find everything you need within 10 minutes of playing and have nothing else to do than running around. A better way would be to adjust loot spawns according to player activity with high population servers spawning more than low population ones. Also I think your if your character dies of (pure) starvation or dehydration in .55 you are doing something wrong: there are plenty of apple trees and berry bushes (yeah gathering is monoton but that's another story). I personally found exposure and zombies much more dangerous as those are the things that slowly wear you down.
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Does your system fullfill the minimum requirements? Black screen usually happened to me when my graphics card was too weak.
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LOCKED server characters (once persistent items and player storage are working properly)
Evil Minion replied to Baklavah's topic in Suggestions
Far from it. It forces players to start a new character every time their previous server is unavailable, makes it impossible to meet up with the characters of friends who played separately for some time, makes servers easily dominated by a specific clan, shrinks down the loot economy significantly, reduces the number of different players that can be met, replaces "it's out there somewhere" with "it's most likely not here", makes it hard for casual players to reach any stage but early game, etc.Fix server hopping instead of needlessly limiting the game. How? Greatly increase the cost for switching servers but include a "private hive-ish" option where you can start a new character instead. -
Red and blue berries grow on distinct bushes. The red berry bush is of a yellowish green with orange highlights while the blue berry bush is of a light green.
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starvation and dehydration ridiculously unrealistic
Evil Minion replied to anarky321's topic in Suggestions
Player: "Oh my god my character is consuming engery and water much faster than in real life - that's so UNREALISTIC." Developer: "It's for gameplay purposes. Players only play a couple of hours a day so we increased the consumption rates so the search for food and water has na authentic and significant impact." Player: "I don't care about this. All I want is REALISM! Being offline should just freeze your character!" Developer: "You want realism? Allright - wounds now need several ingame weeks to heal." Player: "What a stupid bullshit - it's supposed to be a GAME not a damn SIMULATION!" -
The bonecondition issue a.k.a. insta-death .. still a thing ? (videolink)
Evil Minion replied to wud's topic in General Discussion
I did experience quick deaths lately but I think for a deifferent reason: I had disabled post-processing which also hides the blur caused by being on low health basically hiding your health status. This or using the "workaround" (removing the blur via "video options") might be a more common reason for those "instakills". Though there are some reports of people dying instantly even though they were "healthy". They are and it's basically confirmed that this is related to an unfinished damage model. -
I agree. The current gathering system... sucks. You stand in front of a tree pressing the same button over and over to be rewarded by "I have not found a thing." messages. I can see multiple ways to improve the system: An "ammo system" as suggested by the OP where you first check the tree whether there are any fruits available and then use an extended action (you start collecting and harvest fruits until the tree is empty or you cancel the action). A poisson process where you check the tree and (in case it's not empty) enter an extended action that drops a fruit in random intervals (exp-distributed). Whenever a fruit is dropped there is a random chance of the tree being depleted. Depleted trees grow back afte some time (either by timer, random serverside flag setting or by spawning a "dummy item" to block gathering that is subject to cleanup/despawning but cannot be interacted with). Make it a minigame. The better you do the faster/more you can gather. The number of games might be limited using methods similar to the above - either per player (might save resources and also emphasize cooperation for increaed chances) or per tree (more authentic and emphasizes migraton/competition).
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Weapon cleaning kits are still there. I just stumbled across a pristine one inside a barn. You might want to opt for the stealth&run route though. It avoids ruining your gun until you find one.
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Currently balancing the game will be a fruitless effort for multiple reasons: overall movement speed is too high (slower movement demands more loot in general)weight/stamina does not have too much of an effect yetserver hopping is not fixed yetyou still got free inventory slots for some weaponsseveral other core features might still be missingThose things warp gameplay pretty heavily and should be resolved before the real balancing can even start. Everything before is more or less "pre-balancing" - this has not to be easy though. In fact making it a little harder is actually better as it avoids the backlash from spoiled community members when you finally take away the crutches (as we can see now). Also a harder gamplay makes it easier to spot issues that might get overlooked in wonderland. I don't understand why people want toned-down difficulty in Alpha. It does not make sense unless the focus of a specific update is around "lategame" features.
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Rich gets richer, the poor gets poorer
Evil Minion replied to Victorinox's topic in General Discussion
Did they? Death sucks, surviving gets rewarded, zombies are a threat and you actually have to worry about survival even without psycho survivors shooting at you for no reason. It's no bug, it's a feature. And a good one as well. -
I died in between. I usually just picked a few apples per tree and then moved on. I am not a fan of hardcore grinding so I just used them to sustain myself (= avoiding starvation). Hugging the same tree is pretty inefficient as your goal is to move away from the coast to areas with a chance of finding loot. Going fully energized and hydrated and then moving is a leftover method from the times where food was easy to find. It may work but it's neither enjoyable nor efficient.
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Today I found ~50 apples, ~30 berries and a few zombies who were no match for my fists of fury. Try the apple trees or gathering in general. While doing so slowly move away from the coast and loot the villages further inland. If you have the tools switch to a better food source (farming, hunting, fishing). We have more time to survive but we could need a somewhat more enjoyable gathering system as the current one is basically like rolling many dice and collecting sixes (don't do this for a living - do it for getting to areas that are not picked clean by others).
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They waited way too long for this. Now the game is filled with people who actually do not want a zombie survival game but rather an oldschool deathmatch game with weapon pickups on a huge map. May the mistake never be repeated and PvE/survival never become trivial again. You do not need to grind your way to fully energized and hydrated by piking apples. It's an option that gives you a quite significant award (full regeneration and not having to worry about supplies for some time) for a quite significant effort. You could also use them on your way to avoid starving and move on to inland places where you may or may not find more loot (which can open up more food sources that are less monotone to play). Now I think gathering could use some work to bring it closer to something like level grinding in RPGs or farming in MOBAs in terms of enjoyment.
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Remove server skip timer after being kicked
Evil Minion replied to IgnobleBasterd's topic in Suggestions
Oh the glorious private hives! Praise them and their small disconnected worlds were characters disappear into limbo every time you cannot join that single one server you played on last time. Seriously the public hive has one major disadvantage in server hopping - which can be fixed without losing all of it's advantages. The myth about private hives being "the real solution" here is just that: a myth. No truth but it doesn't stop people from repeating it over and over. Not so much a solution and more of a pretty bad workaround. It's like "solving" KoS by removing all guns. Back to skip timers: They should be significantly longer and grow further when switching servers rapidly. However, certain situations (joining a server after being logged off for a while, joining a server after being kicked, joining a server with friends that denied* connecton before, joining another server after the old one denied* connection) should get a reduced timer. *For example by being full or temporarily passworded. -
The thing is that they now actually hit you which along with the much rarer supplies weakens you in the long run. A single zombie doesn't seem so much but every fight you pick might get you closer to death. And no - they are not op. Just better than before and actually worth avoiding especially early on.
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What do you think about the new update .55
Evil Minion replied to Survivor1965's topic in General Discussion
I like it so far. Zombies are more threatening (they are killable even with your fists but every fight potentially weakens you for a long time which might get you killed eventually), loot is less abundant, you actually have to worry about your survival instead of finding everything you need within 10 minutes. The two things that are very annoying with zombies is their runspeed (also true for players) and their pathfinding: If they see you entering a house they will know when the door on the other side is open and lose no time getting to you. In the end stronger zombies are more enjoyable and I would rather have them replaced with more aggressive L4D witches than going back to the mere nuisances of .54. -
You mean aside from being able to play with your character when your server is full or offline, a greater loot economy (there is a huge difference between ""somewhere out ther is that SVD" and "there is a 1% chance of an SVD on this server"), a greater interconnected community (different player types, being able to meet most characters even though they played separately), a chance to experience most of the game with a single character (which means casual players might still have a chance to reach later game stages) and of cause no more need to spamjoin full servers. There is so much more potential as soon as you get rid of server hopping. There is no need to deny that potential for the sake of... what actually? Private servers are mainly good for playing with different rulesets. And at the moment they are a refuge for people sick of server hoppers just as 1st person servers serve as a refuge for people sick of peeking. Fix those things and there is no reason to not have interconnected servers.