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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    realistic stamina system in a function

    I think you know that this is just as useful as the answers you just criticised. Do you have a formula/algorithm you can post? Can you upload it elsewhere and link to it? Also you can add attachments up to 500KB using the "More Reply Options" button. Pack it or split it if it's too big.
  2. Evil Minion

    Some suggestions

    So your "suggestion" is basically to fix two of the major problems the game has at the moment? For the second I have to agree with Sacha - you need a significant amount of waiting time so it is actually less effective to switch servers. 3 minutes won't do much. Though I think "fucking over people who have to log off for legitimate reasons" is the smaller evil. You could add significant penalties for frequent hopping while keeping them down for single switches (they should still be annoying but not destroy the experience) and/or add ways to quickly switch in certain situations (e.g server restarts). Private servers "fuck over people who have to log off for legitimate reasons" as well. Because you cannot switch at all. Ever.
  3. Evil Minion

    realistic stamina system in a function

    On paper it sounds relatively easy: bigger and more muscular versus a smaller frame and lower energy requirements. But in the end you will probably end up with the former being better suited for the purpose (it is a PC game with a lot of focus on fighting after all). Also those properties do vary greatly between individuals so it's still reasonably authentic if survivors just happen to be equally big and strong (men and women being of same size and strength is just as realistic as two different men being of same size and strength).
  4. Easy is relative. If it's harder to hit people it's easier to not get hit and vice versa. Also you are more likely to do the easy thing so more simplified gun mechanics might end up in more KoS and thus actually harder gameplay. You misunderstood. In BF4 it works as one unrealistic feature (insta turning) compensates for another unrealistic feature (perma sprinting). Now in DayZ we have one realistic feature (dexterity values) and one unrealistic one (perma sprinting) causing the problem. As DayZ aims to be authentic removing perma sprinting while keeping the dexterity values (tweaking them though) is always preferabe to removing dexterity values.
  5. Completely impossible as long as server hopping is a thing. So many people loot bases when the servers are empty and then join the coast clusterfuck when they are full.
  6. Actually not true. That would be the ridiculous running speed and lack of stamina. Though I think melee weapons should be affected by dexterity as well (especially while striking). I think it's a pretty good thing that turning is an action that takes actual time. The system needs some tweaking though (after stamina is in place and running speed is nerfed) - just like most weapon properties.
  7. Evil Minion

    realistic stamina system in a function

    The issue with that is balance as most games are by design worlds an average male character would do a little better than an average female one. So indroducing this particular part of realism would actually be a plain nerf to female characters (the disadvantages of being male are hard to implement at best). So you either have to implement an artificial compensation (welcome to balance hell) or leave females underpowered - both of which might come over as being sexist and discriminating against a particular gender (and might hurt authenticity as well). Now human sexual dimorphism isn't actually that significant so you can stay reasonably authentic if you just go with both sexes being of similar height and strength with the only real difference being appearance. As for the stamina system I think having sprinted should greatly reduce the time/distance you can run and so on. So basically every form of movement should have a (global) cost and a specific maximum cost. For a simple example with a stamina pool 1000 you sprinting would cost 3 points per second with a maximum of 360 in 10 minutes. Those could be used for 12 short sprints of 10 seconds or one long one of 120 seconds. Stamina might regenerate slower the lower it drops.
  8. You can select symbols from a fixed list. You cannot draw/write freely. And I believe it's not persistent at all so you can only use it by yourself and only in the very session you stamped something on it. You can either make it look like some witness dropped it shortly after (which means hints would only appear on maps close to the dynamic locations) or add some "semi-random" features that will be static but different for each server. The first would make map parts valuable even if you completed yours already and the second might give you more specific information about the server the map is from.
  9. Evil Minion

    An approach to prevent hopping/ghosting

    I found a "position penalty" unreliable as well. In case of people hopping between (near) empty servers for loot it does basically nothing at all (3m are not much) and ghosters/combat loggers might still get the advantage from disappearing and reappearing some time later even though they have less control about where they reappear. The currently discussed pentalties for server hopping are: a time penalty that may increase for frequent switchersa switch limit within a certain time framea position penalty where you respawn away from your destinationhaving to start a new character (aka "private hives only")"ingame penalty" (lose energy/water/health/etc.)For ghosting/combat logging: prevent character disappearance under certain conditions:other players close (minus certain types like players who are logging out as well)gun fired within a certain distancecharacter took damage within a certain time framereposition players who log in:randomly if they rejoin the server within a certain time frame (OP)outside of barricaded areasoutside a certain radius around other players (again minus certain types)outside of certain fixed areasprevent logging back into a server after switching to another for quite some timeIf I missed something please add.
  10. Evil Minion

    Enforce Random Character Types

    I believe Jeans are way too good as starting gear in the first place. You can do this with the current ~15 faces. Try with >1000 possible appearances. One advantage of a character generator over monolithic faces is that your possible number of characters explodes.
  11. Evil Minion

    Enforce Random Character Types

    The idea has its merits but I think players should be given the opportunity to customize their characters even though it's less authentic. Quite the contrary - there should be a detailed character generator with a wide variety of detail to permanentely set you apart from others (gear can be changed). This also allows for specific roleplay. The "default" character should be randomized though (otherwise people who do not care about how they look all look the same). Now one could combine the ideas - everytime you die (and the first time you start the game) your character gets completely randomized but you can change your appearance before spawning. So for players who want to look a certain way it gets more important not to die (as your character is basically lost and you have to rebuild) while others might just run with the randomized ones basically the way the OP suggested. In any case all three versions (build your character, get a random one and hybrid) might also be available as server options. "Skills" on the other side should be randomized or defaulted as otherwise it would be unnecessary balance work (as everyone would pick the "best" skills).
  12. Evil Minion

    Flecktarn, not flecktran

    "Flecktarn" is most likely purely descriptive - it's camouflage (Tarnung) that consists of spots (Flecken). Now the "Flecktran" (which means something like "spotted blubber") typo seems to be quite common. Maybe it's just more "natural" for English speakers. The issue was already reported here.
  13. Evil Minion

    Walking slow is awesome!

    I started doing this a while ago and liked it. Especially when looting or moving around an area in non-combat mode. It feels more immersive and controlled and might as well improve awareness (more time to look around) and even stealth (slower movements are harder to notice). Because of this it might even be worth considering in more populated areas. Sure you are easier to hit but you can also spot threats earlier and return fire much more efficient. Plus it might communicate a less aggressive mindset to friendlier players.
  14. Evil Minion

    When will the Sway be fixed?

    It will probably be fixed when running is fixed and people stop sprinting around all the time. Though I really hope attachments/parts will also affect sway at some point.
  15. Evil Minion

    Server Switching Concept

    With server hopping and (to a lesser degree) ghosting running wild I really think there should be changes to the server switching mechanics to get rid of the massive negative impact on game dynamics (less ingame travel, balance by rarity not working, people being overly geared, areas feeling empty, picked clean military bases etc.). This concept is my proposal to combat the situation: On a hive you have three basic states for each character: Limbo: The character is logged out and not assigned to a specific server.Off-server: The character is logged out but still assigned to a server.On-server: The character is logged in and thus assigned to the server he/she is on.Also there are three timers that affect the character states: The Limbo Timer (~30 days) counts down while a character is in Limbo and is rapidly counts up (to a maximum of 30 days) when the character is On-server. Upon reaching zero a ranom limited item* is removed from the characters inventory and the Limbo Timer is set to 10 days.The Off-server Timer (~3 hours) is started right after logging out (moving from On-server to Off-server) and reset upon logging back into a server. if it reaches zero the character is moved into Limbo.The Travel Timer (~30 minutes) starts when logging off a server and prevents logging into another server until it reaches zero. Upon logging into a server it is reset to the former starting value and increased by 10 minutes if the server switch happened during Off-server time**. Upon reaching Limbo the starting value is reset to 30 minutes (so it's naturally limited to a maximum time equal to the Off-server phase).Additionally you have to wait for at least 10 minutes before logging back into the same server (On-server > Off-server > On-server) unless your character is still on the map in which case you can log in immediately and take over the body left behind. There might also be an option to skip the Travel Timer by killing your old character and starting from scratch (new spawn). Now the actual values might be different and maybe there is also need for some additional events (like not applying the Travel Timer if the server restarted/crashed, only applying a portion if the player was kicked etc.) but in general those changes might reduce unhealthy server hopping, ghosting and offline hoarding (keeping rare items by storing them on a character in Limbo) while still allowing travel between servers and thus allowing progress on the same character and a greater loot economy. *Items that are limited by number on the hive which means having them in your inventory prevents them to spawn elsewhere. **There might also be an ingame cost in the form of reduced energy/water equal to the amonut you would have consumed while being active ingame instead of waiting for the switch.
  16. Evil Minion

    Does DayZ need aeiral transport?

    This. There should potentially be all kinds but the effort to get/operate/keep them should be extreme - something to focus group and long term efforts on. in general aerial vehicles should have more impact as possibilities and goal than as actual means of transportation or combat. Only a tiny portion of the characters should actually be directly affected by them. Private servers should have the option to enable/disable them as the much smaller economy makes their impact more binary.
  17. Evil Minion

    One of the german G36 variants in DayZ

    Why is there still this discussion about non-eastern weapons when it's already established that there was a NATO force in Chernarus. And the G36 is used by multiple NATO countries so it's quite possible to find a few. There is a civilian version designed to look less "tacticool".
  18. Evil Minion

    Server Switching Concept

    All I can see that people like to cry and point out all the bad things but when a possible fix takes away even a tiny bit of comfort for them they raise arms against it. Can you elaborate? I wrote this after a few thoughts about the issue and reading another topic where people complained about ghosting and server hopping. So it's pretty far from a fully fledged out design and is expected to have some major issue I just not thought about. I don't really get those arguments. All those "reasons" you mention are present in private hives as well - even more pronounced as instead of having a hard time switching you could not switch at all (which also reduces the loot economy size). What if your private server crashes? What if your private server is full? That's why I mentioned specific "events" that could help people not being stuck in queue. Some examples (ideas that might or might not work): on server restart/crash the players are moved to Limbo (both On-server and Off-server players)you can choose to "suicide" on server switch and thus avoid the waiting time (but you will respawn at a random spawn point)similarily if you switch servers while your character is dead there should be no waiting timeupon being kicked from a server your switch time is much shorteryou can "reserve" a slot on a full server, if a slot opens you receive a message and have X minutes to switch without penaltyThe whole point is to make the public hive a little more like the private hives getting rid of the major disadvantages caused by rapid switching while still retaining most advantages resulting from having a connection between servers. I intentionally decided to make the initial Travel Timer noticeable (~30 minutes) instead of peanuts (like 5 minutes) to make even switching once something you would like to avoid if not absolutely necessary. If you are switching for non-ingame reasons this might be annoying. However, the vast majority of server switches are most likely for ingame reasons (looting, ghosting, combat logging) and we cannot refuse to fix the main game issues because it would also hurt a small minority to a far lesser degree. And as mentioned above there could also be some functions to help those players (who should be the majority of server switchers when the system works).
  19. Evil Minion

    Weapon degradation

    There is a "BarrelArmor" value now but I am not sure whether or not it actually does something. As an alternative the handheld or magic slot could now apply damage and the weapon degraded when you were hit by a melee attack (as a ranged attack would have ruined it).
  20. Evil Minion

    What can be done about ghosting on public servers?

    Thats why server hopping needs to be nerfed hard. You should not get those advantages for free. If the cost for hopping is high enough it's actually more effective and fun to search for loot by moving around on a single server than switching between multiple servers. If the cost for ghosting is high enough you still get that positional advantage but it takes you quite some time to do so - many people would probably prefer trying their luck on the popular server instead of moving there on an empty one, waiting a significant time (or paying another significant cost) and being ready thereafter. In the end you can do the same on private servers: logging in when its (close to) empty, moving into position, logging out (maybe playing on another character in the meantime) and logging back in when the server is populated. If frequent hopping becomes unviable in gameplay terms you will have much less people switching servers and the chance someone is hopping to a place gets pretty close to the chance of someone simply logging in there. In this case the main differences between public and private servers would be the greater loot economy vs. having multiple characters.
  21. Evil Minion

    What can be done about ghosting on public servers?

    If they are not aware of you they aren't combat logging, right? I hope this does not mean you cannot leave the game (without hard exit) but only that your body remains. 20-30 minutes seems too long but 5-10 minutes might work. Otherwise you could run into situations where your body remains because of random shots not related at all. I think while this is a definite advantage it's also highly situational. Sure you skip the search for your first set of friends which is nice but you also have to start a new character and a new search for the other set of friends. And depending on your playstyle you could also set "rally points" to meet up faster. Now it's probably your opinion whether its better to have many characters that are played less or only one character that is played more. I like the latter but in the end its down to personal preference.
  22. Evil Minion

    Discussion about weapon slots on your back

    Honestly in this case the lack of realism is undesirable. Those free slots really mess up the item balance and give unnecessary power to players in certain situations (for example freshspawns). In the current state of the game there are enough substitutes that could be used if not for the overbearing strength of those free slots. The best example are probably handguns that are more cumbersome than rifles as they require actual inventory space while longarms got a free spot reserved for them. Also if people would not get free space for weapons you might actually find them ditching those for more immediately important items instead of having everyone armed to the teeth before they even found a backpack.
  23. Evil Minion

    What can be done about ghosting on public servers?

    What about playing with friends? Private servers are absolutely horrible for this as you cannot access your character at all when they are full and you cannot simply pick a server that has enough space for your party (conversely the server could also be empty and boring or simply down). Then having muliple characters all over different servers really diminished the experience (in my opinion) as you have less noticable progress and setbacks and grow less attached to your character (and thus more likely to go yolo). Also in theory the public hive allows for much greater variety of items and rarity simply because of the greater economy. Now server hopping is probably the single most impactful issue in terms of game dynamics right now - ghosting is more of a consequence of this combined with combat logging. But the problem is not being able to switch to other servers, even if it was for looting purposes. The true problem is that its over the top effective while also easy, fast and very low risk. It's basically a massive balance issue that completely overshadows most other elements (like travel distance, time and rarity). You do not need to remove server switching completely - it's enough (and preferable) to nerf it in a way that it's significantly less effective in advancing your character than playing the game the normal way.
  24. Evil Minion

    v3s climbing (even more) nerfed in 0.54?

    First: The truck looks slow because everyone traveling on foot does so with ridiculous speed so it seems to be slower in comparison. Second: It's an old truck going up a hill. You can use the turbo to help with that. Third: In real life you would have a stick shift and adjust your gears according to the situation. In DayZ your Character does it for you and he/she doesn't do that well (why not make the player do it in the first place?).
  25. Evil Minion

    What can be done about ghosting on public servers?

    What can you do? You can watch the player list. If a player is logging out this will send a message allowing you to make your move. Though some risk is still involved. What could the devs do? They could limit server switching (by number or frequency), prevent logged out characters from disappearing when active (not logging out and not logged in very recently) characters are close and prevent logging into barricaded areas (unless you logged out inside the very area you would enter this way). To avoid annoying issues you should have the option to forfeit your old "busy" character in favor of skipping some waiting time (the old character gets killed if still on the server or just ceases to exist if "hopping"). In case of logins players and barricaded places might make your character spawn outside a certain area.
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