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Everything posted by Evil Minion
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I like the idea but I think the downsides should be well represented. I do not want a "action movie flamethrower" so I would say yes under the following conditions: Now one thing that I deem critical is rarity or where to find it. You would not find an operational flamethrower in military areas let alone civilian ones so it would be down to crafting alone. I hightly doubt you would be able to find a functional WW2 flamethrower.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Changed the picture to a hat without tail - should be more appropiate now. -
Server hopping? Is there a solution? If not, what else....
Evil Minion replied to rickyriot's topic in General Discussion
30 seconds are way too short to prevent anyone from suiciding. And freshspawn suiciders are hoppers as well - just like server hoppers they abuse the game mechanics to teleport around. Thus both most be targeted and eliminated even though I agree that the cost for death shouldn't be nearly as harsh as the cost for server switches. For our purpose here I think "ghosting" should mean switching to another server taking an action (like changing position) and then joining the old one. I would call the one that could also result from crashing - leaving a server and joining a couple of minutes after in the same place - "phasing". Any reasonable fix to server hopping would also affect ghosting basically turning it into mere comabt logging. All three could be targeted by not allowing the body of a logged player to disappear if too close to an active player. And in reverse "safe-zones" should prevent spawing into barricaded areas (unless you logged out inside). As for "phasing" it's probably reasonable to take over the body of your character if it's still ingame without any delay. If the body got removed (exact time might be a server variable instead of fixed 30 seconds) you would have to wait for a few minutes before being able to join. Now back to hopping: Server hopping is easier to deal with as the number of non-abusers affected is fairly small and can be further reduced by not counting "got kicked" and "server restart" as switches (when joining another server on the same hive/shard). Allowing only a few switches until the cost gets too high might drastically reduce the issue while always applying high cost would completely remove it but also hurt others. Spawn hopping is more tricky but could be done in a similar but less harsh way - a cost that is not too high but still noticable in combination with weighted spawns (to avoid quick regearing and spawnkilling) might do the job here. -
I made a list some time ago and will probably update it in the future. as it was about single weapons the M4 with CQB Stock won followed by the AKM. Add the CR-527 - a weaker SKS that cannot mount a Scope. It's only advantage is the higher Dexterity mitigated by its slow rate of fire.
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Server hopping? Is there a solution? If not, what else....
Evil Minion replied to rickyriot's topic in General Discussion
The perfect solution to server hopping is to add a reasonable cost to server switches. This would make single servers like islands you can travel between. "Reasonable" means that the cost should be high enough to make travel on a server more attractive for ingame reasons (looting, finding action etc.) while still allowing to play on other servers for offgame reasons (meeting friends, server too full/empty etc.). Private servers are nothing else but an extreme form with infinite cost for switching that has the downside t of impossible character transfers and a smaller economy. There is no need to be this radical - if the cost for switching is high enough server hopping for loot will cease to be viable in which case all the negative consequences cease to exist. Why have the public hive instead of private servers again? Having only one character allows for better progress and adds more value to the characters life making the game both more immersive and character death more impactful..You have the option to switch servers for offgame reasons like playing with friends, the server being full/down or too empty.It allows for a greater loot economy with increased item rarity that does not exclude this items existence (it's out there somewhere).A bigger world with more actors may allow for more diverse interactions especially with base building and players having their "home servers".In fact a harsh switching system like "only one server per day" would still retain all of the advantages above while also making server hopping and ghosting pretty unbearable. -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
The existence of pink cowboy hats in real life proves they are actually very realistic. Anyways I am aware of the issue and that's the point of those polls - with 30-40 voters on average I hardly got any data on "implement this item asap - the community wants it". Obviously "joke items" are "joke items" for a reason - they are pretty impractical. So including them with the appropiate downsides is essential as more serious players would avoid them if possible (contrary to popular opinion the majority of players I met ingame was indeed going for the most practical way) while still giving people the option to use them if they want to. Just like in real life. -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
New poll up. -
A good suggestion but eventually a waste of space as you opened a new topic to suggest a single item that was already suggested before.
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What? No it's not - it's just one aspect out of many. Zombies are another one and depending on how you play the game it might even be more important. More zombies all the way - both PvP and PvE should provide a challenging experience. Limiting the game to PvP (by making zombies, survival etc. too easy) is just as bad as limiting the game to PvE (by introducing actifical punishments for killing/not interacting).
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FoV abuse, scatter when snapshoting, on-screen dot and zoom issues
Evil Minion replied to FrostDragon's topic in Suggestions
While I agree that something should be done in the certain aspects I had to vote "disagree" on every single point. Sure the suggestions address existing issues and seem okay at first glance but if you look closer they are actually pretty bad in the presented form (which doesn't mean the core ideas couldn't be used). This is a bad idea as the supposed use is having the option to adjust your field of view to the hardware you are using. Now forcing everyone with different hardware than default to edit configs is pretty stupid. I can agree with only allowing FoV changes when not connected to a server but even here the option lacks direct feedback making it a unnecessary pain in the ass to find the right one. The actual issue with quick FoV changing is it affecting camera zoom - why not directly fix the issue? Just as it doesn't make sense that adding a scope does change weapon dispersion it also doesn't make sense to change dispersion according to how a weapon is held. No, thats not a good idea. However, it should be harder to aim when not using the sights. One aspect already ingame is not being able to see much of the weapon sway which does decrease accuracy. Another one would be forcing a certain minimum amount of free aim on players (so you don't always aim at the center of your screen) while also keeping the dot in the center of your screen. There is no "hardcore" mode so this point doesn't really make any sense. The dot does assist in multiple actions that are not aiming and that would be a pain in the ass to do without. Sure you could increase the action radius but this would only cause the game to be less precise. Also people could just make their own dot in the center of their screen instead. So instead of completely removing the dot it might be a good idea to always have it in the center of the screen and connecting most actions like picking up items and interacting with the environment to it. If also a certain amount of free aim is forced upon players the dot would not be a 100% accurate crosshair while retaining its ability to assist with other actions (which is actually more realistic than not having it). -
I play as lone wolf about 50% of the time and I want to playstyle to be nerfed hard. It's ridiculously easy and far too viable. I want it to be very challenging even without hostile surivivors because this would virtually improve any other way of gameplay. Humans are not meant to be solitary and hyperaggressive animals and they should not work as those in DayZ either. Now I do not think it should be completely impossible to play on your own but this playstyle should require great care and skill as well as quite an amount of luck. This would make interactions with strangers more viable and also makes it possible to have challenging PvE and survival gamplay when playing in a group as well.
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Kind of. You can "harvest" the base materials in nature away from loot spawns but in order to do so you need the right tools. The minimum items from loot spawns you need is either an Ashwood stick or an axe. If I am not mistaken you can use Guts as a rope but hunting without a ranged weapon is tricky (and quite funny).
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Because its old and outdated while also having some obvious flaws. So basically your suggestion is to not make something better but stick with an old system that limits the game experience from the start. As for your problems: I am pretty sure the game is supposed to have a massive number of items. You are right there should be limits but this can achieved by basically three things: limits (hive and server wise) to certain sets of items, item decay and probabilistic spawn rates (probability of XY spawning = probability of XY getting removed). None of those clash with persistence. Balance is always a very difficult task in any game that is even a tiny bit complex. Now in DayZ it's more important for gameplay reasons and less for competitive "fairness" - the world is not fair. I think a players focus should not really be on having the best item but having an adequate one. Thats a personal problem. I think nothing should last forever in DayZ and this also goes for tents and storage. Now there are many different reasons to lose your stuff - stolen or destroyed by other players, destroyed by the environment and of cause servers/game issues. Get over it - life is not fair. One example worth mentioning here is a current bug with chambered pistols that incidentally behaves like the case jamming your weapon - something that actually happens with chambered pistols in real life. Thats how development and support work. You cannot avoid this unless you are only using prebuilt elements. And even then you need to test and tweak the way they are connected. Trial and error can be reduced by using designs with solid theoretical background (maths and knowledge) but it can never be completely removed.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Poll removed, results are up. -
I think my least favorite game features are: peekingfast server switching (leads to server hopping)fast respawn (leads to coastal suicide hopping)Other than that I dislike the "running simulator" phases that originate in the latter two and several incomplete features like the low difficulty PvE/survival parts, infinite high speed sprinting etc. I also think several mechanics (weapons, medical system etc.) could be more complex. Weapon sway is actually okay and this "insane sway" comes from people sprinting around all the time. It needs some tweaking though (different per weapon with the current sway for handguns, more for longarms but attachments/parts reducing the amount).
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First 100 minutes of Gameplay
Evil Minion replied to DuplexGamer1234's topic in New Player Discussion
Correction: There were (falsely) called this. There is nothing "hardcore" about first person only. And there is nothing "regular" about having a invisible camera floating in the air behind you. I am glad those misnomers were removed. -
Whats the first thing you do when you spawn at the Beach?
Evil Minion replied to john5220's topic in General Discussion
The general travel direction is away from the coast unless I spawn in Svetlojarsk - then I head north to those little villages. Thats because Novodmitrovsk and Cernaya Polana have their own spawn points making them unattractive to visit as its likely they are already looted. My "objectives" in "early game" are: Get hydrated - the easiest one as you just have to find a water source and drink your fill. Can be postponed to keep some space in your belly for food. Get energized - depending on server and patch this might take some time. It's usually traveling with looting or gathering in between but you can also stick to a place and go for the framing/trapping way. Once you are able to hunt or fish it's easier. Get healthy - a combination of the above and "stay alive". If you can avoid taking damage it's easier as you only need to regenerate blood. Get a knife - the most basic sirvival tool. With the Stone Knife it's easy now but it used to be a pain in the ass. Get matches - it's the only way to make a campfire so you need a box to enjoy the benefits. Get a melee weapon - not the same as a knife as there are more effective choices available - axes, the farming hoe, brass knuckles or even a fire extinguisher. Get practical clothes - appearance is secondary here it's more about getting inventory slots and staying at the right body temperature. Protection is also a factor so a helmet migt be worth a try as well as keeping your shirt until you really need those rags. Get a backpack - the increased space is a great step forward and allows for more tools/supplies/materials to be carried making you much more flexible. Get basic medical supplies - nothing fancy but you will need rags or bandages for crafting or bandaging. Everything else is optional (tape+sewing kit is a more risky but working alternative). Get a working ranged weapon - it does not need to be a gun as it is more important to actually have some ammunition. A shortbow with five arrows does count while a M4A1 without bullets does not.With all those points completed I consider myself in "midgame" where I try to improve my gear, gather more supplies and get clothes that actually look nice. With the immediate need for specific items gone I am more flexible in my travels. The furthest I made it before having completed the first stage was the Vybor military base from an Elektro spawn (aided by a V3S I found on the way). -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Lets see if we can get a few more. -
"A light in the dark always feels like a trap!" [3:32]
Evil Minion replied to Tovervlag's topic in Gallery
A light in the dark? Must be a group of cannibals! -
The most inept bandits ever? They try to lure me into a false sense of security.
Evil Minion replied to BeaverProductions's topic in Gallery
What if that guy not only betrayed you but also his "friend"? In this case taking out the guy with the gun first seems to make sense. Alternatively there could be hitbox desync at work - the first guy went to the side to avoid getting hit but his hitbox just stood there and took the hit. Or maybe they were just really inept. Which is probably the most simple explanation. -
Does character death/suicide solve the issue?
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Harmless religion to a Cannibalistic Cult in under an hour.
Evil Minion replied to VentFox's topic in General Discussion
Religious fanatism changes people and all too often it's their morality that dies first. Maybe hiding behind rites, magic or supernatural entities makes them feel save to commit heinous acts.Though if you want to found a cult that is supposed to spread it might be a good idea to actually make it benefitial for the majority of its followers. Not to mention that the consumption of your own followers has a negative effect on the number of your followers (duh). -
Or you could just reduce the current "damage hitbox" while also increasing the damage required to break the door by several means: minimum damage requiredresistance to particular damage typesabsolute damage to break increasedSo if you do not have enough raw power (while also hitting the right place) to open a lock you are down to using a lockpick. Sniping doors open from afar is stupid. Now tracking of broken doors is indeed a lot of work and may or may not be worth it. However, I think there is also another mechanic that might take up a lot of work but definitely is worth it. I am speaking of login "deadzones": A completely locked area (room, house, hall etc.) creates a "deadzone" inside. If you want to login inside a deadzone you will be spawned outside instead. If you log out inside a deadzone it will store your player ID and allow you to login inside.This should prevent players from ghosting inside locked areas (maybe without even knowing) and also solves the "surprise prison" problem where a player either gets trapped inside a room with no means of getting out without technically getting locked in - which in return allows for locks that actually need more than fists and time to be opened.
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To be honest the best camo is not moving (or moving slowly) and staying away from landmarks. Unless you are on a third person server then the best camo is being prone on the highest building there is and peeking down - 100% invisible to everyone but flying cheaters and wallhackers (includes people who are logging in). As for colors I found greenish, greyish and brownish ones the best for staying unnoticed especially if they have a pattern that hides your shape. Thats where black (even though I like to wear it) sucks - it usually gives away your shape pretty easily which in some situations makes it worse than colors like yellow or pink.
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If this video is still up to date you can wrap every rifle but the AUG. Maybe you can also wrap the AUG now but I didn't find one yet.