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Everything posted by Evil Minion
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I think you should be able to open a lock by using a lockpick (most silent), handheld tools (depending on lock in question) and high powered rounds that hit the right (very small) spot to open the gate and make it impossible to be locked again. You technically do not shoot the lock but rather blow away the mechnism that holds the door shut. None of those should be instantly - lockpicks might require some fiddling (possible minigame) while tools and guns might require multiple uses.
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Found a MP-133 Pistol Grip Shotgun
Evil Minion replied to Kittys Go Meoww's topic in General Discussion
He does not look like a bandit. He looks like my character. Who is not a bandit. Indeed. Your post is pretty obviously elitist. -
Why make the body feel guilty if the mind doesn't? Also what do you mean with "out of combat"? When is it "right" to kill another survivor and when is it "wrong"? Artificial punishments are never a good idea in open world games. Instead there should be positive incentives to not KoS: survivor identification (face, body, name - not of the artificial kind)a much harsher environment where cooperation greatly improves your chancesgroup based "endgame" features you have no chance to access on your own or with only very few friends"civilian tasks" (farming, maintenance, medicine etc.) not being trivial*maybe a small skill/specialization system for "civilian tasks" (NOT comabt skills, skillpoints or similar things)*persistent "world communication" (notes, sprayed walls etc.)So many options that would also make for a richer and more authentic experience without forcing a particular playstyle upon players. An artificial system would reduce (viable) options which makes the game poorer and emphasize a "fanatic rules lawyer" playstyle: You follow the rules for "good" by the letter to avoid divine retribution while still getting away with as many questionable things as possible. *The idea is to make players specialize in certain tasks that fit their playstyles and cooperating/dividing labour.
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Found a MP-133 Pistol Grip Shotgun
Evil Minion replied to Kittys Go Meoww's topic in General Discussion
It does not shoot faster or be more inaccurate but it seems to hold two less rounds. As the normal MP-133 does only show 4 rounds being loaded its not even much faster on reload if there is any difference at all. -
KoSers and Bandits are not the same. A grumpy and paranoid lone wolf might also end up killing eveyone on sight while a bandit might appear friendly at first or hold people at gunpoint demanding them to do certain things. The main difference is that bandits actively go after players in a hostile way. Compare a tiger (bandit) and a rhino (KoSer).
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I don't think the game needs to go this far to provide different grains but it would be interesting to have different ammo types as well as the option to mix them up. TracersHollow PointsArmor PiercingShotgun SlugsBirdshotNow where to find them might differ as well. It doesn't make much sense to find HP rounds or Birdshot in military locations while Tracers and AP rounds might be more common there.
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I think the vast majority of weapons should come in "vanilla state" - no or only basic attachments like handguards and buttstocks. But not spawning them with any attachments at all and instead making them separate rare spawns this can be done. Now I am not completely opposed to spawn weapons with attachments but I think it should be extremely rare and probably limited to certain locations. Magazines should usually not be found inside weapons (gun safety) but it makes sense to find some matching ones close by if you are lucky. This could be done by spawning weapons or magazines with a bias depending on weapons/magazines around: If the game spawns an item in a Police Station that already has a spawned Colt 1911 the probability of spawning a 1911 magazine should be higher than the probability of spawning another magazine. Some could go for attachments.
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Why does the game hide everything cool from us?
Evil Minion replied to Sebidee's topic in General Discussion
Because you refuse to work for your reward and instead come to the forums to complain and suggest a change that is exactly the opposite of what is healthy to the game. When faced with criticism you ignore the arguments and declare everyone who doesn't agree with you an asshole. You are just as evil as a little boy who wants a puppy but refuses to feed or train it. -
I am using Windows 8.1 and did not have any problems yet. This helped a friend of me (who was not using Windows 8 though). In general when using Windows Notepad++ comes handy when opening files as the default Windows text editors are pretty bad.
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There are basically three types of bandit: The ones who want your stuff (or meat). The ones who enjoy the thrill of the hunt. The ones that like to mess with other players.Handling is the same for all of them: Always be alert and aware of your surroundings.Do not get too trusting when dealing with strangers.Bring backup if possible.If attacked kill the attacker.No second thoughts. Hostile is hostile - do not try to make friends in the middle of a firefight.Do not get attached to your gear.
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Why does the game hide everything cool from us?
Evil Minion replied to Sebidee's topic in General Discussion
Yes, that's what you are saying and thats what we understood. But we disagree - you should find stuff but not too much (you should worry about surviving, getting supplies) and mostly the basic stuff. More specialized and military loot should be extremely rare. in general good items should not be a given but rather a big reward. You misunderstood the game concept. To repeat it again: This game is not about having and using the cool stuff. You do not need those items to have fun and enjoy most of the stuff the game has to offer. They are additional rewards for getting further than you normally would. Another central concept is nothing being forever. It does not matter whether you play a few hours every two or three weekends or hours every day because at some point you will die and lose all your progress. So its perfectly possible that a player who plays ten hours per day never ever "beats" the "early game" while another one who only plays about four hours per month gets his survivor into "endgame" and is one of the few who gets to taste it. And its perfectly fine if certain playstyles get to enjoy different parts of the game. You cannot and should not expect to get to experience every possible aspcet of a multiplayer open world game, especially if you only play sparingly. If you could the game would lack options and depth making it much less enjoyable for everyone. Stop playing and come back when development has progressed. You did realize this is an Alpha? Also we already had this: Yes, gameplay is lacking many features which results in "running simulator". But - to repeat another point again - this is not solved by making rewards more common and thus less rewarding. Instead the actual "early game" gameplay needs to be improved. This is not done by also making "mid game" as easy and unrewarding. in fact thats exactly the opposite of what should happen. Challenge is fun. Getting rewards for little effort is unrewarding and not fun at all. I hate it to find everything I need within 10 minutes after repawning because it takes away from the actual experience of playing a survival game. Other than that you can play the game the way you like - you do not need top equipment to enjoy yourself. But if your only goal is getting top equipment the game becomes a chore - because you wanted it to be one. -
A few thoughts to mull over: incentives/skills/kos
Evil Minion replied to gcriseightysix's topic in Suggestions
I like the first part about your characters appearance. More and more customization as time progresses (beard, hair, tatoos, scars) make the charcater unique and might cause less players to go full "yolo pvp" and actually care for their character instead for their gear. Now skills are a tricky thing because of a little thing called grinding - players won't simply play along and get skills but actively use the mechanics to farm their those skills as quickly as possible to get an advantage. Especially when it is about combat mechanics so its probably better not to include ingame skills here and rather use the player skill by adding authentic mechanics and multiple choices. For other tasks this could be done by making them similar to a minigame (fishing, lockpicking etc.). However, in other not combat related areas skills might work to allow players to specialize in certain things. A dedicated medic might be much more effective when threating wounds, fractures etc. Others might get an increased yield when gathering or skinning animals. A survivor that stays both healthy and active for a prolonged period of time might enjoy faster movement and more stamina. When catching and surviving diseases your immune system might get more robust. Now there are some key aspects: Any development should require a lot of dedicated effort. No "grind for two hours and enjoy the benefits forever" but rather a very slow progress that requires a specialized playstyle with major emphasis on the particular skill. It should not be possible to grind your character to become a omniskilled mastermind. For this unused skills might slowly revert to normal so you cannot play as medic and then switch to bandit while still enjoying the full benefits. The higher your skill the faster it drops. This would also mean that players eventually get stuck at a level that roughly matches their playstyle. You should not need to specialize in anything. Survivors should still work perfectly fine without dedication towards a certain task. It should be perfectly viable not to skill but rather use your time to do something else instead. No combat skills - those should rather be a direct representation of player skill. This might also work for other tasks (see above). No skill tree - your skills should develop according to your playstyle without discrete powerspikes or levelups. No artificial indication. If a character is specialized or not should not be intrinsically visible if it does not make sense (like a red cross appearing on a specialized medics clothing). So if you want to make sure whether or not a particular survivor is specialized you would have to ask or observe him/her at work.In short: I can see skills working as an optional choice for players who wish to specialize in a certain task but not as a steady power creep in long term survivors. -
Why does the game hide everything cool from us?
Evil Minion replied to Sebidee's topic in General Discussion
True but thats not the point. It's a sad player who needs the "cool 1337 stuff" to have fun. I agree that gameplay needs improvement but not by handing out rewards for free. Instead you should have to play hours and hours of enjoyable gameplay before getting something cool for a couple of hours. Do not demand rewards for nothing. Because thats what makes a game boring. -
Why does the game hide everything cool from us?
Evil Minion replied to Sebidee's topic in General Discussion
I think what annoys me most are those people who think the game is about having cool stuff and are not ashamed to use exploits to get them and moan at the forums about not finding anything despite this. Cool stuff is rare because its basically the reward for surviving a long time while still taking risks. Cool stuff is not required to enjoy the game. You cannot expect to be rewarded for little effort. Though I found it funny that you did not manage to find any weapon because you hopped servers. Why? Because the likes of you always hop in the same locations picking them clean while normal players find weapons, ammo etc. on their way through Chernarus. -
colt python vs repeater for cherno killing
Evil Minion replied to Osprey98's topic in General Discussion
The nerf brought it to the point where it should be. However, there seems to be a bug that prevents all effects on players from being applied. There is a video where the player gets hit and fracture messages are popping up. But seconds after when he opened his character screen he was healthy and without fracture. As for the .375 Magnum weapons the Repeater hold more rounds, is more accurate and takes less inventory space while the Python is easier to handle in close quarters, shoots faster and can be wielded as a secondary weapon. If you want a reliable mid-range weapon without bothering about SKS ammo keep it - and its even accurate at long ranges if you manage to aim it (which is harder than it sounds as you are limited to iron sights and the round is quite slow) but inferior to a Mosin or Blaze. -
How to make a grass wrap for my mosin?
Evil Minion replied to Blazing87's topic in New Player Discussion
Quality. There are lots of rumours and myths about the games features so by asking here you got a greater chance of receiving a more accurate answer. Also Google does not answer your question but only link to existing answers. If nobody asks your question in the first place Google cannot provide an answer because it simply does not exist. -
Added the ones I did not already have on my list.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Added Lifejacket and Apron. -
There is no "regular" and no "hardcore". None of the modes deserves the "hardcore" label. First Person might give you less awareness but thats also true for your opponents. Furthermore by having no peeking vision is basically symmetric which results in more "natural" gameplay. Third Person gives you more awareness but also limits tactical options by allowing to peek over walls or around corners without exposing yourself. And because of this the only mode that might deserve the "regular" label is First Person. Third person might provide an additional view option but this directly leads to less gameplay options and a way of playing that is far from "regular" or natural. Modes I would like: Peeking mode* The current 1st/3rd Person mode where you actually cannot use the first person option all the time (though it might be advantageous for aiming or if you want a challenge). Normal loot rarity (= stuff is quite hard to find), normal (=very challenging) survival and PvE elements. Normal Mode A mode that does allow both first person and third person but does not allow peeking by only showing players/loot/effects/etc. that would also be visible in first person. Choice of perspective is a matter of preference here. Everything else as above. First Person Mode* As the name suggests its the same as the above but limited to first person view. Survival Mode Only first person, normal loot rarity and PvE/survival difficulty. However, if you die you cannot respawn for 12 (or more) hours. This one is basically meant for immersive gameplay. Hardcore Mode For people who want a challenge. Like normal mode (both views but no peeking) but with much less loot, more dangerous environment and harder survival. Survivors need to form groups and cooperate to survive. Going alone is extremely hard and might require some luck or outside help. When you die you cannot respawn for a time longer than in "Normal" but much shorter than in "Survival". *Those might be more for private shard/server rulesets. Things a hive should force upon servers (same for all of them): seasontime multipliertime cycle (servers are either all daylight/nighttime or follow a 24 hour cycle**)available perspectivesdifficulty level (loot, PvE, survival, etc.)timers (server switch, death)restart frequencypersistence (eventually)**Server admins should be able to choose an offset x to make ingame time = server time + x but not speed up or skip periods of time.
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Haven't seen or heard a Zombie in hours
Evil Minion replied to o5pr3y (DayZ)'s topic in General Discussion
Its probably because you looted a popular route and zombies got killed/pulled away by other players. Or because animals lured them away. I can often see a cow or deer being chased by a big group of zombies. -
Loot is not fixed: Persistent servers - you will find "extreme loot" - huge heaps as well as nothing at all - way too often. Nonpersistent servers - you will find loot very easily, especially after one of the frequent restarts. The most enjoyable was the 0.51 experimental version - loot was very rare and hard to find so you had to worry about survival. This resulted in players actually having to move away from the coast while still having something to do on their travels (namely getting equipment and food). I looted the military base near Vybor for food.
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After gearing up I think to myself: "That was easy. Way too easy in fact." Then I wander around trying to find the truly rare stuff like non-coast-hugging players and such.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
+1 -
Very unlikely - it was a seemingly unlooted town on a nonpersistent server. Strange because the Ammo Box is listed as Crashsite loot - but maybe there is a very small chance for it to spawn in general weapon/ammo spawns. And I really don't think anyone would leave an ammo box is favor of a civilian weapon either.
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Should scopes in dayz have the ability to zero?
Evil Minion replied to Karmaterror's topic in General Discussion
Done. Now remove zeroing. I think zeroing should stay in for most weapons (all on which it makes sense) but get an animation so you cannot just quickly switch between distances. Scopes with markings should then have the advantage of being more flexible at the cost of being slightly harder to use.