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Everything posted by Evil Minion
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A new update and it seems like ammo rarities got changed again. I would like you to give feedback on them by voting according to your impression on how easy it is to find a certain ammo type. If you feel a certain type falls between two categories you can vote for both.
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So I figured the ammo poll would also work quite nicely with magazines - those also define a weapons usability. I would like you to give feedback on them by voting according to your impression on how easy it is to find a magazine for a certain weapon (not of a specific type). I left out any weapons with no or interior magazines as having or not having a "clip" has by far less impact than having or not having a magazine. If you feel a certain magazine falls between two categories you can vote for both.
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Sneaky rename - if you already voted but feel things have changed in 0.51 stable please delete your vote and vote again.
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Sneaky rename - if you already voted but feel things have changed in 0.51 stable please delete your vote and vote again.
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No magic indicators or forced factions (includes forced factions by behavior)! Everything else can emerge ingame if we get the following features: a wide variety of potential faces and maybe body types for permanent survivor identificationa fixed name for each survivor (might change if the player starts a new character)a wide variety of clothes, roleplay items and customization optionsmore forms of communication:persistent notes (might be burned)persistent sprayed walls/objects (might wash away or can be cleaned)a working sound system (for warning shots, traps etc.)a better lighting systemOther elements like more "endgame features", more challenging survival and PvE, better tool and work sharing, increased loot rarity (especially guns and food items) etc. would probably have a positive affect as well.
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Fixed that for you.
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For our purposes the "MG" part is most important. .50 BMG is basically an anti-materiel round allowing for both sniper rifles and heavy machine guns while .338 Lapua Magnum is a dedicated sniper round.
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Not even then. Or more excactly: Especially not then. It wouldn't be good if of all the weapons the fancy sniper rifle was the one not competing for ammo. Thats why I would rather like to see see .50 BMG than .338 Lapua Magnum. I heard something about splitting 7.62x54mmR and 7.62x51mm in the future. Maybe when the FN FAL and the SVD are released.
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You call that trash loot? Those are the best non-military clothes for wet and cold weather. So its either: bugged and loot does not spawnnot carried over (netting might spawn elsewhere)very rare to spawn anything
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I feel the current item management is a little clumsy for the reason the "use key" messes with certain parts of your character at once. Those things don't necessarily belong together making things very fiddly and annyoing at times: When trying to pick up a small item or opening a door you run the risk of reloading your weapon instead potentially giving away your position or making you temporarily vulnerable.While looting an area you end up dropping your weapon and replacing it with an hard to reach item you thought to be much smaller.Both picking up and dropping a weapon forces inventory management upon you even though the only things that should be involved are the item and your hands. In particular:You are unable to put an item from the ground into your hands quickly as long as you have enough storage space to put it into your inventory instead.In order to drop a handheld item you need to put it away first or throw it.Using an item on the ground will automatically put it into your inventory even if you intended to leave it there possibly blocking inventory space.Items in a players hand get damaged when their assigned container gets damaged. Players get damaged when handheld items are damaged.Having a bigger number of magazines inside your inventory makes the action menu pretty confusing as magazines tend to spam it.So I suggest splitting those actions and assigning multiple keys. No panic we already got enough - we should just start to use them more efficiently: Items There should be four types of item/player relations: On the ground: The item is on the ground and can be picked up or (in some cases) used. If used they either end up on the ground again (if something gets used upon them for example when crafting or lighting a flare) or put into your hands (2.) if used manually* (eating half a Zucchini or lighting a fire). In hands: The item is in your hands but has no assigned inventory slot. It can be used and carried but taking another item in your hands (from the ground or your inventory) will drop it to the ground. In hands with storage space: The item is in your hands and has an assigned inventory slot. It can be used and carried and taking another item in your hands will store it in your inventory as usual. While the item is in your hands it only blocks the inventory space but is not affected by it (loss or damage state of the container). In case the reserved slot is lost/rendered useless the item becomes "In hands". Stored: The items in your inventory. They can not be used in this state but have to be put in your hands. Trying to perform an action on them will automatically put them into your hands staoring or dropping any items currently held. However after performing the action the formerly held item will not be put back in your hands. Instead you will keep the one you used if it wasn't consumed by the action.There should be an option whether crafting an handheld item would put the newly crafted item into the "In hands", "In hands with storage space" or "On the ground" category. Items held in your hands should be damaged when damage is applied to them and they might even block melee attacks (but to shots) soaking the damage for the user. They should not be affected if their "reserved slot" is damaged. In order to repair stored items or use them for crafting their should be put in your hands or on the ground first. Same goes for filling magazines etc. Doing things inside your backpack while running is pretty unrealistic and not really fun either (also its often used as a way to cheat away animations - reloading a weapon for example). *I would like this option for more fluent gameplay rather than having to pick them up first. Basically an auto-pickup feature for some usage options. F key - generic action (take and use) This one would work just as it does now with two exceptions: no reloading (managed exclusively by the reload key or via inventory screen)no take into hands when your inventory is full (instead it becomes a pure use key)So this button leaves both your hands and your weapon alone, allowing for looting and navigating without having to fear of suddenly reloading or dropping your weapon because you misaimed your little white dot. the mouse wheel will support this one as usual - unless you are reloading/selecting a "firemode" (see below). Middle Mouse Button - hand action Here "Take into hands" is the default option - the button does not mess with your inventory.but only with your characters hands: Using it on an item on the ground will pick up the item and place it in your hands but it won't assign an inventory slot. If you had an item in your hands it will either put away (if an inventory slot is assigned) or drop it on the ground (if no inventory slot is assigned). To assign an inventory slot you need to open the character menu and drag&drop the item from your hands to an inventory slot. This won't put the item out of your hands but simply "reserve" the slot (if the container is damaged or the slot is lost you will still keep the item in your hands and it won't be damaged). Holding and releasing the button will drop an item held in your hands on the ground in front of you (inventory slot "reservations" will be removed). Holding the button while aiming at a close player will initiate a "give" feature - that player can take the item by clicking the middle mouse button as if he would pick an item from the ground. If you release the button before the other player could click the item drops on the ground instead. R key - reload action This key works in two different ways. Simply clicking it will reload as usual choosing the best option available (biggest and fullest magazine) - if no magazine or speed/snaploader is available the weapon will be chambered instead. When held a menu similar to the current action menu is opened showing the available choices. Scrolling the mouse wheel will select an option that is chosen by releasing the key. This button might only take items out of your topwear or pants but not the backpack or any other container. In order to reload from your backpack you have to use the inventory screen and either drag&drop it on your weapon (only works if the weapon is either drawn or on the ground) or put it in your clothing and use the R key. Magazines removed from a weapon would automatically be stored but would drop to the ground if there is no space available (maybe add an option that always drops them on the ground). T key - "firemode" action Now "firemode" might also include melee stances or functionality changes of handheld items here. So you could switch between using your flashlight as light source and improvised club for example. The key should work similar to the reload key with a short click switching to the next mode and hold opening a menu to choose from. The selected option should be visible on the model, by looking at the animation or via the "Inspect" option in your character screen. So a weapon would have a firemode switch that shows the selected firemode on its model - and the "Inspect" option would have a line like "this weapon is currently on burst mode". A flashlight might be pointed at your target (light source) or held like a hammer (improvised weapon). Of course all those keys should be able to be reassigned (including the mouse wheel). Maybe also add a hold&scroll option for the F key. TL:DR: The current item management sucks - split actions into "pickup and use", "take into hands, give and drop" and "reload".
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Nothing reduces PvP KoS like...I don't know...EATING PEOPLE!?!
Evil Minion replied to bfisher's topic in General Discussion
No - you will only reduce the chance. You will reduce the chance further by burning the meat but you won't get it to zero. Also the chances seem to be significantly higher than they were in experimental. -
Use your hands - better item interaction system.
Evil Minion replied to Evil Minion's topic in Suggestions
With the current issues regarding hands and dropping items (as well as the persisting reload thing) I think this deserves a bump. Aside from the "give" feature I do not think this is too detailed as at the moment it appears you require at least three different keys (hands, inventory and weapon) to reliably communicate what you want to do. And in case hands and inventory should work on the same one it should be environment<->hands<->inventory instead of the current environment<->inventory<->hands. -
Because the suit is too small for this and would not work well with a backpack. Its just as "artificial balancing" as not being able to wear five T-Shirts or two backpacks at once. Maybe once the weight/stamina system is in place and your gear impairs movement, stealth and inventory access. Before this allowing things without having proper downsides is also a case of "artificial balancing" as is being able to look behind you while wearing a bulky jacket/backpack in third person. People like to cry "realism!" if some break from reality results in a disadvantage but also cry "its a game!" when a break from reality gives them an unrealistic advantage. So yes - allow Ghillies over your backpack. But also add animations for putting the Ghillie on and off your character, make it impossible or very hard to access yor backpack when wearing a Ghillie, add increased wear and material cost to your Ghillie when worn with a backpack, allow others to grab the Ghillie in melee range and make it possible for the Ghillie to get caught in bushes etc.
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Berezhki. Found a lot of fishing loot there in experimental. Not sure if boats spawn items in stable (was in Kamyshovo and found no loot on them). You can do this on stable as well. Depends on what you want to do as stable features longer character development more reasonable game elements and better performance. Experimental gives you a more exaggerated environment, relatively short character development and unstable performance. Feedback on both versions is vital. Experimental is more for initial testing, stable more for longterm testing.
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Did anyone notice changes to Ammo spawns in 0.51?
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Did anyone notice changes to Magazine spawns in 0.51?
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Removed the Ghillie Suit (for obvious reasons). -
The hit was registered on your client you mean. There are quite some situations where the server does not however - you get hit, your screen turns grey but immediately goes back to full color. The second video looked like the enemies hitbox was not where it was supposed to be (probably stuck around the corner) - thats not a problem unique to shotguns. Maybe shotguns - while now firing multiple pellets - do not always register all the hits but only one of them (which is slightly more powerful than a Makarov round). Now two pellets hitting the targets arm is not fatal but can ruin items - which might explain what happened there. The rest of you shots do not seem to hit.
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I agree to this up to a point. Though there are some situations that call for breaks from reality because of the overall format. Hunger, thirst etc. are good examples - in reality they affect you 24/7 if you are active or not. In DayZ they only affect a few hours of gameplay per week. So the give them appropiate impact they have to be sped up. Its less realistic but more authentic. Now in terms of balance accurate representations should work well in DayZ because of the games design. So just giving the Ghillie suitable effects on temperature (it should be pretty warm), stamina/movement (not the most practical items for running around) and weight should do the job and maybe tweaking the amount of resources needed. The current pieces got their own disadvantages right now: the hood makes you appear bigger and does not allow for a helmet, its also not too effective on its ownthe wrap does not do much on its own but conceal your weapon (might eventually slightly increase weapon sway/decrease dexterity)the other pices need quite some resources and disallow for a backpack but do the most in terms of camouflage
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Please correct me if I am wrong, but doesn't the ingame model look exactly like this?
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Medic here. Everyone is starving to death
Evil Minion replied to spuddy0108's topic in General Discussion
Apple tree yield is positive - though if you are really hungry and get really unlucky you might starve during a prolonged period of "found nothing" so do not just start picking when already starving to death. In theory you could even keep gathering until fully engergized and hydrated but its probably better to pick apples or berries until you are well enough to travel and try your luck there. As soon as you got the right tools you should switch over to hunting, fishing or even farming. If the server does not crash/restart and wipe your stuff this marks the end of your desperate struggles for food. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Evil Minion replied to alexeistukov's topic in Suggestions
Very optimistic statement in a forum where 60% of all posts are made because someone did not read something. -
Hierarchy does not create better gameplay. Tradeoffs do. In this regard I would roughly stick to their real life properties and keep the AK-101 in favor of the AK-74M. Also most of the AK type weapons should be able to use all the AK attachments. Though attachments as described elsewhere should not change dispersion but rather handling. AKM: + highest damage/penetration + most common (lets take this as 100%) + uses relatively common 7.62x39mm rounds - highest recoil - slowest projectile speed - high dispersion (~0.0018) AK-74 + least recoil + relatively common (~80%) + highest projectile speed - medium dispersion (~0.0014) - ammo relatively uncommon - relatively low damage AKS-74U + low recoil + lightest/least sway + increased dexterity + higher rate of fire + high projectile speed + small and easy to carry - highest dispersion (~0.003) - lowest damage - ammo relatively uncommon - no side rail for optics - fixed handguard AK-101 + low recoil + high projectile speed + medium damage + good dispersion (~0.0012) - very rare (~15%) - uses very rare ammo Why the AK-101 over the AK-74M? Simply because there are more differences to the AK-74 which causes more variety than having a straight upgrade. Also using different ammo does actually allow for a overall slightly superior weapon as sustain is not coupled. We basically got the AKM as "brute", the AK-74 as reliable "base choice", the AKS-74U as less cumbersome option and the AK-101 as the most sophisticated but least practical choice.
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Is this 0.50 stable? Because my information comes from 0.51 experimental (though only gamefiles I did not find any PSO-1 scopes in 0.51) - and this seems to imply that it is indeed supposed to fit.