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Everything posted by Evil Minion
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Virtually the first thing that came to my mind was: Can you bash someone or something (a deer for example) with that driver doors using the action shown on screen?
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Depends on how you define "easy" - all necessary mechanics are already implemented so it just boils down to "ordinary work". Would require a plastic raincoat in the first place as the one we got in game is the type you want to wear instead of a jacket. The plastic raincoat could either get is separate slot or replace a vest - in both cases it should probably offer both advantages (keeping you dry) and disadvantages (in heat, stealth, inventory access etc.)
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YouTube - Server Infected.fr FR34/FR129 - videos.infected.fr
Evil Minion replied to glass13's topic in Gallery
Explain yourself or I will consider this spam. -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Maybe underwear could also work as something you choose at the start of the game - both sexes can choose a style for the lower part and females can also choose a style for the upper body (males might choose chest hair instead) and only the longer and more functional versions (tank tops, thermal underwear etc.) would be found in loot spawns. Then all those starter pieces should work the same regradless of being boxer shorts or a string bikini. Maybe I will add this as a bonus question to the next poll. At the moment the vest poll has been finished and added to the results. -
[Question] Public Shard vs Private Shard
Evil Minion replied to Weyland Yutani (DayZ)'s topic in General Discussion
You have to start a new characater you can only use on this shard and if the server is full or down you lose access to this survivor. Also if the server population is not not your liking (too many or too few players) or your friends are playing elsewhere you can not simply switch to the server. Another potential issue is the smaller loot economy as there are no connections between servers - not an issue right now as loot works perfectly fine Then the two main advantages of private shards are things that need to be fixed on the public hive as well and thus can be called "temporary": Server hopping destroys most of the game dynamics but many people do it as you can claim a high reward for almost no effort and little risk. Here a (significant) cost needs to be introduced to make ingame travel more attractive and rewarding as travel between servers (a similar thing is true for freshspawn suicide but thats an issue still present on private shards). Then as you can whitelist players you can get rid of cheaters more efficiently - at the risk of banning innocents or using this to only allow a certain community. The last thing might also be a reason some players avoid private shards: They think their own playstyle would not fit into the community promoted by the admins. -
Lead Producer of DayZ says, "1PP is better"
Evil Minion replied to rickyriot's topic in General Discussion
He does not say "1PP is better". What he says is that the implications of not having a third person perspective (read: peeking) has a lot of positive implications on gameplay. If they addressed the peeking issue third person servers would offer the same possibilities. The only advantage first person actually has is peeking being much easier to fix. -
Same steam account. Different computer. Different player.
Evil Minion replied to HiaExphia's topic in New Player Discussion
Seems like a steam connection error to me. Make usre your client is connected and not in offline mode. -
Is there a better map than dayzdb?
Evil Minion replied to JGallemore1's topic in New Player Discussion
More detailed? How whould that help you if you get lost? You would rather drown in too much information missing the one you are looking for. I can recommend the ingame map as it can be used while running and usually shows enough information to avoid getting lost. Online maps are mostly for finding your location early on and searching for a specific loot item. -
If your plants grow over days you cannot predict if the server ends up as low pop or high pop in the meantime. I think there could be the following phases: Preparation (~0.5-3 hours on average) - You need to find all required tools, get the place ready and plant the seeds. Here it might be important to plant the right plants at the right place as well to ensure enough but not too much water, sun and temperature for them to grow. Growing (~48-96 hours on average) - Your plants grow at a rate depending on several factors like the ones mentioned above. Depending on place and plant type you might have to care for your plants or they won't grow or even die. Also good care might speed up growth and and makes it easier to predict the time they are ready for harvest. For this growth time should be divided into three parts*: A fixed minimum base time that depends on the plant and maybe location. A purely deterministic element that depends on care, weather, time of day etc. Think of it as a amount of points that has to be reached for the plant to be ready - negative growth rates might cause the plant to die if on zero points for too long. A randomized element that gets reduced by care only. When planting seeds every would-be-plant is assigned its own random value that is added to the base time but certain actions would reduce this part by a percentage - so with optimum care you can bring this close to zero. Harvesting (~8-12 hours on average) - If all of the growing stages are completed plants are ready for harvesting. If not harvested they lose yield at a certain randomized rate (e.g. a single fruit rots away every 10-50 minutes) until nothing is left. So you will get the best results if predicting the right moment for your harvest and the longer you wait the less you will get. And there is always the risk that somebody else will find your plants before you.Of course clans and people with time will have an advantage - but thats not a bad thing as they also put more effort into this. if they want to. But logging will not be beneficial unless you join the servers in between to look after your plants. But the long timers and (depending on what and where you are farming) required care should not make it viable or enjoyable to plant seeds when hungry and log off until the plants are grown and ready for harvesting. As for casual players: Farming should not be casual - if you want to benefit from this you should either befriend someone willing to take the effort and share or raid someones farm before they can harvest (or let them harvest and take the price afterwards). Some plants might grow on their own (e.g. plants in greenhouses) but the randomness involved would mean you are not sure when to come back.
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People are not forced to servers hop and there is far too much loot - epsecially military loot. And even if there was even more people would still do it because its massively overpowered compared to using ingame paths (that take longer than only one minute and you might get shot). The only solution here is a fix to server hopping - a high cost to (excessive) switching - as it already massively fucks up the gameplay. Not to mention that by hopping you miss most of the gameplay and by finding everything you need in your spawn city you have nothing left to do on your travels.
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I spawned near Cernaya Polana and decided to loot the barn towards Novodmitrosvk. Found quite good loot but silly me had to sprint around upstairs like an idiot and died by falling down. Got what I deserved.
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I dont understand why there is no AUTO RUN KEY!!!
Evil Minion replied to Bohannan (DayZ)'s topic in Suggestions
I use one cent - its cheaper. Though I came to realize the limits of this method and would like to have an autorun feature with the following features: works with walking and jogging speed (sprint should be only for short burst eventually)mouse movement should be free look (like 2xAlt) during auto-runstrafing should be replaced with turning during auto-runit should be possible to do a short sprint without breaking auto-runcertain actions (raising gun, changing stance etc.) should stop autorunalt-tabbing and using the steam overlay should not stop auto-runsome actions should be possible during auto-run (looking at the ingame map or compass etc.) -
With persistence loot rarity is no longer coupled to server restart frequency so you can make it rare even with 30 minute restarts. Still I agree that loot should be rare making you struggle to survive and (PvE) cooperation actually worth it. And I also agree that server restarts should be much less common. However longer restart times can result in lower performance especially in an unoptimized alpha version - so I am not even sure if its currently possible. And every server needs to be restarted from time to time - I think 24 hour restarts should be enough because in the end the only real effect on gameplay should be the part where everyone gets kicked and has to rejoin.
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I don't see any problem with the new sprinting and also no prblem with the raised gun sprinting. That doesn't make the game more twitch-shooter-y either. But I think sprinting needs a nerf in two ways: It should be slower and limited to short bursts only (stamina system). Right now everyone (even the zombies) is speeding around at 30-40 km/h all the time.
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Thats rule number one. The best weapon does not do any good if it conflicts with your playstyle. Still some weapons are simply superior to others so there are certain "tiers". ow I tried to score the available firearms here - and all of the mentioned weapons ended up on the same level. The Repeater is the most accurate of the three and the easiest to get going (no need for magazines and common ammunition) but also has the lowest rate of fire by far. Also the sights are quite bad which limits the effective range. The Sporter is pretty easy to fire, silent and has a lot of very common rounds available. However, you need a magazine for it and the damage is quite low - less important if you manage to find a 30 round magazine and go for the head. The SKS is the most powerful in terms of damage output and sights (as you can mount the PU Scope) but finding ammo is a lot harder and its handling in close quarters isn't the best.
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Real life stats would be better than stats from a random game - if you privide ingame stats then provide the ones from DayZ SA as the OP did. Now I hope weapon stats will change quite a lot in upcoming iterations, adding more diversity in weight/sway, recoil, rate of fire, muzzle velocity (thats basically the advantage of bullpups over carbines) and moving away from the dispersion changing non-muzzle attachments (as well as giving fixed "attachments" comparable benefits). Giving the guns more authentic upsides and downsides could be done with it. Balance - should be done by rarity. Give us the weapon as close as possible to its real life counterpart but make it rare if it ends up being extremely powerful (also fix server hopping).
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I guess for this iteration its just the model and everything else got copied from the M4. As for turn speed do not blame the AUG - any AK and most other rifles have dexterity of <3 - its just the CQB M4 that stands out beating almost every other weapon (tied with Derringer). Probably a relic from the time when it had insanely high dispersion. Realistically the AUG should probably turn about as fast as the M4 and be more accurate/have a higher muzzle velocity (as a bullpup) but a slower reload animation and rate of fire.
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Some movement mechanics need a major tweak (before 1.0)
Evil Minion replied to Ugly (DayZ)'s topic in Suggestions
Realism does not have to cause clunkiness. Good realistic controls might seem clunky to newbies that are not used to authentic limitations but not if you learn to use them. Just like a difficult job with awesome coworkers you should get to know first. Though right now the DayZ controls are more of a job with extremely lazy coworkers. Its quite unresponsive and thats what has to change - push a button and something happens. There should be certain limitations but it should definitely not feel like you are having trouble communicating the command. Maybe its best to communicate the target instead of micromanaging the movement: Your crosshair can be moved freely in your free-aim area but your weapon follows in a realistic way instead of having to be accelerated/decelerated manually. -
I don't think this "log out and wait for salvation" is a big problem. Plants should grow for days so if someone really likes to wait instead of just playing and coming back later - fine, do it. I think there should not be any designated ownership in game so those crops planted by player A would interact just the same way with player B. Which brings us to another point: Growing and getting spoiled. As written above I think plants should grow over the time of a few days but the exact time should vary depending on several factors like sun (no/slower growth at night), water, fertilizer (find a healthy dose for best speed) and so on. Now because of this they should not rot away or get spoiled too quickly - lets say 3 days grow time on average and about 12 hours until they are completely spoiled. Sounds much but also provides a lot of options: You can run away doing other things in the mean time - without care your plants will take longer which might be an opportunity for others or you might not make it back in time. But its possible as the window is not too narrow. If you stick around and care or them it might be time consuming (not every run-of-the-mill bandit should be able to grow his own food supply) but your plants will grow faster and you can harvest earlier thus improving your yield. And if you really want to grow them while staying offline avoiding starvation you would have to wait quite a long time - enough time for someone to show up and mess with your plants (is it really worth it?).
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Why only camo? It should be possible to paint your faces in a variety of colors as well - war paint, goth style, makeup, sports fan, etc.
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No need to remove third person when peeking gets fixed. For vehicles it could either stay a "player third person" mode (camera above the drivers head or shoulder) or simply work the same way as a potential peeking fix. All thats left is vehicles being a lttle easier to use in third person (first person should get mirrors) while other players etc. only show up when you could see them in first person as well avoiding major gameplay impact.
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Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
Evil Minion replied to Rags!'s topic in General Discussion
Too bad its not a question of being on the "same level". Its about the implications on gameplay which are plenty and significant resulting in a massively poorer experience. Peeking does not only hurt first person players - it hurts everyone (see above) and even people who are using peeking themselves are unable to defend against it in many situations because its not a symmetric feature and probably not even a feature to begin with. So in terms of severity it tops the gamma glitch which is at least symmetric and can be defended against my using it as well - even though you could argue that peeking only gives you a situational advantage while gamma glitch is permanent. So first person servers are as much a "fix" as daytime servers are a "fix" for gamma glitching and private servers are a "fix" for server hopping (though server hopping is a completely different league hurting the gamplay much more than both of the former together). -
Third Person View should be Over-the-Shoulder, NOT a bird's eye view.
Evil Minion replied to Rags!'s topic in General Discussion
I am pretty sure the majority of the DayZ players wants to have the third person mode available. And I am also pretty sure that the majority of DayZ players would find the game more enjoyable without peeking - because thats what gives you: campers waiting around corners to kill players who had zero chance to spot themsnipers on huge buildings that use peeking to find their targets without getting spotted themselvesMikado-"firefights" where everyone is peeking because taking an action would break invisibility and net an advantage to your enemysuppression not working as people can see everything from cover without exposing themselves to fireincreased paranoia because it is completely impossible to spot certain dangers beforehand...Some might think it is only a minor issue but it has massive implications on gameplay. Peeking favors campers over active fighters, height over horizontal cover and predator over prey. And if they decide to implement more advanced ballistics (especially bullets penetrating some walls) and fix grenade throwing its only getting worse - have fun getting hit by a grenade thrown by someone you could never know was there or getting shot through a wooden fence by someone on the other side who knew exactly where you were. Then come back and say its only a "minor issue" and "not worth the time spent on a fix". It definitely is. "Its fair because you can do it as well" also justifies giving everyone a button that kills a random player when pressed. -
Circle around them. Avoid getting too close - if you do they will hit you despite the circling - and fighting around obstacles - you might get stuck and thus hit or you might not get stuck but your hitbox will. Always fight outside of buildings (your hitbox won't enter 50% of the time and get hit outside) and if you are inside/around obstacles when hearing a zombie approching go back the way you came from to engage (to avoid losing your hitbox). A few times I managed to lock my hitbox away in some building resulting in zombies standing at the door mindlessly staring at it while I could chop them into pieces without any effort.
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Definitely not fixed on stable 0.50 as there was no update. But they said they might wipe persistence so its probably a little better than it was before the maintenace. And the newest 0.51 patch just hit recently and probably needs some time to build heaps of loot.