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Everything posted by Evil Minion
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I think there are many ways how the game could handle guns for a more in depth experience. Many are discussed in other topics so don't be surprised about some links within the text. The key is to provide a diverse experience and should allow every gun to have a place in game. Variety I think its good to have a wide variety of different firearms from small calibre handguns to military specialist weapons. However the should be a great difference in rarity - civilian weapons - while still not abundant - should be much more common than military ones and general military weapons (assault rifles, handguns, submachine guns) should be much more common than specialist ones (rocket/grenade launchers, sniper rifles, machine guns). Now dynamics should be determined by cartridge - I think its a good thing to have a limited number of cartridges each being used by a variety of weapons. Weapons using a cartridge only for themselves are worse in terms of dynamics as they don't compete - the ammo will most likely stay there for a user of those specific weapon to find. Here the weapon heavily influences the dynamics whereas a similar weapon sharing ammo with others would provide variety without changing dynamics by too much. Guns in general should be rare and ammo/magazines only slightly more common. Not everyone should have a gun, not everyone who has a gun should have ammo (though most who have a gun and ammo should also have magazines if needed) and most people who do have a gun and ammo won't have many attachments or much spare ammo. Ballistics Shooting should depend on many factors and advanced ballistics might make shooting more difficult especially under nad weather conditions and over longer distances. A long range sniper kills should require more than patience and point&click. Random dispersion is one aspect because it determines the weapons effective range but there should be multiple skills necessary to land a good shot: keeping your weapon and yourself in good conditionusing ammo that is in good conditionadjusting to exterior factors (wind, weather, distance, target movement etc.)adjusting to interior factors (sway, stance, getting your aim on target etc.)knowing and adjusting to your weapons effective rangeIf you manage to fullfill all of those prerequisites you should be rewarded by hitting your target. Not just by "point faster, click faster" - thats how casual games do it. (From this topic.) Hunting Now thats not something purely related to firearms but there are things to consider: Animals should be shy - just running into the woods with a loaded rifle and a knife should not net you free steaks. Most should flee when they spot you depending on the distance between you. Now animal behaviors should work with a threat level system - the higher your threat level the higher the chance of animals fleeing from you. Threat level might increase if you sport a big backback (you look larger), cause more noise, carry a weapon in your hands (the bigger the higher the threat) and the more people you are. So a cow might be relaxed around a single freshspawn as long as she doesn't walk too close but flee on sight from a group of heavily armed guys. Gunshots should always make animals flee - not just a short distance but far enough that following might not be an option. Animals should be tough. Not unrealistically tough but especially the bigger ones should be significantly harder to kill than a human being. But just as human beings animals should be susceptible to bleeding and have different hit zones. So aiming at the right spot would significantly increase the chance of killing your target or cause bleeding strong enough to bring it down shortly after while just shooting at the animal might cause a wound that is not aggravating enough (depending on the weapon used) causing it to run off or even attack. For reference I think a wolf should be a little less durable than a survivor, red deer on the other hand should be more durable and a brown bear should be pretty dawn tough (e.g. requiring a headshot with a full power round to go down). Animals should defend themselves. There should be some situations that instead of causing them to flee should trigger a self defense mode where the animal tries to kill or knock out the danger. Possible situations are being wounded with the attacker nearby, getting surprised by a close threat, having nowhere to run or simply having a low threat venture too close. Predators might even attempt to stalk and kill a low threat as prey. The different triggers might be specific to species - a bear should be much more likely to attack than a deer (though deer should also be able to attack if driven too far).The idea behind this is to make hunting more challenging and having the choice of gun as well as your handling affect the outcome of your hunt. Higher precision means you can shoot from further away lowering the chance of driving off your prey. Higher damage would increase your chance of downing your prey - whether in a hunting or self defense scenario. Higher noise would be more likely to drive off more animals but might also scare aggressive ones into fleeing. And the list goes on... Carrying Its not a good thing that handguns take up more inventory space than rifles or shotguns. So ther should either be a gun sling (which might also allow for carrying more than one gun on your back) or the free slot should also apply to handguns - maybe not by magically glueing them to your back but by magically tucking them inside your pants or just in this position. Really big weapons like anti-materiel rifles might be impossible to be carried on the back requiring the user to hold them in the hands. Holding a weapon in your hands should have two effects: Your movement would be restriced so you might move slower and for the more cumbersome ones it might also reduce your speed when switching stances or turning around. Another idea is to reduce the free slots on a players back form one firearm slot and one melee slot to a single combined one but allow "strapping" another weapon on your back. This would require something like a rope and while allowing to carry the weapon makes it unaccessible until "unstrapped". Both "strapping" and "unstrapping" should not be instant (play an animation) and the weapon should still affect weight/mobility/etc. Self Defense This is mostly about handguns and holsters - though it should affect all weapons. I believe there should be significant differences in drawing/putting away weapons depending on their size and the way they are carried. So a handgun (or knife) carried in some kind of holster should be very quick while a rifle carried on your back or a handgun carried inside your backpack should be very slow to access. This would give holsters a real use over vests and would also make it more important where to store your gun. Also size should matter - the smaller the weapon the faster. So the fastest weapon to get out would be a knife carried inside a scabbard followed by a handgun carried inside a holster. Taking your rifle from your back on the other side should be very slow and not really suitable for self defense. This way handguns and holsters would serve a greater purpose and more general it would help smaller weapons to compete with their bigger and more powerful counterparts. Sawing off a Mosin or Shotgun would net you a weapon much better suited for emergency situations at the cost of performance loss. Reloading I think reloading should be done exclusively over the inventory screen or via the reload button ®. Maybe the latter might only use the slots inside your clothes ignoring ammo found in your backpack - or it would just take more time similar to drawing a weapon. Now there should be four basic ways of reloading all covered with this: Chambering - pretty simple you put a round inside your weapon. Depending on its capacity you might do this with multiple rounds until the weapon is full. This should be the slowest way of reloading a gun but for weapons without a detachable magazine it should be possible to do this at every time if there is space left.Clips/Speedloaders - should be faster than loading each round on its own but only be possible if there is enough space for all of the rounds (for the current instances this means the gun has to be empty). Now depending on the weapon used the clip/speedloader should not end up within a weapon (M1 Garand yes, SKS no) but rather end up as empty clip in your inventory, allowing for refilling the clip or chambering additional shots.Magazine - the detachable type. Works just as it does now. You load the magazine you put it inside the gun and you are ready to go. Maybe it could also be possible to chamber a single round (or reload a magazine, then detach it and load one more round) for an additional shot.Belt - similar to a Magazine but holds much more rounds. The disadvantages of a belt would be that it might be found empty (so you have to load every single round separately), weapons using belts would have a longer loading time (also applies to chambering them) and that it loses in capacity for every shot fired. So if you are using a halfway filled 200 rounds belt and fire 20 round you will have a 80/180 belt left. Now Magazines and Clips/Speedloaders should be loaded via chambering. Maybe magazines could also be loaded using stripper clips allowing for faster reloading in combat situations. While chambering takes more time than the current drag&drop mechanic (which does not have to be a bad thing) it would allow for a mixture of used ammo. For example you could load your MP-133 shotgun with both slugs and buckshot, alternating between the types. Attachments Pretty much detailed here, attachments (including optics and magazines) should affect gun handling. Also instead of being straight upgrades most attachments should provide tradeoffs (e.g. one is better for reducing recoil while another offers more dexterity). Example Handguards: Wooden: Provides good recoil and sway reductionPolymer: Less recoil reduction but makes the weapon lighter and is best for reducing swayForegrip: Generally weaker in recoil and sway reduction but increases dexterityRail: Slightly weaker than the wooden model (recoil or sway depending on material) but allows for secondary attachments Maintenance Weapons should degrade over time when used, requiring frequent maintenace to avoid jamming, accuracy loss* or even destruction. Now this should not be a point&click&play on affair but more involved depending on weapon type. Most of the time you would need to disassemble a weapon before cleaning, then take some time to do so (if doing it mid firefight you better take cover and have someone watching your back). Complexity depends on compolexity of the weapon - a single shot or break action would require no disassembling at all while a western automatic rifle would require multiple steps. So the easier your weapon the easier it is to maintain. This introduces another (realistic) dimension of practicability in firearms that may or may not affect peoples choice and might help some designs (e.g. the break action) to stay competitive in certain niches. Another thing closely related would be barrel heating - if you fire many shots in quick succession your barrel heats up, decreasing accuracy* and maybe causing your weapon to degrade faster. Now the speed of this happening would depend on the weapon in question which might be one of the main differences between LMGs and assault rifles. That AKM with bipod and drum mag might might work just fine but in longer firefights the RPD/RPK would be much more reliable. *Accuracy loss means both increased dispersion and bias.
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Server hopping needs a nerf thats all - if you decide to do it, fine but you should not get a huge advantage as it is now. Its a feature. Most AKMs should look like this rather than this.
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Steyr AUG: Use the A3 and not the A1 version
Evil Minion replied to stielhandgranate's topic in Suggestions
Why not use the A2 and make it possible to replace the default sights with a rail for mounting other optics? Would also allow for the AUG HBAR-T. I think thats what the developers are planning to do. Not being able to use STANAG magazines is a downside but it might be okay. -
As is the CR75 - but both are simply inferior to most other weapons in most regards. Especially the FNX45 that offers all of their advantages and is also easier to handle with red dot sights and (slightly) higher dexterity. In general handguns suffer from requiring inventory space as they cannot be put on that magic back slot. So as a secondary weapon they could be ranked higher but overall they cannot compete. I am not 100% sure how weapon damage is calculated in DayZ SA but I think it depends on the squared hit value. And the hit value for 5.45x39mm (7.2) is much closer to 9mm (7) than 5.56x45mm (8). So the damage is only slightly better than the MP5-Ks damage. The PM73 RAK is weaker though, the advantage of its ammo is being abundant. The SKS has way better optics than the Repeater but also higher dispersion values. The SKS has a much higher chance to miss beyond 300 meters while the Repeater is still accurate at 400 meters - if you could bring your sights on target. Thats why the KS despite being less accurate gets the higher range rating (PU Scope for the win). I think thats personal preference and also depends on the situation - some people find the burst or the chance for a quick follow-up more useful. They are ranked the same - its just that I comes before M (which also indicates the AK101 being slightly less effective than the AKM even though it does not show up in the rating).
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Are there even soldiers putting their pants inside their boots? Because at least the German ones use bands to keep them just above. It looks almost the same but is more practical - and it might also be easier to implement.
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The current damage per pellet (6 hit value) is actually a quite realistic value - a shotgun relies on hitting with multiple pellets to do great damage. 60 was - as already written - meant as a compensation for only firing a single pellets that still spread making it extremely inaccurate. The sawn-off shotgun does have more spread and if it seems to deal more damage I blame one of the following reasons: Because of the hgher spread you are more likely to hit a more vulnerable body part by chance increasing the expected damage sligtly (e.g. a normal shotgun would score 5 torso hits and 2 arm hits while the sawn-off would score 3 torso hits one arm hit and one headshot). Hitbox desync is running wild at the moment so when shooting at someone you might not necessarily hit the hitbox responsible for damage. Now the higher spread might give you a higher chance of "accidentally" scoring a hit under such circumstances.
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Suggestion: the game does not tell you whether or not you are "Dead" or "Unconscious"
Evil Minion replied to cheeseburger8's topic in Suggestions
I would like the "Respawn" button to work differently when unconscious. One of those two ways: You can only respawn if dead or unconscious from blood loss. Any unconsciousness that has a finite duration would not allow for respawning. When unconscious you can hit the respawn button but it does not instantly kill your character - instead he/she will die when the timer ran out. If your survivor wakes up the respawn is cancelled.A combination would also work but not knowing whether you are dead or unconscious would probably just cause people to hit the respawn button way too often. This just takes away the use of knocking out people instead of killing them. -
Fix the pumps but reduce their number to 20-25% and randomize between the current locations for each server. Similar to helicopter crashes but more permanent and less rare.
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Its pretty impractical and all you get is a subpar assault rifle. Only useful to take if you already have magazines and ammo and even then its one of the most difficult weapons to sustain.
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At everyone who thinks thats a recent thing: It was changed when they fixed the buckshot only firing one pellet and has been this way since.
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Just for you: # This guy doesn't have too many issues with heat or heavy clothes.
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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
Good thing we have first person servers. On stable at least... I would like it if they fixed the peeking so it would not mess up the gameplay on 3rd person servers as much as it currently does but right now its better simply to avoid those. Another thing I am concerned about is the third person option hampering the implementation/development of some vison related things like helmets changing/obstructing your vision or more realistic bullet penetration (which can be really nasty combined with peeking). Other than that if people really want to play third person let them but also provide a better experience for people who do care. -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Updated. replaced the Ninja outfit with a Gi as you can combine Gi+Balaclava+Gloves+Boots for a Ninja Outfit. -
Thats how it is supposed to be - there are 9 pellets each doing this damage. A headshot with a single one will kill a person without helmet (and knock out the rest). I also dropped people with five 9mm rounds (probably less but I do not kill people for gear so I just fill them with lead if needed) so at close to medium ranges its still enough. Those 60 were because the shotgun only fired a single pellet that still got both dispersion and spread making it unbelievable inaccurate. They nerfed it back when they fixed the single projectile bug. The "people do not die from bullets" thing is probably related to hitbox desync: You shoot the model but not the hitbox (which is standing in a corner getting attacked by zombies).
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So I decided to die - a lot. And while I was over it I abused the hell out of the spawn system to visit a great part of Chernarus. Here is a log of my spawns (general location only): Now spawn points seem to be discrete locations but there is some minor variation in the exact point you spawn. Either by offset or they are in fact tight clusters of multiple spawn point or very small spawn areas. Anyways here is a map of the places I visited (roughly the same spawn points share the same fuzzy spot):
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I had no character to play with (private shard was full, public character is for playing with friends who had no time and experimental servers were down) and did not want to start a third/forth one. I also figured the Cernaya Polana and Novodmitrovsk spawns have a bad impact on players who spawned in Svetlojarsk. Because simply going inland makes you end up at a place where people already spawned and looted leaving you with less. You actually have to go north or to Olsha to get any progress.
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Something mildly related: Did anyone find Crossbow quivers or were they removed from he game? What was their use anyways?
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clan infiltration, sabotage, subterfuge and betrayal
Evil Minion replied to beansy's topic in General Discussion
So thats not griefing - because nowwhere in the OPs story there is an aspect of the game used in unintended ways. Arguably "winning a groups trust and destroying it from the inside out" is a legit in-game goal in DayZ. Its still an open question if anyone will actually manage to pull this off or if its just boasting about an evil plan that eventualy just falls apart. Because having an idea does not make you an effective villain. Its the execution. -
Bullet penetration seems to be in a very early stage - there seem to be few objects that can actually be penetrated everything else is made out of adamantium. I hope this will change at some point.
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Are you using a wireless mouse?
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The 0.50 version now lets us lock doors by using the lockpick which I think is a nice addition and a good start for barricading. Sadly the effort involved for breaking doors and the effort involved for locking them are in a very bad relation. To lock a door you have to first find a lockpick and then use one of its limited uses to lock it. To break a locked door you need to find a melee weapon and hit the door a few times or you have to shoot it once. This makes locking doors not worth the effort involved as they can be broken in mere seconds by almost everyone. It took me around 14 hits with a Kitchen Knife and around 20 hits with a Screwdriver to open a locked garage door. So to make locking doors actually worth the effort the damage required to break a door should be increased drastically. No melee weapon should be able to break a locked door with a single hit and most firearms should not be able to do this either. The weapon that should be able to break a door instantly (aside from explosives) should be the shotgun at point blank range - soldiers aren't carrying around the "Masterkey" for no reason.
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Thats because any ingame "karma system" will ultimately fail in deciding who is "good" or who is "bad". The mods skins only show you that players follow a particular fixed moral codex taking actions that award them points towards that particular appearance. In the end it has nothing to do with morality. Though to get the bandit skin you probably had to do some ammoral things but there might still be moral "bandits" that behave like some kind of "anti-hero" or "knight templar".
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I found tons of rounds for my SKS at the military prison of Turovo and you can also find them in wrecked vehicles. The SKS is still viable because its way easier to get your hands on than any assault rifle. The CR527 on the other side... its already quite weak and both ammo and magazines being very hard to find is just the final nail in the coffin.
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clan infiltration, sabotage, subterfuge and betrayal
Evil Minion replied to beansy's topic in General Discussion
Lets take a look at this all you KoS "bandits" and wannabe bad guys: Thats how a real villain does it. -
The current military gear ingame is mostly of the "cold weather" variety - jackets and pants made for cold and wet weather. The military clothes used in warmer climates are made of different materials. Also the military usually uses a lot more layering. It would be nice to have the following things: lighter ("summer") military jackets/tunicsthe option to wear a shirt under any jacketthe option to wear different kinds of underwear