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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    AKM vs AK101 performance

    Damage is pretty strange at the moment and I expect the damage system to be revised in the future (implicitly confirmed by the developers when talking about "spine damage"). By experience it seems like you need more rounds of a smaller cartridge to kill a player but the exact amount is hard to determine - probably made even harder by the current desync issues.
  2. Evil Minion

    What Do You Consider To Be "Exploiting" In This Game?

    Both is abuse of game mechanics (low cost for switching servers and low pop servers spawning gear at the same rate as high pop servers respectively). Its actually less cheating and more using horribly overpowered tactics. The problem is less being able to do this and more the fact that you have a very screwed up (risk+effort)/reward ratio. And it causes people to skip most of the game and then complain about being bored. Server hopping needs a big nerf. Looting on empty servers needs a big nerf. But both should not be removed completely. As in: you should still be able to switch servers and keep your character and you should still be able to join low pop servers. But it needs to be balanced so you cannot get as much of an advantge by doing so.
  3. Evil Minion

    AKM vs AK101 performance

    The AK101 has a higher projectile speed and lower recoil and because of this its easier to hit your targets head or - as in the video - a hopping zombie at some distance. Both weapons are very similar in most aspects but the AKM has the advantage in capacity (75 rounds versus 30 rounds) and damage while the AK101 is a little bit easier to handle as written above. Ammo rarity seems to be the same for both guns with AKM rounds slightly easier to find but as they are also used in the SKS which is very common and a quite effective weapon on its own creating a stronger competition than the rare M4A1. So in short: AKM more damagehigher capacity with biggest magazineammo slightly easier to findAK101 less recoilhigher projectile speedless competition for ammocan carry more ammo in stacks
  4. Evil Minion

    AKS-74u

    No you meant the right one - its only that 7.62x39mm (AKM, SKS rounds) seems to be slightly more common than 5.56x45mm for most people. However, I can see more people picking up the larger rounds as they feed the weak but common CR527, the generally very effective (and common) SKS and the AKM - arguably the best weapon in game by overall performance - while 5.56x45mm is shared between the AK101 - a little weaker but about as common as the AKM - and the very rare M4A1 only.
  5. Evil Minion

    Realistic damage for the 5.45x39 Ammo/Weapons

    The "health damage" value in DayZ is roughly determined by impact force and here the rifle cartridges seem to be consistent with their real life counterparts. However because barrel-length is a non-factor right now handguns tend to deal more damage than they should actually do (while .357 Magnum can hit harder than 5.56x45mm you need a longer rifle barrel to get there). And .45 ACP is just off - being as strong as .357 Magnum when it actually should be much closer to 9mm Parabellum. Wound ballistics are more closely related to blood damage which is at the moment simply proportional to health damage. It would be interesting to increase the blood damage relative to health damage for high velocity ammo to simulate those.
  6. Evil Minion

    AKS-74u

    People seem to disagree about the AK101. The AKS74U isn't that great either - more like a submachine gun that also has the drawbacks of an assault rifle. At least once you found a submachine gun with magazine you won't have too much trouble locating ammo. But in the end the best automatic weapon is the AKM by basically being the same as the AK101 but dealing more damage.
  7. Evil Minion

    0.51 Magazine Rarity

    I did find some 1911 magazines but only took the ammo for my Derringer as I prefer the CR75 even though .45 ACP is stronger in DayZ (to strong compared to the other cartridges).
  8. Evil Minion

    0.51 Ammo Rarity

    Personally I found more 7.62x39mm rounds than 9mm and .45 ACP rounds combined but thats probably just because I got "lucky" with the spawns.
  9. Evil Minion

    Lockpick needs a buff

    Not spawn inside - this was brought up elsewhere as well - you should only be able to spawn inside barricaded areas if you logged out inside after the barricading already took place. This would prevent "catching fish" by barricading rooms and also intentionally ghosting inside barricaded areas. You could still ghost outside though but this should come with the usual penalty for server switching. Also the stuff should break. Even when using your fists. It should just take long enough to be worth the effort of locking in the first place. If the damage required matches the damage done by 9 shotgun pellets hitting at point blank range it shouldn't be too hard to break an average door if you really want it.
  10. Evil Minion

    In-Game Map vs Online Map

    I like the online map - both putting it together and actually using it. Its detailed enough but not overblown with information and it can be used while also using the autorun feature.
  11. Evil Minion

    Firearm Concepts

    As there are "one line" suggestions coming up about weapon mechanics I will bump this as a representative of the all the topics I have linked to.
  12. Evil Minion

    AKS-74u

    Not in DayZ where clips work just like magazines. Though I would like it to change so using a clip would actually empty the clip and put the rounds in your weapon instead of the whole clip. Would add some value to those clips aside from marginally faster reload and significantly more work to get your weapon ready after shooting it empty (as the clip stays inside and blocks the internal magazine).
  13. Evil Minion

    Machine guns in DayZ

    LMGs and GPMGs are definitely a thing - especially if the improve on weight and gun mechanics. But they should be quite rare, same for their attachments. At very high rarity even HMGs might have their place.
  14. Evil Minion

    0.51 Magazine Rarity

    Bump.
  15. Evil Minion

    0.51 Ammo Rarity

    Then get this up.
  16. Evil Minion

    Tired of spawning at the coast

    Thats because of several other factors mainly the gearing up and PvE parts being too easy and many of the long time features (like vehicles, base building etc.) not implemented. Currently half of the people don't leave the coast because you can still find tons of loot there and the other half returns because its so easy to reach and loot the inland spawns after which there is nothing left to do. Then there is a significant number of server hoppers speeding up the process even more and then returning at the coast for "action". In the end you will often find weapons being "imported" to the coast giving players even less reason to go inland. Now the inland areas are actually better places for tends, bases, farms etc. as you have a lower chance of people getting there - but persistence in in baby-stage right now. So basically with game development the focus should shift inlands not despite but because the spawn areas are at the coast. Key is to expand on early-mid game by making it harder to survive at the coast (loot economy, more survival), harder to reach places far inland (slower average speed, more survival) and reducing the chances of instantly finding what you are looting for (loot economy) as well as preventing abuse of mechanics to speed up/skip the process (server hopping, suicide spam). Finally by adding more "endgame" content people are given alternatives to returning to the coast and shooting people once they are "fully geared". Especially if the content is somewhat difficult and time consuming - base building, vehicles, horticulture if growth is slowed down drastically, finding dynamic locations, logistics etc. In fact its not even about coastal spawns but about designated spawn areas far from high value areas with some transition areas in between (that are basically not used yet other than for supplies and sightseeing). If all the good stuff spawns in Berezino the spawns are better off in the far west and so on. However, the coast serves as a nice and big enough landmark to identify spawn areas and thats why I don't like the inland spawns. They just don't give the same feedback to other players. In short: There should be a designed spawn area that can be identified by a particular landmark - and the coast is just perfect for this.
  17. How about actually reading the list. ;)
  18. Evil Minion

    Tired of spawning at the coast

    Quite the contrary - people spawning all over the place doesn't give you much reason to move anywhere. The area you spawned in is neither high-risk nor features lower-than-average loot yields while every other place is basically the same - save for high-value areas because those will be picked clean by all those people spawning close to them (by chance or choice). Interesting dynamics originate from a heterogenous map layout not a homogenous one.
  19. Evil Minion

    Lying down in water to cool off = damage

    You can drown if submerged which is like getting attacked four times but does not change your screen to grey or blurry and doesn't destroy any items. The OP sounds like a comination of drowning and the leg breaking bug (that ruins your stuff but not always breaks your legs).
  20. Evil Minion

    0.51 Magazine Rarity

    Thats probably because everyone who finds one takes it away in case he will find the matching weapon. Though, it seems like there are more pistol magazines right now.
  21. Evil Minion

    0.51 Ammo Rarity

    bump
  22. Evil Minion

    Weapon Attachments?

    Was just an idea - no confirmation past the already existing ones. Though I would like it if they added some potential carsh sites up there.
  23. Evil Minion

    Weapon Attachments?

    I mean the real northwest north of Lopatino and the Airfield. The area is not 100% developed yet but it got a pretty big update this patch so maybe helicopter crashes are included.
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