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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    Time to ditch the Torch/Flashlight

    I don't like the mindset people have regarding the flashlight. Instead of being happy to be given a flashlight and even a battery that might help not being completely lost at night they go "flashlight is useless - I want something else". You are actually supposed to start out with nothing - with your "starting gear" being the stuff you will find at the nearest loot spawns. If anything they should just remove the flashlight (to stop people from wanting more/better gear) and randomize clothes (only the lowest tier civilian shirts, pants and shoes).
  2. Evil Minion

    We need a Hardcore (aka Survival) Mode

    Bring back? Bring back what? The misleading name "Hardcore" for first person servers that made people (falsely) believe gameplay would be harder and less forgiving while its actually just more immersive and natural? Or a true "Hardcore" mode that was never there to begin with? I think before adding another gamemode most of the features should be implemented in the first place and there is still a lot to do (cooperative goals, medical system, weapon system, stamina, weight etc.). Also I don't think hardcore should just scale up all the issues but rather provide an equally authentic experience using the same basic laws of physics as the regular mode but with a much less forgiving environment (harsher climate, less loot, more zombies etc.). Also a Survival mode would be interesting - basically regular but with a huge penalty on death.
  3. Evil Minion

    Suggestions about Payday Masks

    Are you completely mad! Those guys would go insane if somebody used their "intellectual property". Unless you paid them tons of money of cause - but thats not worth it.
  4. Evil Minion

    Where can i find the weapon / item images?

    I always thought those "icons" just showed the ingame model.
  5. You already made clear that you won't add an M1 Carbine to the list so this phrase is kind of senseless. On the other side while I do like the weapon I don't think it really fits the game. It doesn't match the setting (being an US WW2 weapon), uses an uncommon round (.30 carbine) and probably does not really fit into the loot dynamics. I think even if we wanted an American rifle of this type something like the Ruger Mini-14 would fit in much better.
  6. You are arguing in circles. And you simply cannot say if people would use them or not so that argument if of little value here (it has value in a certain situation - see below). You also seem unable to grasp that there are potential applications. All you can see is "the trollz". Whats the big problem anyways? There are strange people in real life as well and people ingame will find other ways if they really want to do crazy stuff. According to your logic there shouldn't be guns in game because otherwise everyone would just KoS each other - something they wouldn't do in real life. Thats because your argument is true if and only if you are in a MilSim. Because its unrealistic for (most modern) soldiers in combat to wear bright colors while it is not necessarily unrealistic for survivors of a zombie apocalypse - here not having the option is the unrealistic part.
  7. Evil Minion

    new inventory system

    Plus this.
  8. Evil Minion

    One in the chamber Sporter Vs two players!

    I would have ran away - way too risky. With a better gun (or a magazine in the Sporter) and only one opponent I might have tried my luck. But then I also play on first person servers where the situation might have developed very differently (there is a lot of peeking going on here). Anyways well done - you made good use of those shots and your senses as well.
  9. Evil Minion

    What do you think about realism in DayZ?

    I think it should be authentic in a way that you feel you are in the real world with enough realism and complexicity to pull it off. In fact. Things should roughly behave like they would in the real world and not fullfill some unrealistic hollywood clichés. As I think the game should have a lot of depth and many complex features (in a way un-gamified) those should work realistically. Now at some points there are limitations - be it technical or because of the format of the game. Here breaks from reality are allowed and simplifications (like using random dispersion instead of a complicated system with hundreds of tiny parameters) as well. However breaks from reality should not hurt the authentic feel. For example there should be skirts because you will see them almost everywhere in real life - but you don't want them to have tons of storage space and protection against everything. On the other side realism should also not hurt the authentic feel (just to make this clear again: @tacticoolCrowd: DayZ is not supposed to be a MilSim and @antiTacticoolCrowd: special military equipment does not turn the game into Call of Duty). This would happen if realism and format collide - best seen in hunger/thirst rates and healing. Nobody plays this game 24/7 so no survivor uses enegery 24/7 while in reality all humans do. So unrealistically high hunger/thirst/healing rates actually improve authenticity by making you worry about food/water as much as you would in a real life situation. So realism where it adds depth, options and leaves the impression of being in a real life zombie apocalypse. This makes for versatile and understandable gameplay. Breaks from reality where technical limitations and the overall format demand it. And the avoidance of complex but unrealistic features whereever possible. In short: Realism as a means of adding depth to the game and allows to make choices based on real life considerations.
  10. Thats the disadvantage - which mainly applies to people in combat situations. So for a bandit painting your weapon brightly would be foolish. (Social) Friendlies on the other side might deliberately paint their weapons in a brighter color because of this. The actual use depends on the environment though: If its a "we struggle together" situation (as it most likely would be the case in a real zombie apocalypse) the advantages of signalling would be greater than the advanatges of camouflage. In a combat situation signalling might be useful but is usually overshadowed by the camouflage part. Now the "bright colors are unrealistic" crowd seems to believe that reality should behave like a MilSim (stop playing Arma right now and go outside!). Thats not the case. And even in a zombie apocalypse this would not be the case. Thats just another case of "I want others to play the game this way" - which originates in DayZ originally being a mod for Arma II - a MilSim. I think options should be ingame and people should have the chance to do something with them. As long as there are authentic downsides to them there is nothing unrealistic or unimmersive about it (unless you still believe you are in a MilSim). For example bright items are bad for staying hidden (should also affect animal AI in my opinon) and wearing no pants exposes your legs to the environment and removes valuable storage. Just not adding a feature because some players would do immature things is a bad argument - it just reduces ingame options, realism and those players would just find another way to go on trolling. Drawing on paper is a good example: There are people who think its bad because people would draw penises. Lets just say only being able to write does not stop me from drawing penises if I really want to. I find it very odd that people complain about KoS and wish for more social interactions but on the other side block everything that would benefit those social interactions in favor of a MilSim-y gameplay that emhasizes KoS.
  11. As zombies probably don't care too much about camouflage I would paint my gun gold for the following reasons: it shows my fellow survivors who and where I amit shows my fellow survivors that i am probably not someone who used the chaos to ambush and kill other survivorsits harder to lose and easier to find quickly if neededit shows that I am probably part of a group and maybe of higher statusI just like it to have a golden weapon I can only repeat that this argument is full of bullshit and MilSim biased and the game is actually more realistic if you are able to paint yourself in bright colors and significantly less realistic if you cannot find bright spraypaint or use it in this way. You people should really stop thinking "realistic zombie apocalypse = MilSim" - thats stupid.
  12. Evil Minion

    Sudden instant death and player Hit Points

    Any idea how many hitpoints are lost on leg breaking bug? Judging by the amount of complaints when compared to "zombie oneshots" it should be a significantly higher amount.
  13. Evil Minion

    new inventory system

    You should also have volume/shape restrictions - but maybe a little more detailed than it is now. This way you can give items more natural sizes but also restrict certain items to certain pockets without extensive lists. This would also reward players for thoughtful inventory management (you should be able to play without but good sorting should have its advantages). So my proposal is: make slots smaller but add more of them (e.g. 16x16 instead of 4x4)split slots for items depending on layout (e.g. for jeans 16x16 -> 8x16 + 8x16)make it possible to rotate itemsadd a general weight limit for a certain container:contents below limit -> container works just finecontents slightly above limit -> container slowly takes damage while in usecontents significantly above limit -> not possible/container breaksThe current systems problem is that is has not enough detail which causes pens taking up the same space as a pile of rags. Changing this to a pure weight system only shifts those issues around causing other items to behave unauthentic and oversimplifies the matter (by removing two dimensions).
  14. Please no! This would delay the patch for about half a year if not longer! There is nothing wrong with a .50 cal Anti-Materiel-Rifle in general but it would require: the weapon animation and model being implementedammo model and weapon sounds being implementedthe loot economy being far more advanced (this weapon should be ultra-rare)a weight and stamina system being implemented (its a very heavy cumbersome weapon)the weapon mechanics being revised (you shouldn't be able to use it reliably in non-prone position)the prone-spin being removed/nerfed (to add some drawbacks to prone position and allow for more authentic flanking)I also think weapons this big should not fit into any inventory slot (especially the magic rifle slot) requiring you to carry them in your hands - this would also apply to any kind of rocket launcher etc.
  15. Evil Minion

    sniper clothing

    I believe a Ghillie Suit is planned. And I am pretty sure there are about 500 topics about it. ;)
  16. Evil Minion

    Discussion: Barricading and Raiding

    Sadly all those ideas are deadly for the gameplay experience and should absolutely not be in game. Especially the first and last ones propagate extremely unauthentic and static gameplay and screw over any kind of dynamics and the perma-death feature. Owenership should only be measured the same way it is in real life: by cultural aspects. Now cultural aspects should not be hardcoded - otherwise they cease to be cultural and start being a magical function that screws over the players and emphasizes rules-lawyer gameplay. Now an AI might work in some ways: Having a companion animal watching your stuff for example. Human AI would not work properly and most likely contradict the game aspect of (non-zombie) humans always having the same capacities as other (non-zombie) humans. Also note that "your animal companion" is not an ownership relation but rather a consequence from the animal AI. If you neglect your dog I would totally like it if someone could "steal" its affection. So how to make barricading useful? First by cooperation - more people sharing one base means a higher probability of someone guarding it. Then by making barricades sufficiently advanced they would end up as an "end game feature" requiring another "end game feature" to get past. So they still work against anyone not in possession of the right tools. And in the end making those tools harder to get and to use than in reality might compensate for offline hours. It should always be possible to raid barricades - but the effort and risk involved should roughly match the effort and risk of building them. Also ghosting should be prevented by adding a "safe zone" on a zone sufficiently barricaded (like a house with all entrances locked) - to log in inside a safe zone you would need to log out there first leaving some signature (not ownership either as everyone inside should be able to do it). Everyone else gets moved outside when attempting to spawn there.
  17. Evil Minion

    Can we stop this instant-ruined-everything stuff?

    Thats still pretty harsh and still results in your clothes getting destroyed way too quickly. Maybe clothing should go down one grade for a certain amount of damage dealt to it. The exact amount should differ: T-shirts are by no means as resilient as leather or military jackets. Clothes should degrade MUCH slower but also be much harder to repair (use sewing kit + some material) and lose all functionality when ruined (might gradually lose functionality when progressing through damage grades). No to any kind of "in the meantime remove": Its alpha - things are there to test them. If you remove something its gone and might be forgotten. The more people cry to more attention it gets. Having loot destroyed keeps players looting and the hive from overflowing with gear.
  18. Evil Minion

    Why are social interactions so scarce?

    There are few reasons to cooperate right now and most of them are early/mid game - now loot abundancy and server hopping can cut those short in no time (with the recent changes early game is more important though): Socializing - Having someone to talk to and some company might help with the low-action parts of the game and even net you some useful information. Safety - A greater group reduces your chances of getting killed. Groups are stronger, can use more diverse tactics (try to flank when alone) and in the end more people around you simply reduce the chances of that sniper shooting exactly you. Help - Sometimes things happen to you. For example the game might decide you would look much better with broken legs. Having people around to protect you from further harm and help solving the issue can be of great importance. Passing out from blood loss means death for a lone wolf but with the right help you can survive it easily. Tool Usage - Being able to share tools reduces the need for inventory space leaving more for other items and might also allow for backup tools if needed. Supply Storage - More players more storage - combined with tool sharing you can carry a much greater amount of supplies to be ready if needed - especially true for medical items. Manpower - You can fullfill tasks much faster than single players. A group of players can loot through places at a much higher rate, can gather different resources much faster and can cover a greater search area.Now in the current state of the game the last three quickly lose their impact as you get geared. The current inventory makes it possible to carry most of the important tools by yourself and still get enough supplies (especially as you can easily raid towns and villages for additional tools and supplies). The weather system is pretty one-dimensional at the moment - you only need to prepare for getting cold - so there is not much need to carry additional clothes. And finally there is not much you could not achieve on your own - maybe this will change once vehicles are introduced but currently lone wolves do not miss out on anything - it just takes a little longer sometimes. On the other side teaming up has some disadvantages as well: Rivalry - More people in your team means less loot for every single one. You might share tools and distribute work but you still need to feed and dress everyone. Also if you find a rare item there are good chances you won't be the one getting it.Paranoia - Even without rivalry you cannot be sure about other players intentions. Are they really friends or do they want to lure you into an ambush? Or are they just psychos waiting for the right moment to murder you without reason? Or maybe they are just bumbling fools whose actions might endanger you?First Contact - Thats probably the biggest one. In order to cooperate with someone you need to get into contact first. Not hard if you play with offgame friends but inside the game its risky. As you approach them others might blow your brains out for various reasons. When meeting someone many players will assume he is hostile and often shoot first, never asking questions. Other are hostile and enjoy blowing trusting brains away.So there is a lot of risk involved to build a group out of strangers and the rewards while still noticable pale in comparison. The core issue is solo play being too easy and group play not providing enough reward to be worth the trouble (unless you got offgame friends you can trust). Though in the long run and especially with some of the planned features cooperation might be worth it. The social aspect can be improved by adding additional ways of communication (like being able to use spraypaint on walls or draw on paper, a megaphone etc.) and a more items for roleplaying. This might go from "joke items" over a greater variety of clothes/weapons/etc. to some items that offer unique possibilities even if they are not directly linked to survival. But I think in order to keep authenticity and atmosphere items should be realistically implemented. There is nothing wrong with adding a pink miniskirt - but it should come with the expected downsides: almost no protection against anything (but overheating) and no/very low storage space. The safety effect is related to weapon balance and rarity as well as meta-safety in terms of hack prevention. Specialized weaponry also plays a role as it allows for more diverse squadplay boosting the power of those weapons when used in a cooperative way rather than a single person. Another aspect is customization - both temporary (clothes, gear) and semi-permanent (hair, beard, tatoos) and permanent (face, body shape, name) - as it allows for player identification. In firefights it reduces the possibility for friendly fire while in social interactions it makes it easier to tell people apart. To help someone he actually has to be oin a situation where he needs help. If he can take care of everything by himself why should he need you? Key is to provide a harder environment with more hazards, more challenging zombies etc. and provide necessary options and applications for help. If there is always the possibility to stumble into a situation where some helping hand would greatly increase your chances of success there is more reason to keep this helping hand around. This gives players some kind of "common enemy" to fight. Combined with the safety aspect this also works in PvP. Knocked out by blood loss? Good thing your friend is here to bandage and give you an infusion! Here inventory, weight and stamina system play a vital role - if you can carry around all the tools without any ill effect why shouldn't you carry around all the tools? On the other side if there were any downsides multiple players could either split the tools to be lighter or use one for package and have the others enjoy low weight. Also having one tool (and maybe a backup tool) for the whole group also frees up space for other items as well. Another aspect is tool rarity and maintenance. Lone players would probably have lower chances to benefit from rare tools and they would also have a harder time maintaining them. On the other side tools should be resilient enough to provide enough utility for a whole group while still degrading fast enough to care about maintaining them. Here it might be best to have them quite rare but robust and tools/resources for repair being equally hard to find. A good example: Making the sewing kit less common but also allowing a lot more uses while requiring some other clothes (or rags) as material would boost its cooperative usefulness. This one really relates to loot rarity and usability. Why carry a lot of supplies if you can find tons of them everywhere? Why carry different types of clothes if the weather always calls for the same best setup? Why carry medical supplies if its easy to avoid sickness? So to improve this point supplies should be harder to find in general and there should be more uses for them so carrying them with you actually has another effect than not needing to run to the nearest town or blocking inventory space. Here is the place for all those "end game" suggestions. Providing cooperative goals to work towards with the help of other players would cause some to band together to accomplish something. Be it building a base or getting a vehicle, collecting all kinds of different weapons or working towards very rare equipment. There should not be quests in this sense but gamplay elements that would be exceedingly hard or even impossible to access for single players (maybe because of the time effort or competition from groups or simply because you need multiple "operators") and thus require some coordinated effort. Working persistence is the main foundation of all those things.Now all those points are interconnected as they influence each other. In most cases improving one also helps the others. The essence is that a overall harder game with a wide array of interaction possibilities and good rewards for cooperation would improve the social part. BUT it should not be overdone on the very basic level - the game should be hard but not impossible if you are a lone freshspawn (which should be considered the default starting situation). Though it might be somewhat luck-based if you cannot find crucial items - thats okay. Advanced gameplay elements on the other side may require teamwork or at least greatly benefit from it. TL;DR: Holy shit - this post is long. In short: To increase social interactions make the game harder and increase the reward for teaming up.
  19. Evil Minion

    Eating and drinking system - Please, just give it up.

    It works for me in both .49 Stable and .50 Experimental so its probably some kind of bug that happens under specific circumstances. Its noticable as it gives you some resistance to cold (which drains energy) allowing you to survive longer before you are able to warm up. The "Stuffed" state has nothing to do with overeating (which does not give you any further status after bright green energized) - its just the indicator of how full your stomach is. Eating/drinking too much leads to vomiting which drains some energy and water but also empties your stomach - in fact its worth doing at times at it might allow you to reach a certain status faster provided you can compensate for the loss. Sickness can't be cured by vomiting - thats a myth (caused by an interface bug or misinterpretations of sickness progress). However vomiting will empty your stomach allowing you to eat/drink more which in turn allows for faster recovery. But if you cannot compensate its actually dangerous to vomit as you will lose valuable energy and water. Do not vomit if not stuffed and bright green energized/hydrated. Instead eat and drink to keep those. Charcoal tabs will cure most sicknesses (not chemical sickness) skipping the ill effects. You can even abuse this by eating a greater amount of "bad food" (raw, burnt meat, rotten fruit, poisonous berries etc.) and then throw in Charcoal tabs to avoid getting sick - making them some kind of "food purification tabs". Hunting can sustain you and allows for more flexibility compared to canned food. But its rather opportunistic - if you are in the wilderness and feel like making camp/eating something with an animal nearby you can fill up your energy reserves. In general canned food is easier to get and works as prime food source but neclecting hunting for the sake of saving two inventory slots (you will carry a weapon and camp making gear anyways) is just less flexible and thus might put you in a disadvantage. I would like it if they would actually implement real hunting (+) though: animals are shy and tougher (requires you to stalk and carefully aim your shots)animals might defend themselves in dire situations (just makes hunting more interesting and gives some additional values to player-side hunting skills)animals give more meat and meat amount is determined the damage they took (blowing up an animal with explosives would net you barely anything but a careful headshot would give you enough to sustain a group for quite some time)meat can be prepared in multiple ways to improve the food value (like cooking stew)meat should rot if not prepared (e.g. by using salt) making it a good but temporary food source I think most tools degrade too fast. This was toned down for can opening but otherwise items get ruined far too quickly. Now this is counterbalanced by the amount of loot and maintenace being a point&click instant feature but I think it would help gameplay a lot if tools would be more rare in general but degrade slower though still fast enough to acre about regular maintenace. I can see the Fireaxe being less durable than the Splitting Axe though. Stones might not sharped to worn but then there should be sharpening tools for this (also melee weapons in bad condition might deal less damage depending on type). I like it. The first phase is much more interesting right now as you struggle for basic supplies. And finally beating it feels much better - also adds value to your life as everyone has to go through this early game struggle again after death. And it is a phase where you can actually appreciate some help from other players. Thanks to the weather effects you have much less time now - making it a timed mission. Sure its somewhat luck-based but on the other side its the very first part of the game - if you fail you don't lose too much but if you succeed its quite a reward.
  20. Evil Minion

    Eating and drinking system - Please, just give it up.

    This is actually a "mimimi can't feed myself plz nerf hunger" topic. Try to focus on getting food, drinks and keeping/getting warm (because being cold drains energy). You want bright green energized, bright green hydrated, healthy and 36.7°C. Then you want to keep it this way. Which is only the focus for the very first phase of the game - then you usually have the tools to deal with your demands. Nothing wrong here unless you want to skip this phase and go straight for the 1337-5n!p!n9 - but then don't dare to speak of survival.
  21. Evil Minion

    Sudden instant death and player Hit Points

    Probably not because its most likely a side effect of an unfinished health system and the health system doesn't seem changed. Leg breaking bug is definitely still there.
  22. Evil Minion

    Guns that Jam or malfunction.

    Actually an argument for degradation from use as it introduces a tradeoff and a choice to make as well as make you care about your guns condition. Sorry but firearm maintenance is a big part of firearm usage. Use your gun and it will degrade from this use. Maintain it to keep it going. Nothing wrong here - in fact it would enhance the game. Not a sin either but rather a simplification of the complex system happening in real life where the outcome is... exactly the same. Its not about the luck factor but about thoughtful avoidance of those risks. Keep your gun in good condition to avoid jamming. Stay within your weapons effectve range to avoid missing because of dispersion. Those things add depth to the game. You may stress your luck and go for risky options or you can avoid being slave of the random number god by thinking beforehand. Not better. Thats static and unauthentic. I would rather like it if weapons would degrade very slowly when used and only take significant damage from getting hit. Condition would determine dispersion, bias and chance of jamming and cleaning your weapon would improve condition. I also think weapons in relatively good condition should never jam - this should only happen with significantly damaged ones (allows to eliminate "bad luck" using maintenace). Maybe weapons might also slowly degrade while being wet (rust). Thats basically what this is about. When using a firearm it condition would slowly worsen. Not to a degree that a few firefights would wreck it but if you don't care about it it will perform worse and worse until it finally becomes unausable. So someone who fights a lot should have a cleaning kit ready but someone who barely uses a gun would be able to go on for quite some time.
  23. Lets bump this one more time.
  24. Evil Minion

    Loot Rarity Categories

    There are some discussions of people wanting certain items and others not wanting them because "they are useless", "its a survival game", "its not battlefield", "its not a dress up simulator", "it would be overpowered". In my opinion thats all bullshit - those people just want their favorite features implemented instead or avoid being on the receiving end of a asymmetric situation. Bring on all the loot (thats below a Battleship)! But make items sufficiently rare so DayZ feels like a proper survival game nonetheless. Having those big, shiny, awesome, tacticool whatever items gives players goals - and something to fear. You know its unlikely but sitting at your campfire a humble revolver being your only defense knowing somewhere out there are people with assault rifles or worse creates tension. And finally after hours - probably with the help of others - you finally get your hands on one - what a reward. But you still know there could be an even bigger fish. Now I like to think of DayZ gameplay as "play the cards you are dealt" - so I will name the different tier after poker hands. Keep in mind vehicles would need fuel and repair and firearms would need ammo and maybe magazines as well. High Card Tier (Abundant) Those items are everywhere and can be harvested with or sometimes even without the right tools. Wooden Sticks, Berries, Rags etc. One Pair Tier (Common) Items that are common and can be found in almost every household no matter where you are. Chances are pretty high to stuble across them by sheer luck and when entering an unlooted house you should most likely find one of those. Kitchen Knife, Tracksuit Pants, Leather Shoes etc... Two Pair Tier (Uncommon) Items in this tier can be found in many households or other buildings provided you know where you look. Looting through a town would probably net you some of those given nobody took them before. Splitting Axe, Wool Coat, Rope etc. Three of a KInd Tier (Rare) Items that can be found in most towns but are considerably rarer than the ones in former categories. Finding one of these should not be easy but it is a great step forward if you mange to. Usually at least one per unlooted town unless you are getting really unlucky. Handgun, Cargo Pants, Bike etc. Straight Tier (Very Rare) Those items while still available in most areas are hard to find and might require extensive search with a little bit of luck. You may not be able to find this kind of item in every town so better get used to wandering off and trying your luck elsewhere. Hunting Rifle, Hunter Pants, Scooter etc. Flush Tier (Extremely Rare) Finding those items is hard and should require players to search specific areas or buildings to even have a chance finding them. Now extensive search of (multiple of) those areas should eventually lead to success given no one else was faster. You should forget finding this gear soon after spawning - thats the tier most long-term survivors would sport if they got a little lucky. Submachine Gun, Military Grade Pants, Small Car etc. Full House Tier (Ultra-Rare) Very hard to find gear of this tier should be the rarest non-limited gear ingame. Bound to a few limited spawn points combined with a low spawn rate those items are above what you could simply find by surviving long enough and having a little luck. Getting them should require major effort and keeping them... even more so. Assault Rifle, Ballistic Helmet, Truck etc. Four of a Kind Tier (Unique) Good luck finding one of these. Thats about the "one per server" tier - though bad luck might cause servers to not have any of those items on them. Finding one is extremely unlikely and you should be able to not see a single one in a very long time even if searching for them. Those items should be globally limited to ensure rarity. Getting your hands on one of them is the maximum of what to realistically expect. Sniper Rifle, Body Armor, Humvee etc. Straight Flush Tier (Stuff of Legends) Now those items have impact by their sheer existence. Its very unlikely to ever come close to one but you know they are out there - somewhere. Even extensive long term search would most likely result in failure. Casual players logging into DayZ from time to time might never encounter them at all and even veterans should seldom catch more than a glimpse. Anti-materiel Rifle, Night Vision Googles, Helicopter etc. Royal Flush Tier (Holy Grail) An optional tier consisting of gear so rare you might only have one or two instances in the whole game. Getting this requires more than exceptional effort and luck - thats what it would take to even catch a glimpse of a part. Because of this exceptional rarity this gear might be nothing more than a theoretical possibility that might never come it life. Battle Tank, Self Propelled Howitzer, Gunship etc. TL:DR: Give us all the loot - but make it rare.
  25. Evil Minion

    Notes You've Found/Written

    So why can't we draw or spray on papers or walls again?
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