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Everything posted by Evil Minion
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Not a problem and especially not a problem with rifles/shotguns as you get a free magic back slot for them. Not everyone should have a gun let alone multiple guns, not everyone with a gun should have ammo for it and not everyone with a gun and ammo for it should have enough to shoot around without second thought. That being said I would like to see more magazines and less ammo boxes spawning.
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Spawning on the prison island will have two main effects: Lots of people will spawn suicide to teleport there.Almost nobody will take the risk of swimming over as it most likely already looted by the people who spawned there.So in the end we would have a PvP island and the rest of Chernarus with very little interaction. I would rather keep the unique location we have now that requires you take a a risky swim in exchange for being relatively close to Cherno.
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Are you by any chance fully geared with a Ghillie suit or a thick jacket sprinting around all the time? If yes: It's a feature. Currently it's summertime in Chernarus.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Just a bump so people don't need to start topics for single items already on the list. -
While .308 Winchester is slightly smaller than 7.62x54mmR the difference is pretty marginal and doesn't really justify a different stack size (unless .308 Winchester gets 21 round stacks which would be pretty odd). The lower power (~5% less also not that much) might also come with slightly lower recoil. 12 gauge is much broader than both so I think stacks of 15 are justified. .45 ACP is hyped. 9mm rounds can also easily kill a person in a single shot. .45 ACP might be a little more powerful (it seems performance data overlaps so you can also find .45 ACP rounds weaker than more powerful 9mm ones) but much closer to 9mm than to the way more powerful .357 Magnum. In Dayz a shot from a Colt 1911 is somehow just as powerful as a shot from a Repeater which is hardly authentic.
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Full power rounds are more powerful at the cost of increased size, weight and recoil. That's why in most modern army standard rifleman are eqipped with low caliber or intermediate rounds. To represent this stack size and weight (heavier from left to right) should be adjusted: 15 - 12 gauge20 - .308 Winchester and 7.62x54mmR25 - 7.62x39mmR, 9x39mm30 - 5.45x39mm, 5.56x45mm40 - .380 Auto, 9mm, .45 ACP50 - .22LRIn terms of hit value (which in some way translates into damage) the .45 ACP round is way too strong and should be closer to 9mm. I propose reducing the hit value from 9 to 7.5. Also weapons should feature muzzle velocity according to their real life counterparts which might also affect ammo balance. And finally rarity. The 7.62x39 round being an exclusively military round gimps several lower tier weapons completely. Same with .45 ACP rounds. Both should spawn in civilian or hunting locations as well although not in great numbers. This should actually be a general thing to smooth out ammo possession - maybe increase magazine spawns while decreasing box spawns and make stacks spawn much smaller on average.
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Meaningful Customization: Complete Edition
Evil Minion replied to Evil Minion's topic in Suggestions
Things are progressing. When I started this topic there was no temperature system and wetness did not really do anything but spam you with messages. Stamina is in the works and I really hope character customization will also be added at some point (using the procedural color change system that is in devolpment for guns on player models might allow for quite some variety already). An interesting effect with some body features (like long hair) and clothes (like the ghillie suit) might be a slow down or stagger effect if running close to bushes etc. For hair this might be mitigated by cutting or making a braid and in case of clothes it might add another dimension for balance and authenticity. -
What exactly is the intended effect? Players getting annoyed to have a 10 second timer when logging out and just using taskkill as result? Having 10 more seconds before the body disappears? If you want to do something about combat logging why not pause the timer before a character disappears as long as active players are in a certain radius? Within this time the player cannot join another server (unless she starts a new character) but may log back in and instantly take over the character left behind.
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Currently there is no reason to use te CR527 (or Izh 18) as it got on the shorter end of the current weapon balance and loot drops. The main point is 7.62x39mm rounds being classified as military ammunition. This means as an "early game weapon" you need the magazine not only to get the maximum amount of shots for your weapon but also to have any bullets at all. Now magazines seem to be notoriously rare compared to weapons or even ammo making it highly likely to find a superior gun with ammo before you are able to fire a single shot. In terms of performance the CR527 offers little. It's a bolt action but only fires an intermediate round, only holds 5 shots even if you are lucky enough to find the magazine and despite being a carbine it's weight (thanks again magazine) and dexterity values are slightly worse than those of the Winchester 70. Now that it can mount the hunting scope it got a bump in viability but all the other options are still far better and it lacks a particular niche. Can it be made viable. Of course it can. There are multiple options: Make guns much rarer so players are happy with finding a low tier choice instead of ditching it as they swiftly get a better gun anyways.Allow 7.62x39mm rounds to spawn in civilian or hunting locations (also reduce the AKMs accuracy and fix server hopping).Give it a higher dexterity rating because of it's shorter length.Introduce a weapon length effect (similar to Insurgency) that gives shorter weapons an advantage in close quarters.Make it more common than competing hunting rifles (Winchester 70, Mosin).Change scope zeroing to a fixed elevation with the Hunting Scope being calibrated for the CR527 by default.
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I don't think firearms should be weaker (in general). It's neither authentic - they are designed for killing - nor good for gameplay as it would simply increase the power of automatic weapons even further. If anything make it harder to drop someone with a gun by reducing their free/magic power: no magic zeroing on scopeszeroing animationwind, weather and distance affecting bullet path and powerno magic slot for "primary weapons"guns being relatively rareammo being sparse(fix server hopping otherwise the last two/three points might be meaningless)nerf .45 ACP (it should be much closer to 9mm than .357 Magnum)Other than that bullets should do significant damage. Now Instant kills should not be guaranteed (maybe safe for some headshots) but definitely possible. One hit kills (which includes the target dying later from the damage done) on the other side should be likely unless the victim gets medical assistance pretty soon.
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Multi-Person Mechanics to discourage KOS
Evil Minion replied to FlimFlamm's topic in General Discussion
Hardly. The major difference is that in order to kill someone with an axe you have to get close and put yourself at a risk. Your target has more options to react and avoid death. Compare that to "aim, click and drop him from afar before he even knows you are there". It's no longer as easy. And player threat goes down which means it's less viable to kill someone just to be sure.Now completely taking away guns would take out significant parts of the gameplay (we do not want this). However, making them rarer allows for more room where player threat is relatively low which might benefit both social gameplay and melee PvP. It also adds value to low tier firearms as you are happy to at least have something as opposed to the current "almost everyone got a better gun" and makes finding a firearm in general more rewarding. Ammo is a special case as it should be rare but not in a binary "you either got 40 bullets or zero" way. Instead there should be smaller amounts of bullets so you can use your weapon but not a lot. This way you have to think about actually shooting some random guy - you can drop him but it would get the attention of greater threats and cost a bullet you might need to fight them off. -
The most realitic way is actually to give weapons the capacity of instantly killing someone without guaranteeing it. As soon as you can 100% predict the outcome it's no longer realistic.
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Sprained Ankle - what are my options?
Evil Minion replied to Death By Crowbar's topic in General Discussion
Did relog chance anything? -
Best place to find CR527 magazines?
Evil Minion replied to peetar27's topic in New Player Discussion
Honestly you should not waste time on finding CR527 magazines as the gun is a straight downgrade from the Winchester 70 that needs both a magazine and military grade ammo while you can find .308 rounds far easier. -
Multi-Person Mechanics to discourage KOS
Evil Minion replied to FlimFlamm's topic in General Discussion
KoS goes down. Because the chance to encounter a player with gun (= the one that can kill you from afar) is greatly reduced thus "paranoia kills" are less justified. On the other side less of the "kill for the lulz" players actually get guns to pull it off. Simply put you have four types of player: The friendly ones without gun. The friendly ones with gun. The hostile ones without gun. The hostile ones wth gun.Only the last group can KoS reliably and the higher the chance to meet one the higher the chance people will shoot "just to be sure". It's basically the same concept as gun control: by reducing the number of people with a gun you also reduce the number of idiots with a gun. -
Sprained Ankle - what are my options?
Evil Minion replied to Death By Crowbar's topic in General Discussion
I got this at some point after running around, jumping and dropping form very low heights (that did not do any noticable damage). Whatever the reason I was able to cure it using a splint - or at least the indicator disappeared. You may try a splint again or it actually did work but did not show until relog. -
Problems with accuracy on Winchester?
Evil Minion replied to Just Caused's topic in General Discussion
Maybe the hit detection is messed up? Though I got a similar effect with the Mosin some patches before where zombies were hit and died but did not show (they kept running/standing as before). Seems like magic zeroing sometimes works against the shooter and not only against the target. I hope they will change it to non-magic soon-ish now that FoV is fixed for scopes. Only that the ACOG increases this accuracy just by being mounted. And it gives you a better vision on your target and magic zeroing if you want to shoot further. With the ACOG the effective range of the MP5-K increases up to over 200m (when using all attachments) and allows to take lucky shots beyond that. -
They are few in numbers and no longer magically aggro on you from far away and out of sight. It's quite possible you went right past some or people other cleared your path before. If you want to see zombies you can shoot a gun (the louder the better) and see if some charge you. But be careful their sounds are bugged and might come from a different direction.
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Fists are not overpowered. You cannot even use them while crouched. However,they may knock out a player/zombie a little faster than they should. I could say melee weapons are underpowered but that's not quite true. While they should do more damage and (in case of slashes/stabs) cause more bleeding there should be more ways to defend against them - being able to avoid strikes, block them or flinch your opponent by hitting him faster.
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Multi-Person Mechanics to discourage KOS
Evil Minion replied to FlimFlamm's topic in General Discussion
Strictly speaking of KoS: That's a big point. Reducing weapon and ammo abundancy would mean a big chance here as the average player threat level goes down (players are less likely to shoot you because they simply can't) where the cost for shooting goes up (bullet loss, weapon degradation, noise). So in fact shooting a random player might be more risky as you lose valuable ammo, degrade your weapon and maybe get the attention of someone (or something) much more dangerous. Now in general we do not want to eliminate KoS completely but rather provide viable alternatives and make it less of the "go-to playstyle". By introducing cooperation and cooperative rewards there is more reason for the "non squad players" to work together instead of simply shooting each other. And cooperation between big groups might even benefit "squad players" (especially when talking "end game feature"). You should be able see strangers not only as a potential threat but also as a potential resource and killing others as some kind of investment. -
Has the Shotgun been Buffed or Nerfed Recently?
Evil Minion replied to Schweinsteiger's topic in General Discussion
In my experience the shotguns in DayZ are closer to the real deal than the "hug guns" in other games. In 0.57 stable I only tested one on zombies and found it to be lethal at 50-100 meters. It's still somewhat random as the shotguns are quite inaccurate (authentic) and the pellets can go wide at times. Still being hit by one pellet should be comparable to getting shot by a Makarov or PM73 RAK. Now shotguns have a history of bugs. People could auto-fire them (maybe a cheat) and often they would give you ghost shots that played the sound and caused recoil but did not fire the projectiles. Then at some point pellets did not work and only one was fired. The devs responded with a temporary "fix" simply increasing the one pellets damage by... a lot I guess. When pellets were actually fixed this was still ingame so for a short time firing a shotgun would result in a "cone of death". Then they toned down the damage but something went wrong causing shotguns to break legs, ruin clothes but not actually damaging the target player (there are videos about this, probably desync related). -
Multi-Person Mechanics to discourage KOS
Evil Minion replied to FlimFlamm's topic in General Discussion
That's pretty much a given. Just as the final game shouldn't artificially favor a lone wolf playstyle (which the current version somewhat does) it shouldn't artificially favor multiple people playstyles.Of course you should be able to get apples off a tree on your own - however, using two people might result in more apples at a much quicker rate with comparatively lower energy cost. Dragging a body/person should be possible on your own but it might be very slow and exhausting compared to using two people (and using something like a stretcher might improve this even further). On the other side things like climbing over certain walls, scaring off hungry wolves etc. should not be possible for lone wolf survivors and for certain things (breaking open crashes/buildings) they might need heavier, less practical and rarer equipment. -
Multi-Person Mechanics to discourage KOS
Evil Minion replied to FlimFlamm's topic in General Discussion
He simply does not have access to the cooperative features and cooperation rewards in exchange for not having to deal with other players (friends who might not have time or strangers who might not be trustworthy). Tradeoffs is the keyword here.Now in many (not all!) instances there could be a more time and effort consuming option but this one might be way harder - e.g. breaking open a dynamic even might require both to have a stick or melee weapon while a lone survivor might need heavy powered equipment to do so. -
It looks very much like Three Valleys - the northernmost on the road to Msta to be more exact. Around square 122:096 I would guess.
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How to make .22 long-range sniping impossible/unviable?
Evil Minion replied to Sister Ray's topic in Suggestions
What makes weapons in DayZ so damn accurate is attachments like scopes decreasing their dispersion values. Other than that dispersion is not that far off: 0.006 rad ~20 MOA -> hits reliably* up to ~75m (handguns)0.003 rad ~10 MOA -> hits reliably up to ~150m (submachine guns, Obrez)0.002 rad ~7 MOA -> hits reliably up to ~225m (Longhorn, AK-74**, VSS)0.0015 rad ~5 MOA -> hits reliably up to ~300m (assault rifles**, hunting carbines***)0.001 rad ~3.5 MOA -> hits reliably up to ~450m (hunting rifles)0.0005 rad ~1.7 MOA -> hits reliably up to ~900m (SVD)Now adding attachments warps it around pretty heavily. For example the hunting scope increases the effective range of a weapon by 20-33% not even counting the magnification and improved zeroing. Having a handguard and buttstock on your assault rifle increases effective range by 15-25% (only attachments, fixed handguards/buttstock do not give you any benefit). Both buttstocks and scopes also reduce recoil (makes more sense but not if you realize that the hunting scope halves recoil). So basically the Hunting Scope gives every weapon it is attached to a pretty significant hidden powerup. * 45cm static target ignoring any sway and human error. ** In my opinion AKM and AK-74 should swap dispersion values as a major point in introducing the latter is increased accuracy. *** CR527, Sporter, Trumpet, SKS