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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    Can somebody please explain;

    Its probably a combination of: it started as an Arma II mod thats the way they like to play third person reduces immersion and also tactical options (because of wall peeking)
  2. Evil Minion

    Character customization?

    Then I really hope they will do a shitload of them. I don't like playing in a world of clones.
  3. I agree with all but this. In my opinion there should not be any magical slots at all. This means most melee weapons would require space in your inventory and most rifles should require a gun sling to carry on your back. In this regard the quiver should work like the storage for your bow as well by either working as "gun sling" (activating a "on the back" slot for the bow - which actually makes it a magazine-gun-sling-hybrid) or as some kind of holster. Either way the arrows should fit into it as well. Now some items like the fishing rod or bow have parts that can be "misused" as slings so they might still fit on your back. So maybe the bow can be one of the few items that bring their own slot by default. In this case the quiver should either be a separate item or a chest attachment like the chest holster.
  4. Evil Minion

    Trick to recover reset character?

    Try joining another server - sometimes it works. I think its essential to be quick about it because otherwise your new character will overwrite the old one.
  5. Evil Minion

    Ingame map

    Updating the ingame map is a lot of work and I think they are just leaving it until they are finished with the actual 3D map. The online map is a user created tool to help with navigation and looting - the people maintaining it have far more reason to keep it updated. I think the ingame map will never be as good as the online map in terms of navigation - its future is probably to be modified ingame to show plans, hiding spots etc. and give it to other players. Basically a sheet of paper with a pre-drawn map you can use to mark locations, routes and areas. I really hope they won't pass that chance because they are afraid of penis drawings. Maybe notes disappear because they are server specific? Did anyone test their behavior?
  6. Evil Minion

    High Pop, Low Pop, Why Pop?

    So when faced with "your suggestion is not constructive" you basically said "yes I don't want to improve the game but only reduce enjoyment for a particular group of players I don't like". Please don't spam the suggestions forum then - go here. Personally I would like a more dynamic gameplay: dynamic loot/zombie spawns emphasize migration and shift hotspotsloot spawn rate depends on server population to negate the advantage of frequent switchinga significant cost for (excessive) server switching makes using ingame connections more attractivelong times between server restarts cause less disruptiontime consistency (24 hour cycle) allows for natural fluctuations in player countenvironmental hardships and loot rarity cause greater competition (and thus more reasons to be cooperative/hostile)high effort features can cause long term goals for people who want thisa slower average but higher maximum travel speed causes higher chance of meeting someone outside of hotspot areasdesignated spawn areas cause experienced progression and a greater appeal to move away from your spawn point...while density weighted spawns inside that area make it less likely to get spawnkilled and more likely to survive your first minutes
  7. Please no - yes knowing is nice but I like to be surprised as well. Also people would cry about their favorite gun not being on the list, a gun they don't like being on the list, the guns on the list not being implemented fast enough, gun A being released before gun B, the list being too long or too short etc. Same for melee weapons - both announcing a Katana or not announcing a Katana would probably result in a shitstorm (pretty sure there won't be a Katana though). Releasing weapons one at a time might reduce community backlash and lead to better actual feedback. And you can still change your mind without people going "BUT YOU PROMISED!"
  8. I think he might have canceled bandaging or was just finished but the animation bug hid how he was drawing his weapon and shooting at you.
  9. Evil Minion

    High Pop, Low Pop, Why Pop?

    All I can see there is a workaround on how to play with your buddies. Not a bad idea by itself but still not the answer to what I just wrote. For me it seems like the original suggestion has way too few upsides and far too many downsides so I would rather see a "balance type" solution instead of a "matchmaking type" one.
  10. If they manage to introduce a better fire selection feature I would like to see a combination gun. It might come with a conversion feature (attachment, kit etc.) to allow for multiple cartridges. Also .410 (or a similar caliber) would actually make a good addition. We got so many rifle cartridges. What about adding a second shotgun cartridge? Some possible civilian handguns: Colt Cobra (.22LR) A second revolver and another .22LR gun. Might make for a good starter weapon or practical sidearm. Glock 25 (.380 Auto) A .380 auto handgun with a good magazine capacity. Typical design and probably one of the better variants to add. And looking at the tags some military equipment: SA80(5.56x45mm NATO) We already got UK equipment so its reasonable to think British forces were part of the NATO troops in Chernarus. FAMAS-G2 (5.56x45mm NATO) The French service rifle might also be possible because French troops maybe part of the NATO forces. The G2 version is for compatibility reasons. G36 (5.56x45mm NATO) Used by Germany, Spain and some other countries this AR allows for multiple versions of different length. Might come with an adapter to use STANAG magazines. Steyr AUG (5.56x45mm NATO) Austrian servce rifle so the same argument as above. Futuristic design but its around for quite some time. should come in a version that uses STANAG magazines. Steyr Scout (7.62x51mm or 5.56x45mm NATO) As a scout rifle it makes for a lightweight and wiedly sniper/hunting weapon. Offers more utility than a true sniper.
  11. Evil Minion

    High Pop, Low Pop, Why Pop?

    Fine for you but not fine for most people so it should concern you (if not you can keep your ideas to yourself). There are better options to get the results you want than forcing players to join random servers. In fact your suggestion actually conflicts with most (all?) ideas on how to stop (excessive) server hopping - so its actually pretty damn bad. I can see the reason behind limiting access to empty servers to avoid giving server hoppers too many targets but forcing every player on a random server would probably just spread them thin resulting in much less tension, makes server hopping more desirable in the process, has people end up on worse servers (like that "24/7 daylight, 1 hour restart" crap) and makes finding the right server pain in the ass. For what? A minor increase in risk for server hoppers and low pop fans? More people trying out hotspots? Edit: Sorry, for basically conserving that post.
  12. Evil Minion

    Stay OUT of Gorka and Staroye

    Zombies? Kill them!
  13. Evil Minion

    A Couple Sniper Rifle Suggestions

    At least those guns have their respective niches while the CR527 has a more common and stronger competitor (SKS) and shares ammo with the currently most effective gun (AKM). Having attachments for most gus would be nice but I don't like the current "dispersion bonus" system that much. Only very few attachments like compensators or silencers should actually affect dispersion. Most should affect things like dexterity, weight, recoil etc... Sniper rifles in general should not be too common - or scopes in general. Right now everyone is running around with at least one scope for his/her primary weapon. I think unmodified weapons should be normal and attachments should be special not the other way around.
  14. Evil Minion

    Some thoughts after 12 hours

    Game balance - I can't crawl through doors so in order to make it fair you can't crawl upstairs. Sadly thats not true. "Sadly" because its reality that gives us just as much rain at least where I live. Why would you kill yourself in a game about surviving? Better get rid of those stuck spots instead. And if you run away from the map you kinda deserved it. (Maybe there should be a warning though). I would rather like to see a more natural pickup system where you can take items from the ground into your hands more easily. In fact those items you are talking about are usually reachable by manual pickup - but nobody uses this because it can be fiddly at times and the real uses like quickly picking up a weapon or tool from the ground are just not there. So I think manual pickup should receive the buff not vicinity search. I believe I killed zombies with the Sickle this patch. Are you sure you are hitting them? Isn't this how it is intended to work? I mean holding shift outside of water also makes you go slower.
  15. Evil Minion

    High Pop, Low Pop, Why Pop?

    I don't want to end up joining a low population server just by chance. Even on high population servers you can still go quite some time without ever meeting someone (if its the player count or unfinished dynamics is up to debate). I think people should be able to decide freely here - however your "average gear up speed" should not be affected by your choice of server. But this was discussed before - by making the loot spawn rate depending on player count (over a certain "base number" of items to avoid new servers to be completely empty) low population servers would offer less loot as well as less competition. So low pop gameplay would mainly consist of surviving alone in the wilderness, PvE and running around trying to find some rare loot items. High pop gameplay would mainly consist of interaction, a PvE/PvP mix and competition for rare loot items. People should be able to decide according to their preferences while a balanced loot economy and reasonable cost for switching servers (at least switching servers frequently) should prevent abuse. If you call wall peeking and getting killed by wall peeking campers "chilly" then yes. I think most people play third person because its implied to be the "default" version and the way this game is supposed to be played. And maybe because its a little easier to get into because you can see your stance. However, aside from that small bit of learning* first person would probably make for a more enjoyable and "chilly" experience. *Which is more like "getting used to" than "studying". Also given the other base mechanics of the game this minor effort is almost neglectable.
  16. Its about all the clothes listed in the OP - but the forums don't support polls that big so I had to split them.
  17. No english subs this time? This bug can happen with you weapon out. Some time back I met some freshspawns with a pistol drawn and heard them talking that they don't trust "the one who always puts his gun in and out".
  18. Evil Minion

    Hyperthermia Guide Exp. 0.49

    We just need to put in less excess military gear like ten magazines, twenty piles of ammo, three different pistols with five magazines each, four medipacks and a mobile gardeners toolbox. And some smaller items (like pens) should be made stackable. I think the "target temperature" thing is a little odd but its probably easier to implement and oversee this way. Parameters need work though.
  19. Evil Minion

    Colour blind support

    There should definitely colorblind support for the inventory screen - however it should be an option. Because I like the green/yellow/red color scheme and for me its the most intuitive and lucid. Which is probably true for most non-colorblind people if you look at traffic lights for example. So maybe two versions - the green/yellow/red scheme and a colorblind option where you have a different color scheme. Different shapes would help as well - I don't like bars because they tend to give too much information or seem to give information when they are not.
  20. Evil Minion

    Weapon Preferences

    I never had a CR75. And I never had a P1 with magazine either. Also I have never even seen a MP5-K. Anyways for pistols I prefer the Magnum because it doesn't require magazines, the Amphibia S because its quiet and the FNX45 because it has a large magazine. The first two I have no problem finding ammo for and Amphibia magazines are strangely enough quite common compared to other pistol magazines. However the FNX45 is just stupidly overpowered as the .45 APC deals way to much damage (the same as .357 - slightly less than Soviet ammo instead of slightly more than 9mm) while the implementation of the FNX45 also omits its disadvantages - weight and a smaller magazine size. So if I was forced to go with Mosin+handgun (I don't like the Mosin that much because I am not into long ange combat) I would pick the FNX45 - while hoping it will finally get its well deserved nerf in the future. With assault rifles I usually switch the sidearm for more magazines if possible but I think I would go with the Amphibia S here for stealth. For the last it would probably be the AK-101. The AKM might be stronger (its the same gun but fires a heavier round and can use a drum magazine) but the AK-101 has less competition for ammo which can be stacked to a higher number (not important right now because 0.48 gives us plenty of ammo, guns and magazines) and a little less recoil so I find it a little bit more practical. In the end I like to use different guns as I see fit as most of them (in fact all but the CR527 and P1) have their advantages.
  21. Evil Minion

    poor soda cans into canteen / bottle

    How is that an argument for "no"? Would actually add some depth - I like it.
  22. Evil Minion

    What if we get rid of Zombies?

    I would not play without zombies as they belon to the game and are a major part of both atmosphere and game dynamics. They are one of the many hardships you have to endure and make the game more complex. It should, however, be possible to temporarily clear an area of zombies though it should not be easy.
  23. Evil Minion

    Base building and secureing your stuff

    As base building would probably be fairly involved and it should have its uses countermeasures should also be pretty involved. However, no base should be indestructable or impossible to break into because then we would have static hoarding places that slowly drain the dynamics. It should probably be a combined system where constructive and destructive action should be balanced out against each other: You can find a lock with one or two keys. However not every lock is unique but there is a significant but finite number of different ones. So chances are someone who collected plenty of keys or just happens to have the same log himself can access your storage if you gets there. Then you might find rare and probably quite unwieldy items like a bolt cutter that can be used to destroy locks without requiring the right key.Having a stationary safe secured by a numbers lock might be more secure as you can not use a lucky key or simply destroy the lock with a bolt cutter. Now you could try all combinations if you got time for that (have a buddy bring food and water and another secure your back) or you could use very rare explosives to blast it open potentially damaging items inside. However this type of store should also be very rare.Building a barricade might require a lot of effort and barricading an area would require multiple barricades (probably having to use tools like welders to fortify).I think once an area is barricaded you can only enter it through a gate - if included - or by having logged out inside the (finished) barricade, after the area was declared "barricaded" (may or may not include stopping people from entering the area). Everyone else who wants to log in inside that area finds himself spawning outside instead. Now actually destroying a barricade would probably require a lot of the aforementioned very rare explosives - or something like a tank. Blasting the gates might be easier (see stationary safe) but won't remove the "barricaded" property but only allow you to enter it by force....As a rule of thumb you should need to put about the same effort in building something and in raiding it. Making it impossible to raid or destroy bases should be avoided at all costs as it would hurt the gameplay. Any kind of "artificial ownership" (an item having a defined owner) should be avoided in favor of "authentic ownership" (its yours as long as nobody takes it from you) as defined ownership also cripples the game mechanics. In a similar way things should be able to be detroyed/cracked open etc. if you apply enough damage - but in an authentic way. No matter how often you shoot this steel gate with you M4 or punch it it won't be destroyed. Instead you would need special equipment (explosives, a road roller, a rocket launcher) to damage it. I can also see some structures requiring multiple "layers": First weaken the structure by applying massive damage then using a special tool to bend it before finally blasting it apart.
  24. Evil Minion

    Practise controls in the main menu

    Lets combine this with the inventory screen showing your characters stance and action so you can actually check your pose without having to look around.
  25. Evil Minion

    Reason why People See so Many Hackers.

    Thats because "hardcore" suggests harder gameplay and hackers like to play easymode. Why should you use hacks otherwise? Maybe - as they apparently enjoy their hacks - they also enjoy wall peeking. I doubt they appreciate the added immersion and tactical options first person servers provide. In the end any hack/glitch/abusable bug comes from holes in the code that can be fixed but this is not easy and takes some time. Banning the offenders also helps a lot - you don't want to keep those people playing the game even with the paricular issue fixed. A project of this size is very unlikely to ever be 100% hack proof.
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