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Everything posted by Evil Minion
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Are you sure they removed it and didn't move it to crash sites instead? At least I kept mine until some guy shot me and ruined it. Anyway that pistol was too strong compared to the others and deserved some kind of nerf (though I would liked to have its sway increased and its dexterity reduced). So making it rare is probably a right decision.
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Complete list of features already in-game (stable build)
Evil Minion replied to tingkagol's topic in General Discussion
The game also has no dinosaurs, fairies and fireball spells. Riding an oversized beetle is also not implemented as is a space travel system. Seriously the topic is about existing features not "flaws and things not in game" - please whine elsewhere. You can try the patchnotes here, here an here but I don't think there is a complete list of all features. There are also some sites that offer information but they might be incorrect or outdated at times. -
Chatacter wipe next stable build(.49) possible
Evil Minion replied to cels's topic in General Discussion
It has hacking but the way its dealt with is usually swift and brutal. Also the system of "leveling up your account" helps as banned players have to restart leveling, not bothering the leveled accounts in the process. Now DayZ is not F2P so "leveling your account" is generally replaced by "buying the game". However as the game is still in development there are probably less free resources to hunt down hackers and more unfinished flawed elements to take advantage of. -
Different types of "Helicopter chrashsites"
Evil Minion replied to Arthur Dubrovka's topic in Suggestions
You mean deer bones - its autumn after all. -
Every single MOBA player and everyone who likes to enjoy the favors of matchmaking. People are willing to wait if it makes the game more enjoyable. Definitely - players should know what is going on without asking around or reading guides. It might be reasonable to warn people right before they do something that might cause a penalty and give a detailed explanation for every single waiting time. The problem is a form of ghosting/combat logging here. Your character will stay ingame for 30 seconds after logging out to avoid a cheap escape when facing danger. Now if you could log back instantly within those 30 seconds you could just take over your character who is still on the map and play on. However, logging in after those 30 seconds would make your character disappear for a few seconds. Now those seconds could create bad ingame situations. Consider a player running into a house combat logging. His character manages to disappear right before the enemy enters the room. The player logs back in while the enemy leaves the room checking elsewhere - and our combat logger can take him by surprise by coming out of a "secured" room. Thats just one way to deal with it - other options are a log in sound and the OPs suggestion that come with their own issues. Or you could change the 30 seconds for both "character stays ingame" and "free rejoining" - but that would also increase risk for everyone logging out for good. Thats the core point. People using the mechanic would have no or only were short switch times while people abusing the mechanic would have to wait much longer. In this case you could even argue that it is no abuse anymore but a legit strategy that trades ingame risk for waiting times (which the current server hopping is not).
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Thats why "normal players" should not get "a couple of 10-minute waits" (and I think thats where the old system might have failed). And for people who insist on server hopping... Either they got the patience to wait - then they kind of earned their reward as they made it through added (time) effort and risk (other players might join the server in the meantime). Or they give up - at which point their negative impact on gameplay is reduced. Most other players will probably be able to cope with the changed situation and simply reduce their number of switches. And most of the time real life forces you to take additional switches real life will also make sure you are busy for the time you have to wait - unless you already hopped to the maximum you can stand - then its your own fault.
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Different types of "Helicopter chrashsites"
Evil Minion replied to Arthur Dubrovka's topic in Suggestions
I would really love to se more of those semi-random locations. Crash sites and police cars are a good start. Different NATO crashes should be possible without impacting gameplay too much as they would still drop the same supply resources (especially ammo and STANAG magazines) but may provide different clothes and weapons - Britsh helicopters would provide Bristh gear, US helicopters would provide US gear etc. Having other helicopters like Russian ones would be a little more complicated as you would either passively reduce the amount of NATO supplies (5.56mm rounds, .308 Winchester rounds if added) - replacing a NATO helicopter with a Russian one - or increase the overall prevalence of crash site gear - addig additional helicopter crashes. Some things already existing that could be randomized are: crashed UAZ'scrashed truckscrashed cars in generalwellstreesberry bushesAnd some buildings could be mixed as well as they share the same exterior design (e.g. the two-storey houses with the double doors at center of the long side). -
What clothing set/weapons would you add if you could?
Evil Minion replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
I think "tacticool" refers to every weapon setup that looks badass and powerful regardless of efficiency. Its what often gets weapons banned by legal authorities (actually sad as weapons with a more "boring" look often stay legal despite being more or equally dangerous). Now "tacticool" might still include highly effective setups that just happen to look cool as well. In general I am more a fan of "give additional options" and "give straight up more power". For example the AK's should have their advantages over the M4A1 (higher damage and less recoil respectively, maybe slower degradation if implemented) but the M4A1 should also have it upsides (like higher rate of fire, less sway, higher dexterity) so it allows you to be better in some situations. Now specialist weaponry should be very rare in general. For this they don't need to be restricted to crash sites. However, its probably reasonable to think of NATO troops as far better equipped than the Chernarussion military. In this case compared to military bases helicopter crash sites should have: a higher rate of attachmentsa higher rate of high level equipment (vests, armor, grenades etc.)a higher rate of specialist weaponsa higher chance of finding specialist ammoThis does not warrant weapons you find there being better as the crash site stays top yield even without providing better weaponry. On the other side weapons would probably come with more ammo/magazines and attachments compared to the ones you found in military compounds so they might be practically better even if they are theoretically equal. So "Base Guy" will find a Mosin with Long Range Scope, Bipod, 5 Clips, Cleaning Kit and general military clothing as well as a Makarov with 3 Magazines and 30 rounds for each weapon. "Crash Dude" will find a M24 with Sniper Optics, Backup Iron Sights, Bipod, 8 Clips, Cleaning Kit, highly advanced military clothing, 2 greandes, a flashbang, a FNX45 with attachments and 4 Magazines and a ammo box with 60 rounds for each weapon. Now the only base advantage of the M24 would be its higher accuracy - however, because it was found at a crash site the player wielding it is far better equipped. -
As we all know spawning often comes with a waiting time and thats probably a good thing. However long waiting times - even when justified - still got a problem: After the timer finally ran out you are instantly ejected into the world. Now if the timer in question was pretty long and unavoidable (e.g. a death timer) the player might not be ready in an instant. So the poor survivor ends up pummeled by zombies or other players and maybe dies again. Cue another timer. So the idea is to let the time pass but don't respawn but wait for the player to get ready before so the survivor doesn't end up standing in the middle of nowhere.
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Wheres the best place to run without getting killed?
Evil Minion replied to aj1's topic in New Player Discussion
The grazers way: Leave the coast and travel into the woods (follow roads) until you find a peaceful town. Gorka, Polana, Staroye or even Cernaya Polana (this one os more risky but has crazy loot) make good targets. Then move towards the West - Vybor and Zelenogorsk are good an relatively quiet looting places (but not without risk). The scavangers way: Go to one of the bigger coastal cities or to Novodmitrovsk. Keep you head low and try to avoid open fields as well as the big guys. Loot houses and corpses but don't run into a trap. Stay aware of your surroundings and maybe find some friendlies to take the bullets for you help you gearing up. The berserkers way: Find a geared player. Raise your fists and charge him. Outcome A: You die - rinse and repeat. Outcome B: You knock him out. Take his weapon and shoot him (aim for the head). Make sure you really killed him (Check pulse) and take his stuff - voila you are geared. -
And thats where you are completely wrong. It makes an extremely huge difference simply because of the advantage it nets you and the easiness involved (with negates most reasons for cooperation - one factor that leads to simply shooting others). So its not a waste of time but an important part of fixing the game in terms of gameplay, loot rarity, map travel and population etc. Server hopping is one major factor in most gameplay-related issues right now. And probably the only one that could be resolved in this stage of development .
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Wasn't the former solution simply a switch time of 10 minutes for everyone everytime? Anyways I think its established that getting kicked by admin or server restart should not give you any penalty and should not could towards timer increase. Also leaving during waiting time and rejoining again should not count as switch. I also don't mind logging into the same server as long as you didn't join another one in between. Here you might even be able to log in without any waiting time and keep playing with your character (who stayed ingame for up to 30 seconds) - however, a fixed waiting time might be in effect after 30s to avoid doing crazy stuff with server hopping. This still should not count as a "server switch" though. So: first switch free, further switches cost increasing waiting timeno penalty for switching when kicked or in case of server restart*if you switched to another server you have to wait 30 minutes before you can rejoin the old one (independent of switch penalty)if you log out and rejoin within 30 seconds you can play on with your character as if nothing happened (no switch penalty increase)if you log out and want to rejoin after 30 second have passed you have to wait 5 minutes (independent of switch penalty)switch time penalty applies after leaving rather than joining the next server - in case of rejoin it gets ignored, not increased and the rules above applyWith this system you would have gotten a lousy 5 minutes (for rejoining after 30 seconds) - less as some time already passed while you took out the trash. *Make servers set a flag ~10min before restart that also makes it impossible to join - generally avoids frustration for both people switching and new players who joined only to see the red line.
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What clothing set/weapons would you add if you could?
Evil Minion replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Other than being a hipster who wants to use NATO weapons in a Eastern Europe/former Soviet setting. ;) Also the crashsites might still be worth it because of the other stuff you could find there (gear, attachments, ammo) and due to the fact that others have to find it as well while everyone knows where the military bases are. So a similar argument as above applies here: Military bases would probably be lower yield simply because players visiting and looting them. If their overall chance of spawning high value gear is also lower than that of helicopter crashes its worthwhile searching for them. In my opinion, weapons which are rarer... are simply rarer. Now it would be stupid if they were straight up weaker than the more common variants but simply being a little different or only slighty stronger might be enough for most of them. -
Don't let them tell you stories - KoS is fine. DayZ needs villains as well. Other than that the Shotgun doesn't really seem that strong in the video - its quite short range and looks like you hit his head. So its actually "lucky hits op". :lol:
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What clothing set/weapons would you add if you could?
Evil Minion replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
I actually like the idea of having .308 ingame as shared ammo for battle rifles, NATO DMRs, NATO MGs and NATO Snipers. As a shared round it would be pretty rare compared to the demand especially when mainly limited to crashsites as well. Other than that an anti-materiel/HMG round might be worth considering (.50 BMG or 12.7x108mm). I think increasing rarity by increased demand (shared rounds) might be better than having rare dedicated rounds nobody else will touch. The M24 should be a crashsite weapon simply because its a NATO sniper rifle. Crashsite weapons don't need to be stronger or very special in my opinion. Performance wise it would probably be a slightly more accurate Mosin with more attachment options. In my opinion all NATO weaponry should be limited to crash sites while Eastern/Russian weaponry should be found at military bases with specialist weapons being much rarer overall. -
Option to examine another players' body parts
Evil Minion replied to Hexxalot's topic in Suggestions
Thats what you got already - if you check pulse you will also check how warm a corpse still is. -
Thats why I suggested a ready button. Any kind of invulnerable player would be stupid - no need to appear and making others waste ammo on you. Simply wait until ready and then spawn.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Allright - new poll is up. Will stay up for about 3 weeks. -
Lets bump this again.
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What clothing set/weapons would you add if you could?
Evil Minion replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
High end equipment is fine if its reasonably rare, hard to maintain and comes with appropiate downsides. For example a .50 cal sniper should be a pretty bad choice for anything but well planned long range shots and both the weapon, the attachments and ammo should be very hard to find. The M24 could work as a crash site sniper rifle - very rare with rare ammo (.308 Winchester) but not quite "ultra-rare". Like the M4 to the AK's. Got virtually all of those items on my list. And they are far from the silliest suggestions (actually this clothing set makes sense given the setting). In fact thats probably something I would make my victims/prisoners wear if I was a bandit. And I can see some roleplayer picking them up as well. Fear the mighty ballerina death squad! -
I think reducing small critters to effects you can't really interact with (buzzing flies, dragonflies flying around, singing birds etc.) would create a living environment without draining too many resources. This could also include mosquitoes near lakes that may have a small chance of causing infection (the should be methods of avoiding this) and bees around a (randomly placed) nest that may provide honey - but the stings would probably deal some damage and poison you when getting close (avoid by making a fire first and reduce by weaing protective clothing). Bigger animals should sport an AI that isn't too complex but makes for authentic behavior: Red Deer Deer should live in or around forests away from bigger cities. The might come as single individuals (especially males) or small herds of females guarded by a dominant male. Males might roar as autumn is mating season - which could also be used to find them. They mostly wander around (single individuals at a faster average speed) but vistit ponds from time to time. If they spot a human, predator or hear loud noises (running players/zombies, gunshots, someone talking) they will flee a distance according to threat*. Herds will generally move in a similar direction and no animal will want to stay behind. Other than that males might interact by fighting if they encounter each other with females around and feel secure. At night they may wander closer to towns than during daytime. Roe Deer A smaller form of deer that would mostly be seen at the edge of forests around dusk or dawn but will also live in more open areas provided they have cover nearby. They come alone and in very small groups and will flee when they sense danger heading for cover. They will also search out ponds for water. As they are smaller and less noisy they might make for harder hunting targets. Wild Boar They come alone or in bigger groups especially at night. Encountering one during daytime should be pretty rare and meeting a herd under the light of the sun should be close to impossible. They wll spawn in forest areas might might wander out in the open or even towards towns during the night - this is also when theyWhen approched they will most likely flee but if you manage to corner them get too close this might change into aggression (in single animals). Boars should be quite powerful and tough, requiring multiple or well aimed shots. Fighting a boar in melee should be a dangerous task. Cows/Horses Less shy than most wild animals those will probably inhabit open areas, grazing in groups, herds or even alone. If threatened they would try to run away until the danger is far away. They will visit pond from time to time probably more often than wild animals but avoid forests or towns as they limit their mobility. It might be possible to bond with horses given the right time and effort gaining them as possible riding animals. Both might also be susceptible to be lured somewhere by the promise of food. Sheep/Goats The smaller domestic animals might be quite tame as well, being found around towns and villages. They might perceive humans as less of a threat but will flee if you venture close enough. There chance to venture out in the open or into forests might be about equal (with sheep tending towards open ground and goats tending towards forests) and they will search for ponds as well. They are diurnal and most likely to be encountered/active during daytime. Goats might be able to climb making them suitable inhabitants of rocky terrain. Wolves The size of Chernarus is big enough for up to six wolf packs but as they favor wilderness, having two or three packs of might be more reasonable. So the total count of wolves would probably lie somewhere between 15 and 30 animals distributed in three groups that move around in their territory searching for prey. A wolf pack might interact with other animals and survivors according to threat*. Low threat indicates possible prey and might trigger a hunt while high threat might cause them to flee. Medium threats might be ignored as long as distance is kept - otherwise it might come to a fight with focus of driving it off (threat may also depend on the size of the pack). Wolves avoid towns, fires, zombies and are afraid of gunshots. Feral Dogs Similar to wolves but weaker and far more cocky. Groups of feral dogs might behave similar to wolf packs but would be dominated by those. However, their habitat of choice might be closer to cities and towns and they might be more aggressive towards humans (while still avoiding zombies). Smaller packs or single dogs might grow into companions given enough time and effort. Brown Bears Found in low numbers around the wilderness, especially around forests and in areas with lots of berry bushes etc. They might also venture into towns to search for food (and might consume food items they find) and even take on a few zombies though larger numbers would drive them off. Bears might also be attracted by the smell of food or hunted animals but they will steer clear of fires or threatening groups of survivors. If feeling threatened (or obstructed) they may warn or charge. If the threat is too big (gunshots) they might flee or attempt to take it out if already close enough. They may be tempted to hunt but less often than wolves. Taking down a bear shouldn't be easy. Birds Only getting feathers from chicken might be a little bit too harsh. Now having lots of small passerines would probably destroy performance so its reasonable to add a few bigger species. Partridges or pheasants might serve as more elusive wild versions of chicken here. Ducks, geese and swans might be find close to water; cranes and herons as well. During daytime ravens and vultures would search for corpses and carcasses as would seagulls at the coast. At night rare Eagle Owls could be found inside the forests. Birds should run or fly away if humans or other animals venture too close. However, bigger ones like vultures, eagles or swans might show some rare aggression to low threat* humans. Vipers Those might live on the forest floor, barely moving out into the open. If faced with footsteps or other sounds they will attempt to flee. However vipers might be fairly slow so if you aren't careful and trip on one it will bite you. Vipers might be hunted for food or collecting their venom. However, actually finding one shouldn't be that easy. *Threat should be calculated by species, number and in case of survivors by "size" - meaning your threat increases when wearing items that make you look larger like the Down Jacket or backpacks and when carrying bigger weapons. Animals in general should be afraid of vehicles - especially big and loud ones. However, a bike might not be anough to scare off a pack of wolves - but a gunshot might.
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I think the Knife is actually required for preparing the hide but getting a 20 slot backpack for only slicing up a deer pelt seems a little too easy. So I propose this recipe: ++ = Where the knife would result in a "prepared deer pelt" than can be crafted into the Leather Sack using the sewing kit. For both the Knife and Sewing Kit this would count as a use not consuming but probably degrading the item.
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Reporting status loot on military base
Evil Minion replied to GunnyITA's topic in General Discussion
Military loot spawns are a little high right now - found tons of AKM mags, chest holsters, hunting backpacks and weapons (not a single MP5-K though) - often in pairs (found two Longhorns in the same police station). I blame the loot respawns that need further calibration, but its not unexpected as the system is quite new and not finished yet. With more items to come I expect further changes every patch at least until late beta here. -
You misinterpret the "stuffed" state. Its only the capacity of your stomach - you want to be bright green energized at least. There is still plenty of room for calories so you can virtually put on weight to keep going for a long time without eating. You cannot, however, eat all this food at once - cue the "stuffed" state. Also if you are green stuffed you can still eat a good amount - just stay away from the "Eat All" command as eating too much causes you to vomit, losing valuable energy and water (some people say you can restart eating after vomiting but I am not sure if this is up to date). I would really like to have somewhat realistic animal behavior implemented: flight (scenting should be toned down though)searching for food and water (especially water -> moving to ponds)forming of groups/herdsin case of mating season some mating behavior like the mentioned roaringnocturnal/diurnal behavior (complete with a higher chance of meeting nocturnal animals at night -> spawns/despawns?)opportunistic predator behavior (please no wolves charging a big group of well armed survivors)authentic population densities (probably a little higher than in real life)tracks (not only for animals but also for humans, zombies and vehicles)
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I see no problem with some simple trophies - its a nice gimmick but not a must be. Wow - did you read what you just wrote there? Its full of arrogance and lacks any insight. Its not about "some specific species of deer in some random ass country" being able to roar is about the red deer - the very species* we got in DayZ being able to do this. You are probably talking about roe deer - a species* that would also fit the setting but is not ingame right now. *Some consider them multiple species.