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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    When does the cars come?

    I hope cars will be added rather later than sooner as I want them to be a reasonably complex and challenging end game feature you have to work towards (proabably with others helping) instead of them being just big and ready-to-go pieces of loot found everywhere (alá GTA). Your own fault for dominating communication worldwide. Now most English speakers might be non-native speakers with their mastery being "good enough" instead of "good". :P
  2. Evil Minion

    Any server without or less KOS´s ?

    There is "less KoS" on every server that isn't "PvP" and does not feature dedicated "PvP zones". Still there might be a significant amount of players still killing on sight - some fear to get killed themselves, some enjoy the hunt (or the whining of downed players) and some just want to "test something". Also "Friendly" and "PvE" servers will still have players who kill on sight - maybe even more with malicious intentions as they know their "prey" hates KoS. Then I had the impression that low population servers are actually worse. I think thats because their population might mainly consist of players who want to be left alone and do not like interaction with others players who want to gear up as quickly as possible and then join populated servers for "action" (aka. fighting)
  3. Evil Minion

    endgame zone

    No - the "endgame zone" should be the same as the normal world (thats needs to be more challenging on its own). Endgame objectives should be of the kind "takes a lot of effort and/or tools" passively requiring you to be geared and /or work in cooperation with other players. Something like finding and transporting parts of vehicles, finding tools to repair vehicles using said parts, actually repairing the vehicle without getting shot while doing so, finding and setting up fuel supply for your vehicle and then maintaining and defending it. However, basebuilding and player cooperation might turn some areas into temporal (nothing is forever, your base should be able to be destroyed and your hoarded loot should be able to be stolen) "endgame zones" where you would need high level equipment, cooperation etc. to do something about it. In fact base building and base destruction would be a pretty good endgame mechanics as well. Anyways there are other reasons to keep playing than "progress": You might go out to fight or hunt down other players or help them in their own progress by giving them equipment, trading or even protecting them. You might try to set up and enforce rules in cooperation with others (e.g. playing "Berezino Police Apartment") or other roleplay-related things. Or you might switch around your items, exploring the effects and the things you can or cannot do.
  4. Evil Minion

    Complete change of the weapons Accesory system

    Allright some time has passed and it seems like things have changed a little bit. We got less dispersion, more sway, more weapons and fatigue. Still the attachment system remains and still messes with dispersion values more than anything else (at least thats my impression - you may prove me wrong) even though we got far better parameters even without the OPs proposal. Lets start with the "control parameters" and how they should be handled (in my opinion): Sway depends on the weapons weight (including the magazine) and is also influenced by length and your stance. Recoil depends on the weapons weight (inverse: more weight means less recoil) and the rounds fired. Turn Rate depends on the weapons length and is also influenced by its weight and the your stance (inverse). Dispersion depends on the weapons type (mostly length but also production quality) and its condition.Now we take a look at weapon attachments and how they could affect the handling: Golden Rule: Everything that does not interfere with the bullets path should not affect dispersion. This means the only weapon attachments currently available that should be able to affect dispersion are the Supressors and the Mosin Compensator. All of the others should mainly affect the other aspects of handling while also adding a little bit of weight (this affecting handling via the above mechanics as well) Sights should only affect the way you are aiming by adding zoom, rangefinding tools, better vision, zeroing etc.Bipods should reduce sway by a significant amount when lying down.Buttstocks should reduce sway and recoil but reduce the turn rate and increase the length of the weaponFolding Buttstocks should provide less sway and recoil reduction but can be folded (which disables all effects but their weight)Weapons with fixed Buttstocks should have the effects of their buttstock included in their basic statsHandguards should reduce sway and increase turn rate as well as providing rails for further attachments like bipods or flashlightsMuzzle attachments should affect sound, recoil, dispersion and maybe turn rateUnderbarrel attachments and similar ones should just provide their respective utility (light, grenade launcher etc)So basically every attachment provides a very small reduction in recoil and attachments other than handguards and buttstocks (as well as the bipod then prone) also increase weapon sway. In general weapon attachments should not be plug&play but require a screwdriver to be attached (automatic calibration though). Now including the OPs proposal attachments - especially handguards and buttstocks - could also change gun handling by increasing or decreasing the amount of free aim to give diferent models a different feel as well.
  5. Add "Specialist Grade: Very Rare". Talking about anything military that is not standard issue for common soldiers: Designated Marksman RiflesMachine GunsSniper/Anti-materiel RiflesGrenade/Missle LaunchersExplosives/Minesif any of those were to be implemented. Maybe also some "gimmick" items like outdated guns (e.g. Maxim Gun) or modified versions of existing weapons (e.g. gold plated AKM) as well as - given the setting - more exotic weapons of other categories (e.g. G36).
  6. Thats why I suggested 30-60min switch time. Because you should not be allowed to switch server whenever you feel like it. Thats like saying you should be allowed to teleport to any town whenever you feel like it. I get what you are saying - you join a server that looked nice but turns out to be utter crap so you don't want to play on it. Whats the probability of this happening? I think this particular problem could be solved by giving players one or two "free" switches per day (with only a few minutes of switch time) and applying the penalty afterwards or increase the server switch time based on the number of times you switched (e.g. first switch takes 5min and if you switch again within a set number of hours the switch time will be double the last value). As long as you have the option to move from one high-yield loot area to another high-yield loot area with almost no effort, people will use this. People will keep teleporting from one military base to the next in search of loot (because thats exactly what server hopping is) and this really hurts the game overall. Possible solutions are: limiting characters to one serversignificantly increasing switch timeallowing only a set number of switches within a certain time framemaking people respawn at the coast after switchingThings that don't solve the issue but might help: loot respawn instead of server resetsglobal loot management (maybe with spawn bias towards populated servers)spawn safe zones around specific places and/or playersHowever you should be able to switch instantly in case of: character deathgetting kicked/banned from a serverserver crashswitching character (hive or shard switch)being completely naked (you don't bring any items with you, might work fine as "emergency option")
  7. Evil Minion

    How this isn't fixed o.O

    This. Some guy made a video about it. In my opinion the best way to fix this is restricting both respawning and despawning of items to areas with no player around. For example by stopping respawn timers when there are players with a certain distance and giving spawn points higher priority if they are located in a "relatively empty area"* of the map. Restricting the overall number of items would also help as at some point spawning an item would require another item to be destroyed or consumed and some time to pass before spawning**. *Define in a convenient way e.g. player count per quadrant, item count within a certain radius, distance to the next player, sum of distances to all players etc. **This does not mean the item in question stays the same. Instead it should be picked from a item class like "civilian clothing" or "handgun related items".
  8. Evil Minion

    The "Bandit Skin" from the Mod is back!

    I think it has some truth about it. It does not mean that everyone with a shemag is a bandit. However the policy "always KoS" will probably make you do the "right thing" (killing a hostile and not killing a friendly) more often than "always approach them in a peaceful way". The point is that clothing reflects your character and the way you are playing is some way. So if the playstyle "stalk and kill other players" tends to influence your choice or clothes in a certain direction, people wearing this kind of outfits are more likely to follow the playstyle "stalk and kill other players". That doesn't mean its a safe bet but it increases their "perceived threat level".
  9. Same here - I like to play on different servers with the same character. Thats because a server can be full (I can't join it for obvious reasons) or low population (boring). With persistent storage people who use this will probably join the same server again and loot respawn might make it worthwhile staying on high population servers for gearing up. Switching between servers should be possible in my opinion. HOWEVER it should not be as fast as it is now. A significant switch time would prevent this from happening and make it worthwhile searching the server you are on instead. Right now you basically "sidestep" and change dimension almost instantly when there should be a significant travel time. No problem playing on one server today and on another tomorrow but for playing on two different servers (that share one character) you better bring some time. 30-60min would probably suffice, not applying on server restart/crash and when dead. This way you can't easily jump from one server to the other searching for that AK drum mag but you can log out, do something else and when you come back you can join another server. Maybe also limit the number of server switches (only if the same character is used) within 24 hours to a set number to prevent abuse (~5 times).
  10. Evil Minion

    Maxim M1910

    What about finding only pieces in general and having to put them together first? The final product would probably work like a vehicle then and should not despawn (meaning to get rid of it you have to either steal, disassemble or destroy it). Maybe not for the model in question (it looks a little too outdated to me - might work as a very rare gimmick) but for other types of rather heavy weaponry (after all we do have military bases).
  11. Evil Minion

    Sporter 22 suggestions

    The mags are the problem. The .22LR boxes are about as common as the most usual rounds (Soviet, 7.62mm, 9mm, .357 Magnum and 12 Gauge) but hold way more bullets (50) which would actually make them the most common ammunition. Also it usually gets ignored on the first pass of looting so you might still be able to find .22LR ammo in already looted military spawns (and there you will also find the mags).
  12. I will go through the game making pictures of zombies and adding clothing worn by them and not currently on the list. I will also add more pictures without extra notice or changing the version number. Please vote so we can get data which kind of clothing is liked and which kind is unwanted.
  13. Evil Minion

    Item persistence (not sure I understand correctly)

    Thats also against the terms of agreement. Still would make the attempt to hoard equipment in vain as the gear just gets taken down with the server. :)
  14. Evil Minion

    having 2 primaries on back instead of primarie and a melee

    Remove the magic item slots, add gun slings as weapon attachment and I am fine with people carrying two or even three long arms on their back as long as it comes with downsides like lower speed, more noise and fatigue (and needing a number of non-ruined slings of course). As said above this would require a better drop/pick up system to work otherwise having to drop your weapon could turn into a greater frustration event because it could get lost or simply because you are struggling with picking it up again. However, with the current model and magic slots - no way!
  15. Evil Minion

    [Suggestion] Add 'disabled' state.

    Why not? For people who like to persist in a quasi-dead way. As long as you get the respawn option its fine. I would also like to keep the respawn option restriced to such states meaning if you drop unconscious you can only use the respawn button if you would not wake up on your own (= low on blood). This also helps players to differentiate between "unconscious and waiting to get up again" and "unconscious and hoping for someone to rescue me who will probably never appear".
  16. Evil Minion

    Add weapon slings and get rid of weapon slots

    I can't recall 90s games having better mechanics than the current ones. The games I know worked per "walk over" pickup and had unlimited inventory. Anyways adding slings and removing this magic weapon slot on your back would probably improve the game (if some of the item handling issues were fixed) as it would actually assign drawbacks to a weapon for being big and cumbersome as opposed to small and handy. Right now rifles basically don't occupy inventory slots while handguns do making them more handy because they are big and cumbersome - thats weapon balance upside down and destroys handgun viability while needlessly buffing the already powerful rifles even further. Similar for melee weapons - the size of the Fireaxe is completely meaningless with the free weapon slot. Changing this would make other melee weapons much more viable as you would need one of the better backpacks to store it. I agree picking up and dropping things (hand to enviroment interaction) should be much faster and not require working with the inventory. Maybe recycle G: fast click > drop handheld item, click when hands are empty -> pick up item. Throwing could still work via hold and release as dropping is basically throwing without adding force. It should be possible to drop your rifle, skin that deer and than quickly grab your rifle and get out without the current hassle.
  17. Evil Minion

    Item persistence (not sure I understand correctly)

    I think thats the goal but the current method just assigns a lifetime to manipulated items and removes them if they don't get used or stored inside persistent containers (tents so far). I am also not sure if this kind of loot persists when a server restarts.
  18. Evil Minion

    CZ527 5 shot magazine

    Its on the feedback tracker.
  19. Evil Minion

    Random spawn gear

    Yeah I agree but it should only be basic clothes with low protection values and inventory space. Topwear shouldn't go above two slots of space (current items: t-shirt, shirt, tracksuit jacket) and bottomwear should not go above four slots (current items: jeans, canvas pants, tracksuit pants). In general your starting gear should be low tier and generic civilian - and no other items than basic clothing (shirt, bottomwear and shoes) and a flashlight (helps when spawning at night). Though as it seems like they won't add a clothing slot for underwear I would like have some choice here (as I will probably stick with it the whole life).
  20. Evil Minion

    New Mosin gunshot sound

    Thats not limited to the Mosin. Almost every gun ingame has a relatively weak and quiet sound that should be improved. Might help actually hearing the gunshots if someone fires near you.
  21. Evil Minion

    This is how you Hero!

    I love how you got subtitles for the zombies.
  22. Evil Minion

    Create two seperate military loot tables

    I think loot tables should not be mutually exclusive. So you might find an MP5-K as both a law enforcement weapon and the service weapon of technical military personnel (drivers, pilots etc.) - in case the PM73 is the Chnerussian submachine gun of choice this would mean you could find MP5-K's in police stations, cars and helicopter crash sites (and maybe UAZs).
  23. Evil Minion

    Sporter 22 suggestions

    The sporter already deals more damage than that. One shot that hit me in the legs did ~670 blood and ~340 health damage. A better way would make the magazines (especially the 10 round version - which I actually found less of) non-military loot. Overall the chance of finding a Sporter 22 + magazine should probably be a little higher than the chance of finding an SKS. I hope we will see some attachments for the rifle (mostly scopes, maybe a bipod). I also would like to paint it camo - or red.
  24. Evil Minion

    Create two seperate military loot tables

    There should be hunting equipment (e.g. Blaze 95, CR527, Longhorn, Crossbow etc.), law enforcement equipment (e.g. SKS, MP5-K, handguns etc.) and general keep-at-home/self-defense equipment (Sporter 22, Magnum, pistols etc.) in terms of weapon spawns. I disagree with having equivalents across all loot tables though. Its far more interesting if there is an intrinsic asymmetry other than just low/high tier. There should be civilian vests though but not every piece should have its civilian counterpart. The hunting backpack should move to "hunting spawns" being replaced by a true military backpack (same with the mountain backpack). Also food and drink should not be as common in military bases and public buildings. Give us a reason to loot residential buildings more often!
  25. Evil Minion

    Changelogs for pussies

    Where is my pussy changelog surprise? Anyways I like how its done at the moment - experimaental gets no changelog and you can look for new features on your own while stable announces the changes (though not in details) to make people actively look for them for testing purposes. Otherwise some things might be overlooked.
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