Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1873 -
Joined
-
Last visited
Everything posted by Evil Minion
-
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Evil Minion replied to Katana67's topic in General Discussion
In DayZ any military tier weapon should be high tier with specialist weapons (SVD, RPG-7, RPD etc.) being ultra high tier. Mid tier should consist mainly of law enforcement and bigger hunting weapons while low tier would be the weaker hunting and self-defense weapons. The list up there respresents this pretty well though the better handguns might end up a little high. Also low tier doesn't mean bad - what they lack in power they might make up for in utility. For example the Sporter 22 is pretty quiet, accurate and easy to control and the Makarow might feature significantly less recoil than the other handguns - save the Amphibia S of course. On the other side high tier weapons might run into supply issues as automatic fire eats more ammo and might degrade the weapon much faster. In the end I think it shouldn't be about (competitive) balance but about a realistic depiction of what the weapon is capable of. DayZ has the huge advantage of players not choosing from the beginning but rather having to play with the cards they are dealt. I think this should not go wasted. Should still be faster than the Longhorns single-shot break-action but of course slower than the Mosins bolt-action (because of the missing buttstock) Accuracy might be worse as the Longhorn is probably build with more care and focus on this while the Obrez as the shortened version of a mass produced rifle is probably lower quality. -
Nice! I hope this also stops those frequent server resets.
-
Tent/farm etc. mark on server's name where you have tent/farm etc.
Evil Minion replied to Khajiit13's topic in Suggestions
Might help a lot. However, I don't like the idea of items (other than those in your inventory) being magically linked to a player. If I find a strangers tent I want to be able to interact with it the same way I as with my own tent or a tent I just found inside a hut. Otherwise the permanency of those items would result in players hoarding or even monopolizing them - which is especially bad if they decide to leave the server for good. So maybe add the icon to every server where you did interact with persistent items (may or may not include looting another tent but keeping it there). Or only if you set up one yourself whether or not its still there. -
Add weapon slings and get rid of weapon slots
Evil Minion replied to scriptfactory's topic in Suggestions
I can only agree. It would instantly and drastically improve the viability of all those small weapons out there. -
Your suggestion tries to sneak in a "karma system" to enforce what you think is the right way of playing the game. This is the fundamental flaw, because there shouldn't be a right way and implementing a quite convoluted model only to restrict player actions in an open world game is not how it should be done. Anyways, I realized a basic profession/talent/skill system could find its way into a dedicated hardcore mode: You basically start playing by only selecting a gender maybe and how many (or which) friends you want to have with you. Then you will be given a server (depending on player count and your friend options) and spawn as a character with: randomized clothingrandomized appearancerandomized professionrandomized talenta chance to have randomized special features like:drawbacks (needs glasses, limp leg, heart condition etc.)cosmetics (left-handed, scars, tatoos etc.)perks (stronger than average, knows how to repair clothes etc.)Now add to this a pretty nasty penalty for death and you have your survivor. No need for balance - life isn't fair. Professions and talents could decide what your character can or cannot do. Profession is what the character did at work - cop, firefighter, cook, factory worker, doctor, carpenter - and talent is what the character is good at in a more general way - hunter, athlete, stay-at-home-parent, survivalist, artist - not every perk might be similar useful. Now some actions shouldn't be restricted (e.g. everyone should be able to fire a gun) but the quality of the action might be different (e.g. a cop might be better than a cook). Other actons that require greater knowledge (e.g. cleaning guns) should either be resitriced to certain professions/talents or the chance of going horribly wrong (e.g. cleaning guns) when used by the wrong guy (e.g. a doctor cleaning a gun might ruin it in the process).
-
Roleplay doesn't require you to see your character all the time. You can totally roleplay on hardcore servers and in fact it would be more fun. Because you would actually spot those bad guys hunting for you before they are ready to shoot you. Thats basically the main problem with 3rd person. I would love it if they implemented a way to avoid this. Then I could finally play with those people who like to see their character.
-
I would like to keep the basic game mechanics (damage, stamina, hunger, thirst etc.) the same as in regular as well as keeping environment interactions (zombies behavior, health and damage, trees, vehicles) in the same way but make certain aspects more difficult. Basically a harsher world that still follows the same natural laws. base mechanics unchangedweapon properties unchangedplayer and NPC properties unchangedvehicle properties unchangedSo features related to the above should be implemented in regular as well. BUT: overall loot rarity increasedcertain actions might take more time (like fishing, giving/taking blood etc.)less luxury features (e.g. seeing player names)more zombiesless wild animalsless wellsless vehiclesonly choosing a hive/shard to join and then getting assigned a server based on player count (exception: joining after/with friends)maybe 24 hour cyclesless forgiving weatherin case of added plague sources" (like mosquitoes) they might be more commonmaybe randomized professions/talents restricting what a single player can dorandomized character appearance including height (choose gender only)maybe a small chance of spawning with a random drawback (limp leg, heart condition etc.)a huge penalty for biting the dust (compared to a significant but still lighter one in regular)having to wash yourself frequently to avoid sicknessa chance of tripping when sprinting down (very) steep hillsIn short: It mostly plays like regular but is less forgiving and not fair at all.
-
I think there won't be much of a currency let alone fixed prices. Either its haggling or the trader makes the deal - you have to build up a reputation anyways for people to seek you out. Then you might probably need some protection from being robbed - whether you are a wandering trader or not. The whole point of trade is giving an advantage to everyone involved. By seeking out the trader the clients have a chance of aquiring rare items or switching a high value item that doesn't fit into their equipment (AK drum mag while they are carrying a M4) for one that does. By keeping the trader alive and healthy they have someone thrustworthy for future trades and assure getting higher quality gear. The trades would setup prices that are slightly to his advantage but still worth it for the clients and overall gear also finds its way from one client to the other without them having to overcome their trust issues. In any case one should expect traders to be rare, hard to find (solo/small group traders) or very expensive (trading posts with security). If a weight system was to be added it might result in pseudo-currency in the form of lightweight but still quite valuable items. However, right now there is so much loot that tradimg is usually not worth it other than in a strict friendly encounter player to player way.
-
On average the .45 APC packs slightly more of a punch. What you did is comparing one of the weaker .45 APC to one of the stronger 9mm which doesn't really make sense when comparing the cartridges. The average energy values of .45 APC are ~40-80 J higher than those of 9mm (Parabellum) Whether this difference actually matters is subject of many debates (though most tests actually come to the conclusion "it doesn't"). The 9mm allows for more ammo, less recoil and moves faster which is why its widely considered superior. The 5.56x45mm vs 7.62x39mm comparison is somewhat similar.
-
v0.47 shaking scope is back and now even worse?
Evil Minion replied to anteridy's topic in General Discussion
I tried painkillers after I received the "My leg is in pain." warning but it popped up again so I guess they are either still not working or only working for a limited time. A splint fixed the issue for me. Other than that sway is significantly different for me depending on stance and resiting state but independent of weapon and scope- a hundgun with iron sights got just the same sway as a rifle with scope. -
If you want to know something you should care enough to gather the information. If you want to know the blood type/kill stats/lifetime of a player, how about no shooting them and asking them first? If they can't tell but there are other options to gather data (e.g. blood test kits), how about using them instead of killing the player getting the data for free. Otherwise its just an excuse to kill somebody on sight and still gloat about how he survived for 10 weeks and murdered 100 players and 10000 zombies before that - something you could not and should not know. If you want an information you should get it how you usually get information. The reason for zombies to appear out of thin air is giving players zombies to worry about without destroying performace by implementing an elaborate "zombie creation, migration and lifecyle" model.
-
Probably the best solution - it makes grass work similar to bushes at greater distances. If done right it would produce an effect similar to the real thing. Also a general minor blurring effect at distance would help as it avoids sharp edges that would make it much easier to spot someone.
-
Its actually a step in the right direction because it tells people what they get without any bias. Reading "Hardcore" makes most people think of a gamemode that is... well hardcore. You expect more difficult gameplay that might be frustrating and less fun. But in reality the opposite is true: Hardcore is more intuitive, easier to get into, less frustrating and more fun because there are no people magically peeking out of houses, around corners or over walls while staying invisible themselves. Only by renaming the gamemodes to what they are the developers don't remove the opportunity for a "real" hardcore mode in the future.
-
Lets bump this again, maybe we can get some more votes.
-
An early access alpha of an open world multiplayer game set in a postapocalyptic world with zombies. They also don't change directions - they actually move in all of them at once. What you are describing is called "development". Otherwise it would be called "building".
-
Does the game become worse every update?
Evil Minion replied to Bearserk's topic in General Discussion
Short answer: No. Long answer: I started to play in .44 and since then the game made huge progress. Less rubberbanding, improved zombie AI, weapons that utilize sway with minor dispersion instead of just significant dispersion, more ways to interact with your environment, more places to visit, more weapons to find (instead of M4s everywhere), more ways to deal with hunger, wild animals etc. Performance was not better back then - sometimes even worse and people weren't more friendly either. -
9mm is way more common. But thats actually a realistic representation as .45 APC is not as widely used outside of America. Most people in Europe probably think the additional power is not worth the additional weight and smaller magazine size as pistol damage seems to suck anyways (it helps that 9mm is the "resident" cartridge). Interestingly the most common pistol I tend to find in Cheranrus is the Colt 1911.
-
Funny thing is I only know Mountain Dew from DayZ. Apparently it seems to be everywhere in North America. In Europe... not so much.
-
No - there is no reason information just appears out of thin air. Maybe they could add cameras for taking photos and glue. This way you could basically create your own ID card by using a sheet of paper, a pen and a photo you made. You should also be able to combine multiple pieces of paper to a stack making it possible to carry them around (and access them) without wasting inventory space.
-
Sounds like a concept for an "endgame" feature. Its reasonable to meet feral dogs who just happened to lose their owners to zombification and might be trained in one way or the other. Now you will still need to convince them to trust you and stay with you. I don't think you will be able to train them yourself (would be awesome but requires an equally awesome AI and the resources to run it) so your dog would most likely respond to situation according to its former training. A former guard dog for example might be told to protect an area or person (and probably bark a lot) while a hunting dog might be told to find game (and probably stay quiet most of the time). I think in order to keep the dogs trust you would need to treat it well and feed it or else it will just walk away or attack you. In return it might help you fighting zombies or other players (or just run away in fear). However, as an "endgame" feature getting and keeping a dog might be pretty hard.
-
Doesn't really work for technical reasons. For starters: you can choose with sound driver to use within specific programs. So instead of manipulating their output ingame people would just manipulate it via drivers. And if you manage to counter this people could still deactivate their microphone and use other means of communication - maybe even using a second PC for Skype. You can't stop that. All you will accomplish is having some (mostly innocent) people who don't know the tricks transmitting real life details (mom calling for dinner, girlfriend talking about priavte things etc.). So this would just be an annoying frustration feature for most players and totally fail at its intended purpose.
-
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
I would call this a "Fur Coat". Granted the version Arnold is wearing on the picture doesn't have a wolf head hood and there is also the professionally made type (no picture yet - just think of Cruella de Ville). Maybe I should split them and put craftable clothes in their own category. -
Will there be cars helis and plains like origins?
Evil Minion replied to 521999's topic in General Discussion
I hope so - but they should come with significant difficulty to get, get running and keep running. -
Whats your favorite location on the map?
Evil Minion replied to TheMaxedout's topic in General Discussion
Probably the barns north of the Northwest Airfield or this row of garages at the football ground north of Gvozdno. However I am fairly mobile and don't stay in one area very long. -
Allow Vehicle Quality/Quantity Modifications on Private Shards
Evil Minion replied to bonesnap's topic in Suggestions
This should be answer enough. Vehicles are gear - very high value gear in fact. And they should be something you work hard to get and to maintain. As in "difficult and rewarding". Making them easy in any way would pretty much destroy the apocalyptic atmosphere turning the game in some kind of theme park.