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Everything posted by Evil Minion
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No. But I think its down to personal preference. Personally I would like them to be exactly as survivors in terms of speed and damage resistance.
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There are some armor suggestions already. Click at the (big) link in my signature and you can see existing suggestions. In the Items>Vests category you will find a "Kevlar Vest" and an "Armored Assault Vest" for example - which is probably akin to what you are suggesting. So basically the same concept as the Ballistic Helmet - should not be that hard to implement but those vests should probably only feature minor carrying capacity if any (because the plates will take the space) and could be pretty heavy and restricting.
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1. Never encountered this and I look around quite a lot. Is sprinting a prerequisite for losing your weapon? 2. It seems like all weapons got the same amount of sway right now (at least Colt 1911, P1, Amphibia S and SKS with PU Scope). So you basically got pistol sway with your Mosin but the high zoom factor makes it look much stronger. 3. The issue was in before - its seems to have something to do with zombie respawns. The zombies added at server restart need to see you or hear your gunshot but the respawned ones have a much higher sight range and can look through obstacles.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Evil Minion replied to SmashT's topic in General Discussion
In fact they are still far to easy to kill. The real issue here is that melee targeting is bugged right now so if you try to attack them as before (melee while aiming at their head) you won't be able to hit them. If you manage to hit them - whch is still easy with guns - they die easily. They are about as fast as players without a weapon drawn. Which makes sense given they are humans without a weapon drawn. I would also like the to be as resilent as humans without a weapon drawn (see above)! No you didn't - you missed. They die from a single strike with the Fireaxe - but you have aim to the lower left to hit them. Also try guns - its really nice to have another use for them than killing other players. I think the technically retain the ghosting abilities. Its just their AI/pathing that now makes them go around obstacles. However desync might cause them to "glitch through". Feedback is a good thing be it negative or positive. I can only repeat that I like the changes as they make zombies more challenging but also less frustrating (if you work around the melee targeting bug) as they walk through wall less often. However I would rather like them being as resilent and 'hit-able' as survivors instead of being squishy but much harder to hit. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Evil Minion replied to alexeistukov's topic in Suggestions
So maybe the Chernarus militry had the AKM as service rifle until after the Sowiet Union collapsed and later decided to move to the AK-101? Python, Longhorn and Blaze are civilian firearms - so its reasonable (authentic) for the gunowners in Chernarus to buy them if they are well liked. Just as you would see a Makarow in the US for example. The Striker on the other side is military firearm than is rather sparingly used around the world so the probability of the Chernarus military using it is very low. And as a military firearm the probability of Chernarussian gunowners having them is low as well. Yeah its not zero - but still very close. -
Again referring to Aggathor because he has posted a method in some videos. The basic concept is hitting a healthy suvivor once and measuring the time between health status change (no status/healing/healthy) as regeneration values are already known (1 for health, 3 for blood when fully engergized and hydrated).
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What exactly changed about the melee combat in .47 stable?
Evil Minion replied to omgwtfbbq (DayZ)'s topic in General Discussion
Seems like they just messed up the aiming. Other than that the issues are still the same as before (insane range on both players and zombies, desynced animations and desynced hit detection). For example the Fireaxe now hits your target if you aim to the left of his/her legs. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Evil Minion replied to alexeistukov's topic in Suggestions
Which one exactly? In fact you cannot say this (for civilian weapons) because Chernarus is a fictional country and you don't know its excact specifics like gun laws, trade agreements etc. The games background has a US/NATO military operation and also a Russian one if I am not mistaken. So maybe the Longhorn seems a little odd but as a civilian firearm it could have been popular in Chernarus - here the exotic design helps as there aren't really that many "alternatives". Exotic military weapons are a very different topic as their trade is subject to a lot of regulations and thus a weapon that is only used by very few countries (such as the Armsel Striker) is very unlikely to be found in Chernarus. -
DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Another bump for data - please vote! -
Not arguing that but right now magazines are rarer than weapons, their ammo or even attachments. They should be a little more common than their respective guns and much more common than any (other) attachment. Maybe make tham spawn empty but realistically speaking you should be able to find them where the firearms they belong to spawn. Right now it seems like "Civilian Weapon Magazine" is military grade gear...
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The last day I decided I want a magazine for one of my pistols (had a P1, 1911 and a Amphibia S) - and I finally managed to find one for the Amphibia (search area: southwest map). While searching I also found: - two other Amphia S - at least three other 1911 - two pistol flashlights - two FNX optics - two PSO-1 scopes - two Blaze 95 - a Mosin - three fireaxes - three Sporter 22 10 round magazines - three Sporter 22 30 round magazines - countless pistol rounds - countless SKS rifles And noticable: No magazine for any other kind of pistol. I actually expected to find an AK before ever encountering a pistol magazine. Why are those things so rare? As written elsewhere it seriously gimps pistols as a whole as they are basically single shot about 95% of the time. How about making pistol magazines spawn where pistols spawn pistol attachments spawn pistol ammo spawnswhich might drastically improve the usefulness of a whole class of weapons.
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With the right item rarity this should not happen - at least not everywhere. Also big bad guys with explosives incoming in...
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Its not a bad thing to move slower with your weapon up. It adds depth to firefight rather than making it straft+aim as you have to choose whether to run or to aim or to hold your weapon up. Then you got the leaning feature - use it!
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[Discussion] Melee, Zombies and Item Swapping Issues
Evil Minion replied to [email protected]'s topic in General Discussion
It always bugged me that the only thing worth shooting was another player. Bug or not zombies are worth shooting now which is nice. -
Isn't item permanence counterintuitive to permadeath?
Evil Minion replied to omgwtfbbq (DayZ)'s topic in General Discussion
Thats why tents should not be linked to any particular player but merely provide an option to store items. As long as other can steal your tent and the items inside I don't see an issue. Right now you can still run to your corpse that may or may not be guarded by a mate. Anyways I always though merely using your items and waiting 30 seconds to spawn at the coast is a fairly minor setback. As tents help preserving gear (given they won't be stolen) there should be some additional punishment to keep death from being a mere annoyance. Increasing death timers might help because it would bother people in real life. Note that this is more an issue of death than an issue of item persistence. -
[Discussion] Melee, Zombies and Item Swapping Issues
Evil Minion replied to [email protected]'s topic in General Discussion
Seems like 0.47 are meant to be shot instead of engaged in melee. I can live with that - got tired of that "oh a zombie - casually draws melee weapon - casually hits zombie - casually walks away routine". So now its "shoot them or run" - we all know that from zombie movies. -
[Discussion] Melee, Zombies and Item Swapping Issues
Evil Minion replied to [email protected]'s topic in General Discussion
I actually like the increased challenge though I would rather like the old 0.44 zombies with 0.46 melee targeting. Still better than those laughable 0.46 zombies - and now you got actually a reason to shoot them. -
Things I immediately noticed about today's release...
Evil Minion replied to Death By Crowbar's topic in General Discussion
Noticed this as well. And while it feels a little bugged (zombies hitting you from 3m away and you sometimes can't hit them from 1m distance) I like it. Adds a little challenge that was lost on 0.45. Though they still die easily if you can hit them. Zombie pathfinding seems a little sneaky though - once I was turning around seeing a zombie running right through a fence. Then it seemed to notice me watching so it started pretending not to have this power and walked around it. -
The point is that weapon balance is incomplete so the values are probably not well reflected. In the end the Makarov and PM 73 RAK should have less recoil (and probably less sway) than their 9mm counterparts which might give you an advantge in close quarter fights. The problem with pistols right now is that they are basically one-shot weapons as finding magazines (let alone the right magazines) is pretty damn hard, that they need extra inventory space (as you can glue a rifle to your back using crazy voodoo magic) and that rifles are easier to find. The CR 527 is a hunting rifle and probably beats the SKS at long range shots. In the end any gun you find is better than a more powerful gun you don't find so you might consider some of those weapons mid-tier items that might be swapped for better gear when the opportunity arrives.
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How long does it take to get dry after exposure to rain?
Evil Minion replied to xwhitemousex's topic in General Discussion
Because at some point there will be an effect but right now only the "front end" (state and message) is implemented. -
I did not encounter one yet but from reading I would think it sucks at self defense: intermediate cartridge, low magazine capacity, bolt action. Its probably better for hunting or long range sniping than winning firefights.
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I think there should be at least 1000 combinations overall - this would reduce the possibility of two players on a 100 slot server having exactly the same character (excluding clothes etc.) below 1% (given players get/select random combinations). Sounds much? Not really if you use a character generator: 2 genders5 skin tones5 faces5 hair styles/colors4 eye colorsIf you could also customize things like the shape of your mouth, body, eyes or nose you would quickly reach a very high number of possible combinations.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Bump for data. -
I think there are many Diamond/Club players coming from Arma as the game seems to be designed for this combination. The "new guys" are probably of more balanced in their preferences. I figured some possible favorite buttons: Diamond - F Spade - Alt Heart - Capslock Club - LMB
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Seems like you failed your disarming roll. :D