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Everything posted by Evil Minion
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Incomplete and slightly biased poll. I got the impression the OP dislikes the weapon sway and wants it reduced. For my part I do not think the sway is realistic (far too smooth and predictable) but I would neither advice for straight up increasing (no voting option!) or reducing it. Instead it should be altered (no voting option!) to work according to the weapon used. Basically the heavier your weapon, the less support and the more fatigued you are the higher the sway amount should become. Also it should start lower and increase over the time the weapon is held (depending on weight an stance). How it should look? Less smooth and more chaotic in general maybe with a little influence of breathing as well (so random and up/down). And of course holding your breath should significantly reduce the amount.
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The new 3pp camera and FOV Slider
Evil Minion replied to Julianwop (DayZ)'s topic in General Discussion
I highly doubt you can solve the peeking issue by changing the camera position. Unless they make it a very complex moving camera that would probably annoy third person players while eating way more resources than a fog-of-war-ish feature. -
How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
Still true but still not really the point as it is about the emerging gameplay that is neither authentic (seeing behind objectis without actually looking over/around them) nor enjoyable (emphasizes camping and static gameplay) nor more strategic (fewer available strategies and no counterplay) nor fair (vision is still asymmetric and favor whoever just happens to be closer to an obstacle).No it's not cheating. And no third person should not be removed because of this. But peeking still needs to be addressed. And if it's done we can finally bury all those "1st vs 3rd" topics and stop needlessly splitting the public hive into two separate parts. And of course we can finally play in third person without the peeking gameplay and play first person with third person players without a handicap. -
The difference between private and public servers? Server hopping! Players join one server, loot an area, join another server, loot the same ares and so on because it's much faster, much less risky and costs much less resources than moving to another area on the same server. Because of this many places tend to be picked clean as if a horde of locusts went over them (which is actually not that far from the truth). Then we got loot spawning itself which is not very balanced at the moment and might spam one place with loot while other places barely got anything. Also at some point private servers had issues with loot spawns and got additional resets which might cause a more "balanced" loot distribution. And finally the game dynamics themselves as people pick up loot. So an area visited by many players tends to have much less loot. So servers with a higher regular playerbase tend to have less loot, servers with a lot of killing and/or many coast rats tend not to have that much loot in spawn areas, etc. This also tends to leave behind items players usually do not need in great numbers - like industrial loot.
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It seems to be this way at least for 0.57. Now this pretty much defeats the purpose of them being dynamic events but probably makes it easier to check whether they are working properly or not. I hope there will be more possible locations in the future, spread out so you actually have to serach for them instead of hopping on the airfield. And of course hopping would still need a massive nerf regardless of dynamic events.
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"Exploit" is just right for the peeking part (especially when you use it to camp/stalk people while staying invisible). Otherwise I don't see any real problems. I used to play third person when I was new to get that better awareness of my characters stance and position but you can get most of this information in first person as well by using free look. The most obvious issue with first person I encountered is when driving the V3S - your character seems to sit way too high which makes it difficult to look outside (you can see the street well enough though) and as there are no mirrors you cannot look behind you. So in a certain sense the game is neither refined enough for first person nor for third person yet - but at least the first person issues don't have such a massive impact on other players (unless you run over your buddy while trying to park your truck). As a side note there seems to be a much higher ratio of first person only players on experimental fluctuating roughly between 1:2 and 1:3 in my "<100 ping area" (there were free slots on all servers). Might have something to do with experimental providing as many first person servers as third person ones.
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Wait... since when is putting an item aside to look what's hidden below it an exploit?
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How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
Are you sure you are talking abot first person here? Because last time I checked third person was the mode where you could ambush or follow people without them even having the slightest chance of noticing you. -
I would rather like to keep starvation as a direct threat and something to worry about especially early in the game where a good amount of your effort should be put into getting a full belly. In a survival game food should matter a lot and not just give you a "combat debuff". However, a really good point about this suggestion is energy not being applied immediately but keeping your belly full to slowly increase your nutrition over time. This would prevent people from stuffing themselves or even vomiting to consume extreme amounts of food. This could even help adding more depth by giving different types of food different nutrition properties. Now it might be possible to combine some concepts and keep "starvation" more of an early game issue just like it is now while also introducing a (relatively hard to reach) "well-fed" aspect as an end game mechanic. As energy needs time before it is usable you cannot really reach this state by grinding for food for half an hour and then forgetting about it. Also "well fed" should disappear rather quickly if you cannot sustain it.
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I think we should be able to skin, quarter and eat zombies as well. And get nasty side effects from it.
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How to make .22 long-range sniping impossible/unviable?
Evil Minion replied to Sister Ray's topic in Suggestions
I think zeroing should work a little different especially with the hunting scope: Instead of factoring in the type of bullet used zeroing should always modify the sights by the same amount. This means the actual number would be only accurate for one type of ammunition and mean something else for other types.There should be an animation for zeroing that either forces you off sights or at least actually modifies your line of sight so you are now aiming below or above the target (depending on direction).This way you do not need to reduce the functionality for the hunting scope and sniping with .22 gets harder and does not result in extreme elevations. And to give the humble CR527 a chance the default calibration could match this weapon. -
This heat map is old - no nothern cities and apparently south coast spawns. Here is a more recent one:
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Nothing is dying. It's just that the current builds do not offer all that much. 0.55 is out for quite a while and old news (also suffers from using the old loot system) while 0.57 is still pretty unstable. The currrent builds are necessary but just not all that enjoyable for most players so they wait for an update and play other games in the meantime.
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Turns out staying in one place (one with high player density and loot frequency to boot) and waiting for the loot to come to you is not a viable survival strategy. You may try picking apples as you travel to a place that hasn't people spawning there all the time.
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I do not like the "cannot die from starvation" point but otherwise I like it as it avoids the issues you run into when energy is applied immediately (bulimia effect etc.).
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With the current implementation that's actually the case as loot can respawn after being picked up. However people misunderstand the reward aspect. You are mainly rewarded for staying alive (and taking some calculated risks) and not for simply getting to a certain place.
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The point with soft tissue is that it moves out of the way and thus can withstand more impact force than less flexible tissue. The video shows how much damage dedicated melee weapons should do. However, keep in mind that even a devastating wound to a limb or even to the torso does not mean instant death. That head hit would have been fatal though.
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It somewhat depends on where you get hit. Soft tissue can absorb quite some impact force while a blade goes through it like butter dealing a lot of damage (especially when slicing as opposed to hacking). Bones on the other side can stop a blade as it is usually fairly light (even sword blades are) but take the full impact of a hammer strike. Also because of the weight distribution blades tend to be quicker to wield. So in the end a knife is more effective against "soft" targets while a hammer is more effective against "hard" targets.
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DayZ Virtual Paper Doll - Community Clothing Suggestions (v1.30)
Evil Minion replied to Evil Minion's topic in Suggestions
Post updated -
How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
You must be really slow. :P Though it might not happen it's still interesting to know how people feel about it. However, there is no reason to remove third person. Peeking can be fixed by other means. -
As compensation for the rendering distance of objects. In real life you can spots thing from further away. In DayZ the zoom replaces taking a closer look as looking more concentrated won't magically show items otherwise not rendered.
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How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
So it does reduce the number of strategies (the "cheap" part is debatable) and basically reduces the dimensions the game is played in. Thus it leads to less diversity and arguably amplifies the effect of micro-management etc. Do we really want this? Do we want PvP to be reduced to an equivalent of a quickdraw duel? In a game that is meant to be authentic and where you would expect authentic gameplay? Not to mention that it would also help in PvE unless zombie detection would be tuned to work in a similar weird way. Strategy and excitement comes from having options and tradeoffs and peeking reduces both. Invisible scouts that cost nothing, can be everywhere at once and do not allow for any counterplay. That's a plain and free advantage to one side without having to choose or even giving up something in return. What does peeking give to gameplay? What does peeking take from gameplay? What do we want more in a game like DayZ? -
How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
Mainly because this topic is actually not about "how does peeking affect gameplay". There are plenty of topics out there where the effects of peeking are explained and in actual fact I did add some points in my former posts. So I am just linking a video here. Let's move back to the scouting example: "Zerg Rush" is a thing. It may be risky but if your enemy does not scout to acquite that information it can work out. Also scouting is useful to locate your enemy and allows you to strike first while spotting those scouts in return can give your enemy vital information about you knowing his position. Now remove fog of war. Zerg rush is no longer a thing and scouting is no longer required. Instead of carefully moving your scouts to stay informed about enemy movements you get them for free, reducing the amount of viable strategies significantly. And now remove fog of war but only for the player who just happens to be closer to the nearest cliff - do we want to call it "fair" because everyone has the same chance to be the lucky one? -
Melee weapons (and also firearms) killing in one or two hits is leass authentic than you think. Sure it can happen but then the attacker got lucky. There is no need to create discrete damage types though as you can use the different properties shock damage for knocking out people and maybe also knocking them down/away (if the amount from a single attack is big enough)health damage might mainly handle tissue damage from all kinds but mainly sharp/piercing attackswhat is called "bone condition" by some might handle some internal blunt damage effects and fracturesbleeding chance should depend on penetration power (values over 100% for penetrating protective gear)there should be a separate bleeding amount value (maybe replacing the flat blood damage)The advantage is the possibility of many different intermediate damage types and protective gear that works differently. Melee weapons should offer different approaches and tradeoffs. There shouldn't be one "ultimate weapon". As examples: a knife cut might have a bleeding chance of 100% and may cause notable health and blood loss, however it is very unlikely to cause knockout or fracture -> counter with clothing that reduces bleeding chance and health losta hammer strike might have a bleeding chance of ~20% and a low bleeding amount but high shock damage, high bone damage and okay health damage -> protective clothing still offers some protection but does not save you from it's raw impact forceOf cause the knife should be far quicker to attack than the hammer potentially causing multiple bleeding cuts in quick succession. The tradeoff between axes and sword might be that axes cause higher shock and bone damage and maybe got a greater bleeding chance (penetration) while swords should deal more health damage, cause heavier bleeding and are much quicker to attack with. Here the sword would be a big "pure blade" while the axe would mix sharp and blunt damage.
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How would you feel if 1st person perspective was mandatory?
Evil Minion replied to FlimFlamm's topic in General Discussion
There is less strategy involved if you disable fog of war. Which is basically what peeking does but in a more silly and asymmetrical way. Being one step ahead? Good luck doing this against a camper that can see you but is absolutely impossible to detect himself. And keep that "learn to play" of yours - peeking does create bad gameplay. And it's getting only worse the more people use it. It's not about your "1337 skillz" but about a healthy and authentic experience. If you really want to brag about your ability to exploit the camera perspective you should go to a private server to play with the likes of you.