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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    More civillian clothing.. Less military

    Suggestions...
  2. Evil Minion

    Clan

    Look/ask here.
  3. Updated - added a poll to get some community feedback.
  4. Evil Minion

    Moose confirmed

    +1 for adding a REAL moose to the game. Including the "wouldn't want to tangle with" part of course.
  5. Evil Minion

    Customize our own skins face in DAYZ standalone ?

    Height could also have some advantages: - higher reach when looting (longer arms) - higher melee attack range and/or damage (again - longer arms) - higher movement speed (long legs) But thats basically the reason I did not include height in my suggestion and made weight something that would be aquired by a certain playstyle (hunger -> thin/light, overeating -> fat/heavy, sports -> athletic/no weight change) instead of chosen at the beginning. Instead of this I suggested different body types that change the silhouette and should only have minor influence on your ability to hide. I think this would also make a bigger impact in terms of mid-range identification/customization in general than having different sizes that are shaped exactly the same.
  6. Evil Minion

    Clothing functionality

    Thats why I think there should be some condition for this kind of events so you will see it coming and can prevent it from happening - or you don't and take the risk. Like only making it possible to trip if you are sprinting while very low on stamina or running down a very steep hill at full speed. Also its more like: "Hey, I hope you were having fun trying to survive, here's a problem to deal with."
  7. Evil Minion

    Counteracting server hoppers

    They had implemented some kind of solution with those huge server switch times but for some reason they toned it down :(. The only real fix are private hives of course - but those eat way more resources (one hive per server). In the end its also true that there are bigger issues - after all its Alpha (aka "early testing") where balance is not a major concern yet (that would be Beta/Final). You can even use server hopping for testing purposes so maybe it won't be fixed until Alpha phase is over.
  8. Evil Minion

    Clothing functionality

    Thats basically the point of both topics I started and linked in my signature. Would definitely be nice but I think its very difficult to achieve the right results (as camouflage also depends on background). I would like to see the devs coming up with a solution though. I hope your choice of shoes will have some impact in the future. The idea with different underground is nice. Falling is actually pretty funny but it should not happen too often. Could also be combined with weight or stamina systems. Not entirely sur about this as it would just meke those plain better than the less lucky one - maybe if they also come with increased weight and/or less inventory space? I just really don't like to have a single top item choice in any category.
  9. Evil Minion

    Zombies are too hard (defending my opinion)

    In my opinion zombies are too weak. Why? Lets take a look: 1) They are dumb as hell. 2) They are much less resilent than players. 3) They come in low numbers. 4) They die randomly. There are some frustrating features like their hyper awareness, their ghost-mode when it comes to obstacles and their melee attacks sometimes connecting despite clearly missing but in the end they only pose a threat for badly wounded survivors are by causing bleeding. As soon as a player figures out how to use his fists/a melee weapon and has bandages/rags zombies cease to be a threat.
  10. Evil Minion

    Remove fov option from game.

    1. So instead of fixing the FoV it should be removed to make the game look stupid for everyone who does not use "the one and only screen size"? No - keep it but fix it while keeping minimum and maximum values in a realistic area. 2. Also happens with the use button (F) - you want to open/close a door? Better play a hide&seek minigame first because otherwise you will reload your weapon. Solution comes in two flavors: Door triggers should be much easier to find (aim at the door while standing close enough instead of aiming at a random point somewhere near the door) and F/Scrolling should not be used for reloading your weapon (we got R and the inventory screen for this).
  11. Evil Minion

    Customize our own skins face in DAYZ standalone ?

    If they add nudity you should totally be able to customize penises*. I think I read something about uploading your own face being too difficult to implement - anyways it would nice to have but I would also be okay with a face generator that offers enough options to make people recognisable by looking at their face. Also see the upper link in my signature for this. *A joke.
  12. Evil Minion

    Still to much rain

    Its probably for testing purposes - to see how rain influences performance and gameplay. But then its also autumn when its raining a lot - maybe there should just be an usable umbrella. And yes you can refill your bottles - but it takes a lot of time (~1% per use).
  13. Evil Minion

    Why did it take them so long to make this.

    Honestly I have no idea how the DayZ idea could possibly work in a Free2Play environment. What are you paying for with your micro transactions? Its a multiplayer open world game - which means everyone has a better experience if everyone has access to the same game elements. Cosmetics are meant to stand out - but here everyone should be able to do it. Gear? Would turn the game into "hunt down those premiums" or "pay to win" depending on whether you can loot premium gear or not. I think the whole concept fares much better with the old "buy the game, get all of its features" approach. Free2Play (the real deal not those fake "pay to win" games) is more suited for games that consist of discrete short term sessions like DotA or CoD. Not sure how H1Z1 will be but there are good chances it will be vastly different because of the payment concept alone.
  14. Thats either too simple or too misleading. it would either mean that every weapon of a type (pistol, rifle etc.) would fire the same ammo - reducing the impact of different rarities and making them too interchangeable. It also does not give credit to the different properieties of the calibers (weight for example). Or you would have some rifles that don't shoot rifle ammo, some pistols that don't shoot pistoil ammo etc. Here you would keep the gameplay and balance elements but the user would get misleading information. I like the current system and would like to keep it. The question is how to progress: - more calibers increase realism but also make it much harder to find the right ammunition (thus adding either frustration or abundance of ammo) and are more work for the devs - less calibers make it easier to balance out loot and weapons but reduce realism or weapon choices The OP is a good idea how to find a compromise that does give us realistic properties (if the game gives me a weapon I want it to behave like that weapon) without drowning in a sea of different cartridges.
  15. For me it would be: (1) Stick to the realistic calibers (1a) Only add weapons of the most common/planned calibers (1b) Add most popular weapons and with their own caliber if needed (2) Change in caliber for popular weapons (2a) Change calibers to ones with similar performance (2b) Change the weapon variant to support another caliber (also includes handwaving by "Chernarus variant")
  16. What about not panicking? Maybe add a vote to see if his statement is true. And even if not the suggestion list still stands but with emphasis on the weapons of existing calibers. For other weapons it can also be handwaved by saying: "There is a special/locally produced variant that uses another caliber because its more common in Chernarus" or just use another existing version (e.g. AK-101 instead of AK-74). I mean thats also happening in real life.
  17. I believe I also found guns in random homes - but its possible someone left them there. There are definitely ammo spawns in civilian houses.
  18. Yes - underwear could work as swappable as well. Its just to provide more variety (and gamplay options) and some of the other suggestions might look pretty silly with the current set. There are some joke items on the list as well - though we also got clown masks ingame. As long as they are implemented in a realistic and believable fashion they would make the game more diverse. And maybe some creative players will put them to good use.
  19. Evil Minion

    Realism fix for supplies

    Think of the respawning supplies as a feature to simulate a much bigger world. Otherwise you would also have a fixed number of zombies and a fixed number of players. And if someone dies the total number of survivors just drops by one (until everyone died off). For gameplay reasons we have a smaller world with respawning players, zombies and loot. And also respawning animals when implemented.
  20. Evil Minion

    Shotgun most worthless weapon the game?

    While my experience is pretty limited the instances I saw a shotgun in action against players it was pretty deadly. Maybe you hit him in the chaest and the damage was partially soaked up by his gear? Theodore Roosevelt approves of this method.
  21. Evil Minion

    Bye bye spawn timer.

    So combat logging and server hopping are now easier than ever? Not cool. Edit: Tried it but got a spawn timer of 100 seconds. Are there any special conditions?
  22. I like the aspects of survival and charcter customization and in my opinion it would be great if those could be combined to allow for more choices. Some might be "just for show" while others might have some special use or general utility. Instead of only having "joke", "low tier" and "high tier" items there should be a variety of options that can prove useful under certain circumstances while also having some drawbacks attached to them. On the other side there should also be room for purely cosmetic aspects. I decided to make multiple topics instead of a single long one but will use former thoughts in later ones (thats why the topic name has a number in it). This part centers around dynamic (ingame) changes to character appearance that mainly result from gameplay choices and should help making every survivor unique in some way. This topic is not about clothes but other options to customize your character during gameplay. Part I - Stamina & Weight Part II - Temperature & Wetness Part III - Character Creation Part IV - The Dynamic Character 2 CHARACTER: 2.4 Weight and Training Instead of keeping the same shape all the time you should be able to change your body ingame for the better or the worse. You progress towards "Fat" when you consume food that would put you above your maximum energy capacity and you progress towards "Thin" when you are hungry. Progressing towards "Trained" is much harder: You need to consume stamina while being healthy and either tiring or exhausted due to physical activity (you need to run for quite a while before progressing even starts). For the sake of simplicity I suggest a semi-onedimensional approach: You can only ever be "Fat", "Thin" or "Trained" and transition is only possible via "Normal" state. So you can either progress further towards your current state or the normal one (if you do something that would make you progress towards a different one). So a thin person that starts to train will first gain weight until he/she reaches the normal state and then start to build up those muscles. Besides affecting your characters appearance and weight (and thus stamina costs - a trained survivor would have about the same weight as a normal survivor) there could be some other effects: Normal: - no positive or negative effects Thin: - faster temperature loss - lower maximum energy - lower stomach capacity Fat: - faster temperature gain - lower movement speed - higher maximum energy - higher stomach capacity Trained: - higher stamina - higher moevement speed The more you progress towards a certain state the bigger the effect and the more your survivor will look like it. The exact appearance should depend on your body type: Athletic males would look especially skinny when "Thin" but when "Fat" most of the weight concentrates on the belly while arms and legs stay thinner. A trained one would - as the name suggests - look similar to a professional athlete. Muscular males would keep their broad shoulders even when very thin. Weight gain is more significant on the torso and arms so "Fat" one tend to look bulky while "Trained" ones would look more like bodybuilders. Rectangular males would still be relatively stocky when thin, gain weight all over the body when progressing towards "Fat" and a "Trained" one would be well muscled without looking like he was on steroids. Hourglass females would have the typical supermodel figure when "Thin", keep a defined waist even when "Fat" while gaining weight elsewhere and hardbodies when very "Trained". Pear femnales would keep wide hips even when "Thin", a relatively slim upper body when "Fat" and a very feminine shape even when "Trained" but with well defined muscles. Androgynous females would be boyish when "Thin", quite bulky when "Fat" and pretty masculine (in body shape) when "Trained" (comparable to the athletic and rectangular males). 2.5 Hair and Beards also here You hair and beard (if male) start out relatvely short (for both genders) and grow slowly over time. This means that growing long hair would take multiple ingame days and Rapunzel hair would be a strong indicator for a character that survived a long time. Still growth should be faster than it would be in real life just to make it possible to grow long hair. Hair (but no beards) could also have an effect on body temperature with long hair offering better protection against cold but also taking longer to become dry if it got wet. Hair can be cut and altered with different tools, where the specific options depend on the tool itself (you can't get a very orderly hairstyle when all you got is a Machete) the length of your hair, our hairtype (curly hair will always be curly) and the cut (if you use scissors it will look very different than if you use a sickle). Cutting tools: - Razor (best for shaving, relatively clean cutting) - Scissors (best for cutting, clean cut) - Knifes (okay for both cutting and shaving but might not cause the best results) - Machete/Sickle etc. (only for very crude cutting) The basic length and cut might be altered using other tools. A comb or hairbrush might result in much less savange looking hair. Use a band to create a ponytail and hairspray to make it stand (headwear will probably ruin this). Dreadlocks and braids should be possible as well. I am not quite sure if loose and long hair should have some drawbacks like impairing your vision (smaller FoV or blocked vision during rapid movement) - it pretty much depends on how much it forces players to tend their hair (which should not be one of the more frequent or important things to do in my opinion) and the technical possibilities of course. Finally you should be able to do these things (and maybe even more) to other people (buddies, strangers and prisoners). Maybe even cut off someones long hair as some kind of trophy. 2.6 Body paint & Piercings Pretty simple: paint your skin with different colors and shapes which of cuase requires you to find suitable equipment (like those colors) before. This includes makeup, bright colors and also camouflage and mud. The equipment should be able to be used more liberally - for example lipstick might be used to give you red lips but also to paint your face with red stripes or even color your whole face in red (which might require multiple lipsticks to be used). You should be able to color most body parts (everywhere) with a wider array of possible patterns or symbols although more elaborate paints might require another survivor to apply them to your skin. Getting rid of the paint should depend on the equipment in question. Simple colors and mud might only need you to jump into a body of water to wash them off you while others might require the use of alcohol. However, no bodypaint should be permanent and the colors might fade or blur over time (maybe faster on wet survivors and slower on dry ones). Piercings could work similar to clothes but applying them would be more elaborate (finding suitable equipment, desinfecting the equipment and choosing the place on you body) and might require another survivor to do the job. With the right equipment you should be able to take them off pretty easily and maybe even reapply them. 2.7 Tattoos & Scars Lets talk about permanent marks. Tattoos are basically the big brother of body paint and should always require another survivor to apply them. Just like in real life they could work as identification marks especially because once you commited to them you won't we able to change them (until your survivor dies). In general almost everything possible with body paint should also be possible with tattoos and the bigger the tatoo the longer it takes until its finished. Tattooing by itself should require special equipment and take quite some time (and maybe even carry some risk of infection if not using sterile/high quality equipment) so not every survivor is able to affort it. Scars should come in two flavors: combat scars and decoration scars. As the name suggests the first kind is aquired by being wounded in combat while the second kind works similar to tattoos but with some differences: decoration scars don't come in different colors (unless combined with tatoos if possible) and can't be as detailed. On the other side you don't need that much dedicated equipment. Still it should take quite some time and the process might be painful and cost some health as well as risking infection as well. Combat scars are aquired by getting wounded. Bleeding wounds (or worse) would have some probability of leaving a scar. This probability should depend on the quality of the medical equiment used for treatment and further reduced by letting another survivor treat your wounds. Depending on those factors you will keep a big scar (pretty ugly but might look badass), a small scar (visible but not disfiguring) or no scar at all if you are lucky. So treating your wounds yourself with bad equipment has a high chance of causing a big scar, a smaller chance of causing a small scar and a very small chance of causing no scar while getting treated by another survivor using good equipment might have a good chance of causing no scar at all and a small chance of causing a small scar. There might be even more specialized items that reduce the probability of leaving a scar even further at some cost (more inventory space needed, heavier, much rarer). This way scars could also help to give away people who like to fight often and mainly carry equipmemnt that helps with fighting as the tend to have more and bigger scars than pacifist medics. And battle hardened loners would also look like battle hardened loners with quite some scars all over their body. 2.8 Skills also here Now DayZ is obviously no role playing game where you collect experience points, level up and buy shiny new abilities with your skillpoints. But on the other side its not very realistic for a random survivor to have the skills of paramedics, soldiers, hunters, tailors etc. combined. Now I believe knowledge should stay on the players side - you should not be required to read a book ingame to perform specific actions. But training and experience should play a role: A freshly spawned survivor might know how to do something but lacks the experience to do it perfectly. So similar to shaping your body you might be able to passively shape your skills by just doing things. If you perform one action over and over again you will become faster or the effect might be increased. Maybe some actions (like clothes modification or crafting more complex items) might even require a particular skill to be advanced enough before you can do so. Still most actions should be available to everyone although in a less effective shape (an untrained medic might take much longer to treat woulds than a more experienced one making the patient lose more blood in the process). Skills would affect multiple actions (e.g. a medicine skill would affect treating woulds, giving and taking blood etc.) and should slowly degrade when not used for a longer period of time - faster you skill level is higher as it takes a lot of work to maintain extraordinary skills. So your actual skillset would depend solely on your playstyle instead of some starting preset or skillpoint distribution. If you concentrate on a few of your abilities you will end up as a specialist while doing everything on your own would make you into a generalist. Possible Skills: - Medicine (bandaging, taking or giving blood) - Firearms (reloading, cleaning, switching stances, drawing guns) - Brawling (drawing melee weapons, damaging melee weapons, melee attack speed) - Crafting (tool usage, repairing or creating equipment) - Mechanics (with vehicles/machines implemented) - Survival (skinning animals, cooking, making fire, gathering wood) ... (further suggestions are welcome)
  23. Right now the Magnums (Colt Pythons) characteristic in DayZ is not its higher caliber (as far as I know it doesn't do any more damage than most other handguns) but being able to hold six bullets without a magazine (and its apparently very abundant ammunition). Thats why I suggested heavier handguns. Anyways thanks for the answer. Allright now that there is a melee weapon section (some from the forums): (Spiked) Knuckles Rocks and Sticks Katana or Shashka (or some other type of sword/sabre) Hatchets (throwable) Scythe (clumsy to use but good damage and causes bleeding) Bardiche or Sovnya (if someone suggested swords... :) - those are Russian polearms, even though the Sovnya might be mistaken for a Naginata) Whip (maybe more as a tool) Scissors (also as a tool) Razor (also as a tool)
  24. Evil Minion

    pushing latest EXP to STABLE... ?

    If its not stable you cannot release it as stable. As its alpha in either case "stable" means "no performance loss".
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