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Everything posted by Evil Minion
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I find it pretty immersive to search your pockets for those bullets when you have to search your pockets for those bullets. It also rewards an orderly inventory just like in real life further increasing immersion. Having a generic button that teleports the bullets into your hand and makes you reload without ever touching your pockets - thats unimmersive. But I would keep it for speedloaders/magazines for gameplay reasons (having no reload button at all would be the most immersive option). However, fast reloading via scroll wheel/F feels pretty clunky to me. You walk around with your weapon in hand and want to open/close a door but its glitchy and so you reload your weapon instead. It obviously does not fix the door triggers but makes those bugs much less aggravating.
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What clothing set/weapons would you add if you could?
Evil Minion replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Lots of civilian clothes: - business suits - doctor's coat - leather and fur clothing - skirts/dresses - warning vests - belts - leggings, tights - different types of underwear/swimwear - sports clothes - more variation of shirts (e.g. sleeveless) - more variation of jackets - scarfs etc. Maybe there could be additional slots for some of them: - underwear (can only be replaced) - neck (scarfs, items etc.) - hip (skirts and belts) -
we complain about unfinished projects
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I used the Machete for quite some time because of its (in my opinion) easy use. During this period I also used a Splitting Axe, Pitchfork and Pickaxe but they felt too clumsy in comparison with not that much of a damage gain. Then I found a Fireaxe. I feel its a little harder to use than the Machete but the higher damage is definitely worth it (fights are much shorter). Even feels a little op in the current build as there are so few zombies and they aren't smart either.
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Suggestion: Decrease hit percentage => Lengthen the Rush + Reduce Artificiality
Evil Minion replied to cuddly_rabbit's topic in Suggestions
When I first read the topic I thought it was about increasing the health of survivors to create longer combat - which would have been a "NO!" from my side. But those ideas might be a good thing if not overdone. While I do agree with the realism argument I don't think it would be good for gameplay. Taking away a lot of combat skill by default would probably just cause randomness in combat or frustration on the side of the players. Instead the maximum performace should stay BUT there should be certain factors you need to look at. Players should be given the toold but they should be harder to use: (A) Stamina (your body) I posted some suggestions elsewhere so I will make it short here: If you are exhausted from physical activity you will have a much harder time hitting your target. Can be mitigated by keeping your stamina high. (B) Accuracy (your weapon) In reality most weapons do not shoot perfectly straight. There is always a bias. I do not mean the spread but simply the fact that the expected center of your shots is not the point you aimed at (or straight below it). If every weapon had such a bias players would need to know their weapon to get the expected outcome. © This is not accuracy but precision. Even the best condition weapon should have some bias but with lower condition there should be much more spread (around the biased center) that you cannot mitigate by just aiming. Instead you need to find good equipment (most weapons you will find should be in rather bad condition) and keep it in good shape: With every shot your weapons condition gets worse until it finally stops working if you don't take action. (D) Weather Weather conditions should influence your shots especially if shooting over longer distances by making your shots go short or to the side. So a skilled marksman has to study his environment and work it into his shot to hit his target. However, taking all those things into account you should be able to snipe just well. An alternative would be a skill system that makes your current character better at something by doing it and worse at something by not doing it over a prolonged period of time. Definitely. But careful planning (see above) should be rewarded - otherwise the whole thing would cause frustration on the other side: You are in best condition, know your weapon like a brother and carefully line up your shot - BAM you still miss. Thats even more frustrating than getting instakilled (here you basically "failed" to sneak successfully) and takes away the reward for doing it right. Same here: Instead of making it impossible for players to be snipers make it much harder and rewarding. I don't have much problems with the current health and injury system. Keep in mind that its still a game and people don't want to spend weeks recovering from wounds. The injury system does not sound that bad but here I also would give players a chance. So you either got a graze (equivalent to the non-lethal shots we got right now), an instantly fatal shot (like head or neck shots) and something like your medium hits that can be treated but it needs to be done (a) quickly (e.g. by making them drain health until treatened) and (B) by somebody else. -
Remove night-time for now, until it's fixed?
Evil Minion replied to TheGreatPerson's topic in General Discussion
Fix nighttime by using those lights you got. There are quite a lot of different flashlights and a lantern, too. The only thing I noticed is that batteries are pretty hard to find (compared to weapons for example). Alternatively play on a daytime server if you are afraid of the darkness. -
I like the idea of having dangerous animals around. As Chernarus is supposed to be a former Sowjet State I would think about animals that can be found in non-arctic Russia (no Polar Bears or Mountain Lions). Also there should not be too many animals in a certain area, especially when talking predators. Hunting game should require some search and stalking and seeing a predator should be even less frequent. In relation when playing you should encounter zombies much more often than animals in general und predators much less often than neutral animals. Zombies - found in/near villages and cities in small to large groups (common) - active all the time but more dangerous during the day (they don't see very far at night), very aggressive - get attracted by loud sounds (e.g. gunshots), easier to sneak past Animals - found in the wilderness alone or in smaller groups (rare) - mostly active at night, aggression depends on threat level (group size, wounds etc.) - usually flee from gunshot sounds, hard to sneak upon/past Now the different animals that I think might work: - Amur Tiger (extremely rare, powerful and fast, only attacks loners/small groups from behind, usually runs away if spotted) - Brown Bear (very rare, powerful and surprisingly fast when attacking, attacks if threatened or hopes for easy prey) - Wolf (rare, fast but not that powerful, often in groups, usually only attack wounded survivors and flee otherwise) - Feral Dogs (rare, weaker than wolves but more aggressive) - Lynx (very rare, sneaky and not very powerful, usually flees from humans but might attack single wounded survivors) - Wisent (extremely rare, often in small groups, neutral but flees from gunshots, aggressive when threatened or wounded) - Boar (common, usually neutral and will flee but attacks when threatened or wounded) - Moose (very rare, usually neutral and might flee, attacks when threatened) - Red Deer (common, often in groups, will flee most of the time but might attack when threatened) - Roe Deer (common, often in small groups, very shy) - Viper (relatively rare, camouflaged and would rather hide than attack, bites humans if they come too close which causes them to lose health and blood similar to severe food poisoning) - Bees (very rare, basically a honey pot with a protecting swarm, buzzing should be heard as a warning, swarm attacks when too close, might be found in cities, villages etc.) - small critters that hide and/flee from humans (rabbits, hamsters, marmots, rats, cats etc.) - birds (different types, some in flocks, will fly away if threatened or from loud noises, crows/ravens/vultures might flock to corpses if left alone) - farm animals (cows, pigs, chicken etc., weaker and less shy than their wild counterparts)
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At some point you spend your money to feed existing devs instead of hiring new ones. So more money does not translate in speed but ongoing development.
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Because being young and attractive should not be a requirement for surviving the zombie apocalypse. However, I would like some cute faces as well. In fact I think there should be plenty choices so you can use them for actually recognising players (thats what faces are for).
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Will not be playing again until fire axe is un-nerfed
Evil Minion replied to DAUFvice's topic in General Discussion
I am a newbie and my impression was that the Fireaxe is very much overpowered compared to the other melee weapons. I did not play before the update though so maybe its just because of the zombie resistance issue in 0.44. -
I don't really like the idea. Being able to carry two rifles reduces the impact of choice and also makes smaller weapons like pistols or sawn-off rifles less viable. For my part I would even go further into the opposite direction and require a fairly common weapon attachment (gun sling) to put a rifle on your back in the first place.
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One more reason why there should be plenty of (now) ownerless daisy dukes around. I think survivors should have the chance to repeat those mistakes or show how its done right.
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Hi, I am Evil Minion (ingame name differs) from Germany! I am friendly (sometimes) and playing the game for some weeks now. I died a couple of times mostly by combination of ladders and zombies (early on) and at this point I am playing in my second longer lasting life.