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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    revamp feet damage

    Sounds interesting. However, it might depend on whatever the devs want to do with the damage system (they cannot just leave it as is -> "bone condition"). With limping etc. this might work pretty well. The proposed system seems quite authentic at first glance but it might end up using quite some resources (maybe not).
  2. Evil Minion

    Motion activated camera.

    Honestly I like the idea - with respective effort/rarity involved so you might have to craft the camera from different parts (e.g. camera+motion sensor+car battery+ghillie hood). It might open up another form of communication to have pictures/videos of characters as well. And I would probably try to use the cameras to observe player behavior (maybe also zombie/animal depending on the complexity of their AI).
  3. Evil Minion

    Persistence wipe for 0.56

    As far as I know the current iteration cannot work without wipes anyways. Now there could be just a change of system but it would put the game in a strange spot as those "lootsplosions" might stop loot from spawning elsewhere until they got picked clean. So the actual effects would be delayed - something you probably do not want as you want to test the new system. A similar thing happens with players - the current system results in tons of overgeared characters that might warp the impact of the central economy either by being far more powerful than the new survivors or by providing additional loot. So the best would probably be a character+persistence wipe but not having either might be... interesting.
  4. Evil Minion

    Highlight/Identify items easier

    The only time highlighting would be justified is when you are directly interacting with an object as in aiming at it when very close. Right now we got a text in the center of the screen that in the end is just as unrealistic. It might help differentiate between similar objects. And in this case it should be very slight, require you to be in interaction range and to aim at the object in question. Highlighting as a means to find items - no way. Hidden items are a good thing.
  5. If this was true your post would actually just imply that you do want free power for people who do not want to go through the effort of memorizing how their weapons hit. Which boils down to: I do not want people to be rewarded for their knowledge.Now I agree that everyone should be inaccurate when hipfiring but I would rather remove potential power by forcing a certain amount of free aim and keeping the reticle in the middle of your screen. This would actually emphasize learning over just having the information or not. I also like the idea of individual weapon bias where specific guns shoot slightly different. This would emphasize keeping your own gun and maintaining it over just picking up a new one. It would also mean that the "knowledge power spike" affects new and veteran players alike.
  6. Evil Minion

    Rotting Corpse Loot Spawn

    You can safely assume that Chernarus survivors do have scratches/wounds on their hand or even feet. Also eating with the same gloves you handled the corpse with or putting on clothes worn by it without cleaning them first might not be the smartest idea either. I would like it more if instead of having random corpses spawning all over the map dead players should gradually turn into them. So instead of despawning after a few minutes corpses should draw the attention of scavengers (zombies, wolves, crows). Those scavengers might feed from the corpse destroying/removing gear over time (depending on type) and increasing the risk of disease. Over time rot might set in increasing disease risk even further, causing flies to appear and also destroying/removing some gear. The final stage might be a skeleton with only the heaviest and most resilient gear still on it.
  7. It might be one of the core concepts to be better at something when you learn how to do it and got some experience. So I would call this fact (casuals having a harder time hip-firing than veterans) a feature.Why would you prevent players from getting a reward for putting in time and effort?
  8. Evil Minion

    Ammo rarity in .55

    The recent patches have changed loot spawns quite a lot. Instead of food or clothes I am interested in ammunition (again) and the respective rarity of different types. I would like the community to give their impression by voting. You can vote for multiple types of ammo and in case you feel a specific rarity to be between two of the option vote for both of them.
  9. Evil Minion

    Repeated false positive VAC bans (2 in 1 month)

    Doesn't DayZ run both BE and VAC? Still two bans on two different accounts are hardly coincidence. You are probably running something that is considered cheat by the engine but not by you.
  10. Evil Minion

    BAF L85/SA80 variants

    Wasn't it fairly clear that NATO forces were doing things in Chernarus? The L85 makes as much sense as the M4 and (as a military rifle) more than the FAL.
  11. Evil Minion

    choppers or bicycles ?

    Choppers make more sense from a mechanical and development point of view. Bicycles make more sense as "extras" - and those do not have any priority.
  12. Evil Minion

    Nametags + Reputation System Proof of concept

    While I like this idea much more than an arbitrary karma system I think there are still some issues: it might not be as biased towards a very specific moral codex but there is still some bias depending on the majority of players this one metknowing the reputation of a random stranger you never met or heard of before is pretty unauthenticreputation might be unindicative (or can be abused) depending on the group that gave ratingspolarizing behavior (e.g. a proud warrior) is ill-representedyou should not be told who killed you if you cannot deduce it from the eventsnametags might work as identification only if they are fixed and then they might be too exact (e.g. a stranger you never met before cannot lie to you giving you a wrong name*)So in general much better then a karma system because it's less biased but I think it still gives up way to much prepared information to players. For my part I prefer unprepared information like being able to distinguish characters by their face and more options to communicate this ingame (drawing on paper, pinning persistent papers to walls, taking polaroids, ...). The fact remains that you need to identify players/characters to introduce consequences for their behavior but that doesn't mean you should get this information out of thin air. As last: "the only way". It seems people have forgotten what this actually means and just use it as promotional phrase on their ideas. Please stop! You are implying that your idea would not only work as intended but also that there is absolutely no other way of achieving this. That's most likely wrong. There are plenty of other ideas that might work just fine or even better. *Pretty minor as you could also use your ingame name as some kind of ID basically emulating a persons face.
  13. So basically you want: lots of vehicles that have a comparatively low impact (aka "unrewarding")fast Quake style point and twitch combat (aka "unauthentic" and "less tactical")zombies that reach you from a mile away within a few seconds* ("unauthentic" again and linked to the former)a small world where you can travel from one end to another without much effortas little player interaction as possible unless you are in specific areasIf this is true you should ask yourself a question: Are your expectation compatible with the basic concept of the game? I think you don't really want those things but you are rather afraid of having to walk for hours without anything happening. More depth helps here - if you want to travel far across the map you may and it may end up in a very long walk. But in terms of gameplay you should not have to. *I think zombies should be about as fast as players and should be affected by fatigue the same way while also being able to hit running players. You should be able to run away if you are unfatigued and see them before they reach you but not if you are either tired and let them get too close.
  14. Evil Minion

    I've got convinced to play 1pp more.

    I like first person for the immersion and the more natural field of view. I like to play on first persion servers because the latter part warps the gameplay. That what happens if you reduce your FoV to get a higher zoom factor and keep it there all the time. Many players have issues with the FoV being too small for their screen.
  15. Do heroes really get those artificial benefits in the mod? Sound stupid to me. Especially as every karma system is initially flawed by the creators specific take on morality as well as the specific implementation and can be abused by following it "by the letter". In reality it's much harder to distinguish but players will usually select gear and develop skills according to their playstyle. So in actual fact chances are higher it's the bandit/killer who gets advantages in combat and not the friendly hero. However the latter might be quicker to react from a relaxed position as their playstyle puts them into this situation more often. Having their face visible or hidden is not an indicator as you cannot identify someone by his/her face at the moment.
  16. Vehicles are not meant as "compensation" for lower movement speed and fatigue. Or better: They are not meant as compensation for the majority of players. Vehicles are planned as "lategame" features for survivors who survived for a long time. Most players in earlier stages won't get any benefits out of them. Even if bikes were just spawning fully functional you are likely not to find one in the earlier stages of your game. The real compensations for lower average movement speed should be an increased number of loot (compared to speedy gonzales builds - currently we have far more than enough) and a greater amount of dangers/actions on the journey (to give players something to do other than running in a straight line to the nearest military base). Also server hopping/fresh spawn suicide should be addressed. Otherwise people would use those teleport exploits to get around the slower movement speed. And finally reduced average player movement has other positive effects: the usefulness of vehicles increases significantlycombat gets more authentic and enjoyable (especially guns vs. melee combat)zombie speed can be toned down as wellthe world gets biggeryou might meet more people traveling or looting small towns (needs server hopping fix as well)
  17. Evil Minion

    Make all servers separate

    Fix server hopping instead of simply disconnecting servers and calling it a day. Completely severing all connections comes with it's own issues and wastes a lot of potential. I went into details elsewhere but in general you want the following: a significant cost to for switching servers (like increased waiting times or only being allowed to switch only a few times per day)being able to get around this cost if you start a completely new character (by extension free switching if your character is dead)being able to get around/reduce this cost in certain situations (like the server you played on before being full)loot spawns depending on the number of active players (less loot on low pop servers -> balance out the risk/reward)In general if hopping for loot is much less effective than just staying and looting less people will do it and those who still stick with it won't get an unfair advantage.
  18. Evil Minion

    Adjust loot spawns

    Depends on what you mean by "doing this". If you mean getting to the regeneration states (energized, hydrated) and completely filling your belly by gathering - hell no. If you mean fighting off hunger as you move along looking for better food sources - yes of course. Spending time is just a natural requirement that sets you up for other things to happen like zombies or hostile players passing by or exposure/disease weakening you. Something that should change is the actual way you spend this time. The current way of gathering is pretty monotone (spam F) and annoying ("I have not found a thing.") but it might even be enough to make it a continuous action with random drops (so you can combine scouting and gathering without having to restart the latter over and over). However, I believe the best way to do it would be some kind of minigame that diverts some attention while you also have to stay aware of your surroundings (naturally). MOBA players should know the "last hitting" minigame - gathering could work on similar principles.
  19. I do not think taking a dip in full gear to cool off will stay viable for very long. It also makes you very dependent on ponds which makes you less flexible - while carrying a Ghillie also increases your need to loot as you cannot carry nearly as much (you either got no backpack or it's mainly occupied by your suit). The bushrag is best when you travel around a lot while still providing some decent camouflage - I would recommend it for situational hiding. The top provides better camouflage but you will get hot much quicker (which is actually a good thing if you want to camp somewhere as you do not cool off as fast). The full ghillie is probably only viable for snipers (I never used it but I am getting hot very quickly with the top - and I consider my travel speed lower than average) but you might be able to stay still even under freezing conditions. In the end the most practical option is not to use a Ghillie at all but sticking to green/khaki/olive clothes and backpacks.
  20. Evil Minion

    Barricading Vs Server Hopping

    The barricading issue also affects private servers but to a lesser degree: Imagine Player Adam logging out inside a random building and not playing for a certain time. A few days after Player Bob decides to barricade the building and keep his stuff there. Some time later Adam logs in - and finds himself inside the barricaded area. This is basically the same as ghosting even though it only affects the time axis. Now Adam could get Bobs stuff for free - or he could be trapped inside the building with no means to get out. Here we can see the two major issues: players should not be able to get into barricaded areas by abusing the logging procedure (more important on public servers)players should not be randomly trapped inside barricaded areas that appear after they logged out (more important on private servers) I think a good idea to solve this is the "safe zone" concept: a zone is created by completely barricading an areapeople logging out inside a zone get "saved" and are able to log back in as usualpeople who did not log out inside a zone but want to log in there are placed outside the zonezones are only active on this specific serverzones persist some time after "broken" (e.g. a door gets cracked open)zones are not overwritten but expanded/modified instead (you cannot kick out sb. by breaking his door and locking it again)
  21. It seems the weather is more forgiving in .55 - probable to mitigate shortages in clothing and some imbalance inside the loot economy. Imagine a climate like we had in the "winter patch" with very low temperatures and frequent rain on one of those bugged servers - people would freeze to death all the time.
  22. Evil Minion

    Locked Doors System

    In order to make locked doors worth it they should need multiple hits even with the best equipment available (equipment should not degrade super fast) while causing quite some noise. So insead of hitting a door once and opening it while ruining your axe you should have to hit it multiple times at normal degradation. Firearms should only work at point blank range and only if they deal enough damage to a very small area. Also locked areas do not work if people can simply ghost into them (intentionally or by accident) - so a completely locked are should only allow people to spawn inside if they logged out there - everyone else should be placed outside.
  23. Evil Minion

    "drink from fountain until full"

    I believe I read something about continuous cancelable actions being worked on. Would be a nice addition and make some actions (drinking, catching rain, gathering etc.) less annoying to perform.
  24. They did it - and I am disappointed. I already knew the old system was boring und easy with all the overabundant loot. But after being allowed to play a survival game for a short period of time it just feels bad. Survival is trivial again, weapons are plentiful and zombies aren't much of a threat anymore ("spine fracture" aside) as you have plenty of time to outrun them, plenty of gear to stop bleeding when they manage to hit you and of course regeneration almost all of the time. As a side note I only met three people with the central loot economy but all of them were friendly/neutral. Back to the old system and the first person I meet is a highly geared corpse. The second one shoots me (freshspawn with some clothes) on sight.
  25. In general I like the concept as it makes you think about how many - and more importantly which type of - items you want to carry with you. I also think 2D is the best way to go as 1D is too simple (does not differentiate between shapes) while 3D would be pretty hard to pull off in a satisfying way. Now the current system has the following issues: you gain free slots for some items (mostly big tools or weapons) items cannot be rotated the grid is pretty big allowing for low variety in items (especially notable with small ones) each container only got one big square instead of discrete pockets you can access all of your inventory freely all the time damaging or destroying a container does not affect inventory slots too much forced inventory management (e.g. hand-environment interaction only possible with full inventory) item size is inconsistent (compare matchbox, firefighter axe, handgun and PET bottle)Possible solutions: remove free slots, add gun slings and specialized slots to some backpacks make it possible to rotate items (4 directions should suffice) a finer grid and more stackable items OR "free" item placement (basically an ultra fine grid) OR a 1D slot for very small items (basically stacking small items of different types) divide inventory space into pockets restrict access to various slots in various situations (e.g. "search backpack" action) make ruined containers drop all items AND make damaged containers drop smaller items (randomly or all the time) OR disable pockets for damaged containers (damaged > some pockets ruined) divide the "store/interact/take" action into "store/drop" and "take/interact" OR "store/interact" and "take/drop" OR change it to "take/interact/drop" with "store" requiring the inventory screen adjust item size to more closely reflect real life (ignore smallest dimension) OR make items stackable according to smallest dimension
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