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Evil Minion

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Everything posted by Evil Minion

  1. Evil Minion

    Sniping should be a soft skill

    What would be the design purpose other than combat oriented killer players having an easier time sniping others while non-killer players have a harder time firing back?
  2. Evil Minion

    Dyeing is buggy/dont work?

    Did you use them at once or did you first use the berries and then the plants? When I tested dying always worked as if you used a plain white piece. Also the baseline was 10 for me so you might use more resources. Alternatively the color works as intended but appears as full green even though there is a blueish shade.
  3. Evil Minion

    floating crosshair

    This. But keep the crosshair in the center of the screen for environment interaction and as beacon for aimed shots (it does not make sense to keep aiming in the direction your hipfire went).
  4. Evil Minion

    Yet another anti-hopping thread :)

    If only those two things would solve anything. Which they don't - at least not directly as their existence does have positive effects on gameplay. Private shards come with all the disadvantages of being bound to one or a few servers forever and having a fairly small world to play in. However, there mere existence makes it possible to tax server switching or even dying on public servers much more. You neither want to wait nor start a new character (the latter option is pretty important as you want to prevent the characters from hopping not necessarily the players from switching) - go on a private shard for the meantime and come back when your timer expired. The loot economy does not affect server switching more than on-server looting. So the low risk, high reward, easy but less enjoyable way will still be server hopping as its viability compared to the alternatives remains unchanged. Now the CLE might cause on-server looting to be more enjoyable and rewarding so it might keep some players from hopping but the "fast and easy" route is still there and still warps game dynamics. In short: No solutions but important infrastructures to use for an actual solution.
  5. Evil Minion

    Smear yourself with blood

    I would prefer red body paint over covering yourself in blood. Drinking blood? Maybe... but rather animal blood. Nobody would play a vampire mod as everyone is already way too afraid of the dark. Unless it is a sparkly vampire mod - but that wouldn't be cool.
  6. Evil Minion

    Yet another anti-hopping thread :)

    I find this suggestion a little too specific as you specifically target loot hoppers in military areas. The penalty is little too much magic for my taste but might prove effective. Still I would like it more if server hopping was discouraged overall (my favorite is "long switich timer or start a new character"*) maybe with some side-effects towards ghosting as well. *There are more applications of this concept that can have impact on taking prisoners, combat logging etc. - for example if other players are near your survivor or he/she is restrained the body does not despawn and you cannot log into a different server. However, you can always join another server instantly if you decide to start a new survivor, killing/wiping the old one in the process. Otherwise server switching timers should be significant (but tick down after leaving the old one).
  7. I actually like the idea of having semi-private servers that keep your character but not your position. Could come with different options (coast only, randomly all over the map, not at the coast etc.) but it should be indicated in the server list and movement on this server should not change your characters position on truely public servers as otherwise it could be exploited to get out of dangerous areas (especially with the options mentioned above). Basically a "no hopping on our server!" option. I believe this concept is the officially most accepted way to combat server hopping, ghosting etc. (at least here on the forums). Personally I would like to add to additional things to minimize abuse and frustration: The timer gradually increases for players who switch servers shortly after the countdown has finished (up to a maximum and not logging into a new server for a few hours resets the countdown). This allows for shorter timers on average as frequent hoppers get also a cost for the frequent part. A player can always decide to wipe his own character to respawn at the beach without having to wait for the timer (and of course any frequency cost would also be reset).
  8. Or "less" harsh: Make their character persists handcuffed and unconscious/sleeping until they die or get freed. Of course this would prevent them from joining another server... unless they kill their old survivor and start a new one (via some option when trying to log in). I did suggest something like this for server switching as well (wait a longer period of time between switches or switch instantly but lose your character) and think it might have potential wherever login/logout and abuse thereof influences gameplay. You can basically opt into the "hostage situation" gameplay and might keep your character (even after logging out - some people have real life stuff to do) or you just "suicide" and treat it as a character death. Dragging bodies whether awake, unconscious or dead is definitely a feature that has a lot of potential. Using a rope or chain like above should allow the victim some resistance though.
  9. Evil Minion

    Private vs. Public Servers

    Public servers: better for playing in a group/with friends (find a suitable server and meeting up)bigger loot economy (not important yet)better for playing on a certain population numberbetter access to your character in general (server down? join another!)single character allows for more longtime immersion and progress (especially for casual players)Private servers an established community when playing on the same servergame dynamics (no server hopping means people have to use more ingame routes)less loot overflow (no server hopping for loot/looting empty servers)more intermediate geared players (as opposed to freshspawn/highly geared on public)no server hoppers picking clean higher value loot areasallow for more characters (whose lifes matter less though)no ghosting (combat logging is still possible)no server hoppers (again because this one is big)whitelists possible (can be a negative though)no server hopping (!)
  10. Evil Minion

    Why so much nighttime?

    Why so much nighttime? Maybe because roughly 50% of all time on Earth is nighttime?
  11. Evil Minion

    How to Fix Gamma Exploit

    Just limiting the gamma slider... if it was that easy the exploit would have been fixed some time ago. Point is we need the gamma slider as different players play under different circumstances. And here is the problem as it might not be able to provide a player who is outside on a sunny day with a satifying amount of vision to actually play the game without giving a player who sits in a darkened room the tools to get nightvision. Maybe it's possible to force low contrast by blurring some colors before the gamma setting is applied or simply limiting effective vision by changing the way objects are shown.
  12. Evil Minion

    No zombies?

    Disabled at the moment. PvE/survival is not a thing currently.
  13. Makes sense for more complicated tasks and also provides an excellent justification. But it should not go as far as blocking even the easiest tasks or crafting without the book. As soft skills seem to be coming doing things many times might allow characters to ditch the manual after some time. But no magic "open the book to learn the skill" please.
  14. Evil Minion

    Dynamic Player Models

    As would every bandit who likes to be a target easy to miss. Unless character size comes with actually authentic implications. Then short fat bambis who be pretty harmless as you could just run away from them all day. Then why don't make it affect the core elements? Would make more sense to me than adding loads of firearms/weapons and military equipment.
  15. Evil Minion

    Rescaling Of Buildings or Humans?

    Size is actually a double edged sword. While in general it gives you an advantage in competing over resources it also means you need more resources as well. ;)However, this topic is about building/character relation. If characters had different sizes it would make sense to include those details though.
  16. Evil Minion

    Rescaling Of Buildings or Humans?

    I would opt for the humans. As they spawn dynamically changing their size won't warp the map and conflict with objects. Also it makes the world bigger. And yes they are too tall compared to the/some buildings.
  17. Evil Minion

    Dynamic Player Models

    I would rather prefer "neutral" body shapes that change your characters build without making him or her an inherently bigger or smaller target. Otherwise it would need to be balanced or prebalanced and randomized.
  18. Evil Minion

    Remove the Vicinity "panel" in the future.

    I think running around opening a menu to drag&drop items around you into your inventory without even having to look for them is tedious. Scavenging would actually be more involving if you did not rush from house to house doing inventory management but rather actually search for items. It's similar to gathering: having a continuous action that periodically drops loot is kind of boring but might work as the player can do different things in the meantimehaving a minigame to be played that rewards you would make players more involved, even if it is repetitiveclicking the same button over and over again being mocked for not even getting anything out of it most of the clicks is a choreThe most annoying game elements are those that force you to repeat the same trivial thing over and over with little to no actual skill (in the widest sense) involved. The vicinity menu is one such feature.
  19. There are plenty of clothing suggestions floating around so I decided to collect some of them (most of them I hope) and related ideas and put them here. I would also like to get some community feedback on those suggestions to categorize/rank suggested items. * cleanup * headwear poll results * added PASGT helmet * added Baja Hoodie, Lennon Sunglasses * added Yukon Pack, Leather Gaiters and Leather Reinforcements * removed implemented items Properties Slots Actions Items (Part I) Camo Patterns Coats Jackets Shirts Vests Facial Wear Headwear Items (Part II) Socks Gloves Pants Skirts Dresses Underwear Overalls/Sets Craftable Armor Sets Containers Other Attachments (28 votes for, 3 votes against, 6 votes for separate items, 10 votes undecided) Other Thoughts Credits/Links
  20. Bump - there are single item suggestion topics again...
  21. Evil Minion

    Abundance is Realism

    Actually the OP is very right and very wrong wrong at the same time. Widespread sudden depopulation would cause in a lot of stuff being left behind resulting in abundance of basic everyday stuff. For a time. Then survivors start to use, consume and break stuff and low population as well as lack of infrastructure would prevent replenishment. So realistically DayZ would start with tons of loot but without loot respawn (not dynamic, not on server restart - never). For the first few weeks or months there would be abundance but then... not so much. We would move towards something that resembles early patch .55 (which was actually enjoyable if you were open to the experience) - and would never ever go away. In contrast rarity combined with loot respawns causes some consistency on the long run. Basically the world is in a constant shape of "this area is already looted but we might still find some scraps" which makes far mores sense given the basic "shape" of the game (small map and running over prolonged time). As justification you say it simulates a much bigger world with nomadic players somewhere between "still some scraps" and "complete depletion".
  22. Evil Minion

    Never ever friendly again

    Your choice. Feel free to be yet another obstacle players have to overcome. I can tell you that players who say "friendly" never lie.* In the end you let your guard down around a stranger you just met. In a world where there is almost zero chance of recognising them later and cooperation is almost only ever useful when fighting other survivors. *Which is technically not even wrong as I just said that I can tell you. Never promised what I could tell you was not a lie.
  23. Evil Minion

    Do you even like PVP?

    Well, too bad boring people are running around shooting everyone because guns (aka tools that allow you to greatly influence the gamplay choices of other players) and ammo (aka the resource that allows you to use those powerful tools) are extremely easy to find and there is not much else to worry about. It does not help that there are quite a few design choices that make combat much easier. The game (currently) does not offer very much in terms of PvE (fighting NPCs or just trying to survive in a hostile environment), non-combat interaction and general artistic expression (I would put things "base building" in this category as well) - things I would consider vital in a multiplayer survival sandbox game. PvP is a good thing - but not if it takes over gamplay completely.
  24. Evil Minion

    Do you even like PVP?

    It has potential and can be exciting. Especially as a fight can break out suddenly and without warning. However, if it takes over gamplay because there is literally nothing else to do (because all other gamplay elements are trivial) or gamplay mechanics emphasize combat (e.g. free inventory slots for weapons, mechanics that make combat easier, overabundance of weapons and ammo, complete anonymity of players) it gets annoying and arguably destroys the "sandbox" and the "survival" part resulting in a big deathmatch. Personally I prefer not to PvP most of the time because the mechanics and performance are reasonably bad which might result in a lot of glitching. It gets worse on third person servers were wall peeking warps gameplay to a point where it feels neither authentic nor enjoyable. And finally I prefer to approach players in a friendly matter instead of attacking them which I find to be the lazy and riskfree way that avoids many gameplay elements and a lot of excitements. In short: PvP is a major part of the game and I like to have it in, but it should only be one element in a big world and not the main focus.
  25. Evil Minion

    Gun Range

    And it shouldn't be one. Realistically speaking you would find a shooting range in or close to one of the military bases and those are by design unsafe zones in DayZ featuring both (millitary) zombies and (hostile) survivors. So better get some guards if you want to enjoy target shooting. Location-wise that planned Tisy base might be a good spot - I even used the place as such by sticking wooden stick into the ground and using them as targets. Likewise it might be possible to build your own shooting range though most likely with less favourable terrain.
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