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Your DayZ Team
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Everything posted by Rags!
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Take screenshots using Steam. When you do, they are automatically saved to your computer in a folder called "screenshots" so you can actually use them whenever you want. Here's where it is for me... Program Files x86 - Steam - userdata - 11071826 - 760 - remote - 221100 - screenshots
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Multiple times I've heard from the makers of this game that they want to have around 100 or so players in a server come the final release. I heard that Dean himself say that he wanted about 150 players in Chernarus at once. It's an interesting concept to think about, and we're still a long way from release or that many players being in the game at one time, but it did get me thinking about what kind of implications that would cause...and how we would go about avoiding the multitude of problems that just dumping a higher players count would cause without some serious Chernarussian overhaul... ISSUES THAT 100-150 PLAYERS WOULD CAUSE WITHOUT MAP CHANGES - Player Super Saturation - Adding this massive amount of players at one time into Chernarus would over saturate certain areas of the map, making already overcrowded areas such as Cherno, Elektro, Berezino, and Novodjarsk Polana even more crowded. Theoretically three times as crowded at times. The lack of elbow room in a game like DayZ would be tragic. If you met another player every six minutes, your lifespan would severely shorten and meeting other players would no longer carry with it the "wow" vibe that is still has even after hundreds of hours of play time for me. Where there are constantly too many players, we arrive at the next issue... - Loot and Item Scarcity - Introducing such a huge influx of players into Chernarus would severely deplete the amount of resources in the game, especially around the coastal area where new spawns enter the game. Players would spawn into a server of 100-150 players and be met with...nothing. The Coast would be bone dry, the loot having been taken long ago by the older Bambis. And since with higher players counts, players would be dying and then respawning over and over in higher numbers, you would see servers forcing restarts to occur at higher and higher frequencies to force the world to populate itself with loot so that new spawns would have a chance at survival before every piece of warm clothing, every melee weapon, every bullet, and every firearm was taken and eventually lost. As players dread dying because they would look forward either endless meandering before hoping to find a scrap of something useful, more and more of them would turn to an effective, if not frowned upon method of gearing up... - Server Hopping Would Skyrocket - Players would realize that spawning as a new character wouldn't any longer be an adventure or the start of a new journey, full of opportunity. The massive amounts of players would force loot to become so scarce or simply spawning become so dangerous that players would simply turn to server hopping as their primary method of gearing up. Since Military Bases and Airfields would become super saturated with players, firefights, and would become warzones as a result, empty servers would be the only safe-ish way to gear up. I hate server hopping. I loathe it. But it would become something that even I would end up doing, as would many others, simply because it would be the only way players could have a chance at surviving in such high population areas where spawns and already geared players coagulate. WHAT CHANGES HAVE TO OCCUR TO SUPPORT 100-150 PLAYERS - Scatter Spawn Points - Spawn points can no longer remain almost exclusively on the coast. Spawning must take place over the entire map, allowing for the playerbase to be spread out upon their deaths in the game as well as incentivizing players to travel all over the map to find players, not just heading to the few hotspots that exist or heading to the coast to watch the Bambis run up and down the Highway of Death. The problems with coastal spawning is evident in the game currently with only 40 player servers, but the game will not function with the same spawn locations and 100-150 players in the game at once. This means that players start their characters off without being almost definitely plopped down in a place where their survival is immediately at risk. - Add More Points of Interest - The game currently has a very high amount of military installations and other points of interest that are scattered across the map, but the game doesn't necessarily suffer as a result of it. This issue isn't so much that there would be too little military grade loot in the playerbase on the server, the main issue would be that the places where high grade items can spawn would become super saturated with players if new bases and airfields are not added in locations that would encourage players to not all clump together. Also, Military Bases and Airfields act as player magnets, incentivizing players to travel to these places in search of good loot...and as a result, other players. Traveling from these bases along roads scattered with smaller towns of varying value acts to slow down players, causing them to meet at higher frequencies, and as a result...having less players reach their end destination which helps these bases not become overpopulated. The places that these bases are added and moved to will affect player flow around the map and what towns players are more likely to meet each other at. By placing these opportunity points in the corners, and then having some in the center, it creates an organic flow for players to travel, and doesn't make them feel like they are spawning into a barren wasteland where they have to travel excessively long to find something of use or to defend themselves with. - Dynamic Loot Spawning Must Be Made Effective- With restarts now currently the main way that loot is put back into the world, with 100-150 players restarts would be occurring much more frequently to compensate for the loot that is being picked up, ruined, and lost at a much much higher rate. In order to keep loot in the world for players to use, especially a lower gear levels with new characters, there must be an effective and semi-predictable method of filling the world back up with things for players to pick up that does not disrupt the gaming experience. Every restart would affect all players on the map, and it's almost a guarantee that with 100-150 players in the game, somebody is either getting ripped off...or somebody's getting a deus ex machina. So... Personally I would love to see the amount of players eventually raised to these levels, but these are just some of my thoughts on the matter. I'm certain I'll think of more things to add later, and I'll keep up with this topic if it gets attention in order to clarify my thoughts. I have to go to work in, like...ten minutes, so I'll flesh this topic out as best I can upon my return, or upon and other person wanting it. PLEASE, LET'S KEEP THIS TOPIC CONSTRUCTIVE
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Slow zombies in DayZ will be neither intimidating nor dangerous.
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My Golden Rule for interacting with players: Never leave your fate in anybody's hands but your own.
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You should have gotten a name put him to shame here on the forums. I wish we could have a topic where we list the names of dirty coward server hoppers immortalized here on the official forums.
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Anything that you leave in the world should be vulnerable to other players. There should be no such thing as True Security in DayZ. Anything that you leave in a server should become lootable, just like everything left behind by the denizens of the world that perished in the zombie apocalypse.
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Want a kill tracker?
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The LAST thing this game needs at any point is for people to have statistics to track how many people they have killed. You think KoS is bad now? Oh, brother, hell hath no fury like a gamer playing for the sake of his precious stats. Think about how much better Battlefield would be if K/D was not tracked at all! Imagine how much more people would play the Objectives! DayZ would be the same way...once you start tracking how many other people you kill (Translation for jerkbags...How many other people you 'pwn') then the amount of killing on sight with no player interaction at all will skyrocket. DayZ is NOT about killing other players! DayZ is an experience, a journey without a destination, a world where every spawn is a new adventure and a thousand strange and heart-pounding things can happen! This isn't Call of Duty, where anybody that isn't you needs a bullet to the bridge of his nose.
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Well, that was blunt. Have some fucking beans.
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I'm basically telling him that in the Alpha, they aren't going to focus on re-balancing weapons, but his complaint will definitely be addressed at a later time. How much you like my replies is no concern of mine.
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I should have clarified, I meant the outside door, not the inside ones.
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Moderators coming in 3... 2... 1...
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Barracks doors always spawn closed.
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- It does not mean more "mindless towns", as you put it. It means putting something up there that gives us a reason to go there. - I literally could not care less where you hide your vehicles in DayZ. - Saying that we shouldn't move spawns from the coast and then in the same post saying that people will stay in the spawn areas on the coast unless we give them a reason to move is silly. This is the point. Give them a reason to move around. Encourage mobility. Don't keep spawning people in the same area and encourage them to hop servers because the spawn areas are picked bone dry. Spread people out and increase the amount of places of interest and value so that the points of interest do not become overcrowded. Like what the coast is now. - I WANT new people to be overwhelmed. I want them to be barbarians marveling at the gates of Rome for the first thirty hours of their playtime before the first tiny shred of familiarity creeps into their subconscious.
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More Spray Pain Color Options For Latter Please! :)
Rags! replied to Deathlove's topic in Suggestions
Don't ever stop typing the way you do. -
More Spray Pain Color Options For Latter Please! :)
Rags! replied to Deathlove's topic in Suggestions
Im'ma be lookin' fly with my Eggplant Mosin n' shit. -
I tried this just to see for myself, but from my test, the fire that I put up inside of a building definitely warmed me up. It also made the building look like this from the outside, which was fucking neato.
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Next time I see a Russian bandit squad I'm going to play this song through my mic.
Rags! replied to OptimumVision's topic in General Discussion
You're Canadian. Everybody you know is your friend. -
OP: "If I only attack people who just spawned with no gear, I'll never die! I'm so good at this game!"
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Hey, OP? You're a coward. Please uninstall. I've never gone to the coast to "hunt" down fresh spawns with my weaponry. Never will. I don't find any enjoyment in that kind of cowardice. The only times I've killed new spawns are when they literally ask to be killed for a new spawn location, or when they try and Yolopunch me. Speak for yourself.
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I took out two heavily armed guys with my firefighter axe!
Rags! replied to BaBooN671's topic in New Player Discussion
Stupid courage is no match for educated bullets.