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exwoll

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Everything posted by exwoll

  1. So why then just don't label all 3pp servers as Easy ones and 1pp as Normal? With the Hardcore title going to no crosshairs? I mean why call Hardcore a POV that's Normal in every shooter out there? :)
  2. exwoll

    Impossible To Have Fun Anymore

    Well, to be fair to them, they still have a chance after finishing the development of the big engine chunks (audio and player controller), which are taking all their efforts at the moment. I also remember reading somewhere that they hired some dude from a hunting game to help them with the AI, but I guess he only consulted them about a couple of issues and then left, cause I didn't heard about him again. Also there are a lot of non-hunting games with great animal AI ,maybe hire one of the s.t.a.l.k.e.r. animal AI developers, they were Ukrainians, so doubt they will charge a lot, or directly buy their AI lol. Going back to what I was starting with: They have been adding weapons and sounds because thats the only thing they can do while the engines are being developed. Weapons area already available from Arma 2 and 3, they just import the models and adapt the for the game, the same with other items. Plus they have a design team (or subcontractors) that can do some textures while we all wait. If somebody has any info regarding the coding they use for the in-game status effects and other features, it would be great to read about it and get an insight to that little factor. Because at the moment I just can't see why they aren't making progress with those, since at first glance they don't have any compatibility issue with any of the new or old engines, they are supposedly an autonomous part of the game. Anyway all this negative blunter might just be the result of a short night and a cold rainy morning here, we're still 40 versions away from the release (thats slightly less than half the road) so BI have (hope not a lot lol) time to implement all the features and changes that would differentiate this game from any other shooter (and survivalMMO) out in the market. (this way I will not have to waste more money on them lol).
  3. exwoll

    Headshot

    They should also acquire parkour skills with the virus. I've seen they become quite talented at jumping fences and climbing walls lol
  4. exwoll

    Loot tables

    Inland my friend you have to go, apple trees and berry bushes you should start to see, chickens are always there to have for free.
  5. Cartels of millitary loot miners will take the military bases in every server, killing everyone who dares to enter their mining territory..... in some way, it would resemble real life and it somehow will become cool to have in-game lol
  6. I believe that if the rusting rate of weapons, ammo and other items stored (and unused) in persitent containers for a long time (x) should be drastically increased. This would allow: Decrease excessive hoarding of guns and ammo left unused in camps and stashes Increase the traffic to spots where such guns or items could be found, since one wouldn't be able to hoard the same item for infinite time Give a real use to weapon cleaning kits Allow the creation of new items to help with weapon storage (oils f.e. )
  7. exwoll

    Impossible To Have Fun Anymore

    Brian, what are the plans to tweak this side of the equation? Because as it was mentioned before, at the moment this is far from being present. Weapons and ammo are really common (yesterday f.e. I spawned in Prigorodki and in 30min I found 2 makarovs, 1 beringer , a shotgun, and like 150 different rounds in my travel from there to Pusta , two very small towns that aren't supposed to have anything!) Adding to what @philbur said, I think that the tweaking is needed for ALL weapons. Some things I can think of right now: the addition of a random variable to the state of the weapons that spawn around the map, adding a hierarchy and subsequent "rarity" factor to them (pristine weapons should be very rare f.e.), Increasing weapons decay if they are soaked because of some rain, swimming, or storage in wet containers (barrels, open tents, wet backpacks, etc). Reducing A LOT the number of rounds one can find around (similar to the winchester rounds) from 20-40 to small numbers <10, and making the spawn points more random and scarcer And I'm talking from a mostly civil survivor pov, that barely uses military grade weapons. I can have a whole arsenal of rifles, pistols and ammo in a couple of hours of playing. Don't even need machine guns and granades lol P.S. The situation of the Winchester rounds is really interesting atm. They are really scarce, and have been the ground for a lot of interactions I had in the game (trading, searching for them, like a topic of conversation)
  8. exwoll

    Hobo and hiking Sticks

    It might sound funny, but I think that we could have a couple of extra craftable items for early game: hobo sticks (extra inventory) and hiking sticks (crafted, for extra speed in slopes, or reduce chipped leg %) It could be made from a stick and any shirt or a burlap sack, allowing 4-6 extra inventory slots :) The hiking one could just be a stick,
  9. Agree with everything. Still, I think you aren't getting the whole of my point. For some reason I believe you picture some WOW-like identification system where everyone can see everyone's else name with a big shiny arrow above the character's heads. If an identification system is added to the game (be it vanilla or a mod, or as an option for servers), it should have a minimal effect in the game UI/HUD and apply realistically (real human eye identification distances, face exposition %, limited memory storage time, one MUST meet or clearly see the face of the character to be able to identify him later, identity memories last as long as the character is alive). An example could be the system S.t.a.l.k.e.r. had (which I still believe is way too intrusive), but it points in the right direction In the video you quoted, an identification system wouldn't mess at all with all the situations that arose there!. The guys the character didn't knew, wouldn't be identified, and the "friends" wouldn't lose anything by seeing the guys name when they point at him (and once the guys died, they wouldn't recognize the killer again, since the memory would be erased). If someone attacks a group and it gets scattered, the identification system would only work at realistic ranges, and only if you can see the face of the other player, so it wouldn't impact that scenario at all
  10. Yeah, I would like to see all that if your end goal is to survive for longer :) Meanwhile:
  11. 2. Well that explains a lot lol. Private servers have hundreds and thousand members, you would meet a lot of people. Plus, it's a post apocalyptic scenario, it isn't supposed to be Times Square with all the new faces out there... 3. That was my suggestion, read the link -.-. Too easy? :D You can't hop on most private servers. This means that you will have a HARD time finding barrels for your base. You can't escape combats "ghosting" or combat logging during encounters (both are strictly forbidden, and you get a ban) Since you can't hop and find "safe" servers for your bases, you (and the rest of the community) have a quite limited quantity of spots for your bases. Which means that they get raided quite often. And you end up with nothing a lot of times. Since you can't afford to die (you gonna "lose" your game), you will be quite afraid of most encounters and scream as a b*tch if you hear a car or people talking near to you. You will think VERY carefully any excursion to a military base or a big city, and any gun shot near you will make you think twice before going in your previous direction You can also combine this goal with another (like hunting bandits or cannibals), it will add a little bit of sauce to the mix ;) I mean, just try to survive a couple of months. I dare you! :) Hunting in real life isn't funny. No one is hunting you at the same time. About the bandits: 1. You stalk towns and high traffic areas and wait till you see unfriendly encounters, wait to see who's the "bad" guy, and hunt him (or them) 2. You engage in communication with "friendly" players, get to know the rumors (bad looking guys in X town, Y minutes ago; somebody just robbed me, or tried to kill me, etc stories), start your human hunting from there. 3. You engage in communication with players and wait to see how "friendly" they're, if they're not, you escape, then stalk them and kill or seek for a cruel revenge (like taking them to the forest, breaking their legs, putting a bag in their head, with their hands tied, and leaving them to die) 4. Private servers have established "bad" groups/factions. They usually have defined territories and patrol them often, you can hunt them there. (Of course if they don't kill you first, which is the most likely outcome)
  12. 2. Most will not care / accept it. You Play in public servers right?. In the good private ones rules are quite well implemented and the vast majority of the community respect them. There are even servers where TS is against the rules and can get you banned. 3. But this is realistic, in real life when shit hits the fan, every new person you meet is a potential enemy. No. Every NEW person is a potential enemy, but the ones you already know aren't (if they aren't planing to kill you later of course lol). So you should be able to recognize friends and enemies (if you were close enough to see their faces and survived the encounter). I agree with all of the rest. You can go from bambi to rambo in 30min, you find 200 rounds and guns before getting food when you're a newspawn, etc). But it all depends on the end game you're pursuing. If your goal isn't becoming the universal soldier with all the high grade military stuff, you can pretty much play the game endlessly. It's enough to setup a goal of surviving a couple of months and all your mindset changes. You no longer care about the high end stuff that is risky to get (at least you gonna think twice how to get near a military base), you start valuing your life. Of course you need to put some mind effort into that. But as I mentioned a lot of time in the forum: Put a month respawn penalty to every server, and you gonna see how people start valuing their characters life lol. There are lots of goals you can currently set to your character apart from pvp that can make you get something from the game: Set records of surviving time (people manage to survive for 4-5 months) Become a hunter and travel the map in search of the rare game (you can travel hours to find a deer, sometimes days lol) Create an in-game community (with only people you met in the game) and set goals of X number of people you have to get) Kill all the bandits (you can become an ingame bounty hunter) + there are hundereds of roles you can come up with in any RP server I mean, playing this game for only pvp at this point is just a waste of time, you can just play COD, BF, CS or TF and get 3030303030 times more fun.
  13. 1.Yup, if you have something covering your face, nobody will be able to identify you. 2.The screenshot part will depend on the community. Serious ones will not tolerate that kind of behaviour. 3.It isn't friendly players friendly. You can't differentiate friends from foes. This means that EVERYONE is a potential enemy, and this force people to adopt a pvp mindset that isn't necessary at all times. There can't be trust in the game at this point, since there is no base where to build it. If someone tries to kill you and you escape, you will be ready to shot anyone who appears in your sight, because you can't tell who was the one that did it. I'll paste the link to my suggestion here to avoid spamming the same points over and over again:
  14. Why? I dont see any negative aspect coming from it. It would add realism to the game (since you are able to identify people you meet right?). The game should be an all behaviour friendly (neutral in other word). AtM it is unbalanced and doesn't allow people to behave like they would do IRL. You can unrealistically go and kill 2 dudes, and if 1 or 2 see you doing it, they will not be able to recognize you later, because there are hundereds of other people with your face, armband and clothes running around. Identification would add a realistic risk factor for people who engage in "unfriendly" behaviour, making that game style a lot more exciting. And of course letting people to organize groups better. (And I'm referring here to the people who doesn't play with 10 schoolmates with TS, but the ones that genuinely play the game and meet people there, and want to organize something with total strangers). If you don't like the idea, it's fine, thats why I would rather see it implemented in different servers, where people who like it will play, and if you don't, there will be several servers with like minded folk where you can go and do what you want. The thing is that everyone should be able to find a niche in DayZ (be it through different servers or mods in the future). The "I like, I want, f*ck the rest" is unproductive and creates fights where there is no need of any.
  15. exwoll

    Impossible To Have Fun Anymore

    Well, I might disagree with both at this point. I believe that the fact of stuff getting destroyed by some bullets, at this point is the only thing that sometimes stops a person from KOS just to get something, instead of interacting, and robbing without risking the item to get destroyed. I believe that there is a good whole lot of midpoints between the pure PVP COD playstyles and the pure PVE hermits, and every change to the game affects all of them. The only way I see this to correct (somehow) is to give servers more control on the game settings: Respawn timer (to add value to one's life. A really long respawn time will make one more cautious even if there arent a lot of environmental risks at this point in the game) Loot quantity (obviously with upper limits to avoid servers with 54645645645645 SVD's and infinite number of cars) Environmental variables (weather, infected, etc)
  16. Well, we´re kinda trying to "deal with it" here ;)
  17. I pointed out that it should be "for players you already met" :) (I linked somewhere in this thread the suggestion I gave for this purpose). It´s that, or give us an infinite amount of facial features, body shapes, etc to allow us be "unique", and not have 334345345 Deans running around lol
  18. As scriptfactory mentioned above. This should be one of the option that servers have for their configuration, there's no need for a fight of "which one is better", or "it would screw my playstyle". All pvp servers would have this turned off, and the realistic ones could turn it on. As I stated before: Without a recognition system (for players you already met), this game is way unbalanced in favor of "unfriendly" types of behaviour, leaving people that meet ingame at a disadvantage, and making it pretty difficult for organic in-game groups to appear and consolidate (a thing that would occur naturally IRL) (And I believe this can be easily achievable without breaking immersion, like the small white text with the name of the player in your crosshair that S.T.A.L.K.E.R. had). In regards of the TS issue: I have faith in the devs. I believe that once they finish all the new engines and get their hands into the features (both implementation and polishing of existing ones), we gonna get much better in-game comm possibilities, with radios that allow us to lower the output volume, in-ear pods that would silence them for the rest of the players, etc, etc. Which would make it a lot easier for people to communicate.
  19. For me Dayz is pretty much the environment and zombies from 28 Days/Weeks Later, and the PVP/interactions aspect of The Walking Dead. I can´t even add to that. It´s just a hard mix of the 2.
  20. There could be a random chance of one falling when running full speed in rough terrain, specially when looking to sides.
  21. Thanks!. I'm currently writing them the questions! It's just that the rules of these servers are full of loopholes and some tricky moments, because they just state wide concepts and any admin is free to understand them as he feels at that moment. For example the "raised gun" moment: If they don't have a gun, and take one out, does that count as a raised gun?, or if they're looking to some other side, and you tell them to stay still, but they turn themselves with a weapon in hands, does that count as raised gun also? Or the initiations among "teams". If a guy decides to do banditry, he immediately becomes an outsider from the "good people" group. Since they're outsiders, and now there are 2 groups of people, and I see that a bandit has a raised gun towards a "good"guy, could I take that as an initiation on "my people" and defend it? Hate that they don't go into such details in their rules lol Thanks again for your replies!
  22. exwoll

    Dayz Timeline

    Yup, the model only works fine for the investors. They invest less money in the process, sometimes make an early profit, but the developers suffer making double work (finishing the game and at the same time making it playable), and the players suffer from bugs, unreal expectations, and extreme stress and frustration with the development process.
  23. exwoll

    Dayz Timeline

    This video does a good job:
  24. exwoll

    Wolves in the wild

    That´s a good point there! @Hicks_206 (DayZ)
  25. exwoll

    Wolves in the wild

    It´s the bare minimum they need to be able to implement the wolves into the game, so there´s more danger out there. Once they finish implementing the really important stuff (infected, player controller for example) they will fix all the issues with the rest of things that are somehow broken (like a lot of stuff lol), so everything is top notch and up to date with current gaming standards :). As now, you should see the current version of wolves as the "better than nothing" one. They will get better in the future, so don´t worry, game developing is a long process and till we have a finished version, we can expect a lot of positive changes.
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