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Everything posted by exwoll
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Just noticed in that video: They show player's names when you stare at the them. It could be good to have that for friends in DayZ
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You sometimes find random loot in places it "shouldn't" be :). Also the dev intentions are to make high end gear difficult to get, so the rest of the Dayz arsenal begin to be used! Besides that, you already have good "medium" grade weapons in almost every town a littlebit inland (rak's, scorpions, mp5's, ump's, the whole load of hunting rifles and pistols). You can go from bambi to rambo just visiting 1-2 towns with current level of weapons and ammo spawning :)
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Mental/psychological status and their effects on gameplay
exwoll replied to exwoll's topic in Suggestions
lol I finished it in 3 tries, once I saw that "moral dilemmas" gave hard hits to my chars (one suicide xD) I only attacked the "bad guys" and it was ok. I had most troubles with winter temperatures and the lack of loot. You only have to survive 45 days to finish the game! It was hard at the beginning but at the end I really appreciated the work that 11-bit guys put into the game realism, specially simulating what a real civilian would think/feel/pass through in a situation like that (they supposedly based the game and characters on real events and histories). And since DayZ chars are civilian survivors thrown in a world worst than TWOW, I believe that the survival aspects (specially psychological ones) and mechanics are really close to what Dayz could have. Yeah, my hope is with future hardcore modders :) (mostly because the devs mentioned how they expect them to develop the PVE aspect of the game, since they kinda have their hands tied with the pvp/pve balance). Just hope one of them reads this XD -
Anyone else having troubles with BE blocking SweetFX today?
exwoll posted a topic in Troubleshooting
For some reason I've been unable to play DayZ today due BE blocking SweetFX dxgi.dll file.. anyone else experiencing this? -
Mental/psychological status and their effects on gameplay
exwoll replied to exwoll's topic in Suggestions
I put 10000 for happiness scale and +5 as example to give a hint about that (used 5000 for the rest) :D. It would be a GENERAL indicator that would take a lot to change, it doesn't have to say anything if he's ok. Only when the indicator is too low and depression kicks in. Doubt it will flood the system. Unless you're trying really hard to do specifically that (like when you get all the possible statuses for a nice screenshot lol) Fear scale is mostly for how strong your character reacts to outside factors (infected, gunshots, other people), it will not flood anything, just add some cool effects from time to time, AND make infected more dangerous at the beginning. It doesn't go from 5k to 0 with one shot. It will increase decrease a faster than the happiness status yes, but not as you stated it. If someone shoots you, you gonna get the physiological response (that will reduce itself when the character adapts with time) and it will affect the scale. If the scale get's too low, then you start getting some messages, and if it goes lower, the character starts acting on its own in certain situations. And not, that's not how psychology works. Adrenaline kicks in fast yes, and its effects are what the fear scale introduce. But FEAR takes time to creep inside yourself. You can get scared easily, but thats more of a surprise factor, that doesn't affect you deeply. Fear is what phobic people experience towards something. Is what you experienced in the night after a terror movie as a child. Btw, the hydration status is working quite fine for me, I would even say that flawlessly for the last couple of weeks :) An example of the happiness status could be This War Of Mine. When in TWOW your character(s) reach a certain degree of this, they get depressed, they refuse to obey your commands, don't do stuff, interrupt their actions and just sit there crying. If you want to take them out of that, you have to make them interact with other characters, have them listening music or reading books. If you fail to do this, they will just suicide after a while. -
Something like this? I think that things will go ok with Dayz in the future, specially taking modding in count. Since the vanilla game has to be "balanced" between the dev's and some players vision of a "realistic zombie apocalypse" game and the arcade mainstream due to financial reasons, once mods come, we gonna see all kind of changes in some of them where the rarity of weapons, their damage, infected quantities, environmental variables, etc shift towards the realistic side of the game, and will be more useful for mature/serious gaming than the current state of the game. I think dev's even kinda hinted about this on the last video with the lead designer talking about their hopes in the PVE aspects that modders gonna push through. Also there are other aspects that can help balancing the infected threat without increasing too much their number: Adding different types of them (within realistic boundaries) for example, and strategically placing them. So that encounters with "dangerous" types will increase exponentially the risk of players death, and turn completely the table against humans. Adding different types of repercussions for infected hits (different infections and diseases, with effects that could seriously affect your gameplay as blurriness, temporary blindness, slow movement, intense pain that make your character scream and attract more infected etc) Adding a "fear" factor to the character when he encounter infected (shaky hands, increased pulse, strong breathing, some erratic behaviour, panic and just running when their number is too high) that one could adapt to with more exposition to them with time. And of course we have a big unchartered sea of "status effects" and their effects on gameplay that could improve the experience adding unknowns: Psychological (sadness, depression, fear, panic, insanity,etc) Health related Physiological (hypo and hyperthermia effects, stress, fatigue, stamina) etc So I'm pretty optimistic with this :) Edit: I'll actually post this as a couple of suggestions before I foget about it XD
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1st person perspective only (Message to devs)
exwoll replied to cs_wolf's topic in General Discussion
I think they have their hands tied in regard of this issue. As stats given before show, it's a 20 to 1 ratio of 3pp preference in the game. Any thing that they do to "limit" the experience of this players will potentially damage their future sales. They're a business after all, and business only exist for one purpose. With the current situation of the game, it would be really unprovable that they will want to risk shooting themselves in the feet. (That's the reason of why most, if not all, breakthroughs in the gaming (or any) industry are made by indie developers/startups). The only "solution" is an awesome hardcore mod that could offer a lot more than the vanilla in terms of experience, so that even the most stubborn 3pp player will surrender the pov to be part of it. And I believe the same applies to every "unpopular" change in the game towards the simulator side, that can't be implemented because of financial reasons. -
Oops, sorry. Hey, it's not "many", only 2 with this one. -.- And I added a video hahaha
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No civil weapons? Dude, you go into any inland town as a bambi and go out as Rambo. Word.
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1st person perspective only (Message to devs)
exwoll replied to cs_wolf's topic in General Discussion
I saw a video on youtube a couple of months ago about a guy that made a script for Arma that made people you can't see in 1pp invisible in 3pp :) -
1st person perspective only (Message to devs)
exwoll replied to cs_wolf's topic in General Discussion
I only play 1pp server and its full in peak hours as any other server. Had to spam the enter button for 15min a couple of times to get in :( I would recommend DayZ Underground or DayZ OldSchool. DayZ is 1pp only, very well moderated (haven´t seen a single hacker or glitcher) and the people playing there is quite mature and rarely KOS you without a solid reason. -
Lol, never played any other zombie game in my life beside Resident Evil o.O, and im only 160hrs into dayz. Zeds Infected currently HEAR YOU. If you're loud enough in a house they will gather around it, they change their sound when they hear you . There was a chart somewhere with the distances of their sight and hearing. So it's ok. Don't see the problem lol. By groups I meant packs of infected using pack mentality, to attack, lure, surround survivors. Since they're not dead and have some mental functions left, this could be one of the base ones (for some at least) No, not acid, only some inflammable shit. Let's say workers from a chemical factory that went crazy with the products and got themselves covered with some highly inflammable thing that would light on fire if they're shot. Yeah I know about the companion dogs, but I want infected dog packs taking the shit out of you in cities :3. Like 10-15 dogs going after you.
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All seem fine. I think the second one is ok too. Why limit camouflage only to pvp oriented people leaving the other styles at disadvantage??
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Allow one handed weapon attack with flashlight
exwoll replied to Damnyourdeadman's topic in Suggestions
I would like to see a video of that! :D. -
It will be cool, relax :). I play solo also, and yesterday I had one of the most exciting game experiences so far, and with only infected (well, saw a couple of guys also, but didn't interacted). The thing is, that I went to berezino in search of some containers. I didn't wanted to run into other players, nor I wanted to confront them if I did, so I decided to take only a silenced pistol, a crafted backpack and go like a bambi (camouflaged tho lol). When I got into the city, things went normal, I killed 2 infected with the gun, kept going, till I got to the heavily populated by infected areas. Inside a building I decided to reload the gun with some of the load of 9mm I bring with myself. Aaaaand, what a surprise did i had! I took by mistake my makarov (which accepts .380 caliber), and I only had 1 bullet left LOL So there I was, without a hand weapon, without bullets and with a lot of infected around..... Oh boy that was a hard hour. I tried to find a melee weapon, and only managed to get a kitchen knife in the whole area... no bullets at all... I run into 2 players (which were the reason of the lack of loot it would seem) but neither of them noticed me. One of them even passed 2m from me while I was standing still in the middle of a backyard LOL (who says that camouflage in this game doesnt work can go and F themselves XD). In the end I managed to go back all the way I came from escaping twice from a couple of infected that spotted me. Found a couple of cooking pots and a good dose of adrenaline. Was fun. Hope that with dynamic spawning I will be able to experience something like this again (but with a weapon at least loool)
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I believe that in an apocalyptic world, stray dogs will gather in packs and survive hunting in cities and other urbanized areas. They would be as dangerous as wolfs (if not more due to higher pack number and limited space to escape in cities. This would add some more danger to cities and some inland towns
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I would like to see boar vs dog battles lol
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Yup, i'm not talking about the confirmed ones, the thread read "New" and gave some suggestions, just gave a couple of thoughts I had :) I don't think they're way out of the real life though. The exploding ones, are indeed too much (that's why I put a "burning" option there, still, I agree), but the rest are pretty much realistic: The "tank" are just people with body armour (anti moteen gear) that would be a common thing once the outbreak went out of control and crowds were starting to get out of control. Every police department should had the gear ready for all their task force, so it is well in the realm of the infection. Lot's of police people would get infected during massive operations, so they should be in the streets of big cities. The herd behaviour is a really primal instinct, and since infected have enough brain capacity to run after you, attack, recognize other infected. They should be able (at least some of them, that didn't got fully retarted with the infection) to coordinate some basic pack stuff. The screamers would apply to infected that have their sentimental center modified by the infection and overreact to encounters with survivors. Since this is a feature some humans have, it would be realistic to have it in game. Kids, well, kids, guess not everyone got killed or eaten :v The idea of these "special" ones is to add an unknown factor to encounters, where a survivor will have to drastically change plans and even try to avoid most infected. A thing that would enable the devs to add the danger variable to infected without having to add workload to servers with the number of them, which is the reason why we can't have a good quantity of them, and why they came up with the dynamic spawning thing.
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I would like some "dangerous" types: -Exploding infected: Men and Women covered with highly inflammable chemicals, explode/burn when shot (present in some mods) -Screamers: Women with a really loud scream once they find you (or are hit/shot). Attracts infected from a great distance (2-3x the actual rate). You have 2 choices with them: headshot, or hide really well. -Groups: Infected that kept some primordial social functions and are able to act as small packs, hunting for prey (humans, animals and even other infected), they move fast, very dangerous. (maybe 2-5 infected, with predator AI, capable of some tactics) -Armored infected: Soldiers and police with body armor, almost impossible to kill with melee weapons. -Kids: I just want to shoot some. Remember when TWD began, and Rick shot the girl, was the "ok, this show will be good" moment lol -Infected dogs???
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Would it be possible to have linked subservers in a server?
exwoll posted a topic in General Discussion
Hello guys! I'm a hardcore player since my first DayZ day, always went for the realism that this game offers. I found great servers where this can be played (both rp and non-rp). Some of them have a permadeath rule (your character dies, you have to "forget" everything). But I found that this isn't always enforced, and even the biggest rp/hc players tend to make exceptions from time to time to it (specially after a salty battle lol). This somehow makes you play knowing that if you die, it will not affect you so much, specially if you have a base or stashes with the gear you like to carry. Thinking about this a couple of days ago, an idea came to mind: What if hc/rp servers had the possibility to host several linked subservers, which could become the different server universes? They could all be slightly different one from another (different environmental settings), and every time a player dies in one universe, he can only respawn in another (random) one, making him literally lose every connection,knowledge,item from his past life. This way players would rotate between the subservers, also letting servers to host more players (depending on the subserver quantity). I wanted to discuss this idea in Suggestions But the topic was ignored. Leaving me with the questions I've regarding this issue. Is this possible? Would servers want to implement something alike? Would players want to play in a servers like that? Or i'm just daydreaming? lol -
Allow one handed weapon attack with flashlight
exwoll replied to Damnyourdeadman's topic in Suggestions
This. Oh yeah? go outside and try to run at full speed while aiming or lighting your way to not fall lol -
Well, at last we got some light at the end of the tunnel with someone that gave us a glimpse into where the project is now: Question: Reply from a Dev: Guess we all can go home now.
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Would it be possible to have linked subservers in a server?
exwoll replied to exwoll's topic in General Discussion
yup the stashes location disclosure would be a thing, but a well armed group would not benefit a lot from some extra akm's or mp4s :). The only way that I see to counter this, would be to assign a stash to a player ID and once the player dies, all the persistence with his ID is wiped from the server. But the thing is that there shouldn't be character persistence between the subservers o.O. I mean, players should not know what's the ID of their subserver, and they should login to it when they connect to the master automatically. As Funkmaster said, once a player dies in his subserver, he would be banned from it for let's say 15 days (to avoid suicides to get to the last server). It's cool to read that it's possible even today tho. I thought that the game wouldn't offer so much control to servers in terms of players management. -
At least the small sub machine guns should be available for chest carrying (rak, skorpion, uzi if ever implemented), also the small/medium backpacks.
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You know what would be cool? If they used some kind of facial recognition software to map your face and render it to your character, and then you could just adjust the rest of the parameters to your like :3