Magisk
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Everything posted by Magisk
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You will walk away from there if you cant find any food ;)
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In my opinion the balance of food/drink rareity and also the bloodbag mechanic hugely affects gameplay and maybe there are adjustments that should be made for SA. A couple weeks ago I joined a server that had a different take on food/drinks, it was made very rare and the whole gameplay changed sortof. Everywhere I was running I was scouting for an animal knowing that I had to find something to eat within an hour, as time went on I started taking more risks going into high pvp zones with my rare gear knowing that if I didnt I would certainly die. In my opinion this is how it should be, food shouldnt be something that you walk by in an zombie apocalypse because the backpack is full of it, it should be rare, forcing people to think and take chances to survive! Being able to stay/camp in one spot should be a luxary, killing another player should not only be fun but somtimes necessary in order to survive. It would also affect group play possitively, which currently is very easy. Other players, the envirement or zombies pose little threat to any experienced group and if someone do die theyll just wait for the guy to respawn and pickup his gear. However with less food/drinks, groups would sometimes be forced to split up, take more chances, maybe even betray one of their own. What advantage you get from the added firepower is balanced by the amount of hungry stomachs, just like it should be ;) So in my opinion food/drink rarity does not only make "foreveraloneing" a better experience but it also would reduces the group play advantage a little. This brings me to my final thought, bloodbags. Im not a big fan of this mechanic, especially how it only benifts groups and I really hope there is a better solution to this in SA. My opinion would be to have a small regeneration of blood for all players, which would be to realistic approuch as well forcing the hurt player to be more carefull for a period while he is gaining back strenght. I kinda feel like bloodbags are in the game because it was in arma2 already, I could be wrong. As much as it was relevant and had a porpuse before my opinion is now that we should have a better system for this issue in SA :) Would love to hear if someone has other ideas or thoughts about these topics.
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Lets discuss food/drinks, bloodbags and coop
Magisk replied to Magisk's topic in DayZ Mod Suggestions
I think rarer matches would maybe give groups a bigger advantage. Havent heard of 2017, gonne check it out asap :) -
inb4 the story in Dayz is that a industry plant of some sort started leaking a gas that infected people :)
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Does anyone have or know of a private server that I could join? (namalsk and atleast 30 players preferably) Ive tried searching a bit. but without any luck thus far.
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New private hive server! active admins friendly community(namalsk)
Magisk replied to Kurmuh's topic in Mod Servers & Private Hives
How many players are on usually? -
I started playing again a few days ago after a couple months off, and the hacker thing seems to be out of control.. To be mild.. Ive been teleported 3-4 times, encountered several players who dont take damage, players are creating gear and yeah whats the point of playing.. Seems like there are 3-4 hackers on every public server Anyone know about a private server with usually 40+ players? (namalsk)
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Well you know what I mean. Something password protected or not in the server list
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What is your favorite DayZ map?
Magisk replied to Pyro_Marine's topic in DayZ Mod General Discussion
Namalsk for sure :) Survival seems way more difficult and on some servers (maybe all) food is very rare. Also the map is just perfect with the cities, a few mountains, many armybases and towers. Also the snow looks cool and the addition of warm clothes adds another thing to the experience, Only map ive played thus far where surviving is atleast somewhat challenging. -
To the guy who made those 2 threads that got removed
Magisk posted a topic in DayZ Mod General Discussion
You are deffinitivly on to something, since they removed both your threads. hehe It looks sick nice, I think its very likely dayz inventory etc will look like this. Would be wierd if they made two different inventory systems at the same time, a lot of planning/thought has gone into it so they will run with this on dayz as well for sure :) Btw, SA will run on arma2 rite? Since arma3 is almost done it would be logical to to build dayz on that.. If not I guess there will be another dayz release in a year or two, would make sense in regards to profit maybe. I cant wait anymore.. arggghhhhh hehe. -
First of all, I love this game. Played it for a while and I will continue to do so. However I do have a couple concerns on how the game has been developing the last few weeks. At first when a large percentage of the playerbase didnt know where to obtain weapons easily, the game felt more balanced. However now it has sortof taken a turn for the worse unfortuantly. I mean this in the most respectfull way possible, but the game has become a "shooter game with the occasional picnic" This is very sad and I hope something is done ASAP, if not it might be to late.. As I understand longterm DayZ will be a comercial product and having the "exitment" toned down in the game closer to that point will be a lot harder to justify business wise. So for the love of imaginary being, please balance the game properbly.. ----- Make guns and ammo waaayyyyy harder to find! ---- ----- Make food and water also harder to find ---- I cant stress how important this is, it really has to be done asap! The only downside would be for those who want to play for 10-15min stock up on weapons and items and bandit. This has kinda become the main way to play with the current balance. With these changes people will instead be less inlcined to shoot another player, players will be more willing to pair up with others who have guns. in short, guns become more a deffensive thing than a license to kill everyone. Another additional suggestion: ----- Do not have certain few locations were the most rare guns/items only spawn, instead have a wider range of spawn location with certain requirements, such as a key you can only use once to open a ammobox, there might be or not be something there---- Keys, or "notes" that descripe the location of a possible loot location could be found hanging on walls and would be an additional thing a player could look for, which could compansate a little for the gund/item decreased droprate, and it would also give the player a reason to move to a new locaton instead of running around Electro/Cherno. This might not be the best way to go about it, but I really hope whatever happens that guns and ammo are made very rare. As in, a days play would maybe give you a handgun if lucky. People would play differently, it would be realistic and finding something good would be exiting. Thanks for reading
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'Well all I wanted to suggest was that weapons, ammo and food would be made way more rare and that something should be done asap because it will be more difficult to make such a change the more time that goes and I felt like I had a great suggestion that would create a new type of loot to replace some of the void from the item decrease.. I felt both my concern, argrument and suggestion was threadworth. Anyways If the forum is flooded with posts concerning this thats not so bad, since its such an important issue ;)
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What are the devs working on at the moment?
Magisk replied to TimTams's topic in DayZ Mod Suggestions
I think this is a great suggestion! Kinda strange they dont communicate better actually, would be great to know whats going on. -
Thanks for reply guys, you as well DryGulch. I see what you mean that rarer weapons will make those with guns more powerfull, however what I think you fail to consider is that shooting a defensless surviver will be "more costly" for the bandit, as he has to preserve ammo to protect himself. Sure there will be some who will waste precius ammo, but the "weaponless player pvp deat" ratio and deatmatch gameplay feeling will not overpower to survival aspect as hard. In regards to the server issue you bring up Charb I think that this is something that will be solved in future versions of the game, if im not mistaken Rocket himself has made some comments on servers and their porpuse. I would agree however that when server hopping is not possible weapons will become harder to find, but not even close to how rare they need to be. Personally I never do this, and I cant remember running for more than 10-15min before having a gun with enough ammo to kill several innocent survivers :) DrGulch, I take it you do not agree or feel this issue is not "game breaking", I however do and the more threads the better, also I thought I had a suggestion to the problem that deserved its own thread, but i could be wrong ofcourse. Hope I didnt ruin your day
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UK117 - Insane amount of hacks being used, photographic proof.
Magisk replied to turkeyx's topic in Mod Servers & Private Hives
Came here to report same thing helicopters just parked in streets, ammo crates with 500 ammo of each type.. -
1. I think the «friendly salut» doesn't really work optimal, maybe a «audio salut» of some kind would be better? (for those without mics) 2. Wouldn't it be hilarious if you could find some old ipods with some music on it? Could be a license problem however so would probably be unknown bands or something. 3. If possible I hope animals in Arma3 will be way more realistic and some actually hard to hunt. Those hard to hunt ones could be in Dayz :) 4. I wish all houses were open because having «shell houses» is a little weird. Also loot could be scattered randomly within all houses on shelves and in drawers instead of the way it is now. It would make players not run towards to the same spots but be encouraged to check «house by house» 5. I wish food and weapons was way more rare, currently surviving is not hard once you know the basics and it should be. It should be a struggle not a barbecue party with the occasional sniper death :) 6. I wish it was possible to burn down houses and start Forrest fires, would be awesome. Also wish there was gas grenades and gas masks and areas that you could not go into without that mask.. 7. I wish there where some rare bodyarmor that would make it a little more likely u would survive a gunfight with all your loot vs a new player 8. I wish all servers had the same amount of loot and that server swapping wasn't profitable super strategy. 9. I wish in Arma3-Dayz that there where only 3types of of different severs options «small, medium and large» and they all had individual leaderboards -small. A relatively large cty area but without much forest and much running -Medium. A map similar to Chernarus, -Large. A major map with like 1k+ players with different terrain styles, so you could have a part of the map with snow on it, where you needed certain equipment to survive for example and other areas far away with a tropical terrain etc.. ( i know its probably not possible, sadface) 10. I wish zombies where slow, but hit way harder! Creating situations where going for loot could be dangerous because you could be cornered without enough ammo etc. However it could make the game a running-party so perhaps a few zombies could be fast idk.. I hope something will be done though as those «jet-pack zombies» are not as fun and rarely smart to shoot! I would: Give zombies «cent» causing them to walk after players paths a while 2x or 3x the zombie spawn amount make them slow and stronger with often infections make bodyshoots impact zombie movement Make headshots the «only» way of killing a zombie with a reasonable amount of shots.
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My fears regarding the future of DayZ
Magisk replied to kumiiyo's topic in DayZ Mod General Discussion
I think this: 1.Zombies should be made wayyy slower 2.Guns should actually be made more rare, due to the difficulty decrease caused by point 1 3. Some smart guy has to figure out a great deterrent so people less often kill each other, Maybe something as easy as a food/drink consumption need after a player kill.. Idk -
Love these ones, especially the cuffs/rope would be sick if possible
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First of all what a sick sick game, I love it! Was originally coming here to donate, but as Ive been told this mod is about to become a "real" game on arma3, so dunno if donations is needed. (let me know) :) In the meanwhile ill just give my input, hopefully its of some value. 1. Zombies The way they behave makes them more of an annoyance than they should be I personally feel. Rarely do I find myself in a spot where shooting one is the best option, unless they are in my face :O) This then makes them more of an obstacle type of thing and not an element that feels sowed into the experience in a way.. To me its a shame because killing zombies are normally fun. (could be they are made this way due to limitations in the arma2 engine, and in arma3 a totally different behavior is planned?) Anyways how I think they should behave is like this: A. Zombies should be slow -Players will be encouraged to more often kill zombies as it will be easier to move away before zombies arrive to the origin of the sound, there will still many reasons enough to be selective about doing so. B. Zombies should be hard to kill -Shots towards legs and arms should not kill, but simply change their movement animation -Shots towards chest and stomach should primarily decrease/knockback speed and take a little life -Shots towards head should be 10x more effective then anything else C. Since difficulty will decrease with the speed reduction zombies could have "cent" allowing them to pick up on paths walked by players -It would cause a constant pressure, since the player has to be aware of the threat of a zombie sneaking up -Zones like deep into a Forrest which now feels safe would have a element of paranoia as well -There could be a game mechanic to "cover tracks" -The tracks could automatically fade after a while - (additionally some rare thermal player-item could also view fresh tracks due to the warmth they leave) - (this last point could be implemented into animal hunting as well maybe) D. Zombies could have pathing which allows them to: - Break a window and crawl into it - If stalking a player inside a house zombies could be distracted by food and stop to consume it. (could create a mechanic where dropping food would be a tactic to stall zombies maybe) - Some buildings could be old and have timber that allows zombies to slowly break through a wall. (imagine the terror) :) - Zombies could sometimes spawn on roadsides as well. - Spawn system made so that zombies must spawn outside of view distance - Zombies could have many different "pre aggro behaviors", such as sitting in a group, trying to break into something, aggressive towards other zombies, and so on - Zombies could interact with weather, for example have problems slipping when its raining, problems walking straight when its windy, and so on. 2. Player vs player interaction To me this is the core of DayZ, the whole social aspect of trying to survive in a chaotic situation not knowing who to trust and constantly having to be alert. However, I think there has to be some system that slightly reduces a players willingness to kill another player. A. A better system to indicate friendliness, my suggestion: "Blood effect" - Players who have murdered other players are covered in some blood, this blood causes them to increase zombie attraction a little and acts as a visible warning to other players. - Blood can be washed off in a lake or fade away in some time maybe - The red blood color also makes the bandit easier to see B. Certain chemicals can be found and used to poison food/drinks - This could be very rare, but still would act as a little deterrent as eating something you have stolen is not 100% safe. - The item could be marked for the player who has poisoned it, but for the player picking it up it looks authentic - This could also create certain strategies such as leaving poisoned food somewhere as a trap - Alternatively there could be made 2 food groups, 1canned=100% safe and 1packed=not 100% safe - Just knowing that the guy who killed you likely will be poisoned makes it feel a little better :) - A player who is poisoned needs a anti-poison, which is very rare. If not used then player could lose blood slowly and need to 5x increase food and water consumption to stall the effect or something. 3.Player interaction and items - Movement speed could maybe not be effected by the weapon currently holding but rather the weight of all the gear. - A rare "radio item" enabling the player to tune into other teams communicating - Various ways to create traps for animals and other players. - Fishing and bird hunting - Setting buildings on fire, 4. Server options -Players can not start exactly where they logged of but in some distance away without any other players or loot -Alternatively players can join where they have set up camp (requies a tent or vehicle) -Players can "team start" enabling two or more friends to spawn in the same location
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Reply to chaveezy Thanks for reading it all and for your input. I totally agree with you, many players probably kill other players just to avoid a risky situation. It all comes down to probability really, playing friendly will get you killed at some point regardless of how careful you are. I haven't actually noticed the heartbeat thing, maybe its turned off in the beta.. But yeah I can see it being not an optimal solution as long-living characters are destined to have been in several shootouts with "bandits" that have no kills yet. I cant actually think of any way to solve this either :( Or maybe actually a way would be to count times a player did not kill another player.. maybe like: -A mechanic to register friendly and nonfriendly "player encounters" -A player with 0 "player encounters" would be seen as hostile being close to another player and not being aggressive or having a friendly player in sight and not being aggressive could both be counted maybe. And in cases where this would cause a "0 encounter player" to be wrongfully killed it would be most likely on a short-lived character anyways. And I guess in a zombie apocalyptic environment you're guilty until proven innocent? :) Not sure about this tho, could be some huge downside to a system like this probably. About the traps, I think the glare thing would be great. It would sortof give the traps a negative counter, where if an observant player notices it the tables could be turned :)