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Mutonizer

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Everything posted by Mutonizer

  1. Obviously not everything...hence the suggestion thread. I have no issues with guns, shotguns and even the lee (which can shoot people quite far as well, just no scope) because they're not easy mode if you're goal is to kill other players and these weapons are actually among the ones people use for zombies. As said, scoped rifles are ONLY there to kill players, in mostly total safety and they are VERY common (it's not rare to find a couple in barns alone). Unlike other weapons, which create social interactions most of the time, or at least a wee bit of danger since the aggressor needs to get closer, the scoped weapons do not provide any interactions, nor any danger, hence are detrimental. At least that's my queue on it. But as said before, since 1.5.7, they've kinda stopped being a problem overall since whoever shoots them anywhere close to a zombie area, will spend all his ammo getting rid of whatever he aggroed or be a little bitch and disconnect.
  2. Mutonizer

    The Effect of DayZ on ArmA2 Steam population

    And that's not counting everyone playing with the beta versions of OA I believe, since even if you bought it via steam, it's not linked to steam but has a special .exe
  3. Mutonizer

    We just beat!

    Despite the ubisoft insane deals, it's still #4 to #5 AND it's now #1 in the "featured PC games" list.
  4. Hah! If that were true, that'd be great though I think asking and sharing sometimes should be a better compromise. But you got people killing just because it's fun for them :)
  5. Mutonizer

    Will familiarity kill this mod?

    I don't this familiarity will kill it, rather transform the experience. Of course, we could do with tons more houses that we can enter and more randomized loot as well as a greater variation in zombie spawn, even in the same places, but that will most likely come with time. Remember that it's early alpha and content takes a long time to put in. Afterall, a zombie apocalypse is just as creepy if you know your neighborhood and where to find stuff and there will always be the unknown factor: the human element.
  6. Mutonizer

    Ruining ARMA 2?

    I'm an old ARMA2 player who LOVE the ARMA engine/game concept but sadly don't like the 100% militaristic aspect of things. I tried, joined a military clan and I lasted about 2 hours before I told my officers to basically go fuck themselves (bit like what I did in real life when I think about it). With DayZ however, I get to enjoy the engine I love (while I loathe FPS games usually) and content I also appreciate (what's better than the apocalypse right?). Of course, out of all the new players, you'll get some morons who are only here to ruin everything for others, but overall I think you'll get more people like me, loving the hardcore and here for the mod itself and the immersion it brings. How many stay for the long haul though, that's yet to be seen. That said, currently, many factors & bugs hinder a true assessment of how the players are handling things, with the biggest one being directcom voicechat not being 100% reliable. Personally this is the ONLY thing I'm in dire need of to continue test this alpha mod because as it is now, since I play 100% immersion, I have absolutely NO WAY to make contact with others since I don't even know if they can hear me. Of course this has nothing to do with Rocket and DayZ, but with ARMA2 itself. So don't spit on the new guys, just...take all the shit in for now, see how it goes and be glad BiS is getting some much needed attention in the middle of the stupid pew pew bang bang games out there. This is niche but we need that niche to live on, and money coming their way is good money, no matter what. Without it, BiS might need to leave the niche and go casual, which would doom us all :)
  7. Yea. though you can't just store that server side or something, people would just spam entire books in there. Hmmm, I wonder if it would be possible to link a "note system" to some kind of social network API, to externalize the storage. Like you could put notes as loot in some places, and when someone reads it, it's just pulling data from something like Twitter or whatever. I usually hate these shit but might be nice here.
  8. Mutonizer

    Short fun with stats

    Yea would be really cool. Should be easy to do if they log the x/y/z position of each deaths, though not sure if they do. If they release raw stats someday I'm sure some folks will go nuts on it and do awesome graphs and maps and the like :) edit: Hmm, since corpses spawn when someone dies and there is a "study" corpse function, this should actually be real easy, just a matter of pulling out raw data. Maybe something we'll see in the far future.
  9. Mutonizer

    Actual Cinematic Trailer (Unofficial)

    It's very nicely done, but I think you should really put a disclaimer about the fact that it DOES NOT reflect Dayz in any way, shape or form. The only thing "real" in this video are the zombies, everything else is NOT in the mod. The last thing we need is people seeing this on youtube, buy ARMA2 then come here and start yelling because it's nothing like what they've seen. so I think that, in respect for the mod, you should put a small disclaimer in the video description.
  10. Mutonizer

    What was your dumbest death?

    Devil's castle...dangerous popular place. - Spend 30 minutes scouting the surrounding for other survivors: check - Headshot 2 zombies in the way with xbow, silent kills for the win: check - Clear loot out of the perimeter: check - Get to top of the tower: check - Check the surrounding from the tower's top: aaaaahhhhhhhhhhhh....splosh! I remapped my V key AWAY from my standing key after that, finally...
  11. Actually some of us are alien entities with psychic powers, able to communicate with others over vast distances (teamspeak) and use our Mars radars to get some map references (internet). We can also teleport outselves to our mothership if attacked (disconnecting), just in case we're about to die! Then you got the normal humans, lost in the fucking woods, and these dudes need direct com to work (not your shit I know) and the mod will become a different ballgame in lots of ways (at least I'll know if I need to shoot the dude, or if he just can't hear me).
  12. How would anyone rally their own militia via the mod if everyone finds it safer and easier to just kill everyone else? Especially with direct com not being too stable. The ONLY groups I know of that are organised groups, are pre-made players, often using teamspeak/mumbles. Sorry but these guys have no idea how this mod is, how it plays and are not to be taken as a reference or example. They have NO CLUE whatsoever. They are however usually the most friendly because most are ARMA2 players and have what others have called that sense of camaraderie and even "roleplay". The real players, you see them pleading in side chat and yelling friendly in there. Once side & global are gone (hopefully once direct com works 100% of the time), then we'll see how many of these remain. Personally I spend hours upon hours alone, surviving, totally immersed and you could say "roleplaying". But don't go and tell me to "form a militia" because in game currently that's nearly impossible without using external tools/communication systems. If you are like me (I'm not a rampaging murderer) and play the mod the way it's meant to be played, without "tools", then if you see someone, you get the fuck out, FAST. The only times I try to make contact is when I'm all kind of screwed up and need help. In the HOURS (and that's a shit ton of it) of play I've had so far like this, I can count the number of people that didn't shoot me in the face on my hands. Direct com being screwed up is the biggest limitation so far however I think. I NEVER know if the guy can hear me....
  13. Mutonizer

    Humanity..a way forward?

    Well' date=' he didn't scrap the humanity system did he and that's totally arbitrary. The bandit skin was too...odd and out of place, but removing it also allows for people to grab/use different skins, so it was a good time to remove it. Otherwise, it's a still game and for people who don't give a damn about the mod but just want to kill people, there is no consequences you can put into place that will ever affect them, because they don't care unless you screw up a bit their effectiveness in killing others. On a topic you brought up, how do you deal with just the styles of play when people use teamspeak and maps on the internet? You don't because nobody can control that and therefore you do it with pure gameplay elements such as the one I suggested (which is not directly related to that but to other aspects of the fact that it's a game). Even if you put stuff in there for survivors to work toward (barracks, camp, etc), you'll have on one side people who already know each other and use non game included tools (as noted above) and on the other side, people who don't. The first will completely bypass the nature of the mod, pretend to play it like pros while not even understanding the mod to begin with. The second, mostly killed on side by the pre-made tribes, will play mostly alone and kill others on sight because...why not? It's easier. So the "us" the players you are referring to, are not all playing the same mod to begin with :) Anyway, somewhat different topic. [hr'] As a bandit, you always get the first shot, you get all the loot of someone you kill, and you never have to worry about others, since you shoot anyway. I think that's enough "fun" & "reward" for one person, don't you? As a survivor, you always get shot first, you never get the loot you like from someone you meet, you ALWAYS have to worry about others and you take HUGE risks into even talking to them or trying to. That's a lack of...you know.. I don't think screwing up hardcore bandits a bit is unfair. I mean, they have it real easy already and now it's free loot for everyone without the bandit skin. Why would anyone, ever, not kill other people? :)
  14. Mutonizer

    Why no bandit skin could work

    Long read but overall I think your argument is flawed because these guys were obviously communicating via non direct chat means and/or knew each others beforehand. For players not in pre-made, once the sidechat/globalchat is gone and directchat 100% stable, it'll be nearly impossible to communicate because people will shoot at first sight most of the time, not even trying to get into range to even communicate by voice/chat. It's also the case because direct com doesn't work all the time. Most people grouping for some time right now that are not using pre-made teamspeak/mumble/etc are spamming sidechat none stop, which totally removes the immersion of the mod as well. I'm sorry but people using sidechat/teamspeak and any external tools (maps, etc) are NOT having a clue about how this mod is played if you don't use these and I don't think they should be taken as reference. I mean, when you don't know chernarus, only use direct comm, don't know anyone beforehand, I can assure you that this mod will kick you in the balls NON STOP for everything you do. I have played a LOT of hours in the past two weeks and in total, I've spent about an hour top with various people I met, been killed for no reason whatsoever, without any warning, more time than not, and also ran from people more time than not. I however have a decent survival time overall but some situations are just deathtraps when alone :) I'm not sure how to counter this however. I mean, normally (realistically) you'd find people at least trying to talk to each other or even running from each other but maybe ARMA2/DAYZ attract more people whose main goal is to just kill other people and fuck them up in all manners or ways, and not survive the zombie apocalypse. I'm glad rocket decided to remove the bandit skin though, that was silly :)
  15. We need direct com voicechat/typechat to be 100% stable however for this to work properly. Once we are 100% sure that when we talk/type, people CAN hear, we can make logical decisions on what to do.
  16. Skins to wear? Check, good news! No more auto bandit skins? Check, good news! Now we need something for that humanity system, which has potential!! I say give them the shakes!! :)
  17. That happens to me ALL the frikkin time! You'd think I'd have learn something by now, but only now it's starting to sink in!
  18. Very interesting stuff that I'd like to see in-game, thanks for that. Can I suggest making this into a more concise chart/table or something, without the text explanation, to structure it? I mean I'm sure this kind of stuff can go into Dayz someday if Rocket's interested but a more structured layout might make it easier to analyze at a glance and allow for implementation. ++
  19. Mutonizer

    How to balance Bandits.

    Heh, true. However, since this is a survival sim, we need more incentive to work together I think, something that rewards not killing other people and instead group up toward a common goal. Stuff like fixing cars and choppers for example is good, because it's quite hard to get the parts as a lone individual, and then you can't do anything AND guard the car/chopper. For now we just survive as individuals mostly, but hopefully in the future there will be something to simulate the fact that sometimes, to do a bit more than just basic survival, you need other people, even some you don't really like, but you won't kill because you would also lose something by doing so. Once there is the basis for a mutual agreement and compromise when two people meet, once there is some kind of "possible future" that requires others, then both bandits and non bandits can team up and work toward that goal and not just think about the next drink/food or the next kill.
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