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Everything posted by xInfinityx
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How high of a priority is fixing lights through walls?
xInfinityx replied to i_push_buttons's topic in General Discussion
Umm...you still have to use a flashlight to properly play the game even with gamma and brightness on high. the other settings just make the quality of the darkness better. -
What if your internet drops? For most people internet drops of that nature are very seldom, and as it is right now if your internet drops while you are in handcuffs you die. (so harsh punishment is being implemented) Relogging would have a timeout that accumulates each relog. So, abuse would cause you to lose playing time. With the system I described your abuse of party spawning is impossible unless someone is extremely lucky, and gets NWAF and Cherno in two connections. But NWAF shouldn't even be an available spawn anyhow. I would also argue that spawning with a partner or two is also "on theme". So far your only argument against my proposed system is that an internet drop would be very inconvenient, and only so if you were unlucky enough to get 1 or 2 really crappy spawns on reconnect because you could spawn randomly map wide with a lowish time out for the first two or three relogs. It is also arguable that spawning map wide would be even more of "an important early step for new players" as it forces one to become knowledgeable of the entire map, and not just a few cities along the coast. I would also like to argue that spawning map wide is even more disorienting than spawning on a coast that is very easy to orient in with little experience. It also discourages a "cherno deathmatch' environment that is sooooo prevalent right now, and has been since the mod was released. Camp spawn is also "on theme" and hard to exploit because if you have your camp in a high traffic area it is going to be at a high risk of being compromised. Even so if you are able to spawn at a camp next to a decent loot area you still have to be lucky enough to get the drops and also loot them before someone else does. Also, if you can do it others can so I can't imagine how successful you would be raiding a loot area that 15 people have camped around in attempt to do the same thing. I have no idea what you are talking about with the ghosting comments.
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How high of a priority is fixing lights through walls?
xInfinityx replied to i_push_buttons's topic in General Discussion
lol umm....flashlights shouldn't spray through walls, and having your inventory open while running in the dark is going to cause you to miss some things you would otherwise find. Just so you know the best way to see at night is: shadows at max HDR at max Clouds at max Gamma & brightness turned high -
How can we make a players life more important than his gear?
xInfinityx replied to knawx's topic in General Discussion
Skills should never directly effect combat in my opinion. -
Showing up in the same place every time you log on is exactly why server hopping is a problem. Implementing random spawn at every server join helps to curb this problem. A partying system would just join you with another player when you initially log into your selected server. coupling this with a camp spawn once you meet some certain criteria makes complete sense to me. I don't see any logical justification for "changing the risk of the game so you can get to a friend makes no sense" Please explain to me the possible exploits of party spawning. There isn't anything wrong with providing people with a convenient way of playing together. I do think giving players multiple characters would be exploitable in that they could do high risk looting, trolling, KOS'ing, etc. and hoard gear for their main without any real consequence. It is bad idea in my opinion.
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I have been watching streams around the clock and logging many hours on the alpha since its release, and I haven't seen one incidence of hacking. Hackers love to stream snipe especially back in the mod days so where are they exactly?
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Here's a full list Guns, Vehicles, Items etc. currently in SA. Most are disabled and yet to be enabled in the current build. {Spoiler}
xInfinityx replied to JDM (DayZ)'s topic in General Discussion
I wonder if you can already make the improvised backpack by using wood sticks, burlap sack, and rope? Also, I want to be able to put the burlap sack over people's heads. -
Wouldn't a partying system be an easier fix than having multiple characters?
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Subtlety and vision is lost on you lot. I fear you will be disappointed in DayZ then as it will be more like those mods than the vanilla. For instance, it will have depth and end game. Rocket has already added probability and has mentioned passive leveling in the past.
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You think Epoch is a shit mod?
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lol you most certainly do level up in real life. skill in eating is not a logical or relevant mechanic for the game. Try again please. Please go home and manufacture something. For instance, a hemp bracelet. Now make 1000 hemp bracelets. Compare the quality of the first to the last. The last will be of much higher quality.
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No one said skill trees. I even said specifically no skill trees. The people who are so adamantly against this idea obviously didn't play the other mods for DayZ. Things like this already exist in those mods.
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Still again your are simplifying the mechanic in a way that isn't really honest. Experience = increased skill in real life = many similar results to what I described Lol at stat point and "magically". Just because you don't understand something doesn't make it magic. Your implying that providing someone with a bandage wrap somehow creating a super human medic is not relevant to the mechanic I'm describing. Please attempt to stay within the realms of reality in relation to the game. You already have to figure out the mechanics. This goes beyond pure mechanics, and memorizing recipes. My idea does not trump your idea it merely adds to it. There is no need to defend the current game mechanic as it stands because that is the same learning curve that exists in every game. Firstly, I didn't flesh the mechanics out for the idea completely. I'm just giving examples of possibility. The actual mechanic would be designed to be authentic while adding positive depth to the game. Which might I add will be necessary to provide a rewarding long term experience. So, everyone should be looking to support as much depth to the game as possible unless they want pvp war to be end game again. To further explain the mechanic so that you might understand it better I will describe some possible scenarios where experience = skill = positive results, but first I have to add that in DayZ resources are scarce so abusing a skill mechanic by stabbing your friend would not work in your best interest. For instance, there should be a probability that you get an infection each time you are stabbed. As this is realistic especially considering the lives of these survivors and the environments they are experiencing. It also costs bandages and blood each time you are bandaged. So grinding out an increased bandaging skill doesn't really have a lot of upside. You also have to consider that just playing the game you tend to do a lot bandaging anyway so this seems to be a waste of time. But in the interest of your bandaging skill being experienced in bandaging would only decrease the probability of infection if the wound is treated immediately and would also increase the efficiency of using bandages. So, a bandage roll would last you for 5,6, or 7 uses before it runs out instead of 4 and give you an 15% chance of infection instead of 25%. This is realistic in a lot of cases because when you've applied a bandage 1000 times I'm sure you would increase in your skill at applying. This can realistically be applied to a lot of things in the game though. If you were to attempt to steal the windshield glass from a car you would likely suck at it at first and your skill and success rate would increase as you did it more often. If you were to attempt to fabricate anything with no skill in doing so, for example, an improvised explosive. the quality would be much higher after the 1000th explosive you made vs the first. And the first one might even explode in your hand. Anyway, these are not original ideas really. These mechanics already exist in other mods for DayZ, and I am only suggesting them. I would also like to add that this is passive leveling. No skills trees.
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You are sort of simplifying the idea in a unsophisticated way though. It is realistic that being experienced at something provides you with certain advantages.
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You need the proper handguard for your m4. I think it is the RIS one. It has the holes for the light attachment. I don't think it works for the FN at this moment. I hope they fix bayonet attacks in the next patch. It will be dope. You should be able to attack with the butt of any weapon. I think if you have a bayonet you should be able to open and close it like the tripod in your inventory. If you use the butt attack when it is open you use the bayonet to stab. In taki life weapon butt attack is ctrl + F and it works quite well.
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Lost full Ammo Box due to server restart.
xInfinityx replied to iAwesome's topic in General Discussion
Umm...actually the best way to access your boxed items is by putting them in your hands. not on the ground. Unless for some reason it doesn't work with ammo boxes. It works just fine with medkits. -
I think there is a place for this but it is a fine line. Player investment would contribute to a more realistic playing experience in my opinion. I agree right now most people figure they might as well "go for it" in an encounter. Increases in skill shouldn't venture into combat though. Combat should be skill based as far as the direct encounter is concerned. I think the areas where this could be really good is in things like repair, maintenance, medicine, item construction, and building construction. A skilled player could also use their abilities as a bargaining tool in case of a hostage situation, or barter their abilities for gear. I'm sure there are even more possibilities for interesting player interaction. Here are some examples that might work: increased probability of success - mending serious injury/bones - salvaging equipment like a car tire from another car - creating a new item like an improvised explosive decreased amount of resources to execute ability - fixing, repairng, or constructing requires less of the necessary components increase in item effectiveness - item or skill works more efficiently so things last longer. e.g. morphine pen works twice, gun maintenance is required less often, etc. increased quality of created item - low level creation of an improvised explosive gives a random fuse counter from 1 sec - 5 sec. at higher level higher probability of 5 sec. at highest level guaranteed 5 second fuse. - at low level pressure mine only has 50% chance of working, etc. increased ability to repair an item - low levels can only repair an item 1 level above current state per repair - highest level can repair a ruined item to pristine in one repair
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Just saw someone open a can of beans with a hatchet and get 50% food content.
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I think the Novy spawn is as likely as any other spawn, but I'm rallying for full map spawns if the loot system stays the same. If i had to guess I bet they want to avoid it solely for the sake of players teaming up together. I'm sure it seems like it would have a deterrent effect on players logging in together if they have to run from one side of the map to the other to play together, but in reality at release it probably wouldn't be that big of deal provided they have adequate transportation. They could implement it this way I think though: - Full map spawn (helps balance all the loot being looted from the coast after server restart) - Random spawn on any new server joined plus accumulating timeout (prevents server hopping for loot) - Partied spawning puts you in a random spawn together on server connect - Camp spawn - when you have a camp you can spawn to it if you are party leader
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Security Vulnerabilities fixed by Patch #2 and Character wipe
xInfinityx replied to rocket's topic in News & Announcements
What I'm saying is that problems are unavoidable, and the important thing is how you deal with those problems. Developing something is an ongoing process. Early access is brilliant in that it gives the opportunity for good ideas to be developed into complete products whilst avoiding compromising vision. It also allows consumers to invest their dollars into something in which they enjoy and believe. Freedom is important when one is realizing their vision. This is exactly why Hollywood flops happen so consistently, and precisely why great games are being developed by indie studios these days. What we got with the Alpha release of this game was the ability to vote for its continued development, and unless my calculations are wrong that has been achieved. -
Security Vulnerabilities fixed by Patch #2 and Character wipe
xInfinityx replied to rocket's topic in News & Announcements
I'm curious, what is your opinion of the ongoing character loss issues that were experienced for a large portion of the people playing GTA Online when it first released as a finished product? Ok, I'm not really curious just pointing out that even the some of the biggest and best funded projects run into massive problems. Do you know why? Because not everything can be anticipated, and trial and error is arguably the process by which everyone develops software. Your position is unfounded and unnecessary. I don't think I speak for myself when I say that I am very excited about how much I get to be involved in the development of this product and also how optimistic I am for its future. You are obviously a troll. -
It would be really cool if you could make heads pop like in Project Zomboid. It is so satisfying.
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Well, logically if we can only traverse a specific area of the map, then we are either locked in via some kind of natural disaster like the surrounding environment being too heavily radiated to be survived while crossing or we are locked in a quarantine area. Personally, I think the quarantine area narrative is much more interesting and a large wall closing everyone in around the border of the map would make a lot of sense for why we can't travel other places instead of a random debug zone. but... supplies support are a common occurrence in any place where there is a disaster. It is in no way a stretch of the imagination that a government or aid entity would be dropping supplies for survivors. The reason would be to help any survivors survive? Regardless of any of these nonsense lines of questioning the point of the random events is not specifically for aid. I don't need help in the game, and I'm not asking for it to be easier. (which is why I specifically mentioned having enemy NPC's flying around) What I want is randomly triggered events to keep the game fresh for a long period of time. The radio thing is a cool idea though. Maybe those with radios could tune into a certain frequency to get coordinates for the aid so they could pick it up.
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Suggestion: Yelling In Mic Increases Distance Heard
xInfinityx replied to gaznox's topic in General Discussion
I think a system where you choose would be better. whisper mode = 5 meters direct comm = 80 meters A calculating system seems complicated but i'm not a programmer. -
Luls are you a troll? The NPC's in Origins shot at you with mounted huey machine guns if they spotted you. Please son with the hardcore tough guy attitude.