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kulin

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Everything posted by kulin

  1. kulin

    Admins and their powers

    Admins have the power of shutting down servers! :D One little Hack->Server Down->All names reported->Logs are checked->CD Key of hacker banned.
  2. Its very easy. People that don't like to play on night server just have the option to leave them. If you want them to stay make the night less painfull. Very easy. Rockets solution was the idea to plant road flares and chem lights everywhere. This didn't work for a very obvious reason. Since i host a server for myself i see the numbers drop every evening at about 22:00. Only 1/4 or 1/3 of the previous players are playing at night at best. So how can this be good? All players leave the servers to join day servers. All day servers are full, all night servers are empty. This is just bad design. Nothing else. The night is not even realistic. In my time in the army we had to bivouac for weeks in the alps. so you can believe me if i tell you that even in the deepest woods and in rain and snow: a night is nearly never completly black. So don't tell me this would be a gamy solution. Its even more gamy to make night server only to players with night vision interesting. This makes night visions the number one item. You get one, you look for an nearly empty night server and farm the shit out of this server without even the slightest chance to meet a player who brings any danger to barrack and heli-spawn-farming. So my suggestion would be to make the darkness of the night dependable on the difficulty. Expert = Pitch Black. Recruit = Dawn. At Veteran, where most servers are running at, it should be atleast possible to see some color in the night. A tree or the ground shouldn't be so dark to be 100% black. An alternative way could be to make a faster day/night cycle(3h Day(including dusk and dawn),1h complete night - as in reality).
  3. I would take the FAL. I just see no reason why i should take a M4 if i can take a weapon that kills almost every time with one hit and has a huge mag-size when you count in the effectiveness of every shot. In fact the FAL and the DMZ are one of the strongest weapons in my oppinion.
  4. Nope, i won't stop! I have so many deaths to pay back that you(Strangers in General) have to suffer before we're even!
  5. kulin

    Weapon Damage Nerfs

    Would be nice to know how you are going to set up a ambush against someone who is going to just turn around and kill you with one shot. Thats what i'm talking about. Ambushing players is harder - especially with weak weapons - than it was before without any reason. Something funny happened yesterday in cause of this. I started a new character after getting sniped in stary! A player with a revolver saw me and i saw him. I was running at him while he already started to put bullets in me. i axed him down with one hit and stole his weapons, with 6000 life left! A few days before the player with the gun had killed me with ease. :D Shortly after i've killed him i noticed that i killed a friend of mine! :D He respawned close to elektro and gave me a blood pack! :P I don't see a reason for this. Because zombies are stronger now? They are not. I just use my axe all the time instead of shooting them. Its better anyway since you don't let any snipers hear your gunfire.
  6. kulin

    Weapon Damage Nerfs

    No, thats not what i'm thinking. That is what you're thinking because you're a constantly trying to simplify everything so much that there is no sense or meaning left. What i'm thinking is that this damage nerf makes the prozentual chance to survive for players with bad aiming coming from behind after someone with good aiming lower than it was before. The moment of surprise was nerfed for players who are not good at aiming. Easy. I personally think this is not the right way to go. This is no e-sport fps game where player-aiming and movements skills are more important than everything else. It should not be possible to stand up and shoot back after you got some bullets into your ass. It isn't this realistic anymore. Thats right.
  7. kulin

    Weapon Damage Nerfs

    I can understand that you don't see the difference between a FPS and a game based on a military sim. Expected nothing less!
  8. kulin

    Weapon Damage Nerfs

    Yes, anyone can get them. But this does not change anything. If you have one you are much stronger than someone who doesn't have one. This gap should'nt be too big. This gap also gives players with good aim a big advantage. Its easier for players with bad aim to kill someone if he just needs one or two shots than if he has to put 5 bullets into someones ass. In my oppinion this game should be no deathmatch so personal aiming skill should'nt be more important than smart behaviour. Now a good player just turns around after the first shot an kills the attacker. Previously he was dead already. It would be much better to increase the zombie life than to decrease the weapon damage.
  9. kulin

    Weapon Damage Nerfs

    Sounds more like YOU want this. You want something similar to mmo levels. In DayZ a level 85 wow-player is - thanks to this damage nerf - now a player with huge sniper gun, a gillie suit and a nvg. I personally think this shouldn't be the case. No one should be so strong in cause of his equipment that he doesn't need to fear anyone anymore. By nerfing the newbie weapons the gap between a new player and someone with nice equipment is even bigger now.
  10. kulin

    Maniac Laughing in VOIP

    I bet you were the guy laughing!
  11. kulin

    Weapon Damage Nerfs

    Sounds Like Rocket is a Sniper-Deathmatch-Lover. There is no other possible reason for this nerf of the easy available weapons. It just means that its harder to get into the game and its even harder to stand a chance against players who turn the game into a sniper deathmatch if you just died and have to start over. Its not only a logic fail but also a gameplay fail.
  12. This behaviour would only achieve to get yourself killed. No human brings all the skills into the game like the players in DayZ. Do you know how to use a real rifle? Do you know how to build a fishing rod? Do you know how to conserve meat? Do you know how to build a secure home? Are you able to build a house by your own? Do you know how to do all this things in winter? What happens when a snake bites you? What if you break a leg while running away from a bear? Who is carrying you home? Why do you think you are stronger against a group of people if you are alone. Real life is no death match. Thinking that you're able to survive a apocalypse on your own might be nice in your misanthropic fantasy world. In reality this wouldn't happen.
  13. Reducing human relationsto such a simple term is just wrong and shows me that you just want to defend your point and oppinion. Its not just "teaming up" and kill Zombies together. Its a process that take hours. Hours in which you have to gain someones trust and prove yourself as reliable. Hours in which you play with someone who can turn his oppinion about you in a matter of seconds just to decide that you are not worthy to team up with him. Its not just killing zombies together. It brings all facettes of human interaction into the game. Not just a face- and brainless killing orgie like the usual death match.
  14. Yes, Bandits have to be a part of this game. But to be honest i don't think that getting sniped makes this game more interesting. Its the sense of danger anywhere. But even this sense of danger is getting "worn out" at some point. So playing the bandit game all day is NOT making dayz more interesting. Its the exact opposite. Bandits are making this game dull and boring because they are the reason that EVERYONE is shooting first. This reduces the gameplay to stealth, shooting zombies & players and looking for loot. When i begun a few weeks ago there were something on the server that someone might call "Interaction". I met other players, chatted with them and played together - even if i was never sure if he is going to shoot me in the next moment or if he trys to lure me into a trap. Playing with other unknown players was MUCH more interesting than shooting everything that moves. So Deathmatching may be nice for some time. But a big part of the fun in this game cames from diversity. This diversity is reduced if there is no player interaction anymore.
  15. kulin

    Do you like to play at night ?

    I clearly hate to play at night because of three factors: 1. U can't use flashlights, Flare or even a chemlight. It will lure every sniper to u in a radius of about 1000 miles! So i have to play at complete darkness. 2. The programmers of Arma lived too long in their dark basements. One little suggestion for the Arma Team: Go into the woods at night to take a look for yourself. It is NEVER as dark as the night in this game. I was in the army and we played the army game at night in the woods for weeks. I can tell you: a night is NEVER completly black. Even if its cloudy and rainy you can see at least 50-100 Meters. And atleast 1km if there is a moon. So: this Game is not realistic. Only if you are completly night-blind the night is as dark as in this game. 3. Night Vision is horribly overpowered. If you exploit the game and use item cycling to get ur NVG u rule every night-server. It just not fun to get killed without any chance. So.. i leave the night servers and search for one with daylight. :P
  16. Hi all, i think there is a reason why everybody prefers to shoot someone instead of taking the risk of getting killed while trying to find someone who wants to team up. The reason is, that there is nearly no reward to play together beside bloodpacks. You're getting killed by a sniper as fast as you get killed alone since sniper-rifles are by any means the strongest weapon in a game like this. You can't see your opponent, you only have a rough estimation of the shot-direction while the sniper has direct control of the situation. He opens fire when he thinks it's the best time to do so. Even if a single player sees you first and manages to kill your friend and you kill him you have a disadvantage because you want to wait for your friend to respawn while anybody around 500m hears the shots and comes by to take a look. So... i see many downsides in teamplay while there are many advantages when you go alone. Thats why i think there are so many "shoot first - ask questions later" players out there. The solution for this is very easy. Just add more mechanics like the blood pack to the game. Effects and advantages you only get when you play with more than one player. My suggestions would be: 1. If another player bandages you, you should heal 300-400 Health(with a cap of about 1500-2000 per hour of gameplay). Bandages + wood should also give the ability to "heal" broken bones. 2. Add heavy doors to the game that only can be opened if there are 2 players who try to open it together. Probably also a little bit better loot for 2 players(only standard loot in citys, military grade equipment only in airports and military bases as it is). This special doors should be only a part of other houses. not the complete house should be locked to penalize single players not too hard. 3. Always spawn two bikes, not only one. 4. The ability to takeover certain spots, like the windy mountain antenna. Not cities but places out in the wild. You should need atleast 5 players to take or retake them. If you kill all the zombies there they should not respawn. The reward is a container that can be used to store stuff. This container should be bound to the cdkey. The first one who opens it is able to give the rights to other players. To overtake them you need to attack at prime time(selectable by server admins) to make it impossible to attack at the late night hours or things like this. While i don't like gameplay restriction this may be necessary since everything else would make the storage useless. 5. If someone shoots you and the shot has enough power to kill you or bring you below 3000 otherwise it should knock you unconscious for 3-5 minutes instead. The next shot kills. This would allow players to "ask questions later". They also could rob whatever they need and let you go your way after they have everything they need. It would also make sniper ammunition more expensive since you would need atleast 2 shots to kill somebody if you don't want to risk to come close. I think this things wouldn't create any gameplay restrictions. You still can kill and murder however you want. And the omnipresent sense of danger wouldn't be any lower. But if you decide to team up you have some REAL advantages. Probably this would change the player-type from "90% shoot first" to 50-60%. :D Best Regards, K.O.
  17. I won't call it safe. I would call it open for everyone who brings some friends. Its far beyond safe but its limited to player groups. The necessity for groups would boost team building. Players are going to try ACTIVLY to search for other players to form groups and takeover such a safe spot, instead of shooting everyone. I think such encampments would be very nice, since they would bring DayZ to the next level. The Level where players form organized structures, clans and search for home servers to takeover a spot they have to guard and maintain.This cannot work if there is a zombie-respawn. And this cannot work if a single player is able to come at 5 o'clock in the morning to steal all their stuff and destroy their base. There needs to be atleast a small possibility to defend the spot in some way. This can only be achieved with prime-times. Its a old and well-proven instrument in open pvp games and mmos. Think about the possibilities: -Real big fights with 5 vs 5 or many more. -Team tactics -Team organization with work for everyone, like scavenging, animal-hunt and cooking(to build food reserves) -Real Bandit-Teams that don't want to hunt newbies, but well equiped players, close to their bases. Probably this would move the combat off the shore to the inland where better opportunities are waiting. -Player generated content like politics, coops, alliances and so on. And this JUST with one easy thing... the ability to takeover a few spots for your team and the ability to retake them at certain times(for example: every day between 17:00 and 23:00). Its far from safe. Very far. The bigger such a outpost-stash grows, the more greed and envy will grow in the bandits and other alliances.
  18. The quick and easy path is always leading to the dark side of the power! You bear the potential of being a real evil person in you! Welcome to the club!
  19. Hi there, i'm new to dayz. I'm playing it only for about 5 Days. However, this 5 dayz were very intense and i have to say: i love this game. Its better than mostly everything i played in the past few years. And its that good because of the thrill that you can die everywhere and at everytime. And i don't want it to change. However: there are already things that are only doable if you are in a team. Think about blood packs. You can only use them if you have someone who helps you. If there would be more of such mechanics there would be a bigger advantage to team up. So... give us more of such mechanics! :D What would you think about: 1. Doors that are too hard to be opened alone. For example this big factory gates. What would you think about that some of them need 2 players to open them and get nice loot. However: this should only work for starter equipment, not for high power rifles or night vision and such things. Only to get the fresh created players to work together. 2. Bandages applied from other players should be able to heal broken bones and heal you for 300-400. Probably with a cap of 1500 blood healed per gameplay-hour... 3. The ability to occupy certain buildings. Think about the Towers, Fortresses and other things all over the map. I don't talk about cities but lonely buildings in the wilderness like the tower on top on the windy mountain in the western part of the map. It would be nice to need - for example - 5 peoples to occupy it on a server. To occupy it you also need to shoot down some zombie waves(after it's occupied no zombies should spawn anymore). And if you have it you can access the storage of the place(and only then). So no single player can come over at 4:00 in the morning to take all your stuff - normal item spawn should go on, however. Probably there should also be something like prime time attacks. The server-admin says: prime time is only from 16:00-23:00. I don't like gameplay regulations. But i think nobody would store his stuff at such places(what makes the whole idea useless) if everyone is able to occupy the whole place in the late night hours. Zombies come back after 7 days when the storage has not been changed(storage should be opened up for everyone). There are also some ways to improve the "Shoot first, ask Questions later" thoughts of many players. I understand perfectly that very much players don't want take the risk to team up with someone because you only need one hit from a axe or a headshot which is much easier if you are close to someone. The problem is, that you don't have the ability to "ask later". So lets change playerkills! :D If you hit one hard(a shot that would kill you or bring you below 3000 blood otherwise) and he is over 3000 hp you should knock them unconscious(with 3000hp left) without bleeding for 3-5 minutes. Now you have the ability to take from the player whatever you want or to kill him anyway(if you log out you're dead). Its also still possible to talk to him. This would give us the following opportunities: -The ability to "ask questions later". -The ability to only play a robber that don't necessarily kills his opponents but just takes a look into the other players backbag to take a few things and let the other player go on. -Take a hostage. -Snipers need more ammunition to kill players completly if they don't want to come out of their hideout to finish the player with a pistol or axe(and show them their name). Since sniper ammo is limited this could help to reduce griefing a little bit. Probably they also think: "a player with no equipment is not worth my bullets"! Best Regards, K.O.
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