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Your DayZ Team
bazbake
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Everything posted by bazbake
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Easy method of seeing just how many hackers there are
bazbake replied to UsuallyFriendly's topic in DayZ Mod General Discussion
Higher difficulty level servers with greater play restriction seem to be less likely to get hit. -
1st person only, waypoints, what more?
bazbake replied to echosyp's topic in DayZ Mod General Discussion
You won't get high traffic with 3rd person off. With the stakes high, no one will give up eyes in the back of their head and the ability to see around corners if they aren't confident in their abilities. Coincidentally, this seems to keep hackers out as well. -
Storage and Loot Inflation: Not a Problem, a Sleeping Crisis in Game Design
bazbake replied to bazbake's topic in DayZ Mod General Discussion
@xXI Mr Two IXx For a second there you had my beans. Then I realized this would just lead to artificial scarcity. In the same way that diamonds are highly valued because of monopolies and marketing. I can already see the server admins logging on right after a scheduled restart, looting NWAF, and then logging off after stockpiling that loot. And the entire HIVE being forced to deal with their shenanigans instead of just one server. -
"Balancing" Survivors and Bandits
bazbake replied to grasmann's topic in DayZ Mod General Discussion
Mmmm. Nope. We already have bandit skins. -
The carebears BECAME the hackers
bazbake replied to TheMachine's topic in DayZ Mod General Discussion
So it's the carebears that are hacking everyone, not the bandits on the coast sniping newspawns for fun? Meh. -
Only if you're surrounded by bandits. If not...fuuuuuuuuuuuuuuuuuuuu.
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Bandits are trying really hard to reintroduce the ambiguity they need to avoid actual PvP. Let me remind people that this is mathematically unlikely and that the people saying this are somewhere between 99% to 100% bandits. One kill = negative 2500 health + the number of shots it took to kill the person. This means you can have a humanity loss of as high as 6,000 humanity for a single murder. Bandages are 20 humanity, blood bags are 250 humanity, painkillers are 20 humanity, morphine is 50 humanity. It costs 2000 humanity to lose your bandit skin from the minimum amount of possible murder. That's 8 blood bags. For every single person you kill you have to find and use anywhere from 8 to 24 blood bags for each murder. You also get 150 humanity every five to ten minutes. This allows you to kill one person per hour and a half or one person every 45 minutes if you single-shot people and use 4 blood bags each time. Do you really want to spend 8 blood bags for each newspawn you snipe on the coast? Probably not.
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Suggestion: rebalance game with realistic weapon performance/damage.
bazbake replied to bazbake's topic in DayZ Mod Suggestions
Actually, is that really true? One magazine of STANAG...30 rounds. One magazine of M249 ammo? 200 rounds. One magazine of AK...30 rounds. One magazine of M1014...8 rounds. Furthermore, the range of the M1014 is about 100m/40m. The range of the STANAG weapons is 400 meters. And all of these weapons have a faster fire rate than the shotgun. So the magazines hold 4 times as much ammo and can hit you from 4 to 10 times as far away. And to even get 8 rounds of 1014, you spend most of your time crafting it out of the 2 to 4 rounds of shotgun ammo you find lying around. It's already more than balanced within the game mechanics: exchanging stopping power for number of shots, range, and fire rate. And you can always adjust loot tables to make ammo more or less rare. The M1014 is a military weapon you find in military loot spawns. It should be treated like one. -
Suggestion: rebalance game with realistic weapon performance/damage.
bazbake replied to bazbake's topic in DayZ Mod Suggestions
That's a .45 ACP. Ball round. And my video lasts a lot longer than .00001 seconds. Your video shows temporary cavitation. Mine shows permanent cavitation. This is why you seriously need to learn about ballistics, wound trauma, and anatomy before you start throwing up slow motion images of bullet wounds in ballistic gel. Here's a paper by Martin Fackler, M.D., one of the original developers of ballistic gel as a medium for testing bullet trauma. And here's another where he debunks the myth of high-velocity weapons causing more damage than low-velocity weapons. He makes a very clear point in both of these papers that it's the size of permanent, not temporary, cavitation that kills targets. And also adds that slower rifle bullets were more deadly than faster rifle bullets. You don't have to read it, but you do have to understand that showing what a bullet does in the first .05 seconds of it passing through the body is meaningless. It's how well the body recovers from that initial wound. What you're seeing in the slow motion image you posted (without posting any images of any other bullets to compare it to) is temporary cavitation caused by hydrostatic shock over less than a second. Thing is, hydrostatic shock doesn't kill people. It hurts. It stuns. It doesn't kill. People die from oxygen deprivation to the brain, primarily from blood loss, occasionally by getting shot to the medulla oblangata. You should really be worried about what the wound looks like afterward. For an example of this, here's the wound a .50 BMG makes after it has tumbled through ballistic gel (an occurrence that isn't even all that frequent). Those striations are temporary wound damage. Still think it's regularly blowing peoples' arms and legs off with one shot? In this case, it didn't even start tumbling until it reached almost 9 inches of depth. If it passed through your arm it wouldn't even cause an inch of temporary cavitation. In a large enough human body, bouncing off bone, you'll get a nasty exit wound. But it's not blowing arms and legs off. And this is a weapon that's supposed to make body parts explode? What kills people is blood loss to the brain and disruption of the central nervous system, not shockwaves to the chest. Fundamental conceptual misunderstanding of how firearms work. tl;dr You should read about ballistics because everything you think you know is a lie someone told you that sounded good at the time. -
Incentive structure favoring cooperation, not punishing PvP
bazbake replied to TheCoconutChef's topic in DayZ Mod Suggestions
We already have bandit skins. People who are nice will want to work with nice people and people who are dicks will get shot in the face. -
DayZ: The state of death, and the Great Storage debate
bazbake replied to The Sad Panda's topic in DayZ Mod General Discussion
Inflation. I'm going to discuss this in a new thread. -
One of my favorite images from Lord of the Flies as a kid. And the dead guy in a parachute is a very zombie/survival story image. The idea of someone's failsafe not being enough to actually save them or, inadvertently, kill them. This could probably be done with a randomly spawning tree graphic that you can walk through but which has an interactive paratrooper in it. What if the moaning of the zombie is a sign of the paratrooper with maybe a small glowing chemlight strapped to his chest so you can see him in the dark (or a beeping beacon...). The sense of stumbling across treasure during your frantic dash through the apocalypse is one of the most effective things in DayZ, I think. And anything that randomizes the location of loot to encourage searching for loot in lieu of letting people farm it is a step in the right direction.
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Sense of smell? Liberal use of the alt button gives you the same effect as the 3rd person view minus the ability to see around corners without actually looking.
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Suggestion: rebalance game with realistic weapon performance/damage.
bazbake replied to bazbake's topic in DayZ Mod Suggestions
Many times headshots don't kill. Maybe the headshot could have a damage multiplier that would make a headshot an instant kill for larger calibers and a dying/seriously fucked up for lower calibers. End result would be the same without medical treatment, but with medical treatment you could have a chance of survival. -
Suggestion: rebalance game with realistic weapon performance/damage.
bazbake replied to bazbake's topic in DayZ Mod Suggestions
@Wiley The irony is that most of the handgun and 9mm rounds would probably be JHP and overperform compared to their caliber. But Arma II further nerfed their damage because Video GamesTM (which I say with irony because even COD had more accurate damage tables for handguns). -
If you're dying by noobage, you should hate yourself. Unless those noobs are survivors you're trying to help. Then I can understand the urge to piss on them.
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Humanity carries over after death. You're stuck with it. The bug is that you're spawning as a survivor instead of a bandit (although this is fair considering the unlikely chance that a hero ganks you on spawn...which is not really a hero thing to do).
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Suggestion: rebalance game with realistic weapon performance/damage.
bazbake replied to bazbake's topic in DayZ Mod Suggestions
None of what you said is true. :) When I was a kid, every ten-year-old thought that a .357 magnum left a hole in your chest the size of a baseball. Of course, firing the gun made it obvious that this made no sense. A .50 caliber bullet leaves a hole the size of a 1/2'' icepick unless it hits bone, in which case it starts to tumble and leaves a larger temporary cavity (not an enormously large permanent cavity). The trick is, the rare case in which the .50 caliber bullet tumbles outside of ideal conditions is not an excuse to make the .50 caliber BMG round a magical exploding round. What we really have are two camps. There is the camp full of people who heard through rumors how sniper rifles work. Then there is the camp full of people who know how sniper rifles actually work. You're in the first camp. I'm in the second camp. If you were in the second camp, we could actually have a reasonable debate about the damage sniper rifles should do compared to JHP handgun rounds or shotgun rounds. But you're not, and until you get in the second camp, you're just a guy on the internet confusing truthiness for the truth. -
Reduce Blood Recovery of Cooked Meat
bazbake replied to Obsolescence's topic in DayZ Mod Suggestions
There's not enough blood in a blood pack to raise your blood over time. And there's no reason you can't apply your own bloodpack. But the game says you can't. If they remove the health of food they need to allow players to use blood packs on themselves to balance it out. -
"REALISM REALISM REALISM! Er, I mean...not too much realism...I mean, let's not get crazy." Heeeeeeeeeeeeeeeeeelarious.
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We already have this. Go to a supermarket. See how many cans of beans you can find.
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There's already a way to track bandits in the game. Bandit skins.
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How does one obtain the new bandit skin?
bazbake replied to Cryptex (DayZ)'s topic in DayZ Mod General Discussion
http://www.dayzwiki.com/wiki/Humanity Murder = -2500 Wound someone = -100/shot Bandage = 20 Morphine = 50 Painkiller = 20 Blood bag = 250 Humanity increases 150 for every five minutes of game time up to 2500. You lose bandit skin at 2000 humanity. -
An idea for distinguishing bandits and friendlies.
bazbake replied to CJBlackbird's topic in DayZ Mod General Discussion
tl;dr "Remove my bandit skin, kthx!" I wonder how long before everyone figures out that the point of the bandit skin is to identify bandits. -
Try being a medic without metagaming. Now that shit is a challenge.