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Your DayZ Team
bazbake
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Everything posted by bazbake
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If you are 'good' at something... professions & teamwork
bazbake replied to L0G!N (DayZ)'s topic in DayZ Mod Suggestions
I don't know. Strikes me as a weak argument. Absolute freedom in a sandbox game does not necessarily make a great sandbox game. If GTA didn't have police, it wouldn't necessarily be a better game -- it would be a shooting gallery. A sandbox with no boundaries is just a sandpile after all. And with shit in it, it's a catbox. That said, I don't really like OP's idea. I'm not going to try and appeal to logic, I'm just going to say that I don't like those particular restrictions. On the other hand, you could easily get around it by just sticking tools in your backpack when not in use. -
item that creates a "no zombie spawn" zone suggestion
bazbake replied to Hieronymus Josche's topic in DayZ Mod Suggestions
How to spot someone who's not American: Hears heavy use of "culo" and "mayng." Must be a valley girl or surfer! Unfortunately, the game only spawns about 12 zombies per person, which is weak. And zombies don't even spawn inside of buildings. That said, you can establish the same results just by setting up barbed wire in the doors. -
Holy shit, does the game make you look like a zombie if you have low humanity? That would explain why default bandit skin is a scarf. ... That's...kind of awesome. Better once the textures get worked out.
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Player Identification and Classification System
bazbake replied to ZedsDeadBaby's topic in DayZ Mod Suggestions
@ItsMeAgain Of course, on character creation you'd have to make it impossible to ever change your name or your character skin once you've created. Otherwise, again, the same exact loophole we have right now would allow players to easily get around any tagging system they're voluntarily participating in. Does make me wonder why there's so much effort going into protecting banditry though. The way it currently works is less realistic than putting a scarf around peoples' heads. -
The medical bandages you find in the field are sterile and absorbent. Making one out of your clothes would probably give you an infection and not stop bleeding all that well.
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A balaclava probably fits better in the climate, but a kaffiyeh is something you would find on bandits in the Middle East in real life. One day you would probably get one or the other based on what map you played on. But until then, this one makes sense. As for people whining about the idea of a mask, it's a lot more realistic than changing your character name and race every time you get caught doing something bad. Hands down, a lot better than the crappy metagaming that plagues DayZ right now.
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RP elements? What game are you playing?
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You shoot unarmed people and they need you to shoot them because you don't fear anything because all you do is shoot unarmed people? Nothing you just said makes sense in the language you wrote it in.
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There's a 'new bandit skin', right?
bazbake replied to Noise (DayZ)'s topic in DayZ Mod General Discussion
I thought it was going in during the next update. -
Sometimes you need to start a completely new thread just to tell someone you're giving them beans.
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It's Raining, It's Pouring! - You better watch out!
bazbake replied to Soviet Tiger's topic in DayZ Mod General Discussion
OP, I can assure you no one thought you were black. And I can assure you that if the script kiddy was black you just made him murdering you just that much more enjoyable to him. In fact, I would love to find that script just to find you and murder you in game. -
An easier way to do this is with graffiti. If you have spray paint, you could put a pre-selected decal on the wall like 'ZOMBIES!' or "TRESPASSERS BEWARE" on buildings. Lot of coding though.
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It's called hoarding. What you just said is the opposite of how the game works. Storing loot in your tent makes further searches for loot less risky. And I'm not about this whole "one group wants to nuke whoever they want with a button press...the other group wants to not get nuked with a button press...let's compromise and let them nuke HALF of the other players with a button press" BS fake diplomatic compromise nonsense. Some game mechanics are game-breaking and other game mechanics are not. The game-breaking game mechanics need to be removed or mitigated in such a way that they don't affect the nature of the game. Unfortunately, storage is one of those game-breaking mechanics and the only way it seems possible to fix it is to have tents tagged to players (should be easy since you can't pick them back up) and despawn on death. In fact, tents despawning on death would increase the risk of the game relative to how long you've been playing. The more loot you hoard, the more loot you lose when you die. Currently it's the opposite. And everyone quietly knows that this is exactly what is going on.
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@Male3Dante Has gamer entitlement gotten that out of hand? There are other sandcastles than yours in this sandbox. And you're pissing on them. Putting a nametag on people who piss on other kids' sandcastles so that everyone knows that this guy is making all the foul-smelling quicksand isn't ruining your gameplay unless the whole drive behind your gameplay is that you want the freedom to harass other people without people who usually don't harass people singling you out for the exact same harassment. The free ride is over. Griefers and bandits and murderers are getting called out, and in the near future they will have to defend themselves against random people who will shoot them on sight. Because right now, they don't have to. They think they're clever and stealthy and the perfect hunters and then one day they will take a bullet to the face because someone saw them skulking through the West Woods and said, "Oh, that guy's obviously an asshole...I usually let people go about their business, but not this time." And then it'll happen again. And again. And again. And again. And then posses will form designed specifically around hunting them into oblivion. And suddenly they'll realize, "Shit...so this is what it's like in a world where people actually want to kill you on sight?"
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Average lifespan is 49 minutes. Requiring six hours of downtime to learn a skill seems ill-suited for this type of game. And allowing players to carry over skills between deaths means this isn't even vaguely permadeath. Humanity works under this system because it's not progression, it's a scale. You can go more or less humane throughout the game and it's a response to what kind of player you are. But skill progression provides advantages to players that carry over after death. DayZ mod is appealing because it doesn't matter when you start, how well you adapt is based on you as a player, not on how much time you spend playing the game. And honestly, I don't understand why people are trying to shove RPG character progression into this game unless they simply don't understand what the point of it is. Someone honestly said the other day that there are RP elements in this game. Come on, now. You die, you lose your progress. That's supposed to be the deal.
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The Fundamental Problem of DayZ's Survival Gameplay + Suggestions
bazbake replied to TanX's topic in DayZ Mod Suggestions
@Who Cares? They may be confusing chlorine tablets with iodine tablets. Chlorine makes a gas which can kill you. Iodine is an antibiotic that makes water taste like Dr. Pepper. -
@iputsthelotion Yeah...appropriate name and avatar pic.... Anywho...bandits shoot unarmed players for the same reason they shoot armed players who wave to them. Because they don't fight back. It's not about threats, it's about seizing on an advantage in a game where killing people makes certain players feel good.
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It's the zombie apocalypse. What do you do? Trust a stranger? Kill everyone you come across? Open up skype and call your best friend to be airdropped into the quarantine zone? Welcome to DayZ
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@e47 Of course, you could have just shot those people in the face while they were giving you the tents and taken everything. And if you changed your name and skin they'd never know it was you. The only way your story is more efficient is if you had no bullets in your gun and couldn't have killed anyone anyway. @DoshDosh Imagine a prisoner's dilemma where whoever rats first gets out of prison and gets the other prisoner's house and car. That's why banditry is always more profitable than non-banditry in this game. It skews the typical prisoner's dilemma even further by rewarding betrayal. See, here's the thing. Banditry in this game is ridiculous because: Bandits don't have to keep the same skin and name per life. They're unstoppable chameleons. Whoever shoots first will almost always kill the other person. Rifles are just that powerful in this game. A lot of people don't understand the basic mechanics of banditry, so they consider it just another play style. This is why banditry has so much casual support from people who think they're hardcore. In reality, banditry is not just the easier option, it's the safer option and there is no game mechanic in place where vengeance/retribution is an option unless the bandit wants you to respond. The game is completely oriented around the convenience of the bandits thanks to the game mechanics which make it easier to conceal your intentions and your identity than to read another player's intentions. What you've actually seen by now is a game system that rewards one play style heavily over another. This is why bandits are so desperate to keep it the way it is, because they have an advantage. So when they say "don't punish my playstyle over others" they really mean "don't stop rewarding my playstyle over others." If bandits have identification, the risk for being a bandit would be equal to the reward. And this is something they're desperate to prevent.
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Don't confuse the OP. They're trying to get the standalone into Alpha by September at the latest. They'll have the Alpha version of the standalone running on a new engine (probably ArmaIII) while dual-implementing game mechanics on both the mod and the stand-alone running concurrently. So you might as well wait until the Alpha is released and stay tuned. Supposedly the introductory price will be pretty low for the Alpha and that will get you access to the final release (similar to Minecraft). Some people are unaware of this situation. Others are annoyed that they bought Arma II for the alpha of the mod this close to the stand-alone release and feel that their money has been wasted so they want to trick others into paying for a copy of the game they don't need. And others just want Arma II's numbers up out of loyalty.
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When are you really gonna to stop OFF-MAP vehicle hoarders!!
bazbake replied to BossFi's topic in DayZ Mod General Discussion
"There are no vehicles out there past the edges of the map." Hopes no one calls his bluff and steals his Ural while he's away. -
There's no way to retaliate against banditry in the game. Even if you memorize the names and the faces of the people committing banditry, organize a posse, and go out and hunt them all down...guess what. Options Screen: RENAME. RESKIN. Even if you try to play by the rules of the game, it is impossible to punish banditry in any way. The only thing you can do is wait for bandits to attack you and then fight back giving up a precious first shot in a game where sniper rifles and assault rifles are overpowered compared to every other weapon. It's not that there's no organized system of punishment and retaliation, it's that the code lets bandits metagame their way to safety completely avoiding detection, revenge, and punishment by abusing the game system. And this is on top of the fact that banditry is just easier than surviving. Bandit skins are necessary because there is currently no way in the game to keep track of what people do, even within the game world, that cannot be circumvented by liberal application of disconnecting and the options menu. And considering 90% of this game is being played by people with walkthroughs and gameFAQs open with every calculation of every loot drop available and arguments over whether or not putting vehicles in unlisted parts of the map is acceptable gameplay and spirited arguments for this to be added because "it's getting too hard for me to keep my loot!". Give me a break. This game needs a come to Jesus moment, and it starts with the fact that banditry is the only protected style of gameplay in the code thanks to the ease with which you can remove all trace of your activities from your profile and the massive amounts of damage weapons do...and it ends with the fact that almost no one is seriously playing a game where dying causes you to lose your equipment -- this is, of course, why we get so many posts suggesting we add leveling systems...because the player base is just plain dismissive of the very idea of consequences for dying unless you're a new player...like people who have been around longer have earned the right to cheat, manipulate, and abuse the game code.
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I have some antibiotics...but I don't metagame...otherwise, you could have them.
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Man -- can't use a map or ask for directions.
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Hypochondriac: "You're always infected. But you rarely lose health from infection." Wild West Reenactor: "Can only use hatchets, hunting knives, crossbows, Winchesters, double-barreled shotguns, and revolvers." Black widow (female only): "Male characters can't see her bandit level. Aggros male zombies from twice as far away."