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bazbake

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Everything posted by bazbake

  1. bazbake

    Too many sniper rifles

    PVP is important. Snipers make PVP easy. Ergo, snipers are one of the most important parts of the game! Your logic. It does not compute. You don't need -- I'm sorry, let me rephrase that. Sniper rifles aren't necessary for PVP. On a side note, I've only ever been effectively sniped twice since I started playing this game. Two times. And those were on coastal spawns. I'm not afraid of snipers. I just know they're fucking up the game for other people. It's called empathy and awareness of the consequences of the game design and how players exploit it. You're most likely defending snipers because you're a sniper. I've never carried an M107 for longer than a half hour before ditching it for a decent assault rifle because of how ridiculous it is. Which one of us is crying harder, the one of us who isn't even affected by snipers or the one of us who is actually doing the sniping? But go ahead. QQ because you can't PEWPEW without a particular gun.
  2. WarZ has hats, shoes, and different armor types you can find. *This has been provided to you by the committee to remind people that WarZ now officially exists.*
  3. bazbake

    Too many sniper rifles

    Or...remove the snipers UNTIL the standalone and then put them back in and see what happens. We already know how sniper rifles work in the Alpha. Get rid of them and see what happens to gameplay without them.
  4. bazbake

    To Put It Bluntly- DayZ Is Too Easy

    Let's be honest. Most of the people who post on these boards don't want a hardcore game (I separate this from people who vote in polls, since they skew much closer to big swinging ball territory and are far more eager to throw stuff out, eat dirt, and piss blood for the sake of an anti-game). They want a game that is entertaining and makes them feel powerful. A hardcore game would make them feel desperate and powerless. Newbs already feel desperate and powerless. Now it's our turn. So if you claim to want to improve the experience, the desperation, and the fear for people who play at your level, then you should stay the heck away from anything involving new players and focus on yourself. Focus on what makes the game easy for you. Focus on what it is that you have that makes it easier for you to survive and say, "Wow...I seriously need to be fucked sideways until I'm screaming for mercy...guess people like me need to lose this list of advantages..." If you want to try and survive, then you need to increase the try, not the survive. Otherwise you could just log off and stop playing.
  5. bazbake

    To Put It Bluntly- DayZ Is Too Easy

    There are two kinds of easy. There's the easy that comes with how the game was designed and there is the easy that comes with how players have worked around the game's limitations. Wikis + maps. So...this is cheating. Seriously, why do people not realize that they're cheating when they use this stuff? Mumble + Team Speak. Yeah, that's also cheating. There are direct chat limits for a reason. Going on forums and asking for help. Yep, you're still cheating. Now, with that out of the way we can talk about the actual difficulty of the game itself as designed. I made a post about this once, but every suggestion on these boards for making the game more difficult boils down to: "Bored now. Buff me. Nerf noobs." Fuck that. Buff noobs and zombies, NERF ENDGAME CONTENT. Decrease the damage of sniper rifles to about 4,000-5,000. Buff pistols and revolvers to 2,000-3,000. Buff zombies to 12,000 blood and triple the audible range of firearms. And for the cherry on top, throw out tents and vehicle storage. Watch veterans, overnight, shit themselves over every single rustle in the trees. It'd be hilarious and would give them everything they claim they want. Just read the boards about broken tents, "I can't even play this game. The tents are broken, and I can't risk permadeath!"
  6. The reason new weapons unbalance the game is because weapons have a "spawn rate." Every time you pick up a weapon in the field, you are transferring the spawn rate distally to your person. The likelihood of a person you kill carrying a particular weapon should be roughly equivalent to that weapon's spawn rate on the server. If that weapon is hacked, that spawn rate goes up. Eventually, if everyone has hacked weapons, the spawn rate of the weapons will be equivalent to 100%. At some point you have to stop this, and it sucks to be the guy who didn't know better, but them's the breaks. Not saying that someone should be banned for an illegal weapon, but they should definitely be kicked right the hell off the server and told it's because of their illegal weapon.
  7. bazbake

    Large weapons = Loss of backpack...

    Many of the large weapons are scripted in by hackers from vanilla Arma II, and in that game you can't use them with backpacks or fit them in the backpack because they're too big. Rocket altered them for DayZ so that they would be less encumbering because a M249 SAW would be significantly less awesome if you had to give up 24 slots of equipment space in order to use it. If they're taking up your backpack slot, then they're the hacked-in original weapon from the basic game.
  8. Superman's an alien. That makes no sense. Now Batman. Batman makes sense.
  9. Angry you have to click on two extra dots. Write a post expressing how angry you are you had to waste your time clicking on two extra dots. :) Anyway, this poll has shown the obvious...storage really needs to fucking go because those weapons will never leave circulation as long as you can just shove them in a tent and go on about your day.
  10. Or we could get rid of tents and vehicle storage. Problem solved. Then farming would go away immediately because the risk of dying and losing everything you have to a sniper would probably motivate people not to stand around farming loot in the same spot for hours.
  11. Because of permadea-- I see what you did there.
  12. bazbake

    Tranquilizer Gun

    First, these aren't my ideas. These are just ideas from the other thread with the twelve pages of posts that the poster didn't find in his search...or didn't search for. But since we're on the subject... Do tell. So can night sticks, tasers, choke holds, tripping over your shoelaces, cancer, and masturbation. A taser to the head can cause brain damage and unconsciousness. While the difference between a taser shot to the torso and legs is probably the same, a taser can cause defib and kill targets. @Frozen Which tranquilizer are you talking about? Etorphine is a muscle relaxant, but it's also an opioid narcotic a thousand times stronger than morphine used to knock out elephants. Dexter uses it on the other serial-killers he hunts so it seems a good candidate for whatever was suggested before.
  13. bazbake

    anti-wiki tactics

    This is someone who relies on wikis. tl;wr munchkins gonna munch. When I first played the game, I didn't know anything about wikis or forums. I knew that water collects at the bottom of hills, that powerlines connect cities, that dirt roads are less populated. I found decent loot in random locations and each time was excited to discover that these things existed. I even found due north by the movement of the sun in the sky. I was exploring, surviving, and learning. (To understand my personality, realize that I played through Demon's Souls without even looking at a manual or walkthrough except one time in the poison fields because I was bored. And another time when I kept dropping shiny crap in front of that crow when he kept saying "Shiny" and he wouldn't give me anything after ten to fifteen minutes...total "Guide Dang It" moment there and I wasn't in the mood. Anyway, that's the kind of person I am.) And...then I found these forums and realized that the entire online culture was built on powergaming. Powergamer is a name that powergamers think is a compliment, even though it's not. A more appropriate word, perhaps, is munchkin, named after the perhaps incorrect belief that children, or munchkins, are more likely to play games not for the experience but in order to be vicariously powerful and dangerous and conquer the games they play. When you realize how many people are using Mumble and Team Speak and have browser windows open showing them maps full of loot and their spawn rates, you quickly realize that the game you thought you were playing is not the game that other people are playing. When you wonder why a 40-person server still feels empty, it becomes clear in hindsight that it's because powergamers, or munchkins, only care about maximizing their power ratio over time to its greatest degree with the most direct efficiency. So the people reacting realistically to a zombie apocalypse and going inland to loot towns will never find the players making mad dashes for medical supplies and military loot in Elektro. If they even bother instead of just server hopping until the loot they want spawns. I eventually started metagaming myself and looking at damage tables and maps. I even server hopped at Balota airfield once. I stopped though. This was originally because I hated being that guy, but it came as no consolation when I realized I had pretty much memorized everything short of all of the deer stand locations anyway so at least the maps had nothing to offer me. When I was a kid, games were really, really hard. And there were no saves. So completing a game was sometimes not an option unless you cheated. But finding a cheat or tip book was a commercial enterprise you engaged in. You paid to directly seek out the answers. You didn't have to surround yourself with cheats just to have a discussion about your favorite game. But game developers realized that everyone was cheating, so they put secrets in the game that you could only find if you cheated. And then they sold you the tip books themselves. Or offered magazine subscriptions (seriously, fuck you, Nintendo Power, and I'm glad you're dead). This is how games used to respond to cheats and walkthroughs. They adapted to either capitalize on them or adapted to counter them. But in the age of the internet, you can't really make money on cheats and walkthroughs unless the people you're targeting are really, really clueless. (Seriously, I don't even know how people make money on porn anymore, let alone FAQs and walkthroughs.) I'm waiting to see what DayZ eventually ends up doing -- whether it will cater to munchkins by ramping up the difficulty curve so that only endgame content matters and everyone will end up using wikis and maps and server hopping to quickly skip past all of the zombie shit and just start shooting each other. Or if it will combat munchkinism by designing the game so that maps and spawn tables are increasingly useless. It'll be interesting to see, at least, if they can learn something and design a game resistant to the information age. Note: Valve already had a great version of this and they nailed it down quickly. They randomly punished server farms, gave you a level editor, allowed you to play with bots, and made it so that all of the weapons in the game are balanced against each other with in-game descriptions of exactly what the weapons do, making it pretty meaningless to look up online what maps look like or to keep buying new weapons when you can still wreck shit with a pistol or a shotgun or a backburner. Even when they sold new weapons, they allowed those new weapons to randomly drop and kept them balanced with their original weaponry as well. The model was so effective that powergamers think they're powergaming even though they're paying tens or hundreds of dollars for equipment that's no better than the stuff new players start with and they're literally paying for other people to get the game for free. Note 2: TF2 is a bit of an exception since you get to keep all of your loot even when you die, so some things won't match (like keeping the weapons relatively well-balanced). That said, it's an effective way to look at how removing the influence of a wiki can work by removing the significance of certain loot comparisons and offline maps.
  14. bazbake

    Crafting: Your Ideas & Mine.

    5 Tin Can = scrap metal Tank trap + hammer = scrap metal Engine parts + hammer = scrap metal Mountain Dew + portable generator = Nuka Cola Classic Mountain Dew + blood pack = stim pack Barbed wire + toolbox + 12 gauge shells = flechette rounds Blood bag + 5 raw meat = zombie bait Tin can + blood bag + 5 raw meat = bait-erade Pain killers + morphine + ammo clip + hunting knife = "brown-brown" (immune to pain and hyperventilation for a period of time)
  15. bazbake

    Tranquilizer Gun

    Bullets don't work exactly as you think either, and you don't die from starvation in an hour and a half. Oh well. Anyway, I'm not going to give the whole "yeah, we've had this discussion on these boards before in a 12 page thread and it's weird that no one uses the search function anymore." Tranqs -- shot to the head=instant knockout, shot to the body = slowed movement and pain then unconsciousness. Rubber bullets -- shot to the head = instant knockout, shot to the body = pain, shot to the arms or legs = fracture. Taser -- shot to the head = unconsciousness, shot to body = shorter unconsciousness, shot to the legs = pain, immobility.
  16. bazbake

    light up the town / Teamwork

    I proposed an idea identical to this a month ago in a much longer post (I believe I also referenced/stepped on ideas from other players, too, although no one mentioned them). Still an idea I'm fully behind, though. Being able to briefly change the map and alter the dynamics of the terrain would be something teams would love to roll on. They could even coordinate to storm secret areas for rare loot by splitting up the team. Of course, for big rewards there would be big risks and bandits would naturally want a piece of it. But them's the breaks. I think the idea would work a lot better, though, once we get rid of tents and vehicle storage. Then you can't just respawn and attack the same areas over and over again once you're killed. Wars would be meaningless. Technically, wars are meaningless now since you can server hop and regear in three seconds once you die. As soon as there are restrictions on loot hoarding and server hopping, wars for resources and control of areas will be a lot more interesting.
  17. Barbed wire is about half an inch long. The femoral artery is about 5 or 6 inches deep in your leg surrounded by muscle. Even if we're talking razor wire, it's still no longer even though the "razors" are wider. And it's not actually razor sharp, it's just curved barbed wire. Seriously, I grew up around razor wire (living in Texas and all) and used to climb it and hop it all the time. It's painful but it's not a weapon or anything. It's just a painful deterrent circumvented with a carpet or a leather jacket. In the game it slows you down with a chance of causing bleeding. That sounds about right, but only because throwing your backpack on top and rolling over the top of the razor wire would be a little too easy in-game. I could see someone getting snagged on razor wire, of course, since that's what a lot of little barbs will do on clothing. But killing you? Not really unless you use it as a necktie or something. Also, don't take what AmaruKaze said too seriously. Most people on these boards who talk realism only want the realism that makes their playstyle more fun for them. Hence the whole, "Barbed wire would kill you if you got caught in it" thing. It's not about what barbed wire really does, it's about convincing you not to use barbed wire because they don't like it. On a side note: technically, you should be able to drive a car through barbed wire, and you used to be able to cut through barbed wire with a hatchet before they buffed it. The game is expressly removing realism from the game in order to make certain things more useful to players. I doubt Rocket is too concerned with the idea of realism at this point and is more concerned with crafting a certain environment that is conducive to selling copies of the game.
  18. bazbake

    anti-wiki tactics

    There are some easy solutions to this I've been thinking about. Create far more loot spawns and divide the chance for loot to spawn over the new number of spawns. For instance, instead of residential loot spawning in 20 locations, have it spawn in 400 with only 1/20th the chance of the loot spawning. This would force players to range over a wider area looking for gear with most locations producing absolutely nothing but with an overall chance of useful loot appearing eventually being the same. The same could apply for military loot, making it extremely rare in any one location but increasing the number of locations it spawns so that it balances out (the military was everywhere, after all). Campsites would also be an excuse to hide loot in the woods. And, likewise, to place roaming zombies in the woods. As someone else suggested, have more "helicopter crash" style loot spawns. Ambulances, car crashes, tractor crashes, etc. Useless vehicles, but if you wander around the vicinity you can find industrial, medical, and residential gear along the side of the road. Tie the chance of finding a certain kind of loot at higher rates to places where it is obviously more likely to be found instead of just randomly assigning it. That way people are rewarded for thinking intelligently about their scavenging choices. While people could still create maps, having one filled with dots would be pretty useless.
  19. bazbake

    How to stop Ghosting.

    Appropriate chat rank and pic to go with it.
  20. bazbake

    Tents

    Or we could all just respawn on the coast with all of our items. Maybe a bank to store stuff and we can pay for extra slots in beans? But hey, just riffing here, let's see where this goes. Wouldn't want to lose everything you have when you die or something harsh, brutal, and game-defining like that, am I right?
  21. I suggested they add a -300 for wounding another non-bandit player without killing them while making the humanity reward for bandaging a bandit player 0 humanity. This would make it impossible to farm humanity since shooting bandits would cost nothing but healing them would gain you nothing. While shooting non-bandits would cost exactly the same as bloodpacking and bandaging them. I think you mean "how to troll with the current system." Except there's no box. There's a bullet distance within which a flying bullet makes a whistling sound past your head in-game. Extend the box a few feet beyond that in all directions. The best part of implementing this system is that it's objectively better than the current one since trolls can already do the same thing except by firing bullets closer to your head. I'd even suggest that pointing the gun at the box should trigger the same tag if it's unholstered.
  22. Seriously? Permadeath is already a joke right now and now you want to make it so that the only counter to this immortality will be coded out so you never have to worry about dying ever again? ... Sounds legit.
  23. bazbake

    Zombie Noises

    Le petit mort. Or desmort if you prefer.
  24. bazbake

    Humanity and Groups

    Next time someone says "playstyle," I'm killing a small furry animal. On another note, I don't think it would be too weird to spawn near a group. As long as they were forced to spawn on the coast with the rest of the spawns. Although it's easy to see how this would be abused in a staged armed conflict with dead players constantly providing reinforcements so that battles never end. On second thought, scratch that idea. Not until tents and vehicle storage are removed.
  25. bazbake

    Does sniping need a nerf?

    (Can't tell if trolling....) Anyhoo, sniping is hard. In fact, just as hard as shooting any other gun at up to 400 meters. But past 400 meters, sniping is still hard. Granted, it's somewhere between harder and impossible to shoot every other gun past 400 meters. But that doesn't mean sniping's not hard. It just means that using every other gun in the game is a lot harder at that range. Just playing. On a scale from "truly impressive" to "showing up for work with your pants on," sniping in DayZ falls near "remembering to zip your fly" and sniping with an AS50 or M107 somewhere around "remembering which shoe goes on which foot." Headshotting players with a Makarov is closer to "juggling live weasels." (And anyone whining about sniper nerfs in BF3 must be green as grass. But it's good to see there's a home for all of the fleeing bushwarmers from faux recon.)
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