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SwissArmy (DayZ)
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Everything posted by SwissArmy (DayZ)
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Because they're acting out their latent psychopathic tendencies.....
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A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Gang members operate under different societal norms than you or I' date=' those societal norms no longer exist in Day Z. [/quote'] Never argued that they didn't. I stated that they combine elements of psychopathic and sociopathic behavior. You should read statements completely before restating the same thing. Again, I posit that DayZ is not a 'zombie apocalypse simulation' but a 'gangland simulation'. If that's what you wanted, then fine. I did not. I wanted the former and the current system does not produce that. -
Just a few suggestions...i have a so many.
SwissArmy (DayZ) replied to Lord Turner's topic in DayZ Mod Suggestions
Why would you execute them? Only if they were murderers? -
A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Sorry, HarryO))), but it empirically doesn't. This 225km space where people log on and log off cannot simulate complex societal and human behavior. Perhaps a better term would be psychopathic rather than sociopathic, though small groups can represent sociopathic behavior, such as the 'shoot on sight' activity. Gangs in real life are both psychopathic and sociopathic as they act outside of the human norms of most of the people around them. This mod has degenerated into a gangland situation. As I indicated further above, the zombies are incidental and no longer central. They are too few and concentrated in obvious places. If a gangland game is what excites you, be my guest. I have no interest in such a game. -
This game lacks an original narrative. What is the story behind arriving here in the first place? Is the infection/zombies recent? Has it been 28 weeks? Have I been in a hospital bed for days and days? In any case, the only reason to bring back the Makarov or some random weapon (which would probably be better) is to fend of the stupid 'shoot on sight' crowd.
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A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
That's fine. They would always be missing a skill that some other would have. No Jack of All Trades.... Yes' date=' but eventually most people would be the kind of guy who is just better at shooting people. You can't change the mentality of an entire community unless you heavily punish the playstyle, which most people obviously don't want. [/quote'] Then this mod should be called 'gangland wars with incidental zombies'.... It's not a 'zombie apocalypse' game like it was originally intended. -
A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
That's fine. They would always be missing a skill that some other would have. No Jack of All Trades.... -
A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Carrying over real-life historical, complex settings into a simple very small group, non-complex cyberworld setting like you have with your tribes argument stretches the imagination at best and has virtually no reasonable connection. At a bare minimum, even tribal societies have division of labor and skills. The only real-life comparison here would be gangs, which are not tribes but criminal associations. I did not get into DayZ as a 'zombie apocalypse' set-piece to play 'gangland wars'. If I had wanted that there are a number of cyber-sociopathic games out there for that. -
A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
Do you know how to fix a car? Are you skilled in medical procedures? Are you a Jack of All Trades? I doubt it.... -
Suggestion - how to bring PK-ing under control
SwissArmy (DayZ) replied to Ypsan's topic in DayZ Mod Suggestions
More side channel nonsense, all the side channel ever did was give morons the chance to ask if there was friendlies shooting in Cherno and Bandits the opportunity to stalk naive noobs who used it to chat. It also ruined immersion and was incredibly distracting. It's not coming back, time to suck it up, chief. Then add ACE and ACRE with radios. -
Making broken legs less...ruinous?
SwissArmy (DayZ) replied to FlashHawk4's topic in DayZ Mod Suggestions
NO. Give characters different skills. If someone is a medic or doctor, there would be an incentive to at least have access to that person once in a while. Add ACRE and radios to the game and people can play 'solo' but still have the chance to contact 'buddies'. -
Suggestion - how to bring PK-ing under control
SwissArmy (DayZ) replied to Ypsan's topic in DayZ Mod Suggestions
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A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
and someone with such good taste' date=' too! FWIW: i actually like the dynamics of human interaction in dayz. There's already incentive to play as a group, because you can't possibly carry a weapon suited to every single situation, can't be looking in every direction at once, and having friends also going around looking for stuff even when youre not playing benefits you as well. What you're actually asking for is more incentive to play co-operatively with randoms you don't know. This isn't a thing. Even if everyone had some kind of reason to preserve other players, such as a stupid abstract class system or something, what happens when your group reaches a manageable size and all "roles" are filled? Do you just bring on any other people you encounter, splitting all your loot with them for absolutely no benefit? The logical next step from here is, if you're alone, and you encounter a group or even a lone guy, how do you know if the guy is in a group, and how do you know if that group are already stocked up with troops and have no possible use for you? Do you chance it and hope they have some use for you, or do you shoot them because there's no feasible way for you to obtain this information without making yourself vulnerable to them? If they have "enough" people to fill all these roles, you're useful as one thing to them - a moving loot spawn. It makes perfect sense, and is perfectly realistic, that humans divide along "tribal" lines in a post apocalyptic scenario. In primitive human society there would have been every reason to kill neighbouring tribes, and alliances would be based mostly on people you already happened to know and their families. It might sound brutal, but seeing as there's no pressure for reproduction in dayZ, there's no real reason to leave unknown "stranger tribes" alive. In reality women would often be taken because they're a limiting factor in reproduction and thus a limiting factor in the tribe's ability to obtain new, definite, allies. I would argue that resources in dayZ are even more scarce, this is particularly true for obtaining the means to resolve violence in an influential way. That is to say, the items which give players most control over their own fate seem to be the most scarce - so it's even more competitive than real primitive societies probably would have been. Of course there would be cases where you are in a situation that is conducive to being "actually friendly" but they'd be comparatively rare. This is already the case in dayZ. [/quote'] Sorry, but your 'tribal' comments are virtually inapplicable here. With a GAME that has over 300'000 players as you like to point out, and servers that support 50 at a time at most, there is just a giant non-sequitur in your argumentation. There are no 'societies' to speak of. It probably all comes down to whether playing in some sort of free for all murder game is 'entertainment' for someone or not. I'm dismayed at the number of cyber-sociopaths that this mod seems to spawn. -
A suggestion to drastically reduce the murders
SwissArmy (DayZ) replied to SwissArmy (DayZ)'s topic in DayZ Mod Suggestions
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Server hopping has made this game boring.
SwissArmy (DayZ) replied to despair (DayZ)'s topic in DayZ Mod General Discussion
I agree. You can just scavenge for the minimal food and water and hide for days on end. The player killing is getting out of hand. If I found myself in such an area in real life, I would simply leave. As there is nothing that rewards not killing people, there is no reason not to just have this be a player vs player or team vs player/team killing spree. I suggested that people should have different skills that make them valuable to cooperate. This would probably reduce the indiscriminant killing. And in any case, there is such an abundance of loot and guns that there is no material reason to kill other survivors. At this point, this alpha wastes time in having to pop from server to server looking for one in the right time conditions as the server admins are too dumb or lazy to indicate the ingame time settings in the host namess. Arma II multiplayer is much more rewarding as a multiplayer game. -
like all of these including the recent suggestions....
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Just because people don't last long enough for now doesn't mean that the weapon maintenance and food spoilage shouldn't go in. You should need to find a gun cleaning kit at some point. Water purification should also be a concern. I'd like to see more knives, hatchets, etc. as weapons to stab and bash with.
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I don't agree with the original poster. I was worried at the outset that this was not good, but frankly it isn't, at least against the zeds. The bigger problem is the amount of murdering that seems to go on, with 'shoot on sight' types running around.
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Please read rocket, food and water
SwissArmy (DayZ) replied to [email protected]'s topic in DayZ Mod Suggestions
There are not enough open houses. This is not a DayZ problem, it's from the original Arma II Chernarus map. This will be resolved in Arma III where there are far more accessible houses and dwellings in every village/town. At this point the only solution is to leave the spawning of food as spread out and frequent as it is now. Add the ability to drink from lakes and streams, BUT you should have to find a filtration system beforehand (remember this is infected territory). Consumption of water and food should depend on energy expended. The consumption of both is at too high a rate at this point in the game's development. Finding some sort of shelter should be key, especially from the rain. Also, what about a general temperature reading? Say, hot, warm, cool, cold, freezing? This should influence the need for shelter, food, water, etc. -
+1 for ACE and ACRE. The stamina system, the backpack system, the wounding and medic system are excellent.
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Server identity ingame and GMT/UTC +/- in host name
SwissArmy (DayZ) posted a topic in DayZ Mod Suggestions
PLEASE, server admins: make sure you include in your server name the ingame time setting (GMT/UTC +/- number of hours). This is critical in not having to log into multiple servers until you find one that is in daylight. This is a large waste of time and undermines the appeal of the multiplayer game. Also, is there no way to have the server identity accessible ingame? I have had to ask a number of times but it would be nice if it was at least indicated on the ingame player listing and/or the server lobby connection screen. Thank you. -
Well, if you're not there, what stops anyone from doing anything they want with your gear? If you don't have it with you and you don't defend it, it's finders, keepers.
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Not being able to lock a door and keep the Zombies out. Can't get into most houses (this is an Arma II map problem, not DayZ; how about DayZ with the Takistan map?). Given the amount of murder going on, all I do is stay in the forests and only look for food and water every so often to minimize my exposure.
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I would have thought the simple solution was to 'connect' in the database all hoarded items to the character who hoarded it. If the character dies, all the items get 'deleted' immediately along with him. 'Ownership' only changes if a different character picks it up. And if it's true that people are setting up 'tent cities' outside the limits of the Chernarus 20km X 20km, then these should disappear when the character logs off. Thus any 'tent cities' can only be set up within the limits of Chernarus.