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Heiduk
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Everything posted by Heiduk
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Sometimes I read the posts and wonder if we aren't part of a science experiment testing whether some researcher's computer AI can fool us into thinking it's human. Either that or alcohol, it could definitely be alcohol. Edit: typo
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Repeating your assertions don't make them anymore true. I'm sure it happens but I don't think I've ever seen a DayZ video where a player was actually being suppressed. The point isn't that DayZ isn't a good enough military simulator, ARMA does that quite nicely, the point is that 3DP eliminates a significant amount of complexity that the game would otherwise have. Note that this applies to the PvE game just as much as it does PvP. Zombies may not be able to suppress you with gunfire but if you are looting a house and hear what sounds like 20 zeds walking past in the street outside that should make you think long and hard about whether you want to have a peak out the window or hope they just go by. With 3DP:ON you don't need to make that choice, just crawl over to the window and periscope away. Zero risk 100% reward.
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Everybody focuses on spotting, but I think the ineffectiveness of suppression is actually a much bigger problem in terms of dumbing down the PvP aspects of the game. As the 3DP supporters rightly point out, in most cases the chances of detecting and surviving an ambush by a skilled opponent in a cluttered urban environment are pretty small regardless of which perspective is being used. What happens though when your attacker misses the first shot and you are able to take cover? Watch any 3DP:ON DayZ video and it is easy to see. Both sides calmly periscope from safety. The tension rapidly dissipates because it is trivial to peek out of your impenetrable hidy-hole to check if you are being flanked or the enemy is advancing. Players do not need to take any risks in order to gather information about what is happening around them and as a result neither side is able to deny the other information by suppressing them. 3DP basically invalidates nearly all standard infantry tactics and makes ambushing almost the only viable strategy.
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This. There is a big difference between tolerating something and thinking it is a good thing. If we are using server populations as a guide to what people consider exploits then back in the heyday of the mod nobody considered parachuting cows, thunderdome, or god mode exploits either.
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https://yourlogicalfallacyis.com/ad-hominem
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https://yourlogicalfallacyis.com/strawman https://yourlogicalfallacyis.com/tu-quoque https://yourlogicalfallacyis.com/loaded-question https://yourlogicalfallacyis.com/composition-division
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This forum really needs a "Give Rotten Kiwi" button.
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That was definitely not me flying, I would have undoubtedly augured in shortly after takeoff. Dslyecxi is a crazy good ARMA pilot.
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You just need a little more practice, or if you piloting skills are anything like mine alot.
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"I Nearly Sh*t Myself" or Startling Moments in DayZ
Heiduk replied to Admiral_69's topic in General Discussion
Rabbits its always the bloody rabbits. -
Nice "Soft Launch".
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Give zombies 3PP too.
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How to stimulate an Emergent Economy in DayZ - discussion
Heiduk replied to Roshi (DayZ)'s topic in General Discussion
DayZ already has all of the mechanics it needs to support a basic barter economy (direct chat, and player inventories). Players just don't have any incentive to trade with each other. Items never acquire any value because they are all common and anyone willing to grind the right loot spawns long enough can get anything they want. In the mod the problem became particularly obvious, over time even the rare gear got more and more common because players were continuously finding new AS-50s and NVGs but never destroying them. The standalone's item damage system will help with loot accumulation some but if the developers want a real economy to develop they probably need to cap total item quantities. For example, once the total number of M4s in the hive is equal to 10% of the active player base stop spawning new M4s until a few have been destroyed. -
I miss CHKilroy. His are the only DayZ videos I've seen to date that feature fair play (no Teamspeak and no 3rd person).
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This is a very important point I think a lot of people miss. The gameplay becomes fundamentally different when 3PP is available. Players navigate differently, they loot differently, they interact with each other differently, and they fight zombies differently. By supporting both views BIS is essentially building two games. The impact of each design decision they make will be different depending on what type of server is being played on. I hope they have enough time, manpower, and wisdom to find a reasonable compromise for each issue. Once the separate 3PP:OFF hive is up I would love to be able to do some comparative data mining between the hives to see how big the differences in player behavior are. I would bet that plenty of surprises will be hidden in that data. I've said it before and will no doubt say it again. If DayZ ends up mediocre or worse, it will be because its developers were afraid to make hard decisions about what the game should be. ARMA is a great sandbox with an infinite number of tools and its community used them to make it great. For DayZ BIS decided to go a different way and stripped away 99.9999 % of those tools. They won't be able to rely on the community to make it great. Not only is it up to BIS to define what DayZ is, it is their bloody responsibility.
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DayZ is NOT fun for new players, which makes me worried.
Heiduk replied to Murakamo's topic in General Discussion
I prefer difficulty curves that look like this. Scribble out EvE and replace it with DayZ if it helps. Congratulations, I think you managed to find the only version of that comic on the internet where the axes are labeled wrong. :P I also might add that DayZ's learning curve is the inverse of the one shown for Eve. -
DayZ is NOT fun for new players, which makes me worried.
Heiduk replied to Murakamo's topic in General Discussion
Player Foo creates new Character A and chooses "Spawn With Friend Bar". Player Bar creates new Character B and chooses "Spawn with Friend Foo". Characters A and B spawn into the same server, together at a randomly selected spawn location and start their journey flashlights in hand. I don't think team spawning works except for new spawns because of teleporting and other potential abuses as you indicate. -
DayZ is NOT fun for new players, which makes me worried.
Heiduk replied to Murakamo's topic in General Discussion
Wow, I was not expecting so much hate when I started reading this thread. I guess SA has minted a whole new crop of internet badasses. DayZ isn't that difficult, but its learning curve is almost vertical. Day 1 is a nightmare, but after that, once you've figured out the tricks its practically a cake walk and about the only challenge left is deathmatching in Balota for the LOLZ. I wouldn't mind at all if the slope of the curved was reduced a little bit by making it a little easier for new players, while adding some more challenge for folks who have been around for awhile. Note I have not idea how to actually do this without loosing important parts of the game but it is worth thinking about. I don't see any problem with allowing new characters to choose to spawn together. As a side effect it might even get new players using ingame comms more rather than just assuming that teamspeak with their buddies is the only way to go. EDIT: For all you elite navigators out there, you think finding yourself in little old Chernarus is hard? Why don't you try playing on the whole planet: http://geoguessr.com/. At least nobody will be shooting at you. -
That's pretty much all you need to do. Normal human blood can be diluted quite a bit before it becomes life threatening. If your patient will soon be enjoying a nice hospital bed in Germany there may be benefits to whole blood transfusion [1], but in the world of DayZ if they are bad enough that whole blood is going to make a difference they probably aren't going to last long without a surgeon anyway. It's not uncommon for MDs responsible for well-equipped wilderness expeditions to pack half a dozen liters of saline, but despite their much easier portability, I've never heard of one packing blood typing and collection kits. Of course, that doesn't mean it doesn't happen in some situations. With all of the above being said, nothing about the blood/saline bagging -> health regeneration system has much basis in reality so it doesn't really matter. I guess I just like the idea that there are multiple paths to reaching a goal and some of them are long, convoluted, and ultimately pointless. Kind of like life. Besides, everybody likes to collect things and I'm sure once persistent stashes are added some creative psycopath will start filling his with blood type cards from his victims. [1] http://www.ncbi.nlm.nih.gov/pubmed/18594261
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That is pretty much how it works IRL so I'm fine with keeping it the way it is. No balancing needed.
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It sounds like more people should take Cartman's advice on preordering: P.S. For the record I think Bohemia probably should have tried a little harder to make that whole "Soft Launch" thing a reality.
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Medical system for DayZ Part 1 – Self-treatment of wounds:
Heiduk replied to Roshi (DayZ)'s topic in General Discussion
Roshi, don't get me wrong, I like your ideas and would love to see something similar implemented. I'm just not convinced the developers have much real interest in a complex medical system beyond a more elaborate version of the toy system we have now that does little more than keep us traipsing across Chernarus in search of widget X or magic potion Y. -
Medical system for DayZ Part 1 – Self-treatment of wounds:
Heiduk replied to Roshi (DayZ)'s topic in General Discussion
Isn't that what he says about everything? ;) My issue isn't that the system is incomplete it is that what they have added is just plain wrong, e.g AEDs for reviving people and dumping alcohol on a wound to clean it. These things may make perfect sense according to video game logic but don't have much basis in actual medical practice. An AED is not a treatment for any of the things that kill people in DayZ, and although our mothers may think otherwise, dumping random chemicals, e.g. disinfectant spray, iodine, hydrogen peroxide, alcohol, etc. into an open wound is generally a bad idea. One that tends to damage viable tissue and may increase the risk of infection. I would much rather have a medical system that is 10% implemented but whose rules are grounded in real world anatomy and physiology rather than a complete system whose rules are only documented in the DayZ wiki. -
Medical system for DayZ Part 1 – Self-treatment of wounds:
Heiduk replied to Roshi (DayZ)'s topic in General Discussion
I'm all for a complex medical system where real-world knowledge is transferable. I must say though, despite Rocket's talk I lost a lot of faith in that actually happening when they added a defibrillator (that runs off a 9V battery!). I guess I should at least be happy the defibrillator doesn't resurrect the dead. As long as the best way to control bloodloss is sprinting between buildings until you find a shirt to tear in to rags I'm afraid the medical system will remain a joke. -
Who Are You? Or "How to make DayZ not all about KOS in a few not so easy steps".
Heiduk replied to semipr0's topic in General Discussion
You must be new to Bohemia's games. :P