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xalienax

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Everything posted by xalienax

  1. xalienax

    Becks Privateers, surrender now.

    I would like to pledge the full support of DRB to the OP. its been way to long since i've had me a bitterly heated clan feud on dayZ. There will be no rules There will be no scheduale. There will be NO SURVIVORS Let the back stabbing, meta gaiming, espionage, and killing begin xD HUZZAH!
  2. xalienax

    Love the New Sway

    indeed. as stated several times, within the limitation of a game controlled by mouse and keyborad one has to aim for "authenticity" rather then actual "realism". the mechanics should feel challenging and believable, while not being overly restrictive or limiting. Personally i thing using the sway mechanics and stamina more and less of the exaggerated dispersion cone nonsense is a good thing that will result in higher potential for player skill rather then 'dumb luck'.
  3. xalienax

    Love the New Sway

    I like that they finally got some decent sway in. this is definately a step in the right direction. A few points to id like to suggest It needs to be much more gradual state of 'tiring'. is seems rigth now to either be full-on drunken flailing or rock steady marksman mode. with very little to no transition between the two.Fatigue rate should be heavily dependant on factors such as carrying weight, health, and weather + terrain conditions. (eg you should get mush more exhausted slogging up a steep hill agressivly than a short sprint around a corner on level terrain)Once this is all implenented, the BASE dispersion values should be brought much more in-line with thier real-life counterparts. "go put all these parts on your gun to make it super accurate" is not an acceptable solution.
  4. Actually i do. None of my posts are "x isnt done yet screw you rocket!!!!1111" my "moaning" is all very valid complaints about design decisions/Gameplay decisions that i feel will hurt the game. Maybe you should spent less time whining about "whiners" and more time making valid complaints and suggestions in hopes of possible improvement. ALPHA should be a testing and development phase, not a shut up and admire rocket phase. sitting quitely and waiting for developers to make more bad calls doesnt result in better products.
  5. ciritcs are needed. blind loyalty to brands and devs is what results in wattered down rubbish flooding the market. I will stay I will call out every decision i dislike I will write long posts explining why i dislike/hate that decision and explain why i feel its bad for the game Because i actually HOPE they will wake up and make something GOOD.
  6. more people need to take poor development decisions seriously. mabe half the garbage pedelling developers out there would go under if more people were as critical rather then just accepting it. bad design and bad decisons need to be called out and ripped apart for all to citicize at every possibility.
  7. I bought alpha on day 1 expecting to take poitn in bug testing what would become the refined interation of the official MOD. Optimized and bug-fixed and released as a polished standalone release. Every change, design decision, etc that takes us further away from the mod's games play makes me hate the SA that much more. I didnt want a new map or more cities. infact i hate the new cities.I didnt want nerf guns that have huge dispersion cones. A2's weapons were 100% acceptable and could have been directly ported As-Is with no issue. infact that would have been preferable.I Hate, spit on, and revile this attachment system that effect the mechanical behavior of weapons like an arcade FPS. they should have simply refined the MOD, as it was, optimized it and stripped out all the stuff not needed for dayZ; Brought in an in depth medical system and added complex base construction similar to Epoch or Rust which involves crafting things into subsequently bigger components. I was expecting the gameplay that kept me going for 40hr benders almost every weekend thru the life of the mod (and still on the mod now)
  8. xalienax

    Any hardcore servers with day / night cycle?

    I beg to differ. almost every person i know who still plays the SA does it. (and were talking a considerable cross section of people from 4+ different comunities/clans). its the age old meta. if someone does something thats with in the parameters of the game that provides them a significant advantage (im sorry but adjusting settings to see better is as long as its provided in the settings) then you either do it too, or die by those who do. a very SMALL handful may go "No i refuse to play in grayscale because spirit of the game" blah blah blah. as long as a large amount of people still use gama/brightness (or are preseumed to be using it) then most players will also jack thiers up to "even the playing field".
  9. xalienax

    What Do You Want to See When you die?

    I agree with you on this one. there are many, many things I HATE about the SA, but for the love of all that is good no more un-necessary info that you wouldn't have IRL. this simple black screen cut-off is the one thing the got compleetly right. As others have said, there is a huge variety of problems associated with telling you what killed you, who killed you, and how far. many private hives on the mod now have tickers that give weapon and range of your killer. Every single clan with any degree of expereince anc then EASILY look at where you died and figure out 1 or 2 viable positions for your attacker to have been in.
  10. xalienax

    When Do We Get Hovercars?

    this, tho of course half the other players will be thinking the same thing!
  11. xalienax

    Afraid to go on

    Lol, cherish this. I remember starting dayZ (in early days of the mod) and finding all the best gear and being afraid to do anything. everyone says don't get attached but let's be honest, the value of your character in dayZ is, infact, your gear. I sadly struggle now to find any feeling like this after well over a year of Mod, SA, then back to mod.
  12. so.. what you saying is the value of your life SHOULD be purely your loot? this paragraph disturbs me. you must be pretty oblivious if you honestly give developers (from any company) that much credit. even developers with a decade + of expereince cant prossibly forsee every potential player behavior. the sheer number of times games have had to have "rebalances" or even featured removed Post-release due to a certain handfull of players finding a particular way to abuse the heck out of that mechanic and spreading the word. What's even scarier is them trying to "solve" the problem with even more artifical limitations like loose items if not loggged in for x time, or something like that. and all of these problems are only created by this hairbrained idea that has about as much worth as a pile of dung. you are right in one thing tho, we can't predict it any way better then they can.
  13. so you want servers to live or die based on what loot it's players have on them? that sounds horrible and destructive to any sort of community. let be completely realistic. you dont think that atleast half the population is going to spend thier time chasing rare tiems to new servers?
  14. It's neither wrong nor right. i cant believe this is still a hot-button issue to people. its been this way since the very beginning of the mod- and its dayZ's strongest feature - NO RULES yeah. thats right. you can be a helper or a hurt-er. you can role play or you can grief. you can troll, lie, steal, bait, and meta-game. none of it is "wrong" or "right" except in one particular individual's eyes. eveyone will form tier opinion of whats okay and what isn't. just dont go expecting all the other players to give even half a crap about what you thought was right or wrong when you encounter them.
  15. This one paragraph is probably the most logical thing i've read around here in some time. This is, in my opinion the biggest fault with dean and his "vision" for what dayZ "Should be". he seems to be trying to make assumptions about Player's choices and behavior- Experienced designers know that this is the one thing you can never truly predict. now, this is not to say you cant retro-actively make re-balances to address thing that become obscenely game-breaking in the context of a certain play-style; But with dayZ were looking at a game whose greatest strength is that there are ZERO rules. any form of "morality" is self imposed. Some may choose to forgo things like web based "loot maps", or loot cycling/farming/etc. but you can NOT infer from this that the vast majority will or won't. this cross-server Hive business has been nothing but a detriment from the very beginning imho. it brings nothing truly original in terms of gameplay except a legalized exploit. the addition of this 'global' loot economy will do NOTHING to improve gameplay- on the contrary it will steer eveyone to a few servers that are the home of large clans who have long sinced hoarded all the good gear- and not only this it will further encourage admins of these clans to abuse server ownership to keep rare items (such as sudden restart if guy with a rare item becomes cornered).
  16. its just decends to the next item. the best AR, or the best scope, or the NVGs. any single thing that would give you an advntage simply for the fact that a compartively small cross section of other players would have it. Without even brining up realism wich by now is a moot point, this proposed system is fundamentally BAD for gameplay. it's a direct contridiction to everything they seem intent on promoting with more focus on improvised gear and complex medical. the idea that the game should focus on survival firs and foremost will be completely negated as more then half the players will engage in the server-raiding metagame. it does NOTHING to encourage emergent interactions but rather will promote more abuse by server owners, and more server hoping. Another issue that was only eluded to is; if thier are only say.. 50 NVGs in circulation possible. you do know that the biggest clans will pretty much have a monopoly on them by virtue of mass server-hop loot farming. this will then serve as a "selling point" to get more people to come to thier server. only the servers that are home to large clans and thus home to those with the best gear will be populated. At this point I really dont even need to make comparisons to the mod or bring up realism as any kind of point. if you can't see how horrendous this will be to gameplay your blind. At best its a half-assed way to deal with the duping of items; by simply not spawning any more untill the total number in the hive is below X. A far better solution would have been to make every single weapon have its real-life calibere and magazine, which means the odds of getting the correct one from any given loot drop is incredibly low. over time there would still be tons of weapons and ammo in circulation, however finding the correct round, magazine, and gun all together would basicly force you into some form of group effort or engaging clans to take them by force. and Still, this solution would work in a way that doesn't destroy a server soon as all of x item are looted and taken elsewhere.
  17. That's not going to stop me from pushing and promoting a direction that will return us to the mods gameplay with minor imporvements. Just because i dispise and revile the curent iteration and choices made by the devs doesnt NOT mean i should go sit quietly in the corner and let it get worse and worse.
  18. the point is this system will mean that the onyl way to keep players intrested is to hoarde "rare items" on your server. any server with known clan bases containing said items will shoot to the top of the list and be packed. untill all items are stolen and taken to other servers. then server dies because no one there can get thier precious rare goodies. face it your position in this game and the value of your life is directly related to your gear. from the time most people spawn 90% of thier gameplay decisions are based around getting the "best" GEAR. this will do nothing to allieviate any issues and only serve as one more nail in the coffin of a rapidly dieing game that has no right to share the name of its predecessor (the mod). this isn't an 'ALPHA' issue either. this is a fundamental gameplay DESIGN DECISION that shows me they have zero intrest in continuing the gameplay styles of the mod. im confident now that when this game finally goes to release it will truly be a moshpit mess of roket's diluded "visions".
  19. yet another horrific design decision by the delusional dean and his merry band of lousy developers. "lets make server hopping to farm items a requirement because, yanno, rather then deal with it were going to completely stop items spawning at X number. Idiocy lunacy glad i uninstalled. only hope is Private hives now. goodbye standalone you are well and truly dead to me forever. no feature can redeem this. not a single one.
  20. Asssassin DayZ PvP Private Hive Hello DayZ community! I would like to invite you to come check out our new server Assassin DayZ! Our server features a minimal amount of basic modifications and extra buildings designed to facilitate and encourage group pvp and players moving about and exploring the map. Key features: Extra buildings located at Balota, Northwest Arifield, Northeast Airfield, and Klen mountainBasic starting loadout with Pistol food, drink, and bandages (similar to earlier versions of vanilla)Increased vehiclesTeamspeak 3Dedicated, mature admins Server info: Arma 2 Version- 1.63.112555 (latest)DayZ Version- 1.8.0.3Server IP- 69.39.239.134:3204Teamspeak server- 208.100.46.160:8171
  21. We all rember our love/hate relationship with the Mod's tent system that was prone to both glitches and abuse through various means. Heres my ideas for a new semi-realistic storage system. 1. Bring back the simple tent with a few improvements. Give us our simple tent back as an option, however remove tent OWNERSHIP. this was always a stupid idea imho to tie the tent to a character. it doesnt prevent griefing as anyone can just run it over, and theres not one good reason the person who stubles upon your stash should not be able to simply pack up the entire tent. For server clean-up purposes tie tent decay/deletion to either a time scale or time since last access scale, rather then death of the character that placed it. this will insure that empty/abandoned tents in the wilderness can decay or be simply deleted from the server after say..5-10 days without being used/accessed. 2. Cache These would be small craft-able wodden boxes that can be burried leaving only a distinct mound or protrusion of some kind indicating its presance. due to its improvised nature and being burries in soil i think regular accessing/maitenance should be required to keep it "alive". this would hold little more then the average player can carry on them 3. Military cargo box Big and heavy, can be transported with cargo inside provided 2 players cooperate to carry it! Found only at Airfields and military installations, These can carry a considerable arsenal for 4 or 5 guys. can be placed on the groun in a hidden location, Inside a barricaded player made "base" or carried by 2 players (Team-Lift) (perhaps also allow the loading of the entire thing into cars and trucks once they come to be?). Thier rugged military construction makes them slow to decay or degrade compared to improvised solutions, however the requirement for 2 players to team carry them means that these are only suited to cooperative play.
  22. xalienax

    New stacking glitch

    but then how to dupe ammo for killing of fresh-scrubz?
  23. basicly this. after an hour to an hour and a half performance of high-pop servers begins to degrade. im not willing to deal with desynch or stuttering for better loot management. hopefully better netcode and server side optimization sill come in due time to elviate this.
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