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xalienax

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Everything posted by xalienax

  1. a few things; 1. Mags should be found with or near guns they go with. (someone who owned that weapon or left it behind likely had magazines) 2. Mags should typicly be empty, or nearly empty. (makes sence, owner would have likely used up all the ammo uring the initial outbreak, or taken it with them) 3. Mags in poor conditions should have occasional feed jams requiring the removal of ammo to fix it. increase the chance of this as condition degrades
  2. xalienax

    What is the ingame map good for?

    i hate to say this, but the only thing that made the map worthwile in the mod was the ability to use a waypoint marker and run directly to something in a straight line. one of the first things many ppl learn is to shifht+click map to set waypoint then run towards floating arrow xD. imho they should; 1. Have the map more detailed (perhaps showing Hospitals and other important thing like most any modern roadmap. 2. go back to single entity map. it is quite weak compared to 3rd party option that show all the best stuff and lot chances, etc. making you find it in 2 or 4 parts only makes it less appealing to use. 3. Local markers (you can place marks on the map but they dont show up for others) 4. Peristent map that can be left for someone to find, or given to a freind with things like stashes marked on it.
  3. Server now has awesome new AI missions and improved ai that are a real challenge. better bring friends to tackle em'!
  4. Now supporting epoch, come join the fun :)
  5. My clan plays on this server- great performance, well balanced mods. we'd love to have more people join the fun :)
  6. xalienax

    Fire -> Camp -> Shack -> Log Cabbin ?

    i think the global loot table idea is horrible too. seriosuly there is no benefit to cross-server loot economy or characters aside form emere convience, at the expense of being exteremely exploitable.
  7. xalienax

    Fire -> Camp -> Shack -> Log Cabbin ?

    I really agree. imho the hive brings almost nothing original or special to the game aside from exploitation potential. unless server hopping why does it even matter if your gear carries over? theres no plans as far as we know to take constructions or vehicles with you betwen servers. you cant directly interact with those on other servers, it really adds nothing.
  8. xalienax

    Fire -> Camp -> Shack -> Log Cabbin ?

    it should be proportional. there should be simply baricades easily constructed by single person- but rather weak and quicklly broken into with axes and the like. on the othe rhand resources requiring teamwork and/or vehicles to transport in meaningfull quantities like heavy guage metal parts, brick, or concrete block should be a very slow complicated build but be a total NIGHTMARE to break into requiring basicly a team effort having people cover you from zombies while you go throug some very loud and slow process to get in. Basicly if a group of people are willing to devote weeks to construction and improvments it should take atleast 30-45mins to defeat a passible section, imho.
  9. xalienax

    Requesting this Bag Please.....

    I think something like epoch's weight system would be nice. ( i know many mnay things are wrong with epoch, but thsi they got right imho) for those that dont know you basicly begin passing out (very short knockout) if running for extended period with too much weight on you. the more you increase the weight the shirt time you can jog or sprint before this begins. Also i thing total carrying capacity should be generally increased across the board with this weight system implemented- if they actually had it gradually slow you as it increased that would be cool too- but like you said i dont want skyrim's .001pound over limit and your in quicksand buisness.
  10. xalienax

    Weapon accuracies

    this is what we all want. full ballistics, wind, sway, etc. not exaggerated "random dispersion" to blance gameplay. the only balancing factor should be the skill of the person at the keyboard, bar none.
  11. First, I would like to apologize if the current dispersion in firearms is a mere placeholder; However considering that attachements that effect it are already being introduced i cant help but feel they intend to keep it. For that reason, I am asking all of you who care about the future of this game to stand by me by saying that this is 100% un-acceptable. that this current system MUST GO! To the developers; Arma already had solid shooting mechanics, that could have been enhanced, much like the ACE mod did with manually dialed scopes for snipers, windage, etc. What you have done, is ruin skill based PvP and PvE with arbitrary dispersion values/patterns which no player can anticipate and correct for. hitting targets at any meanigful range is not a matter of skill, or atleast not entirely. Many dedicated comunity members who have been here since the mod have offered detailed explanations of ways you could improve shooting in a way thats both realistic and Skill-based. Weapon sway based on attachments, fatigue, and pain- The PLAYER can over come the weapon movements by anticipating them and correcting in real time with the mouse. Skill in the form of small, precise, constant adjustments to stay on target. Weather/Wind effects- Well portrayed by the ACE mod again, it relies on the PLAYER esitmating the variables involved and adjusting. there is no secret "under the hood" magic in play here. every variable can more or less be observed and anticipated with practice and understanding. Im sure, if given the time and dedication you seem to be willing to put into other things you could come up with some combination of all these great ways you can have an authentic shooting experience that is based on individual skill not "my attachments are better then yours and base gun stats suck". To the players and community; Please support skill based gameplay built around learning and adapting to whats on your screen, not having your fate determined by some arbatrary values hidden in a file somewhere, which have no real-time representation that you can observe and adapt to. Remember that those listed above are just a few possibilities. im open to any system that results in firefights being about the gun and YOUR skill at using it, and you should be to! if anything it's narrowminded focus on "balancing" the attachments that resulted in the crap we have now. regards; -someone who wants skill involved in thier gameplay. DISCLAIMER TO THE "ALPHA" POLICE: I know this is an alpha. I know some things may be place holders. but you know what? now is the time to make the devs know that we are NOT okay with something. this isn't about expecting it to be fixed tomorrow, or having a perfect game tonight. its about us the players saying we are not okay with arcadey variables determined by attachments in our dayZ. now is the time to stand up and demand changes not once it has gone final release. if enough people are extremely vocal about it now, just maybe it'll be taken care of.
  12. xalienax

    after death run back to storage ?

    i wouldnt say we need true "random" spawn.. that is possibly in the woods to wander and get lost and starve, that'd be annoying. simply adding a variety of spawn to every single town and city on the map both inland and costal would make it vaired enough that you couldnt count on getting the spawn you want, nor could you just chain suicide to get it (easily atleast).
  13. xalienax

    The Battle Rifle Thread!

    All i want is an early G3 varient eg; This one is the A2 i believe, mounted with a scope :D
  14. xalienax

    after death run back to storage ?

    botom line is this is a persistent world, any attempt to stop meta-gaming is either entirely futile, or overbearing to a detriment.
  15. xalienax

    after death run back to storage ?

    Surviving is part of that competiton. everywhere you go, everything you do your hunted by the other clans. once you have a large group and support system in place maintaiing a perma stocked stash of food and meds isnt hard. the primary concern becomes defending it from other groups/clans and preventing them having better stuff. think about what happens in countries where law and order collapses (see:somolia) rival warloards hoard evertying and take up arms against eachother. Just because you throw zombies in the middle wont change this fundamental tendancy of human behavior for people to form into factions, gangs, etc around a common thread, then compete with others for what remains in a wasteland.
  16. xalienax

    Damaging items when you shoot someone.

    problem is it doesnt really work. deathmatchers dont care about the loot; all it has done is disuade those intending to kill for the gear specificly- which werent that many to begin with. Ill be honest given the current state of the game i shoot people for the excitement of combat. wtf else am i going to do? go hide in the woods when not dodging zeds' trying to nab a meal from the grocery? DayZ will always be a PvP game, but without goals to work towards (im talking real, tangable ones like building a clan compound, fixing vehicles, securing all the epic mil loot, etc) theres not much else interesting to do besides troll kiddies in 'bero.
  17. xalienax

    after death run back to storage ?

    you just have to accept that clans are in it for a different resaon then the lone wolf survivialists. most of us see it as a cooperative (internally) and competitive (with other clans) scenario. Step 1: gear up Step 2: Hoard everything in bulk Step 3: secure fast trasport (preferably heli) Step 4: Competition with other clans for remaining resources, denial of strategic assets, etc.
  18. xalienax

    after death run back to storage ?

    2 of us in my old clan used to do this to circumvent the "gets deleted 7 days after death" rule in the mod all tents were owend by 2 chars who never logged in except to place tents. that said, i think ownership of storage needs to go entirely. i should be able to pack and take anyones tents i find. link cleanup/deltetion to last access so abandoned stashes no accessed at all for.. say.. 5-7 days get cleaned up by the server. this is an apocalypse. there is no ownership and there is no law. anything in the world should be fairgame to everyone.
  19. http://forums.dayzgame.com/index.php?/topic/161661-accuracy-comparison-dayz-vs-arma-2/ It appears Gews has already looked thru the game files for the actual dispersion values, and provided nice little graphics for comparison with the A2 values (used in the mod)
  20. I don't think its people not knowing mhat alpha means- Comparison in design between Mod and alpha are 100% legititmate comparison when discussion design direction on a feature. basicly, the only time when "alpha" is a free pass is when were talking about stuff not being implemented yet. remember guys, THIS IS the time to demand and raise cane abut changes you want implemented! the further into development a title gets the harder it is to gut and re-do a major element of the game.
  21. its pretty accurate tho. i feel like everything thats ever been multi-platform has seen its PC side hindered as a rsult. game design concessions made with consoles in mind, etc.
  22. Server renters shoult not be eating rocket's hosting bill. restrict mods? fine. then suspend all hosting licensing and let rocket + BIS devs take a paycut and the studio can provide the servers at thier own expense. Also the main issue with the "go build one from scratch argument" its NOT that simple and i dont think anoyone whith half a brain believes it is. it requires a team of people with various disciplines to make a good game in a 3d engine- not just coding. Modeling Animations audio recording and editing level design etc the list goes on. and this assumes you not doing this as a commercial project so "just go buy models" or "just go hire someone" isnt an answer. Rather you love or hate the idea of modded lobies/servers the fact is good mods can keep a game going LONG after it would otherwise dry up. Arma is a prime example of that. As to doner packs/perks? i think its 100% ethical. they are paying to provide you a place to pay. if you help foot the bill for that you should at a minimum have a vip slot and be able to play any time (even if it means kicking non-contributors to make room) Renting/owning a server is an opportunity to build and grow your own unique comuntiy withits own sub-culture and rules. this is a long time staple of PC gaming and should stay so. shameful that some many AAA pulbishers have forgotten this.
  23. xalienax

    Why we Should Compare SA to the MOD

    What anoys me is when people compare design direction, things that effect gameplay the the mod and the "alpha police" imediate want to bash you for comparing it to the mod. The SA should closely resemble the MOD in gameplay, freedom, etc. when they start doing things like the horrendous dispersion values for weapons that basicly requires you to use thier stupid attachments to bring it anywhere near what it was in the mod THAT fundamentally changes the look and feel of combat *A key aspect in this game, love it or hate it* If you are going to build a full retail title on the back of a mod with an enormous pre-exisiting comunity you should dang well expecte hate and backlash when you try to change or steer the gameplay in a direction thats considerably different.
  24. xalienax

    Why we Should Compare SA to the MOD

    I agree 100% i think most long time MOD players bought it the second the SA went live expecting a "refined version of the mod". the mod had a nice balance of everything being there, but no one playstyle being forced down your thorat by mechanics that push balance one way or another. you were geven an entire toysohop of possibilities and left to your devices. I want the SA to look, and feel in gameplay the same as the vanilla mod. Im fast learning that ArmaII's frame work is better then what dean is trying to create. Death squads roaming the north are part of DayZ Clan wars at NWAF are part of dayZ Military gear is part of dayZ Survival is part of dayZ Zombies, Survivivors, heroes, bandits, and KOSers are all part of DayZ i feel like more and more the SA wants to try to forcefeed us deans "vision" wich tbh, isnt half as good in gameplay as "arma with zombies" in my opinion. every step they take to seperate the SA from the A2 mod makes me like it less.
  25. xalienax

    after death run back to storage ?

    This creates a problem tho in the form of sharing storage with group members. one issue for clans in the vanilla mod was the tents being deleted 7days after the "owners" death. it means that someone (who may not have died) also looses thier stuff stored in said tent/container. in bigger comunties with people playing on all diferent timezones; keeping upw ith who did or didnt die and who owns what tent in a "tent city" was a real problem. this is one of those hot button fine line issues. In real life a box of stuff you left at your camp wouldnt just go poof when you die somewheres. so realism isnt really a factor here. on the other hand, once the human player knows the location there is nothing stopping him or her from using it as a re-gear point. your Poin't of view would definately make sense if we were all entering this world as singular lone wolves, but i dont think you can make insta-deleting containers without acknoleding its severe detriment to comunity play. Persistent storage is in almost every version of the mod- a considerable amount of DayZ players do so with either friends or clans whom with the orginaze over skype, ts3, etc. removal of persistent storage or sharing use of a container would be completely detrimental to group play. it's going to have to be an accepted evil that many players will run back to a known stash to insta re-gear and continue roaming the north fightign other squads.
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