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Everything posted by xalienax
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Day Z as it should be : The Earth Abides
xalienax replied to Whyherro123's topic in General Discussion
+1 man. I've always been a 'PvP player' in that i'd rather hit another player or clan and take their stuff then trade fairly or work for it. BUT Like you, i do wish there was a reason to care about risks you take. a reason to CARE about dieing beside the items in your pack. there is no real struggle, and your actual 'life' is meaningless. why not try to go full yolo and punch a kitted player to death? you have NOTHING to loose if he/she has better gear. I have no problem with PvP oriented play styles- its a path i walk myself i do however wish the game was deeper then deathmatch while your avatar occasionaly complains about his tummy bein empty. -
Day Z as it should be : The Earth Abides
xalienax replied to Whyherro123's topic in General Discussion
Im really glad you brought this up. In the vid posted here a while back devs said that 'soft skills' wouldn't directly effect combat with things like damage modifiers and such and wanted to leave player skill as the determining factor any where possible. Now, this is a double edged sword for me because on one hand i had hoped that the introduction of skills would make your avatar's life have value beyond the loot in your pack. the big issue is, the ONLY way that will happen if if they go back on previous statements and make your character's stats have a huge impact much more like an RPG. of course, i think we both know that would completely break what dayZ always has been. The minute my and random guy come around the corner and open up on each other, and i die because he had '30 extra points in health' or some such BS, im done with the game for good. That said, I do agree with the OP's desire for a much harsher environment. I really want to be forced to think about rather i want to use my last 2 bullets on this guy who may or may not have something good, or to hunt food for tonight. I would like much more dynamic weather and turning of seasons, winters with multiple days of 24/7 freezing temperatures, winter storms, etc. While I want to keep the choice ultimately in the hands of the player, I'd like much more realistic conditions and a much more realistic time scale. thinking 5, 10, 20 play sessions into the future perhaps. -
Dark nights? Where'd they go? Also: Thunder?
xalienax replied to VVarhead's topic in General Discussion
agreed. I've done plenty of Hunting/Camping/etc in my time and the way nights were previously done in the SA was abysmal and unrealistically pitch-black. The fact that i couldn't see a waist-high wooden fence im runing against, and its so black i cant even tell that im not moving!? Completely un-realistic and simply annoying. I do hope that 24hr 'real time' cycles are forced on public hive at some point once the new rendering is in, because i Miss night-time play- but i certainly don't want the 'old' nights back as they were. I don't want super casual night any more then you, But if you have ever been outdoors at night away from city (such as camping) you have to admit not being able to see a fence your running into was just ridiculous. also tons of issues with illumination like lights going thru solid walls yeah.. i don't want night play back if it's going to be in that state. -
we certainly don't need launchers of any kind. I've played a TON of mod and been on both sides of the chopper. Using the door guns while moving/evading fire was more a matter of spray where you think they are and hope to land a few hits. Ground V chopper direct combat was pretty balanced to be quite honest. a squad of several guys with M4's/AKM/Etc could easily damage the chopper, shoot out exposed door gunners, etc. this isn't the latest BF or CoD game and we shouldn't be going for directly balanced game play. a chopper takes folks a ton of time and work to get up and running and to maintain- it should be 'better' then a lone survivor with an assault rifle. you can quite easily take cover and let the chopper pass if your alone. the much bigger issues surrounding chopper gameplay in dayZ were always a matter of engine limitations- Such as small vegetation, ground clutter, etc not being rendered from distance making choppers an OP 'Eye in the sky'. picking out a lone survivor who wants to to stay stealthy was always nearly impossible- so was giving your gunners decent shots without making the chopper an easy target. A small squad of survivors with automatic weapons however, could easily put enough fire on the chopper to either severely damage key parts or force it to leave the area. which like i said, is the goal. this is a survival game not an FPS with some survival elements tacked on for novelty- the goal is to survive not rack up your K:D ratio. 'killing' the chopper isn't necessary, you need only damage it or force it to leave/evade fire. at that point it's not effectively hunting YOU anymore, Op success!
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actually alot of the early posters were former mod players, many of us expected a cleaned up and optimized 'vanilla mod 2.0'. rather dayZ's success and subsequent expanding the scope of the project is a good thins is a matter of personal opinion. personally im waiting for modding to come so can can basically make that vanilla mod 2.0
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All you Hardcore players packed it up and left?
xalienax replied to infiltrator's topic in General Discussion
I played both 3pp and 1pp. i was always hoping 'hardcore' would actually be more then 1pp and actually be hard.. like rarer weapons and ammo, more focus on being glad to just have the basics, etc. at any rate i feel like the SA has diverged too far from the vanilla mod which is what i was hoping for originally. i have no intention to start playing again until release or modding- which ever comes first. -
It's a forighen concept because rules are rules. simple as. Because some entity is a revenue stream (rather an individual or company) shouldn't make them less of a target for violation of an agreement. more people should be hardliners and there would be less BS. If Im to be told what i can and cant do with a server that im going to pay for then you damn well best enforce it on everyone else as well, including corrupt GSPs that don't give a shit- and telling us to take it back to them is not okay. Everyone should report with proof every single server with these names/motds/abusive admins. also screen-cap any BS responses from crappy GSPs and send that along with original PROOF to BI. bottom line rules are rules. enforce them or don't have them. it really is that simple. i think it's absolutely appalling that there exists people who don't think this is the case, or who think that because BI is making money its okay to let some stuff slide. welcome to mainstream gaming culture. this is why we have preorder exclusives, games cut apart to make day-1 dlc, and producers that don't give a rat's ass about enforcing their own rules on server owners. years ago pc gaming was a small niche 'hardcore' audience. single titles use to come with all features and be the flagship game of a developer for multiple years. look at the OLD battlefield games as an example. pissing off your core fanbase was economic suicide. now they can just do some marketing and find new mindless lemmings. sadly thats not the world we live in anymore. the community is full of lemmings. -If you ever pre-order anything, your responsible for running gaming. (i don't care if your gona buy anyway, WAIT! MAKE COMPANIES SHOW YOU THE PRODUCT BEFORE YOU BUY. DON'T BUY ON FAITH) -If you buy day-1 DLC, you are ruining gaming. -If you pay into SCAMS like 'Season passes' for games, you too are responsible for all the evils of the AAA gaming industry.
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1. 'It's Alright'. I stopped playing a long time ago. Progress is not the issue, more a matter of i didn't get what i thought i was buying into. I bought the alpha when it first came out on steam when the plan was pretty much to clean up the mod we all already enjoyed, a bit of performance and security improvements and re-release it as a stand alone product. 2. Less likely to support early access. I don't feel dayZ is a bad product, but imho its proof of some of the pitfalls of early access.- Early buyers have an idea or expectation of what their supporting and this puts the developer in a bad spot PR wise. I also feel that maintaining a reasonably playable persistent game and infrastructure for it takes some degree of resources from moving the actual finished product forward- and lastly I just dont feel like the majorityof gamers have a grasp of what alpha/beta states really are in a wrold where pre-order culture has dangeled 'beta access' as a treat for early buyers. truth be told these pre-order bonus alpha/betas are really little more then a finished game with only 1 or 2 maps released early to pre-orderers to help drive hype. 3. Hasn't really effected my view on BI thus far, More my view on public early access/public alpha. TL;dr - I think BI is a good company with some good games out there, I'll judge dayZ among them when it's fiished. the whole project however has highlighted some of my many concerns with things like Early Access. (Elite dangerous has had even worse fall out as a result of being crowd funded initially)
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if GSP is not following the host rules or enforcing 'by the letter' they should have their rights pulled. as stated in this thread another GSP (gameservers) outright filters what you can put in the server name/MOTD. the current solution of 'report abuse to the people who have a financial interest in siding with the potential abuser' is total BS it IS Black and white. it IS cut and dry. if there are rules they must be enforced. period. Im sure BIS can find another hosting 'partner' that will enforce their hosting rules. the revenue from being an approved hosting provider is surely worth more to the GSP then the rentals of a handful of badmins having thier service terminated. BI should be bringing the hammer down. "Enforce OUR standards or lose ALL possible revenue from hosting OUR GAME." PERIOD! Any public server with shit like 'join= kick' or such nonsence in the name or MOTD should be reset to default and a warning issue. 2nd offence should be termination WITHOUT refund, and if i had my way the server renter Lifetime Blacklisted.
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if this can be confirmed, BI should be threatening to pull this providers license/hosting rights if this isn't addressed IMMEDIATELY and AGGRESSIVELY. period. rules are a black and white agreement, not an opinion. NOTHING LESS THEN ZERO-TOLERANCE ENFORCEMENT IS ACCEPTABLE.
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true, but i believe in private servers being 'Our sand box, our rules. follow them or GTFO', and those servers should have the means to create and enforce the sort of environment they want to share with like-minded players. official servers on the other hand, should be severely limited in customization options and admin powers to prevent clans using rented servers as a way to 'loot up in relative saftey'. believe me this WOULD happen.
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agree 100% sadly for every admin that would use spectate/view inventory/etc to catch cheaters/hackers/dupers theres probably 5 kiddies who are rentining with daddys credit card and would use it to tell thier clan-mates what your doing/where you are/what you have. ultimately i really don't care if this comes to PRIVATE servers- especially once modding and all is in. tbh i think it'd be a great tool for private communities to enforce thier rules (such as RP communities) but it should never be allowed on anything connected to the hive. when it comes to private servers vote with your wallet and your patronage. if you feel the admins/owners of a private server are playing unfair don't play there, warn your friends, and don't donate. soon the clan that owns it will have no one to shoot, no one to grief. and no money to maintain it.
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with some of the 3rd party tools used in the A2 mod they could. i don't believe this is possible in the SA tho.
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actually i think the question is more about tools like the mods had (ability to see players, items, etc on the map, spectate in real time, etc.) which is a valid question. as far as i know, Stand alone does not give server renters actual access to the server files and as such they cant use potentialy abusable 3rd party tools like InfiStar for the mods. They have the ability to kick, ban (on their server only), restart or shut down the server, and change some basic configuration like restart intervals *someone please correct me if this has changed.
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That's a hard mentality to tackle, but i do feel from a game design perspective there are 3 elements the developers can directly change or modify that play into this. 1. Character progression. the video talking about the 'soft skills' really gives me hope on this front. One of the major issues in dayZ is your value is that of your items. There is no reason to submit to a robber/bandit because your actual life has no ACTUAL value. you can just respawn and either meet friends, go to your stash, or regear the old fashioned way. 2. Abundance of everything marginalizes risk/reward. The risk of potentially loosing a fire fight is nothing compared to the potential gains if the guy had good stuff. If i had my way have a Military grade weapon and just 5 bullets would be the pinnacle of uber-geared. 3. Character Customization. I'd like to See RPG level character customization.. the the point that you can uniquely identify a player by their character. something similar to skyrim's character creation at least would be nice. (don't make this save-able either) this combined with sof-skills i think would create more of an 'attachment' to your avatar and not just the stuff in your pack. If you make a minor progression system of soft skills that improves your efficiency/ease of existence without directly effecting anything that is a mater of player-skill- then create loot disparity so dieing SUCKS, and a deep character creator i think you can finally start to have people value their character over just a few items. ultimately it will take some players 'having the balls' to attempt interaction with randoms to break the cycle- but doing so should be benefical for all involved. I'd like mechanics to move away from all players being "potentially deadly self-defending loot containers."
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I've advocated this sort of stuff from the beginning. is say make tank shells so rare it averages 30-60hrs game time to find ONE SHELL, make it use more fuel then V3S, while being comparatively better off-road and able to plow thru trees and terrain without damage- altho making a lot of noise and drawing aggro from HUGE radius its OKAY. Rarity can be a balance. Yes it does mean that a clan of 100+ guys can split up and server hop for shells.. it also means that 20 or so guys are hopping all night for one freaking shell instead of reinforcing the base, gathering supplied etc... End-Game content should be massively superior, but take obscene amount of hours to get going and supply- and basically be a big huge sign scream "were the alpha dogs and have all the best stuff! Come N get it!"
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The Psychology of Understanding Alpha
xalienax replied to Weyland Yutani (DayZ)'s topic in General Discussion
altho i don't have any formal education on either sociology or economics, I do think at some fundamental level people feel entitled to some 'value' for their money. as in no amount of warning or disclaimers will ever make substandard 'okay'. 'I paid, therefore i'm entitled' mentality in a nutshell. I know I'm guilty of it myself. I bought in basically on day 1 before the scope got expanded. when we were all still expecting mod with some optimization and better security. I don't agree with many design choices they have made since expanding the scope of the project, and do as a result feel 'cheated' despite all the warnings i had to go past to play this alpha. -
I blame abundance. the risk/reward equation in dayZ is broken because of Abundance. Considering how quick it is to gear up to a 'surival needs met and combat ready' state, it makes sense to take reckless chances and hope for dumb luck.
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The Psychology of Understanding Alpha
xalienax replied to Weyland Yutani (DayZ)'s topic in General Discussion
This was one of the many 'dangers of early access' topics covered by several youtubers and bloggers. There is a very real risk that if you go public with your product to early you run a risk of it going final release with little novelty or 'new' experiences left to hold the interest of the player base as many will have seen it change little by little over time, done everything there is to do a thousand times over and burnt out by the time it goes full-release. Lets be honest, they game isn't going to become 'brand new' to someone whose been playing the entire alpha/beta when release hits. it'll just be one more patch, one more 'mile stone' reached. i can see many folks getting to release day and being like "hmmh.. well nothing really new or exciting.. k thnx bye" -Edited for too many typos -
soon enough you grow cold to it. "better them then me". Dead players don't shoot at you. Dead players don't backstab. The dead aren't a threat.
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The Psychology of Understanding Alpha
xalienax replied to Weyland Yutani (DayZ)'s topic in General Discussion
This right here is what has angered many of us. A crap ton of us bought in on the first day it went live on steam- Expecting dayZ Mod 2.0 with bug fixes and better anticheat.. maybe some refinements. Im still not convinced that re-inventing the wheel was the direction to go. I feel a lot of the vanilla mod's 'feel' has been lost with the "add all the things" explosion. i would have happily paid 59.99 for a refined version of the 2012 mod made less vulnerable to game destroying cheats. I've completely stopped playing SA because Right now i basically have zero percent faith that dayZ SA will be the game i had wanted- at least until modding comes along. A lot of my gripes (and it's not just me) are a result in the change of scope and design direction. maybe it will all work out in the end.. maybe some 'legacy' style mod will give me what i want.. i don't know yet. but for right now more cities and more clunk do not make the game better. Having weapons stats arbitrarily modified by attachments like this is some CoD/BF unlock tree that is aiming for balance annoys me. -
The Psychology of Understanding Alpha
xalienax replied to Weyland Yutani (DayZ)'s topic in General Discussion
Indeed. Look as subscription based games! they feel a genuine right to -attack- anyone associated with the company if sever maitenance. is extended. even people who have nothing to do with maitenance. In many of thier minds "I pay a monthly fee to your company. you all work for ME. i am ENTITLED to 24/7 SERVICE NOW!!!" -
Would love something like that <3
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Supressing voice-chat outside of Dayz (Skype, Mumble, TS3, etc.)
xalienax replied to S3V3N's topic in General Discussion
I don't know about that, but seriously the decision to split up the in-game map into multiple sections! WTF! at least the old A2 map was the FULL map and it didnt take up a normal inventory slot let alone multiple.. yeah way to encourage people to use in-game tools over 3rd party devs :P -
Supressing voice-chat outside of Dayz (Skype, Mumble, TS3, etc.)
xalienax replied to S3V3N's topic in General Discussion
That kinda goes back to the original issue tho of being able to control what you can prevent the player doing other then playing your game on thier PC at the same time. i could just as easily set up different 'devices' for Teamspeak and the game.. many gaming headsets that have a mix-amp register as 2 or more audio devices allowing you to adjust with your inline the TS and game volume separately. And that goes back to my original point; the only way to actually 'enforce' no 3rd party VOIP is to directy detect process and either force close them or prevent them starting- and that gets into all the stuff you already pointed out like antivrius treating it as a virus/malware and then theres the actual legality of effecting other process on someones PC. I'm no lawyer but i can't even imagine the nightmare it would be to work around the sheer number of varying criteria and legal definitions regarding privacy & malware from one country to another.