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xalienax

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Everything posted by xalienax

  1. xalienax

    The Hunter (Ropka...sweet Ropka)

    Nice video! good example of fitting music adding to the atmosphere too :)
  2. One of the biggest strengths that the mod's combat had was being built on arma mechanics. as game that said "screw balance for the sake of realism". Situational awareness is your only safeguard. This is exactly what i think they are doing tho; trying to pander to all the anti combat cry babies and weaken the combat mechanics to steer playstyle. the mod was on the other hand, more like "heres all the toys and the toyshop to boot. have fun and do anything you please to eachother". the game was great because of that. miss being able to insta drop people from 250m + with ARs especially the AKM firing single rounds off. it makes you fearful. 'Omg i think i just saw something.. hmm should i try to chek? maybe i shoudl just camp in this corner for 10 minutes to see if someone comes inatead?' realistic shooting mechanics means a skillful shooter can move into a position and take one fatal shot and you just hear CRACK then you are dead. it's about combat rewarding those with skill and expereince and punishing those who just spray like arcade kiddies. we should NOT be seeking fair/balanced engagements in an apocalypse.
  3. xalienax

    Anyone else think DayZ should switch engines?

    i expect SC to be extremely high spec once its complete. AFAIK its still quite small unless som big roll out has happend just recently?
  4. xalienax

    Loot placement overhaul?

    ^ this. i also which "military loot" wasnt just generic to all military bases. eg; each of the airfields would drop different kit- Nato and warsaw pact encampements too perhaps that would have thier faction specific clothing and weapons? and bring back proper snipers (DMR, SVD, M24 etc) but extemely limitted numbers. and add them to one of the baracks at NWAF saying it was a Special forces post? wuld give a good reason for PvP crews to head north again.
  5. xalienax

    Anyone else think DayZ should switch engines?

    a level this size in MP on cryengine would require and extremely top of the range gaming PC ro play on even moderate settings with viable fps. (unless you intend to just use crappy low res tex and then whats the point of using an engine known for its visual quality?)
  6. nah thats the nice thing about helicopters you just go rage mode on them in TS3 and demand a pickup... back at base fully gear'd in 5 mins or less :)
  7. the problem is you round a corner. theres another person in the street with an M4. you both start shooting. right now the overly stupid cone of fire "random dispersion" has a significant effect on whose landing more bullets. this fight will be significantly effected by getting lucky with the "dispersion gods". it should not be that way.
  8. the problem is the limited content and mil loot being uinversal rather its balota or neaf or what not. if you HAD to go to NWAF to get an LRS or sniper (bring back dmr plz) people would travel. cities will always be hotzones. any time layers are forced to go to a known location to get something some people will choose to camp there for kills. THE PROBELM is that you can get everything within a short time of apwaning with no requirement to cover ground to find it. EG; Balota with "police loot" -Weapon cleaning kit -Magazines for pistols -Pistols -some civ weapons -Civ and pistol ammo Northeast Airfield with "low end" military loot -Pistols and mags -SKS/Mosin -Basic attachments (Grips & "Acog" type scopes/RDS) NWAF with "High end" mil loot -LMGs (rather rare) -LRS scopes (moderate) -Proper sniper weapons like DMR and SVD (extremely rare) -Supressors (moderate) Civilian homes and buildings in towns with food and occasional basic weapons such as; -Mele weapons -Revolver -Blaze -sporter
  9. die form thirst after this > Uninstall for stupid spawn system lol bring back the pre-selection mod spawns all up and down the coast.
  10. This. PvP needs to be solid and skillful, with a meaningful learning curve. And the game needs to (ultimately) have very late-game content for groups and communities to work towards. Large scale compound construction like the big clan bases in epoch. Valuable and rare items that actually matter. these things will exponentially increase the late game risk/reward curve. ultimately dayZ is about 2 things: your Gear and your interactions (both good and bad) and we achieve both thru survviving. it has been this way since the beginning of the mod. all the concepts are tied together, and you cant break them apart without fundementalyl changing they way the game is played- at which point the "dayZ" title is nothing more then an arbitraray name stuck on it for popularity sake.
  11. xalienax

    This game wont change me!

    nope, only the people not in teamspeak :)
  12. 1. you cant make anything 100% secure except by making it single player lol. you can however do a lot to make it HARDER to hack. also you need something other then BE's occasional updates and wave banning. they really need thier own anti cheat with professional Programmers and staff to stay ontop of the latest comercially available hacks and scripts circulating the web. (google is your friend) and constantly update the detction and auto banning software accordingly. 2. Game features/gameplay quality should not be significantly compromised in order to take the easier path with cheat prevention. If we are to sacrifice features and game play because they might be exploited by griefers, then the script kiddies have already won compleetely. 3. as i have suggested; if you been running to much sway is increased. perhaps have the quality of the weapon add dispersion (so pristine would be like arma 2, and damaged would be like it is now with several stages in between.) this would make weapon care and maitenance an activity. 4. At the end of they day your character in game is a blank analogue. you are not playing a pre-defined persona. it represents the person behind the keyborad (or the persona they create in thier own imagination if they are seriously into RP-ing). there for, we should not be simulating the ineptness NOR the expertise of the player avatar- just thier status and that of the weapon. any ineptness or expertise with a weapon system is purely that of the person in real life at the keyboard.
  13. xalienax

    This game wont change me!

    Im proud to embrace my inner asshole. i pull the trigger just for kicks. its particularly fun to fire beside an unarmed person a few times and make them panic before going for the kill too. :D
  14. Looking to run another pain train in the mod this weekend, join the fun now :)
  15. I assume your using the mosin. the other weapons have an excessive amount of deviation from the aimpoint that is not realistic in anyway. It's about skill becuase im asking for mechanics that force the human at the keyboard to actively over-come representations of his fatugue, pain, etc with input to keep on target; rather then some "invisibile system" that just means your going to spray like a garden hose no matter what you do. i am *NOT* for the 100th time, asking for counter-strike like gun play where you point click and insta kill. I am asking for things like wind effects, gun sway, evn perhaps acceleration effects applied to heavier weapons to make them feel "heavier". Bullet drop, manual dialing of scopes for snipers base don real world values, etc. these all take skill and practice to be able to over come in real time in a gun fight. untill we all are playing dayZ while running on a treadmill with an occulus rift, using an AKM analogue to shoot with simulating these elements with mechanics the player can see and compensate for is the best we can do. the point is to make the deciding factor YOU, the person at the keyboard.
  16. xalienax

    min pc spec set by enforced min display settings

    the more work one has to do to get back to where they were the more rewarding it is to kill them? eg; cod or BF you kill someone 5 times meh? they respawn and run back with in seconds. DayZ you kill some guy at NWAF who has full pristine gear and everything he spent days or even weeks avoiding people to gather "HA TROLLOLOLOLO! THANKS NOOB!" its the same in eve online. you can go to faction warfare space and get fair 1V1 fights well.. sometimes. but tis cheap easily replaced ships. or you can go suicide attack some shiney-fit mission runner worth billions knowing full well thatb the AI police will kill you as a result. why do it? 10% because he might drop something expensive, 90% to troll him.
  17. couldnt agree more. Core things integral to others down the road need to be prioritized this early on. eg; Engine related issues and optimizations Server performance issues A viable fix for zombie pathing once n for all .. you get the jist this are things that need to be in place first. changes to code in these area can break other things that come after, there for they need to be fixed and more or less static before going forward. thing like damage vlaues, loot spawns, etc are a simple matter of changing a few numbers or classnames at a later date (this is a gross over simplification and im only working with knowledge of the mod but still). this is not the stage where we should be expecting balancing for fun/decent gameplay. this stage is about seeing what features work, which ones dont, which can be fixed, and which may need to be canned/replaced with something better.
  18. xalienax

    Badmins on Dayz

    Pretty much this. I was an admin for 3 official mod servers at one time and trying to sift thru logs of a single server is a pain (a 60/60 server could generate hundreds-thousands of lines of log per hour in raw text format) EVEN if the GSP can access your server's logs having enough people on staff to do this in the case of ever complaint filed would be an enormous expense, which would be no doubt passed on to server renters (and they're already expensive enough) A central part of PC gaming has always been the ability to build up communities around a server, and remember most renters are paying a lot of $ for you to play for free. Unfortunately some immature admins do abuse the abilities they get for this- but it is generally (and should be imho) your responsibility to do all the detective work and have a black and white case of clear abuse when you go to a GSP with your complaint. It is then only thier responsibility to hear and verifiy the info you provided and act accordingly.
  19. this started the moment selectable spawn city was added to the mod.
  20. xalienax

    Loot placement overhaul?

    I would like 2 or 3 basic levels but not the ability to spam loot and have 50 pristine mosins in 5 minutes eg; High (basicly like it is now, but all around the map) Normal (more like Vanilla Mod basics still plentiful but finding a specifc item may require some deal of farming or travel) Scarce (everything is greatly reduced, you may die of thrist or starve looking for beans)
  21. we should not be simulating the ineptness of your "character" this isnt warcraft with some leveling system. shooting accturately and quickly should be hard, but it should ENTIRELY based on the precision of the human in THE REAL WORLD controlling that character that determines the effectiveness. SKILL NOT LUCK.
  22. this. That would be fine if they didnt release this as DayZ. produced by the developers of the arma series (BI studios), which was the bases for the original dayZ mod, which in turn gave birth to the SA even existing. this is always a problem with things like this. when you have an existing comunity in your mod, series, etc. and you try to move to a retail stand alone or do a 'reboot' title all your vets expect thier old experience with some polish and hate you if you fail to deliver that xD. I would have never played the mod if i hadnt already been an arma player. I wouldnt have never bought the SA if i hadn't enjoyed the MOD's gameplay. dayZ DOES = Arma II with zombies in my eyes. most of us who came in as existing arma 2 players feel that way.
  23. yeah. id love them to go all ace-mode on us with epic shooting simulation, but at this point i would settle for direct ports of weapons and code from A2 over what we have now.
  24. xalienax

    Is a break in order?

    I see several problems with the "early access" model tbh (and please note that not all necessarily apply to dayZ, but they are worthy word of caution to early access in general) 1. As far as i know, steam has no restriction on how long something can stay in "early access". if developer release thru thier own site/file host, well obviously they decide lol. 2. Even in countrys where there are laws entitling consumers to legal recourse or refund if a product "doesnt work as described/advertised" Early access gives developers a loophole in accountability. They can basicly leave a product in Early release, alpha, beta, what ever you want to call it indefinately, perhaps never finish it and tell you "we told you it was incomplete when you agreed to buy" 3. It puts even more focus on "hype" sales early on, much like what pre orders did to AAA franchises. 4. Again, with the option to just "walk away" the developer has already profited. there is no need to finish to get paid. it used to be if you made a game, and it bombed your studio was in jeopardy. a good incentive to focus on quality. 5. As Katana said, watching it develope takes some of the "magic" away- and can lead to large scale burnout before the game ever gets fully fleshed out. 6. Depending on the background (Ie series, evolved from a mod, or completely new) it can be rather devisive for the community. i see this alot with titles in a series or "reboots". veteran want "that epic game from 5 yrs a go in HD with no changes". new comers want to focus on making the most of what they have now. this is often a divide that never gets bridged. all of them fell they deserve to be heard on design direction for paying for it early. Im sure theres other risks associated with the trend too... totalbiscuit did a rather interesting video on the topic....
  25. this. 1 million times this. the more you try to steer the focus away from gear and the struggle between groups for that eqiupment (vehicles included) the more and more Mod vets will just walk. it will always be about the quest for the top level gear, the risk of loosing gear, and the reward of getting more lootz.
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