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Everything posted by xalienax
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Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
pretty much my feelings. this is a play/no play level deal-breaker for me. Untill pristine weapons are behaving more like what one would expect in arma 2/3 i wont be wasting ym time patching or playing the SA. the Zombie pathing (which is my other deal breaker) they have acknowledged at least. provided that gets sorted before beta or final i can forgive that making AI behave in this engine is a pain even when working with a functional base game as a modder, let alone when starting from scratch (having done some modding myself in A2). this is a matter of time imho. -
Am I the only one seeing this..... People losing faith in the game
xalienax replied to thelonewarrior's topic in General Discussion
SA should be a continuation/extention of the mod. SA wouldn't exist if the mod hadn't gone viral. SA pulls a considerable contingent of its playerbase from the mod It has the same name It's development lead by the original creater of the mod and you dont think it's reasonable to expect it to closely follow the same sort of gameplay as the mod? im all for adding more features, content, security, and depth. i am NOT for a major shift away from the way the mod currently and previously played. "more of the same with some polish and fixes" -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
This. DayZ is a slow paced game.. err. is supposed to be. with bero being basicly the only spawn its currently 24/7 death match in that town, but once we get back to a more dispersed map with more need to loot more spots to get what you want, having your primary means of both offense and defense be considerably dependant on variables outside of your control is not acceptable. -
Am I the only one seeing this..... People losing faith in the game
xalienax replied to thelonewarrior's topic in General Discussion
I think alot of the divide is in part that many people were waiting to click the buy button the second it went live, based entirely on thier experiences in the MOD. They expected the SA the be the evolution and refinement of that- since the release of the alpha multiple dev blogs and interviews have indicated a step away from "arma with zombies" and more towards a simpler world, with more environmental threats and much much more scarce loot then the mod (even official hive) had. this is a particularly voltitle can of worms where emotions run high when you have something that makes a departure. Look at what has happened in the battlefield community. Many Pre-Bad company veterans were banned for making very nasty posts towards newbies in the newer titles in that series, because with one release they made a large departure in gameplay from the previously PC exlcusive series, to a multi-platform carbon copy port. I feel the SA is walking that same sort of line with the same kind of divison in the comunity. Those who remember the mod as that place where they rolled up with thier clan to NWAF, had huge battles there walking away with Night vision scoped FNFAL's and M260 LMGs before blowing up a rival's chopper and trashing thier base then leaving with 2 urals full of military loot want more of that sort of gameplay. what some like to call "arma 2 with zombies". Those who had bad experiences with the mod, or started off in the SA taking it purely on its own merrits probably feel less obliged to bash anything and everything that doesnt mimmick the mod. Of course, like every issue there's people who can have relevent decent debate/discussion on the issues, and those who take it to extremes. -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
I am an openly admitted PvP player. KI love and seek out clan wars in the norther reaches to this day in the mod. i want that mod gameplay back. I do not complain about more infection, complex medical systems, hunting, bases, measures to prevent combat logging, etc. What i do not want is unseen mechanics which i have NO WAY OF EVER COMPENSATING FOR ASIDE FROM BARREL STUFFING YOU AT 0 METERS deciding the fights. nor do i want atachments to become DayZ's equavelents of Perks/specs in CoD or BF where "o i haz this os i winz" the fact that the mod was built on arma 2's milsim core is what made its combat enjoyable. there are only 2 real things that will keep me from ever logging into SA again this is one of them. (the other is the zombies goring thru walls and floors and punching you from 10ft away making it to release) -
DayZ Mod is getting an update soon..
xalienax replied to Irish.'s topic in DayZ Mod General Discussion
As long as i keep my legacy UI! i hate those amiguous test messages on the SA! god how i revile them. i like my clear and concice UI that shows rather im loosing bloods, hunger, thirst and what level everything is! -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
oddly the mosin is probably more accurate then it should be. the Sway in SA isnt no where near as proportinate as Arma 3's its there but not enough. the problem is the horrendous fire cone on even pristine pistols (at very short ranges) and the M4, and presumably the AKM will have the same problem. -
Vanilla is still where it's at!. I do enjoy dayZero too as its basicly a cleaned up version of vanilla with somewhat better performance. loot rates on some things are a tad higher but none of this 50 bajillion baracks in cherno and 9 million choppers nonsense :)
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if you feel its becoming repetitive i'd take a break before your burn out. go and enjoy your run man, and perhaps once youve done that dabble in the mod and side mods/priavte hives a bit? thier still very populated and lots of fun!
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Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
its more like having a feel for your car. you know how much you need to slow to take a corner, how hard to turn your wheel. the current mechanics would be like driving a mini cooper that occasionally has the turning radius of a mooving van. -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
not really, Weapon sway (affected by exhaustion, pain, position, etc) Wind/weather factors Bullet drop over distance recoil and muzzle climb Bullet travel time (have to lead targets properly) and you have to estimate and compensate for all this in real time while dodging zombies and being shot at by the other player(s). the skill is in the actual human player that the keboard anticipating all these factors and compensating accordingly- in a timely manner. as for sniping i sugges they go full ACE mechanics like this; -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
Great post mate. I dont think anyone here is of the illusion that you can make a game 100% accurate to life. This is even more true when yor looking at something as multi-faceted as arma or dayZ. some examples DCS Black shark beautifully simulates the KA-50 attack chopper. stress that can damage the rotors, damage from AA fire effects aerodynamics, just learning the Start up proceedures takes hours- and dozens and dozens of runthroughs to learn to memory. forget setting up the nav system, weapons, or autopilot computer. but you know what? the deverlopers of DCS didnt have to contend with balancing, player controlled ground units, survival, building, infantry weapons, etc. what we want is to make shooting in this GAME about player SKILL, in the most authentic way we can within the confines of a multifaceted game. i think adding weather effects, sway, and semi-realistic ballistic values for mechanical accuracy is the best way. we can and should being as many real world factors as possible into the equation, but when all is said and done we cant have players run in treadmill, wearing an occulus rift wile carrying an AKM anaolge controller to shoot with. (tho that sounds freaking awesome) -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
you can absolutely compare it to arma. It's a predecessor to an Arma II mod. Its built on a modified, slightly later version of the same engine. There is no reason all the mechanics from the mod couldnt work if the devs werent so dam intent on seperating the two. -
Modders and private hives. they saved the mod when when BE couldnt stop the hackers, they'll save the SA when BIS is done and theres still several verey different comunities who want the game to go indifferent directions.
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"We don't want your sniper rifle!"
xalienax replied to Tactical-Turtle's topic in General Discussion
i agree with you, up untill you begin compromising the game play in a way that makes it not based on skill, but rather luck. things already discussed by the devs like the "network bubble" which means you dont send or recieve any info about anything beyond a certain distance form your character. this defeats map-wide ESP hacks, script-killing the enitre server, teleporting (to some extent), etc. there is much to be done in the way of security, but when you sacrifice gameplay quality becuase its easier to make a "dumb luck" mechanic secure, you need to seriously evaluate your priorities. -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
pretty much this. as i said in the oppening and ending of my OP, i do hope that the current is a place holder, but this bing alpha- the time when features are still being investigated and deciding what to keep and what to scratch, NOW is our best time to impact the direction they go with this, not sitting here quitely till release and then screaming "I HATE ROCKET FOR BAD GUNS" -
I actually hate paid DLC, it divides the comunity badly- especially one like dayZ which is based so heavily on being able to either help or harass a sever full of other survivors. one of EvE's great achievements is that ir releases Bi-yearly expansions at no additonal charge beyond your monthly subscription fee. it keeps the company funded, development going, and hosting covered, while meaning everyone gets content on par with full paid DLC twice a year.
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Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
this would make it require more effort, and more practice on that sniper's part to make accurate long range shots in a timely manner. all it does is shift the factors from luck to player skills & experience. -
I think people often forget that games like Eve (even tho i like to use it as a bencmark for what an open ended mmo can be) has had 10+ years of constant development with major overhauls in each bi-yearly expansion. on a much more powerful single server, funded by thousands of Subsciribing players.
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Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
did you even read the begining and end of my post? i hope its completely reverted to arma's shooting tbh, but the fact that they already have attachments that they modeled and coded effecting the mechanical accuracy (dispersion values) would suggest they intend for the random dispersion to remain a significant factor to gun performance. Yes this is alpha, but this is also the time to make a point of things we see as severely detrimental to gameplay and hopefully get them changed before the game is more or less finalized except for minor tweaks. this isnt a tweak issue, this is a throw away the current system and replace it fully issue. -
Petition: No more randomness in weapons, SKILL based combat.
xalienax replied to xalienax's topic in General Discussion
This. no one is asking for Counterstrike bullet lasers. were just asking for weapons that require you to actively compensate with inputs to steady the gun moving yon your screen. to estimate range and wind when sniping, etc. real world factors that you can SEE and LEARN to adjust for. this is the same you becoming more experienced that that weapon IRL. as you learn over time you start to anticipate how much you have to draw down your mouse to compensate muzzle climb for a certain gun, or how much you have to move right to counter a left sway base don what your seeing on screen. not random does not = easy mode. -
Im okay with the idea of random group spawns actualy. i think you'd have th make it perhaps a bit more fluid then a days notice. EG. you get 20 people togeher, and have a (unlimited in size) group/squad/party server join option. within the normal 30 sec to a minute relog timer you all can group spawn in a random location. basicly as long as your within x-range of squad leader and dont have agression timer you can group join sort of thing.
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"We don't want your sniper rifle!"
xalienax replied to Tactical-Turtle's topic in General Discussion
these things are effective against garden variety "hackers".. err more over script kiddies. In a world where corporations with bigger wallets then both BIS and all the approved GSP's combined, AND have the best AV + firewall softeware money can buy AND dedicated IT security professionals and STILL get hacked im confident nothing is beyond the outer scope of reason. Likely no, heck you may be able to provide 99% security, but the idea that you can ever be 100% safe is pushing it imho. the question becomes practicality- you put the means beyond the scope of what the average PO'd gamer or code junkey can pull off. Also, i dont think anyones against MINOR deviation where say you might miss something thats beyond your maximum draw distance when aimed to center mass. What we ARE 100% against is the sorts of deviation levels used as a means of weapon balance and/or to add value to these attachments. its the fact that they have put it to Arcade shooter levels, used attachments as modifiers to it, and that it plays a significant role in the average engagement that makes it a problem. -
Am I the only one seeing this..... People losing faith in the game
xalienax replied to thelonewarrior's topic in General Discussion
Ive also noticed a very sharp divide in the comunity at large; Those who put obscene hours into the mod, and it's side-mods and wanted a continuation/extention of that gameplay (like me) and those who started off with the SA, or were bored of the mod and wanted/want something totally new or less "arma-with-zeds" like. Alot of rants, if you really read them arent about a BAD game, its about a game thats splitting away from what they want in this aspect or that. -
thats even more silly. Im at devils castle already. i want to raid a base located just northwest of the NWAF. go to that server and spawn in wilderness- worse the rest of my clan all over the map? wtf? even if we supposed are raiding this "new islnd" why on earth would we have come here on 10 differen means of transport? not to mention its not like PS2 wehre your changing continents to a whole new landscape or anything, and even if it was it stands to reason you should be moving together.