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Everything posted by xalienax
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Suggestion: Decrease hit percentage => Lengthen the Rush + Reduce Artificiality
xalienax replied to cuddly_rabbit's topic in Suggestions
some guns irons and mid range scopes do have a simple range scale on them, however long range shooting requires a more complex understanding of the variables at hand and a reasonably accurate way to measure or atleast aproximate them. -
Suggestion: Decrease hit percentage => Lengthen the Rush + Reduce Artificiality
xalienax replied to cuddly_rabbit's topic in Suggestions
That actually would be quite an interesting endeavor, tho i do see a potential issue with it being hard to discern impact points at very long ranges due to rendering distances. (you often wont see impacts in A2 at or beyond 1k). alternatively the decal for the bullet hole would thave to survive long enough for you to walk all the way to target, and atop all of this you'd need some way to get precise ranges. -
the same is achieved by spawning them within 500m of some random far flung village without the risk of them running to edge of map and dieing of thirst or some crap.
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Suggestion: Decrease hit percentage => Lengthen the Rush + Reduce Artificiality
xalienax replied to cuddly_rabbit's topic in Suggestions
Indeed, infact i would say to go so far as to add in things like the kestrel and range tables to military loot up north to force you to adjust your rifle like in ACE mod. this would give the mill sim vets thier much desired high skill pvp with High value loot, without adding any cheap "lulz ur dead cuz this eazy" things to the game. -
3 spawns in wilderness with no way to orient self in a row = stop playing pound desk, then go to the bar and forget i paid 20$ for the peice of crap. You can learn was different cities look like. You can learn what a major mountain looks like. you cannot really discern anything if spawned deep in the wood and may wander till you die of starvation. this isnt fun or enjoyable gameplay and is pure frustration for no good reason. it add ZERO to game play. however, having say 15-20 possible spawns around every single town and village means odds of getting the one you WANT is nill and prevents spawn cycling for easy run to corpse.
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Suggestion: Decrease hit percentage => Lengthen the Rush + Reduce Artificiality
xalienax replied to cuddly_rabbit's topic in Suggestions
Make shooting harder with real effect the player can over-come with SKILL. if "random" mechanics make it to final release thats ground for perma delete from HD and cut my losses for buying. same with phazing zeds. infact they better not be able to stroke thru walls while standing outside either. this isnt a mod anymore theyre charging for it and i expect to to get to professional quality. failure in that = trash it. -
Is DayZ being developed right in your opinon?
xalienax replied to leefriendfield's topic in General Discussion
quoting this because its so true. there are two distinct comunities here and i really hope that the devs can just find a reaonable BALANCE between catering to one or the other that leaves both happy. I personally never wanted any more an improved version of the mod and would prefer that the balance resemble that as closely as possible. roving death squads in the north and clan wars at NWAF included! the bad lands north of stary used to be the home of tier 1 milsim badasses looking for squad fights and i liked going up there with ym crew looking for that. -
road-killed = clueless. You should never bee engaging armor in an open field or on a beach where it has clear view of everything and you have no hard cover. in fact this is how BF2 works. enage vehicle in open = death sentance. apparently that wanst cool so they had to arcadify it in BFBC2 onwards. if you play smart tho, an IED of some sort would relatively easily disable tracks/wheels if you ambushed it in narrow streets and AVOIDED it otherwise. Also if anyone had actually bothered reading my propsal were writing of thermal/NV optics systems as unrepairable due to specialty parts and training required to fix those.
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something like this but a bit more complicated. i wont go into detail but it has been reported. there may well be a hack that achieves the same thing tho- there is still a way to "glitch" these so-called "God-mags". more over, they can still be duped regardless of how they were created, and retain thier buged value for quantity.
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then use it to pistolwhip any unrully subjects xD
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Yesterday I played the Mod after 200 hours of Standalone.
xalienax replied to Bambi Population Control's topic in DayZ Mod General Discussion
personally i never expected the SA to be equal to the mod on day one. i just want it to move towards the same type of gameplay mod vets know and love. -
How important should vehicles Be in the SA?
xalienax replied to xalienax's topic in General Discussion
I agree with you mostly actually. i would like more work dedicated to fixing them up to make it work, However with 50/60 players the standard now and higher counts being suggested (tho not offcially confirmed one way or the other) i think a few more actual repairable cars per server would be good. gives more people a chance to access them without really making it easier as they still have to do all the work of fixing. The mini-game thing i think is a bit too much but i would likje you to have to use different tools for different repairs- perhaps even have 'compound parts' like tires and rims that require you to then put the tire onto the rim (this can easily be done by two people oldschool with tire irons or crowbars given some physical effort). As to the person who mentioned bases and vehicles being locked. im okay with that as long as its a breachable lock. (Ie busting thru a base door with axes, or smashing a car window to get in) it forces the attacker to slithgtly damage the vehicle or structure to get at it and make a lot of noise in the process. this is a realistic tradeoff between security and the anything goes in the apocalypse game play that dayZ trys to portray. -
Yesterday I played the Mod after 200 hours of Standalone.
xalienax replied to Bambi Population Control's topic in DayZ Mod General Discussion
+1 i havent written it off, tho my hopes for a "polished version of the mod" are fading fast. I don't want any of the medical or health stuff taken away- I just want the PvP side to recieve equal atention with good balistics, varied weapon selection, and the opportunity to have the moments again we your whole squad can kill or be killed by another in mere seconds by a well planned ambush. I openly admit and am proud to be a PvP oriented player. we walk a line more akin to that of pirates from the days of sail. most live a charmed life and die young. you go from rags to riches then get your face blowd' off by the next guy but such is our path, and its one that keeps me excited and wanting to play. -
its not perfect. i have no delusions about that. ive on both sides. i was an admin for NWO when we had to jam packed vanilla official hive servers running. I had to spend more time reading logs and explaining to players that i clodnt do anything about everything the lost in the entire server getting nuked because hosting agreement restrictions. I dont envy admins at all. That said, there are those who are abuseive, there are those who use it to give thier caln or irl firends unfair advantage. ive been on the bad side of that too and its not fun. But at the end of the day, i packed up and left that server and forgot it ever existed. simples.
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Yesterday I played the Mod after 200 hours of Standalone.
xalienax replied to Bambi Population Control's topic in DayZ Mod General Discussion
By bare bones i mean it seems to me that the SA wants to you go batty just to keep breating. imho the Mod had a nice balance. There was survival- hunger, thirst, sepsis. but also; there was guns that did a lot of damage and they werent annoying scatter hoses like the M4 in the SA. the hueys has fdor mounted M240s. barracks that spawned LMGs. and all thins things freaking lethal. Nothing in SA comes close to the feelings i got looting NWA late a night with the clan and with one CRACK someone id dead before the body drops to the floor by an M107 1000M+ awy and everone dives for cover. next thing you know you hear a ural and an all out clan war errupts at the airfield, all the while trying to avoid the horde of zed rushing you from all tha racket you made! I dont feel like that gameplay is going to be prevalent in the SA, that theyd rather us sneak around avoiding any kind of aggro or combat. Mod had both in ample measure that could have been build upon. SA seems to want to strip it down to survival basics. -
How important should vehicles Be in the SA?
xalienax replied to xalienax's topic in General Discussion
My opinion as well. I wouldnt mind seeing a few more then true vanilla sprinkeled about the map if they were made harder to fix/maintain. (speaking mainly small civie cars and trucks) the extremely small handful in official servers made it a bit to easy to "collect em all" combined with the issues discussed elsewhere with the trees and foliage not rendering fully from the air. -
Remove night-time for now, until it's fixed?
xalienax replied to TheGreatPerson's topic in General Discussion
As long as 24/7 day and accelerated day/night cycles remain an option i see no reason for it to be removed. if you dont like nighttime play on a daytime server. -
I'd rather run the risk of a few abusive admins then have entire servers effectively "hijacked" by a hacker untill BE gets him in the next wave. sorry thats not acceptable to eb be paying 70-100+$ /mo and have to allow hacking/gltiching/exploits under your freaking nose because a few pubbers playign for free are fearful of admin abuse.
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No he just doesnt want the player model created in the world untill AFTER the client has compleeted loading and you have control of your char.
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confrimign this works in arma and often would (temproarily) fix the graphical artifacts from barbed wire in the Mod.
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is it bad that i remember that>? lol that went sooooo well xD *Scarcasm*
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@ the OP a noble idea indeed however i see a few problems; 1. system is based on credibility of your "faction"s intentions. there is ZERO way to enforce this, and what about all th epople who just wear what they find that give better protecting then current gear? Many of whom have never been to the forums? 2. someone will always abuse it under-mining that credibility. since thier no faction "system" that would allow someone to admin the faction and eject anyone not adhering to a code of conduct, anyone can simply coppy your "uniform". 3. There will always be those who like to be evil and hunt the good guy. even since the early days of mod "hero hunting" has been a popular passtime of PvPers. for that very reason being KNOWN as a friendly/neutral enemy may actually make you more of a target.
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Id say if your not in imediate peril or are suffering from lag/desynch preventing your menus from working tis' okay.
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They dont cumble with a pretty animation like BF games, thiers a big smoke cloud and the building turns to a rubble pile thats it.
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Yesterday I played the Mod after 200 hours of Standalone.
xalienax replied to Bambi Population Control's topic in DayZ Mod General Discussion
Alpha aside i agree with rista. the team seems to be wanting to go in a more "bare bones" direction thene even official hive Mod was. I dont feel like they are really trying to re-capture the gameplay that the mod had but instead trying to create a whole new animal; Which would be fine if it werent being more or less marketed and named as the sucessor to the official mod.