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xalienax

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Everything posted by xalienax

  1. we have one about your age whose been here since the beginning. its a case-by-case thing. hop on TS and we'll see how it goes.
  2. xalienax

    Would you let them live?

    They all get a bullet. Hey now, im friendly, its my mosin that isnt...
  3. xalienax

    Snuck behind a Hacker Sniper at NEAF

    the so called hacked ammo (the bugged clips that are effecitvely infinate) is NOT A HACK. its a glitch. there is no script injection/code maniplulation of any kind. Its purely a matter of exploiting the gear saving sysetm in a way that causes a bug. It's also still quite easy to dupe them and anything else for that matter. on person gets the "god mag" by purpose, by killing someone, or by conviennt circumstances thier friends imediately want to dupe it six ways to sunday, thats why they seem to be everywhere.
  4. xalienax

    Balaclavas when

    They will compliment my mosin nicely....
  5. xalienax

    Love How Everyone Is An Expert

    Well put. Despite all my differences with loyal "rocket fans" about over-all game direction, Id rather a quality product tomorrow then a rushed cash grab today; thats left for dead (no pun intended) within a years time. I do think however that the devs should try to mimmic the Gameplay of the official mod in as many ways as possible. it is THAT very game play that went viral and that we all all burnt hundreds or even thousands of hours on. I know some "survival purists" may not like things like vehicles and effective military loot but both were an enormous part of the mod and imho if that is ignored a considerable portion of the playerbase that migrated from mod will walk away just as quickly.
  6. xalienax

    The TANK Thread

    Actually you can level houses in A2 with a big enough explosion. have yet to see if it works in SA as we dont have satchels to play with.
  7. xalienax

    how do YOU use the...

    I the the bow has a place, just like a combat knife. Cross-bows are gernerally deigned to hurl bolts (Beefier arrows) with higher power over somehat short distances. The shoudl do powerful damage as a result and be nearly silent while doing it. great for stealthy Zed or player take downs.
  8. the only thing that would really be P v. NPCs is harder zoms' and hostile ani,als. cool ideas indeed, but; Bases (construction) are a means to an end. all that effort fortifyign is a way to sockpile survival resources. fortifying against zoms, hostile animals = PvE Farming even very simple, is a form of PvE (supplying food while fghting the environement or loot therein for the means to do so) Hunting/harvesting of passive animals like domestic pigs.cows and chickens PvE for Food also. Hunting/fighting Agressive animals like Bears or wolves for food and/or furs = PvE for survival "gear" and food. i suppose at this point it could realy become a matter of semantics which is just silly. for the sake of gameplay discussion can we agree that activity the player mucst do to survive that does NOT involve conflict with other players is then PVE? I mean if not fighting players your against the environment in terms of scarcity of resourse, in terms of zombies, in terms of disease, etc. rather or not it involves actual combat.
  9. making zombies a threat won't make a robust PvE environment. its all about risk / reward. PvE will benefit from; -Deep base building system. refrenece Epoch for this. one of its good points. spending weeks cooperating to fortify a stronghold should matter! it gives people a reas to cooperate and undertake a group project. -Deep and functional Medical sysetm (steadily improving already) -Hunting and both pasive + Hostile animals. -Some kind of primitive agriculture could go hand in hand with the strongholds! Basig gardening techniques wouldng just be forgotten and the idea that a small groupd of survivors couldnt farm veg or fruit that is already a staple in the area isn't beyond reason! PvP Will benefit from; -Reasonable and realistic weapon handling. -Accurate ballistic simulation -Vehicles (these can actually benefit both but i think they are really more beneficial to PvP as they not only cart away your loot but also provide a means to out manuver anyone who hasnt got one.) -More Mod-Like weapon selection. Both are vaild parts of the game. without both it would be BORING. As the end-game celiing is raised with bases and stockpiling, so is the desire to defend/destroy/capture. I think we shouldnt hope for mechanics that cater only one side, or that punish the other, but ones that result in an organic self balancing of the playing field. It shoudl be just as viable to play defensively as offensively. those willing to work together should be able to stockpile necessities with minimal risk thru hunting, resource mangement, and bases- Meanwhile the PvP crowd shoudl still be able to (within reson) lay siege to a stronghold and capture valuable resource.
  10. xalienax

    Do we really NEED status messages anymore?

    i'd be happy for a simple option like "Legacy" (mod UI), Text messages, Inventory only. it may be the eve player in me, but i like the information at my fingertips to make informed decisions. im used to having ym face flooded with information in real time and am happy to have a few icons on the lower right of my screen indicating whats wrong and to what severity with a simple coloring system like the mod has. It's clean, it's minimal, and at a quick clance i can determine how sever my hunger, thirst or injury is. I can except not having a precision "debug monitor" with excact values as that could be somewhat against the idea of having to make decision based on 'feeling'. i think the real time hunger meter groing from light green to dark red, then flashing clearly indiccates how badly hungry you are. this is akin to "feeling" more hungry, then ultimately weak or ill from malnourishment IRL. Its doesnt give a definitive numerical value but its fairly clear to tell if im dieing of starvation and how quickly.
  11. xalienax

    Why do YOU prefer SA over the mod?

    I think the SA has great potential. i wouldn't say its better in its current state. I really hope they find a balance. those who played the mod feel more mil gear has a place and Op vehicles should be OP. if they arent theres utterly no reason to fix them, hoard them, or fight over them which imho is a fundemental part of DayZ. On th flip side i can appreciate what the pure survivialists want. i just hpe the devs can produce something that keeps both the 'Arma II with zombies' crowd which made dayZ the succes it is, as well as the newer crowd both happy. it's a very fine line to walk and a little tiney bit to one side or the other will completely ruin it for the other side. This is always an issue when a title evolves from a previous one, from a mod, or is a 'reboot'. any creative liberties taken or fundamental shift in gameplay will be met with a back-lash from veteran fans of that title/series. I think the current state of fire arms is horrendous in the SA and they are if anything a disgrace and should be more like the A2 ones. nothing will change my opinion on that. thier choices for base weapons stats if anything are purely to add value to thier crappy atachments system. i say throw the whole system away and port guns + ballistics direct from A2. done.
  12. xalienax

    Do we really NEED status messages anymore?

    I like it right on me screen. it should atleast be an option. its simple, intuitive, and not in a nagging way. the Mod UI make it very clear what your problem is and what you shoudl do about it. (and mor eimportantly because it demonstarates that blood/health is being lost shows rater your need is extremely urgent or not)
  13. xalienax

    Do we really NEED status messages anymore?

    legacy UI from teh mod Plz. whinging text pop up are anoying.
  14. xalienax

    Love How Everyone Is An Expert

    +1 mate. I may not agree on design directions or priorities, but i do agree that its beter to have a good product later then a rushed one now thats just going to be written off in a years time.
  15. xalienax

    The TANK Thread

    Ive decided to spend this week fresh spawn hunting as a result of all the KoS cry babies around here. I'll make sure to tell them while hand handcuffed swallowing disinfectant that its all bcause someone on the forums made another anti-Pvp Post :) hey if eveyone is going to complain about how big a problem it is i might as well make sure its actually a REAL problem. hmm.. maybe i can find the exact spawn point and camp them..
  16. xalienax

    Would you like spawn points spread out?

    Yes, With conditions. I dont want to spawn in the woods, unable to see the sky line or anything to determine my position or relative direction. spawns should be possible in proximity to ANY city on the map, but complete wilderness so i can wander aimlessly before dieing of thrist near the edge of the map? no thanks. pure frustration there. randomizing it to any city/town prevents you being able to reliably loot your own body and keeps people traversing the entire map while still giving you some landmark (the nearby village or city) to help you orient youraself by. *PS been up for 20 hrs and ver much bere sorry for speelling.
  17. well said. this is one of the issues that my often referenced source for complexity (eve) goes haywire on. Its a game that was raised and supported purely by hardcore followers and for some years of its development gave little concern to new initiates into the title. as a result the tutorials were either no existant, or very week. the User-Interface was build around flooding the 10hr-a-day elitists multi boxer with every convievable bit of ino he or she would ever need. options to streamline or cutomize are often obscure. As a result i feel the game lost a lot of good players simply by being over complicated.. or having the preception of being over complicated. Realistic things are good. Complexity and depth are good. these, however, are no excuse for making game play a mind numbing 3d version of spreadsheets or forcing players to deal with a cumbersome UI. Think of DCS black shark or A-10C. those are GREAT sims and real to life accurate as one can get without being in an actual simulation capsule on hydraulics. that said expecting a Player in a game that has many other elements to contend with to learn to memory hundreds of controls and need to program a stick or yoke to fly an aircraft with any degree of decency is somewhat unreaonsable in a multi-faceted game like dayZ
  18. Agree with OP 100% games with complexity and/or depth are the ones that stand the test of time. Look at BF2 and the way its balanced and reliant on a team effort to over come the fact the vehicles Are GODS in open terrain. Now look at BfBC2 and BF3 how quickly those dwindeled folllowing the same formula as every other shoother while BF2 still enjoys a devoted player base of dedicated vets. EVE Online is a shining example of what can happen when an MMO takes complexity to the extreme. Mnay many first time trails are put off by beying smacked in the face with an endless array of possibilities and options most of which require anything from weeks to years to even think of obtaining. 10+ years later it continues to enjoy a devoted and growing playerbase.
  19. xalienax

    Yesterday I played the Mod after 200 hours of Standalone.

    Gameplay is still better. i never said Mod was perfect. infact it has some horednous exploits and security poblems. but survival is there in the need to carry food and drink. medical is there with blood bags, mor[hene and pain killers. and PvP is there with a varield selection if military firearms. Team play and clan Play is supported with effective vehicles with good cargo space and persistent storage in the form of tents. The SA seems intent on compleetely stepping away from that gameplay tho. they want to make simply existing so dam annoying and not only that, nerf/limit/water down all the fun stuff. it all was there and working. if its not broken dont fix it. All SA needed to do was performance optimize and secure against hackers/exploits and we'd have a golden expereince. instead they threw the mold out from the mod and tried to make something compleetley new. Mod Vets wanted a refined version of that experience, not a total departure.
  20. I was never anti-sway. you can compensate that by anticipating the moememnts of your sight and moving the mouse to counter it. what i do have a problem with is random dispersion cones modified by foregrips and other attachments. sway the player SEES and can CONUTER with practice. a randomized element in the "background" of code you can not. having the balistics calculated based on the position of your gun at the moment of firing means the ONLY factor is your ability to steady the weapon and aim/lead the target. this means the skill celling is very high. it makes someone with good precision/control win, not the guy with the cool scope or the fancy grip. Scopes should help by magnifying the target area allowing for easier aquisition at range. Foregrips and bipods should reduce sway. Extended mags/drum mags mean you dont have to reload in the midlle of a firefight. NO where shoyuld there ever be some "majical force" being modified that the player doesnt actually see/expereince/have the ability to compenstae in real time thru practice.
  21. yeah im one of those people you mentioned. To me dayZ is and always shall remain arma with zombies. and the day private hives come out for SA and modders revert to mod like gameplay i'll be all over it. The thing is arma isnt just a shooter, its a combined arms military simulation. (ex. its Planes are no where near as complex to fly as say.. DCS: A-10C Warthog, which i love by the way) so it is for dayZ also. my point (as it's relevent to this thread) is that the Mod and by extension, arma II's weapons are a better system for the combat in dayZ then whats in the SA. proper ballistic values and sway is the only acceptable option. to be frank, if that is not the path they choose i will delete SA permanently from my drive for that alone. it is one of my 100% deal breakers. ther is no alternative for me. ballistics or bust. the other is the zombies not obeying physical barriers as physical barriers. thats a perma delete from drive also. With a game like dayZ, or Arma, that is simulating MANY different aspects of a scenario and not just one (Like DCS) one cant expect 100% exacting relaism to the extent it might as well be used for training purposes. Instead, we have to go with authenticity, thing need to behave in a way that feels relistic. weapon handling should be based on skill and expereince, NOT attachments mechanicly modifying weapon stats.
  22. xalienax

    Yesterday I played the Mod after 200 hours of Standalone.

    my feelings exactly. they seem intent on pushing all thier "gimickey" customizations (see: clothing effects damage taken, attachment effect weapons behavior in the background) rather then staying true to the roots.
  23. xalienax

    Invisible Nubs?

    There was a rather rare gltich in the mod where you could some times come back invisible after death. re logging would fix it, but many chose to exploit it. i have never seen it in the SA yet but considering its a similar engine i wouldnt rule out a bug of some sort.
  24. xalienax

    Listening music/podcasts while playing

    lol my clan-mates often accuse me of "Sound whoring" because i set effetcs all the way up and use i surround headset. more often then not its the sound of an angry zombie, distant gunshot or foot steps that alert me that were not alone long beofre anyone else calls it out. maintaining that 100% situationa awareness at all times is a live or die thing for me.
  25. because it wouldnt be a diverse comunity with varied playstyles and motivations where you never know what to expect. to me DayZ is what it is because there are no rules. anything thats not a script or exploit is legit (even if its somewhat cheap or troll-y). KoS is Legit Hero is Legit Trolling is Legit Forcefeeding is legit girefing fresh spawns is legit. you dont have to like or agree with other playstyles but having them all represented in a larger comunity makes a mroe interesting and more exciting expereince.
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