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Everything posted by xalienax
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Would you support global chat being a sever option?
xalienax replied to Shiva_O's topic in General Discussion
that's why global text > global voice -
Supressing voice-chat outside of Dayz (Skype, Mumble, TS3, etc.)
xalienax replied to S3V3N's topic in General Discussion
They can't fix this issue in a way that would be widely satisfactory. Folks bear in mind, that we are talking about a game that's being digitally distributed globally. Privacy laws and what constitutes 'malware' vary widely from one country to another. All it takes is some shock value SJW blogger to point out that "DayZ's anti cheat uses x method to determine what process are running on your PC. this means it could in theory have access to all this other stuff". Suddenly legal action the game could even be banned in certain countries over it. Add to that the amount of coding and development resources it would take to make a minimally invasive system to purely suppress VOIP programs without sending other background process or anti virus/firewall into a fit.. All this just to appease a fairly small cross-section of the player base? that seems like a waste of resources if ever there was one- without even getting into the potential legal issues and public backlash As to the 'mics always open' system im sorry that's terrible. it's worse then 3rd party comms. some examples- 1. your walking along in the woods stalking someone.. just as your spoiled brat teenager come thru the room arguing with a friend on the phone.. cover blown. 2. you headset happens to be a bit sensitive and tends tyo pick up background sounds... tv in next room, AC running, fans, etc. I would shoot you myself as broadcasting that continuously into direct makes you a liability me me or our entire group. 3. Ever been in a clan and had that one ignorant asshat that wont use Push-to-Talk? want to have them open micing in game 2 feet away from you all time time and not only constantly broadcasting your position but also possibly maskign in-game sounds that i would rather hear then this morons fans running at max speed? -
That's realistic. Go to a nation like somolia thats been torn apart and in a state of lawlessness. do you think any of the local warlords who are only in it for power or themselves care about the impact their blocking off every other street with burned out cars and assorted junk has on others? didnt think so. Dont like that big powerful clan/tribe on your server? gorw a pair and do something about it. maybe you might have to ADAPT to the SITUATION to SURVIVE. you could: 1. Use the flexibility of being a solo player to snipe/attack thier patrols or raiding/looting parties away from the fortified area/base. 2. Start recruiting all the other people who have been 'wronged' by the bad guys clan that you dont like and organize a major assault. 3. Avoid the areas you know they have locked down. 5. Begin a guerrilla style campaign in which you attack multiple bases not to loot but just to cause damage and force them to expend manpower and resources, then hit them while they try to gather resources too! (generally hit an run tactics and make playing as annoying for that clan as possible.) I don't want a balanced game. I wan't the realistic, unforgiving, harden the eff up- zombie survival simulation.
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That concept has really been broken by so many AAA publishers rolling in Alpha/beta access as a pre-order bonus. If were fair most of these are more or less complete games and the alpha/beta is more of a showcase to get people making videos and hype more views and friends up to buy the game. its a pure marketing strategy.
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A lot of it comes down to lack of patience. Even i have stopped playing SA for the time being. I love the dayZ concept. Been playing since very early days of the official mod (before all the private hives even existed). I wouldn't say games like RUST are 'shitty' they just target a different audience and have substantially more functioning content that works NOW. Games like RUST and ARK and H1Z1 are clearly geared toward Clan/guild/tribe PvP within a basic survival framework. Also i have to agree with the sentiments of others that progress and updates aren't being pushed along aggressively enough. Many of the other games on that list receive very frequent updates not an occasional dev tweet "were working on X, Y, and Z. you'll see soon". It's not uncommon for ARK to release several major update a week and nearly daily hotfixes. Just the other day there was a patch and 3 subsequent hotfix version released in the span of 24 hrs. Unlike the last attempt at global/persistent loot that was broken on many servers and not adressed promptly. ARK devs would have hotfixed that shit (even if it was a revert to previous version) within several hours.
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Base Building vs Advanced Barricading
xalienax replied to Weyland Yutani (DayZ)'s topic in General Discussion
Not particularly. There comes a lot of strategic advantages of being able to place the base *Where* you want and lay out your interior *how* you want. - You can pick a location that suits your groups playstyle/tactics with it's terrain. - You can Have single 'mega base' or a large 'city wall' surrounding a number buildings inside. With extra work and planning you can make a base that is a night mare to get to the 'good stuff'. - You can create an interior that's claustrophobic and confusing to outsiders. You see alot of this in games like ARK and RUST where clan/tribe wars are common place. creating a 'honey comb' design on multiple levels means that once you breach the outer wall you must then breach thru one room after another and it can all become very disorienting to someone not familiar with the layout. (and this is before you add in constant harassment from the defenders popping out of doors and running in behind you.) -
This is pretty much what i want exactly. Im not against massive compounds as long as the man-hours and weight of materials is even remotely realistic. the solo player can still build a basic shelter in the woods off the beaten path, and the large clan that wants to have 10 ppl gathering and building for 2 weeks can do that too. will the 10ppls base be harder for one person to bust into? of course (if they put any planning into it at least). But having a massive compound also means ever other clan/group on the server will know where you are. large 'clan bases' are basically a billboard saying 'HEY LOOK! A group of players has gathered massive piles of loot HERE.' at that point all one would need to do is a bit of recon, find out what times that clan is particularly active, then during their off hours hit them (preferably with the help of a few friends) Making the materials for substantial free standing structures much more then you can carry in your inventory (Many dozens of times more then you can carry) would also promote cooperative play for those who wish to have the advantages of a strong base. (of course you'd also have to deal with the attention that brings). on top of this, i hope there are absolutely NO OWNERSHIP MECHANICS. No plot poles, no magical exclusion area, no indestructible anything.
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for me it's always been inconsistency, be it in the form of bugs, glitches, behavior of weapons, unreliable damage models, etc.
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I kinda miss the NWAF being *THE PLACE* to go. that long trek from the coast in the vanilla mod, and knowing full well that odds of running into well equipped PvPers goes through the roof near the airfield. Its a double edge sword tho. Having an infinite supply of all the best stuff stay in one place may have drawn a lot of folks in, but it was both unrealistic and steered gameplay into an 'arena deathmatch' direction that wasn't particularly what it should've been.
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exploited how? as long as player built structures dont spawn loot i don't see how they can be 'exploited'. even getting to the top of previously inacessible rooftops i wouldn't call an exploit. you choosing to comit a considerable amount of resource to a construction that can then be destroyed in your absence possible leaving you stranded up there. I just really hope they go realistic instead og game balance with it. you should be able to ladder over walls etc. none of this stupid you cant do that because sombody else has a building within x-meters.
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I actually want and welcome full free standing player built structures, but i want them to have more limitations and much more time/resource intensive then epoch. they should also have a system in place similar to ARK's where all structures must be 'supported' and destroying supports destroys anything that was reliant on that part of the building to 'hold it up'. no more 1x1 skyscrapers with a massive fortress sitting on top of it. Building palisade walls, basic 'bunkers' etc should all be possible. as should the means of destruction- but the time and effort (or required tool) to destroy should be realistic. breaking down piece of a wall that is essentially tree trunks sunk into the ground should take quite some time if the best you have is an axe (similar to the time it'd take to chop thru in real life for the average joe) This would also add value to more situational and rare items like improvised explosives, the chainsaw, etc beyond 'lulz items' for the costal deathmatch.
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^ This. And as an old dayZ clanner heres some more tips for spotting and avoiding obvious 'bad situations' that some newer players might over look- - ALWAYS recon first, and 'keep your head on a swivel'. scout an area out before moving in. know whats going on, and know what your going in for. be quick and deliberate and get out. - Like in MMOs pre-formeds rule over pickups. If you see a group of players moving together, best to avoid. 99% chance they aren't a 'random pickup' squad and will probably just kill you and split your stuff sooner then take you in or help you in any way. - Watch 'body language' during an encounter. You can tell a lot about someone intentions by how they position thier characters, if they keep trying to move around you, etc. If you find yourself forced into a situation where you have to deal with a group, be mindful of other group members trying to bet behind you while your talking to someone. - Kill people who stall during a conversation. if they cant or refuse to give straight answers and seem to be 'beating around the bush.. cap'em and move on.
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Am I the only one who thinks the mod had better atmosphere?
xalienax replied to Sperglord's topic in General Discussion
I hate the blinding supernova sun in standalone. always have. feels like a perfect sunny summer day to go to the beach, doesn't help the 'dread and desperation' vibe that would suit the scenario. Fallout 3 and the stalker games do a really nice job with the atmosphere imho. As to playstyles- I have always been an Opportunistic survivor who leans on PvP as a means to an end. my goal - stay alive. that is it. stay alive. In most cases some random player's gear would be more useful then the actual player. That's always been part of dayZ. There's good folks, there's bad folks, and there's folks who don't commit to being good or bad and just do what increases thier chances at the given moment (What i Myself subscribe to). -
What do you think of this situation
xalienax replied to TheHeadlessHobo's topic in General Discussion
Probably the most memorable experience I've ever had in my time on the SA was running into the SKY clan and being taken prisoner upon entering a building, robbed but not killed. (well roleplayed folks if any of your crew read the forums btw). -
Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax posted a topic in Clan / Group Recruitment
Dirty Rotten Bandits What Does DRB Offer? ==> Fun, humorous environment, often crude and rude sense of humor. comms are 100% NSFW at all times. consider this your ONLY notice. ==> Players Experienced in DayZ PVP who don't take themselves super serious. ==> Private TeamSpeak Server ==> No drama and no time commitments. Insults and dirty looks however, are perfectly okay! ==> Never get harassed for donations again! We do not run game servers, and instead opt to invade other servers for free, while harvesting thier tears! Sound like a fun time? Minimum requirements/rules: ==> Mature enough to handle adult/crude humor (and not get offended when its directed at YOU) ==> 18+ preferred, we hate 'Squeakers'. case by case exceptions may be considered. ==> Not easily offended. ==> Self motivated/doesn't need to be dragged into a game and guided at every turn. ==> Zero tolerance policy for hackers/cheaters/glitchers. *It would also be nice if you have a bit of experience with dayZ and arma II in general, but that's not required. we're willing to help you with the finer points of what ever mod/mode were playing just have enough sense to not need to be re-taught 5 times a day the same thing. We are willing to teach- We are NOT willing to babysit. So with that Said, here's Teamspeak the info: ts55.gameservers.com:9438 FUTURE PLANS: 1. Make kids at NWAF Cry. 2. Get to de choppah. 3. DayZ SA will only see limited use for the time being due to it's performance/stability/bug issues (ALPHER LOL) 4. Take all teh Lootz! Already have a few guys you play with? Looking for a bit more fun? were happy to take in small groups that also enjoy our unique blend of zero ****s given attitude and crude humor. We also play a few other games! drop by our TS for more info! Contacts: Sovetsky - *Admin and founder.* Taylor -*DayZ Mod Tech support & Recruiter* Wolf -*Veteran Member* Fairwell - *Recruiter* Steam Group (click) -
Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax replied to xalienax's topic in Clan / Group Recruitment
still need warm bodies... -
Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax replied to xalienax's topic in Clan / Group Recruitment
main post info updated. This is the clan that doesn't end, it goes on and on my friend. (+1 if you catch the reference) -
o/ Fellow EVE player since 06' and have to agree, tho i do like the mechanical depth eve has over dayZ. I hope that once persistence, base building, and all that is in and reliable (no more wipes or deaths to stupid glitches that should never make it past beta) maybe dayZ will take that place for me too. it's sad to see eve dwindling away in its twilight years. You'll find many folks new to dayZ struggle to get up n running. especially those going it alone. i definately hope once persistance and all the stuff i said above is done and working they make survival harder, but for now i can understand not making it punishing to simply exist considering thiers not much incentive beyond spawn, gear, pvp till you die, repeat.
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Ark isn't that bad now, Just don't try to run it on SLI/Crossfire setups. More over, I'd say gameplay and content wise is curb stomps dayZ SA. (and before the alpher police show up BOTH games are in 'early access'.) I really hope dayZ gets that level of player construction/Building/etc. also its worth mentioning how even well into the game the environment is a real and active THREAT in ARK. think your bad ass rolling around on your big bad stegasaurus? OHH SHIT IS THAT A REX!? *Dead* well there goes the past 10 hours.... (for what its worth I LOVE that the higher level dinos take HOURS to tame forcing you to sit there and babbysit thier unconscious body the entire time. finally a new game that's not afraid to expect longer play sessions then 45 mins to get things done.)
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Emergence in DayZ; What is it? Is it good? KOS'ing?
xalienax replied to FlimFlamm's topic in General Discussion
I really like reading these mini essays on theory :) Personally, i think trying to analyze portions of a complex system in isolation is a flawed strategy tho. Sort of a "more then the sum of it's parts" situation. I don't believe you cant truly measure or discuss fully a mechanic or set of mechanics without fully including the context. on a side not, the PvE/PvP Distinction imho is at least somewhat arbitrary in the sence that by partaking in many PvE activities you are already engaged in PvP and vice versa... ex. 1: A person Looting (typicaly viewed as a PvE activity) picks up and item needed by another player. Is this not PvP At the most fundamental level? your are Vs. another player for a set amount of available resources in a given area. ex 2: A player kills another player in a large city. this is typically viewed as PvP, But in the context that is dayz 2 arguments can be made that; A.) The other players are part of the environment you exist in (quite possibly the most dangerous part of it) -and- B.) That person that was killed may have been actively hunting other players, as such you have effected PvE with a "PvP Act" which sort of ties back into my original theme, These elements don't exist in isolation and cant be discussed in a vacuum. -
+1 would love to see variety in infected. also would be an interesting way to make them dangerous without harming performance with massive amounts or making normal zombs obnoxious by having them harder to kill or faster then the player or other such nonsense.
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Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax replied to xalienax's topic in Clan / Group Recruitment
Indeed. tho Hayley does still rule :D also moar warm bodies for the meat grinder! -
Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax replied to xalienax's topic in Clan / Group Recruitment
Still seeking active members. Now up to 7 :) -
Pretty much my feelings exactly. I have been a "PVP" Player for the longest time; but like you; I want a real RISK Vs. REWARD to be in play. not 'meh' respawn and regear in 45 mins and go back to playing squad deathmatch. More long-lived characters and more time investment on the line when you choose to engage is only a good thing for overall gameplay. For us PvP Folks, the excitement is intensified by the risk of loosing the past days, weeks, or even months of progress in getting all the 'best stuff'. For Newspawns, The scarcity of ammunition and resources makes 'killing freshies' for 'the lolz' extremely unproductive and a waste of resources. Forging relations or hostilities with other groups on your server will be a game-changer. perhaps partake in a mutually beneficial trading arrangement- or a bitter rivalry for the available resources. the more time and effort one must put in to get established and be in a position to fight, the more they will value their lives and play more realisticly. that's a simple fact. no it won't get rid of KoS or PvP but one had best think long and hard about how they handle other players before doing something when one wrong move is a WEEK down the tube instead of 30 mins.
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Emergence in DayZ; What is it? Is it good? KOS'ing?
xalienax replied to FlimFlamm's topic in General Discussion
it's one of the odd things about 'sandbox' games. I think one would struggle to every properly quantify or measure the full experience that is dayZ simply because of the one element that the developers and the code can't ever fully account for- that players themselves. Look to EvE Online (a sandbox MMO now in it's second decade) for a prime example. Many re-active changes have been made over the years simply because the players themselves have found ways to use the mechanics of the game the the developers never imagined. Altho much simpler in mechanical terms, dayZ is much the same.