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Everything posted by xalienax
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Dirty Rotten Bandits [DayZ Mod, EPOCH, *PVP FOCUS*] [TS3]
xalienax replied to xalienax's topic in Clan / Group Recruitment
After a Long break we are back in business. Now playing vanilla mod and epoch, among other games such as war thunder and chivalry. hop on board for more fun in your gaming today :) -
It'd be kind of a ripoff of stalker, but id love to see pripyat and the surrounding exclusion zone. There's something so fitting about the backdrop of a slowly crumbing city abandoned for 'round 2 decades that just fits so dam well :o (not to mention all the fun we could have with the supporting lore and possible game mechanics.) That urban area... and tell me it would be creepy as hell creeping thru those broken down apartment blocks in the dark!
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Multi-Person Mechanics to discourage KOS
xalienax replied to FlimFlamm's topic in General Discussion
I agree with the dispersion of loot 100%. it also stops folks from being able to reliably 'exploit' known 'prime loot' spots by server hoping or such. that said, I think there should be considerably less then there is now (which unless i missed something is just basically pre-global loot amounts). Again KOS is and always will be there. imho it makes the game interesting. it brings the risk factor up ten notches. My most memorable moment in SA was running to berezino starving. i make it into town without pulling any aggro- then as i get to the market i hear some talking followed by a hail of gunfire. ill equipped for combat i had no choice but to quietly flee the area. later finding a can opener saved my life (bear in mind at this time many things now usable couldn't open cans). those decisions.. those moments. having to either try to negotiate with these people that presumably just murdered someone- or take my chances rummaging through houses in the dark with little time left to spare. imho that's the core of dayZ. every choice, ever decision, could be your last. One of the reasons i hated mods like over-watch is that abundance marginalizes time investment and thus the RISK. 2017 was probably the best community mod for dayZ. reduced loot then they pile ontop cold climate can kill you too! was it ever as popular as easy mode mods? of course not but it was by FAR the most exciting. even some early epoch servers (before all the doner pack madness and uber military gear became the norm). spending weeks on your squads base. all that time and effort invested then you end up sparking a rivalry with another squad/clan and it's all on the line. if you can respawn and be back to your previous status within a few hrs of play none of it really matters anymore. the risk is lowered. the excitement of possibly completely loosing hundreds of hours of progress is lost if there is no real progress after the first 10 hrs. -
Multi-Person Mechanics to discourage KOS
xalienax replied to FlimFlamm's topic in General Discussion
i don't care about KOS. it always has been and always will be there. PvP should not be the guiding purpose of development. dayZ is a survival game that leans more towards simulation. This is coming from a PvP player mind you. I have never and will never play 'berry picking simulator'- but i dont want to have all the best stuff in just 1 or 2 sessions. i want to have one character 2,3 6 weeks later and still have stuff im 'working on' rather that's end-game content like bases and farming or top tier weapons and kit for them. I should Never be in a position to take resources for granted. ever. I don't want to penalize any one play style. you have as much chance of finding the bullets as the next guy. that said simply not being in fear of starvation or the elements should be priority #1 for a new survivor and take alot of time to get to the point where you can be reasonably confident that your needs are met. also our definition of 'kitted out' might be a bit different. remember that in dayZ a good 70% of winning a gunfight is landing the first shot before the other guy knows he being stalked.a pistol or a blaze is a perfectly valid weapon for 'defense' 'armed' to me = any firearm and a few rounds for it. Kitted out = all the best stuff. high capacity clothing, pack, military weapons complete with attachments, etc. a weapon and a few bullets should be very doable withing a few sessions. having full mil-spec gear and all the attachments to go with and enough ammo to not be counting loose rounds.. THAT should be the territory of characters like yours that has lived for over 100Hrs of actual play. many many sessions, chopper crashes searched, etc -
Multi-Person Mechanics to discourage KOS
xalienax replied to FlimFlamm's topic in General Discussion
it should be hard. it should be brutal. simply staying alive should be beating the odds. You shouldn't have it easy. no one should. as for my numbers? rough ballparks. what i was trying to illustrate is the relative rarity I'd like to see. i want to be Hard-pressed to simply stay alive. that has nothing to do with with not 'supporing other play styles' you can still be PvP oriented. you can still rob, steal from, or scam other players. or just kill them and take thier stuff. But messing up with your last 3 rounds should be a risk you have to think about. you should not be 'kitted out' in your first few days. you should be simply trying to get in order the means to stop yourself form dieing to hunger/thirst/the elements. I want situations like; -> I have the drop on another player..ehhm.. but its kinda far.. maybe im not that good of a shot. shit! i only have 2 bullets. maybe i should just slip back into the treeline and look for an animal or an easier 'mark'. -> Hmm id really like this extra drum mag.. but if i don't keep this canteen of purified water.. i may not find another source that's 100% safe... and even so am i really going to come up with 75 rounds? better question can i afford to just spam 75 rounds? probably not. get my drift? Hard decisions. Hard to stay alive. Everything should be complicated by the fact that you can't count on finding everything you need easily. even the basics should take a bit of work. -
Multi-Person Mechanics to discourage KOS
xalienax replied to FlimFlamm's topic in General Discussion
Survival isn't fair. Id like simply being able to keep my character alive being an achievement. as a freshie I should be AVOIDING confrontation at any cost. Imho a 60 Player servers population should look something like: 2-3 Kitted out guys (assault rifle/MG/Sniper/Other military gear). These folks have been alive for weeks maybe even months. they likely also have friends. 15-20 "armed" guys. these folks have weapon very capable of dropping other players but better spend ammo carefully. they also dont have the top end weapons and attachments the top tier folks do. 20-30 "Bare bones" survivors. These guys have a weapon best used for hunting or a last resort in a confrontation. Ammunition is priceless and should probably be used to kill thier next meal rather then death matching in elektro. 5-10 freshies. Self explanatory. these guys are just starting out. if they make it one rung up the ladder they've already beaten the odds. the last thing i want is a BALANCED dayZ. that would be terrible. I want a very real risk of dieing because i chose to not carry that canteen or food item. -
Multi-Person Mechanics to discourage KOS
xalienax replied to FlimFlamm's topic in General Discussion
I've been advocating this from the beginning, and i think this is one of the great potentials for 'global loot economy'. I'd like to find just a few loose rounds sometimes. remember that chernarus area exists in the same universe supposedly as the events that took place in A2. All the guns didn't just disappear, and while many may have significant wear and tear it stands to reason a good amount of them would still be kicking about in various conditions. Ammo on the other hand, would be a rather finite resource once society is a distant memory and gone with it modern production methods. Having a rifle and just a handful of bullets should be 'doing prettty dam good'. one should have to really weigh rather they want to engage based on the very real possibility they might not come across any more ammo for a few days. In a survival scenario; everything that was dependent on pre-outbreak production should be a massive luxury. -
It needs a lot of work, but that's why this is an alpha. The first go at persistence and global loot economy was terrible. Some servers bugged and got no loot, while others had all thier loot in 'loot splosions' in a single location. I do think there needs to be more dispersion of loot tho. Loot spawns should 'make sense' but be dispersed in such a way that one does have to travel to get 'all the goodies' not just switch servers 5 times at the 'best type of building'. edit - on comments from 2nd page; You cant tie the pop drop to a single thing. As other have pointed out other games have released during that period which appeal to a similar audience, some servers being bugged during the implementation of global loot caused some clans/communities to go elsewhere for a bit. After that I flat stopped playing SA entirely and won't likely return till beta/release. Design decisions i don't agree with on top of the alpha-related issues is just too much for me to find enjoyment in the game at this time.
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TIL the only trustworthy people in DayZ are nine year olds.
xalienax replied to Grimey Rick's topic in General Discussion
Most stereotypes and generalizations are at least rooted in a bit of truth. It's a shame that those to who it doesn't apply are forced to bear the cross of their shitty peers. -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
xalienax replied to SmashT's topic in General Discussion
they just need to fix network synch for them imho. I'm beyond sick of phantom punches, punched thru wall/floor, etc. If any of that rubbish makes it past Alpha that's pretty much game ruined imho. I don't care about balance, or frames, or anything else if I'm going to get Mike-Tyson'd thru a freaking brick wall. -
Say goodbye to you flashlights. (and free batteries)
xalienax replied to emuthreat's topic in General Discussion
2 things that'd make me take an interested in playing again Zombies that work right and 24hr day/night cycles. -
the problem with dayz: not dank enough
xalienax replied to Wookieenoob's topic in General Discussion
agree. as much as there have been times where I wish I could hop over an annoying collision box on something I think 'jumping' would bring way more problem to the game then any benefit it might offer. -
the problem with dayz: not dank enough
xalienax replied to Wookieenoob's topic in General Discussion
For actual stats? I would point to to massive increase in Arma 2 Combined operations sales on steam after dayZ mod went viral. Obviously we cant prove how many of them went on to buy the SA, But i know almost everyone i Played mod with jumped on the SA train the first week it was available on steam. the story repeats in every major mod community that pre-dated the SA being released on steam. I'm not saying they should copy the mod exactly (tho I would prefer they stay as close to the familiar core as possible); I am however saying they walk a fine line when it comes to PR. Without the fanbase/coverage that the mod had established SA would have likely never existed or entirely flopped. basically what im saying is its something that has to be given consideration. drift too far from the core gameplay that your most loyal fanbase associates with the title = massive backlash and a PR nightmare. Coppy the mod and you risk angering all the new customers who will look at ti and be angry that you 'coped-out' and didn't deliver a new and original product for the price. -
Can someone tell me if this is normal thing to do?
xalienax replied to NomadZ's topic in General Discussion
this. ultimately I say complain daily and never stop abusing it until the pressure to fix the nature of the camera bumps to #1 of the development priority list. -
the problem with dayz: not dank enough
xalienax replied to Wookieenoob's topic in General Discussion
Ultimately the problem is that you have this big can of worms; Many dayZ customers are former Mod players. Many of us want a continuation and refinement of that experience. this is a difficult thing that any developer faces when they take a mod and try to go retail with it. Alot of your sales (especially early access and pre-orders) come from fan loyalty to the originating MOD. those players expect, no- DEMAND, the same sort of niche experience that the mod gave them. its a fine line to walk- you have to be original/good enough as a stand alone product to be worth buying over the old game and it's mod but if you diviate too far from the aspects of the original mod you can be guaranteed nothing but bad press and a massive backlash from all the customers who came from the mod. -
'End Game' content does need to be in, and implemented well. As much as it is a survival game, most folks don't want 'berry picking simulator'. While it shouldn't be forced upon you there should be lofty goals and reasons to work together once the basic needs are met.
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some variation within reason would be nice. i wouldn't want easy mode nor super zombies, but having a slight element of unpredictable behavior would be cool. maybe a few different types of attacks too. eg. Jump/lunge, running swing, tackle, etc.
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the problem with dayz: not dank enough
xalienax replied to Wookieenoob's topic in General Discussion
I wish they had gone with more of a STALKER-like feel with cities run down, more broken windows smashed in doors, etc. (perhaps even some decay/disrepair of some structures if this is indeed some Years after the outbreak.) Even if its not that long, much of the wreckage around in the mod would lead one to believe there was a government/military response to the outbreak at some point. During this time of mass paranoia and containment there would be obvious damage. (not to mention zombs smashing thru doors and windows to get at fresh meaty survivors) Note the obvious damage on these buildings. you can tell they have been subjected to the environment without maintenance and likely damage by the ongoing fighting mutant animals as well. *Warning to phone/mobile users: Spoiler contains large images -
which is THE time to bitch, moan, and complain, and hopefully in the end we'll end up with the most hated things revised or replaced with better mechanics. 'Squeaky wheel gets the grease' and all that.
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Aircraft: What kinds would you like to see? Share your opinion!
xalienax replied to FlimFlamm's topic in General Discussion
force manual rudder input/turn coordination like a proper flight sim. -
How to easily set up US434's global chat feature
xalienax replied to BC_Hawke's topic in DayZ Mod General Discussion
the blue text never bothered me. it was there from day 1 and i was always fine with it. i do wish as a former admin that there had been a way to turn off voip PER CHANNEL so that direct would still work but side/global would be text only. as i remember the server.cfg only had a Voip completely disabled option. The biggest annoyance is not being able to clearly see my game while text chatting (steam overlay) nor can i simply hit enter and resume control of my character 'instantly' if i hear or see something. aside from that the smack talk and flame-baiting between clans always made for good entertainment on long hikes :P -
How would you feel if 1st person perspective was mandatory?
xalienax replied to FlimFlamm's topic in General Discussion
quoted for truth. ->1pp players kicked up a storm about how they couldn't have their immersion without being at a disadvantage ->Devs Listen and Give 1pp only its own seperate hive so they never have to deal with peeking again. ->1pp 'advocates' and 'elitists' continue to whine about the existence of 3pp daily. GO PLAY YOUR DAM 1PP SERVER AND STOP CRYING ALREADY. this is beyond a dead horse topic at this point. the horse has decayed and turned to nothing but a skeleton and the same vocal minority continue to bash away at it day after day. -
^ this. We should have been collectively been pushing for 1 hive and a less 'abuse-able' implementation rather then taking sides and beating the horse to death then flogging the decaying corpse for the next 3 months.
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TIL the only trustworthy people in DayZ are nine year olds.
xalienax replied to Grimey Rick's topic in General Discussion
Lol.. my own wife has shot me because i had a gun she wanted :P not only that.... i had to listen to her laughing hysterically in the next room while begrudgingly hiking back to my body >.< -
It's a shame isn't it? instead of being so divisive people should have been pushing much harder for making a workable solution a major development priority instead of accepting this divided community BS. like i said tho- I once supported 1PP side mainly because i dislike the ability to exploit the current implementation- that said its a feature that has existed since day1 of the mod, one that's widely liked and appreciated and already confirmed to be staying. Fixing the exploitable nature via any one one of the many meathods suggested would have been better then splitting the player base. funny the 'hardcore' 1pp Guys praised the BIS gods for seperate servers/hive ... the same ones now complain about lack of players... when 2 different hives probably nearly halves the possible players on that server >.< gotta love that 'may way or no way' attitude that always ends up like that.