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Everything posted by xalienax
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The pitchfork, the ultimate weapon for the zombie apocalypse enthusiast
xalienax replied to sachad's topic in General Discussion
^ seconded. spears in there most basic form are one step above smacking things with a stick (hey lets sharpen the stick and thrust/throw it at them!) -
Not sure dayZ will ever become fully mainstream but yeah its a disgusting trend.
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I like this simple 'background check' method. it punishes server hoppers without preventing you swapping thru a few to find one you can get into with all your friends. If you ever tried to get on a high-pop with 5+ friends generally SOMEONE is going to have problems, meaning trying multiple before you can all get decent connection and frames. you can join multiple servers, but not exploit by swapping back n forth with this system. +1
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not arguing that for a minute m8. in fact i welcome a harsher dayZ. If i had my way, we would have seasons too, and frostbite in winter nights, forced 24/hr cycle on all public servers, etc. my point was that the 'casual mods' existing isn't a bad, i actually see it as a good thing. let all the kids and the P2W badmins go there and the hand full of us who want a harsh brutal experience play the handful of servers who give that My favorite mods from the Mod days; Vanilla. hey thats where it all started2017. brought in the environment as a lethal factor and much less gear then even vanilla.EARLY builds of origins (deep crafting system, need for different clothing in the cold snowy parts of the map. Shame it was ruined by later builds going towards casual/clanwars focus)DayZero. Early builds were basically vanilla with better sounds + less FPS issues on high pop.
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actually it was the total nuking of the server system for A2 with the gamespy shutdown that did most servers in (stoped many of the common tools for clients to find servers and manage thier mods from working). was it mass popular? no. but there were *populated* servers for it for quite some time. mass appeal is always going to draw in more number but personally i say let them go. the player quality in the few remaining vanilla and hardcore modded servers will go up as a result of the mindless masses going to things like overwatch and epoch. no loss imho.
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like how everyone likes to demonize modding. do you really want to play with the sort of people that would prefer those casual mods anyways? and dont forget; that same door opens the potential for something even harsher than vanilla. ref. dayZ 2017
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Yup less loot was nice, they just need to get the kinks out of the system and bring some reason to loot spawn probabilities with regards to specific locations.
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Someone on the first page had it right. We need loot scarcity back, but it also need to be within reason- and work properly. even the devs outright said the system was not functioning fully. some servers were broken, etc. rare Loot = good need to travel for items = good Scouring all the hospitals for med supplies only to find a loot'splosion at an outhouse in the middle of nowhere, complete with firearm is NOT good.
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what do you think of the current inventory block system?
xalienax replied to Wookieenoob's topic in General Discussion
^This get rid of the slot system entirely. -
Towns should be FULL of junk loot and very few usable loot
xalienax replied to andrestor's topic in General Discussion
I've seen many things go down in flames due to being over-ambitious. I'd much rather the Devs understand thier scope and deliver on it well, then try to cram in as many raw features as humanly possible that aren't polished. Im not saying to not push the limits a bit, but know what the technical, time and fiscal limits are and work to deliver a complete polished product. -
Key to staying alive in dayZ is to trust no one. The outfit, gear, etc is no assurance of safety, and we've all seen plenty of YT videos and heard the stories of being betrayed because you found something that person you teamed with decided to take for his or herself. situation awareness and learning to read people is everything. when in doubt, avoid or break contact if you don't want to KOS. I don't play as bandit, hero, friendly, or KOS. I play as a survivor. Someone who makes decisions based on each situation separately, to keep myself and my own crew alive as long as possible. i am Opportunistic. Sometimes i can kill someone clean and get the gear with low risk. sometimes im better off attempting contact or just avoiding it. all depends on the scenario. "Play smarter Not harder".
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I agree. with the idea of making the aircraft "simulator"-like flying controls. (Think DCS with all realism options ON mode or X-Plane). Only those with some sort of peripherals and a basic understanding of flight would be able to get a few feet in the air without the craft spazzing out and crashing. (Main reason why i choose X-plane over MSFS. no autorudder nonsence and the flight models tend toward more realistic behavior.)
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Towns should be FULL of junk loot and very few usable loot
xalienax replied to andrestor's topic in General Discussion
While i agree entirely i do think there is a limitation to what we can realistically expect. it would be great if everything in the game was a self contained physics object and could be crafted/altered by the player. prying individual boards off a house, breaking glass like in your example, even grinding a piece of scrap metal to an edge on a rock to form a basic metal blade but i honestly doubt it can go that far. at some point you have to draw the line and finish other features because lets be honest they could spend the next 5 years on just amking crafting for every rock, nail, brick, board, etc in all of chernarus. -
Towns should be FULL of junk loot and very few usable loot
xalienax replied to andrestor's topic in General Discussion
Its good to see that somewhat logical loot system is indeed aimed for, and this is a shortfall of the current build. :) -
If they were to do this BIS would join EA on my 'boycott anything with this logo on the box' list
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IMHO the best path is difficult handling that requires a general degree of understanding from the player. Let me decide my own fate through knowledge and individual skill, not have the game or for that matter the devs tell me what i was before the outbreak. If they are going to tell me what my avatar does/doesn't know based on some assumption that im 'Joe knowsnothing smith' then i also demand they give us lore, a timeline, and a reason why everything is the way it is. stop cherry picking.
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its really funny, if people just treated the ladies like everyone else none of the nonsense they get accused of would be an issue. its all the stupid kids who are like "ZOMG A GURL ON MAH GAMEZ!!!11 GIT HER IN OUR CLAN NAO!" that set them selves up for it. You should be suspicious/cautious of ALL random/neutral players regardless of gender.
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shoulda been doing that all along. If it moves shoot it. if it screams 'STOP I'M FRIENDLY!' shoot it again.
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THIS. A MILLION TIMES THIS. this is also why i want dispersion cones altered by optic and ergonomic attachments permanently removed, and replaced with proper ballistic simulation of each physical bullet effected by gravity, wind, etc. and it's initial trajectory calculated based on the physical orientation of the weapons barrel at the moment of firing (and these ergo attachments could perhaps reduce sway in some cases). Player skill and ONLY PLAYER SKILL should be the sole factor. characters shouldl be blank slates and representations of the PLAYER. nothing more or less. the same applies to vehicles.
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Couldn't agree more! This is alpha, and that makes us testers. and we should complain when we find something to be broken or bad for the game, and continue to complain untill either the squeaky wheel gets the grease or the devs outright decide to go the other direction. that's how you get a better product, not by defending it or excusing it, or accepting it, but by tearing it apart at every flaw until that flaw is fixed then tearing it apart for the next one untill that is then fixed.
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'cause sometimes 'the game' is more fun. In our little group its not uncommon for one of our members to approach/befriend others even join other groups and lead them into traps or later betray them :P Why play harder when you can play smarter? Social Manipulation > Any gun in the game. It's down right hilarious how many people have given my wife the weapon she later used to kill them. She's gotten so good at getting people to trust her and welcome her into thier groups/clans/skypecall/etc that 90% of the time we just have her go make contact with other players, then either direct us or lead them into a waiting ambush (and in turn she gets first pick of all the dead peoples' gear)
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IMHO it does help. It creates a dynamic- those who work together (regardless of rather their nice or asshats) have a huge advantage as they would IRL. so you either; A. Choose to be part of a group for an advantage B. Choose to NOT be in a group and be at a DISADVANTAGE in direct action. simples. also as for it being bad game design? extremely asymmetrical game modes have always been my favorite. I Used to be in a Milsim clan that ran Arma 2 with ACE MOD and i Always took OPFOR/Insurgent roles against US Army/UN forces that had artillery and CAS while we had a few technicals, rifleman and the ability to be flexible. Its not that different in dayZ. Vehicles are big, loud, Logistically intensive resources. the lone wolf/small group can easily hear them coming and dip into a building and hide from them, probably determine where they are coming from/going to and in time track down the 'clan base' and steal said assets if they are patient and smart about it. Small groups and lone wolves should NOT be directly confronting clans/large groups/milita/what ever you want to call it. you play smarter and use the ability to work quickly without carting a circus around with you.
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That IS realistic tho. Look at any place where law and order has broken down (Social collapse). what you will generally find is that it's the orginaized criminals and warloards who have the nice things and working vehicles- and not normally because they are nice to others or a benefit to the society they exist in. As to the topic of aircraft; Primitive things like ultralights/autogyros which in their most basic form could be built by a mechanicly-inclined individual with some basic understanding of aerodynamics would NOT require any advanced formal training to fix or operate. If anything it would be the logistics of gathering all the assorted items needed to build or get one running then the 'waste' of fuel to run it that would be the main limiting issue.
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I literally did this while playing on a 1PP server to someone once. held them up then kept telling them to 'Get back" until they backed up off the building