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Everything posted by Dreygar (DayZ)
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If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
Slyguy65 So what you KoS if so STFU of course it doesn't affect you it would be like asking a psychopath which person should live their mom or dad...they don't give a fuck so of course they don't care. (Quote function not working) Why do you think skins wouldn't make a difference to someone who KoS? Is it because they know of their intentions and they don't need a skin to dictate to them what they are supposed to do? So why do you think that you, the potential victim, should have an indicator of the intentions of another person? -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
Slyguy would be a perfect example of someone who has been KoS plenty of times, and is now bitching about it and its need for indicators. I think somewhere in this thread I explained I am not someone who KoS. Funny thing is that I honestly don't think skins will be making it into the SA though so you guys can bitch all you want and I'll entertain it for the meantime. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
I remember the first time I was killed by a player. I was crawling into a hanger at NW Airfield, didn't even get inside when I got the "You're dead."Screen. Sniped. I was upset, so much time invested. I wasn't being hostile, I didn't even get the opportunity to say hello! I remember coming onto the forums and bitching, and looking back that is exactly what I was doing. Though I realized that it is the beauty of this game to allow you to do WHATEVER you want. If you are worried about humanity and morality, you don't need a game to simulate that for you. Your own actions chooses that for you. You want to be good? Do good things. You want to be bad? Do the opposite of being good. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
Keep skins in, take them out. I don't care. It's not a game changer for me as it seems to be for you guys. I don't need any visual indicators to determine the status of another player, simple as that. You guys can try to say it "simulates" humanity, where it really doesn't but it's just your way of needing an indicator. Probably because you've been KoS so many times. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
When I pulled that trigger I've already decided what I want to do, I don't do it because I think I'm going to turn into a towel-wearing skin. The consequence of the game is this... I pulled the trigger, that person is dead. The end. I just ended someones game. I didn't pull the trigger, that person is alive. The end. They go on to play. -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
Unless Rocket is going to make it so only you and those you allow can enter your underground bunker, this same thing will apply. Though if that is the case you can make it so you and only those you allow to enter your player made structure. I mean, nothing is yours in this game anyway. That vehicle you're trying to hide, or that tent that has all the valuables you've collected over your days. Course someone can threaten your home but that is why you defend it, or if someone is already occupying it... That is why you fight to take it back. Least player killing will actually mean something. -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
To me it is not obvious and barbed wire, sandbags, and tank traps are hardly something I consider "base building". I've mentioned this before only because it is the best example of how player structures work... is Starwars Galaxies (made in 2003). That did exactly what I said, and it also enabled you to build entire cities. You had to pay for them using ingame credits to be maintained or else they would disappear, granted. This enabled players who built stuff and then stopped playing the game, their stuff would then disappear. Though since we don't use credits the game already does something similar with tents. That they disappear if not used within like 7 days upon owners death. To combat "spamming" of dropping random structures, for one I imagine a large structure would be very resource heavy. So I doubt someone is going to collect all those resources just to drop it in a town, which brings me to my next point. In the game mentioned above you couldn't build within a certain range of a town. People would also be abe to destroy buildings in DayZ. The larger your group, the more resources you can gather and you might be able to build quite the base with walls surrounding your compound and everything.. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
Humanity and skins does not in anyway shape or form determine how I play my game. I will still be cautious, I may still shoot you for that back pack you have on, I may still attempt to befriend you so that we can team up and raid the NW Airfield. The game cannot predict my motives, and even if I am forced into a skin it still doesn't change my motives. I may be wearing a bandit skin but I'd give a transfusion to another player, I'd still shoot the bandit sniper harassing players at cherno, I mean the list just goes on and on and skins won't dictate how I play my game. If someone is shooting at me because of whatever skin I am wearing, I'll shoot back. One of us will die. I'll start over or otherwise continue playing the game I want to play. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
Got a thing for sheep do ya? Haha, jk. -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
I'm just trying to keep an open mind. I'm sure there is going to be a limit on how large you can actually make it, but it's probably only use would be to store items. You might be able to "tap" into the ground water to give you a source of water or something like that. Like I said, trying to keep an open mind but I am still really disappointed in no above ground structures. -
Why the skin system is fine...for now
Dreygar (DayZ) replied to FLMedic Doc's topic in DayZ Mod General Discussion
People kill people all the time. There are no visual indicators that they are any different than you and I. If there was the judicial system would have a much easier job. Every time you guys make statements like the above quoted, I can't help but picture this. Just bear in mind this is hollywood and their objective is to be over the top on everything, but in the real world people can hide emotion very well. There are TONS of instances where people have killed other people and lived normal lives until forensics or some other evidence caught up to them... Maybe I'm the only one who can see how irrelevant humanity is in a game. -
Suggestions for Authenticity to DayZ
Dreygar (DayZ) replied to DayZoey's topic in DayZ Mod Suggestions
Well all I was trying to point out is that in time you will get to know any map, so where you spawn is pretty irrelevant. What I dislike about maps like Namalsk, is it will sometimes spawn you right next to a barracks. Wow, now I have a gps, an m4, etc. I'm ready to rock! Might as well have spawned me in with that equipment. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
I agree the only way to stop player killing is to remove player killing from the equation. I completely understand what you are saying and I disagree with it. This is a game about MY story, I don't want to be forced on a team I don't want to play on for whatever reason during the course of my game. This game is a free for all, even if you think skins turns it into a team deatmatch instead. Putting indicators won't stop that. Anyone can kill anyone in this game. Bandits vs Bandits. Heros vs Heros. Hero vs Bandit. Survivor vs Hero vs Bandit vs Survivor... I completely understand the argument that you and the other indicator-wanting players are trying to make, but I am simply disagreeing with it. If I had the choice of your method of having an indicator to determine a players status, and my method which includes various things that actually affect gameplay... Though just so you aren't confused, what I suggest isn't a simple. "I want my character to look like batman." It's a complex system that allows you to survive better. Boots that might not degrade as fast, a jacket that will keep you warmer, a ballistic vest (yes, it does add to realism) that can potentionally save your life, and even some aspects of clothing that do nothing for gameplay other than allowing you to personalize, etc. When you start adding customization you will see how everyone starts becoming their own person, and not just the same ole vanilla skins. If you still disagree, then well... I guess you'll have your opinion and I'll have mine and neither of us are wrong/right. -
Destructible bridges are "EPIC".
Dreygar (DayZ) replied to sobieski12's topic in DayZ Mod General Discussion
I'm all for destructible environments. -
Suggestions for Authenticity to DayZ
Dreygar (DayZ) replied to DayZoey's topic in DayZ Mod Suggestions
If you've played the game enough you probably have a good idea where you are to begin with, you won't ever be able to replicate that lost feeling once you're more familiar with things. So is it really a big deal? -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
You're right. I don't see how forcing players to wear a skin enriches gameplay. If all players want to dress up and look like one type of faction and call themselves whatever, then that is way more immersive than the game saying... You did bad, you wear this skin. You did good, you wear this skin. You compare what I said with COD about customization, but the same argument could be said about you trying to force people into factions (bandit, hero, vigilante, survivor) whatever you want to call them which basically means. If you look like this, I'm going to shoot you... So how is that not like typical shooter games like COD? If you are a hero and you see a bandit, are you going to walk up to them and trade beans? No, you're going to shoot him. IE, deathmatch. -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
Rocket made mentioning that building above ground is too difficult/bad for performance but I don't see how that is true... -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
I'm going to have to check out wasteland. Looks very interesting. -
Rocket's plans on '''Red Faction style underground construction''
Dreygar (DayZ) replied to Itsnotcrazyuntilchachacha's topic in DayZ Mod General Discussion
This is what I think of when Rocket talks about underground building. I would have much rather seen a huge crafting skill set where a player would gather the resources, create the blueprint, and then the structure would be built/placed above ground wherever the player decided. (Think of the size of the structure being outlined overhead, move it around till you find a suitable place. It would be green if it was allowed, and red if it interfered with another object or simply not a buildable area) -
No problem. I'm just trying to avoid the... Make them faster, smarter, hit harder aspect which a lot of people associate with making the zombies more difficult. Will it make them more difficult? Yes. Would it make it a better game? No, least not to me. Having zombies sprint at me in games like Dead Island, I could run away still. I could climb on top of things. I could cut them down in one hit with my melee weapon. The gameplay, controls, and arcadey feel of the game balanced it.
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Suggestions for Authenticity to DayZ
Dreygar (DayZ) replied to DayZoey's topic in DayZ Mod Suggestions
I like it, I would also like to see fractures specific to the area you were hit/shot. Just cause you were shot shouldn't mean your leg gets broken. I highlighted one area of your post to go over something. This goes with equipment degradation and the need to find better equipment/repair/etc. Travelling over rough terrain should really wear out your otherwise normal shoes, and as the degrade your footing in things like adverse weather is affected. Though if say you found a pair of combat boots in good shape, they are designed to wear at slower rates and offer you much better traction. -
I would like to see them behave more predator like. Slow and somber when they are oblivious to the world. I would like to see them a little more aggressive when something catches their eye... investigating (but cautious like, not... I think I see something, full on sprint) and then I would like to see them fully identify something they want and go after it. I think a sense of smell is important, even more so than hearing and seeing. I am simply going by my own preferences and opinion but I would honestly prefer if they didn't run, but the game had more zombies and they were more aware. I realize that if they didn't run then that encourages people to just run around them, but even if they could lunge to grab a player or would walk with a sense of urgency rather than run. I would even use the sense of smell as an even heightened sense of smell in which they could detect a player with X radius, and begin to investigate. You could enter the barracks at the airfield but little do you know that Zombies have picked up your scent and are moving to your location... Now the barracks doesn't offer much in terms of escape so you might get bunkered down there. You can look towards the Zombie genre in cinema and I don't think there are many people that dislike the show "The Walking Dead" ... Zombies do not run but they are constantly on the move because the zombies are more aware and seem to overrun them.
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Solution to DayZ's worst problems.(Server hopping,Loggers,Self-defence).
Dreygar (DayZ) replied to ComboBreaker's topic in DayZ Mod Suggestions
I think games have gradually influenced people to cheat over the past couple decades of gaming. Press Left, Left, Up, Down, A, A, START! You have now unlocked the invincibility cheat code! Now people look for ways in forms of glitches even, like .. Hey, if you lean against this wall, look up in the left hand corner and reload your weapon.. You'll get sucked into the wall and be able to shoot out of it and no one can see you! Until a game makes an ever solid game and is vigilante on fixing any exploits you will always have this... Computer gaming, is by far the worst out of all the gaming because people can get access easily to the files. -
If the bandit skins are still in the standalone I'm going to be pissed.
Dreygar (DayZ) replied to electroban's topic in DayZ Mod General Discussion
No, what I essentially said is give us more customization and let us play the game how we want to play it. What you are saying is... I want to know if a player is good/bad just by looking at them. -
I honestly think Day Z is about the harshness of survival in a post apocalyptic world. That is kind of what Rocket was going for, but needed another element to hook in a player. Zombies are a great vessel for that. In his Q&A he didn't really talk much about the Zombies. Saying stuff like he just wants to get them acting right, so he can go back and focus on the survival aspects of the game. So to me that tells me the primary focus is survival with the element of Zombies thrown in.