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WalkerDown (DayZ)

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Everything posted by WalkerDown (DayZ)

  1. WalkerDown (DayZ)

    GPS/Map Distances

    All that text to say that a square is 100x100 meters? ..i fallen asleep after the third row.
  2. WalkerDown (DayZ)

    What is "Binocular_Vector"?

    Theorically.. but "unfortunately" you can use the mousewheel to find the range of any game content (objects a/o players/NPC), so the rangefinder (as i said) is nice, but redundant.. or at least not that useful as you may think if you have already a NVG.
  3. WalkerDown (DayZ)

    Separate the community?

    No' date=' it was your last post the moment i checked... just trying to figure the player type you are. Shocking news for you: you can't do it anymore with the next patch. Now return in topic or go away. Thank you.
  4. WalkerDown (DayZ)

    Disconnecting to avoid death

    Zombies aren't "underpowered", they are just ridiculos: they cannot see you when they should, but they can unnaturally run at crazy speed with crazy acceleration. Luckily they are fixing it progressively, they started to fix the damage trought the wall and the LOS, then they should think about their speed and acceleration. Actually they are underpowered when they don't see you, but OP when they are in aggro mode (unless you want to handle any problem with the bullets..).
  5. WalkerDown (DayZ)

    Pending Update 1.7.1 Details

    What's the problem with the bandit skin removal you're talking about ? Trying to not punish a certain gaming style, it disincentivate the other, so now we have the opposite problem and we're again finding a solution (1/4 of the forum posts are about it!). So IMO it doesn't make sense to apply a solution to find then a solution to the solution.. it would be better to calm down a bit, thinking, and then find something better.. rather than rushing without thinking to the consequence.
  6. WalkerDown (DayZ)

    L85

    L85A2 AWS is legit. And it's probably the best weapon in the game, due to the thermal optics (it's like cheating..).
  7. WalkerDown (DayZ)

    Pending Update 1.7.1 Details

    Unfortunately, fixes are applyed in hurry without thinking much about the consequence, following the idea of: "let's see what happens... you never know if it works", but in the meantime the things goes worse (see the bandit skin removal). 5 seconds isn't a big problem, i don't think it will cause any "unwanted" death.. but it's certainly not the correct way to handle this: you MUST have the control of your character during the disconnection timeout, you MUST have the possibility to abort it in case you notice a danger before. Leaving the character in game without the direct user control is wrong on many levels, because now you're stuck: 1) 5 seconds wouldn't solve much: you still have ppl moaning because other ppl will disconnect during a firefight, just hiding somewhere; 2) You cannot increase those 5 seconds, because leaving the character uncontrolled is so much wrong; Instead of applying wrong solution, why not waiting for the right one? The right one is nothing else than: soft quitting (using the quit command in-game) > a 15 seconds timer appears, if you move it resets; hard reset (alt+f4 or killing the process) > you remains in game for 15 seconds no matter what.
  8. WalkerDown (DayZ)

    Separate the community?

    Avoid ppl means playing single player. In fact because of this (shoot on sight) the game is turned to be boring, there's no more RPG, you have only two alternatives: play alone (you don't need this, you can play the SP version), or playing the deat-match ... both are boring. What i'm missing are the first days: thrilling moments of fight "bad" guys around but at the same time those moments where you find friendly guys to meet and join for minutes (or hours) for a common objective.. this last part has been lost. PS: we have other topics discussing this, this thread is more about find a solution rather than deciding if being a bandit is "correct" or not. Because then it would be much more easy to find the loot on the non-PvP servers and use it on the PvP servers, so whenever a separation could be discussed, the consequences of it should be accounted as well.
  9. WalkerDown (DayZ)

    Why is the life expectancy going up?

    rocket didn't specified yet (or i missing his post) if the "surviving time" is the effective playing time or just days alive (even offline). If the it's about the days an avatar remains alive (not in game), then this is going to increase like the hell.. in example i don't playing the game by hum... 10 days i think, because of the kill on sight.. so i am "alive" indeed! And i'll remain alive until a proper solution will be found (or until my account will be "reset"). But if it's about the online living time.. then it's different, it could be really about ppl learning how to stay alive longer, but it would be really strange, after the bandit skin removal i didn't found a single person that didn't tried to shot me on sight.. while previusly the majority of those with the survivor skin were friendly, or well at least they didn't tried to kill you but they were just passing around without engage the fight.
  10. WalkerDown (DayZ)

    Separate the community?

    Nope. Most of the fun comes from killing folks like you. It would be pretty hard to kill folks like me.. for what reason, it's pretty easy to understand. :) However this is not about not being killed (it's part of the fun), but you showed why the more mature players doesn't wanna "fight" with ppl like you, it's because this type of childish behaviour ruins the "immersion" (killing for a reason, is different than killing because you're used to play only the traditional FPS/shooters). It's like enjoying a flying simulator, and then suddendly see someone like you flying like superman... i know it may sounds fun for you, but it's not for the other part. :) It's two different type of enjoyment.. none of them is the "right" one, it's just different. ;)
  11. WalkerDown (DayZ)

    Lets do this, Trading Station Delta - Edited

    You could easily ask to ppl that wanna join to send you a private message on this forum, so you could analyze their forum posting to understand if they are more incline to play in a team, or if they are just PvP rambos. No posts (no messages) = no access .. you need to build your reputation prior than being accepted. And if a troll setup all this? Spending like 1 month to build up a good reputation only to join you...? Well, if he has a so poor life to do all this to prepare a "virtual ambush", i'm whlling to give him my whole backpack without even fight, coz it would be so sad. :D
  12. WalkerDown (DayZ)

    Rare =/= Good

    The AKM is possibly the best rifle in the game, since the zombie aggro can be handled pretty easy (when it happens). Magazines are all around, the power is higher than any other assault rifle. I left it ONLY for the M4 SD .. because of the silencer, but for the rest you don't need anything else. So yes: rare doesn't mean better. But sometime you find cool stuff and you say: WOW I WANT TO USE THIS .. it's more like about your brain, not because it "works" better.
  13. WalkerDown (DayZ)

    Separate the community?

    Sorry, no posts allowed from this type guys: Next please. :) Yuppo, well the possibility are a couple.. you "phisically" separate the community.. but i don't like much the idea to be honest, it's like making two different games where they won't communicate to each other; or (better, imo) the "easy life" problem in the safe zones could be handled with a loot spawn differentiation. In example in the safe zone you won't find those military loot, but you can find food more easily.. and stuff like this. Also your "humanity" can influece your access to the safe zones.. so in example you should have a certain humanity (not so low) to go there, it could simulate to being accepted by a semi-pacific community. Ideas are endlessy.. but any of them requires major modifications, so they wouldn't be around the corner. Anyway i think it's better to start to think about it from now, instead of concentrating only on temporary work-around and fixes (like the bandit skins alternatives..).
  14. WalkerDown (DayZ)

    [VIDEO] Best ways to kill/Survive agro'd zombies

    Unfortunately this is going to be outdated with the upcoming patch. :)
  15. YES Anything that can help to distinguish serious players from CoD kids is good. *BUT* why removing it from the debug menu? I can just ask to my team mate how he "perceive" me to know about my humanity. It will only penalize the lonewolfs (those ones with no friends to ask to.. lol).
  16. WalkerDown (DayZ)

    The flies/crows on very low humanity discussion

    Living...? You mean: respawning. This is the argument that none of the "living in an apocalypse is dangerous" professors didn't mention in their comments. Ppl are playing this like CoD because they can respawn, if it was like the real life, 99.9999999999% of those forum Rambos wannabe would have been hiding under a rock, dying by their own fear, and not camping on a hill shooting at strangers with a sniper rifle while eating beans. Give to us a MINIMUM 24 hours respawn time and let's see what happens... you don't like the idea? Don't you? Indeed.. this is a game... That's why i say: realistic my ass!
  17. WalkerDown (DayZ)

    Why is the life expectancy going up?

    Easy: it's bugged. Seriously without knowing the formula used, it's hard to tell. The "life" is just the online playing time?
  18. Acne on those kids works better. and it can be seen at fair distance.
  19. WalkerDown (DayZ)

    Pending Update 1.7.1 Details

    Rember this is 5 seconds *without* the user control.. no game does this, it is a work around until a proper solution (i guess). Since you can be killed without you ever know.. it's not like you have to wait 5 seconds, but you're force into the game for 5 seconds without you can even see/know what's happening in those 5 seconds. It would have been different if you had the option to abort the disconnection and react.. in that case more than 5 seconds would have worked.
  20. WalkerDown (DayZ)

    20 words or less: Spawning without a weapon

    It would works if only adults were playing, but unfortunately it's not like this and the griefers kids will ruin a possible good idea: I already see ppl camping over the beach killing just spawned players, it's already happening now, but without a weapon it will be tons worse coz the griefer doesn't pay even a minimum risk. I think a respawn (mid-long) timeout works better. PRO: - You cannot recover your loot: it's not supposed you recover all your loot, it's just too easy for an organized team to do so. In fact when i played in team i wasn't "scared" at all, since i known that if i were dying i had the possibility to recover everything within minutes, because all my friends were protecting my gear! - You don't do much stupid things: because if you die you cannot start to do the same stupid things again.. and over and over again. You'll be annoyed to have to wait a "long" time before playing again. This will give much more importance to your "life". The timeout may be even "proportional". So if you die a single time in a day, you won't be penalized much (ie: a newbie won't be frustrated to have to wait), but if you die continuosly it means that you're a potential dickhead (lol) so you deserved to wait. CONS: - It's not really gaming friendly. I work in the game industry, if i propose something like this to my co-workers they'll think i'm going nuts. It would potentially send away many casual players. Whenever it is a good thing for "us" (hardcore gamers) it's not a good thing under a business point of view (obviously). But this is a decision that only the game owner/developer can keep (money-wise). EDIT: Holy shtit.. i think i've missed the 20 words thing!
  21. WalkerDown (DayZ)

    It shall not punish gameplay styles

    If you pay a little attention to the human behavior, you would notice that any of our actions are child of the preservation of the species. From basic decision, like finding food (today money) to survive, while passing to the sex to procreate, or being scared to do certain dangerous things that may results into serious injuries or the death. Anything you do any single day, even uncounscious, is aimed to one thing: being alive .. that means to survive during a possible apocalypse, or live longer and possibly "happy" in a everyday "normal" life. So until you give a much more importance to your life (or to your digital life in a videogame) you wouldn't find any behaviour similar to the real life. Simply as that. How to start (or force?) people to care more about their "digital life"? Obviously loosing your game progression isn't going to work (especially if you spawn already with a weapon; and considering that the game is fullfilled of many other weapons; plus the rare loot is just a treasure hunt, it's not that a NGV makes you invicible). So what it can be done? I dunno, the proposal are many, but they are so distant from what you would do normally in a videogame (in example 24 hours respawn) that i'm not sure if they would ever be applied.
  22. WalkerDown (DayZ)

    It shall not punish gameplay styles

    Bandit skin were introduced trying to compensate the consequence of killing someone in an artificial way, since this is a videogame, and killing a bunch of pixels doesn't produce any consequence, but often the opposite: in videogame it is fun, in real life (at least for most ppl) it is not, you don't kill other (few remained alive in the whole world due to an apocalypse) chaps just because you're bored. It was the perfect solution? Nope it was not, but it shouldn't have been removed without an alternate solution, since the consequences were too obvious.. and in fact now we have 20 threads per day of ppl annoyed by the unstoppable death-match. Again: none wanted to "punish" a certain playing style, but since this game is supposed to replicate an actual behavior, you need to find the right mechanic to compesate the absence of certain feelings: - Scared to death: you are not scared to death in a videogame. You may be annoyed to loose your loot.. but not that much, and anyway it's so far to the real fear of being killed that i won't even imagine a comparision; - Afraid to kill another person: in you are not in a video, instead it may be fun. In real life killing another person (even if under pressure) isn't like killing some pixels. But seems already too obvious to me. - Fear: you're in a zombie apocalypse, you can die any moment, you would be scared to hell! The first thing you'll do is probably to team up with someone, imagine even basic things like sleeping alone during the night, having another couple of eyes (or even more) and doing shifts would save your life! But here.. you can just disconnect, you don't need anyone else skill, you can live alone forevere.. so you don't need the others, then: better to kill em. This and many other (obvious) differences makes a videogame different than real life, some of them cannot be replicate digitally, so you need to apply certain solution to level the gameplay making it more like the real life. Bandit skin was one of those "compromises" .. not perfect, but it someway worked until a proper solution.
  23. WalkerDown (DayZ)

    Disconnecting to avoid death

    Why ppl are so annoyed of other players disconnected? Whenever they really do for an emergency or to cheat the (possible) death, why do you care so much? I recognize it is an exploit, so (in most case) it shouldn't be considered fair at all.. but honestly, whenever i NEVER disconnected during a firefight (the few i had), i neither blamed when someone did it "to" me. It must be because of my playing style.. before i turned into "another deathmatch player", i had to shot at other player for only one reason: to not being shot! So if you disconnects, the results is almost the same: you're not dangerous anymore for my life, since you disappeared... and this is more than enough for me, or even better: i don't have to look for you, risking my life. It must be because i already have anything, so i don't need ppl loot.. so who cares if they disconnects? And plus, is it really necessary to steal someone else loot, when you can collect almost anything within a couple of days? I think the ppl in rage for this exploit, are those ones that are too much addicted for the PvP... otherwise honestly, there's so much more important things to fix, this disconnection thing should be handled with much calm to find the "perfect" solution, find a fix in hurry would only makes the thing worse.
  24. WalkerDown (DayZ)

    Pending Update 1.7.1 Details

    Being able to hide from a zombie aggroed opens the game play to a whole new realistic level. Now we miss only a more convincing zombie path & speed (no zig-zag or crazy acceleration; atm if you gain an advantage you may loose it in a second because of a ferrari-zed) to make the "raids" much more trilling, fun, and similar to what we have learned from the fiction (movies, novels..).
  25. That's not my experience, when i left the game we were ten, with 3 of us playing regularry hours per day. We ended to do nothing else than hunting other players for fun, killing em, and without even risking our loot.. because if one of us got killed the other were defending his backup to be recovered minutes after. It was so damn easy and unrealistic (where with "unrealistic" i mean literally far from the real life, and like a videogame) that we got bored soon after, we all left with full loot.. nor because we died. This is what's the game is now, you have 3 players type: 1) The smart lonewolf: he lives in the forest, he never have any contact with anyone else, he can stay there forever... but he'll get bored before (unless he's a nerd.. lol); 2) The jihad player: he start to shot as soon he spawn, he shoot at anyone, and he repeat the process probably 50 times per day.. because he thinks: who cares? I can respawn forever.. and with a pistol, let's use IT!!! He dies so many times that he'll get bored soon enough. 3) The uber clan member: arma veteran with many friends, teamspeak, they are almost unbeatable.. you may kill one, two.. you can't kill 10 (or more) of them. They basically own any server they join... but again, it's so easy that they get bored in a while. As you can see.. whenever you play it, you'll get bored. What you can do to save the game? Offer the user interaction .. something that is completely missing now. That's what *I* think.. it's not that i pretend to be 100% right.. this is what *I* see, and that's why i left the game waiting for better days.
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