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The Fallen

"Butcher Princess"

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Phatal last won the day on April 18 2016

Phatal had the most liked content!


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About Phatal

  • Birthday 03/13/1997

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  1. Phatal

    Permadeath Rule (Read it all)

    After reading the responses since my post I figured I'd add in a bit more of my opinion since everyone else is too! To the people saying 'people shouldn't be so attached to their characters' and 'you can die anytime in real life', I have 2 main responses to you. 1. If you're complaining about people being attached to their characters but you're not as attached to yours, you might wanna take a step back and try investing some time into that. People being invested in their characters is hardly something to scoff at in an RP community. DayZ Standalone and DayZRP isn't DnD. Which leads me to the second thing. 2. This isn't real life. This is a Roleplaying community based on a game. Yes, we go for a certain aspect of realism, and yes we want people to roleplay their characters life in an apocalypse, but at the end of the day its also a game. Now don't get me wrong, I still like the 3 strike death system. I just don't like the group aspect. The reason being, I don't like the idea of forcing people to leave a group and their friends. I saw a few people saying 'Expand your horizons' and 'Learn to meet new people'. Here's the thing, I played DayZRP for the RP and for fun. I made a lot of friends at one point and loved playing with them. The reason I don't go out and meet new people is because I like my friends and who I play with. At this point they understand me, understand my humor my mannerism, my background etc. Being forced away from them and to find new people or to play on my own would probably be the nail in the coffin that pushes me, and other people, from DayZRP permanently. At this point, I might be able to count the amount of friends still playing/still on DayZRP on both my hands if I was lucky. But you still need to understand that, while in real life venturing from your 'cliques' and 'groups' is something that's recommended and possible. This isn't real life. We're connecting with people virtually, learning from eachother, developing sense's of humor and mannerism from each other. What may be funny or acceptable to talk or joke about with one group of friends, may get you removed from the new group that you're almost forced to join. All I can say further about this point is, I know with 100% certainty, that the friends I played with and the things we joked about, wouldn't be acceptable in quite a few groups out there. And while yes, you could say 'well then don't make those jokes' or 'don't talk about those things.' but at the end of the day, this is a game that I do in my free time for fun. I already have a hard enough time dealing with people in the scary place known as the real world, please don't try and force me to change how I am just to fit in with other groups because a character died. Idk, that's how the Early Standalone version of me would've thought anyway. Lastly, (didn't realize I could still go on rants like this), I again think some of you are confusing 'fear' with 'punishment'. Fear is a state of mind, Fear is something that this community had plenty of before the RP was as serious as it is now. Fear was something that people felt and experienced. And, sadly, fear is a mindset this community lost some time ago. Punishing people for dying in firefights, or choosing their own path's for their characters, be it hero or bandit, be it headstrong under torture or hysterical under the knife, isn't going to bring back fear, its going to bring more salt. And by the bus loads at that. If you want Fear, you need to look at the community and figure out when and why the mindset changed. I can guarantee you the mindset didn't change because people don't feel any repercussions around their deaths, because I felt plenty of fear during the first Safe Zone when I was with The Fallen, and there were people who'd run around the day after being literally filleted alive. Punishing people for dying or making their choices isn't going to bring back fear, and the looming threat of being punished for dying isn't going to bring fear, it's going to bring stress, salt, and unnecessary tension in the community. There are other various factors I can think of for Standalone not having tons of fear. The game is clunky and we keep playing the same recycled trash (though .63 should change this) , The community has been playing significantly longer on standalone than DayZMod so standalone has lost some of its fear factor, etc. etc. At least that's what I can see, and I do have a bit of an idea as to what I'm talking about. tl;dr. A 2013-er thinks that the 3 strike system is okay, the group part isn't, and that people need to stop thinking that the lack of 'Fear' is due to people not being afraid of dying.
  2. Are people still interested in nationalistic groups?

    1. Zero


      There are people out there still interested. I don't think anyone's been able to pull off anything comparable to ZBOR though and that's what people have been trying to do.

    2. BorisRP


      There was a group named Svoboda But thier leader got banned

  3. Phatal

    Permadeath Rule (Read it all)

    Not sure how I feel about this to be honest. The whole 'fear' factor of DayZRP never used to require Perma-death rules or stipulations that made it possible to completely kill off a group because that just wasn't fun. Granted you could say that rp was lighter during mod and early days of standalone, but what made DayZRP scary for me was the idea of never knowing who you'd run into. We just had to make do with the whole people not fully dying and lack of torture methods. I have to say its 2013 and I still shiver when I watch over old videos of me and my group getting surprised by S-Gru or SDS. Honestly, I've never once supported a perma-death rule, not when I was in Fallen and not when I was in any of the more 'pvp' groups that I've been with. Personally though, I could get behind the idea of a 3-strike bullet death system. Though, I don't think making people quit a group is a good idea. From my outside perspective, this community needs to appeal and keep the people it has in it playing to keep the server alive, and all that I can see happening from making it to where bandit and hero groups who tend to get in fights often, is people leaving or getting tired of the game's current state, leading to even fewer active members whilst we all wait for the eventual .63 release. I think that the ideology behind this push is a bit flawed. Perma-deathing and making it to where people who die in front of huge groups x amount of times etc. is one thing and I Agree that something should be done about that. However, I don't think it will establish 'fear' like you want. Fear in this community has always been in the mindset. The mindset of DayZRP changed sometime in the last few years and people not worrying about losing their gear or losing their character may be part of it, but it's not all of it. I think a big reason the fear has left is because of the relative exodus of players we've had, and because of people treating DayZRP less like RP and more like a game. (If that doesn't make sense to you then sorry. I guess it just means more to me.) Anyway, to wrap up my rant. I think that, once the means of tracking character deaths comes out, making it to where people need to kill off their character is a good idea. I think that forcing people to leave or have a wait out period from their group is only going to make less people play. I think that the lack of Fear in DayZRP isn't due to this, but mostly due to a change in mindset over the years. And if we want people to come swarming to DayZRP once .63 and modding becomes available, we might not want to put super restrictive rules, such as this in its entirety, up because it'll only confuse or keep people away, at least from my view point.
  4. Does anyone actually like the stamina bar implementation? Not trying to flame, I'd just like to know your reasons for thinking it's a good idea. Kind of curious for the other sides opinion.
  5. Born to a loving mother and father, Mikhail was given the typical loving childhood anyone would want. He was loved, got to play with the toys he wanted, and always had food on the table for meals. In Mikhail's first year of Secondary school, his father would suffer a debilitating accident in a factory. His home life was never the same. His father became a deadbeat alcoholic, and his mother fought with him consistently. After doing his best to support his family, Mikhail begged his father to start working or looking for work again. In his father's drunken stupor he beat Mikhail until he was unable to attend school for 2 weeks. Through out the rest of his school career, Mikhail went from being an outgoing and caring friend, to being a withdrawn and somewhat distant loner. Realizing his home life was toxic to him, and having narrowly succeeded in graduating, he chose to move out and cease all relations with his family members. His mother wrote him now and then, but his father refused to acknowledge him as his child anymore, which ultimately sealed his relationship with his family. After using what money he had saved from his part-time jobs throughout school, he had managed to only last 1 year without work and was desperate to find a job in a job market that needed people with qualifications more than sob stories. Having reached a dead-end, he did what any other 19 year old would do and enlisted. After breezing through basic training, he chose to train for the Mountain Division. After completing both trainings he was granted a furlough for a few weeks until his first post was assigned. During his furlough is when it all broke down. Mikhail received orders for dispatch, but when he arrived at the assigned dispatch area, all he found were empty barracks and empty car lots. Him and a few of his fellow squad members and members of other various regiments gathered together and decided to start walking towards Novigrad, seeking some kind of purpose and orders. After finally arriving at a military checkpoint, he and the other members he had been travelling with were stopped and ordered to turn around and go back to Kirovograd, after taking the trek back, they were then told by 3 different commanding officers to go 3 different places. After the conflicting orders, and the evident dissipation of the country and military hierarchy, they decided to march towards ground zero to see if they could be any help there. After light skirmishes against both undead and people, sometimes not being able to distinguish between the two, about 1/3rd of the squad of fresh boot-camp graduates made it to Chernogorsk. Upon arrival into the city, they immediately understood what the ramifications of this infection meant. The city was in pieces and more reminiscent of an American old west ghost town, than a large industrial city. It was at this point that most of them, having lost friends and wanting to return to society, left for Novigrad once again. Mikhail, and a handful of others, decided to stay in the area, however their motives and loyalties had slowly become muddled over the course of the marching and fighting they'd done the last few months on their journey across the country.
  6. Add me for rare and new-player gameplay OfficialPhatal
  7. Phatal


    I thought I had posted on here, but I couldn't find my stuff so meh, may as well repost just in case. I play in Texas, and the states around it. Both paintball and airsoft. I went for a Russian Airborne Kit, the first two pics are of me, and the last is of me and some friends. (The person Russian-spying is only doing that because he has ankle issues that don't allow him to do the pose properly on flat surfaces)
  8. I'll probably re-install the game when .63 goes live. Then uninstall it and wait for Beta. Should be fun for the few months between them though.

    1. Pink Panther

      Pink Panther

      Fun fact: .63 is beta.

    2. Phatal


      Oh it is? Honestly I couldn't really tell. Why don't they just call it /beta/ then? 

      Also doesn't help that all the videos and streams say '.63 AND beta discussion'. Another reason I didn't think they were the same.

    3. Oliv


      Right now all the 0.63 stuff is still in testing, not even experimental. I'm not sure if Beta is technically going to begin at the beginning, middle, or end of 0.63 as they have said so themselves that not everything will be in at 0.63 launch.

      Nice to see you pop in though

    4. Major


      Good to see you around man!

  9. I remember so many of these events/videos and I'm in more than I realized xD ah I miss mod. But I'm sure that if DayZ doesn't work out, something else will eventually come around... I hope.. pls.
  10. I've been apart of.. both Mod and Standalone settlements. All I can say from all the experiences I've had is that no matter how much you try, things will always happen. There will be days where you don't want to be there and hate it, there will be days where it feels like going to work just to go to your settlement, and there will be days you're all laughing your asses off and having fun with friends RPing or fighting. As everyone above me has stated, you gotta be ready for the people who want hostile rp or don't want peace, and will therefore seek you out. The best way the groups I've been part of have dealt with this is, take breaks from the area when you start to get burnt out, or have a large enough show of force that would intimidate or constantly keep your enemies asking in their teamspeak channels whether or not they should initiate. If you can't/don't really have either of those two options, settlements probably aren't a place for you to try and host. Personally, I've had some really stellar rp and memories from settlements and camps, and I've had some of the worst rp ever from it. It's a very big give and take and its a process. It's not something you should just decide to start up one day. You need to make sure all your group members are ready for it and want to participate. Nothing will ruin a settlement faster than a mix of people who don't want to be there or want to be there but also want to do other things/expect more than they'll get at a settlement tl;dr : You really gotta be patient and just do your best to have fun
  11. Phatal

    Socialist State of Zagoria Armed Forces [SSZAF] (NA RECRUITMENT ONLY)

    I'm kinda confused by something. (Maybe I've just not been around and missed some things) But, in your lore you have 2 sentences that kind of confuse me. "Chedaki officials execute the Chernarussian Prime Minister, Alexander Baranov, and declares the nation the Chernarussian Socialist Republic. " and this one: "The Chedaki seize the majority of South Zagoria including the region’s capital, Chernogorsk." Again, maybe I missed something, I haven't been around in a bit after all. First one: I'm confused by this a bit. As far as I know lore wise, the Chernarussian prime minister was never executed by Chedaki, nor was the nation ever declared the 'Chernarussian Socialist Republic'. Second one: When you say 'seized the region's capital' you mean the region of South Zagoria's capital, in which case that would be correct, however you later say that the Chernarussian Prime minister was executed and they declared the nation something. It's at this point I was very confused. So, unless you mean either 1. They seized Chernogorsk, the 'capital' (in name only) of South Zagoria, then yeah that's correct. However, Cherno obviously isn't the capital of Chernarus itself, after all, because Novigrad is the Capital. But then went on to declare that the region of South Zagoria itself was a country, then alright I could buy that though I would clarify it in your story. Or 2. What's most confusing is how the alleged execution of the Chernarussian Prime Minister occurred after seizing Chernogorsk. After all, this doesn't really make sense. Why would the Prime Minister of Chernarus personally be in Chernogorsk, a war zone? Also, I'm confused in general because if the Prime minister himself were executed, then the U.S. wouldn't have been able to step into the fight in Chernarus in the first place as it would break their agreement with the UN and would be deemed aggressors. tl;dr To be honest I'm not really sure the Prime Minister was ever executed. I can understand them declaring South Zagoria a 'whatever' after seizing it, but the way your lore is written at this point just seems a bit incorrect. Now, if things have changed and the execution of the prime minister is canon now, please link me it. Or if your lore is from the perspective of the platoon, that's understandable too, though it would be nice to disclaim that ahead of time. Outside of those things above, it looked like a really interesting group and I'm glad to see the remnants of the CHDKZ may actually have presence in game again.
  12. Phatal

    Group goals overhaul

    After reviewing over the changes you mentioned, as well as having prior knowledge as to the 'SMART' goal structure, I honestly don't think that applying them to this community, and more specifically the goals in this community, is a Smart idea. (get it? its word play) The whole idea behind 'SMART' goals, is the improvement of self, group (as in real life group), and corporate effectiveness, production, and focus. In real life the application of SMART goals, also comes with a few precursor necessities that need to be completed. For one, everyone needs to be working for the same goal/s and have a reason to be working towards them, for many in the real world or corporate structure, this is for self improvement, monetary gain via work progress, and self enrichment with the promise for gratification. tl;dr, 'SMART' goals were designed for people all working as one, for specific reasons and are typically for either self, or whole group progress. However, with the above stated, I fear that a few things have been overlooked or ignored when the choice to put this criteria into effect was made. 1. As we are all well aware, DayZRP and the RP in the servers, while based on real life is not real life. 2. While it is true that 'SMART' goals was originally intended as a useful way to steer groups into a path of progression and improvement, along with result production, I feel that this is also with the assumption that all things being worked towards are in fact obtainable. 3. Lastly, I feel that, given the state of the game at the moment, as well as the general mindset behind groups, group members, the individual, and the progression of characters, as well as the unique individuality of each character, I believe it is constricting if not close to impossible to attempt to force each and every member of various groups, some of which are merely, as stated above, survivor groups or groups of characters brought together by in game encounters or brought together for no real, over arching purpose, such as the benefit and progress of a corporation or the need to improve business outcome of individuals. 1. SMART goals, are intended to be used in a real life scenario, with people all hired or working towards 1 or a few common goals. The issue with attempting to merge this into the DayZRP community and group system, is that, for one, it isn't real life. People come here to enjoy themselves and to play their character while included in a goal, they don't necessarily come to DayZRP, to have the idea behind various massive corporations, as well as various therapists and inspirational speaks, forced into their free time, time which some people use to escape this very same droning and boring concept. 2. Most of the goals that SMART goals were intended to put into place were either individual improvement goals, or goals meant to lead to the to certain gains, with the group all working towards that same goal. The issue here is, 1. People who play DayZRP don't attend it on a regular basis necessarily, nor do they have the ability to commit the necessary time to the game in order to achieve some of these goals. While it is true that you can do quite a substantial amount of days until completion. (ie 150+ days), it is still a bit of a stretch to make the assumption that people would be able to feasibly complete said task when, unlike what is assumed under smart goals, their entire day/work day is not able to be focused on said task completion. I, for example, could only commit up to 10 hours a week give or take a few to in game progress. This, therefore, leads to an issue inside of SMART goals, because while you do have the ability to set a long time bound goal, it is still a time binding goal, and in reality, SMART goals is supposed to utilize the average work day if not more of effort for improvement. Lastly, here I want to argue the idea of 'obtainable goals'. What exactly do you mean by that? An example you posted (I am paraphrasing here) was the creation of an 'outpost' within 150 days. What exactly does that entail? To this group of survivors, an outpost may just be a circle of barns with a fire in the middle a tent here or there, where as to large bandit, hero, or military groups, an outpost could be anywhere from something of similar size to something equivalent to a small military base, which leads to my next point. 3. Due to this games lack of complete development and completion, various functions of this game that are do able in real life are not present, such as base building, and other various necessary functions that would make task completion feasible. An outpost or taking over a town is fine and dandy, but due to the constrictions of this game and playtime, as well as the availability of the individual, how do you intend to see if said goals are being met? If my group is unable to get on for a day or so, or if my group is mainly U.S. based, and while we are on, we claim to own or control a town or have an outpost, but when we aren't we obviously don't, how is that necessarily the completion of the goal? And how is it the in-completion of it? From the groups perspective, we have a outpost or whatever that, while we're on we claim control of, due to passerby's standpoints, depending on the individuals perspective, they may never see the group or rarely see it so to them, the goal wouldn't be complete, and then to the SMART goals perspective, the goal wouldn't be able to be completed. Which causes an issue. Ultimately, my main issues with this idea are that it limits groups even further than you presently have, while still not giving any real incentive for group creation, it enforces an unrealistic and constrictive rule set onto the groups, making it very difficult for their continuation, and it provides unrealistic standards to live up to. One question I find myself asking is, how do you plan to determine whether or not a goal was met? By what the group decides? Then if I just say all my goals are met at their deadlines whats the difference from the previous method? If you plan to moderate/check to see, how do you intend to do that? What if the group isn't available when you check on them, what if you're in conflicting time zones, I understand you have an administration team, but do you intend to have them all go in game to check? I feel that could end up being a waste of time, and if you do plan on doing that, what are their standards and definitions of completion? I just foresee this doing far more harm than good, especially in group creation and character creation/individuality.
  13. Tbh, this video pretty much sums up my thought process on DayZ Standalone and its' future.
  14. All I can say is, I've criticized and pointed out the fact that this game is way too slow and borders on false advertisement for as long as I've owned it. Personally, I think moving DayZRP to Standalone was a good idea, up until we found out what Standalone would stagnate out into. As some of those above me have said, personally I enjoyed laughing and raging and having a good time with this game, but I think I've just about lost all interest and patience with it. It's gotten to the point where I only even check to see if the game has entered beta, because I'm really not interested in logging back into the same boring crap that we've had for the last few years (before you go 'oh phatal, but theres new graphics and weapons and etc', whoopty freakin doo, it took them 4 years to figure out how to make trees look nice, switch over to a new engine (which shouldn't have been a problem in the first place), and add in some dank guns and plants. Aside from most of the 'features' not working properly or working and getting that sense of 'wow... I spent the last hour just to watch some tilled dirt appear' that leads to stagnation and disappointment. All I can really say is that the only thing keeping me here is, as voodoo posted above "hope", and the fact that I'm waiting to see if the next survival game that comes out doesn't save dayzrp. tl;dr I've been here the entire time the game has been out, and its 95% as bad as it was when it first came out, only with false promises, and repetitive shortcomings.
  15. Let's see, played DayZMod in 2012 with some friends from my highschool and online, got really into it and looked for a server that me and my friends could play on w/o KoS. Found DayZRP, decided to read and decide if it was what I wanted, it was, joined and tried to get my friends to join (they never did). Been here since July 2013.