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Everything posted by xximrtwoixx
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DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
xximrtwoixx replied to bazbake's topic in DayZ Mod Suggestions
Due to limitations of simulating a gunshot wound via a program you can have your "easy" mode where all shots never hit bone, and temporary cavity's never rupture or you can have a system that says a bullet is likely to hit bone or cause a rupture if it is a through and through and misses bone. I like the second system because IMO it provides a more authentic look at what happens when a living thing is struck by a bullet. Lets say your right that 30% of your body is made up of bone. This doesn't represent the actual structure of the body, or even take that into account. It also does not account for the arteries that run along your bones, a hit to one of these and your bleeding out very quickly so lets just add that space to the bone. With any given extremity there is as much chance to hit a bone as there is to miss because your arms/legs are made of big thick bones made to support your weight. Look at the torso, you have your chest cavity where bones protect your most vital organs, hard to miss here, you also have your shoulders again hard to miss. Pelvic region again hard to miss hitting bone, the neck would be like any extremity, and the head its impossible to miss. This only leaves the gut as to areas that have significant amounts of tissue with out protection from bone or bone to support them. Your gut is filled with organs that bleed and cause infection when their fluids escape into your body cavity. When you look at the body there is very limited real estate that would result in a superficial wound. Because of this I think it is your system that looks to make the outliers in terms of damage the norm rather than provide an authentic look at what happens when a living thing is hit by a bullet. I agree its outside the limitations of a simulation to accuratley predict what happens when a bullet strikes a living thing when you factor in all internal structures like bones/organs. Throwing these factors out isn't the answer though, they are the factors that cause most of the damage from a gun shot wound. Your "system" is like testing with ballistic gelatin, it is "scientific" and predicatable but it does not provide an authentic simulation of reality. You want to throw out the factors that represent how the majority of damage is done, because IMO you view certain weapons to be OP in game. If your arguement was incrase damage from handguns/shotguns I would say hell yea, but you also want to nerf other weapons based on your opinion and papers about treating gun shot wounds that damage only tissue. I realize you don't believe temporary cavitation results in lasting injuries, go look at footage of living things being shot or go shoot something, hell go watch a small block of ballistics gell being shot by a HP rifle, It happens. I agree that the more depth that is achieved the greater the cavity will be, this is partly why exit wounds are larger, but when there is limited space to achieve depth there is also limit space to contain any cavitation. -
My point was that anyone should be able to accomplish whatever they want, how they do so is up to them, and no path should be given extra weight through built in mechancis in an attempt to "balance" the system. We all have access to the same content, its up to the players to use the content the way they want to get to where they want. I agree that holding on to your humanity would be the most rewarding path, but thats because it should be the most difficult. I think this concept can be found in any form of media that deals with the break down of society, and I at least think its the way it should be in DayZ. No cookies for good little boys, if you want to be a white knight fine, but you should realize why your one of the few on that path. I do think once players are able to build more stable structures and ghosting/altf4 are removed/addressed any friendly communities will draw tons of attention both from friendly and bandits. I completly agree, thats why no other games feature the mixture of content that DayZ does. Perma death, open sandbox, full pvp, realisitic damage, etc. the majority of gamers can't handle these factors because it forces them to reliaze that they can't/won't win. This is why we have the crazy PVP/hacking we do, people can't handle investing in their character when it can all be taken away through their own actions or the whim of another player. This is the biggest design challenge for DayZ, IMO I want no escape, single EVE style servers where everyone is forced to endure the same horrible experiance. I doubt it ever gets there though because most people would quit once they realized they aren't 100% in control and can't escape the evil shit other people want to do to them. This is why altF4 will never really be fixed, if you listen to recent interviews rocket has talked about doing cool offs, but not log out timers. If people can't escape they freak out, even if they die after logging back in they still didn't lose as bad as if they died after being shot, they still got to give a last F U to the killer by ensuring they don't get their gear. This is also why there will never be intrinsic value to a player character, ie skills or things that aren't easily replaced. This would add alot to the game IMO, and I think its the only thing that could encourage random grouping, otherwise you can just get what you need yourself and don't need anyone else. It would incrase the butt hurt to much though so it will never make it IG. Pussy's are ruining this apocalypse sim
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DayZ Gun Awareness Part 1: Realistic Damage Tables Based on Ballistic Trauma
xximrtwoixx replied to bazbake's topic in DayZ Mod Suggestions
OP you have posted like 10 of these topics about snipers/rifles. Everytime citing this one document, and you abandon them as soon as people who actually know what they are talking about start posting (hunters/soldiers). I agree shotguns/handguns are nerfed, its because their numbers are set against shooting people wearing body armour, they don't have enough speed to overcome armour so they do lower damage. Also I believe your OP had a typo where you said the 7.62x51 did 2200 damage, it actually does 8k damage the 5.56 does 2200 damage. Unless you want the 7.62x51 to do 2200... Then I'm with the other guy... You fail to recagnize the two points below when you say that velocity has no effect on damage, and that ballistic gel is the end all be all of testing... 1. People/animals are filled with bones, when a supersonic round hits a bone the bone breaks/explodes these fragments become wounding agents, the round deforms/breaks and thus acts as a wounding agent beyond its measurable size. 2. Temporary cavitation can exceed the volume of a given target, this can occur when two wound channels intersect, or just because the target is to small to contain the temporary cavity. This means things rip apart/explode, its why small game is destroyed by supersonic rounds, even a little .17HMR will wreck small game. This is why Kyus Jin is right, testing will never accuratley portray damage the only way to really see what happens is to shoot something. Go out hunting, go get a .22 LR and shoot a squirrel or rabbit, then use a .22 Mag and you will see that faster does equal better. -
Inventory UI concept design v2.1 (window based)
xximrtwoixx replied to joeyslucky22's topic in DayZ Mod Suggestions
Like OP's graphics and way clothes overlay, I hope that is how the system will really work. Hope that storage in under layers/pack also takes a while to change the insta change backpack is bs IMO. I would like to see a system that more closely resembles a rag doll and an authentic look at how people carry things. Ie no tires in pack. Give the player the ability to stow/sling multiple weapons and carry objects in their arms. Also I liked Op's take on how additional items yielded more inventory space, or at least thats what I thought he was expressing with the ammo pouch and other jacket. -
You want to reward good behaviour, in society this exhists because society as a whole wants to discourage "bad" or a-typical behaviour, it upsets the rest of society. In a post SHTF scenario there is no society, and there is no one there to enforce anything other than yourself. Your advocating a fake currency that IMO has no place in the scenario, doing what is "right" or increasing humanity as you say should be the hard path, its the way it is and why it is viewed as a virtue that people walk that path. If it was easy or rewarded at the same rate as people doing what is easy then it would not be a valued archatype. If you want to trade with people fine, I want the oppertunity to take their and your's shit, your system does not recagnize or account for this. AI/NPC disrupt the game because they and their items must be protected or they will be farmed like any other loot spawn. Not allowing players to combat them further removes immersion. I am all for giving players the options to rebuild society and reclaim the map, I just think that people should be able to do it in multiple ways. There may be communes where everyone gets along and pitches in for the mutual good of the group... (right) but more than likely post SHTF societies will form like those of early man. People will be forced to follow the will of the few becaues they are stronger/better and the weak listen because they will have a chance compared to being alone against a very harsh world. Once players have the option to do bigger things and AltF4 is removed people won't shoot noobs/unarmed people they will simply make them slaves that work in their labor camps on whatever project they're doing. Can't wait for that QQ...
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.50 caliber rifles. At some point we need to have a serious talk about this.
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
Have you used both to take an animal? They aren't the same, tipped ammo does not get you the expansion that standard HP does, they claim it does but its BS IMO. It will decrease MOA, and thats probably better in most cases than pure expansion but IMO it doesn't measure up. I've shot hundreds/thousands of squirrels/rabits/coyotes/coons and have tried using both, IMO HP ammo gives better results. I guess that is a seperate debate though also. There were quotes around it for a reason, match ammo and hand loads are trying to accomplish the same thing, match ammo is simply the mass production version of hand loading, quality is held over quantity. You want to make each bullet exactly the same, grains to powder and jacket/casing. The tollerances are way down from standard ammo to remove outliers that cause inaccuracy. Hand loads are better, but match loads are trying to do the same thing. Also .50 BMG is the name of the round there are alot of variants of .50 BMG, the M designator distinguishes each type of round in the military. I have no idea about the "record" or if it was with standard Ball ammo. Was it a one shot kill? I think that may have some significance for this discussion though and you seem like the person to ask. Guns do have "knockdown power" when you shoot something energy is exchanged and with almost all large calibers enough energy is exchanged to knock a target over. When I shoot a coyote with .308 it knocks it down, sometimes it will make it flip over. When I shoot it with a .22 Mag it doesn't.... These same big fast rounds also do enough damage that the target does not get back up after being shot, to me thats knock down power, you put the target down and it stops doing what it was doing and does not get up to start doing it again. Yes shot placement is a part of this, but the cartridge/bullet also plays a major factor. Really the .30-06 is the king of hunting rifles it shoots flatter and there are more options for bullets. The kill box is larger than the heart, it also includes the lungs/diaphram and major arteries, it is the entire chest cavity really. If you fail to shoot a deer within this zone or hit the shoulder it can be viewed as unethical, and it also results in spoilage or reduced harvest. This isn't unique to deer though it applies to all animals. Further i've always been taught and from what little hunting tv I've watched no one tracks down and "finishes" off game, you give it time to bleed out if you screwed up and the animal managed to get out of sight before going down. (This tells me your not a hunter I think) Also there is alot to consider when taking an animal there are usually obstructions that limit firing angles and the animals are often quartering (not giving you a broad side) and that further makes a "perfect" shot a ghost rookies chase, or people that don't really want to take an animal's life. A hunter much like a sniper has the ability to choose a location in an attempt to mitigate as many factors as possible though. This is the true skill IMO, the major reason people pass on a shot is because they know it would result in spoilage, reduced harvest, or may result in a loss of the animal. A sniper does not have to factor in any of these, so setting up a shot is much easier. Because people walk on two feet we are not afforded the protection of shoulder blades over our vital areas like animals.Thus a center mass hit on a human will almost always have a devestating effect. I've never shot a person or been shot, but if I didn't have to think about missing a shoulder (its a good roast) then life would be alot easier I imagine. I have screwed up when deer hunting, more when I'm squirel/rabit/coyote hunting. I've never lost a deer that I shot though, and even when I gut shot one it didn't make it more than 200 yards, they cover ground so fast even injured, it was less than a minute before it was down. That was with a .50 bp smoke tube that doesn't generate near the energy a .50 bmg would. The hours scenario you describe or the 100's of meteres only comes in when you use to small of a caliber for your target, you miss badly, the deer is lucky (through and through w/no bone), or you were bow hunting and suck which is a different story. So people should be able to be shot in the head, (won't always kill you immediatley) then recieve treatment and be completely fine again? This is very un-authentic IMO, the odds are that person would never recover back to fighting shape IRL and that is what needs to be simulated with certain wound locations or damage values. If your not going to get back in the fight then you may as well be insta dead. If Rocket wanted to put in complete loss of limbs at a certain damage value fine, but w/out that then a certain number of limb hits will have to kill you. I fail to see how that applies here, I guess you mean because people are bigger than prarie dogs and the relative size of the round to size of the target isn't the same? Say thats a .30-06 shooting prarie dogs, that round should be used against animals in the 200+ pound range a prarie dog is maybe 2-5 pounds. A .50BMG could be used to hunt elephants in the ton range, and is being used on people in the 200 pound range? I think application can be compared if not exact results, I'm not saying your going to explode like a prarie dog, but I doubt your getting up. Also vid is a good example of when a temporary wound cavity from a supersonic round is larger than the tissue it is passing through. This would be plausible/likely if a person was shot with a .50 bmg, we are to small a meat bag to contain that temporary energy dump. I'm for this too, I would really like to see more civilian weapons/loads and I think different types of ammo would add to tactical play if they were accompanied by bod armour. I think chernarus is the location only due to circumstance though, its what was there so they used it, I hope there is a different location used (Preferably the states) for the stand alone. Handguns do kill in one shot to the head even after the nerf for the most part. But I would like to see their damage returned closer to where it was prior to the nerf. It is important where you hit, but thinking that you'd only get a scar is bs, there isn't enough skin to contain the temporary cavity in an extremity even if the bullet missed bone. A through and through wouldn't be two holes with a .50 the way it would be with say a .22lr, it would rip the skin/meat apart leaving an open wound across that extremity that likley exposes bone and tears major arteries. Further I don't see death through extremity hit as a legitimate defense or reason they should be removed/changed, your being hunted when your shot with a .50 or any sniper in game, your usually not actually fighting your simply being killed. A shot is delivered and 95% of the time your being struck center mass, shoulders/chest/abdomen/pelvic region. A shot to any of these locations would kill you with any of the sniper rifles IG. Adding all of the content necessary to accuratley model being hit in an extremity and having appropriate effects would take up resources that could be used to add more Z's or add wind that makes shooting over range an actual chalenge. -
.50 caliber rifles. At some point we need to have a serious talk about this.
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
Actually they aren't the same thing at all, true HP ammo has a hollow cavity to maximize expansion, this results in a measurable increase in MOA, especially at extended ranges. Ballistic tip/Pollymer/Lead Core/Open Tip etc are expanding bullets that either have the cavity filled with soft matterial or are of a lighter density and not fully jacketed. This allows them to expand but also reduces the increase in MOA one experiances when using HP ammo. Also I said A-Max not V-max, and here you go http://www.midwayusa.com/product/813470/hornady-match-ammunition-50-bmg-750-grain-a-max-boat-tail-box-of-10. Civilian ammo is always better than MilSpec ammo in terms of MOA, it is built to a higher tollerance. Milspec .50 ammo could encompass a variaty of cartridges other than HP, and also include "hand loads" as most sniper elements are outfitted with ammo outside of normal mil spec to decrease MOA. Never the less being shot with one in a shtf scenario would mean the end of your life, as would most gun shot wounds, but really anything over .308 would likely end you within minutes. I agree disabling a target is the name of the game, Knockdown power. Thats why big fast expanding bullets are the king of big game hunting cartridges. And yes being gut shot with a small caliber weapon or being stabbed would allow you to fight back as long as you didn't go into shock or become preoccupied with trying to hold your blood/guts in. Being shot with a .50 or even a 308 in the gut would not allow for this IMO, especially if you were shot from range. There is simply to much to overcome (Finding target, your gun, pain, shock, knowledge of your imminent death) and to short of a window before KO/Death. I have used blood bags in combat, and had them used on me. Time for effect is the same as a bandage this is why you keep one in your inventory and use it before bandage when your friend gets shot. Insta Kill has to exist to represent that people aren't recoving from injuries. The current med system allows people to be completely cured of internal/external blood loss and back to 100% health in a matter of seconds. I agree you don't want to have to "heal up" but if your critically injured you should not be able to be instantly cured either, I think bandages should only lessen the amount of blood loss for this reason thus requiring mutliple bandage applications and multiple blood bags to keep someone alive after injury. This would allow for less instant blood damage because it would mean to keep them alive would be harder, while getting them back to "healthy" would remain easy. Agree poster is dumb if he really believed those were people, but it does make me think.... Round made for big game v small game and round made for vehicles v humans... no similarties Could get explosive, incindiary, Armor Piercing, Tracer, Ball, Match Grade M1022, or XM1022. There are alot of options, but I agree civilian .50 bmg would be rather rare, a rifle runs in the 8-14k range and if you used the link above you can see the cost of ammo. Regardless it would still wreck someone 1 shot. Agree on the loot farming, with out actual scarcity via hard caps nothing is ever rare just harder to obtain. Couple this with what people will actually take off of a dead body/tent/car and you have an ever increasing amount of "good" weapons. This can only be fixed by throwing out the fixed rate loot spawn system, I've posted about changing to a dynamic rate that caps when possession rates get to spawn rates. Make the servers query the hive to get loot spawn rates and you have fixed rates everywhere. Rocket could use this to tortue everyone, and it would amplify the have's v have nots even more, but thats fine IMO. The rest of your arguments focus on glitches or design flaws that are going to be fixed in the initial release of stand alone, (AltF4 and Hopping) I think getting rid of weapons based on this would be throwing the baby out with the bath water. Range is an advantage in combat, thus snipers will always have an advantage, add to this the truly open setting and you have the ability to kill people, not pvp that would imply competition. As you noted there is an easy defense, the sniper's major consideration, player movement. It is easy to avoid the majority of lone snipers out for kill counts, simply avoid major traffic areas. I think this is fairly authentic, as major areas of oppertunity would be the most dangerous locations, see watering hole... -
.50 caliber rifles. At some point we need to have a serious talk about this.
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
These aren't hand loads they are A-Max, http://www.hornady.com/store/50-BMG-750-gr-A-MAX-Match/. Also these aren't *real* Hollow point rounds, they are ballistic tip rounds most likely. Independent of the bullet the .50 will leave a massive exit wound after it hits bone, this allows it to shed its energy and each piece of exploded bone becomes another wounding agent. The gut shot deer is not a bone hit, and thats what it did. Saying you won't immediatly die from being shot doesn't really matter, you would die within seconds/minutes of it. If it wasn't insta kill it would be far less authentic because it would allow someone to be healed from a wound that they would never recover from. The deer likley covered that 100 yards in 5 seconds or less, so don't be all that impressed that it covered that much ground, it doesn't represent it living for more than a few seconds after being shot, and as you pointed out it was a "non vital" hit. I do agree that incapacitation and damage via blood loss would be more realistic when it comes to wounds, if the mechanics for treating wounds was also realisitic, ie no magical cures from 2 blood back to 12k and instant bleeding reversal, then this could be considered. Otherwise its to easy for people to live through injuries that should kill them. -
Are the AS50 and m107 going to be in the standalone?
xximrtwoixx replied to Timmie3054's topic in DayZ Mod General Discussion
Go play one of the plethora of other games that follow that same line of thinking, I'm sure you loved the electric knives with attached bombs in dead island.... Sniper rifles can be used to protect a team from Z's or other players from an overwatch position also, just because you view them as PVP only weapons doesn't mean they are. Content should not be balanced or removed based on content thats gamey bs to appease the have nots that bitch about everything. Some things are much better IRL in certain conditions than others, snipers suck in CQB, but accel in long range fire, deal with it and avoid the conditions that favor your oposition or equipment you don't have. All snipers are garbage in CQB IMO, unless people are playing on noob servers with CH on. DMR is much more usefull and would not have the logistical drawbacks a .50 would have, the fact that it can be used w/NVG's is garbage IMO, no weapons that require specific eye relief should function with NVG's. If some has NV optic attachment that rode infront of the scope fine, but it should not work w/NVG's. -
.50 caliber rifles. At some point we need to have a serious talk about this.
xximrtwoixx replied to bazbake's topic in DayZ Mod General Discussion
OP's made like 6 posts about this, and in everyone he refuses to recagnize that people/animals are filled with bones and when you hit a bone with a supersonic bullet bad shit happens. This can't be simulated with balistic gel, and there is very little realestate in a human body that would allow for tissue wounds that ballistic gel can simulate. The one area that would, the gut, is filled with organs that would result in major blood loss or crazy infection if someone were to live past an initial shooting. Here's some pics of a .50 used to take deer (Bigger stronger bags of meat than people). http://www.snipershi...&Number=2115910 http://www.primalrig...c.php?f=3&t=117 Since prior to the roman empire the battle kit soldiers have carried has been near 70 pounds, this is as much weight as the average man can cary and still be effective in combat. This is still roughly the same today. People can carry much more than this, but more than this and your ability to move/fight/and remain combat effective is severely reduced. With a .50 rifle weighing in at 30 pounds your at nearly half the weight there, compare that to an M4 that weighs 7 pounds and you can see that it would be a huge disadvantage for the "average" survivor/scavenger to arm themselves with one. As a dedicated marksmen or if your in an overwatch role then it really doesn't matter, but if your trying to scavenge and keep one in your pack, even disassembled you would be at a huge disadvantage. I would also hope that if your wieghed down you don't only move slower, but you also get "winded" faster, this mechanic can have a huge impact on firing your weapon and still preserves authenticity. -
Are the AS50 and m107 going to be in the standalone?
xximrtwoixx replied to Timmie3054's topic in DayZ Mod General Discussion
2 hits (On a vehicle), 2 jams, and his arms were shaking by the end of it. I think the vid is a great example of the logistical drawbacks that surround using a .50 cal weapon system. These "nerfs" are what need to be implemented rather than a blanket removal. You can't stow it in a pack assembled, it slows you down and wears you out, it is not as reliable as a bolt action, doesn't fit in a civilian vehicle, etc. This increases immersion and lets the .50's do what they are supposed to do, provide deadly long range fire from a set tactical position. -
Score table and humanity based skins
xximrtwoixx replied to Skolhend's topic in DayZ Mod Suggestions
Your still killing a non infected person when you kill a bandit so I think you should get a humanity hit for it, you get a humanity hit for defending yourself against people who haven't earned the bandit skin yet, or lost it over time, so you should get one for defending yourself from real bandits also. Don't you read commics, watch movies/tv, read books, know how a SHTF scenario would be? Heroes just knock out their enemies they never kill them.... Since media and my perception of reality *is* reality and everyone would carry around a machine gun just cuz they like to carry 100 pounds of shit, this is how it should be implemented. -
Life/Death Calculator = intrinsic value/culture
xximrtwoixx replied to hoik's topic in DayZ Mod Suggestions
Dude is right, think about it. Majority is friendly and survival time grows, better loot starts dropping. Those that remain aggresive and are kiling will obtain more loot and likely better loot than thos that don't. Sounds like the system now actually.... This will always be the case, cheaters win IRL and camping snipers win more.... @OP Idea is novel, I especially like that the mechanic self levels itself. You failed to consider the fact that in any system that generates loot and has no cap nothing is rare only *Harder* to get. It may take you an hour farming or server hopping, but you can get it just as easily as you could any other item. This isn't true scarcity and because of this people/actions will not be able to be driven off of loot, because its all infinite even without hacks. Loot needs to be capped somehow IMO, then a system like yours coulg help add value to other people, but I really don't think many people think that far ahead. -
Bandits and Mass Murderers. . . They hunger.
xximrtwoixx replied to Bulk's topic in DayZ Mod Suggestions
Getting back to where you were does make death suck when looking at it without hacks/duping, and I am all for making death harsher. I don't think that this would fly with alot of people that already see the death penalty as to steep. I think you fail to realize that bandit acts via sniping (murder) would probably be one of the easiest ways to survive in a SHTF scenario, there is little to no risk in shooting a target unaware at 500 plus meters. I also think that your view of large organized "communes" in post SHTF scenarios is pretty off. I don't see anyone being very inclusive when they have limited resources and no way of trusting outsiders/unknowns. As far as the killing/torture thats what I said, that is the threat a bandit faces, there are guns and anyone can obtain them so this is already present in the mod. The death penalty is the same for everyone in the mod, may not be harsh enough but its the same for bandits as survivors. I agree it is instinctual to group up, its also instinctual to demonize and exclude those outside your group. Thus I think conflict will always exhist, if anything it will simply grow in complexity and scope. Your reference to bandit(s) seems to refer to them as small groups or solo players, when I think it will be much more common to see bandit type behaviour from larger groups. No matter what groups will have a set optimal size, once this is exceeded that group will attribute no value to outsiders and thus they become enemies. I agree that this mostly depends on the game content, how much there is to do and how long it takes to do something. But it also depends on players, casuals have a couple hours at random times, while others have no life/job and play all the time, and still others play via appointment with set groups. This will also limit the size of groups because no one trusts the random guy who's couple of hours help will never make it worth risking hours/days of ingame work. Pro's will have the best stuff but the demand for playtime limits the number of people that can fall into this group, and leaves them unable to trust anyone because they have the best stuff. Play Date players have the best shot at having a large group but it would be formed via meta game and not IG, thus they won't trust others either. Long story short there will always be "bandit" type of activity and actual "communes" will never form or be able to enforce "laws". -
I have two fundemental beliefs when it comes to dayz 1. Your goal is to survive as long as you can, while doing so I don't give a shit what your doing. 2. Nearly everything in the environment should be hostile, making belief one an active task at all time. Thus making everyminute you survive an accomplishment. The largest part of surviving is aquiring sufficient calories/hydration to continue surviving. As it is now food/water items exist in two forms preserved (cans) and natural (meat & water), neither of which are that hard to aquire and niether pose any risk. I am partial to the real time aspect of dayz and believe that because of this farming/growing of food should not be introduced. This would be immersion breaking and also make it to easy to survive. To recktify this I propose the addition of a comprehensive system that includes basic skills, new items, and changes to existing items. 1. Changes- Preserved items currently exhist in infinate amounts when they should exist in finite amounts given we are in a set geographic location, the same goes for animals (meat). I think this would be best addressed through scarcity mechanics (Tie spawn rates dynamically to possesion rates). This limits the no risk items. Meat should exist in a perishable state that also introduces contamination. (Either through aquiring (guttting) or through being spoiled (Item life timer). Spoiled meat would have negative side effects, illness much like being sick/infected now, lasting a set duration. 2. New Content To make up for the reduction in available food through the changes in item one new food items and ways of aquiring them are introduced. Berries- Four types of berries (items), each sharing the same in game models and inventory images. They do not stack and only one type is available from a given model. (They can't be distinguished from each other from the naked eye) An accompanying skill like foraging or botonay is introduced to allow the player to see the different names, otherwise they simply see a generic name like Berries or Red Berries. Type 1- Fine to eat, one item restores hunger/blood as cans Type 2- Restores hunger but makes you ill, hydration depletion rate doubles or some other limited negative side effect Type 3- Makes you very ill, after 1-3 minutes player recieves 2 minute KO timer and begins to lose 10 blood a sec to total of 4k blood. Type 4- Kills you, after 1-3 minutes player recieves 2 minute KO timer and begins to 10 blood/sec until death (maybe an additional antidote item could be included) Mushrooms- Same as above berries, maybe a trippy color fade/aim wobble instead of sickness easier to do the same thing though simple reskin of above item. Small game- Introduction of snare/trap item and accompanying skill to determine success. Player places item on the ground and item has a %Chance to aquire small game (Rabbit/Squirrel) every 5 minutes (could be adjusted to whatever). Chance is tied to players skill level with given item. Item when placed could act as a container that spawns meat inside of it or it could spawn a rabit carcas next to it. Item will run spawn chance until success then will only run aftr player resets item. Meat would function as noted in 1. *Skill system to be expanded in later/additional post but there are many suggestions of how this could work as perk (one time choice) or expandable (build skill level).* I think this would add tension to aquiring food and also expand the hostile environment that is DayZ.
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PvP and PvE servers (with a twist)
xximrtwoixx replied to Hutch (DayZ)'s topic in DayZ Mod Suggestions
You are asking for a completely different game to be made because you dont like an aspect of a game, or aren't as skilled at the game as other players. It's not a switch, no pvp would require anti theft, loot splitting, more z's, anti trolling, etc, etc. It would need a whole other DEV team, or both versions would just be shitty. I dont go to the Wii sports boards and demand that I be able to kill someone with a bowling ball, thats what your asking here. STFU and L2P or quit. -
Backpacks?...... Thats what we were talking about right....
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I like that you link to Hobbes but apparently think the violent state of nature is complete crap..... If you want protection from the beasts find the worst beast there is, give up your right to protect yourself (ditch your gun), and follow him around. Thats society. You can make death harsher to better simulate the reality that people would not want to risk their lives, you can simulate specialization so other characters have more value, you can display active/inactive gear on players so you can deduce what they are. These are all examples of things you can do to subtly reduce KOS/DM. You can't judge dynamic interaction with an arbitrary system, thats what you advocate and support. I have started other threads, and posted on other threads. Do you know that there are alot of other threads that advocate the same thing you do? You should follow your advice.
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Sniping in DayZ. The built in hack & how it should change for the better/harder
xximrtwoixx replied to Cheboygan's topic in DayZ Mod Suggestions
Because thats a gamey BS skill. HP should not be included as a skill as everyone is essentially the same meat bag. -
You're correct that people "buy happiness" and covet their possesions, the point I and I think bad_mojo were trying to make is that they covet their life more. When people are robbed they usually comply and surrender their posessions because they want to avoid harm/injury/death. This does not occur in dayz becase gear/loot and the time spent aquiring it is what gives a character's life value. This is also where alot of hostility comes from IMO people hate that other's have more gear/loot or have stock piles of it, when in actuality most gear/loot isn't of that much greater value than other gear/loot. There is a major difference in having none and having alot but a little is pretty close to alot when you really look at it. I also agree that sitting around a campfire isn't providing a good play experiance, but as you point out the answer is adding more content to make survival a bigger part of play rather than adding more/less sweet loot for the player to scavenge. More or less loot is the same thing with a system that spawns loot at a fixed rate, you simply spend your time collecting stuff either because it takes more time (less) or there are more options (more). Content that makes survival more of an active task is what is needed IMO and to me that is accomplished via the same mechanic that will give more value to a characters life, skills. This opens new objectives learning, doing, teaching, etc. Skills also allow for specialization, this can't be accomplished with all mechanics based on gear alone, especailly if there is an infinite supply of gear. Op's mechanic will allow players with less to do more, and also provide dynamic content on the server as packs that are left behind become a cookie for other players. As Op's suggestion is on improving packs, I would also like to other types of packs and have them be able to stack with each other. Ie tactical vest that stacks with backpack or camel pack that stacks under back pack.
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This isn't an issue with DayZ now, a noob with a handgun/whinny can own a character that has been alive for a month if the player is smart, all guns are deadly and all characters are the same liquid filled meat bags. I hope this never changes, its part of what makes DayZ great IMO, yes you die it sucks, but you can be back to being a bad ass as soon as you find any gun. I am for skill systems because unlike rocket I want people to break down and lose their shit when they die in game, I want tears, I want rage, and I want no escape (altF4/Hopping). I think this is the only thing that will force the majority of people to actually take stock in their characters life instead of the crap they are carrying. I am not for a "learn by doing system" as it can be farmed and exploited just like the current loot mechanic, even though something has a low percentage to spawn it can be farmed so nothing is rare. I prefer point buy at character creation and aquisition of skill points by time alive for a character, this allows a player to build whatever character they want and can not be exploited. You can still get the "specialization" by locking out certain skills and alos encourage grouping by adding "teaching" abilities.
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You can already "escape" from chern, go find a helicopter and ride off into the sunset, land it off map then everyone respawn. You've escaped.... You don't get a reward, but this kind of gameplay is already available becaues it's a sandbox.
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Gear should not be what people see as adding value to their characters, it causes to many unrealistic actions because people value their things more than their lives. Also, high tier gear isn't and should not be that much better than low tier gear, an AKM is just as effective as an M16/M4. Because of this storage is disconected from perma death IMO, it can make the early game easier but that player put in the work and had to be successful with their last character in order to get that gear stored. They didn't like being a noob w/nothing so they took action to change it. I agree there are bugs w/storage but I think even fixing the current tent system and adding a script to make tents save before server re-start will correct them, and eliminate alot of the duping. I also like this idea, even if I knew that my back pack wouldn't simply disappear if I took it off I would be happy. I think if encumbrance is also included there will definitley need to be some type of system that allows you to remove/save your pack before going into a fight.
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If you could implement ANYTHING What would you?
xximrtwoixx replied to Minsty's topic in DayZ Mod Suggestions
Eve style servers, it fixes so many things... no more altf4, server hopping, disabling vegitation, limiting your display to see, etc... Also, Skill system so your character has value other than gear Display gear on the character models so people look like who/what they are. -
Does anyone ask themselves why melee weapons or melee combat itself is not present in RV engine? It's because it has been created to assist with training soldiers for combat, and you should never seek to engage in melee combat. Range is a huge tactical advantage, going into melee combat throws away your advantage and exposes you to injury. A silenced weapon coupled with range > knife to throat, there is less risk. The image of a SF soldier knifing a sentry is complete BS fabricated for movies. In DayZ people are desperate and unarmed thus improvised weapons or melee weapons should have a small place I think. They should be an afterthought though, as they would/should only be used until you find a gun. Just as a handgun is *really* only used to kill/defend until a rifle is aquired/functional. The second point to consider with melee combat in DayZ is that the infected feel no pain, emotion, and do not care about their own survival. This would greatly increase their effectiveness even unarmed against an opponent in hand to hand combat. You would basically have to kill one with one attack in the .5 seconds that they are within range before they reach you, not only are most weapons incapable of this, but virtually no one is trained in a martial art that is designed to do this. If this were 1200AD maybe, but its not, so the training and weapons required to fight this way are non existent. The third point against melee combat, but especially knives is that if they do "authentic" damage compared to bullets or an axe they are useless. Thus they must be implemented as garbage insta kill weapons for "balancing" and IMO that means they should not be implemented. If you say "no" they should be realistic then consider the following. Lets examine this, a 9mm round does almost 900 damage, a FMJ round will break through bones and exit the body. A knife, even a "combat knife" not a "hunting knife" will do 4-6 inches of penetration via a direct stab and maybe an inch via a slashing attack. Individual attacks thus would be less damaging than a 9mm round, meaning you would have to hit a player character more than 15 times with the weapon and a Z more than 6. Do you think this would be a usefull weapon or that it would serve a purpose in game and thus be worth the development time taken to implement the weapon and annimations?