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Everything posted by xximrtwoixx
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What kind of traps can you think of?
xximrtwoixx replied to xTLRxPrototype (DayZ)'s topic in DayZ Mod Suggestions
A noise maker made from a househould fire alarm, 9v battery and a jumper wire to make sure its always on. You could lure zombies or attract them to other players. I would also remove slide pins/hammer pins, and plug barrels from weapons and leave them places so if sumone shot them they would explode/malfunction in their hands. Poison to contaminate water bottles and water supplies. Glass Jar/Grenade +1 Remove primer's from bullets. -
Suggestion: rebalance game with realistic weapon performance/damage.
xximrtwoixx replied to bazbake's topic in DayZ Mod Suggestions
Balancing weapon damage based on rarity, rounds held, range, etc are all examples of VIDOEGAME LOGIC. There should be no balance to anything, values should be assigned to damage to provide the most "authentic" playing experiance as possible. Weapons should have capacities and drawbacks that mimic their real life counterparts as closely as they can. This already partly exhists in the game, shotguns only hold 8 rounds, .45 only holds 7, revolver 6. These are "authentic" values taken from real life and this is why militaries deploy magazine fed weapons that fire smaller calibers than sporting rifles. Volume of fire is an attribute that holds value in a combat situation, raw killing power with limited side effects is more valuable in sporting scenarios as it maximizes harvest. The issue IMO is that there are no drawbacks that simulate the additional drawbacks associated with different weapon systems. Things like encumbrance that effect large/heavy weapons, scarcity that effects aquisition of rare ammo, and dependability that make simple things like pump actions or revolvers have additional value. These subsystems are where any "balancing" needs to come into play as it would also increase immersion and give a more authentic feel to playing. Yes these systems would ruin the fun of all the AS50 toting snipers but it would keep the lethality of the .50's intact and have them represent what they are, an very deadly sniper system that has logistical draw backs. I do agree that shotguns need to be increased given the fact that players do not wear body armour in DayZ, but what is represented via ARMA II are values that already calculate body armour into the mix, at least thats what the BI forums say. Thats why shotguns/handguns are so ineffective, they do not have enough energy to penetrate body armour effectively. Also damage/death is never going to be truly represented, and people thinking any type of advanced medical treatment are on crack. SHTF and we are back to the old west in terms of med treatment no sterilization, amputation, and slow death due to infection. People would not be able to be "saved" after taking one to the dome. Death is also hard to simulate, if you being wounded had harsher penalties or medical treatment was made harder it would severly effect play. I would be fine with a system that lead to more KO statuses to represent someone not being able to "stay in the fight" while not really being dead. Even a permenent KO status for your last 1k blood, but this would effect the lone wolf play style greatly as they would basically always bleed out. -
How is it not realistic that you roll in a group of people your affiliated with outside the game? In a SHTF scenario do you think your group would not consist of friends and family? How are most people affiliated, its through organizations like work, school, teams, etc. These people would share similar locations IRL so group members being near each other at spawn isn't outside a realisitc take IMO, nor is meeting up with people as you could have a plan for when SHTF you meet at x. Do you think it would change if players were limited to using in game communication? No they would simply use in game chat to talk to each other and make arrangements to meet before logging in, thus bypassing encounters with non group members.
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Yet another topic about guns balance.
xximrtwoixx replied to run4way's topic in DayZ Mod Suggestions
I think your complaining more about realism than authenticity, when I say authentic damage I mean 7.62x51>7.62x39>5.56>5.45x39. I think the shot gun slug is screwed in the current damage values but most of the others do represent "authentic" values ie individual guns/rounds do not do more damage because they are more rare or to increase their utility. Would you enjoy a mechanic that limited your ability to navigate the map? People complain about relinking with their friends now if they were forced to walk and not run it would take hours to get somewhere IG, for what the current offering of DayZ is many of these other features were not necessary. But I agree the mechanics need to be further developed in standalone and I'm sure they will be. 1. I hope your type of game balance is never implemented, the balance to automatic rifles isn't that other weapons have increased damage, its as military/police rifles their ammunition wouldn't be as common as sporting rifles add to this that everyone wants them and the ammo supply is very limited. This is "authentic" in that it represents scarcity/economics while retaining some semblance of authenticity in the lethality or lack there of in weapon systems. A pistol is only used to obtain a better gun, either kill and take an enemies or defend until you fix your own. You don't hunt with pistol round outside of .357 for a reason. 2. Your right that it is about round selection and different rounds have different jobs that they will excel at. This doesn't automatically mean that .338 @ 100m is any less deadly than a 5.56 @ 100m though, it just means that .338 is more deadly at >500 m than 100m. It will still mash through bone and flesh at 100m. The choice to run a smaller round is hardly ever due to lessened lethality, it is mainly because a larger round is not needed for a given task. I could go out and shoot a deer @ 100 yards with .50 BMG but I would just be limiting the harvest and opening myself up to liability. This is why slug guns or buckshot are used over rifles in many cases, because it is as effective as you need to be without being overly destructive. This goes for the military also, a soldier can carry many more 5.56 rounds than .50 rounds, also the weapon systems themselves can be lighter/smaller this is why "assualt rifle" cartridges exist they try to be as effective as needed while giving other benefits. This is the balance that needs to be implemented not damage, encumbrance should be used to limit the utility of certain weapon systems as this would remain "authentic". Also "small & Light" rounds are not used to harvest deer, most places won't let you run 5.56 while deer hunting. This is pure "bench" ballistics, go get a gun and shoot an animal. All people and animals are bags of meat filled with liquid surrounding a solid internal support structure. Some bags of meat are made of tougher components than others, the human body is not that impresive a bag of meat. Even FMJ rounds "expand" due to contact with bone or tissue resitance, thin bullets usually break while wider diameter bullets deform or expand. JHP rounds increase this effect through design and thus expand beyond their given dimensions more readily, they will often still pass through a body though. Expansion and to a degree fragmentation of bone/bullet in turn make the bullet's functional dimensions greater than its standard given dimensions. Temporary cavitation often becomes a permenent wound when the cavitation exceeds the dimensions of the meat bag it is passing through, this is why bullets that fragement leave devestating exit wounds, because each fragment leaves a cavity that meets with other cavities and when this occurs they no longer "snap" back into place. This is also why exit wounds are always larger than entry wounds, because one the bullet has deformed when passing through the body and two upon exit the cavitation exceeds the dimensions that the meat bag can withstand thus tearing a larger hole in it. .17 HMR could be lethal just as 22 LR could be lethal to a person but I understand it is to underpowered and small of a round to shoot something the size of a person. It will pass through a squirel though and leave an exit wound that IMO is to large to make the round usefull for anything but headshots. Even then you get a bloody bag becaues they only have half their head. This was used as an example of how a faster yet smaller bullet will leave a more devastating wound than a larger slower bullet. I agree that yaw and dependence on yaw is flawed and exagerated, its why I have an ar10 not an ar15. I didn't only mean penetration on your target, but also penetration through objects that your target may use as concealment/cover. FMJ and heavier bullets win out here as they are less effected by passing through objects and in military terms most of your targets are going to be utilizing cover and concealment. I think you should also include damage to the nervous system (shock) and damage to organs, both as smaller meat bags filled with blood and some (lungs) being essential to obtaining oxygen for the brain. This is why placement is more important than bullet caliber. Stopping power/knockdown power to me is the same thing I guess, I shoot it, it goes down and doesn't get up. Also the energy expended on a target does knock them down/stagger them, and is largley dependent on the effective diameter of a round or engry transfered. Speed equals energy, more is conveyed with a round that expands but even FMJ will expand when you shoot something solid, and speed also contributes to aiding in expansion as it provides more energy to combat resistence. Mostly I'm saying you can't throw speed out the window, yes I agree slugs should do more damage but buckshot should do more than slugs if your in close enough range. But in either case a .50 which is nearly the size of a slug will do more damage because it is faster. -
Stabbing people with the hunting knife
xximrtwoixx replied to omgwtfbbq (DayZ)'s topic in DayZ Mod Suggestions
So your fine with a knife doing "authentic" damage compared to bullets or an axe? 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? Contrary to your point I eat ice cream while waiting for victims to snipe, and would like to use a box of puppies as a lure for victims.... I want an authentic simulation, not gamey content that has specific powers because it needs to be "balanced" I agree that the damage/health system is kind of screwed and thus being shot in an extremity with a .50 means you die instantly. In the game's environment being shot in an extremity with a .50 would likely mean the loss of the limb (becaues it would hit bone and expand) and would result in a slow death from blood loss/infection even if the character was treated and survived the initial damage. Thus I don't really care that it one shots you. Also in an "authentic" take on damage the .50 is the biggest/baddest round IG thus it does the most damage. Because it works as anti material the engine requires it to do enough damage (raw number) to represent this, that is why it is so far and above the other rounds in its raw damage. This could probably be changed in standalone if armored vehicles are not included, but I don't really care as I said it would kill you later anyway. A through and through on the torso would leave an exit wound the size of a baseball at least, if at a far enough range there would be enough velocity loss for the round to expand on a bone hit and then your talking basketball size exit wound at least. Pretty sure you would die from one shot. Here's what it does to deer http://www.snipershide.com/forum/ubbthreads.php?ubb=showflat&Number=2128411 Comparing a knife stab to a .50 hit is pretty retarded Nice troll attempt though -
Please, DONT add a bandit-indicator in this patch
xximrtwoixx replied to JulieMeyers's topic in DayZ Mod Suggestions
Maybe they should implement a glint on a sniper scope so you can see them too, this way they won't be able to ambush, err I mean "gank you". The fact that "your" unsuspecting means you have a l2p issue, and really you and every other advocate of bandit skins want them so you can have people you think you can pvp with. You simply want people you can do the things you complain about to, but you need the Devs to tell you who to do it to rather than using your own brain. This makes you think other random idiots won't go after you because your now a "white hat" because you only fight against who your told you can. "I followed the rules so you can't do things to my toon that I don't want you to..." You gave up, doesn't mean other people want to or have to. If your an advocate of grouping with randoms, playing a white hat, and stopping kos, then you shouldn't give up. Your dealing with the costs of being moral in an amoral world, the fact you want the Dev's to make it easier for you at every step only cheapens your own experiance and means your accomplishments mean jack shit. You won't have done anything someone will simply be giving you a cookie for being a good boy, just like every other dumbed down game out there. Bandits/Survivors aren't groups or factions, so I don't understand why you compare the skins to uniforms. The bandit skin is a penalty you get for killing other players that have yet to kill other players, mostly because they suck in game and can't shoot. I don't understand why people would want two massive factions, have you played/watched other players IG? You want to trust them with your life? That is what you do when you let someone into your group/faction, your trusting them with your characters life and everything you've worked for up to that point. This is also why people will always KOS and spontaneous groups will never work with open pvp, trusting a random with everything for a short play session will never be worth the risk, you can only trust other player in it for the haul with you. Two giant groups is both un-authentic and uninspired, any type of default faction is lame, make/join one of the many player made factions. -
Why does it matter where/how people group up? Is it because they used methods of communication that would not be available IG in DayZ or after SHTF? I don't think that makes any sense, people are playing within groups of trusted friends or within large organized groups with defined leadership structures like clans. Both of these types of groups would be prevelant and successfull in any disaster scenario, I think people who are to lazy to join such a group, or don't have people to play with are just butt hurt that they don't have a group. I don't see why people think that you must be able to spontaneously group up with players in game and think that mechanics must be implemented to force this to be possible. Encounters with strangers will always be dangerous because you are never safe and a player has the ability to end another players life nearly instantly. Skins won't change this all they do is give people a false indicator to judge people on, it has been explained many times on this and other threads how counter systems do not work for tracking humanity. And that will have no effect on people running around killing people or people without said "nappy/diaper" killing each other. If you think you're somehow going to get more of a TDM experiance you're wrong, and your wrong for wanting DayZ to be a grand two sided TDM. Its you and the number of people you want/need/trust against the world.
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The announced base building + Suggestions!!
xximrtwoixx replied to Kniekehlenheinrich's topic in DayZ Mod Suggestions
Instanced bases would have an issue with people camping entrances, the fewer entrances there are the worse it would be. -
I mean nearly all gear should be displayed on the character model, even when inactive. Like inactive nvgs would be displayed pushed up on your head if worn but inactive. your secondary in a holster when inactive/not readied. Much like how your primary works when your secondary is eqipped.
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Yet another topic about guns balance.
xximrtwoixx replied to run4way's topic in DayZ Mod Suggestions
The zombies are simply infected people that are actually still alive, rocket has discussed this at length, take a look. I pretty much agree with that its really just values assigned, but I do not think things should be "balanced" they should be assigned values that will do the best job of representing that bullet authentically in game. I don't think this is the case now though mostly for shot guns. They are devastating to deer that can survive being struck by a car at 60MPH. Yet you need to shoot a player IG I think 4 times with one inside peak range, its BS. Also .50 to hand would likley mean you have no hand, and in a setting where you aren't getting sterile good medical treatment it would likley be a death sentance. -
Stabbing people with the hunting knife
xximrtwoixx replied to omgwtfbbq (DayZ)'s topic in DayZ Mod Suggestions
Agreed, they would have a significant oppertunity to do nasty shit to you in the time it takes them to bleed out. Didn't answer any of my questions or respond to any of my points..... Can I infer that is because I am right and you don't want to admit that you want insta kill touch attack kinves like COD? -
I love that the people who bitch about PVP/KOS really only like the bandit skin because it makes them feel like they can now PVP and KOS a certain subset of the player base. Look at the two brianiac comments below... You two idiots want COD, and TDM you want two easily defined/distiniguished teams that have one simple type of interactions between each other, combat. DayZ is about way more than that, if you can't live with the fact that your control over the world only extends the distance you are able to enforce your will over others, (Shoot a bullet) then maybe DayZ isn't for you. I'm a bandit/murderer, and yet I am in a group, we basically kill everyone not in our group, and will continue to because we don't want/need any other players in the group.
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The announced base building + Suggestions!!
xximrtwoixx replied to Kniekehlenheinrich's topic in DayZ Mod Suggestions
I think underground is crap, how are players building these epic structures? If they are simply finding them then why can't the same be done for above ground houses? I think real time should stay in and this could be the reason that farming, building, etc are not included. Instead players could simply fortify exhisiting locations by blocking up doors, securing gates, repairing existing fences etc. There are a shit ton of ways that he could prevent players from recking the map by building on it everywhere, and I for one would prefer that he stick to forage/fortify over build/grow. -
Yet another topic about guns balance.
xximrtwoixx replied to run4way's topic in DayZ Mod Suggestions
Good post but I think that speed does add signifcantly to tissue damage. I do agree that a bigger round is usually always better, but when it comes to rounds there can be fundemental differences that one must consider. For instance JHP rounds will do much more tissue damage than FMJ ammo. A little JHP round like .17hmr will make such a mess of a squirrel that you only harvest half of it, but if you shot it with a .22 short/LR JHP or FMJ your getting alot more meat, even though your using alot bigger round. The .17 round breaks/expands before it even penetrates the skin, it will expand shooting pop cans, and thats why its so devastating because it is 1. fast and 2. it expands/breaks to deliver more damge than its given size. JHP loses out to FMJ for battlefield effectiveness IMO, shooting through things is very usefull and so are small groups, and if your opponents are wearing armor/heavy clothes FMJ wins there too. Also I do think there is such a thing as knockdown power, when you shoot an animal with a slug compared to a center fire round you see knock down power in action. I've threw and threw coyotes with .223, .308, 6.8, 6.5, .45 colt, .45 and with slugs. When you hit one with the .308 or slug they go down almost instantly and don't get up, other rounds and you'll be out looking for em. Usually have to run FMJ because of the foilage but when the corn goes down we can get out the bolts and run JHP then it doesn't matter as much on the round. -
Stabbing people with the hunting knife
xximrtwoixx replied to omgwtfbbq (DayZ)'s topic in DayZ Mod Suggestions
So you agree that you want COD?? Or are you cool with having a knife that does "authentic"/"realisitic" damage? If you agree that it would be a complete shit weapon and nearly useless then why do you want it in the game? It would be a waste of DEV time and resources. It's not that you couldn't attack someone with a knife, I'm saying it wouldn't matter if you could/did attack them so why would you go through the trouble of implementing it. So you and others can bitch that the knife isn't strong enough? No thanks, just leave it out now rather than end up with way more complaints or even worse an insta kill weapon that works 100% against anything you can touch. Who needs bullets everyone's an epic ninja right... -
What if I told you that there are 2 kinds of difficulty?
xximrtwoixx replied to bloodriot's topic in DayZ Mod General Discussion
@BloodRiot I think its BS to compare UI to clipping and character model glitches. The first is a system that is designed and tested by the studio, the second are bugs that you have even recagnized as not being intentional. As pretty much everyone has agreed that the UI works for vanilla, but not for DayZ or other mods that have significant inventory management (Life mods), you can conclude that because inventory isn't important in vanilla this was the biggest reason the UI is the way it is. A secondary consideration that I think your OP disregards is that you don't always need polish to accomplish something. I think that without polish a mechanic is going to be open to interpertation, because you can't distinguish poor design and intentional design or exclusion. I also think that people have priorities wrong in terms of complaints, yes people should hold rocket and devs over the fire but on the right things. What really breaks the game and isn't something that can be "Fixed" but is more of an issue of the game/design. (Like altf4 or KoS) IMO getting/switching equipment should be slow and I don't care if this is accomplished with an animation or my inability to switch to stowed weapons easily because of UI. I think focusing on things that players think will improve playability (Bugs/UI/Etc) are all things that should occur later and the real concentration needs to be on content and finishing the last half of the game. -
These are just classes re-labled, I think skills could have a place as it would introduce specialization into the game/society but then you have to deal with farming and or losing what BazBake refrenced. Noobs and Vets should be the same meatbags that take the same damage from a 7.62 round, but I think that you could develop skills while you survive that make surviving/thriving easier. Also they should be taken away at death, this would make death more of a penalty and I think make a majority of people more carefull of their toons life.
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let the trolling begin.... I'd be fine implementing w/out skills but then you would always run the chance of poisoning yourself, could be fun but I think some people would bitch about it.
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What if I told you that there are 2 kinds of difficulty?
xximrtwoixx replied to bloodriot's topic in DayZ Mod General Discussion
I don't really think it matters, I get what Op is saying and I even agree there are two kinds of difficulty but there are also a million ways to skin a cat. If the UI was great and you switched to hatchet via simple mouse wheel or key command but then went into a 20 second animation where you pulled the hatchet out of a sling/rail on on your pack after slinging your gun to represent getting the weapon out of storage would it be very different? Of course you can't move while this is going as the animation stops movement also. You have the same exact scenario but alot more content to accomplish it, ie animations, code, etc. I'm not saying BI made the UI crappy intentionally but I think that it almost servers a purpose in its clunkyness. -
I didn't say it couldn't be done, I said it eats resources and many designers would rather dedicated those resources to other things. If a single server model or mutliple linked BI run servers are the goal then maximizing the number of players and Z's will be a priority, running all that Z AI will be eating a ton of resources and IMO I'd rather have that then dynamic wind/spin drift.
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I don't know why you blame zombie glitches for needing a weapon, how would a weapon stop/effect them hitting you through walls or jumping around when they are cloae/attacking because of the animations?? You have to deal with this even when your armed, being unarmed does not effect/deter 90% of the glitches with Z's. It would only help you deal with aggro, you call them aggrowing to you glitches, I see this as you drawing aggro and not a glitch. Yes sometimes aggro is glitchy, they see/hear you in a building but based on play I think 95% of the aggro I draw is my own fault, so I'm sure its pretty close to that for you as well. Aggro is actually alot easier now than it used to be, do you really think crouch walking 50m away from someone in a manicured lawn you would be hidden from them? IMO if you can see them they should have a chance to see you.
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Please, DONT add a bandit-indicator in this patch
xximrtwoixx replied to JulieMeyers's topic in DayZ Mod Suggestions
Agreed, all those calculations and the FPS associated with it could be used for way better content IMO. I also think that even with a logging features players would be able to abuse the system because it is set on specific rules that can be figured out. Bullet must be within 10ft, well I'll shoot 15 ft away to get them to return fire. Also for self defense there are so many situations were someone doesn't even shoot but you still need to defend yourself, ie stealing, following, trolling, etc. To me that breaks the system and is also why everyone will become bandits eventually because your counts are carried over character deaths. -
Multi Map Dayz - linked servers.
xximrtwoixx replied to Strategos (DayZ)'s topic in DayZ Mod Suggestions
Agreed that would suck, and people would likely abuse this factor, ie sit at edges of the map so they could try to escape between servers. Kind of like criminals crossing state lines back in the day, I still think its better than going to a gate system as that would require NPC's. I think you could deter the above via conditions to "leave" ie if your in shock or have status as being in combat, recently fired weapon, etc. Also if the transition areas are designed to be forests/mountains and no towns are near to them it would help with immersion because you wouldn't be able to see long distances. But I think some players would try to exist in the ether rather than join one of the communities that would be likely to form on individual servers. To me a single server represents one experiance, no escape and that is the only way to deliver a harsh experiance. -
EVE concepts in DayZ (solution to horizontal load balancing)
xximrtwoixx replied to ShaddnArakh's topic in DayZ Mod Suggestions
So you don't think its right that large factions are able to sieze and control areas of the map? Thats what grouping is all about and where the benefit to being in a large faction is. I hope there would be some locations like this as it would inspire conflict. Groups already lock down NW airfield all the time, imagine if there was no fear of hoppers coming in from behind and they had a way to reduce or push Z spawns away from the area. People would never leave. The game play that would emerge if DayZ was set up as one "realm" would be epic, and very frustrating. Some people would hate it, but I think it could also serve as an example that would inspire tons of other games. Imagine an FPS set up in such a manner, it would be real war establish front lines, raid supply lines, bomb enemy territory, capture enemies etc. Hell we may be able to do most of this in DayZ even. The people that don't like PVP currently because things happen to their character that are out of their control will most likely grow to hate a single server DayZ because their would be no escape, they couldn't hop to another server their character would forever be stuck in a location and they would be forced to deal with other players with bad intentions. Example: I capture you, you have two choices, disconect and get stuck IG because of a timer and I likely murder you or comply and do what I say. I lock you in a building/room/prison, you would literally be stuck there until your rescued or murdered or if there was respawn selected it, but if there's no respawn then you couldn't even do that I could shit all over your day/week/month by making you slowly starve yourself. -
If someone catches you in an ambush and opens up on you with most any rifle you will die unless they suck, what is the difference if it is within 200m and they are using an assault rifle or over 300m and they are using a sniper? I think the biggest issue with snipers or why it is so easy is that peole play on regular servers and are able to instant range people with a mouse wheel, this makes zeroing very easy. There is also a very easy solution, don't play on a regular server, boom over. Ranging based on waypoints is also something that makes zeroing easier, but doing this requires the sniper to be in position and research his area, I think this is fairly authentic even though the player is using the game engine to tell him distances rather than measure/know them. If you are activley ranged with way points, ie they do it while they see you, you're not moving enough and its your own fault because it takes time and the sniper would be switching screens and not have you visible for periods of time. Duping of rangefinders is another issue but thats duping and will hopefully be taken care of at some point. Why do you think many games don't factor in ballistics at all, its because all of those calculations have to occur somewhere and this eats FPS. To include more variables like dynamic wind would eat alot of FPS and introduce alot of lag thats why it doesn't exist in MP.