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Everything posted by IkaikaKekai
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Trains are a pain in the ass to repair when you have the proper facilities up and running. Id say for simplicity no needing wheels to repair, but you'd need a lot of scrap metal (lets just say 10) engine parts (gonna say 2 or 4), fuel tank parts (4 sounds good for the size of engine thats sitting on Cherno docks) and glass for the cab and caboose (6 or 8 for the loco, unknown number for the caboose, could still operate without glass, but of course your more vulnerable to small arms fire), and of course a shitton of fuel (12,000 l wouldn't be a stretch to fully fuel) (don't know the model used for cherno docks, but it looks simular to this http://en.wikipedia.org/wiki/ChME3 ). Possibly to 'ease' fueling there would be a place in the major Cities (Cherno, Electro, Berezino, maybe the factory north of Solnichy) that have workable fuel pumps next to the tracks to fuel up (either a jerry can with diesel unless they make fuel 'magic' in the game like it is now, or by fueling up the train right next to the pump)
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Melee Weapons Ideas (Megathread) Post your ideas
IkaikaKekai replied to Robert Shannon's topic in DayZ Mod Suggestions
-Spears/pikes/halbards. Ranging from a sharpened stick or broomstick with a knife ducktaped to it, to something you might find in a museum (a halbard or pike). Possibly add in throwing spears (if the engine can do it). -Various axes, ranging from the Fire ax mentioned in the first post (large), to the hatchet we have now (medium), and a survivalist's tomahawk (small). -Military Officer's dress Sabers (be a way to add in swords realistically without needing a museum or 'perfectly preserved castle' or your random Chenarussian happening to have bought a Katana on Ebay) -Sledgehammer, hammer, other blunt/weighted weapons. -small clubs/sticks, Riot baton, billy club, nightstick, thick wooden stick, piece of rebar, ect. -
"YES! I FOUND A M107!" Loud clicking noise* "And its been fucking demiled..." *snipped, zombie aggro from loud clicking, bambi with an ax*
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The giving of a title to the one they call "OrLok"
IkaikaKekai replied to TheDesigner's topic in DayZ Mod General Discussion
The Nommer of corpses! -
Carts would just add to some things, like cargo capacity and passenger seats. Also loco cabs are fairly small, they can fit maybe 4 people comfortably inside but really only made for 2 people (engineer and conductor). People could cling to handrails and sit on the walkways but that gets to be dangerous in and of itself. The scenario that the train with cars could be used for would be something like, group fixes up train, and starts heading along the tracks, hitting up the 'major' loot places (Kamrovo's factory, Balota airfield and the evac base, Cherno's industrial section, ect) and loading up loot into the box cars and picking up a few randoms along the way to give rides or whatever. They get to 3 valleys or wherever their going to and stop the train, loading their loot up into a ural or two to take to their base before abandoning the train.
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Hunting knife as secondary weapon
IkaikaKekai replied to Burt_Reynolds's topic in DayZ Mod Suggestions
Well thats kinda what I ment, 'unusable' if you're smart enough to not stab someone with HIV in the intestines then go cut up your bacon without washing it first. -
There is a Static train sitting on the docks at Cherno, this would be an example of something small players could repair with just 1 or 2 cars to pull.
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Chernarus Map Suggestion - railway tunnels!
IkaikaKekai replied to Xianyu's topic in DayZ Mod Suggestions
I like the idea, but the tunnels need to make sense so to speak, not just exist to exist. Tunnels are expensive undertakings and usually only done when its more expensive/impractical to go around or go up a mountain. Just using a map it looks 'easier' for them to build a rail line along the road going to Nadezhdino from Cherno. Of course most railways try to keep the 'grade' to a low number (a 1%grade is 1 foot of rise for every 100 feet of track, a 3% grade is considered 'steep' for most normal locomotives and most railways don't like to go above 2% if they can help it), the Nadez pass might be too steep for a loco to make the trip without a helper system so they could start the tunnel somewhere near Prig and have it pass under Mogil and surface near Guglovo. -
Does, not, exist. Some small resorts and such have trams that are computerized and a lot of the functions are automated, but still ultimately controlled by a human somewhere making sure there's no glitches in the system. As for a solar powered train, a solar power plant would have to put a good chunk of its output into the power the infrastructure an electric loco is on. And as for simply having solar panels on the train itself? Not enough space to fully power one. NO 'automatic', automated, self running, or NPC controlled trains. Runaway trains aren't really an option either, the train would run out of fuel eventually, or derail when going to fast on a corner, or (not sure if they have this on Post Soviets) the Dead Man's break kicks in and applies the breaks (modern US trains have random intervals of time where the engineer has to push a button to prove he's awake and alive within 30 seconds or the train starts to apply breaks), and you would run out of tracks eventually or hit something large/strong/small enough to derail the locomotive, if Chenarus' rail line was set up like a model railroad continuous loop (which pretty much never happens on 'real' railroads, they usually run 'point to point' to save money) this MIGHT be possible but would still run out of fuel fairly quickly.
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Hunting knife as secondary weapon
IkaikaKekai replied to Burt_Reynolds's topic in DayZ Mod Suggestions
If used as a weapon it should be unusable as a skinning/gutting knife until cleaned. -
My guess is you'll find both loose ammo and boxes of ammo scattered about.
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Unless you can punch hard enough to break bones or rupture organs, you can't really kill someone with just a punch. Not only that but say you punch someone in the mouth, more than likely your gonna cut your knuckles on the person's teeth and get some kind of infection from a 'healthy' human being, let alone a someone who hasn't brushed in weeks/months and eats raw flesh. Now say a gut punch to stun someone (probably won't work very well on the infected) might work, or as suggested several times, some kind of pushback/struggle to deal with zombies while unarmed. If I ever get into a fight with someone, I'm going to do everything I can to put them in a headlock and fall with them.
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I use one often, its easy enough by myself (much easier with more people), and can fit 5 people (including myself, Im in the middle to operate the brake and be able to turn to face whatever direction we're heading) on it safely, probably 6 IRL if they knew what they were doing. I don't think they should be 'fixable', just pretty much indestructible (maybe scrap metal?). Their easy enough to derail and rerail (their made to be light enough for one or two people to get off the tracks without any real damage) to make room for more equipment or a locomotive.
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wild tamable animals and wild life in general
IkaikaKekai replied to fate1122's topic in DayZ Mod Suggestions
I want to ride a boar into battle with my lance. I shall name my steed Katsu. On a serous note I'm not sure about tamable wild animals. Dogs were at one point going to be in the mod (dunno if they're still 'in' for the standalone). Taming a wolf or hawk is pretty friggen difficult from what I hear. Falconers usually train their falcons from a young age and even then the falcons have a tendency to fly off and not come back. Dogs would be fairly easy to 'tame' because most of the ones around would probably be house pets abandoned when the infection hit. Even then you'd have to build a report with the dog for it to be loyal enough to you to say attack a bandit or zombie (I have 6 dogs, 4 of which I've had from their birth, if anyone 'attacked' or made threatening gestures to me or if I attacked someone my dogs would be all over them in seconds, and that's without any kind of training, that's just loyalty) -
Pretty much agree, also on the subject of Denzel...why did he run to each car and do the handbrakes rather than just lean down at the end of the last car and open up the brakeline valve? China and a few countries are actually still producing steam locomotives, though in limited numbers (I believe they just recently built one in the UK as well from scratch rather than a restoration) The US and UK and a few 'first worlders' have a few running examples for excursions and specials. There's also 'third worlders' that have older steam locos from 'first worlders' that they kept in running condition. Chenarus' rail line is not electrified in any way shape or form. The tracks are fairly accurate when I look at them actually too, so its not something like they forgot to put in a third rail (third rail would be very unlikely in Chenarus besides in yards) or an overhead gantry system. And if it was there'd be honestly no way of powering the entire line without fully restoring not only the power plant s) but also all the infrastructure (jumper cables and a generator/battery would not be enough) There's a much simpler solution which I post in just about every Train post I see on here. Maintenance of Way vehicles. Speeders, Track Inspectors, handcars, hell even a hirail truck would do (don't know if they used them in Russia/Soviet Union) and they are all either gas powered or with the hand car, hand pump. Getting a working locomotive would be a pain in the ass and impossible to keep hold of, not that I'm against adding something small like a switcher with a box car and caboose, and as I've suggested before, an RDC or motor coach of some type. They would have to make all the switches functional in game (and possibly having to repair them with scrap metal) and a way to clear the tracks, as well as putting in a few additional sidings to allow the vehicles to pass each other (Chenarus is single track mainline) http://en.wikipedia.org/wiki/Speeder http://en.wikipedia.org/wiki/Handcar http://en.wikipedia....ad-rail_vehicle http://en.wikipedia....ail_motor_coach http://en.wikipedia....Rail_Diesel_Car
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as far as I know the hatchet has always been a one hit zombie kill (providing you actually hit), as for players thats a different story
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Does crack even really 'take away' the pain? I'd say the only drugs that would realistically do that would be pot or heroine, but since we have morphine which is the refined/cleaner version of heroine ..kinda a moot point. Meth (far as a I know) just gives makes you hyperactive, and a one time feeling of ultimate euphoria (basicly the first hit you ever take on meth makes you feel so good that it burns out brain cells so you can NEVER feel that good again, and you keep taking more and more to try and get back there). Most Methheads I've seen start to get a god complex and think they do things better on meth, "Yeah you handloaded 20 magazines in 5 mins but you loaded 7.62 clips with 5.56 and loaded some of them backwards." I think the only 'drugs' in game should either be medications or things you could get over the counter, and they should have bad effects if overused (passing out if taking too many painkillers too soon, vision going blurry, losing motor control, becoming addicted to morphine and going through the shakes if you try to go cold turkey)
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Stereotypical Russian Army Conversation: Recruit: "So when I am getting gun?" Commander: "You get stick, you find enemy, you hit enemy with stick and take gun." Recruit: "So I am not getting gun?" Commander: "Not with that attitude buddy. Maybe you put nail in stick too." Recruit: "So when I am getting nail?" Commander: "Find someone with nail- Recruit: "And hit them with stick...which way to boarder again?"
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Mags in standalone are going to be considered items themselves and you have to load them with ammo. And from what I just read their going to have this in the mod as well.
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A lot of that stuff's already in. Check Cherno's East hospital, across the street is a triage center or whatever set up, as well as mass graves on the hilltop to the east. Balota has what looks like an evac station set up. I'm guessing you don't see any logos or hasmat suits because they weren't in ARMA2 for them to use the models for, otherwise there probably would be some CDC or other medical quarenteen set up.
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I have a suggestion to add on actually, rather than having zombies 'pursue' for 10 seconds for when they hear a noise, they walk/run to the point of origin. As an example, Survivor is behind a wall with a gate nearby with a zombie loitering on the other side of the wall. Survivor breaks out into a run and heads into the house, 'stepping on a twig' near the gate. The zombie turns and walks into the yard, finds nothing and goes back to loitering but stays in the yard within eyesight of the door. Survivor sees the zombie through a window as hes looting the house but is unarmed, so he goes to the door and throws a empty can/bottle out the door and over the wall, hitting a wall across the street, drawing the zombie away, allowing the survivor to sneak/run out. Another Example, Survivor in a UAZ is being chased by bandits on dirtbikes, Survivor speeds into Cherno and gets out of his UAZ without turning off the engine and runs for cover in a building. Bandits stop outside town and park their vehicles in the bush and pursue on foot. All zombies in hearing range of the UAZ are walking to it and staying nearby because of the engine noise and the bandits try thinning out the crowd with silenced weapons to try and get the UAZ. Survivor sneaks up behind the bandits and fires at them, shooting them in the legs with a Lee before running off for one of their bikes while the crippled bandits are being swarmed by zombies from his UAZ and zombies within earshot of his Lee. Yet another example/suggestion: Weapons have 2 different audible ranges, say the 1911 has an audible range of 100m (just for simplicity and the example) Player fires off a few rounds and all zombies within 25m or 50m start running towards his position while all other zombies within 100m start walking to his position.
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Reinforcements is British Armed Forces and Private Military Contractor right? I think both of thous slightly add better resolution to character models and a couple vehicles. But not needed for DayZ
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I usually keep at least 2 food items on me at any time, one in inventory, the rest in my pack. I usually keep 2 waterbottles on me, one in inventory and one in pack, and whenever I go near a watersource (Ive haven't gotten a chance to play post 1.7.2 yet) I drink and fill up.
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Death by Zombie: Zombie with your gear.
IkaikaKekai replied to Supercuate's topic in DayZ Mod Suggestions
The zombies aren't dead and rotting, they have VERY poor hygiene and thus more infections come about (the average human with 'good' oral hygiene has a mouth loaded with bacteria). Imagine if a crazy homeless person bit you because you wouldn't give him any change (not a zombie, just an asshole), your probably gonna clean the infection as soon as you can and head to a hospital to get tested, (Doctor: "I've got good news and bad news. The bad news is you have a new form of Hepatitis, as well as testing positive for HIV, the good news is its being named after you.") -
Don't hate on pellet guns just because you had one as a kid and only shot cans and cats. Just a quick search pulled up the following. .22 pellet air rifle, velocity 950 5.56 NATO rounds, (.223 just for compairision) velocity ranges from 905-940 (depending on the type, fired from the same test weapon). Roughly the same size, you're just using compressed air or some other gas to propel the slug rather than burning gunpowder to rapidly expand air in the chamber. I would agree with Beez that the fire rate should be slow, but that don't make it worthless. I'd rather crawl around Cherno with a 'crappy' silenced gun scoring head shots on zombies because I had time to line up a shot rather than jog through with an AK stopping occasionally to squeeze a burst into some chests. And the OP's not saying "Take out the AS50/M4CCO/Yourfavorateweapon and replace it with a Nerf Gun", you'll still have your military weapons. I want a few more 'survivalist' weapons to chose from. http://www.airgundepot.com/gamo-whisper-22.html http://en.wikipedia.org/wiki/5.56_NATO