Jump to content

Chaingunfighter

Members
  • Content Count

    2393
  • Joined

  • Last visited

Everything posted by Chaingunfighter

  1. Chaingunfighter

    How does SKS compare to the M4/Mosin

    Unlikely - it's (probably) an issue with persistence and loot spawning. It could have been people duping but they usually don't go through the effort to scatter stuff around after they do that, and the loot spawning mechanics coupled with persistence have been prone to creating unrealistically large numbers of loot areas in some buildings, it's a well known and documented issue. Can't rule out anything completely because a lot of hacks and glitches are still out there but I'd say your best bet is faulty loot mechanics (it's the SKS anyway, super common and not really rare/special enough to warrant going to the NWAF to dupe.)
  2. Chaingunfighter

    Make certains weapons "vertical" in backpacks

    If they plan to expand this, then the M4 should definitely be allowed to break down. I can't really see it happening the same way because it's an already complete model and configuring it to work alongside the large number of attachments may be difficult, but it'd be worthwhile in the end (and it's not like it'd be unbalanced - the M4A1 is a helicopter crashsite spawn, after all.) Either that or they should add a short-barreled 10.5/11.5' AR (MK18, Colt M933, M733, or hell even an XM177E1) that can fit in backpacks (and would be better in close quarters) to compensate.
  3. Chaingunfighter

    Raid Historic Cherno-Russian Museum of History?

    I'm assuming this is a joke. Replica swords and Soviet hats (in a post-Soviet country, mind you) =/= Experimental three-barreled prototype assault rifles that would spawn in the same, static, guaranteed location every time. And don't think you'd find one of these in a helicopter crashsite.
  4. Chaingunfighter

    Home-made Shotgun + Modified Flare Gun

    With just this stuff? No - far from it. Oversimplifying it wouldn't make it worthwhile, it'd just end up being really redundant and unrealistic, and were you to really need a realistic amount of (improvised) parts it'd be almost completely pointless to attempt versus just looking for an IZH-43 or some other gun. Plus even if it were possible these things would be horrendously inaccurate, have no aiming sights whatsoever, and be prone to fall apart any second. Improvised firearms are cool but they're meant to be used in an environment where there are comparatively fewer firearms available, and for the most part they're built as "temporary" weapons that you use to acquire better ones, not long term solutions. Not to mention that having every single one of these improvised designs appearing the same would just be bad - they wouldn't really feel improvised to the same extent because they all look the same. Crafting weapons (or combining stuff with weapons) should be limited to melee, bows, explosives (IEDs, molotovs, etc.), traps, and maybe some careful additions to weapons, like the ghillie gun wrap.
  5. Chaingunfighter

    Facilitating Peaceful Player Interaction: Trade & Reputation

    Pretty much this. While in my opinion the player vs player experience (not necessarily just firefights but the whole dynamic of players being the main threat) should be the overlying largest threat the game would be far more interesting if you had longer periods and more intense versions of the PvE mechanic. Doing it through methods like sanity, emotions, feelings, or "built-in psychological mechanics" of any degree would definitely cull the amount of hilltop sniping, fresh spawn hunting, and tactical group firefights in Berezino to a large degree, there's no denying that. The problem is that it's a way of forcing it onto the player base, as rather than passively encouraging things by providing benefits to alternative playstyles, it specifically punishes those who choose to play that way. That doesn't change the dynamic in a good way, all it does is makes a game where the roles are shifted to the exact opposite of where they are now, and no middle ground is achieved. Decreasing the amount of weapons, ammunition, food, water, and general supplies that spawn while increasing the potential places that they can spawn is the first big step, as it gets people to move around and be more likely to encounter each other. This won't stop hostility completely and will create scenarios where people will kill because there are fewer supplies, but it does negate unnecessary murder to a degree and makes it more costly overall, so there will be less "fresh spawn hunting" and "city sniping" than before. The next is allowing for the "alternative" methods (quotes because they should be viable and often-used options) of getting said supplies to be used as an onset to scavenging - so that you have a good amount of hunting, fishing, farming/horticulture, crafting, and otherwise in addition to looting consumables and items. Afterwards the focus needs to be drifted towards group or multiple player actions; stuff that is very difficult or cannot be done at all alone, like fixing up a car or blockading part of a city to create a "safe zone" (by name only, there'd be no game designation or PvP prevention. It'd just be an area with some makeshift walls around it set up by players.) After that you get a more interesting game. You don't completely get rid of people preying on the weak, having large gunfights, or killing for entertainment, because that's not the goal. The goal is for them to happen less often and thus be meaningful when it happened. If the crazy killer clown on the coast (alliteration ftw) was a more unique experience it'd be absolutely terrifying, the problem is that it's just too common. Hence the 'reduction but not elimination.' You'll have a large number of players who will maintain shaky alliances or at least act more neutrally towards others while still allowing people to play lone wolf (albeit more difficult) and even as crazy sadistic murderers, just without any forced penalties.
  6. Chaingunfighter

    Surplus Wehrmacht uniforms/helmets

    They're making a renaissance fair??? And my opinion on this is still that they should do a blank, steel stahlhelm - nothing more.
  7. Chaingunfighter

    Land Rover Wolf mounted machine gun truck

    The CDF would probably use UAZs and vehicles like these, but there are still plenty of those in the same fashion. \ Considering the HMMWV wrecks you can occasionally find This would probably be the extent of armored vehicles I'd feature;
  8. Clearly if they added a Glock with an attachment rail it'd use the pistol flashlight separately. Pistol suppressors are already in again and the CR75, FNX, and Amphibia are the "quiet" pistols. There are a bunch of .45 caliber revolvers; Smith & Wesson 625, Smith & Wesson Governor, Colt M1917 (I'd prefer this above all else), etc. Could definitely use some more .22LR pistols. I'd like to see the Smith & Wesson M&P-22. Gives us a reason to have another semi-automatic pistol without it being redundant, and it has a 12/13 round loaded capacity so it wouldn't be completely useless compared to the Amphibia (or Ruger.) Additionally; Smith & Wesson 61 Escort Fits the same role as the derringer but has 6 rounds of .22LR instead of two .45s And, of course, the Smith & Wesson Model 17. Would obviously be one of the most common weapons - though still not as high of a spawn with it not requiring a magazine.
  9. Glock would be cool - G17 would be more realistic and generally represent the series, though, but G18 would be nice for a machine pistol. 9x19mm Stetchkin is a yes from me. The CZ-75 (CR75) doesn't really need to have the older variant without a threaded barrel. I mean, if they chose originally to do an 'A' or 'B' model without a flashlight rail and threaded barrel that would've been fine but it seems pointless to do another one when they can just do other pistols. A regular Beretta 92FS/M9 would be my choice pistol - doesn't need to come with threaded barrel or rail but still uses a 15 round magazine. They could also do the MP-443 Grach, a number of 9x19 Glocks, or plenty of other pistols. Having a different FNP/FNX would be equally as pointless - they can make less rare .45 caliber pistols, like the HK USP-45, Glock 21/30, Beretta Px4, HK Mark 23, or Taurus PT-24/7.
  10. Chris said that they're working on a couple of bolt action rifles in addition to the Winchester 70 that will be able to use scopes - and quite a few of the guns we have now (CR-527, Sporter-22, etc.) may also be given scopes. VSS is a personal want of mine but it uses 9x39mm ammo so it'd have to be justified with some other guns like the SR-3. I don't think it's wrong to assume we'll get some other long ranged rifles in the future, though.
  11. It's exciting because it's immersive - having buildings that you cannot enter breaks the authentic feeling for me and makes it play out more like a maze game rather than one with actual depth. Sure, you're less likely to come across someone now than you were before, but the encounters end up being far more interesting than they were previously as there are a significant number of new dynamics added into the mix. Looting is more tedious, but a lot of that has to do with the fact that it's heavily broken and incomplete. Looting isn't supposed to be quick or convenient anyway - spending time to gear up and acquire stuff while actually looking through minor buildings rather than "only go to the market/hospital/military tents, avoid everything else" is the better way to go. Also, with 40 players being the current true maximum, and the game's overall incomplete stage, you're not going to have as many serious encounters. When 100 player servers were a thing for the time that they were you were almost 100% guaranteed to run into people in pretty much every civilized area on the map (I remember spotting some guy at a cabin in the woods far from where the spawns were at the time.) There are obvious downsides to the massive map expansion, especially at this stage where we have lower player counts and a different dynamic than we'll have later, but it's progress that needs to happen sooner rather than later.
  12. 2000 is what I'd reserve for weapons you don't want the vast majority of players to ever encounter at all during their entire experience playing DayZ, like a gold AK or something like that. SVDs are not overkill weapons that are so powerful that they need to be hyper rare - in fact a ten round old semi-automatic sniper/marksman rifle would probably be one of the more common centrally controlled items. Unless they plan to wipe the game and move all guns down to levels like that (where basically no one ever sees even an AKM) then I don't think it'd be reasonable to have a low-end sniper rifle be so rare that no one ever encounters it.
  13. The signs only indicate that it'll be rarer than most of the guns we have now and it's one they definitely want to have spawn in set numbers. Doesn't mean that it will be limited to something extreme like 2000 of them in the entire game, though.
  14. Chaingunfighter

    German military vehicle: LGS Fennek. An Easy addition to SA

    I think allowing firing from the exposed positions (i.e. where the turret would lie) on lightly armored vehicles you could technically call APCs wouldn't be too much of a problem. We should certainly be able to fire our guns in positions throughout regular vehicles as well as helicopters, though. Even the occasional pickup truck with an available MG to mount on it wouldn't be all that bad, although IMO I wouldn't go any further with land based combat vehicles than this. If people want armored vehicles then they should have to improvise them with metal sheets and whatnot at the cost of reduced speed/higher fuel consumption and reduced visibility. AT weapons and whatnot wouldn't be the equalizer (I certainly don't want to see every man and his dog with an RPG-7) but regardless of how far they decide to go with vehicles I still think we should get some general AT weapons of all kinds. They're useful against all vehicles, and single shot disposable AT weapons and RPGs can still be used for infantry support even with a completely absence of vehicles. Mines, IEDs, and whatnot also have more practical applications than just anti vehicular use. That just happens to be a bi-product of them.
  15. Chaingunfighter

    Traps: Trip-lines, land-mines, and claymores...

    Depends on the game. I've been doing a runthrough of the Far Cry series (from the original, to Xbox's Instincts/Evolution, to 2, to 3, and finally 4) and pretty much all of them have well placed minefields at some portion during the game, and they've killed me a surprisingly large number of times. But yeah - land mines will be great for DayZ. These things are rather large and (somewhat) easy to see - they seem to act more as area denial weapons than "kill as many as possible" objects (just as mines are in real life) and where these are usable would be mainly for anti vehicle combat. Granted I'd still like to see claymores/MON-50s and IEDs but these are nice to have.
  16. Chaingunfighter

    After reading the DayZ wiki's page on planned weapons

    KAR-98s/Gewehr rifles are very prolific in Eastern Europe - only problem is they use a specific caliber and the more unique forms exist in other calibers (MG-42 has the 7.62x51 MG-3, K-98s have a million different gewehr-type sporter rifles, etc.) MP-40 would be acceptable, clearly far less common than the PPSh or other Eastern Bloc SMGs but still a possibility. Personally I do want one because it's got a rather unique look and feel to it. MG-34/MG-42 I'm iffy on. I'm sure they exist in some places because they were used all over during the war, but the amount of them that were taken by people, hidden and not confiscated, and then end up still functioning today seems like it'd be far less than simpler firearms. Plus there's the MG-3 which is essentially identical but uses 7.62x51mm rounds we already have and is actually in service in quite a few places. I do want one of those .308 Lee-Enfield conversions as a super regulated civilian spawn, simply because they'd be a homage to the mod.
  17. Chaingunfighter

    Alternative .22 Pistols?

    Ruger Single Six - 100% It gives off that "Single Action Army" vibe without actually being one (because I really doubt we'll get .45 Long Colt in the game) and would also mean more revolvers for the game. That target pistol is really ugly, though, but it could be realistic. (I don't see the point - a single shot .22 gun would be nigh useless and that gun doesn't even look like something that would be spawning more common than other guns, so it'd be a novelty weapon at best.) Some other viable .22 guns: Smith & Wesson M&P-22 - Decent semi-automatic pistol, plus it's in the very popular (and growing) M&P series. Armalite AR-7 - .22LR survival rifle, could probably spawn at deer stands and barns and such as a more common spawn. Charter Arms Explorer - .22LR Pistol built off of the same base as the AR-7 above Winchester Model 52 - Bolt action .22LR with a 10 round internal mag capacity (rather than 5 like most of the other hunting rifles) American-180 SMG: - Not realistic at all, but it's a very unique drum-fed .22LR SMG. Would be super cool IMO.
  18. Chaingunfighter

    German military vehicle: LGS Fennek. An Easy addition to SA

    I fail to see how an RPG-7 and maybe some other disposable launcher (M72, RPG-18, etc.) would be unrealistic at all. Not that I believe we need any sort of lightly armored vehicles (though armor plating through vehicle customization should be possible), but having a few anti-tank weapons meant for taking out even basic military vehicles or technicals would be extremely useful.
  19. Chaingunfighter

    After reading the DayZ wiki's page on planned weapons

    Right - I forgot about that. Yeah, now I'd much rather see the SVT-40. Only problem is even that is basically like a less accurate SVD that uses the PU scope instead of the PSO-1.
  20. Chaingunfighter

    After reading the DayZ wiki's page on planned weapons

    Personally I'd rather have the SVT-40 and M14 (or all three), but if the devs want a Garand it'd be fine so long as it were chambered in .30-06 and not 7.62x51. The Garand is unique in that it has an 8 round internal capacity, unlike most other battle rifles that are magazine loaded, so there's that. I'm glad they at least are for sure doing the FN FAL and SVD, because the Garand is questionably realistic unlike those two and the previous BRs I mentioned.
  21. Chaingunfighter

    Western European/American vehicles

    Some of them maybe, but they shouldn't be any of the wreck models we have now - most of them are clearly damaged beyond repair and the amount of work it would take to convert world models into working vehicles would be pretty large. Then again they could obviously just substitute it by making working versions of the wreck vehicle types and putting them in the spots where the wrecks are, but I don't think it'd be worth the time to make every possible fixable wreck on the map driveworthy.
  22. Chaingunfighter

    After reading the DayZ wiki's page on planned weapons

    I put that there based on his quote. Basically anything that gets mentioned more than once or "confirmed" I like to put on there - obviously it means nothing until they're added to the game but it's worth putting on the list to keep people informed on what is more of a possibility than others. Far Cry 4 rather prominently features a .700 nitro elephant gun, but otherwise yeah they're fairly obscure, and I don't think a single other (well known) video game features the Trombone, so there's that. Elephant guns are very cool but they're overkill for regular game hunting (even bears) and they usually have super specific ammunition calibers to go along with them. Besides that they'd basically be just bulkier Blaze 95s with more recoil and a harder punch gaemplay-wise, so there's no real incentive to have one. I'd be perfectly fine if we did get one. But the various .308 and lower guns we have now are plenty enough for hunting the game we see in Chernarus, and if you're really worried about bears you can always carry a select-fire weapon with a large magazine (pretty much any full-auto weapon currently in the game would kill a bear with [less than] a full magazine, except maybe the MP5K and PM73 considering their small calibers.)
  23. Chaingunfighter

    Western European/American vehicles

    Problem with this is that we're not in a richer area of Chernarus... the vast majority of South Zagoria where we play is agriculture focused with a decent sized industrial sector and some commerce in the larger cities (Novo, Cherno, Elektro, etc.) Most of the vehicles you'd find there would be older ones from around Eastern Europe that are only used to get the job done. That's not to say a few common Western cars would be a bad thing but I'd rather have vehicles like the UAZ-469 and whatnot first. I do think having the HMMWV in the future would be nice - there are a considerable number of wrecks around so it's quite likely Chernarus used them (Being given to them as aid by the US following the 2009 war.)
  24. Chaingunfighter

    What do you think about realism in DayZ?

    When people talk about realism, they don't mean "oh, well let's have the government tax us in DayZ!" or "let's add 100% realistic QWOP joint-control to DayZ!" It's more specific features that are rather important on the realistic spectrum that people want to see. Obviously 100% realism isn't going to happen - a lot of the stuff you listed probably wouldn't be added simply because of development constraints or a simple lack of importance. Leap frog is not important to players; being able to catch various infections is. It's got to be a balance - no one's going to have fun resting a broken leg for weeks in game, but at the same time it's sort of taking the cheap way out to just apply a splint or morphine and be 100% fixed up instantly. Sprinting indefinitely with hundreds of pounds of gear on is not easy - your character's overall health as well as the amount of stuff you're carrying should dictate your speed and rate that you drain stamina. Weight & handling for firearms (and other objects) is important so that we can have high capacity and powerful guns without them being overpowered, because a massive PKM is really going to slow you down if you're trying to be stealthy. A lot of this stuff is confirmed to a degree, but people still like to voice their opinions on the subject and get into specifics. We don't need everything to be the epitome of realism (DayZ isn't a simulator, after all) but it's not wrong to ask for amounts of it where it applies in a way that's beneficial to gameplay.
  25. Original M14s were - later models had the selector switch taken out because it was unnecessary. The original-type M14s still used by ceremonial drill teams as well as the US Navy where applied have no selector switch, and they're the only real reason you'd find any of those M14s in Chernarus. Whether it be an M1A, M14 with no selector switch, or some super modern variant (MK14, M39 EMR, or even the M14 DMR, etc) gameplay-wise it'd be a larger differentiating factor were it semi-auto only, because we've got the FN FAL confirmed and G3A3 as another "on the list" weapon, both of which are select-fire battle rifles that typically use 20 round magazines. At that point you can only change the stats for the guns so much before they just become redundant to use. Doesn't matter at this point - from what they've said no M14 variants are planned as of yet. It could change but for now we can assume that it won't be in.
×