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Everything posted by Chaingunfighter
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Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
Chaingunfighter replied to crazykage's topic in General Discussion
Because they're two entirely different issues. I mean, I can understand why people seem to question the progress, but that doesn't mean it's correct. Imagine time traveling back to the 1200s, and demonstrating all of the modern technology we have. We have flying machines that can break the sound barrier and travel miles into the air, space ships that can take us to the moon, submarine ships that can travel to some of the deepest depths, massive bombs that can annihilate entire cities in seconds.... but we still have no effective cure for the common cold. That would be incredibly surprising to someone from that time, assuming they didn't just burn you at the stake for witchcraft. The teams who work on new content are separate from the teams who work on fixing the bugs. The artists aren't just going to stop making new models and graphics because there are some annoying bugs or issues in the game, they have to keep working. Many of the issues you're complaining about have been addressed anyway. Ambient sounds were caused by a bug with how sound transmitted from zombie AI and reloading, but I haven't experienced it for a while so I'd assumed it has been fixed.The zombie pathfinding has been addressed and is being worked on, the reason it didn't work was because the zombies can't detect where solid objects are and the game doesn't have active collision for them, hence why they run through them. They're working on a navmesh build that should completely stop zombies from running into or through anything they're not supposed to, and improve pathfinding tenfold.Suppressors are broken because there's problems with trying to get the gun to switch sound effects and work differently after the suppressor attachment has been added. This issue didn't exist in ArmA 2 because attachments weren't a thing. That, and it's a low priority issue (which is another reason why some progress gets slowed, because the team focuses on larger issues and the smaller ones get pushed back)The terrible control response time & desync are both part of the same issue, and it's something that's plagued the engine and Bohemia's servers since Operation Flashpoint, it's not strictly to do with DayZ. That's why the team is so focused on optimization, because servers with large amounts of stress on them tend to just desync instead of actually lagging, since it is a serverside issue, not a clientside one. Still, it's being worked on, that's all I can say. -
Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
Chaingunfighter replied to crazykage's topic in General Discussion
Then clearly you're the one who does not understand how development works, not me, even if you do use a clever metaphor. -
Meh, the mosin is only good right now because there's no real sniper platform. If it loses the LRS then you'll be forced to use the PU scope or ironsights, and it's not very good with those. The PU scope is more of a DMR-type and works a lot better with the SKS and the semi-automatic fire and 10 round magazines make the SKS almost twice as effective. As with ironsights, it's fine, but because of how long it is other guns are better for close quarters or downrange shooting. Sure, it's a capable, powerful, and fairly accurate rifle, but at the end of the day (in this case development) it'll probably be towards the mid/lower end of rifles.
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Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
Chaingunfighter replied to crazykage's topic in General Discussion
The development hasn't been unproductive, or slow. It's only been about 8 months since the alpha was released. Yes, they've been conceptualizing and working on the standalone for about two years as a whole, but the huge following of DayZ didn't grow until that point, and still, it wasn't until the massive success of the alpha sales that the team grew and development skyrocketed. Making loot respawn doesn't seem like a major milestone, but it's not like you can just type up a script and whoopty-do! You've got loot respawning, it takes time to actually create a system that works well and doesn't just reset a building over a span of time. Loot respawning in the mod was so bad because the detection and method was terrible so you could end up traveling into a new town and finding nothing because loot wasn't supposed to spawn for server hoppers but if you entered too quickly it couldn't tell the difference. Making it work well is the big problem. And I would never hire anyone who's going to just drone on that development is "unproductive" and "slow". I would hire people who actually work to solve the problems they find instead of just complaining about them. -
"I could tell you how Chernarus isn't Russia and I could explain the research I have conducted on my own by visiting gun shops in Russia and in Czech Republic and the massive variety of guns and ammo you can find there. I could tell you that the back story of Chernarus rides on the back of ArmA2 in which there was large amounts of NATO forces and US personnel conducting an FID mission." - Scubaman3D (Chris Torchia, Lead Artist) It's practically official. Also, your argument is flawed, because Chernarus is a fictional location that exists within a fictional universe, not a real location that is much easier to describe and utilize. You're trying to say the UNSC from Halo captured the Dovahkiin from The Elder Scrolls and invaded Mordor. It's not a crossover, they exist within the same timeline save for a diversion point.
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Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
Chaingunfighter replied to crazykage's topic in General Discussion
Sure it is, being the lead of a team does have it's perks. Rocket is more or less just a figure, like Notch is for Minecraft. Sure, he has a hand in development, but he's mainly left it to the 70+ other staff members. And they are absolutely not lollygagging, they're working full time on the game. Just because they don't seem to be revealing major gameplay features every update does not mean they're not making progress. Just in the last experimental update we have object persistence and loot respawn, which is a pretty big milestone considering the mod had poor and very little persistence and respawning was clunky as hell. Let's not forget that we've had hunting, campfires, herbalism, fishing, chopping down trees, an ENTIRE FUCKING CITY, a completely redesigned NEAF, helicopter crashsites & police car crashsites, a good lot of new weapons, clothes, food, and other content (many of which DayZ has never seen, like the Bow), respawning zombies, and a ton of other stuff, and that's just in the past few months. Seems like progress to me. -
Some Constructive Criticism about developemental direction: (WARNING! LONG POST!)
Chaingunfighter replied to crazykage's topic in General Discussion
Yep, because it's completely unfair for someone to take a vacation and do something absolutely amazing that not too many people are capable of. The devs better spend every single nanosecond of their life working on the exact DayZ content and structure that I WANT or they are lazy, hapless, greedy bastards who just wanted our money. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
Oh, and Stukov, you could probably remove the Makarov PMM from the "planned to add in no particular order" list, since they've confirmed it :P -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
Well, I'm not even against them adding "extreme" weapons. I wouldn't complain if they added a KSVK, M107, or even AS50, but they have to be done correctly. In the mod they were so terrible because you could run around full speed, with full weapon maneuverability, with a weapon that had almost no bullet drop, and very little recoil even from a standing up position. If they were to change that, and make something like an M107 or KSVK be an extremely specialized weapon like that, then I'd have no problem with them, because it would not be worth the time it takes to find all of the extremely rare ammo for a gun that is only useful for long range and essentially cannot be used for anything else (even a bolt-action sniper is capable in close quarters, an AMR isn't) I just don't think they're necessary, because they don't add a whole lot to the gameplay that other, more versatile sniping platforms can. I'm fine with long ranged weapons, it's just I wouldn't add .50s if I was on a constraint for how many ammo calibers we could have. Tanks, are pretty much the same thing. I'm fine with pretty much everything as long as the work it takes to use something effectively is balanced with how effective it is, but my big problem with tanks is that it's hard to destroy them with anything. Helicopters can be brought down with enough concentrated small arms fire, but even older tanks like the T-34/85 which is one of the oldest tanks still in service can shrug off small arms fire like it's nothing. The RPG-7 could be an effective counter for a tank like that but even T-72s and T-55s in the middle east can survive PG-7V rockets. The RPG-7 is generally used in a similar role to the M136/M72 LAW now, against light/medium armored vehicles or to suppress and assault infantry, which would be great in the game. I don't know. I really do want an M72 in the game, though :P -
No problemo :P
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But it IS available in 5.56x45mm. That's not "overlooked", it's just "you aren't going to be finding as much ammo for a short while until they bring back the crashsites"
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Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
ArmA is marketed as a simulator, yes, but the only similarities between DayZ & and ArmA 2 is that they utilize similar engines and DayZ uses the map of Chernarus and lore from ArmA 2. Many of the factors in DayZ are realistic, however, a simulator almost always takes everything to the most realistic extent possible within the limitations of the engine and software, almost completely disregarding gameplay. (There are some instances, like Microsoft Flight Simulator, that allow you to do unrealistic/gamey things, but it's very minor) DayZ has not followed that route. There are plenty of things that are well within the confines of the engine that would be necessary for a simulator to have that DayZ does not. For instance, using morphine permanently fixes your leg. While this is good in the interest of gameplay, the best morphine could do in real life is give you some temporary relief to possibly allow you to walk for a short time, assuming the wound was not bad enough. Also, one need not actually hold onto a splint and nurse your broken leg back to health, simply applying it allows you to run full speed yet again, even though in reality you'd be fairly immobile and only have one arm free most of the time. Again, this benefits gameplay, and it's definitely more realistic than some games that allow you to just "heal up", but it's not simulating survival. Not everyone fighting in the Chernarussian conflict was poor farmers, in fact, most of the poor farmers were just part of the "Green" guerrilla groups. The rest of them were trained insurgents and military troops, with backing from Russia and the United States. Granted, depending on the canonical outcome of ArmA 2, how Chernarus would be is entirely different, but it's not likely that all of the insurgents would've just laid down arms, and many would just return to their homes with their weapons. In the interest of gameplay, limiting it to '10' golden AKs for the many thousands of DayZ players is a bad design decision. I mean, the actual number would probably be like 500, which seems like a lot. But if you consider there are many thousands of players at one time, and over a million copies have been sold, less than a thousand of them is an insignificant number. I get how you're thinking, because if we went under the assumption that all of the stuff that's ever spawned in the game would've been at one point in the real world, then finding 500 golden AKs in a terrain that's only a couple hundred square kilometers would be odd, but across the entire board that's very few. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
Huh, I wasn't aware, last time I checked the T/C website .308 was not listed, whatever. I don't like a .50 rifle is necessary, just a long cartridge like .338 for the longest distance sniping should be fine, plus .338 is used in quite a lot more guns than 12.7x108mm. RPG-7 would be very cool, but I doubt we'll get something like that until the loot management system comes in, for gameplay reasons, even though RPG-7s would be incredibly common alongside things like AKs. -
Nah, just allow you to move around the screen and tab out to click on other stuff easier, like playing music (I sometimes do that while playing games)
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
The bullets are 7.62x54mmR (not 7.62x51mm as they're listed) so technically it's the Blaze and LongHorn that are incorrectly chambered, so they may be changing it to the proper name and adding 7.62x51mm. Chris Torchia said something about this on reddit a little while ago, so who knows? (The real Thompson Conteder/LongHorn doesn't even have a .308/7.62x51mm variant anyway) -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
Chaingunfighter replied to alexeistukov's topic in Suggestions
MG-3 is more likely at the current point because 7.62x51mm is already in the game, but I guess if they want to use that Gewehr 98 then 7.92x57mm could be a candidate. I doubt we'll see 7.92, though, because Chris Torchia plans to have 7.62x54mmR and 7.62x51mm in the end but it's going to be really hard to convince the devs that we need more high caliber cartridges (besides something like .338 or .243 for dedicated hunting or whatnot) -
While I'd love SMERSH vests, I honestly doubt the modularity is something that's too important. It would definitely be cool, especially because the devs have said its planned, but it's not really necessary. I already don't like the fact that you can ONLY store ammo in the ammo containers and ONLY store medical supplies in the med boxes, even though they're clearly large enough to hold other stuff. For the same reasoning any dedicated pouches are only going to allow you to store what they're made for, even if the SVD-Mag pouch can clearly hold STANAG or Steel AK mags. From a gameplay standpoint it is necessary, but it's still pretty annoying. I would've liked modular vests as a feature for ArmA 3, but they decided not to include it, so... Who knows? If they want to make them modular, I'd be down with it.
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Well, yeah, that's a good point. I just think if any of the Warsaw Pact/Eastern stuff had to have it, this would be the gun, since it was designed to gear towards people who used/preferred NATO standards rather than Eastern ones. But for gameplay reasons it might be a good idea to leave them separate, who knows. I guess it just depends on how the devs want to put the AK101 versus everything else.
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It's not meant to be a superweapon, it's intended to be a lower-end hunting rifle that you use while trying to procure better weapons. Being in the relatively early game stage where new items need to be extensively tested things like the SKS and Mosin are fairly common, but once we get to the later stages the SKS and Mosin will probably end up being some of the better civilian weapons (I wouldn't mind if they also added the SKS to military spawns, albeit more rarely than other guns) I'd say the Sporter-22 is worse, because the .22LR damage is abysmal when you consider how just wearing clothes and a backpack essentially gives you EOD-suit level protection. 5 rounds of 7.62x39mm are going to do a lot more damage than 10 rounds of .22LR in most cases, and the CR527 is better for hunting larger animals. Granted, neither of them are that good, but they're not supposed to be. I do hope we get a lower-end civilian hunting rifle that isn't magazine fed, though, like the M700.
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I'd really like to see an adapter for the Western optics because it is an export version made for countries that use 5.56x45mm, and I'd also like a gun that can actually effectively use the M4A1 optics. (The MP5K does not line up with any current optics and I only like to use BUIS on the crossbow) They may end up giving the AK101 the "Suppressor 556" that the M4A1 uses since the model was originally intended to be an AK-74M, but who knows? Sometimes games get general terminology mixed up, and it can be really annoying. Especially so in cases where you have the "Magnum" (a general name) and the "CR75" (a rather specific name). That REALLY bugs me, unless they actually intended for it to be called the "Magnum" as the Thompson G2 Contender is called the "LongHorn" And the 1P29 would be awesome, because it can work on the AK101, RPK, PKM, SVD, and even the AKM, which wouldn't take much more work than adding the PSO-1 would. It would basically be your Eastern equivalent to the ACOG, but is not as versatile, because the ACOG can be used on any pictanny railed weapon.
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Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
"I could tell you how Chernarus isn't Russia and I could explain the research I have conducted on my own by visiting gun shops in Russia and in Czech Republic and the massive variety of guns and ammo you can find there. I could tell you that the back story of Chernarus rides on the back of ArmA2 in which there was large amounts of NATO forces and US personnel conducting an FID mission." - Scubaman3D (Lead Artist Chris Torchia) [source: http://www.reddit.com/r/dayz/comments/23ruwz/scoped_pistol_screenshot_from_chris_torchias/ch0oc74 ] The developers are working with the idea that ArmA 2 did occur at some point in the DayZ universe's past. Hell, there are even CHzDK (the insurgent faction from ArmA II) berets, so the faction must've existed, and they were the group that had Golden AKMs and G36Cs. And that was also the faction that was fighting against the CDF and the CHernarussian government, so they would've procured most of their weapons through arms dealers or foreign aid, and that far increases the chance of some "custom" AKs appearing. Regardless, I don't want them to be common, at all. Hence why I suggested using the loot management system, meaning there could only be 100 or so, in all of DayZ. You'd be very lucky to meet someone with one, let alone find it yourself. It's not like 50% of the AKs are going to be gold. It's not a simulator. What could it possibly add? Aesthetic. Yes, that's a marginal, low priority reason to add something, but it'd be no real different than the 1911 Engraved they made. It just adds to the idea that not everyone you're encountering is the same, which is something that the game has had a tremendous improvement on over the mod. The only point of using this over a regular AKM would be as a status symbol or because it's rare, but at the same time you'd also be more easily visible and a more likely target. It's just something to give people things to keep looking for, because a lot of people who are really dedicated to the game would love to have rare stuff (it's why I tend to use my 1911 Engraved over the FNX-45 even though the FNX is clearly superior) Granted, I'm not suggesting this be added any time soon. It has to wait for the loot management system, and even then, it's low priority. But it's not like applying a metallic gold layer over the model's texture and adding it as a new weapon nearly identical to the AKM is going to take that much time. -
Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
Well apparently they're rich enough to get FNX45s, M4A1s, expensive Blaze 95 hunting rifles, etc. Now, of course, the FNX and M4A1 could be foreign, but I doubt anyone's going to be landing in a foreign country with double rifles. That's just forgetting the fact that an active insurgency occurred before the apocalypse and there are gold AKMs in ArmA 2, used by some of the insurgents. These insurgents also have G36Cs. Maybe they were supplied, but they still exist in the lore regardless of how they got there. I'd reckon the quality of life is fairly better for Chernarussian farmers than your average Middle Eastern denizen. Cases my vary, but I'd definitely rather live in the Czech Republic than in Afghanistan. Most of the golden AKs you see aren't owned by particularly rich people, just guerrilla leaders or members with a large ego. -
Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
Fine with me, the community weapon suggestions thread is honestly the most likely place the devs will listen to weapon suggestions on the forum, because of how popular it is. Generally I like to think that suggestions here are just ways to get other DayZ player's opinions on ideas, but the devs do take input from it. -
Gold AKM for Loot Management System?
Chaingunfighter replied to Chaingunfighter's topic in Suggestions
Sweet, I was going to post this there, but I decided I could elaborate on how it could go hand in hand with the loot management system so I tied them both into one thread, but thank you. -
Everyone thinks their own ideas are good, :P 1. I'm sure more purposes for knives will be made, I like the idea of fastening a knife to the end of a stick with some rope and using it as a makeshift spear. I mean, I don't think free-form carving will ever exist and we probably won't be able to do everything a real knife can, but they'll surely expand on them. Something priority should be actually using the bayonets on rifles as a bayonet, rather than an aesthetic piece/knife storage 2. Maybe, but typically you'd see most of this stuff in the small supermarkets around. Of course, cities like Novo, Chernogorsk, and Elektro are probably large enough to warrant specialty stores, but really anything smaller would have a few general stores or marketplaces (Berezino and Stary Sobor are also plausible locations) 3. Rabbit snares are in the game files, so we'll likely get them at some point, but there's been no word on them for awhile. 4. I'd love to see more ponds/lakes and even a river (though a river is not possible with the current engine state because of how water works) but it'd have to be somewhere that wouldn't marginalize the wilderness anymore, meaning big lakes are really out of the question. Some small isolated ponds or streams I can see working. However, I think we're going to be waiting for a new map until we really see anything major done to the terrain. 5. They've been doing a lot of work with new animations, but they're difficult to implement and at a relatively early stage of development the current animations are fine. Remember that most of the food we had when the alpha was released was canned stuff, so the animation worked well for that. I do agree that some better animations for different kinds of food would be great to have. Overall I do like what you have to contribute.
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