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Everything posted by Chaingunfighter
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Ah, I see. I prefer using tree stumps, too. You could've gone with a better picture though, that half-naked lady with the SKS is getting in the way of the real merchandise. All I can say is; "Dat log"
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DayZ standalone: Cheat/hack ESP/charms/Wallhack - [DOWNLOAD IN DESCRIPTION]
Chaingunfighter replied to JPWiser's topic in General Discussion
Posting these kinds of threads doesn't help either. It's best you just ignore it and let it fall in the forum list until the moderators can take action. In fact, I wouldn't be making this post right now if this were a serious thread. -
I wasn't too fond of the British Armed Forces DLC. The map they added with it is incredibly small and essentially just a tiny Takistan/Zargabad. However, the British were something people wanted to be a part of the main game for a while and the weapon selection was okay; The L85, L86, & L115, and the L110A2 and L7A2 GPMG were new to OA but had no difference from the M249 & M240 from ArmA 2, and the AS50 was available in the PMC DLC. They also did not include a Browning Hi-Power or Glock 17 with it, so they were just stuck using 1911s for some reason. They added two new ground vehicles (the Jackal & FV-432) and four helicopters, two of which were just re-config'd versions of the already existing CH-47 and AH-64. I've had fun playing with the addon but I generally consider it to be lackluster compared to what they could have had. The PMC DLC is, by far, the best. Almost all of the weapons were unique to the game (not including the XM8s they reused from A2, but still), the SUVs with miniguns were terrific, and the helicopters provided a different functional role than most of the others (Instead of being your standard; CAS with miniguns). It had less content overall but it was more unique and detailed. ACR was meh, though they finally added sidearms and a good number of primary weapons., The semi-trucks with guns were a really nice addition, and the air support in the addon was well done (Bohemia really loves their L-109s). But regardless, most people bought combined operations or just downloaded the free versions of the DLCs, so complaining about it is sort of ironic. There are plenty of addons that have equivalent stuff, and it's not like you're being asked to go play a different game (unlike some people here who like to think that; "Go play something else" is a valid argument)
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I'd rather we keep it as is (with adjustments to the loot spawns themselves so that they make more sense). Having a guaranteed (or even semi-guaranteed) chance of finding ammunition in the same location as a weapon wouldn't encourage moving between locations at all. Sure, people would search more closely in buildings, but you'd be less inclined to look into the next house if you knew everything your gun needed was already there. The randomization is much better, even though it's gimpy at times (like magazines being awful to find, and stuff like Sporter-22 mags only spawning in military bases), but having some sort of guarantee that you'll get something is too hard to believe. However, I'd like it to be possible for some guns to spawn with magazines or loose bullets around them (a low chance) so that you'd see more people using the handguns and sporter-22.
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It may be easy to find low-ping servers for Westerners like us in the US or UK, but there are plenty of foreign players who have a limited amount of local servers that are also reasonably populated. It's not as simple as just "connect you to a random server with low ping", because there would still be plenty of instances where you got a server with few or no people on it. Plus, when private hives are a thing, I don't want to be automatically logged into "500 vehicle, spawn with guns servers" just because some people are dedicated enough to server hop with the limitations in place. People should be allowed to choose how they play. The game should not dictate what servers they are allowed to play on.
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Well I stopped reading forward in order to respond, so... And I can agree that the game's setup for nighttime works extremely well, as the phases of the night sky actually make a difference while playing. I just find it to be generally too dark. However, I do play nighttime, occasionally, and it's incredibly scary (especially when there's more than just 9-10 other players on). I like the scare factor, the darkness can just get very annoying at times (probably because the brightness is related to the moon's phases), so hopefully if they improve night somehow they can get the best of both worlds (dark enough to be terrifying, but bright enough so that more people will play). I don't believe turning up your brightness and gamma settings really affect how well you can see, anymore. They might change it, to a degree, but turning them up too high makes viewing the outlines of stuff very impractical, so I doubt it would help in any case.
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It wouldn't move more people to hardcore servers, it would just make every server a hardcore server. People don't like night time because it's poorly optimized with the current light system (even though it's a massive improvement over the mod, it's still way too dark).
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Yeah, I surely hope the guns get to a point where not every common gun is less useful than high-end rifles. Sort of like the engraved 1911, it's no better than the common 1911 or highly superior FNX-45 but it has value with rarity (and it looks much cooler without those ugly standard grip plates). If they took it to the extent of applying this to more than just variants of existing guns, it'd be great. say, the Mauser C96 they may add; it's probably going to be a lot rarer than the P1 or CR75 but performance-wise it'll be very similar. Also, now that I've seen the Mosins without the bipods much more frequently, I've finally come to the conclusion that the LRS does need to be taken off of the Mosin, they look so much better without all that black paint and high-end shit on them. The compensator, PU scope, and bayonet (obviously) I can deal with, as they are real attachments that would actually work on the Mosin without too much trouble, but the LRS looks pretty damn ugly on it. Hopefully the eventual SVD will give us a basic sniper platform to use, and the Mosin can become a common farm/residential rifle that is customizable, but not to the degree of most of the dedicated military platforms (or other bolt-action rifles), so you'll generally be better off with another rifle if you want to go around sniping. Going hand-in-hand with this, I think we should get a CZ rifle and an M-700 that have the option for many attachments just as they do in reality (and give the Sporter-22 as well as Blaze the option for scopes). They're also going to need another AR-type platform to use the ATLAS Bipod, or at least Chris Torchia might, because he himself said he doesn't like unique attachments too much (unless they're able to set the gun apart from others well)
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I don't think anyone should be telling Gews what and what not to play. He usually knows what he's talking about.
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I actually like the idea of finding "useless" attachments. Maybe not completely worthless (something may provide nice aesthetics, for example), but not everything you throw on a gun is going to make it perform better. The Magpul parts are a good example of this, they really shouldn't affect anything on the M4A1, but do look cool. Ergonomically they are probably better than the standard handguard, but there's no real way to replicate this. In the end the RIS handguard should be the most useful handguard there is; and we could probably use a few more attachments to go along with it (fore-grips, AN/PEQ lasers, and an M203 come to mind)
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Everything that's wrong with DayZ servers in one picture.
Chaingunfighter replied to FrostDMG's topic in General Discussion
What "law" do you speak of? Again, you're assuming your opinions are shared completely by the developers. Arbitrary limits such as "you cannot have X vehicles" or "you cannot spawn with items" (including the spawn outfit, flashlight & battery?) tend not to work out too well. "How so", you may ask? What if the server host were to set the spawns of vehicles up very high, to the point of them being in practically every town? Sounds bad, right? What if that same server admin were to lower the spawn rates of parts for said vehicles to such a low value that only 1-2 of the cars on the server would be operable at once? Now suddenly it sounds much more fun. Even then, why do you really care if people want to play on a server with plenty of vehicles and stuff available? You're free not to play on them and you're definitely not the only person who sticks exclusively to hardcore servers. Sure, a smaller number of people would prefer the hardest servers, but enforcing that style of gameplay isn't going to do anything. All that will happen is everyone on the easier servers will leave or go to the easiest places possible, solving absolutely nothing. Setting restart limits are something they probably couldn't control, nor would they want to, as server connection and stability degrades as it continues on, especially for lower-end providers. Even if they did try to enforce it, what are they going to do, ban the server and host, who paid money for their server and game, for simply resetting a server within a specific timescale? And modding cannot be done at the moment because the game is incredibly incomplete and buggy, and security vulnerabilities still exist. Hacking and glitching would be more problematic if the devs immediately opened up private hives and modding without spending time to optimize the game and their features. That's why they haven't opened it up yet, not because they're afraid of some sort of backlash (People complain about the M4A1 accuracy all the time and that's probably not going to be changed until the "Big Beta Rebalance") -
Everything that's wrong with DayZ servers in one picture.
Chaingunfighter replied to FrostDMG's topic in General Discussion
I'm not saying that they like everything there is to do with the mods and that they're in 100% approval of thirdperson, but we cannot just assume that they are "too scared to admit that they hate it". We have to go off of what they actually do say, or at least find some evidence that they're hiding it. Frankly saying "I love many of the DayZ mods" and "We're gonna keep it limited to standard and hardcore" doesn't seem to give off; "The mods suck and we need to enforce a global playstyle" and "thirdperson will be disabled across the board". You're also taking a very blunt approach, saying that the only solution to third-person peeking is to get rid of it completely, or the only solution to over-the-top mods like Epoch is to completely blockade modding from the game. -
Everything that's wrong with DayZ servers in one picture.
Chaingunfighter replied to FrostDMG's topic in General Discussion
I've never seen the developers give an indication that they want to remove third-person from the game. Almost every single time I've read something they said, it's been; "we'll keep it separated on hardcore and standard servers". It's the same story with the mods, in fact, Rocket himself has stated that he loves a lot of the custom mods for DayZ and that he wants modding support in the long run. Don't go around acting like you're the zealous arbiter of the developers who represents them and only believes what they believe; because you're not. You want DayZ to be what you want. Others want DayZ to be what they want. No one's opinion is more valid than another's, DayZ is not "meant" to be anything but what the developers make it to be (and that doesn't have to be what they say, just what they do) This game should be played variably with different rulesets on different servers that dictate how people play, where people have the option of joining and/or not joining. Don't like it? WELL YOU DON'T FUCKING HAVE TO PLAY IT! HOW ABOUT THAT?! -
Exactly, it's awesome. I think they need to expand on the headgear, honestly. If they added more helmets & hats I'm sure you'd see more than just the ballistic helmet 24/7. Perhaps a Stahlhelm or Russian T55 Tanker helmet, or my personal favorite; the American M1 helmet & British Brodie Helmet.
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The mod was fine in the early vanilla stages, but when the huge mods that started coming in and essentially turning it into ArmA sandbox w/ zombies and hunger, that's when (a lot of) people lost the insight for interaction. However, I will say that those mods are great fun, just not how I (and I use that word strongly) envision DayZ. Still, I'm not going to take some high-horse role on either side; I'm not a forum king who insists that the game needs to be as hard and realistic as possible within the bounds of reality and that modding should be prohibited to the fullest extent, but I'm also not really fond of having people building skyscrapers from four boards of plywood or fixing A-10s from helicopter rotors. I have had plenty of good player encounters in both the mod and standalone, and actually moreso in the standalone as everything is vanilla at the moment and there are a lot more player interaction-based features in the game than there are in the mod. But I think the reason we've got a lot of PvP in the game right now is because of a lack of things to do. Once you get geared up, you've tried all of the features and explored most of the map, the only thing left to do is go and look for other people. Do you have to kill them (or have to do that at all?) No, but the game can get stagnant otherwise. What needs to be done is (in the long term, I'd rather the devs spend their time on making a good system than try to force it onto the game quickly and have it end up not working, or working horribly if it does); A) Make gear rarer and harder to get as well as accumulate. Lower the spawn rates of most gear, but increase the amount of locations it can spawn in. This would mean searching for gear would be harder and slow down server hoppers. These would also allow players to utilize fishing & hunting, which are rarely used at the moment.Randomize where loot can spawn a bit more. Not to the point of finding M4A1s in random barns, but a lot of the exclusive stuff makes no sense at the moment, such as Sporter-22 mags only spawning in military bases.Increase the chance of finding broken/damaged loot and add more ways of fixing them. That way you're not instantly ready to go after you've picked up something, but you're also not screwed if you find something broken.Increase the strength and prevalence of zombies. I'm not an advocate of forcing the zombies to be 100% more dangerous than players in terms of combat, but they need to be more than an inconvenience when encountered. This should probably wait until the zombies get better pathfinding.Implement the centralized loot system. Goes hand-in-hand with the first reason, but this would make sure that some items only exist in limited quantities. Say the devs really want to add a PK machinegun; it would obviously get a lot of flak from a lot of people who don't want DayZ to become a military game. They could alleviate it by having only 100 PKMs on all public servers (of many thousands of players). B)(Damn forums) Implement further end-game features (and features in general) Vehicles, everything; Cars, trucks, bikes, vans, pickups, motorcycles, ATVs, ultra-light aircraft, helicopters, airplanes, etc. Make sure vehicles can accommodate group & lone-wolf playstyles, and make parts as well as fuel rare. A new driving & flying system would also be great, so that the controls have to be learned. What group could resist fixing up a truck? Vehicles are an important factor in gameplay and people would definitely make good use of themBases, although they need to be done carefully. Games like The Forest are a good inspiration to look at, alongside the use of some machined parts would be a good addition. Makeshift shelters, tents, small shanty shacks, and even log cabins are feasible. Make it so you can build wooden or metal fences. Having the ability to barricade yourself in buildings would be nice, too. High-level things could include small generators to power floodlights or even pre-apocalypse technology.More new locations. There's a vast sea that takes up a huge expanse of the map. It would not hurt at all to add a few islands and possibly other areas out at sea. The devs should ensure that swimming to these locations is essentially impossible; you'll need a boat to get there (makeshift or fueled, your choice). The devs mentioned adding a prison, as well as the island of Utes to the map a while ago, and those give a good idea of where to go. (Utes may be pushing it, as it was canonically much further out to sea than the map shows). These spots could also be where most military/high-valued loot spawns, in order to prevent people from running straight to a base on spawn (highlighted because it's important)These aren't perfect solutions, as the real factor that they give off is just dragging on the amount of time it takes to get good gear, but a lot of the people who do PvP don't like waiting and slow-paced gameplay, so they'd either learn to deal with it or go somewhere else. Yes, it would still exist, but you'd end up seeing less of it overall. Just some of my insight, ;)
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Does the ballistic helmet actually provide protection? Even if it does, it's going to be minimal (very rarely going to stop anything above a .45 ACP, and it's still pushing it.) I like how the pilot helmet looks, for whatever reason. It's still military, but hardly anyone ever wears it because they think it looks bad (and in part to it being rare and all white). It also helps my mates distinguish me from the rest, as I'm usually the acting medic. I will admit that I wear the TTsKo (or sometimes Gorka-E on experimental) pants for the extra storage, but I'll usually pick one of the plaid shirts (the red one is my favorite :))
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It will probably come with the "re-balance" of gameplay that Rocket has talked about, as he has made it clear that the team is hardly focused on changing most gameplay features unless they are bugged/glitched/broken or are unbalanced to the point that they feel broken. I think that the necessary solution would be to have damage modifiers be applied unequally to some (randomly selected) items in the inventory. What would be awesome is if they were able to configure it so that the items became damaged relative to the area of impact on the hitbox, the condition & type of clothing/backpack it is stored in, as well as the individual items', the size, shape, type, and velocity of the round/weapon, and the range at which the attack occurred from, but obviously the system is not designed for that level of depth. Unfortunately, that means that it would generally have to be random, but at least it would be better than everything being ruined by one shot (and likewise everything remaining pristine when significant damage has been dealt).
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That doesn't address my point, though. Why are you suggesting arbitrarily limiting "military" loot? Why not just limit all loot? You can still become super-geared without going to military spawns. It takes longer, and you could argue that you're not as effective, but regardless, someone at full-energy with a Mosin with a scope & compensator, as well as a considerable amount of other gear, is a force to be reckoned with. It's also not taking into account the server on start. No one is actually on the server directly when it starts (even if they're a few seconds behind), so how would you deal with the loot that spawns at that point? And what would you do for smaller servers who rarely have players? People would just flock to the larger servers with more people, "killing" the limited ones. And how would people be supposed to test new stuff? Should people have to play with other people in order to try out a new gun, or make a showcase of it?
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Saying "military loot" is pretty arbitrary, as what encompasses military loot? Specific items (such as the M4A1/AKM, attachments, military clothes/backpacks, etc.) or items that spawn in military buildings (Basically not allowing barracks/ATCs/tents to spawn a lot of loot?) Even if either of those applied, you can still get plenty of gear from non-military locations (even some civilian buildings spawn military loot). Also, what about medicine, food, ammo, or guns, all of which are in abundance in civilian buildings and hospitals (you could still get enough full energy w/ taloon backpack, antibiotics, blood bags, surplus food/water, a sawed-off IZH-43, pistol, and a scoped & painted SKS/Mosin regardless of military spawns). The best bet would be to limit all loot spawns, and even then, it doesn't take into account the loot that spawns on server start. No one is there directly when the server starts, but does that mean servers that are going to fill up within minutes should have nothing on them? I'm not sure how they would script loot spawns based on players anyway, so this solution does not seem very applicable.
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More civillian clothing.. Less military
Chaingunfighter replied to maninthewall's topic in General Discussion
What kinds of swords would you find? Maybe some sort of officer's sword, but I highly doubt you'll be finding katanas, claymores, longswords, sabres, or really anything else on the map save for a museum (which would be very interesting; having unique weapons that only spawn at a museum). They could expand on knives, although we already have a kitchen knife, combat knife, M9A1 bayonet, M91 bayonet, and SKS bayonet. I'd like more improvised melee weapons like broken 2x4s/chair legs, pots & pans, broken bottles, etc. Makeshift weapons that are easy to find/make but aren't all that useful in longterm survival. -
What clothing set/weapons would you add if you could?
Chaingunfighter replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Footballs (or soccer balls, as my fellow Americans like to call them) and frying pans would be perfectly normal finds. Football is the most popular sport in Europe and cast iron pans are used all over the place. The soccer ball would probably be useless for anything other than aesthetics, but I guess not everything you find is supposed to be valuable so... Scuba gear and golf clubs aren't that bad either, but I doubt Chernarus has many country clubs and I don't think diving is a planned mechanic (Although swimming should be improved). Besides, I doubt I'd want to breathe oxygen from a tank that's been sitting around for a considerable amount of time, if I'd even planned for diving in the first place. -
I understand that it does. The problem is, the solution has to be implemented well. Crime is a huge problem in the real world, and it would be very easy to say "anyone caught violating the law will be executed", but with present-day ideology that would not be accepted by very many people and could also result in the deaths of innocent people convicted of minor crimes. It's not the best analogy, but the point is that taking a "skill system" route might not work like some people think they will. Also, my whole point was that having to have a specific perk in order to unlock actions is incredibly arbitrary and suspends realism quite a lot for just making your characters more valuable. There's nothing actually stopping you from attempting blood bagging, or applying bandages, or defibrillators, or whatever. Sure, you'd have a much bigger probability of screwing something up if you had never done it before, but it's not like some forcefield is preventing you from doing anything ahead of time. If they had to had some sort of skill improvement, then I'd just have it be minor values like an increased chance/effectiveness of blood bagging, rather than simply needing said perk in order to even use it. The one player-life increasing value concept I am in full support of is beards. Yes, they're almost purely cosmetic, and probably wouldn't affect female characters, but some people would grow incredibly attached to them. Whether or not it would actually alleviate people risking their lives so much, I cannot say, but in general I think it's a good idea to show character age.
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People would probably still invent scripts that tracked your stats. Also, the method of preventing skill grinding seems rather arbitrary, as some people can learn things very quickly while others take long periods of time to accumulate. Gameplay balance could take precedent in this issue, but in this instance I'd say that we just not have skills to begin with. I like the idea of people valuing their lives, but as someone stated before, none of the solutions I've heard of sound too appealing; - 'Skill-books' that unlock actions/enhance your skills can be hoarded in tents, and are also arbitrary (what exactly is preventing you from attempting an action, even if you are more likely to screw it up) - 'Learning actions over time', definitely more realistic, but it would happen at set rates, and sometimes allow grinding. Even in instances that it did not, people would still make sure to max out their skill levels as much as they can for the set periods they're allowed to. - 'Regular RPG-styled XP gain' it's a good feature when executed well, as choosing your perks and gaining XP is definitely a fun feature for many games, but I don't think it would fit DayZ very well. Yes, it's a game, but I think having even basic skill-trees require too much suspension of disbelief. That may just be me, but nonetheless. My personal solution for users being able to repair engines, or start-up helicopters, or use defibrillators and blood transfusion kits, would be to have the systems themselves be complex and require the needed steps to be drawn out and executed as necessary. It's still not perfect, as these kinds of systems take a while to develop and aren't usually well represented in video games, unless the game is specifically simulating them (such as flight simulators). I mean, how would they even do the blood transfusion thing? Press action bar buttons in the correct form & order, or do some sort of surgeon simulator-esque movement? I don't think that either of those would work very well. What this system does allow for is the individual player's real knowledge to be put to the test (if you really knew how to start up a helicopter and the systems worked like reality, for instance) and do not arbitrarily increase with lifespan. But then to that end, it would only make you, the real person, valuable, and it's not like you forget everything you've learned in real life once you die in-game. Having tough respawn conditions like being weak and ill when spawning are interesting, but a new freshspawn still has nothing to lose, as they'll just respawn with the same conditions. All it would really do is create a further gap between long-survived players and new spawns in terms of survival rate. But a new spawn is still willing to risk their life to get some well-geared guys' equipment if he knows his death will result in the exact same respawn conditions. Death timers could probably alleviate it, but it's a harsh punishment with all of spawn camping and glitch/hack deaths that do occur, meaning that most new spawns would be waiting a very long time before they could actually play. Ugh, it's late and I'm tired. I'm all in support of increasing player-life value, but everything I've seen thus far is either too simplified, complex, far fetched, or unfitting in general.
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Force him into a building that you cannot crawl out of, break his legs, and leave him :) He could quite possibly be stuck there forever.
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Remove or change NEAF and Balota. One military airfield is already enough. Too much military.
Chaingunfighter replied to St. Jimmy's topic in Suggestions
I rarely ever see anyone at Balota, and the NEAF is so small that everything is gone within ~30 minutes of a server start.