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Everything posted by Chaingunfighter
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It kind of bothers me that people here often argue for realism but at the same time get completely upset when someone suggests adding 'overpowered' (this thread uses that word a lot) weapons like an RPG-7 (Explosives), RPK (LMGs/GPMGs) and SVD (Semi-automatic sniper rifles), even though those would be prevalent. Is it seriously a big deal that weapons which could arguably require less-skill than others exist in a game? I'd think that finding any of those types of weapons would be something to strive for, whereas having only civilian guns and maybe an AK or M4 here and there honestly makes it boring, whether realistic or not. Are the FNX-45 and Colt Python really realistic? No. Are they fun and add necessary variety to the game? Yes. DayZ has always lacked revolvers, and has never really put emphasis on sidearms.
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Life/Death Calculator = intrinsic value/culture
Chaingunfighter replied to hoik's topic in DayZ Mod Suggestions
This in of itself would actually increase the problem of server-hopping, as it would be a lot easier for a group of people to go onto an empty server and kit up on 'exotic' loot. Even though it would be rarer, the loot they would find is better and if they were patient enough it could easily make a huge exploit, not to mention how this would affect server stability. It might work to prevent KoS to some degree, but in all honesty just breaks the realism and doesn't solve all of the problems it intends to. -
The mod has enough guns as is, I agree. The Standalone is not complete, obviously. I think a good 40-50 guns would make a great final weapons list.
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Double Barrel Shotgun in DayZ?
Chaingunfighter replied to Lupatchi's topic in DayZ Mod General Discussion
The whole point of adding guns like the shotguns is so that they can balance weapon spawns and make a larger majority of weapon spawns become shotguns over M4s and military-grade guns. Not everyone is going around and farming, many people like to play legitimately and loot their stuff fairly. People won't be able to farm military gear as much when the majority of weapons are lower-grade, and you'll have a lot of people toting double-barrels and hunting rifles (ala Mosin/SKS in near-future) while the well equipped people will be using the M4 and the like. -
But that would make it a lot harder for new-spawns to get gear as the general group has already been geared up and would therefore make arming much more difficult than it already is. I'm not saying that valuable gear should be as common as is, but if you stop gear spawning once a group of high-tech bandits rolls in you've essentially fucked everyone else over and not even given them a chance to defend themselves.
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We never know, some people assume that the Mosin will be the only bolt-action old gun in the game, but the Enfield itself would offer different gameplay as it has 10 round magazines over the Mosin's 5. Not saying that the Enfield is worth adding, I'd like some hunting rifles (Maybe an old Springfield) or something.
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Those are the only feasible weapons, and the lot of them (M240/M249, L85A2/L86, Mark 11 and to an extent the 'M9A1') are all foreign military weapons that I doubt need early-on focus. The AKS-74U is something worth having in the mid-term, but the rest can wait until later releases, if they were to even be added at all. The Beretta 92F/S, which is the "M9A1" would probably not have a rail like the M9A1 does if found in a place like Chernarus, but a rail-attachment for hopefully to come laser sights and flashlights would be cool. Also, weapons like the RPG-7, RPG-2 and Type 69 would be much more common than most of the guns you listed, although for gameplay reasons I can see why they would need them rare. I do also hope they have underslung, as well as standalone grenade launchers (Like the GP-25/GP-30, M203, possibly M320 and M79 as well) I assume you're talking about the standalone and I thus have no idea why only the M4A1 and an FNX-45 classify as 'too many'
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Chernarus did go through a revolution sometime between the 1930's and 1950's, evident by statues with T-34 tanks and PPSh-41 sub-machineguns (which I think should be in the game, for this reason). I can imagine that if it took place post-world war 2, there would have been a faction backed by NATO which was overthrown by the Soviet-backed new government (hence why Chernarus is mainly Soviet-influenced and their two official languages are Chernarussian [Czech] and Russian). This could result in some interesting (rare) equipment like the G3, Uzi, FN FAL and older M16/AR-15 rifles being placed alongside guns like the Type 56 and Vz. 58 which were heavily provided to conflicts. Additionally (Dependent upon whether canon or not in the DayZ universe) Chernarus recently suffered an invasion in conflict with two separate guerrilla and insurgent groups alongside their civilian militia, as well as the CDF faction until modernized Russian infantry, MVD and Spetsnaz moved in against the responding USMC/Force Recon, USAF and US Navy invasion. Additionally, the Takistani region was full of arms dealers and on the brink of war at the same period. If that information is canon in the DayZ universe (I see no reason why not), then that could be a justifiable reason for some rare but high-tech weapons that are only used by the respective groups to appear in a country that would otherwise not have them, i.e.; - Spetsnaz teams left behind large envoys of equipment, including (very rare) AK-12s, AN-94s, AK-100 series guns as well as AK-74M series guns, in addition to quite a few Bizon sub-machineguns and RPGs. - USMC soldiers which were killed in high-danger zones could often not be recovered quickly enough before their equipment was stolen, thus resulting in a good number of M4A1, M16A2/M16A4, M39 EMR/M14 DMR (Both were in service in 2009, when the invasion took place), M249, M240 and M60 weapon systems. Obviously ammunition would be sufficiently rare, but this could be an explanation for them if they were to be included. [edit] also, don't 'replace' anything, just add new things in. There's no reason for them to remove the items already in the game.
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i think you should be able to get saltwater and evaporate the particles so you can drink it
Chaingunfighter replied to cam123321's topic in DayZ Mod Suggestions
I can still imagine evaporating the water as a measure for salt which could then be used to preserve meat/flavor food. -
The crossbow was horrible in the mod because not only was it actually rarer than some weapons (and its' arrows rarer than some ammo), it also only held one arrow per slot (and for the longest time there were no quivers) meaning that effectively using it in any situation was pointless. The sights also sucked. I can imagine that in the standalone there will be better optics you can mount on the crossbow (And different types of crossbows/arrows?) and it will become a much more effective weapon, although guns will always outclass it. The idea is not that every gun is equal in some way, but that each gun can be effective. Military-grade weapons will generally perform better in combat, because they were designed for that, but they have rarer ammunition in most cases.
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Airfield loot ruins this game. Please Read
Chaingunfighter replied to godless's topic in DayZ Mod Suggestions
As stated before, the only reason that certain loot is so common is because there is not a whole lot implemented and it needs to be tested. When there is a larger abundance of items and weapons (both military and civilian), then the individual spawn-rates can be lower, but if the only real military weapons you have are the M4A1 and the FNX-45, then obviously they're going to be more common than in reality, as the only alternatives are the Mosin and .357 Magnum. Obviously when guns like the IZH-43 (Double-barrel shotgun) and Ruger 10/22 are added, you will have more incentive to go looting at farms/civilian buildings, and guns like the SKS and Remington 870 would probably be found at both military and civilian spawns, making them good universal weapons. -
Usable life-rafts that spawn around the wrecked ship.
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The magnum is a little too common now
Chaingunfighter replied to derpdiggler's topic in General Discussion
Just like has been said before, the only reason the guns are common is because of how few there are, and for testing them. They want feedback on the weapon's performance and any glitches that may occur with animations, scripts, models, etc. Then, once the full-game is released and we have a substantially large number of guns, I'm sure the spawns that need toning down will be toned down accordingly. -
And then you get that lucky helicopter-crash and with your trusty .270 defeat the bandits at the crash-site and take the legendary high-tech gear, while still holding onto Ol' Faithful.
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I'd have to guess it's the old placeholder, as the zombies still strafe quite a lot and can glitch through everything just as before.
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Every gun in existence, ever. With accordant spawn-rates and what-not. And despite all "teh h8's", I still want a Kriss Super V.
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There are only a few guns right now; the M4A1, FNX-45, Mosin-Nagant M1891/30 and Colt Python (Magnum .357). With that, the spawns are skewed, however, let's consider all of the different types of loot spawns. Residential Industrial Farm/Rural General Military Barracks/Crash Sites Now, as they would spawn: M4A1 - General Military and Barracks Mosin-Nagant M1891/30 - Residential and Farm/Rural FNX-45 - General Military and Barracks/Crash Sites | Worth noting that a gun like this would be incredibly rare in a region like Chernarus, but I digress. Colt Python (Magnum .357) - Residential and Farm/Rural | Again note that this gun would be very rare, but still. Leaving that, it's incredibly hard to balance the spawns as no guns shown would realistically be evenly distributed. That's why you have FNX pistols spawning at all locations and M4A1s spawning sometimes in civilian areas. When the SKS gets in, it will be a gun which you could realistically find in both Military and Farm/Residential areas, as many military forces around the world still hold them in reserve, as well as being common for hunting and what have you. Even then, more guns will come in along the road, which will balance it further.
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Edgar. And on topic, the barn Northeast of Zelenogorsk has traditionally been my go-to place (The one that has a second barn and a small pond near it). People generally come nowhere near unless they are passing by on the main road, and it provides a great place to lookout as all high-traffic areas there can be seen from the barn. Also, in case of an emergency, the tree line is very close so a retreat into the woods to escape is not difficult.
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Yeah, what is this, Fallout 3? Where all guns use '5.56mm Rounds'?
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Yeah, it would not be much more realistic than the VSS vintorez. I just think it's a 'cool gun'. And it actually is in Arma 3. Although if someone went through the effort to make a model and weapon I would be fine with it having a 0.001% spawn rate. I do stand by the Yugoslavian SKS and Mini-14 as they would be plausible, to say the least. (They could justify it as a special-operations/testing weapon though. It's not like the Vector is any less likely to appear than the FNX-45 or Blaser B97 rifle which will be added later)
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Just wanted to take a stab at clarifying KOS misconceptions
Chaingunfighter replied to fathairybeast's topic in General Discussion
How do we know that people wouldn't go around and shoot everyone they could? Today they don't happen a lot because most people know that we have a substantially large police force who would end the killing spree or those people are simply in mental asylums. After the apocalypse happens, it's far less likely that the remaining government force is going to be able to police around and stop everyone who may be shooting up a bunch of survivors or whatnot. In real life you're not going to be going around and stealing stuff from buildings, unless it's the actual apocalypse, in which case you probably would. That's the point; in the apocalypse there are no more limitations so who are we to say people wouldn't go around and kill mindlessly. -
Why are we making it harder to be friendly??
Chaingunfighter replied to Lidskjalf's topic in General Discussion
The large text is not necessary, and just makes quoting harder, but I digress. I'll address each point individually 1) I agree, the inventory could use some cleaning up, but it's still a significant improvement over the mod's inventory which was designed for ArmA 2's gameplay. 2) Yeah, I think most of this come's from melee not having a lot of development time and the alpha. I agree. 3) The shells have been implemented, while no shotguns are working/ready to be added. The only guns in for now are to test their current systems; attachments, animations, storage etc. Soon there will be many guns, including a double-barrel IZH-43 and a Remington 870. There will probably be more. 4) Yeah, it's again to them releasing the alpha before a lot of things have been finalized. 5) Server-hopping is definitely a problem. 6) Probably due to the current foods not being balanced or maybe because better foods are planned. Dunno. I mostly agree, though. -
Chainsaw and shotgun are not implemented yet.
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It could still be used as a back-up weapon in a pinch. Also, it would work for indoor locations which are not as easily visible at any time of the day without artificial light.
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I hope they do add some more expansion, there's no real wilderness anymore and it is actually quite fun having vast untouched areas where you can camp around in or whatever, but it seems everything is just built up now. I hope they, at the very least, just add empty fields and forests if they do want to add more land.