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Everything posted by Chaingunfighter
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What about a civilian Springfield M-1A rifle? Essentially the same thing, just manufactured for non-military customers. I guess I can agree on the AUG. However, you could just say that Chernarus utilized the AUG in their military. It is a fictional scenario and I honestly think that the people on this forum are thinking about it a little too much. Just a little. (Realism and authenticity are important, but it sometimes it gets to a point where it gets obnoxious and people begin worrying about unimportant issues.)
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No one's asking for those. I don't see how having a Steyr AUG or M14 is really 'ruining the immersion' as long as they are appropriately rare.
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That's why they could balance it out with the addition of more and superbly common Eastern weapons, and then have a good variety of Western weapons, too, but have them spawn at a relatively lower rate than (most of) the Eastern weapons.
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It's a fictional country, so that doesn't really rule out the possibility of it being ingame. That's beside point - I agree that the current models in-game don't make any sense (the military style M14 and DMR) and something like the M39 EMR or MK14 would be a good replacement. That being said, I still maintain that a civilian-ish M-1A rifle (Essentially an M14, slightly modified) and a Mini-14 should be in the game. (And assuming that the bases were not US, then obviously main-service weapons of whatever country that base was from would replace it; i.e. the L85, L110A1 (Minimi) and L7A2 (Mag) )
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I think this completely blew over your head; it's an explanation for why the foreign weapons are there. Also, the M14 is completely plausible, it's still in service in the US as well as many other countries, and was heavily exported. I have no idea why you hate it being in the game so much. Edit: With only Russian/Eastern Bloc weaponry the game would get immensely boring. Obviously the Mosin-Nagant, SVT-40, SKS, Type 56, Tokarev TT-33, Vz. 61, RPD, RPK, AK-74M, PPS-43 and PPSH-41 are a 'must-have', but a good ol' M-14 (Or M-1A, or Mini-14 for crying out loud) is still something worth having.
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Idea for preventing combat logging
Chaingunfighter replied to Gdaddy22's topic in DayZ Mod Suggestions
Then people would just run it in a windowed mode and kill the process with task manager. -
Ideas that could make DayZ Standalone great.
Chaingunfighter replied to vandviken's topic in DayZ Mod Suggestions
This is going to take a while to address... well, I guess I've got to start somewhere. 'A Huge City on an island'For one thing, having a gigantic city in the middle of an ocean makes next-to no sense. While I'm all for having islands and stuff far off the coast of Chernarus, it wouldn't make any sense to put some very large and explorable area so far off that very few people would even get to experience it. I'd be fine with it if it were its' own map, but it wouldn't fit the way you described. Small islands, like a prison islandSmaller islands are great, and a prison island is a lovely idea, too. Underground bunkers, while cool, are awfully annoying to make and don't really give the effect that you'd want them to (as is on the current engine), this has been discussed by the devs before. Subway systemMaybe, but honestly too much work to do. Also, having very dense zombie spawns would be super hard on the framerate of people's computers and probably wouldn't achieve the effect you think it would. Volcano/Mountain LabI don't think a military base on top of the mountain is necessary; maybe a scientific research station or scenic viewpoint, but nothing amazing. However, having some tall mountains would be cool. Infested boats/ferries in the oceanMost boats would probably be wrecked or beached by the time DayZ takes place (Although never specified, obviously a few weeks time has passed). Most of the zombies would either have died or left the ship. However, wrecked ships out in the middle of the ocean to explore would be cool. No $2 billion dollar yachts are necessary. More hilly/steep terrainI'm all for having some varied terrain in the north just like the very cliff-like mountains on the coast. Gorges/ValleysPeople have been asking for things like this forever, rivers are a really popular request. The biggest problem is that the water height in Arma is all at the same level, so the rivers would still be sea-level and wouldn't have the rushing rapids effect at all. Really cool idea, but would need tons of effort. Different types of similar buildingsYeah, seeing the exact-same firestation and barracks over and over again is pretty boring. KoS ReductionNothing you can do will even seem to hinder killing on sight. You can incite people however you want but the biggest risk of all is running an encounter with another player, regardless of how tough any zombie is or how rare any loot is. Zombie flankingWell, the zombies aren't undead, they're just infected. And having them trying to surround you would just create the same problem that strafing zombies does. HordesYes, but the problem is making them not feel forced. Dean has said multiple times that they want every cool or exotic encounter that people have to be genuine and not some pre-posed feature, so it's a point of debate on how to create this. TrainsNo thanks. It's very unlikely you're going to find enough parts to fix up the trains (If the ones that are left could even work without the grid) and that also assumes that the paths there would be completely unobstructed. It's just not worthwhile enough to add. However, having wrecked trains with loot spawns would be cool. Blowing up the bridgesTerrorism Simulator 2013, eh? But honestly, implementing bridge detonation would be so ridiculously difficult and tedious alongside a completely functioning locomotive system that it's not worth the dev's time. Dynamic loot/gearI don't really think that survivor camps should spawn, because the idea is that the recent survivors at all are the ones playing, and this would remove that effect. However, zombies actually do spawn with loot that reflects what they might've had before they died. They don't carry guns, though, so it would be worth having a rare chance to find an empty Makarov PM or CZ-75 or whatever in a police officer's holster. (So long as there's nothing ridiculous like a soldier with an RPK-74 slung over his back) Thirsk, Celle, Taviana and Namalsk don't even exist in Arma 2's storyline (Or DayZ's, for that matter), they are maps that had their own DayZ addons created. Also, Zargabad is part of the country of Takistan, just not the same map as shown in-game. And actually, Chernarus is much larger than is shown in-game, it's just because of engine limits that they did not include the entire political country of Chernarus. Thus, it's never specified whether the border is protected or not. And the United Kingdom is one of the highest traveled-to (And from) countries relative to the United States, so it's likely that it would be infected as soon as most other Western European countries. -
Just a word of caution; if you are in any way, shape, or form, for custom DayZ 'mods', then this forum will instantly become your enemy. I'm not against them myself, but the entirety of the DayZ forums seems to think that people should not be allowed to mod DayZ for their own use at all.
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announcement about usage of my addons in dayz mods: I DO NOT ALLOW AND DO NOT WANT my addons in dayz mods
Chaingunfighter replied to vilas@o2.pl's topic in Mod Servers & Private Hives
And this is exactly why the Garry's Mod Addon-making community went to shit; people began misusing the content (or at least in the creator's eyes, they did) and then they 'boycotted' addonmaking because of how people were taking credit for something that clearly wasn't theirs. While I'm all for people using customized content in DayZ addons, it's quite frustrating when people use your addons in a mod and don't even give a thought towards crediting you, and often take the credit for themselves. It's a shame, too, because this has created a divide in the entire ARMA community. Sometimes I think that the Internet only exists for people to act as assholes and get the same back, not for 'increased globalization' or 'sharing of information'. Whatever, that's my dumb tangent of the day. (Although I will add that Vilas is being a little unreasonable if he isn't willing to allow people who do ask for his permission to use or modify his addons in DayZ mods.) -
That could result in so many problems that I don't even want to get into it.
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This isn't even a feature, it's just something that players could choose to do. Besides, forming a lynch mob to go hunt someone down is not an effective strategy at all in a modern, post apocalyptic world; large groups attract a lot of attention, meaning that the person you're after, as well as zombies and other players will easily notice your group. Besides, you wouldn't be using pitchforks, and ropes, and torches. You would likely just shoot the guy. Just because the game is in the post apocalypse does not mean that we need this game to be the 'SAW III Torture and Horrible Idea Simulator (With zombies) 2014'
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[SA] Drastically increase vehicle number, make fuel currency
Chaingunfighter replied to Xianyu's topic in DayZ Mod Suggestions
It's never specified how long DayZ occurs after the apocalypse. Obviously it's been at least a few weeks, but that could be just it, only a few weeks. I'd think that some vehicles would still have small amounts of fuel left, but at the same time being damaged. Also, not every vehicle should be orange, there could be the rare chance of finding well-preserved vehicles. Inside of garages or hangars, they aren't nearly as exposed to the weather and would likely be in better condition. I just don't think that using completely blank words like every or none work well. -
Well, the AKM does have 10 extra rounds per magazine and damage wise will still be just as effective. However, the FAL is a lot more accurate. I don't necessarily think the weapon efficiency should be 100% balanced (Meaning that not every rare weapon is super OP. I'm not saying that a PKM should be more common than an M16A2, but I definitely think guns like the SKS and SVT-40 would be more common than a Lee-Enfield, even though they outclass the Enfield in some respects.
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Removing the military hardware is not making it any more realistic. It just needs to be rarer and make sense. (I.E. Have NATO weapons like the M4A1, M16,M249, M240 and M60 but have them be significantly less common than guns like the AKM/AK-47, AK-74, G3, FN FAL, RPK and PK)
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Besides being unrealistically annoying to implement, this also seems rather pointless.
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I think the whole point of easter eggs are that the players have to discover them. If you're suggesting them, it's ruining the entire point of easter eggs to begin with.
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They don't have to remove NATO equipment, it's not like it's set in stone that we can ONLY have Eastern Bloc weapons. NATO may have intervened or Chernaus may have purchaed NATO equipment. It's not mutually exclusive.
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I agree, I just don't think it's very realistic that UH-1Y/Mi-8 crashes would be carrying anything more than some medium tier military equipment and possibly the mounted weaponry.
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They can already do this
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Keep/Replace the zombies "zig zag" movements
Chaingunfighter replied to Karmaterror's topic in DayZ Mod Suggestions
They actually haven't appeared to fix the zombie AI movement in the devblogs, at least at the moment. -
Battlefield is not a sim by any stretch. And on topic; Helicopter crews would be the least likely to be carrying ultra-rare weapons. They usually only carry light personal defense weapons (like handguns, sub-machineguns and carbines) in case they get downed or need to land. The only instance I can see really rare weapons being in aircraft crashes would be if they were cargo aircraft carrying weapons. It makes more sense that you're finding an MP5A5 and M4A1 at a helicopter crash than an MK48. You'd even be able to justify the M240 more because it is used as a helicopter door gun (Which could actually be an awesome idea; you could potentially get a high-grade machinegun like a PK or M240 but you'd have to have the correct tools to dismount it)
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I don't know if Roman ruins would really fit the area, though. It doesn't seem like Rome would've had much presence where Chernarus was (I don't know for sure), and the medieval castles fit the locale much better. Who knows, though, ruins are cool.
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Legos, you can plant them on the ground like mines and have an equally effective impact as an actual landmine.
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Exactly. And in a zombie apocalypse, wasting a gun like this is a bad idea. Maybe if you're super geared and it's just some Makarov then I can see it, but in reality every gun you can get helps.
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While it would be cool for certain guns, a lot of them it would not be very simple and thus would become trivial to add. It would be interesting, though, leaving a cool weapon somewhere for a player and luring them to it, before jumping them and watching their futile attempt to defend themselves with it. But not all weapons are easy to remove a firing pin from, so, I don't know what the real point in having this feature would be.