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Everything posted by Chaingunfighter
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Naturally it would go to the steak first if it were closer than the human. Food 'preference' is a secondary objective in evolution. Yum, a raw steak with expired A1 Steak Sauce and plenty of burning phosphorous, tasty enough for all of them zombies.
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I've actually argued that Operation Harvest could have been a reason for the USMC equipment being in the area, but it's also possible that DayZ takes place before the war happened, or that the war didn't happen in the same universe as DayZ. IEDs are definitely a plus, I hadn't actually been well versed with ACE when I made my first post besides some small experience. Since then, I've looked through all of ACE's ordnance and a good bit of them would make great low spawn weapons. In terms of weapons; the Tokarev TT33, Flare Gun, and SKS could be made into common weapons, and the SPAS-12, Sig P226, H&K USP, MP5A4, M60 and APS Stetchkin could be rare military weapons. Though, all of these guns are just reconfigured versions of Vilas' and RH weapons made for ACE.
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SA military weapons and accessories, debris
Chaingunfighter replied to Theheroicbandit's topic in DayZ Mod Suggestions
Congratulations, you have all fed the troll. -
ACE and ACEX don't have that many weapons that would fit DayZ besides the variations on existing weapons. They do have an SKS and SPAS-12, which would be fun :) ACE only really modifies most of the pre-existing vehicles, or adds vehicles to factions that don't have ones. The few vehicles they have aren't for DayZ (The engineering vehicles, for instance) I'm absolutely for more customization items. I'm not sure exactly how they'd put all of those to use, but they would be nice. Claymores, landmines, and flash bangs would be cool as a rare item spawn, but phosphorous grenades, gas grenades and 'bouncing betties' don't really fit DayZ nor are common enough worldwide. Changes to the flight mechanics, towing, sniping and modified range-finders are cool. The fast-roping seems unnecessary for DayZ. There's no real point in having the pre-modified map, as the Devs can already add things like that if they wish to. ACE is a very cool mod, but just implementing it would create plenty of bugs or 'broken' gameplay. The two have completely different medical systems which wouldn't be compatible. The changes to AI could possibly break or damage zombie behavior. It's certainly a cool idea, but a lot of things wouldn't work or be necessary. As long as they, and their spawn rates are balanced, new weapons aren't a problem.
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[SA] Diet/Medicine system = dynamic trade/survivor value system
Chaingunfighter replied to TheOldManoftheNorth's topic in DayZ Mod Suggestions
It seems like it's over-complicating the medical/hunger system a little too much. I don't know if spontaneously bleeding just because you have only eaten what you can find is something that would be fun to deal with. However, different nutritional values for foods would be something worth trying. -
Melee Weapons Ideas (Megathread) Post your ideas
Chaingunfighter replied to Robert Shannon's topic in DayZ Mod Suggestions
- Meat Cleaver - Boxing Gloves - An old boot - Maces and Flails - Battle-Axes - Jousting Lances - Australian Knives (AKA claymore swords) - Dynamite-On-A-Stick - Light Sabers - Oversized (With terrible proportions) anime-based blades. - Whips - Bear Claw Gauntlet [Called 'Bear Hands'] - Fiber Wire - Razor Wire (As fiber wire) - Fishing Pole - Jack Daniel's bottles - Kriss (Not the SMG, the sword) - Butterfly knife (Instant backstab kill) - A spanner -
The Endgame of the SA should be the tin-can, the most versatile weapon in the history of existence itself. Then there's the end-endgame, which is the crowbar. The end-end-endgame may include the Hatchet (May). Don't get me started on the Makarov.
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Allow chat and voice while incapacitated Teamspeak renders this pointless and unfair to unaffiliated players.
Chaingunfighter replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
There's no reason to restrict it, as there's always some exception that people will get around and eventually it will get to the point that preventing it becomes impractical and/or borderline impossible. -
I'm surprised she found French Fries. They have a 0.001% Spawn Rate, and with ketchup is even rarer.
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For Standalone - Dynamic minefields.
Chaingunfighter replied to happytree_friends@hotmail.com's topic in DayZ Mod Suggestions
If it's completely unavoidable, then it has absolutely no point. You could be unlucky enough to log off and find yourself getting killed instantly because you logged in at the wrong time. -
SA: Suggestion for terrain side effects
Chaingunfighter replied to Frytek's topic in DayZ Mod Suggestions
Yeah, I don't think breaking your legs should be that easy (Even as easy as it is in the game now). That being said, treatment for broken legs should probably be rarer (Why is there morphine just lying all over the place, alongside antibiotics, blood bags, and epi-pens?) Also, I'd like the possibility that morphine would eventually wear off so that you would either have to find more or find some sort of brace until the leg itself healed on its own(Which should also be possible) But it doesn't make sense that you can accidentally fall off of a stairwell that's 5 feet in the air and have a broken leg unless you fell awkwardly. -
SA: Suggestion for terrain side effects
Chaingunfighter replied to Frytek's topic in DayZ Mod Suggestions
Yeah, this is a good idea. It would also help create incentives to have different footwear or augment people's playstyles; You can carry some heavy and durable combat boots if you're the woodland-wandering hiker, or if you prefer fast travel on the roads then you can wear some sleek and sexy running shoes. -
Pull them into an area where they will be stuck when they wake up with no way to kill themselves and leave it on a public hive. Also, remove the respawn feature (For the non-joke part, this actually should be removed)
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Different Compound Bows to come with some different crossbows would be nice. They'd have to make their own anims, though, as the Standalone uses the [modified] Take On Helicopters engine, which is essentially an upgrade of the A2/OA engine.
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On game design, "progression through equipment", and a system of micro-skills
Chaingunfighter replied to GodOfGrain's topic in DayZ Mod Suggestions
John Freeman who was Gordon Freeman's brother was one day an office. -
Melee Weapons Ideas (Megathread) Post your ideas
Chaingunfighter replied to Robert Shannon's topic in DayZ Mod Suggestions
I don't get how it being a non-useful item means that it shouldn't be implemented. There would be a good amount of them there, just having it as a horrible weapon would be nice enough :P -
Melee Weapons Ideas (Megathread) Post your ideas
Chaingunfighter replied to Robert Shannon's topic in DayZ Mod Suggestions
Bayonets are confirmed for the Standalone. -
Melee Weapons Ideas (Megathread) Post your ideas
Chaingunfighter replied to Robert Shannon's topic in DayZ Mod Suggestions
All of the weapons save for the Katana and Trench Knife make sense. Real Katanas (Or High-Quality ones) are very hard to find. Most Katanas that you see in real-life outside of museums are just display items. Trench Knives also aren't super common anymore. While they are possible to find more often than a 'usable' Katana, trench knives have not really been produced much for actual use since World War 2. Also, to anyone wanting a chainsaw; why? They use up fuel very quickly for the amounts they consume, weigh much more than necessary and create a huge amount of noise (Even when just idling), are prone to jamming up if they go through too much wear and also aren't as sharp as people think they are. A lot of chainsaws that are built have safety mechanisms specifically designed to stop them from being used to kill something. I'm not saying that it's impossible, but it won't exactly just slice through a human body like butter. You'd be better off using the chainsaw to collect large amounts of wood in a quick amount of time (Which would be helpful) -
Melee Weapons Ideas (Megathread) Post your ideas
Chaingunfighter replied to Robert Shannon's topic in DayZ Mod Suggestions
-snip- double post. -
Damage Validation System
Chaingunfighter replied to Mikeloeven (DayZ)'s topic in DayZ Mod Suggestions
Thanks for your brilliant insight and contribution. -
Player decisions: Unlocking new Content
Chaingunfighter replied to joe_mcentire's topic in DayZ Mod Suggestions
Things like that don't really make any sense, though. Maybe you could have randomly spawning wrecks (like they do with Helicopter crashes now) that can spawn certain things (Like generators or supplies), but they should be random. Also, restoring electricity would have to be to only a very specific area (I.E; not restoring the entire power grid) because of how much there is to take into account; downed/damage wires due to combat and general weathering, destroyed circuits, and also the possibility of having permanent damage due to a power surge. And it would take a lot of work for the devs to make an electricity system that's super-endgame anyway. -
A few 1.8, upcoming or StandAlone suggestions.
Chaingunfighter replied to nL.Jason's topic in DayZ Mod Suggestions
The G3 (and other variants, of which the A3 is), makes sense for the standalone because of how common the weapon is worldwide (Similar to the AKM and FN FAL) The HK-416 doesn't really make much sense, since it's not heavily exported outside of Germany and the U.S. (at the moment). The Stechkin APS could be feasible for the Standalone, but it's not very heavily used anymore. Then again, I could see them adding it if they wanted more Russian guns. The M21 doesn't fit the standalone that much (Unless they have some reason for adding M14 variants). It'd be fine if they did M1A rifles (Civilianized M14s) and variants of those with scopes, but the militarized M21 isn't used that much anymore. [And the M21 is from RobertHammer's M14 pack, which is a modification for Arma 2 that DayZero used] The Groza OTs-14, like the APS, could be in the game, but it's a very uncommon design anywhere outside of Russia itself. -
REVIVAL: Where would you like a DayZ SA map to be set?
Chaingunfighter replied to King of kong's topic in DayZ Mod Suggestions
Why, in the poll, is 'Meeheeco' (aka Mexico) shown as part of South America? -
How about they do Chernarus? Yeah, that sounds like a good idea. It'd be better they focus on improving the terrain, layout and infrastructure as well as on fixing the glitches/bugs in different parts of Chernarus, than creating a new map. I'm not necessarily against them making a new map, but it honestly seems a little bit too early to be suggesting maps, considering the alpha of the Standalone has not yet been released.
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Cable car, Aerial tramway, Gondola lift (same thing, different names)
Chaingunfighter replied to h3l1x's topic in DayZ Mod Suggestions
I'm sure that if they were anything more than a map prop, then you'd be able to move them manually with switches. But that relies on electricity, so it doesn't really make much sense, unless you had a huge endgame where you restored power to the map. Even then, I don't think it would be worth the work to have a huge ton of extra features (Like gondolas) for just one endgame thing.