-
Content Count
2393 -
Joined
-
Last visited
Everything posted by Chaingunfighter
-
[SA]Suggestion: Don't show server populations
Chaingunfighter replied to airfell's topic in DayZ Mod Suggestions
Well, I'm really against loot farming and am more for each server having an individual hive (That's what I'm used to and it does not bother me much). I guess if someone wants to play solo, that's fine. However, I guess it's debatable on whether you should see players connecting. Ultimately this is something that the devs have to decide on, not us. There are usually development and administrating reasons outside the bounds of what players tend to think of that could inhibit (Or help) this idea. -
Mod Suggestion: Convert between SD and non-SD?
Chaingunfighter replied to ionicpaul's topic in DayZ Mod Suggestions
Yeah, it's super close. Hardly noticeable. That being said, the difference is there. -
Mod Suggestion: Convert between SD and non-SD?
Chaingunfighter replied to ionicpaul's topic in DayZ Mod Suggestions
Bizon is 9x18mm, though. It's still very close to subsonic. -
Extremely Rare Food + Starvation Effects.
Chaingunfighter replied to King of kong's topic in DayZ Mod Suggestions
You'd obviously have to shorten it from a realistic time span in order to keep gameplay actually interesting. Although I guess it is humanely capable of surviving a long time without food (I'm not certain that you could last 40 days without sustenance even in the best conditions, though), it would get boring and extremely reduce hunger as a factor. Sometimes I think people forget that realism can get in the way of making the game fun (however subjective that may be) -
[SA]Suggestion: Don't show server populations
Chaingunfighter replied to airfell's topic in DayZ Mod Suggestions
Meh, I'm not very keen on it. As much tension as it might create, I think having an exact number does at least give players a choice of how they want to play (which this forum seems to hate, at least in terms of server variation) However, I'm fine with removing the player list, so that you can't 'stalk' individual players and that it would alleviate the problem of roving clans. -
The safety nets will break if you have a certain amount of good gear, though :P
-
Things that will need work in the SA (a thought)
Chaingunfighter replied to leviski's topic in DayZ Mod Suggestions
It's really weird reading this and having the main discussion between two people with nearly the exact same profile picture. -
Something To Make People Team Up
Chaingunfighter replied to Karmaterror's topic in DayZ Mod Suggestions
I'm sure if a pack of wolves tried attacking a zombie, the zombie would defend itself. -
Something To Make People Team Up
Chaingunfighter replied to Karmaterror's topic in DayZ Mod Suggestions
I would think that animals would still be afraid of zombies, considering they would mainly be around towns/populated areas. -
idea for climb walls and go on roofs
Chaingunfighter replied to wild_man's topic in DayZ Mod Suggestions
If DayZ were built on Arma 3's engine, I could certainly see it working. With the modified TOH engine that's being used, it would be very difficult. -
Cellular Phones/Electricity in General
Chaingunfighter replied to spartichris's topic in DayZ Mod Suggestions
Yeah, but I mainly said that because it would be kind of weird that the two phones you found would happen to have the same number if you hadn't gotten them set up at a cellular network provider (Which probably isn't possible in a post-apocalyptic region) -
Cellular Phones/Electricity in General
Chaingunfighter replied to spartichris's topic in DayZ Mod Suggestions
Instead of having each player having a number, how about having each phone that spawns get a random number, and the only way to get other numbers would be to either find a phone and add its' number to the contacts or get a player to tell you. -
I don't really see the reason for there to be blinking street lights, considering the power grid has failed completely by the point of the Standalone (At least from what we know). I'd really like the idea of having overgrown roads and buildings, but some problems arise with that; It would be difficult to code a system where the buildings become gradually overgrown, and might also do a number on the CPU if they wanted it to look realisticWhen grass/weeds grow through roads in ARMA 2 as is, it looks awful. If they were to separately place weeds in and individual road sections, it would be hard to optimize and take a very long time to doIf it got to the point where stuff was overgrown, the power grid would probably be inactive, removing the point of having blinking street lights, and most of the bodies would likely be rotten (Which means they might be skeletons).It'd also not be easy to code this through every restart.^ Great ideas, but honestly have a lot of limitations.
-
A minor, but interesting, firearm suggestion.
Chaingunfighter replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Are you, by any chance, the world's first informative sentient A.I.? You seem to know literally everything. Unless, of course, you just use Google. -
And the fact that there are tons of dead bodies, as well as leaking fluids everywhere would be very confusing to the smell. Not only that, I can't see how they could make a realistic system without it being very annoying to deal with or taking way too much time to make.
-
It's okay, but I've only ever had it once.
-
I don't really think adding scent is a great idea, simply because of how it makes avoiding zombies after you've been injured really difficult. Not only would firing your weapon be suicide, but if you happen to be unlucky enough to have on zombie spot you, it'd basically be the end of your character.
-
Bloc, and no. Eastern Bloc weapons are not the only weapons you find in Post-Soviet states. There are a surprising amount of American/Western civilian weapons over there. Things like the; Remington 870, Ruger 10/22, Mossberg 500/590 series, Mini 14, Remington 700 and Springfield M1A weapons are pretty common (At least in countries like the Czech Republic, which is apparently part of the basis for the Standalone's weaponry) [And the Remington 870 and 10/22 are in the standalone] Nooo! I hate bees, I hate them so much!
-
NSV and KORD are cool, as is the Browning M2HB. I'd like to see some mounted weaponry in the SA. Obviously not with hundreds of rounds left, but maybe a random DShK or M2HB that has a few rounds left in it (As an ultimately super extremely extraordinarily with a lot of other synonyms of these adjectives, rare gun) You could also find more 12.7x99mm (Or for the Russian mounteds; 12.7x108mm) ammunition to load into it, but they would again be very rare.
-
The issue of community made content is really controversial, especially on this forum. I know a lot of the people (Especially the hardcore players) do not like custom servers because they feel that it makes it too easy (Some do). Others like it because they want variation and enjoy playing different DayZ variants. It's not an easy decision to make. Giving players the choice of playing on different maps, or variations of maps, or different types of mods with different settings creates a lot of problems, but also has benefits. Custom-content always induces the risk of hacking (Through outside means and through players taking advantage of the unofficial server), and it also does create a lot of newer players who don't exactly like the hardcore gameplay. But, it also does bring in a lot more people, give the chance for awesome user-made content (Something that BIS games have always seemed to do), and give people a little more freedom as to how they want to play. I'm personally for customized servers, but a lot of people aren't. (Mainly because I'm not against people who like PvP, or PvE only, or X or Y, and think they should be allowed to play that way if they can make it that way)
-
Use scraps to craft ammo or other stuff?
Chaingunfighter replied to kyle939's topic in DayZ Mod Suggestions
You never know. Rocket is pretty crazy sometimes. (Though it'd be very interesting if they'd add a muzzle-loaded rifle like the Hawken, but I don't really know of any that are still used today.) -
DayZ standalone - The Walking Dead
Chaingunfighter replied to mr0zzy99's topic in DayZ Mod Suggestions
You're allowed to have an opinion, but it is somewhat bothersome when people feel that they have to bring up their opinion on the basis of the matter instead of the suggestion itself. It's similar to how the suggestions about putting DayZ on consoles worked out; instead of actually discussing why or why not, the threads turned into a shitfest of people fighting over which is better. aka, give your opinion on the suggestion itself... (And yes, I am only saying this because I'm butthurt and I enjoy the show. No need to call me out on being a hypocrite, I know I am.) On topic; There could be some sort of easter egg attributed to the show, or the games or whatever part of the series you prefer. I don't really get why people would suggest easter eggs, the whole point is for people to have to discover them first :P -
Or Hero's Fingers. (Assuming the Fallout reference)
-
Use scraps to craft ammo or other stuff?
Chaingunfighter replied to kyle939's topic in DayZ Mod Suggestions
Of course, but it wouldn't be an easy task and most people don't actually know how to do that. Seems a little too trivial. -
suggestions for DayZ Standalone - forklift, water, electricity
Chaingunfighter replied to Cormyr's topic in DayZ Mod Suggestions
Welcome to the forums and DayZ. One thing that you should learn to do is be a little more specific in your title. Instead of just saying 'suggestions for DayZ Standalone', it would be a lot better if you specified what the post was about. Just a helpful tip, but nearly everyone on the forums has made this kind of mistake before :P Onto specific ideas; The forklift; Not a bad idea. I don't know exactly how something like this would work on any Arma based engine, but things like it have been pulled off before. Also, I doubt that there would be many things to lift. Also, most forklifts probably couldn't hold any of the cars in the current mod, and even then, I'd advocate against it because it would allow hoarding of the cars. Also, I can assure you that attempting to plow through a horde of zombies with a forklift is going to get you eaten, either by simply being pulled out from the side or having the thing fall over (I've used a forklift before IRL, they will fall over VERY easily). Otherwise, it's not a bad idea, and at the very least could just be another generic vehicle that people could find and fix up. Water; While this is a good idea, I'm still not sure how they would actually pull this off. For one thing, people have been asking for rivers and streams for a while, but Arma 2 doesn't have angular water (It's all a flat plane of water that's at the exact same map height) so having a major river would be difficult to implement with the very high hills that are basically right off the coast. Also, it'd be very odd on the current engine attempting the polluting thing for only specific areas. I'm not saying that it isn't possible (It's a really good idea), but it would take a lot of time to put in and optimize. Electricity; Generators are something people have wanted for a long time, portable and ones that exist in buildings and houses. Rechargable as well as disposable batteries are a good idea, considering they will have batteries for things like flashlights in the SA. By 'construction lights', I assume you mean flood lights, and charging vehicle batteries straight up from a generator would not work, as you'd need jumper cables. Also, a lot of air compressors can be run either manually or on batteries, and I think having to fuel up a generator for one would be a bit tedious. (And a coffee maker seems too trivial, just sayin'). A lot of people have been asking for things like this for a while, and have wanted even the ability to start up the electrical stations and light up the electricity grid. I'm not for that, simply because it kind of takes away from the feeling of abandonment. Of course, smaller generators are okay, but they'd also have to design an electrical system for every building in Chernarus which would take a lot longer than people would like.