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Everything posted by Chaingunfighter
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There's three airfields on the Chernarus mainland (At least in the playable map). Only two of them are 'military' and one of them is paved (the international airport.) Utes, being pretty far off of Chernarus, would be a great military staging area considering it's owned by the Chernarussian government. The facilities on Utes are there because Utes is the main military portion of their military, they need somewhere to house troops. And even then, they aren't THAT expensive to maintain, it's barracks, a few hangars and an aircraft control tower.
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Dead Penalty, Animals, Phicopatism
Chaingunfighter replied to sycopata's topic in DayZ Mod Suggestions
I remember that movie! -
Dead Penalty, Animals, Phicopatism
Chaingunfighter replied to sycopata's topic in DayZ Mod Suggestions
I agree with animals being in remote areas not only because there are zombies there, but also that most animals tend to shy away from human population centers, the mountains and fields of Chernarus would be where you'd find most of them. That being said, when the animals realize the threat to them is diminished significantly (Realistically the DayZ infected wouldn't kill animals it couldn't infect, since most diseases are not inter-species, because killing random animals would only destroy the ecosystem and reduce the disease's chances of survival.), they would definitely start moving into more urbanized sectors (Not necessarily cities at this point, but small towns could still have the odd chicken and whatnot). -
A bunch of SA Ideas, suggestions and Promotions
Chaingunfighter replied to S4ad0w's topic in DayZ Mod Suggestions
The type of customization that you specify is really the only kind I'd be satisfied with, but I think it would be a very good implementation if they had a custom facial system that you could make your character based on, but wouldn't have any gameplay changes. The problem is; the current engine doesn't support this as the entire model and the faces of the characters have to be manually textured and modeled, and it's very hard to take an engine to something like that. That's one of the reasons why Arma has never had ragdoll physics until A3, because the engine as is did not support it and every game back to operation flash point didn't have the resources to focus on making ragdolls. Unfortunately, other than that, your post is pretty vague and most of the stuff specifically you have suggested has either already been confirmed, is already in or has been suggested at least 3 million times. -
Suggested addition to the DayZ Experience: "Player Moods" & "Emotes"
Chaingunfighter replied to adcamo (DayZ)'s topic in DayZ Mod Suggestions
(Somehow I'm still not banned even for abusing the report feature) Onto the thread; The problem with adding specific traits like this garners a personality for the character, who is generally meant to be you (And there are people who are able to keep posture.) Setting any emotion onto a character might immerse people who relate to that trait but people who aren't like that wouldn't necessarily feel the same.- 1 reply
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My two cents about endgame and NPC's
Chaingunfighter replied to theszerdi's topic in DayZ Mod Suggestions
The whole concept of NPCs being added kind of breaks the feeling for me. Why? Well, there are multiple reasons; 1. AI actions aren't really true to life; While admittedly they can get close, it's still not a player being dropped into the world. You won't get an actual human reaction to an event happening around them, which sort of ruins the realism. 2. They break the balance of the game. This is especially true with AI Bandits. Of course, I'm not even advocating at all that DayZ has to be balanced beyond belief (It does have to at some extent to retain the entertainment value), but AI bandits would either be; an easy way to get gear (Based on player experience/bad AI) or an incredibly annoying enemy with a non-realistic feel (Which is what Arma AI is often like if not terrible, to the point that they can shoot you before they hear you.) 3. They ruin the 'sandbox' feel. DayZ is almost entirely a player-driven experience. The only limits applied is the coding of the game, in which then players are given absolute free-will over what to do within those boundaries. Adding AI who obviously can't have free will, as well as giving you or 'notifying' you of tasks makes it seem objective based, regardless of whether that's the intended feel. The whole point of DayZ is that people can choose what their goal is. No AI. please. None. -
Why is the 'd' in 'would' in italics?
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Using sarcasm and joking isn't always 'trolling'. He's legitimately pointing out in a humorous attitude that you need to calm down and wait. The only person I've seen complaining about the update not being out yet is you, the general 'community' seems to be able to handle waiting. Don't act like a prophet.
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Of course, it's been discussed and suggested just as many times as hand-to-hand combat and underwater environments, but let's elaborate. I mean, everyone says their thread is different, it's the one different thread. Well I come to tell you; I'm different than them, because mine is the most different thread on this topic! FISHING Anyone who's ever been fishing (And many people who haven't) knows that fishing can actually be quite complicated and there are many different methods of fishing. These are some propositions that would make an actual planned fishing system at least somewhat more realistic; 1. Different aquatic species of fish as well as other lifeforms. There are thousands, if not millions of different species of fish in the ocean, who's to say that only one kind would live up by Chernarus. It's not realistic that every kind of fish would inhabit the cold waters, but a viable ecosystem would need at least a few different aquatic species. Spice it up a little, create different kinds of them; You could have salmon in the (hopefully to be added) freshwater rivers inland, or spinal fish off the coast. There could also be other species, like king crabs, jellyfish, sea-turtles or horseshoe crabs. There could be underwater plants, like kelp, which could be harvested. Each different specie would have different uses; maybe one type of fish provides sustaining meat, or another type has a poison gland which could potentially poison a person if they were to eat the fish, or maybe provide some use later. (Sorry for this one's size) 2. Variety of fishing tools and bait. Fishing cannot all be done with one single method or tool. If you were to attempt to catch a crab with a standard rod, you would probably never catch it. As such, there should be many different tools, some that can be used on many different kinds of fish, or maybe only on one, and have different levels of success. For organization purposes, this is split into smaller categories. Rods. Crafting has already been confirmed as a feature in the standalone, so I say; why not be able to craft your own fishing rods using various parts and pieces found around the infested wasteland of Chernarus. It's quite possible to do so, and depending on how well it's done, they can actually be sturdy and able to hold their own for a while. Crafted ones could be supplemented as well by pre-apocalypse ones, which also have their own potential for usage. Generally, they'd require more maintenance but would perform better for specific scenarios. This, however, is just a generalization, as there are poorly-built fishing rod models as well as very well made hand-crafted versions, so it would all depend on the material and type used. Fishing line should be able to be tangled or broken by stronger fish, as such, line quality could be put in as another factor so people would think twice about tearing apart a shirt for the string (Not that anyone should ever use cotton for a fishing line, trust me, it doesn't work.) Lures. Another aspect that could be taken into account is the type of lure used on the end of a fishing device (Not necessarily a rod). Different lures are able to attract different kinds of fish better; certain kinds will 'daze' the fish or confuse it into believing that it is witnessing its' prey. Water-bobbing ones which stay on the surface would perform significantly differently than a jig or a spinning lure, as each are made for different fish of different sizes. Something else to take into account is that not all bait can go onto all lures, so a fisherman would have to balance the importance of what they are after, if you've got a large group of fish, you might not want to waste your bait; instead, take a lure which can work better without it and isn't depleted. It is possible to craft lures as well, improvising them from natural or artificial bits and pieces. Fishing nets. Like other fishing tools, nets can be crafted relatively simply out of common objects. Fishing nets can be used in a fashion that is a lot less specifically geared towards one kind of fish. They can be used to capture many kinds, and also do not always need the patience of a rod (They still need some, half of the battle IS patience.). Of course, small fish can easily swim right through nets, so size is indeed a factor. A fishing net won't generally attract fish either, so it is another choice the player has to make (if they have the choice to begin with!). Crab traps/cages Aquatic animals like crabs obviously can't be fished with a rod, though they CAN be fished with nets. However, a common method used by commercial fishermen is to sail out to areas of large crab population and drop crab-traps, filled with bait that (Like the name suggests) trap them inside. No player with a sane mind is going to swim off of the shore and drop these down, but if they have access to a boat, they could easily just drop them (And most traps have a buoyant marker that floats on the surface of the water, so you know where you left the trap) and then return at a later period to see if they'd caught anything. This could encourage the use of boats more often, and could add an interesting depth of gameplay because other players could steal your boat, and then travel along the coast looking for any traps. On a followup; I think a realistic and expansive fishing system would be much more fun and immersive than just a; find a rod and a lake and you're done. Added alongside different features like plant harvesting, it would make getting food a more enjoyable as well as intricate process, much better than just forcing yourself to risk your life scavenging one of the few supermarkets for a can of food (Which is also fun, but alternate methods would 'spice it up', at least in my mind.) .
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"Realistic" Fishing in the Standalone
Chaingunfighter replied to Chaingunfighter's topic in DayZ Mod Suggestions
Ah, yes. This seems like a great idea, I can't believe I missed em'. I guess when I posted this I was thinking about them being apart of the rod in general (Or not at all) +Beans! -
SA Suggestion: Making An Effort
Chaingunfighter replied to person915's topic in DayZ Mod Suggestions
(For the most part) And to the OP; No. I want to feel lucky when I find an empty tin can. That should be the most you'll likely find 90% of the time. 5% of the time it might be clothes. 4% of the time it can be a leftover bag of chips or a really, really rotten pizza. 0.99% of the time it can be some form of working gear. And 0.01% of the time there is a 0.001% chance of a 0.0001% chance that you have a 50% chance that some weapon could spawn if the game likes you. -
(EDIT, I deleted yet another one of my worthless posts that contributes nothing to this forum and just pisses everyone off. I don't know why I haven't been banned with all of these stupid things I've said that literally spring the respect people have for me into the negatives.)
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I still think that while they should be able to get quicker and run indoors, hiding inside should be an ample solution if you were quick enough to duck somewhere. The zombie's sight is bad, but their hearing is good; so the strategy of quickly hiding somewhere they barely saw you get to and not making any noise hopefully still works to some degree. Otherwise, you'd have to rely on either; finding a weapon VERY quickly, getting some form of transportation faster than the zombies or run them into some other poor soul. That being said; it's pretty easy of a tactic, so maybe it could require a little bit more depth (I.E. distracting zombies with a different sound while you're hiding, such as throwing a can.)
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No, it's quite emphasized that hearing is their biggest sense in the show, not smell. For instance, the helicopter in Atlanta led a gigantic horde of zombies out of the city and out into the rural countryside, and a gunshot attracted them there. Likewise, Merle's stereo brought all of the zombies to the barn, not the smell of his alcohol. And to the main thread; Four of the five reasons are basically the same idea stated in a different sentence. The fact that zombies would be 'attracted' to smell does not really make much evolutionary sense, considering the fact that the 'zombies' in DayZ are actually infected human beings. (It's a virus, it evolved.) Based on how zombies work now and the different game mechanics, it's obvious that the developers wanted sound, not sight or any other 'sense' to be your worst enemy. Where exactly did you pull this piece of information, your ass? Sounds likely. This obviously did not come from DayZ (I've never heard of vampires in DayZ). It's apparent that the DayZ zombies are not deaf, and lack of rehabilitation does not mean that hearing is defunct, it could also just mean something like; they can't be rehabilitated that way? In short sense; no, attraction by smell of meat would only be tedious and annoying. It's way too easy to be confused by many different environmental smells, and meat is not a strong one, considering all of the dead bodies around, the zombies would probably only be around them 24/7.
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When it comes to the mod, I think that the AS50 and M107 should be removed, because they aren't 'realistic' enough, they allow you to sprint at normal speed, as well as don't have the best ballistic mechanics. My arguments for keeping them in mainly defer to the standalone, where hopefully guns feel more 'real' and they can be added so they are more inconvenient to use outside of very certain scenarios, while still being a cool find.
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We're talking Standalone here, if they made any attempt to make it realistic, they would definitely discourage usage of them, but they still exist.
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Without .50 snipers the chopper will not fear anyone!!
Chaingunfighter replied to patriotabr's topic in DayZ Mod Suggestions
I'm fine with AMRs being in the standalone so long as they are as close to impossible to find as possible. Especially something like the KSVK. I mean, they DO still exist. Most of the guns in the Walking Dead are only realistic for the USA (Which is where it takes place). An eastern-bloc successor state probably wouldn't be filled with Colt Pythons or Mossbergs. Granted, weapons like the Type 56 would make some sense as they still appear among guerrilla movements (Which Chernarus has a large amount of) -
Yeah, even though Utes is still much farther off than it actually will be in the Standalone. I just hope they expand more westward and northward based on the fact that the actual map only takes up a small portion of the entire country.
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I'd like something like this in the standalone where weapons aren't defined as primary or secondary weapons but rather can be carried based on weight and room.
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"Realistic" Fishing in the Standalone
Chaingunfighter replied to Chaingunfighter's topic in DayZ Mod Suggestions
Yes, it's a survival game, but that doesn't mean you can't have an extensive system. Of course, it's obvious that not everything I have suggested will be implemented, and I was mainly pointing to what you said (Alternative methods and crafting and the like) but of course if it could be as realistic as possible, it would be better (I love fishing) -
Crafting Suggestions (no discussion)
Chaingunfighter replied to r4z0r49's topic in DayZ Mod Suggestions
Input - Mayonnaise Output - Instrument Tools - Jar of Mayonnaise / Horse Radish Fail chance - 0% Enhancement - An incredibly annoying slur of questions that will easily piss of your target Type - All of the above -
[SA & Mod] - British Weapons & Gear
Chaingunfighter replied to Draco122's topic in DayZ Mod Suggestions
I'm all for more British weapons. It doesn't make much sense that there's only an anti-materiel rifle and one assault rifle, either you have a standard arsenal or none at all. Certain weapons you mentioned (Like the P226 and Browning Hi-Power) I've actually wanted as weapons without their British designation, so maybe in the SA they could degrade slower if they were the military versions. Most of these guns you stated that basically are upgraded since the SA will use an attachment system like Arma 3. In a basic sense, though, the weapons that are unimplemented would be awesome, and I'd love more variants of weapons that already exist (Like the M16 and M4 series should also be supplemented by AR-15s, GAU-5s and CAR-15s) + Beans. -
I don't know, I think forcing your character to behave a certain way should be limited, insanity kind of crosses the line. When you give a character traits, it creates a specific person that everyone follows, when the idea of DayZ is that it's close to being yourself in the situation. If you're a person who spends a lot of time in the dark in real life, you're not going to have as much of a hard time doing that anywhere else, of course there are people who literally would go insane for being in the dark, it's unnecessary forcing everyone to have a quality of one person. Eating uncooked food, well, I don't know if it would drive someone insane, I think it's just more likely to kill you with all of the bacteria it's been exposed to, which would be an interesting quality, considering you can't eat uncooked food (That requires cooking) at the moment.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
Chaingunfighter replied to ruarz's topic in DayZ Mod Suggestions
Indeed, you could craft certain ones or loot them, with looted ones generally being better quality. I'd personally like different kinds of bait, rods and jigs be better for certain things. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
Chaingunfighter replied to DZR_Mikhail's topic in DayZ Mod Suggestions
(EDIT) The post had the opposite meaning