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AP_Norris
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Everything posted by AP_Norris
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First I want to say this is not meant to be a dig at any player base. I feel since the start of the SA though that the "Authenticity" the dev team is heading for is cutting away at the part of the community looking for immersion & realism. So I am here to propose that we start seeing some design differences between Hardcore & Regular, I think the Hardcore players appreciate immersion a lot so I think a tune up in realism would go appreciated by most hardcore players. While I feel regular players are less bothered by all this and maybe likes the way the game works with third person, ammo and pace (please feel free to correct me). So my first problem with the game as a guy looking for realism is the guns, all the pistols are extremely inaccurate (except the longhorn), the ammo is generalised slightly, you can instantly load guns in your inventory and magazines also (which doesn't penalise those unprepared very much at all). I have put a poll up to get the general consensus here. Please feel free to comment I will be back in about 12hrs to respond (I may have been a bit Bias in poll wordings, you'll be able to pick up on my preference anyway) If you feel I've missed a big part of the community in the poll please discuss, and I will be back to maybe copy & paste a new option in there. Edit: oh I forgot to put my example of generalised rounds, e.g guns like the mosin do not have their proper rounds in the game, they fire 7.62x51 NATO instead of 7.62x54R I personally feel like specific rounds for a weapons should be hard to come by and generalising rounds in my opinion makes the game more simple than what I have come to expect from DayZ. This is after all the anti game, and I think it should reflect that in terms of difficulty and complication.
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Dev Position on firearm realism and Regular vs Hardcore.
AP_Norris replied to AP_Norris's topic in Suggestions
Will take the time to srt things out soon. -
Dev Position on firearm realism and Regular vs Hardcore.
AP_Norris replied to AP_Norris's topic in Suggestions
They were examples of the sort of realism/ gameplay you liked. What would you have me change? Would a general statement before it then putting e.g help? Also not sure how my first question doesn't make sense. -
Dev Position on firearm realism and Regular vs Hardcore.
AP_Norris replied to AP_Norris's topic in Suggestions
did this require quoting my entire post? Also if you bothered to read it you'd see me mention I may be biased.If you want me to change something for the better please specify. -
Dev Position on firearm realism and Regular vs Hardcore.
AP_Norris replied to AP_Norris's topic in Suggestions
Well, thanks for taking the time to post. I really appreciate it, and I always guess that if at the very end of development dayZ still isn't perfect for me that there's always mods. -
Gun with bayonet should be a very versatile zombie killing weapon in my opinion. Since you'll be giving up the option to add a suppressor you'd have to be prepared to get up close. It means I can finally drop those heavy melee weapons.
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The attraction of DayZ is that there are other people trying to survive, they are unpredictable, crafty and funny. We already have enough players that just want to shoot you, we don't need AI to do the job people are already doing,
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having 2 primaries on back instead of primarie and a melee
AP_Norris replied to Kellrush (DayZ)'s topic in Suggestions
I would like a system where slinging weapons requires you to have a sling on your gun, they could be made from rope, or proper ones could be found in military spawns. You could carry many, many guns on your back. Thing is though, guns are heavy and every item including clothes and storage should have weight. By the time you add up everything you need to survive you're going to be making big speed sacrifices by having a second gun not to mention ammo for it. Why have two things that do the same job, right? If you want flexible rules of engagement a gun like the M4 'SHOULD' be perfect when the devs give it realistic accuracy. I also think that things like axes should be carried only by people focusing on melee combat, sticking a knife on the end of your gun gives you a perfectly acceptable melee weapon. -
...Sometimes Lok, I just don't know about you.
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The sights would be awkward if you saw off the barrel, I think stock only is the logical way to go.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
AP_Norris replied to alexeistukov's topic in Suggestions
PKM is the one I want most from the list. If we must see a US one, I would like the Mk 48 -
He has a C96 model, he told me :)
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I can, it's just I would just rather they add me C96 before whatever the hell else Chris is adding.Selfish I know.
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agreed, although I expect Mosin, SKS and Tokarev to be pretty darn common.
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The Governors assistant in TWD has duct tape on the arms of his jacket. With the duct tape there the zombie couldn't bite through to infect his arm. Of course a bite is less deadly in DayZ, but the extra strength of the duct tape can definitely make a difference. Another upgrade could be gloves/ arm braces that change punching, like pointy chair arms duct taped to your forearms (again like TWD). Flashlights could also be put onto helmets via duct tape, or the special ones that just fit right onto tactical vests. Things like phonebook armour and stuff would be awesome, for increasing the level of improvised equipment before people start picking up tac vests and TtsKo camo.
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Burlap sack backpack to have ever expanding slots until...
AP_Norris replied to tmanz's topic in Suggestions
So basically a improvised couriers bag can be as good as a mountain one? But one more item will break it? I don't like it personally, but expanding backpack models is an awesome idea. -
Haha, They fire similar rounds.7.63x25 7.62x25
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It has been replaced in most though.
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It still dates back to the 50's
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A place like Chernarus should theoretically have a good mix.It doesn't in my opinion mean that we need guns that for some reason destroy helicopters in a single shot. Nobody but fools ever complained about single shots, because if they don't want to be one shot in the chest by a rifle they can go play battlefield. Also the FN FAL which I will assume you're talking about is hardly a modern design. The M240b was also hard as hell to get a hold of. I'm all for these superguns, but ammo should still be a problem and they need realistic damage and handling models. In the mod the 5.56 guns were almost useless, whereas a gun like the DMR had no recoil the best scope, a huge mag, common ammo, and it was common as hell.
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Yeah, maybe they could add the 7.63 and 7.62 and have the Mauser use both.The 7.62 being a bit more powerful could degrade it faster, meaning you might have to have a weapon repair kit handy for prolonged use. 7.63 could be very rare.
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It annoys me that zombie damage things so easily.I get hit and my shirt is ruined, meaning I can't even use it for rags somehow... Sure clothes should probably take damage reasonably quickly, but ammo, torches, definitely shouldn't degrade quickly from zombie hands. Bullets should be a bit less effective on clothes, and more devastating for solid objects putting things like mags, guns, ammo and other seemingly solid things.
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Yar, I want to rotate me pistols instead of reloading.
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I'll try not to push my luck, I'm already over a cliff.