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OldMoto
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my 2 cents: Not really like the serbu super shorty idea, is too strange gun imho... but I would like to see a classical "mad-max feel" sawn off shotty you can put in the secondary (pistol) slot: Powerful, but very slow to recharge and obiovsly with only 2 rounds - can be the "civilian" alternative to 9 para submachine guns. About shotgun ammo, I think the game need double-ought (00) buckshot rounds - every buckshot firing 8 pistol round in the same time, so you can do 8x889 damage in one shot, but 00 bucks more slow to regain from recoil than normal birdshot rounds. Range must be very short, I think about 25-50 mt max. In real life 12ga shutguns with 18-20'' barrels loaded with 00 bucks are one of the preferred choice and one of the most powerful rounds for self-defense. It is obiovsly you can use 12ga 00 buck in every type of 12ga you find (pump, semiauto, overunder and side-by-side shotguns) S&W in .500 caliber is imho a too much rare gun in a country like chernarus - maybe the classic .44 magnum like s&w model 29 is better if you want to put another 6shot in the game. The same can be applied at other guns in the game (es: 7,62x54 mosin nagant is more like to find in a Russian country than a .303 british Lee Enfield) but it's the same for me Don't understand why the UZI, actually we already have PDW - it is not the same gun? Steyr AUG is ok for me
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I'm playing in a epoch mod server and i've seen (but not tried) a .338 lapua bolt-action 5 shot magazine rifle, slowly to fire and reload, can be a good replacement for as50 and m107
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Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
I understand your "no need of skill/attributes/luck system, just put real life mechanics and rules in the game engine better as you can and let the player choose by himself how to do something" approach...that would be awesome, but - you know - we are talking about mechanisms for a zombie MMORPG game, real world rules and behaviours are simply too many and too difficult to simulate even in a decent way :-) The arma2 ballistics engine is good in his attempt to simulate real gun ballistics and behavior (and i appreciate much that) but necessarily lack many things, like muzzle flash (but i've read they put that in arma3 engine) but such a great effort cannot be make on every aspect, physics chemistry etc. -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
And you cannot do something like that only with a driven-by-gear system, you need to introduce skill point, or luck, or something like that -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
I'm thinking pretty same as you about the three attributes I mentioned before - like strength, intelligence and agility. And I like very much the no-level no-skills no-frills of dayz. But maybe can be better if you can't repair an engine in 4-5 second with only an ItemToolbox In fact i'm not so sure about introducing an STR/INT/AGI system - it can be a "boost" for the time you need to "learn" something to master that things and maybe some kind of "prerequisites" to use the best end-game equipment (es: you can need an INT >5 to became a 100% "little sure shot" Annie Oakley's son :) I'm sure that driven-by-gear-and-experience system i'm talking about is not perfect - for example it can't be too "hard" because if you die you need more time to "rebuild" your character and lose everything you learn and you own so it can be very frustrating. I think adding just a little more complexity can make this great game even more fun and interesting - but surely i don't know how much of this "complexity" is need and especially how much is worth (if "the game is worth the candle") -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
A real-knowledge system would be wonderful, but I think is almost impossible to implement and imho you risk to overburden to game. At best you can have a crafting system system driven by gear and/or prerequisites (recipes) but as you already stated, you can simply go to wikipages for the knowledge. That's why I like to think a driven-by-experience-and-gear system is better than a driven-by-gear-only system. I repeat, I think a kind of "experience" system that is fully "transparent" to player, so you don't need to manage XP point; No XP point on your HUD (I like no HUD at all), you gain experience in a natural way just while you play as normal. So you are better than another player not just because you drink/read/carry an item, but because you are have "learned" to survive more long so you are more "skilled" Just make things a little more difficult the first time you use that sniper gun - make your aim tremble and/or lower the probabilities to hit your target at x mt. of distance - i'm sure something like is not so difficult to implement at programming level - actually in the mod when you feel pain your hands tremble and you need to take a painkiller, so I think is not so a big change on the overall gameplay. You can continue to play as you want just like now, you just need need x experience (and a attributes like intelligence can lower that time) to master that sniper rifle. Surely there are pro and cons too in every kind of approach, but I think a system like this can - for example - reward your "survival time" (a 30 days survivor can be more tough and hard to die than a 0 dayz survivor) and encourage player interaction for fresh spawns (at day 0 you are more weak). The worst can be a more hard learning curve that can discourage causal players or players who like to play games like <insertyourfavoriteFPShere> I'm sure (and that's not problem with that) not everyone like to play a game where you cannot fire immediately the BFG gun, so bohemia can make less ;) but i heard of a game called wordofwarcraft full of stats attibutes and buttons in the interface and is still played by millions of people who pay for play ;-) As my topic speaks, imho a bit - and I say in the title- a bit more complexity can significantly raise the game fun and immersion. -
yes the 650 is the bottleneck
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You can gut them and make fantastic meat recipes :-)
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Double feeds, malfunctions, slamfires, maintenance...I love that but if think is out of the scope of the game But you have my beanz
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Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
It's a nice idea but on the other side it means you can transform yourself in a medic in a matter of seconds by carry a epi-pen or antibiotics... It's too much like swallow that magical potion or carry that magical sword -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
I'm a big fan of fallout 1 and 2, play 3 as well, but I don't like the idea of "magic books" like "magic potions" that teach you something without getting experience, so I prefer a "transparent to player" system based on how much you practice that skill - but some kind of "blueprint" requirement - you must have the skill, attributes AND acquire in some manner the blueprint can be ok for me. And now that your friend has invested time and skills to know how to drive an helicopter, but is not so good as you with guns and has less strength, he need you more to defend his life, and you need him to drive that heli - so although he is not so good with that fancy sniper guns is really one of the damn important man of the group. Something like that happens in the current dayz too: In my experience i see in a group of people play together most of the time there's a preferred driver, and people are more happy if the heli is driven by your aged and skilled pilot and not the last man that join your clan -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
Mmh that's a sort of "dynamic" class driven by gear and not by skills If I understand well -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
Yes, even if you survive for 50 days and you mastered military skill you can be killed by a 0 days survivor wihout particural skills and with a single Makarov shot in the head, just like now Or maybe the one who kill you is the same who bought from you that repair service he cannot do himself, and just you finish to repair his car that bastard shoot you in the head to gut you to and eat your flesh. You die not only for zombies or other player, but also from malnourishment, or illness. Death must be more painful, not only a 30 minute run through cherno/elektro to get the only 5 basic tools you need to survive (hatchet, knife, matches, canteen, empty tin can) and you must reacquire the skill to understand how to use that 7,62x51 scoped gun without tremble too much - if you manage to find the ammo Don't wanna some "word of warcraft" or other fantasy crap with that fancy magical sword and mystic robes I'm thinking about "a canticle for leibowitz", "I am legend", "the road", "vic and blood" But IMHO for that you need an almost basic attributes and skill system, think about fallout 3 - was a great success even if based on attributes, skills and other maths stuff: i'm sure lotta people can understand and manage a system with 3 attributes and 5 skills in 2013 :-) -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
Exactly -
Hope to see standalone a little more RPG, a little less FPS
OldMoto replied to OldMoto's topic in DayZ Mod Suggestions
Then sorry, and thank you for the clarification.