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Everything posted by akafugitive
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Alright, I am finally concerned about the standalone
akafugitive replied to JimmyGate's topic in General Discussion
I kind of expect the 1st rendition of the standalone to always have some kind of issues with it(since they have created a lot of new ideas from scratch) I just hope that after this one goes to full release and serves it's time they keep the project going into number 2 with what they have learned. -
Deadly Deer Stands, and Evil Towers!
akafugitive replied to MileyVirus's topic in General Discussion
Entered devils castle tower, had some weird resistance pushing me around slightly(probably zombies in the ground under the tower). Legs got broken, then shortly after I was dead -
What's the longest you've gone with a single DayZ character before dying?
akafugitive replied to Speightinator's topic in General Discussion
My regular character is still alive from day 1, mind you I don't play him as often(only when friends aren't online) but he has recovered from a few gun fights and close calls with zombies. -
Modified melee/less lethal to accommodate relaxed stance
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Would you want foldable clothing in DayZ?
akafugitive replied to Irish.'s topic in General Discussion
I was thinking about the same thing, you beat me to the post. Using the action menu should allow for fold and unfold. Folded clothing should not allow items to be added to its inventory but fit in yours easier. If rain is going to cause exposure problems, I want to be able to fold up and carry my rain gear to swap out when needed. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
I think the conversation has moved into a more factual approach then it started off with. I'm with you on wanting to see some variant of the mk12spr. I own a stoner MOD 0 with a steel receiver and swear by it. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
I wanted to revisit this again because I was thinking how it would be possible in the game, and how would it change your perceived connection to your character.I think it is possible, because a non perceived threat is more of a threat. This would add more of a connection to your character, because when you personally are switched on to a situation in game, currently it doesn't change the effects, and as you said, it should. I think the "in combat" effect should make a comeback. This could be triggered by raising a weapon, receiving damage, hearing gunshots/supersonic cracks, etc. When triggered it would last for x amount of time and could be retriggered, like the mod. This could be displayed to the player by a sudden screen flash, vision draws in slightly and peripheral vision becomes blurred. How it could add the effect of threat perception is; While triggered bleeding effects and knock down chances are lowered, as well as restricting the ability to log out. If someone combat logs while active through other means then just have the character remain in game till the "in combat" timer runs out. The other side of this means, that while being shot/injured while not "in combat" has a much higher chance to knock you down, it does not mean you will necessarily stay down for long, shot placement will matter. If a shot is poorly placed or not followed up on, allowing you to regain footing, you will be responding to them while "in combat", they will be "in combat" though also. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
Even in older war mentality, when firearms were coming into their prime, bullets used for people had a design to wound rather then kill. Wounding effectively slows the advance of the enemy while they deal with a casualty. That mentality worked for force on force combat but not force on insergent/guerilla/extreamists, since they just ignored the casualty anyways or got up and ran away. The 5.56 was specifically designed to put down and kill quickly, with rapid, accurate fire, and because the explosive fragmentation causes massive internal rupturing giving the casualty a much shorter window of opportunity to be treated without dieing anyways(this theory is the same idea that made bows so effective, crossbows were later designed to punch through a knights tempered steel armor at range.) Remember modern hunting bows/crossbows are derived from war machines, and enhanced by modern science. Guys like Gews probably know more about exact velocity numbers, trajectories, etc. I just know a lot about the design, effect and why we use them on other people. -
I still kill zombies with 1-2 hits with a splitting axe. Like stated above 1st person is your friend in melee combat. I've killed many players with weapons such as a kitchen knife when they are using both a motorcycle helmet and an axe that attacked me because they are just swinging madly. Best thing I've found is dodge the jump attack then hit them in the back of the head while they recover Each weapon requires a different tactical approach now, as they should. My opinion; axes are fine as is, nerf the knockout chance of the fists.
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I was thinking more along the lines of wildlife
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Are you going for because in the context it would be used it is just disgusting and immature, while adding little to no benefit to the game?And I could be wrong about the no benefit, if it can be used to aid in tracking, be used as fertilizer, etc. Then I could see it having a purpose, I still want to see other features take priority. I also don't want to watch or listen to my guy grunting while he is dropping a log in the woods, it needs to be kept simple or not at all. Don't get me Wrong I think force feeding rotten fruit and disinfectant spray actually adds a value of wit while being evil. Poop on the other hand just feeds immaturity to an extra unnecessary extent
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I think the bigger picture needs to be developed before small details such as this are done. I'm not really a massive fan of being required to take a pee break in game but it wouldn't break the game for me that much since it does add a small value to survival. I would be extreamly disappointed if this made it in, but a more complex health system, improved zombies, or better carry meathods did not. I'm for a realistic approach on survival mechanics, just for the sake of it being realistic
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Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
You can still hit respawn if you don't feel like waiting, they should not speed the lethality of an injury unless that wound is lethal enough to kill you that fast. Someone who has a mostly stable injury but recieved high concussion should be allowed to wait 20 min if they want to wait for recovery/aid, they just need a decent way of displaying this to the player. I think my white light suggestion would work as a great replacement to the mods timer.I still want splinting to act as a stabilizer that will allow for a slightly better range of motion while recovering, and pain meds would act as a temp relief of the effects. If you could harvest branches from pretty much any tree then broken limbs would not make you want to hit the respawn button, because it wouldn't take an hour of crawling around to find branches that would at least let you hobble around for awhile till you recover. I've covered a ton of this stuff, in a lot more detail, in my suggestion threads. You guys should check them out and comment/vote -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
In the end my core wish list is: Weapons have higher incapacitating effects/chances but very few instant kill effects Natural balances - small fast piercing weapons will do less instant trama but have a high chance to cause bleeding, large heavy weapons are slow but cause a lot of trama and risk breaking bones and knocking down your opponent, ect. Zombies more 1:1 with player in terms of damage recieved but slightly more resilient to pain - in melee their behavior is pretty good, they can take a few hits and well placed ones will knock them over but they will get back up. They are instantly killed way too easy with firearms Better carry methods for equipment - I'm not a huge fan of the magnetic shoulder blades and want to be able to have choices when fully geared like; slinging my bow over my shoulder for hunting, strapping my axe to my backpack for gathering firewood, while still retaining my carbine/smg/ect. forward slung(without having to drop it constantly) and sidearm holstered for self defence, without loosing all my inventory space needed for carrying survival supplies/clothing, ammo, mags, and other miscellaneous tools/trade goods. Hell even being able to move things like the binoculars out of your inventory by hanging them from your neck or getting handcuff cases, handgun mag pouches, knife sheaths to get some of that stuff on your belt instead would be favorable. Medical carry methods significantly improved - currently the space you get for medical supplies is OK, but once we start really needing to use medications and such, medics will be at a massive disadvantage by having almost their entire inventory filled with just medical supplies to aid the group. Weight system associated with above carry methods - more/heavier gear = more weight. Being heavy will fatigue you faster, burn energy requiring more food/water, slow you down, increase chances to collapse, increase damage from falling and reduce maneuverability. Sprinting not unlimited but does not force the player to walk - if you push yourself too hard you will still be able to keep going but risk collapsing, allowing the threat to catch up(conserve your energy) -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
That pretty much covers it right there. It's in not 1 or 2 factors or circumstances, everything has its advantage and disadvantage. Energy transfer is the thing most people here seem to be focused on, if that is not the factor the projectile primarily used to be effective, then when scored against something that does it will seem to be at a disadvantage. Hell the human body and how it works or reacts, like discussed above on adrenaline, plays a large factor aswell.If I looked at a fork and said it does not have the same ability to hold liquid as a spoon, so it is a worse eating utensil that would just be incorrect. This is why we use: Theory - to get an educated guess Field review - to add to or dispel the educated guess theory provides, based on what has really happened and range tests - to reproduce what has happend and understand why They will never be able to model this in game accurately, only try to have the end result replicate what may or may not be seen more likely in a situation. Hell even in reality there are alway new people figuring out how to stretch the limits of what was previously thought not to be possible. Aside from adding incapacitation effects that just knock you off balance or to the ground, without preventing you from recovering quickly if left alone, they have done a pretty good job I'd say. Yes I would like to see the crossbow move away from the 1 shot kill to the 1 shot incapacitate(mostly or fully) because I want casualty recovery to be 90% possible in most situations. Sometime the simplest thing is; if you don't know why it acts the way is acts, but know it does act that way, then you already have the information to make yourself more effective when you apply that knowledge to your tactical approach. Games like COD 4 didn't make much sense to me how I could use a handgun to kill all the snipers from across the map at their effective range, but I knew I could, so I did. They refused to adapt and left themselves at a disadvantage because the poor game mechanics did not focus on trying to give natural balance making every gun pretty much the same in different housings. I don't like games like battlefield or call if duty, not because I'm not good at them, but because I find them too simple. They only really require one factor; hit your target. I've gone through matches in games like that with k/d Ratios Like 123-0 because when the mechanics are simple so is the battle strategy. When I can choke you into not leaving your spawn, because my 1-2 shot kill with anything will never leave even a group able to push through, then once I put you at a disadvantage it can become nearly impossible to swing the battle in the other way. Standard FPS games have a tendency to reward 1 person not a team effort being able to make the difference. I came to BIS games because their design on natural balance, while not perfect, is way better then what else is out there. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
Yeah hollow points are great to put down unarmored targets fast and minimize collateral damage. I do hope we actually see them in game as well as the subsonic rounds. I will admit a know a lot less about civilian firearms aside from the ones people use on other people, I don't really hunt as often as I would like anymore, and my skill comps are done with military grade firearms. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
Yeah, what makes it good at passing through foliage and even defeat armor in less rounds is also what can make it less lethal. When a 5.56 hits a person the fragmentation of the bullet causes brutal internal damage. With a 7.62 it can hold together better and tumble then pass through the body, actually doing less internal damage. A 7.62 has the capability of winding the target and dropping it to the ground with a single shot, however the wound caused is usually less and will not keep the target out of action.I use a 6.8spc carbine, pretty much the best of both worlds. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
You are right about Kevlar absorbing and distributing force and they do use less deflection then hard armor, but they do conform to the body using the natural curve of the torso to deflect the projectile away from the core, not towards it. Ceramics may have less of a curve to them then a steel breastplate but that goes right back to what I said earlier, bullets are easier to deflect(unless we are talking large rounds). If you are going to wear soft armor with the plates you wear it under to absorb more tram a since plates slamming into your ribs or spine can cause just as much damage, soft armor is really only effective when tight to the body anyways or the path the bullet takes when entering the sheets of Kevlar will become unpredictable. Modern armor was designed to reduce weight(mind you wearing a full set of 10x12 with the 6x8's get heavy after awhile) and make soldiers more resistant to being shot by firearms, since a guy holding a crossbow would just be filled with holes before he got a shot off. Curious, in your opinion what would be more lethal and why? An m4 using 5.56×45 or an ak-47 using 7.62x39. -
Have people in this game gone insane?
akafugitive replied to gianni001's topic in General Discussion
This part made me laugh, because I am the same way, my kids know I won't tolerate that shit. But in the end... You encounter idiots in life and in games, DayZ provides us with baseball bats to beat their heads in with at least. -
I think the question is: Will adding more features make surviving harder? KOS mentality will never be stopped in those who just want to see chaos. When attacking everyone you see has a huge chance for repercussion of injury to yourself, and destroying the precious supplies you need to survive or treat the injuries you sustained, you will just be back on the coast over and over again. The coast will always be a war-zone, getting away from it will be the survivor mentality.
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Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
Yes adrenaline plays a big part in why it takes a few rounds to get an alert person to the ground, however someone unsuspecting may just collapse and get right back up after adrenaline kicks in if you don't deliver fatal enough shot(s) to keep them down. This is why you always double or triple tap a target on the first shot(marksmen/snipers excluded).Someone hopped up on drugs is another story, expect to empty a mag, specially close range, they get little to no response from their nervous system, essentially pain won't to shit. They need to be shot until biology fails them, and are no longer able to advance because body functionality ceases to exist. You use a 30m+ gap and try to have an obstacle in-between when doing approaches, because the average person(on adrenaline) could cross approximately 10-15m and deliver a fatal knife blow before they were shot effectively enough to put them on the ground. Someone hopped up on the wrong kind of drugs can cross about 20-25m before put on the ground, that is a lot more rounds put into the target. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
A longer barrel will effect it's velocity in a positive way, making the kinetic transfer higher and the chance for incapacitation on a single shot greater. 5.56 is a nasty round because it delivers such a vicious wound when it hits. In a lot of cases I would rather be hit by a 7.62, Atleast that holds together usually and just tumbles out the backside, lots of guys are known to get back up after being tagged by a 7.62(unless delivered by a sharp shooter). 5.56 may require 2-3 shots a lot of time to get them on the ground(and delivered in a second), they usually dont try to stand back up again though. -
Why does the cross bow do more damage than the m4?
akafugitive replied to taco86's topic in General Discussion
Correct me all you want, Armor(Modern or Midevil) are all designed for what you just said, this is why they are not flat, they are curved to move the object, and/or force it applies away from the core of the body, and all have a weak-spot right at the centre when the deflection curve changes to match the opposite side of the body. I wasn't even talking about armor piercing arrows... All arrows are armor piercing because they use a sharp edge to pierce... Armor piercing ammo uses piercing and/or mass to defeat armor on the first shot(what arrows use both of, always) Arrows have removed someone from the combat in far more cases in war then firearms have, but that does not mean I would sport a bow to a battlefield today given the choice. Volleying an arrow makes it more lethal as it returns to earth, volleying a bullet does not have the same effect because it has no mass or sharp edge to dig itself in. Arrow volleys would punch through shields, steel armor and be a long wooden object sticking out your ass and shoulder at the same time. They took many soldiers wearing heavy suits of armor that were more resilient then a survivor in a hoodie out of combat in one blow constantly, they may not have been dead yet, but they certainly were not about to fight back. Like Dr. Burd said: 1 shot to stop 1 shot to drop 1 shot to confirm the kill If you don't follow that rule on many occasions an armed enemy will in fact get up and run away or be returning fire on you again, regardless if they die from their injuries 10 minutes later. That also does not mean that 3 shots will kill a guy always, it means this: First shot(s) on the core of the silhouette to stop it from being effective. Second shot(s) more precisely placed with intent to remove the threat from combat. Third shot(s) placed on the now mostly stationary target is placed precisely in a killzone for added insurance. Sometimes this doesn't even take 3 shots, sometimes deviation needs to be compensated for and until it is confirmed you have effectively ended the threat of your target, keep lighting it up. Also shooting a guy 10 times all hitting non lethal zones won't do anything except make him bleed more and faster, yes the higher amount off blood loss will lead to them passing out and eventually die faster as a result, but will never become an instant death shot. -
A holster in system that would allow it to be strapped to your backpack while still having your m4 forward slug would be nice also.
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Post what sounds you feel need to be added to the game
akafugitive replied to helcol's topic in General Discussion
This guy has sone good ideas: His environmental sounds are quite good, JSRS dominates in combat audio though.