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2 NeutralAbout jOKe (DayZ)
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DayZ SA -Taking Japanese Hostage. Finding Translator.
jOKe (DayZ) replied to bensticles's topic in DayZ Mod Gallery
Wish I ran into a Japanese person in DayZ. Been trying to practice my Japanese in games for a while now. Awesome video! I'm jealous ;) -
No. Just no...
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Definitely. I'm very much guided by the mentality that every good feature of an item/ feature in a game like this should be counter-balanced by an annoyance/ con. Can't currently think of one of armour-piercing ammo other than it being potentially slightly heavier, which is a little lame and probably would make little to no difference.
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I was thinking more along the lines of, blanks would be better than nothing. Obviously you won't want them but it'd be better than nothing in certain situations. I for one also have a ton of mags when I play DayZ. I'd love the day I could load different mags into my M4 depending on the "mission". Fair enough though, at least I now know how you feel about that one point, what are your views on the other rounds and things mentioned in this post.
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So, as the title suggests there are a few things I want to talk about regarding ammunition in DayZ Standalone as it is. I know some of these points have been mentioned before and I am also aware that this game is currently in Alpha and that things will change and/or be fixed. So here are my discussion points: 1 - Let's start with a bug/ exploit first. Currently 5.56mm ammo can be stacked up to 30 in a single inventory space. Using magazines that take more than 30 rounds then "emptying" them can create a stack of ammunition larger than 30. (Either 40 for the extended mag or 60 for the coupled mag). A simple fix would obviously be to create multiple stacks when large mags are emptied, optionally the max of 30 for 5.56 could instead be increased, though I think it's fine how it is currently. 2 - This leads me onto my second bug. When emptying a magazine while it's not on your person (i.e. on the ground in the vicinity tab) the ammo is simply lost. Obviously either this option shouldn't be available while the mag isn't in your character's inventory, or the ammo should simply spawn in a neat pile of it's own on the floor beside the empty mag. (Edit. I think I have only tried this with a full inventory so maybe if I had spaces in my bag the ammo would jump straight into it.) 3 - On a similar note, though not necessarily related to ammo, I don't like the current way of splitting stacks. Why half? What if I only want 1 item separated? What if I want three equal stacks and not two? I would personally like to see an interface that allows all of these, such as a scroll-down menu going from 1 to the number in the stack. I'd like to hear other ideas in how to solve this (or at least what I think is a ...) problem. 4 - Moving back onto ammo. I don't like how at the moment magazine's always spawn with full clips. Not only is it not very realistic, it also means there's WAY too much ammo in the game. (Again, I know this will change, but I'd like to discuss the direction of this change.) My solution would be spawning a third of the magazine's empty, a third of them with a random amount of ammo (preferably closer to 0) and the other third as they are, completely full. 5 - Finally I'd like to discuss other types of 5.56mm ammunition. For example, BLANK rounds that would look/ sound like the real thing but would do no damage (at least not past 2-3 meters). These would be next to useless, however they'd make do in a situation where scaring an enemy away/ attracting zombies is all that's required. These bullets would be a little less common than the ordinary rounds and may add a bit of excitement to gun fights. "Are they firing real bullets at me or just blanks?". Blank rounds are fairly common in the real world, why wouldn't they exist here too. Two other candidates for extra ammunition for the M4 could be TRACER rounds and armour piercing (maybe when vehicles come into SA anyway). I love the idea of at least having rare tracer bullets. They'd look AWESOME at night and could be used for signalling, targeting and just general sexiness. These rounds would obviously be rare and I'm not sure whether the game's physics engine would allow for such tracking of bullets. (though considering it does allow dropping of bullets etc I'm sure it's not far off being a possibility). That's it from me. I hope I wasn't too boring. By the way I love the current build and the way DayZ is heading. I know there are problems with my ideas but would love to discuss them and your alternative solutions & suggestions. Thankies :3, jOKe
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It exists in game currently though has no functionality in the current build. Rocket said that the next update will allow them to be used to cover a player's head in the coming update.
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I don't think any artificial gameplay needs to be added to restrict players further. I DO think handcuffs are fine as they are. However, the length of time which you spend struggling to get out of them needs to be DRAMATICALLY increased. Maybe to 5 minutes or something. I would also love if an axe could be used to break handcuffs on someone else (Titanic style). :3
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That is just complete bull****. Where the hell did you get that from? The human brain is just meat like the rest of your body... That's a decent idea :3
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Rocket DID say in a livestream that cannibalism would definitely be in the game at some point and it would make for some interesting decisions. However... I feel there are enough reasons to shoot every person that you see as it is, without craving for their meat being a factor. If cannibalism is to be added I think there should be some kind of negative, most sensibly a VERY high chance of infection (as is with cannibalism IRL) or possibly getting shakes after eating human flesh (such as in Book of Eli). This way you could tell who was a cannibal upon meeting them and maybe their screen would also shake (though painkillers shouldn't cure this, it should just last it's duration.) Just an idea, I'm sure there are flaws.
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The amount of crap you can carry is insane.
jOKe (DayZ) replied to Ozelot (DayZ)'s topic in General Discussion
I think when stamina comes into play it won't just be a case of what you CAN fit into your backpack, it'll also matter what things weigh. At the moment I just fill my backpacks with those yellow containers which means I can pretty much have 150% of the inventory every else has. :P But when stamina comes into play I'll be walking like a tortoise, a "pack-rat" of sorts. :3 -
please remove the barracks at balota
jOKe (DayZ) replied to outlaw1198's topic in General Discussion
My point was that until the north is sorted the barracks should stay where it is. -
Also, can we write people's bloodtype on their foreheads please.
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please remove the barracks at balota
jOKe (DayZ) replied to outlaw1198's topic in General Discussion
The devs are adding many towns/ cities to the north/ north-east. If you look at http://dayzdb.com/map you'll be able to see all the empty roads. Once they've done that I'm sure Balota will be reconsidered. -
do people actually want a complicated medical system?
jOKe (DayZ) replied to dgeesio's topic in General Discussion
Personally I love the complexity, however I understand and appreciate those that would prefer to play other aspects of the game and not deal with such tedious tasks as acquiring the right medication. How about a system that actually makes players who are sick get weaker, slower or whatever but will 90% of the time allow them to live. If people want to treat themselves it's difficult but rewarding and if they don't they'll just have to suffer through the duration of their illness. This is close to the current system except I'm suggesting more harsh temporary effects of the illness (reduced speed, loud coughing attracting other players and zombies) and less harsh long-term effects (like death and major blood (and health) loss) :P -
You currently cannot take blood from a dead person, nor do I think you should be able to. IRL blood would quickly clot and even if it didn't the red blood cells would quickly die do to lack of their own oxygen from a non-functioning pair of lungs. extracting the blood itself would also be hard without the heart bringing a new supply to the artery that you're extracting from. I also think it would result in a lot more KoS moments which is something the development team is trying to steer away from as much as possible, there are already enough reasons to shoot a survivor without thirst for their blood being a factor. I think vitimins, charcoal tabs, saline etc. SHOULD be difficult to understand and only through practice and failing will you learn what to use and when. This is TRUE immersion and a system I am very supportive of.