overdosed (DayZ)
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Everything posted by overdosed (DayZ)
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Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
The damn map isnt even ready yet lol Those things will be added with time. And as I SAID not the same damn gun, but something similar produced under similar circumstances as the semi automatic rifles produced in the US in World War Z. Also I am pretty sure that the 45 acp kills in 2 shots right now, which again is still subject to change. Aand a headshot is a oneshot kill with everything unless you wear a helmet. -
Pistols in hands should not be ruined when shot
overdosed (DayZ) replied to aeoliana's topic in Suggestions
Yeah thats something thats been bugging me, but for that to happen I think that pistols have to have their own slot right now, as item damage is still handled extremely rudimentary. -
Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Ahah I really love how you just decide that the shit hit the fan in a week and thats about it. And how you give an argument that includes the guns not being produced now... Oh and that you think that if a similar gun is added its going to take 10 shots to kill someone. -
Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Ofcource, im not really saying that I want this particular gun, but something of that nature really fits both the scenario in Dayz and the gameplay needs a little bit later down the line as a middle stage between improvised weaponry(bows, throwing weapons etc) and conventional firearms. -
Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Again as I said Chernarus is not a real place, Dayz is not going for full realism, but for semi - realism, so going by just real world numbers is not a sound logic. When a game goes for semi - realism items are introduced more for gameplay than for realism's sake. Dayz is aiming for a middle ground between gameplay and authenticity even, not realism. And as I said again, might not be the same exact gun, but something similar. You can even picture a scenario in which somewhere around the middle stages of the infestation where it was clear that the zombies couldnt be stopped guns like this were mass produced to provide the populace with something to defend themselves. An example I can give you for something similar is a situation in World War Z(the book, if you havent read it you should its a good read and presents a more or less realistic scenario). There in the US they started mass producing simple semi automatic rifles to arm the remaining military and volunteers against the zombies. The idea behind them was that full auto capabilities were unnecessary and wasteful and that the bigger part of their original weaponry and ammuniton was lost in the first stages of the infestation. The stamped sheet metal design of this gun fits perfectly a scenario where resources and time are scarce and it was made as a last ditch effort. Hell even the idea for the rifles from WWZ is interesting. -
Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Youre not getting my point really. Theres really not much of a difference between a "military" pistol and a civilian one. Both would use the same ammo type and kill just as easily. The main BIG difference between military and civilian firearms is sustained firepower - full auto capabilities and big magazines. A hunting rifle is just as deadly as an assault rifle and believe me assault rifles are almost never shot in full auto by soldiers. The only guns that are shot in full auto are light machine guns and even they are mostly used for suppression. Actually what I was trying to say is that military guns should not be much more rare than normal civilian self defense and hunting weapons. Both types of guns should be rare enough to make bows, crossbows and other non standart weapons meaningful. And heres where something like the FP-45 comes - its a gun with almost no firepower that would be more abundant than standart firearms and is only meant as a stepping ladder towards the better stuff. -
Found a pretty interesting WW2 pistol
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Youd be surprised how many "museum grade" weapons as you call them you can find still used daily for hunting, self defense and waging war the further you go from western countries. -
An Ok use for this might be later in the game when loot starts to get really scarce. So instead of just not spawning too much clothing(which might make the world feel empty loot wise) this might be used as a way to still keep stuff that you can use rare, but keep a good amount of usable loot around the world instead of replacing it by junk items that are there just as fillers. On a second thought though it might just not be something that fits in a game like Dayz.
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So currently airfields spawn taloon, mountain and hunting backpacks and are the only places that spawn hunting backpacks(except the shipwreck, but its a really rare spawn there). Would be nice to change it so that airfields and military locations in general spawn a camo variant of the mountain backpack only, deer stands and garages spawn hunting backpacks and civilian mountain and taloon backpacks only spawn in general civilian locations.
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Some thoughts about zombies and how to control player population around the map.
overdosed (DayZ) posted a topic in Suggestions
So my idea consists of a way to "control" where players go around the map according to their gear(basically level) that would also make players use a bigger portion of the map than just the coast and airfields. First off we start by creating three types of lootable locations. 1. Low yield - Mostly food, low tier clothing, crafting materials and low tier melee weapons, with really low chance of spawning firearms, ammo and high tier melee weapons 2. Medium yield - Less food, better clothing, crafting materials, high tier melee weapons, medical supplies and medium chance of firearms and ammo. 3. High yield - Almost no food, top tier clothing and melee weapons, bigger quantity of medical supplies and usually the place to obtain the best firearms and the ammo for them. Now we introduce 3 different types of zombies that would populate those areas. 1. Slow lethargic zobmies with low aggression, damage and health - basically what we have now. Only a real danger in big numbers, can be easily outran. 2. More aggressive and faster zombies, can keep up with the player and are harder to loose. Player must use line of sight to loose them, or deal with them. More health and better damage than the first type. 3. Highly aggressive, can outrun the player, high damage and health. Those must be killed, loosing them almost impossible. Im sure you can tell where the different zombie types would be. This basically creates an enviroment where players can find food and some clothing without too much trouble and can only then head to more dangerous areas. Also going in high yield areas would require cooperation and a group of players. It would also be really fun to see battles of player vs player vs zombies in high yield areas. Going alone in high yield areas should be highly inadvisable unless you are following a group of players that have already cleared the place. I also really think that the big coastal towns should be high yield areas and this would thus force people to find whatever food they can in the small towns on the coast and then head inland untill they can get geared enough to come back to the coast. Its also only logical that the coast would be amongst the most dangerous places on the map, since many ppl would have went to the coast looking for a way out of Chernarus and that most of them wouldve stayed there in the form of zombies. Same thing with the airfields. -
Well, I can only welcome you to the club of "People who realised that putting the bayonet on the mosin makes you look like a radio tower".
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Often much confusion would come when you try to give directions to someone and/or describe a building. Especially when english is not your first language. Many times have I had to explain multiple times to some of my friends or just random people either where am i waiting for them or wheres that nasty sniper camped. And most of those times having official names for all the building types wouldve saved much trouble and confusion. So im wondering is it possible to either get an official list from the devs with the different buildings and their names, or even do something like counter strike, where you get name of the location youre in at the top corner your screen. It would basically work like this in Dayz - you go into a building and open your inventory and somewhere on the screen the name of the place is displayed. For example those 2 story corner diners, when you enter one you can see that the certain type of building is called "corner coffee shop" or something, or those sheet metal 2 story shacks are called "industrial shack". Ofcourse those are easy examples. The trouble comes with the 10 different types of barn like structures and the different civilian houses. I dont see this as giving any advantage other than saving some time and confusion. Its only intended as a learning tool and can be disabled from the menu. And sure after some time ppl would just stop needing this and would disable it themselves, Edit: Forget about this, wasnt even suggesting it seriously. But some way of streamlining building callsigns would still be much appreciated, even if not official.
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Well the biggest problem for me here is not directions(I myself am absolutely fine with those, but sadly they seem troublesome for many other players) , but the language barrier. Many times in the heat of battle I wont be able to explain myself properly, because as I said english is not my first language. The right words would just skip out of my mind. And yeah forget about the names of structures in your inventory(wasnt even suggesting this serously), but some way of streamlining or releasing an offical list with callsings for most buildings would go a long way in helping even native english speakers. Ive seen countless youtube vids(and played with many people) where a native english speaker would struggle and fumble while trying to callout a building.
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I know, but then again many ppl just cant orientate themselves when I tell them "2 story building south - southeast from us" or "long barn to 1 o'clock" And again haha long barn... there are like 3 types of long barns and even more short ones xD
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How many of you can read/write russian?
overdosed (DayZ) replied to KnightFall1856's topic in General Discussion
Same here, might aswell team up sometime. Send me a private message if youre up for it. -
I dont see the appeal of this either. The only fun that can be had in a 10 man group if you ask me is if you get in a shootout with another 10 man group. But then again, how often will this happen on the community hive? This can probably only work on a private hive where 2 or more clans are playing consistently and are trying to battle each other over resources.
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Premium loot -- A balanced proposal to "gearing up"
overdosed (DayZ) replied to carcinovich's topic in Suggestions
I can see this working only as an interesting "edngame" addition to the normal ways of obtaining gear. As the game progresses loot will be considerably reduced all over the board and gearing up will become harder and harder, but youll still be able to find some stuff spread around the map in their respective matching locations. Guns you find around the map should be generally in poor condition with only luck on your side helping you to find something thats not broken. And heres where the locked places come in - the chance of finding a gun there is much higher, the chance of that gun being in good condition is also much higher, and lastly the chance of said gun being "top tier" is also higher. Same goes with ammo quantity and condition. Again its a good idea but it should be implemented as an addition to other ways of obtaining gear. -
For all the whiners complaining that they cant find any loot....
overdosed (DayZ) posted a topic in General Discussion
So after seeing many many threads about that i decided to make an experiment. I started recording the gear on each of my new characters about an hour after spawn on a FULL server with atleast 35 out of 40 slots taken. Ive never played the mod, and Ive never played Arma. Started playing with the standalone. And here are screenies of the inventory of my last 3 chars, again taken after about an hour of gameplay on a full server, playing solo. http://cloud-3.steampowered.com/ugc/3335216457532025073/D483AB92C24A7E24C21603AEA9CF816B5E117D80/1024x614.resizedimage http://cloud-2.steampowered.com/ugc/3334090015934667571/548C8EFC55829FEED7C55231C209F4AD26FEC431/1024x614.resizedimage http://cloud-3.steampowered.com/ugc/3334090015934660595/D3BF97F82C36F6D4D80542251EB3B24E5B8045FC/1024x614.resizedimage Each time I have a backpack, some clothes, some food, some medical supplies and a firearm with ammo. So what I mean is that finding gear is not at all that hard, unless you join a full server that hasnt been restarted in a day. And im pretty sure that those dont exist. If a server is full it means that it gets timely resets. -
Several russian weapons that Id like to see in Dayz
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Yes its true that the map is loosely based on a real location in the Czech Republic, but the fact still remains that Chernarus is a place thats supposed to be a part of the ex Soviet Union and is also located somewhere in the borders of the ex Soviet Union. The people of Chernarus are also russian speakers. -
How many of you can read/write russian?
overdosed (DayZ) replied to KnightFall1856's topic in General Discussion
Names are def russian. That much I can tell by just how they sound. -
For all the whiners complaining that they cant find any loot....
overdosed (DayZ) replied to overdosed (DayZ)'s topic in General Discussion
Oh yeah, you just have to avoid the obvious places and youll easily find some gear, while still remaining somewhat safe from camping bandits. -
For all the whiners complaining that they cant find any loot....
overdosed (DayZ) replied to overdosed (DayZ)'s topic in General Discussion
Oh, believe me people can sometimes miss extremely obvious loot. Many times ive found ammo and food in a completely ransacked elektro or cherno. Another thing that I encounter is also the fact that many buildings between bigger cities(like most of the houses between Elektro and Cherno) and even on the outskirts of cities are often left untouched, or at best havent been completely looted. -
Some thoughts about zombies and how to control player population around the map.
overdosed (DayZ) replied to overdosed (DayZ)'s topic in Suggestions
Bump -
For all the whiners complaining that they cant find any loot....
overdosed (DayZ) replied to overdosed (DayZ)'s topic in General Discussion
I played on full servers aswell with those 3 and many others before that. True by going on a low pop server you can get fully geared for 30 mins to an hour depending on spawn, but wheres the fun in that? I always find myself not knowing what to do once I get fully geared. Lately I either go to Elektro and hunt bandit snipers, or I do circles around the map trying to get the best possible gear while looking for a fight or someone who needs help(I basically go Elektro, Cherno, apartment complexes above Cherno, Balota, Zelenogorsk and the 2 military bases north and south of it, NWAF, NEAF, Shipwreck, Berenzino, and just rinse and repeat xD) -
Shotgun range? I got sprayed from 300-400 meters?
overdosed (DayZ) replied to TheSkempi's topic in General Discussion
THE WHOLE POINT OF THE GAME IS THAT ITS NOT SAFE. When someone combat logs after taking a potshot at me and missing, or he logs when I try to hold him up, or just approach him with nothing but friendly intentions it ruins the fun for me and for every other honest Dayz player. And OH FUCKING WOW theres a BUG after a patch in an alpha?!!?!? What do we do now?! The game is ruined, unsubscribe....