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ZMV
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Everything posted by ZMV
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Pretty much this. While there were semi-auto sniper rifles prior to the design of the SVD in the late 50s, such as the M1D Garand and Tokarev SVT-40, their usage was in the same role as those rifles of the non-sniper variety. WWII battles were fought from longer ranges, and scoped versions of those rifles were very rare. Then in the 50s, with the adoption of medium caliber assult rifles (AK-47, for example), military commanders around the world started looking at support weapons for close- to medium-range battles. Thus, the SVD was created as a support-class weapon, not as an accurized sniper rifle. The rifle was referred to as a sniper rifle simply because they didn't know what else to call it at the time. Consider that an SVD is considered in-spec and working up to par if it shoots a 6cm (2.3") group at 200 meters, and the effective range of an SVD is between 400-600 meters, while the effective range of a dedicated sniper rifle like the US Marine Corps M40 is 1000-1400 meters.
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Just a minor gripe, the SVD is basically a DMR. It's not really accurate to categorize it as a "sniper rifle."
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How about an Ishapore Enfield? It's a bolt action Enfield in 7.62x51mm.
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I am not a big fan of military weapons, because they change the dynamic drastically. Once you reach a certain point, it becomes standard operating procedure to KOS people for their gear, which in turn makes the people with those weapons also KOS to protect their gear. High end military type weapons, like PKP machine guns or an M24 rifle, are game changers. Everyone wants either a super accurate sniper rifle with a scope that can count how many hairs are in your nose from 500 yards, or a large caliber machine gun with massive barrier penetration and belted rounds. Low-end civilian weaponry makes the game more interesting. Bolt action guns like the Mosin reduce your rate of fire and make every shot count (for the record, I believe the current Mosin accuracy is ridiculous and very different from the real world...), and the SKS gives you just enough rounds to cause some damage, but also get into trouble. Handguns should be relatively common, and if all you have is a handgun you're more likely to just use it for self defense instead of assaulting a compound. So, that being said, these are the weapons I would like to see in game... Lever action rifle in 357/38: Marlin 1894 Pump action shotgun: Remington 870, Mossberg 500 Semi-auto shotgun: not a tactical one, just a run of the mill duck hunting shotgun like a Mossberg 930 or Remington 1100/11-87 Survival over/under shotgun/rifle combo: Baikal MP94, 12 gauge + .223 Remington Revolver, 22 Magnum, 7-shot: Taurus Tracker Revolver, 38 special, 5-shot: Smith & Wesson J-frame Single-shot hunting rifle: Ruger No.1 in 45-70 Government Blackpowder muzzleloading rifles. This would make for some very interesting combat Also we need to see more slugs in game for 12-gauge. There is no reason they should be super rare, it's a common hunting choice. I could see adding an accurate military-grade sniper rifle (like an M24, M40) if they reduced the accuracy of the Mosin by a lot, say 3-4 inches at 100 yards. I am not looking forward to the SVD in game, and I've already decided if I see one I'm going to carry it off into the woods and drop it forever. Finally, the only military weapon I'd want to see added would be an Uzi. Pistol caliber sub-machine guns are vastly under represented in DayZ.
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Log Horizon basicly nailed it on the problem of the current Alpha version of DayZ SA
ZMV replied to Raoul9753's topic in General Discussion
I agree that there should be more incentive to stay alive longer. However, dupers will always dupe because they have nothing to lose. If your entire purpose in the game is to kill people, you don't care about skills and perks. You simply dupe gear, find someone, shoot them, and move on. If you die, it means you get to dupe again and get more ammo. While an incentive to live longer and learn more skills would benefit the regular player, it has no effect on the KOS'ing, duping, CoD-style bandit. -
Log Horizon basicly nailed it on the problem of the current Alpha version of DayZ SA
ZMV replied to Raoul9753's topic in General Discussion
While boredom is a major problem in early access, the biggest problem is the devaluation of playing the game. I'm talking about hacking and duping. Dupers, in particular, are ruining this game because there is very little (and most likely, nothing) happening to solve the problem. If you dupe, you never have to find gear again. You never have the sense of fear of losing equipment, because if you die, you simply dupe again and start over. Duping is a minor inconvenience, and takes 10 minutes to outfit 2-3 players with full duped gear. Dupers play the game like it's Call of Duty, running around and wildly shooting at anything and everything without fear of death. Death to them, after all, is simply a way to refill your ammo supply. Duping goes against everything this game once stood for, and there isn't a single mechanic in-game to stop it. AFAIK, there hasn't even been a response from the devs about the issue and what they're doing to stop it, but correct me if I'm wrong on that one. While content is good, there are other, bigger issues to worry about. Removing dupers once and for all is actually a content adjustment, because the players are a content resource. It ruins the game when cheaters run around with full gear, unafraid to die, and simply want to ruin the day of people who play the game as intended. -
I only play hardcore. I have everything from last night on video. The hackers, glitchers, and dupers are game breaking, because the game is built around player interactions. When those interactions are molested by hackers and dupers, what else is there to do in game? You can only loot on low-pop or empty servers so much, you know, and the duping issue has not been addressed, even though it's been a problem for months now. Regarding my feelings toward SOE reps statements, those thoughts are best expressed on another forum.... But know this: H1Z1 will kill this game if the devs don't do something about the hackers and dupers.
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The duping is game breaking. I'll give you an example from last night. Two guys running around Berezino like they were playing COD, shooting everything that moves. We took them out, and found they were wearing exactly the same thing. M4s, four 60-round magazines, same clothing, same bags, even down to the same contents and food in their hunter backpacks. Victory, right? Fifteen minutes later the same two guys wearing the same exact thing find us again. We killed them again, wearing the exact same thing as they had before. Dupers are ruining this game. At this point, I'm just wasting time in this game until H1Z1 comes out. Wahh wahh, it's alpha, I get it.... But it's been months upon months and we've been lied to constantly about the development of the game.
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Found a makarov in the junkyard east of Chernaya Polana. I haven't seen any ammo for it, and didn't have a magazines, so I left it where it was. Wish I could be more help.
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Something is up with melee hit detection. I've been forced to fight zombies for up to 2 minutes in some cases because my axe won't connect. Movement is a bit wonky. Vaulting is definitely more clumsy. Oh, and dupers are still running rampant. The problems aren't quite game-breaking, but they're close.
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I recently started a new gamer channel on YouTube, and my first video ever is from DayZ. Since this is my first video, I'd like some feedback and suggestions on how I can make it better. I'd like to do more of these in the future, and community input is extremely valuable. Here it is: http://www.youtube.com/watch?v=WsCaQiISfi4 Thanks for watching.
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I still have my M4 and four 60-round magazines on my regular hive character... But that's because I started playing hardcore exclusively many moons ago.
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My apologies. If they could move it over there, that would be great. Thanks! Awesome, thanks! I'll check out your blog. Take care!
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Agreed. The problem isn't just about 22lr, it's about the entire damage system. Do we want realism, or do we want balance? I personally prefer realism, but I don't think the game can handle the calculations required for realistic terminal ballistics. To do so, a player's head can't just be one entity or hit location, it would have to be three (or more). Perhaps the best solution would be a RNG for effects. For example, a 22lr head shot could be 70% chance of one-shot death, 15% chance of knockout with massive bleeding, 5% chance of knockout with no bleeding, 5% chance of just bleeding, and a 5% chance of no effect (like if you got shot in the ear or something). A 5.56 NATO would have much higher chance of death and a much lower chance of knockout with no bleeding. I know this is wishful thinking, but like I said, without a very complex hit-location system, there really isn't a way to make the game realistic in the first place.
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A 22lr does not have to do "shock damage" (otherwise known as hydrostatic shock) to surrounding muscle to kill. Hydrostatic shock is the ability of a penetrating projectile to cause waves in tissue to ripple through vital organs. For example, if you are shot in the stomach, the theory* states the ripples in water-based flesh and tissue can transfer to the heart and stop it. (*I say theory, because it has not been proven that hydrostatic shock has measurable lethal ability.) Ultimately, you can not count on hydrostatic shock to cause death. The only thing required to stop the body from moving is the loss of blood or loss of nerves in specific areas. Blood loss alone is often not enough to kill someone, and there have been several instances of a person being shot over a dozen times and surviving because the blood loss was not severe enough. However, blood loss can also happen with the smallest penetration in a vital organ or blood vessel. Taking a 22lr in the femoral artery in your leg, for example, will result in your death in seconds. A person can also die from internal bleeding. For example, a person could be shot in the chest, and the blood fills various cavities and areas between the organs and the muscle. This lack of blood in the cardiovascular system has the same effect whether the blood is bleeding internally or externally. In fact, an internal injury will be more deadly than an external injury because you can't easily stop the blood loss. Finally, leaving a projectile in your body is very dangerous. The projectile does not remain in one area. A bullet left in your chest, for example, could migrate over time to your heart or lungs, causing death. A bullet left in your leg could migrate to the femoral artery, causing death. It may take a day for migration, or it may take several years. In a zombie-apocalypse world without access to surgical services, a bullet left in your body may eventually kill you. Of course, this doesn't count infection, as another poster already stated...
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Hey guys, I have a LOT of experience hunting (and other extra-curricular activities) with a 22lr, both pistols and rifles. A 22lr will kill a human with one round. It happens all the time. There are numerous incidents where a person was shot with a single 22lr round and did not survive. In North Carolina, a police officer was shot with a 22. A single round bypassed his vest in an area he was unprotected, entered his left arm pit, stopped in his heart. The wound did not bleed, and when other officers arrived they originally thought he died of a heart attack or stroke until the autopsy proved otherwise. I have personally shot many small game with a 22lr while hunting, and I have used 22lr to put down larger game. The largest animal I've had to put down with a 22lr was a cow. A single shot to her head, and she was in a better place. I have also had to put down deer and a large dog with a 22lr, every time with a well placed brain shot, every time the animal expired in less than 5 seconds, and every time with a single round. I did all of these with a 22 pistol or revolver. A rifle is going to have more velocity, more power, and more lethal impact. As a police officer, I have also seen people shot with a 22lr. For this example, take the case of a juvenile accidentally shot by his brother with a stolen 22 pistol. The victim was struck in the back of the head close to the right ear from around 50 feet away. He immediately fell unconscious and did not wake up, and was removed from life support after he was declared brain dead at the hospital. A 22lr round has more than enough energy to penetrate the skull of a human, and therefore more than enough to do the same to an undead/zombified person, as well. As a side note, I have official reports of people being shot 4-12 times with a standard handgun caliber from 38 special all the way up to 45 acp. A 22lr is capable of lethal terminal ballistics, but often is not. A 45acp is more lethal, but still not the best. I hope to see more realistic ballistics from this game, and am happy to answer questions.
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Im not thirsty or hungry and not bleeding and my guy whine :""argghh" everyone 30 sec ??
ZMV replied to frankspec's topic in New Player Discussion
Use a pain killer. If that doesn't remove the sound after a few minutes, relog and it should go away. There is a current bug where the sounds persist after the cause was treated. -
Has been suggested before. I liked the idea then, I like it now.
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Why do you spell 'fresh' with a P-H but you spell phriendly with an F? Weird.
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The main problem here I see is you're just offering a way for people to escape the realities of DayZ danger by being able to store and keep as much food as possible in a secret location. You could get on an empty server, farm food to your heart's content, and then never starve. That's not DayZ, that's a camping simulator. There's a fun game called The Hunter you should try, wherein you can basically sit in the woods and watch the wildlife if that's all you really want to do, and it's free to play. DayZ is (and should be) about making choices. Do I carry a fourth 30-round magazine, or do I carry two cans of food? Do I keep three canteens on me, or two canteens and a packet of water purification tablets? If I have a second med kit, can I organize my bandages to save space? These are all decisions, and are part of that risk/reward formula I spoke of on page 1. It's an exercise in decision making, and makes this game interesting, difficult, and fun. Did you ever play WoW? I'll assume so, for the purposes of my example. They kept adding bank space to characters and guilds because people kept running out of space. For a few gold you could add more spaces or more tabs, and collect gear all day. This kept people around for a while, as a lot of players simply wanted to collect sets, especially from the holiday events. Tuxedos, Brewfest, Christmas, and many more, they all had their own costumes, right? Well, all WoW did was remove the choices you had to make, and simply gave you more space to keep all your items hanging out. Once you had something, it was yours for as long as you wanted it. But what do you do when you collect everything? Stare at it? This is inherently why people continue to play DayZ: You lose your stuff and get to start over, and I think a lot of people (myself included) love to start over. It's fun being a new spawn, finding your first can of sardines, your first yellow raincoat, a pile of magnum rounds, and maybe (if you're REALLY lucky) a can opener. You have that sense of accomplishment, of progression, of growth. The love for the game is back! Back when I played Origins Mod, I purposely went out a few times, killed myself, and started over in the town furthest away from my house. My mission was to walk home and survive the whole way, stopping at towns to find food, ammo, and medicine. It made the game fun again, because I didn't just gear up my crap and hunt noobs, only to have them rage and never come back. Contrary to popular belief, there actually is a finite number of noobs, and when they all quit the game, it's yet another reason to go play something else. Any storage, even temporary storage is a bad idea. Knowing everything you've learned thus far in this long ass response, I think it can best be summed up as this: You're grasping at straws and trying to find a reason to play the game just a few minutes longer. All a storage box is going to do is to give you a reason to farm out 6 or 8 more cans of food just like WoW convinced a lot of burned out players to stay online for holiday rewards, but at the end of the day your purpose for playing the game is empty. You can fill your temporary box just like you could fill your WoW bank or your Origins Mod house, but you can't fill that empty space left behind from when you once enjoyed this game because it was freakin' dangerous. A temporary storage box will reduce the risk/reward formula and the decision making process (i.e., "I can carry six magazines now, and when I get hungry I can just walk back to camp and fill my stomach"), and make this game a whole lot less dangerous and fun.
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I want to speak a little further about the hoarding simulator accusation, and why Origins basically gave people a free pass to act like they're playing Call of Duty. DayZ is a survival simulator that excels at putting people in hairy social situations with real consequences. When you meet someone or happen upon another's existence, you have a series of choices akin to a risk vs. reward decision found in stock markets and criminal minds alike. There is something you want, and your brain has a natural risk/reward formula to decide if that action is idiotic or not. For example, approaching 1 person carrying around a pistol and trying to steal their food is much less risky than approaching four well-geared people in a well-organized formation. The four people have more food, but attacking them has much more risk involved. The key there is the risk, because everything you do has a certain amount of risk involved. Going in to town to find food has risk. Building a camp at Green Mountain has a little more risk. Hanging out at the NW airfield has even more risk. Origins Mod was invented by people who didn't understand that factoring in risk was an inherent part of this game, and they removed a lot of risk for a lot of players, which also naturally removed the reward. You could find a server, farm for gear, food, and other loot, and store it away in one of your many houses. Much of this loot was never seen again, because you simply had too much of it. For example, let's say you stored wheels for vehicles in case you needed to repair one quickly. Well, you couldn't carry around all 4 wheels, plus engines, fuel parts, and scrap metal, so it simply became easier to go to a construction site or other industrial, find a nearby car, and farm the parts for it on site. Those other parts you stored away were never used, and they just sat there doing nothing... Except, they did do something. They reduced (and in some cases, simply removed) the risk factor involved in your decision making. It was like this for weapons. You started brand new on a server, found a shotgun or Enfield, and were extremely happy just surviving. When you built a house, however, you started storing weapons for the next time you'd die. Next thing you know, you've got 20 DMRs, 20 M16 ACOGs, and a dozen Mk48s stored away with hundreds of magazine, and you were always fully armed. This along with the hundred or so cans of food and a dozen NVGs.... Good to go, right? Not really, because everyone else was doing the exact same thing. Everyone had military weapons. Everyone had a DMR, M16 or Mk48. Origins turned the game from a zombie survival game in to a military simulator, where everyone had the best weapons. The zombies ultimately meant nothing, and were a simple nuisance once you figured out how and when they spawn. I know this is getting long now, but it's important to stress the failure of Origins. My friend and I ran a popular server at the height of Origins, and the negative points I'm talking about here meant people played for a few weeks, enjoyed their time hoarding weapons, ammo, and food, and then simply quit because there was nothing else to do. The only people who stuck around were the bandits who really should have been playing a military simulator in the first place. At the end of the day, the main downfall with Origins was the housing, because being able to store everything you needed removed the risk, gave you a free pass to die as many times as you needed without consequence (like CoD) because you could simply run home and re-gear, and ultimately removed the reason to play this game in the first place.
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It would have to be very limited to a single storage box or something. Origins was simply a hoarding simulator: Find a bunch of stuff you'll never use, keep it locked away, cry when your house is invaded, never play Origins again.
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Anytime. One other tip: When you're dragging items to another, the dragged item will change color. Red means you can't place that item there, like putting Mosin ammo in an M4 magazine. Doesn't work. If it changes to blue, it means you're swapping the item for another, and the two items will take each others' place. If it turns orange, it means the items can be combined to form another item, like putting an FNX magazine into an FNX gun. Sometimes it's easier to carry items combined. For example, if you have a gas stove and a gas container, combine the two and you can save space. Be safe out there.
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Drag the IV start kit to the saline bag. Make sure the saline bag is in your inventory, not in hand and not in another container. It'll give you the option to combine. Then stick it in your hand, scroll wheel, and you should have the option to apply it to yourself.
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Bingo. Blood bags aren't worth the trouble currently. Stick an IV start kit on a saline bag and enjoy color once again.