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Everything posted by yorkmorgan
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I just read Pyrozite's 'The Soviet Connection' thread and thought i'd start one on a similar theme. I've recently been looking up the weapons and camo's of the Czech military and some of them would make great additions to dayz. Weapons: Variety is the spice of life. These rifles are far superior to the SKS and AKM, they are better made and are considerably more accurate than their soviet counterparts. VS 52/57: fires 7.62*39mm and 'feels' much like an M1 Garrand, this rifle is a step up from the SKS. VS 58: also fires 7.62*39mm and looks a lot like the AKM, however this rifle is internally completely distinct and is a step up from the AKM. Heres a pic of a SKS, VS 52/57 and VS 58 (top to bottom): Camo's: Have a look at these links: Modern Czech Camos: http://camopedia.org/index.php?title=Czech_Republic Old CSSR Camos: http://camopedia.org/index.php?title=Czechoslovakia (I think that these old CSSR camo designs are particularly 'fun' and unique and I can see them fitting in very well with Chernarus.)
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I got a lot of sympathy with this thread, just because the player interaction doesn't seem at all realistic. IRL factors like guilt and loneliness come into play and I would argue pretty strongly that in a real life apocalypse people would on the whole be far more willing to communicate than in this game. As the problem is with the player base the only solution I can see is playing on private RP servers with other likeminded people, for now just join in the brawl and hone your PvP skills.
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Encumberance system from Arma3 + Ghillie suits + Heavy weapons
yorkmorgan replied to Pokerguy12's topic in Suggestions
I don't want to be that guy but what are your sources? just because if true this is really awesome. -
Out of interest what do people mean by dayz lore? What are the sources? Because I know for sure that the map comes from north Czech Republic but am clueless when it comes to lore because I've never encountered any. What do you think of the rifles and camos though?
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
yorkmorgan replied to alexeistukov's topic in Suggestions
Here are two rifles that I've become very keen on, these are both Czech rifles and fire the soviet 7.62*39mm rounds: VZ 52/57 VZ 58 They are basically like very superior versions of the SKS and the AKM respectively. Have a look into them, they are both really interesting and underappreciated rifles. They are considerably more accurate than their soviet counterparts and the VZ 58 (known as the Czech AK) has a rate of fire 200 rpm greater than the AK. The VZ 52/57 particularly looks really nice. -
Agreed. Getting blind drunk would be the first thing i'd do when faced with the horror of an zombie apocalypse, and seeing as the Russian word for water is pronounced voda, I imagine there would be a lot of vodka sloshing about it chernarus... And on a more serious note, it would actually add a lot to the medical system (its both a disinfectant and painkiller) and would lead us one step closer to the Molotov!
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One of the things that I love about this game is the Eastern European setting. The town names and map layout go well with the apocalyptic theme for the Westerners playing as they amplify the sense of alienation. But I am quite confused about the vision of this game in terms of this Eastern European setting and wonder if the devs are too. While the Map is clearly being designed to a definitely eastern aesthetic and while we have many weapons and items that are right at home in the Czech Republic we also have many that IMO make no sense at all where appropriate CZ Republic, Russian or Soviet Union alternatives exist. I also feel that ATM the balance between Easter egg content and real content is way off, tac. bac. and masks are great and all but isn't early Alpha the time to get the core content in, the stuff that defines the feel of the game? Shouldn't these items be put in during Beta phase? Opinions? Examples of the strange Weapon choices: FNX-45 -> Makarov Colt Python -> Nagant M1895 Amphibia S -> OTs 38 Silent Revolver M4A1 -> AKM
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Bump is in order, And lets not forget the Czech Connection: VS 52/57 Rifle VS 58 Assault Rifle Mlok, Oblacky & Red Desert Czech Camo's I would be very happy if these were added to the game!
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good suggestion, i'm all for specific police station loot. I agree it should be useless against bullets (except rubber bullets if they are ever added). This would be really useful against zombies and blunt melee weapons assaults. You could have a pipe wrench or knife in your right hand and the shield in your left. Would also be useful against thrown objects and arrows. I think they should copy the design of the Ukrainian riot shield, it looks very functional and apocalyptic.
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HOW CAN YOU BREAK A GAME AFTER FIXING IT!
yorkmorgan replied to lucasmarteney@gmail.com's topic in General Discussion
just my opinion, but I'm confused by all the complaints that the zombie run animation is janky. I think they've done a really good job on it; it looks realistic, smooth and scary. It doesn't look alpha or placeholder atall. -
I have no idea what this guys on about, people are getting pretty vicious on these forums, I agree with points 2 and 3 and they will, im sure, be implemented at some stage, right now there are a lot of weapons as the devs want people to get into fights for testing purposes. Regarding point 1 I think they only need to make sure there are no balota spawns, and they have already done this.
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Rolling Update Rev - 0.43.116251
yorkmorgan replied to Hicks_206 (DayZ)'s topic in News & Announcements
I can only join in the chorus of praise, I just played 2.5 hours experimental and it was amazing, I ran straight to the north and found my first unopened door just as I was starving to death (screen completely black and white), found a drink, but then had to run away from about 8 zombies before I could drink it, it was very intense. The game played extremely smoothly with 40 people, I had not a single server issue. This game version doesn't feel like early alpha anymore. Seriously well done devs, have you guys even slept these last few dayz? -
Your in a firefight, your guns empty, bullets are firing over your head, you need to reload... you press r, and as you sit there panicking your character performs a reload that a veteran navy seal would be proud of... and you don't have to do any of the work. I find this makes reloading far to small a consideration during combat and more seriously spoils immersion as it builds up another barrier between you and your character. I suggest that this particular barrier is one that can actually be broken. The problem is that reloading is a procedure with multiple steps, and this is not well represented by only having to press r (or only have to drag ammo into gun if you don't have any snaploaders). The simple solution I suggest is to make the player explicitly instruct the character to perform each of these steps. I think this would make reload times more realistic, add another skill for the player to learn, make different weapons feel more unique, and mean that if the player is panicking it reflects in his character. I also just think it would be a lot of fun, here's an example: M4A1: 1. press magazine release 2. discard empty magazine 3. lock the charging handle 4. prepare new magazine 5. put in new magazine 6. release the bolt This is fairly simple but is much more complicated than it's represented to be in game, This could be implemented in game by assigning a 'weapon part' key, that when pressed prepares your character to receive commands relating to your weapon, (ie. it changes the assignments of other keys), you should then have to press each of these keys to reload, if you forget a step (for instance step 3.), get the order wrong, or try and perform the next step before your character has finished executing the last, your reload should fail or your gun should jam, depending on what you did wrong. Different weapons have different procedures so you would have to experiment in game to work out how to reload each, this also makes different weapons actually play significantly differently, and also makes a clip or speedloader a significant asset (just imagine having to put each of those SKS rounds in individually). I have always found reloading mechanics in games to be disappointing and am surprised that any game is yet to include a proper reloading system. I think that as a game with an emphasis on immersion and player skill that is also still in early access Dayz is well placed to introduce such a system. Thanks for reading, what do you guys think? EDIT: Reading the comments its clear that such a system shouldn't be as complex as illustrated above, and I agree I got a bit carried away. So here's the above example reworked (Thanks to Valadain for pointing out my mistakes): M4A1: Press R (weapon button) (if weapon is empty this automatically activates the weapon button) 1) Press Y (mag release) 2) Press T (Take out mag and put it away) 3) Press G (get and insert new mag) 4) Press B (release bolt) This only needs to be done if you were taking out an empty mag (Completing the reload automatically deactivates the weapon button.) You see that if the weapon is empty you only need to press 4 buttons to reload, all these buttons are near WASD and the reload button needn't affect the assignments of WASD so you can still move while reloading. I don't find this too complicated. Here's another example: Mosin-Nagant: Press R 1) Press B (Pull back bolt) 2) Press G (Get and insert bullet), repeat this as many times as you want. 3) Press B ( Push Bolt Forward) If the Rifle is already empty you only have to press 3 buttons and you have a bullet ready to go. I realise such a system would be difficult to implement but it would add another layer of immersion between the player and the character, it would also open up a whole range of actions you could perform on weapons (you could have a safety button, a switch mode button, a check chamber button etc.), and it would definitely give bohemia something to do after vehicles make an appearance :)
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In my opinion the 'vitamin bottle' is a pretty boring item (especially considering we now have tactical bacon). Now since every other post on this forum is some anti CoD slur I thought it would be fun to have an item in game that references it. Therefore replace the vitamin bottles with this: Sorry about the crappy design, im using a very old edition of paint... Post your own opinions, slogans and designs.
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Heres what I found after a few hours in experimental build (if you want to find all this stuff for yourself then don't look at this post): Tomato Peppers potatoes New Building in North Climbing the crane (expecting ladder death) New Station and School House Heating system is in the build but I couldn't put anything in the pot Some new town names Where I imagine Hoboamntpobck Will be I also found a small new town but for some reason took no photos ( I think zombie problems distracted me). Anyways all this stuff was along the north border. I can also report that the game has never played so smooth for me before, there was never more than a second between commands and response in my inventory, and the zombies were damn aggressive, I actually had to retreat from one town while being chased by a small horde. I noticed devs were keeping player numbers down to about 15, every 15 mins or so they kicked out the bottom 25 players, no idea why. I had no rubberbanding or invisible zombie issues. So yer, good work team. EDIT: Also check out this vid for info on changes to the weapons (sawnoff blaze anyone?): http://www.youtube.com/watch?v=-enzxx4DQqo&feature=youtu.be
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that's not actually on the tumblr, that picture is fake, 3rd persons here to stay sadly, also in other news, there has been another experimental update and there is a whole new city! And on top of that the experimental servers are up again! Life is good
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Pending Changelog: Experimental Branch: 0.42.116002
yorkmorgan replied to rocket's topic in News & Announcements
played smooth for me too, but the zombies all seemed to be on horse tranquillizers, really slow response and movement, could that just be because my pings a load of crap? -
thanks man, I think i'll take your advice and give up for the night, todays been pretty frustrating, I imagine the blocker bugs are proving more stubborn than expected
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you seem to have gone off topic... I personally still cant find any European experimental servers, has anyone found any? Thanks
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i'm in England and am having the same issue right now. They updated the experimental, it worked for a few minutes, then steam crashed across Europe, went back up and now im getting no servers at all for Dayz. there's some bad joo-joo afoot.
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Pending Changelog: Experimental Branch: 0.42.116002
yorkmorgan replied to rocket's topic in News & Announcements
hey just looking to clarify: is the experimental down in Europe right now? Thanks -
me no comprende
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Thanks for expanding my dictionary, what a great word! Also im in favour of the OP suggestion, but as it is a suggestion, this should really be in the suggestion section...
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serf soda?
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Fair enough you don't like the idea of having to go through the steps, however I would disagree with your analogy with can opening. Can opening is a mundane action that requires little procedural thought to perform. The whole point is that IMO reloading is NOT a mundane thing to do for an ordinary person and would require thought to enact, especially under pressure. I thus thought that putting the onus on the player to think it through would be a neat way to make the survivors feel more civilian. I also think that having to reload explicitly would be a lot of fun to try and get good at, but reading the comments I think I may be in the minority :).