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Whyherro123

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Everything posted by Whyherro123

  1. Whyherro123

    Can we agree this is feesable?

    The "main" benefit of having walls is "the fear of force, not the force itself". Walls, in and of themselves, are just a static barrier: no matter how much barbed wire and rebar-cheval de frise (https://en.wikipedia.org/wiki/Cheval_de_frise) you put in, all someone has to do is put in the work to surmount those obstacles. Instead, the main "defense" of having walls is that they make "giving fire" (aka firing on an enemy) easy and safe, while making "returning fire" (aka taking fire from an enemy) difficult, time-consuming, and dangerous. So, clans that build fortified postions will have to defend them 24/7. Yeah, and? That is the "price" you pay for building such a "statement" of purpose! You shouldn't really need a full clan of guys to defend a properly-built fortified position. The fortifications themselves should really be doing most of the "fighting off" for you, by making it such a pain in the ass to attack, it really becomes a question of "is it worth it"? "Do I want to take the time and effort to grab some guys, sneak over to that base at 4am, try to get a ladder over all those trenches, on top of all those Jersey barriers, and jimmy all the locks in that base, all for stuff that we probably already have? WHILE being under fire from the night guard? ... "Nah". Or, you know, "postern gates". While you are trying to wrestle that ladder in place, a night-guard hears you guys clinking around. He opens a small door hidden in a crack in the wall, sees you and your crew, and fills you full of lead. https://en.wikipedia.org/wiki/Postern Having a tower over the walls makes for sniper-bait, yes, but you could easily throw some sandbags up there to give your guys some cover. Plus, overlooking the walls in that fashion allow the guys up there to see the entire length of wall, down to the base, making it very difficult to sneak up on. https://en.wikipedia.org/wiki/Watchtower Seriously guys, with a little eye for terrain, the planning of cover, and some overlapping fields of fire, you can quite easily turn a shitty sandbagged tower into an almost-unassailable fortress, all by making it such a PITA to attack. Throw some of these into position around your "main" fort, and keep an eye on the terrain and make sure you overlap FoF, and even if your base is made from scrap lumber and sandbags, you make it a BEAR to attack. https://en.wikipedia.org/wiki/Postern https://en.wikipedia.org/wiki/Bastion https://en.wikipedia.org/wiki/Redan https://en.wikipedia.org/wiki/Reduit All of the above doesn't need to be made of hesco barriers. Some thick logs and sandbags would be perfectly ok: they would just take some time to make. Or, you know, you could just set everything on fire. Surround the base with your dudes, ensure nothing gets in or out, and use the "Launcher of Doom" (which, in and of itself, both the launcher and the ammunition [Molotov cocktails] would be REALLY easy to make. BALANCED, MOTHERFUCKER) to kill the base from the other side of a valley There is literally no problem in the game that a well-placed Molotov wouldn't handle. Building full of angry bandits? Sneak up and whiff them a "stiff one" through a window. Zeds on your tail? PURGE THE UNCLEAN. Need to clear land for agriculture? Be careful, and set it on fire. Fire has been humanities premier weapon for hundreds of thousands of years. Our guardian and protector.
  2. Whyherro123

    Better infected animations and 'scary' infected sounds

    Oh GOD YES! I find "human" screaming and crying infinitely more frightening than some animalistic grunts and snarls. If you shot an "infected" in the stomach, it should scream and cry like a person, not some coked-up animal.
  3. Whyherro123

    Can we agree this is feesable?

    Not really. Take a look at the 2015 RTX slides, around 37:50 in. That isn't a 2 foot drop, considering there are ramparts there on purpose.
  4. Whyherro123

    Faith in Day Z: restored!

    After watching the new Developer video, I must say that I am very hopeful for the games future. Basebuilding looks great. Almost everything I want Soft skills sounds awesome. Future changes to mechanics sounds awesome Anybody else have any input on the new video? https://youtu.be/RnodPC2VPgI
  5. Whyherro123

    Can we agree this is feesable?

    Oh..... ... You realize that it isn't "fertilizer" in-game, right? It is garden lime. http://dayz.gamepedia.com/Garden_lime I, personally, wouldn't waste time making explosives (unless it was black powder, for firearms and such). Too many components, and too many things that could go wrong. Just set the damn gate on fire. The inhabitants would have to open it in order to extinguish the flames. Shoot them and charge in. Or, you know, just climb over the wall.
  6. Whyherro123

    Can we agree this is feesable?

    Why do you need ammonium nitrate? Just fill that barrel with gas and oil. No need for "boom", just "fire" Roll the barrel down a slope at the wall, let it crack open and catch fire. Problem solved.
  7. Whyherro123

    Can we agree this is feesable?

    It would literally just be a Molotov cocktail, or a "barrel bomb". They .... aren't that difficult to make, there is no reason why you should have to "learn how" to make them. https://en.wikipedia.org/wiki/Barrel_bomb Take either one of those containers, fill them with a mixture of gasoline and oil, stick a fuel-soaked rag in the spout, and fling them at the enemy. Preferably, with this: With that (or something like it), you can sit on the opposite side of a hell-crest (aka have 100% cover), and fling incendiaries at an enemy base. No base, nor the personnel inside, will survive being set on fire. Which is why you build on the highest hill, and maintain adequate "force projection" (aka regular patrols, have bunkers with overlapping fields of fire, etc)
  8. I KNOW So many threads on this forum are people WEEPING over the fact that the northern and western edges of the map are no longer "wilderness", and as such, they are shitty for hiding camps. I've been out there. You.... aren't going to be hiding much of anything out there, even if you stay in the woods. LITERALLY EVERYBODY knows those places are where you put camps. Yet, fully 1/3 the map gets ignored.
  9. Whyherro123

    Abundance is Realism

    (I digress) Zero empathy with these kids nowadays, I tell you. Sickening.
  10. Whyherro123

    Fortifying villages?

    Like, I am gushing over that base. Literally, almost everything I could want is there. Just give me the ability to build "shitshacks" (like in this thread), instead of tents, and everything will be right with the world. http://forums.dayzgame.com/index.php?/topic/227970-can-we-agree-this-is-feesable/
  11. Whyherro123

    Fortifying villages?

    Oh god, that "reinforced survivor camp" (around 37:50 ish) looks GORGEOUS. Let me make a palisade out of tree trunks or half-cut telephone poles, and I will be a happy man!
  12. 1) Gasoline only really lasts for two years, and that is in the best of circumstances (away from light and heat, with fuel stabilizers added) 2) Same thing with medications, like epinephrine, morphine, and antibiotics 3) Up until a couple of patches ago, we had fresh tropical fruit being found all across the region. Fresh tropical fruit. In autumn (which is the season Day Z is set in), fresh fruit can only stay on my table for a week or so, before it starts to go bad. In those patches, we would find "rotten" fruit, yes, but also "pristine". That suggests it has been less than a week since either 1) refrigeration or 2) international trade stopped. 4) Ammunition degrades over time. A couple of years ago, after my grandfather died, we donated some relatively-new .22LR ammunition to my local Boy Scout camp. The rangemaster opened a case, looked at the ammunition, and refused to shoot it. He also offered to dispose of it properly. Apparently, the propellant had degraded to the point where it wouldn't reliably "push" the bullet out of the barrel, the primers were iffy, and the cases tore into chunks after extraction. These were only a couple of years old. We don't know how long it has been exactly, but it has definitely been less than two years. I, personally, believe it has been a year at most. Remember: Chernarus in general, and South Zagoria in particular, literally just underwent civil war (pretty "heavy" civil war, too) right before the outbreak. That, in and of itself, explains the destruction and ruination, and why things weren't cleaned up before the disease outbreak. As for the buildings, like the clinics and schools and such, ignore the differences between the ARMA II map and the Chernarus+ map. The clinics weren't built for the infection, and all those "high schools" weren't built for no reason. They are reinventing the map, not adding to it. Making it more "believable", if you will. Oh, and don't forget, the devs are going through the entire map, and making it more "overgrown" and "abandoned". Take a look at the new Berezino for what it looks like. Said overgrowth looks like nothing more than a couple of months worth, or a season or two. Nothing too extreme. Good work, though.
  13. Whyherro123

    Basic Survival Features

    In the type of environment Day Z takes place in, solar stills are completely unnecessary. Plus, they kind of suck. Have you made one before? Great in deserts and arid environments, where it gets hot enough. Not so great in places where it doesn't get so hot. Temperate deciduous forests have PLENTY of water, in the form of streams, ponds and lakes. There should be no problem finding water in Day Z. Making it safe to drink, on the other hand..... Take a look at the standing bodies of water in-game, both the streams and the ponds. ALL OF THEM are chock-full of green algae, suggesting two things 1) the water doesn't move fast enough and 2) there is some serious agricultural runoff happening in Chernarus. Boil and filter your drinking water. Hell, filter them twice. Solar stills are ungainly and unnecessary. Hell, if my farm warrants it (large enough, with a large enough population), I would probably just dig a well and throw bags of charcoal at the bottom. The water table in Chernarus can't be that deep: with the exception of the hills, we are on a coastal plain.
  14. Whyherro123

    Abundance is Realism

    The Road is actually very realistic. It just depicts an event that Day Z does not. It depicts "biosphere dieoff", as opposed to just "biosphere interruption". The "easiest" way for the Earth biosphere to be destroyed in such a way is through suspending a fuckton of dust and particulates in the atmosphere. Notice how, in "The Road", the sun is almost never shining, and everything looks so dingy and dull? Such an event could occur after the eruption of the Yellowstone Caldera, a major meteor impact (which is exactly what killed off the dinosaurs), or aggravated "nuclear winter".' Oh, and plant dieoff could occur very quickly by blocking off access to sunlight. Say, 10 years or so? It would also cause the planet to get very cold (albedo is a thing, where the different things on the surface [water, ice, vegetation, etc] all reflect solar heat at different rates), making it almost impossibly difficult for plants to grow.
  15. Whyherro123

    Can we agree this is feesable?

    mmmmmm.... Tetanus sounds LOVELY in a situation without advanced medical care....
  16. Whyherro123

    Can we agree this is feesable?

    Wasn't that HIS house, like from before the disease outbreak? Plus, he had his lab in there. It would be a PAIN to move all of that sensitive equipment across the city....
  17. Whyherro123

    Can we agree this is feesable?

    ...... I need to go to sleep
  18. Whyherro123

    Can we agree this is feesable?

    Can.... can you not see that the roof is SLOPED? Even on the example above? On the example in the OP, the roof is FLAT. Seriously. The "building" in the OP is fine, the roof would probably collapse because flat roofs aren't good with snow and rain. ALL I CARE ABOUT IS THE SLOPE OF THE ROOF
  19. Whyherro123

    Can we agree this is feesable?

    It isn't suitable for the environment. "Traditionally", buildings with flat roofs are usually found in deserts, where they don't have to worry about the weight of water (rain) or snow possibly collapsing their roof. In the environment where DayZ takes place, a temperate oceanic deciduous forest, you have to worry about rain and snow. Nothing makes a day worse to waking up under 200+ lbs of snow because your roof collapsed. Plus, a sloped roof makes it easier to rain and snow to run off on its own
  20. Whyherro123

    Can we agree this is feesable?

    Because other people are going to hang around the town where you fortify said building. If there is a road somewhere, even a dirt one, inevitably someone is going to follow it. And, when you are found, it is inevitable that someone is going to try to break in. I prefer to not be found in the first place. Realistically, what I suggested above would be the "top of the line", for basebuilding. Beginning stages would be a wilderness survival shelter in the woods Next would be improving that shelter Then would come the shacks above. EDIT: This is something I never understand about this topic. People apparently CANNOT understand that if they are ANYWHERE near a town, or even a road, they WILL be found. Not a "maybe", but a "when". If this was real life, and we actually stayed in the buildings we "claimed", and could wake up when someone else wanted to get in, then yeah, sure I could see staying near town ..... maybe. I still would haul ass for the woods as fast as my fat Irish legs could carry me. Of course, I wouldn't be alone. Those Preppers, who live off by themselves? Gaurenteed the first ones to die, and even if they don't, who is gonna trade with them? Nobody knows who they are...... Bring some friends and their families with you into the woods, and you could set up a little community.
  21. Whyherro123

    Can we agree this is feesable?

    Something like that would be next to trivial to build. Grab some boards (in scrapyards and towns across Chernarus), some plywood, and with a couple of hours you would be golden. Of course, I would prefer a pitched roof, to shed rain and snow. Something like these, which already exist in-game. Why reinvent the wheel? They both have plenty of room for storage, room for a bunk (or two, with bunk-beds), and a "hobo-stove" fireplace. Only thing is, they won't be insulated against the cold, but throw another "frame" away from the walls, about 4-6 inches, stuff this full of dirt, and widen the roof, and throw some shingles on the outer wall, and you should be fine.
  22. Whyherro123

    Abundance is Realism

    Sure, but do we have water filters in-game? Look at these problems through the eyes of the average Chernorussian survivor, instead of the American/European one. Until proven otherwise, they don't have access to high-grade lightweight filtration systems. Hell, South Zagoria doesn't even have a water treatment plant! Nor a wastewater treatment plant! That means all of their wastewater is flowing into the ocean, but, before that, it is flowing down into the groundwater. All that agricultural runoff (fertilizers, pesticides, etc) [which explains why almost EVERY standing body of water in-game is CHOKED with algae), all that industrial runoff, all that roadway runoff (oil, gasoline, lubricants, etc), all of it is going into the water table and to the coast. Fuck that. Boil + filter more than once. Or, collect rainwater.
  23. Whyherro123

    Abundance is Realism

    Filter enough water for drinking + washing + cleaning, every day. Now do it for 20 people. You just can't do that with a backpacking filter. I know, I fucking ultralight, and teach a wilderness survival program. Mass-treatment of water has been an issue during the entirety of human history, up until the last 150 years or so.
  24. Whyherro123

    Abundance is Realism

    No, Chernarus is not an island And, yes, doing that in effect makes a filter. Said filter will remove the largest of "physical" contaminants, not any of the many chemicals or pollutants that are probably in the groundwater (hello, factories right next to the ocean!) You still have to boil it, or run it through a filter with a smaller "screen", both of which are arduous, a serious pain-in-the-ass, and take a lot of time. Plus, of the civilian population of South Zagoria, who would really know how to do that? And, no. Humans are a "keystone species". Our existence keeps the entirety of the ecosystem in check. With us out of the picture, the population of vermin like rats and insects explodes, eats EVERYTHING, and dies off. Same thing with the animals that prey on vermin, and so on and so forth.
  25. Whyherro123

    Abundance is Realism

    1) Yes, starvation takes weeks to kill you from starvation. However, something many people that bring out that old chestnut is that starvation has a general detrimental effect on the whole body. After 2 weeks or so without food: -your immune system will be severely depressed, so you will be getting sick from every disease that you could get. -likewise, any wounds you get will be getting infected, weakening you further -again, any wounds you get will not be healing, as healing takes energy - you will be lethargic and unable to respond to things at the same level - you will be weak, with poor hand/eye coordination -loss of eyesight functionality, hearing capability -hallucinations -etc , so, it isn't just "I am REALLY fucking hungry, then -DEAD-". Your whole body, and all of its systems, degenerate when you starve 2) Relatedly, the above degenerations can happen due to lack of a balanced diet. Canned food is not something you want to be eating for a long time 3) "Bad" water can kill you faster than starvation, or any illness. Without power to move the pumps, most houses will lack clean water. And, I wouldn't want to be drinking from the municipal pumps, either. They, and the groundwater they draw from, stand a good chance of getting infected, either from bodies, unprocessed fecal material (no sewers, remember!), or just straight up nastiness (read about John Snow and the Broad Street pump http://www.ph.ucla.edu/epi/snow/snowcricketarticle.html) 4) Most municipal stores, like gas stations, grocery stores, etc, don't have weeks and months of stock on hand. They usually have a week or so, which leads to problems when they either lose power or can't get new stock in. You see it all the time when there is a hurricane/blizzard: people rush out to buy "necessities" (one way to facilitate the spread of disease!), and wipe the shelves bare. Or, with gas stations, they suck the tanks dry, and they don't get refilled. Not even touching the fact that the store employees probably aren't going in to work, what with an epidemic around and such. Stores aren't magical, they don't stock themselves 5) Let me in on a little secret: the wildlife population is kept in check by human pressure. Remove that control, or conversely, increase the human pressure, and the animal population can change very quickly. The best way to explain it is this: Imagine a world where every fuckhead that has a gun, or has easy access to one, like in South Zagoria, can go out and shoot a deer or rabbit for dinner, and there are no longer any legal controls on hunting. No restrictions, no hunting limits, nothing. They don't care about maintaining adequate levels of population, they "are hungry, and want to eat NOW". So, they go out and shoot the first deer they see: baby, juvenile, male, female, fuck em. The "smart" deer move to the deep mountains and forests, away from the humans, and the rest get killed. The humans, with lack of an easy food source, die out. The deer, with no hunting pressure on population, breed like rabbits. The population explodes, and strips the land clean of available food. The population gets culled by disease and starvation. This happens over and over again. This is called "carrying capacity", and every time it waffles back and forth, the carrying capacity of a region gets lower, to the point where a species literally cannot live in a region due to lack of food. The carrying capacity can recover, over centuries, but the point remains. Oh, and without industrialized agriculture and intercontinental shipping, humans are also affected by the carrying capacity of a region, rather intimately. This is where the "Secondary Kill" comes from, and this is why "organic" agriculture is unfeasible for the modern day, and why "hunter gatherers" had such small populations compared to early agriculturists: they had to manage their own populations to the land, not the land to their populations. Now, yes, "temperate deciduous forests", the ecosystem day Z takes place in, has an extremely high carrying capacity, but the fact remains that a whole lot of people would starve to death, at the same time as they cause ecological devastation. Pick all the wild foragables, kill all the animals, and raise crops in a field until the soil turns to dead dust, and the land won't support you. https://en.wikipedia.org/wiki/Carrying_capacity
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