Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
2641 -
Joined
-
Last visited
Everything posted by Whyherro123
-
Your shoes were probably ruined from the fall, and now you are suffering from foot damage. You will lose health over time. Better find a new pair of shoes!
-
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
IMO, we were spoiled with that "awesome" Mosin in the first place, for precisely that reason. -
It takes literally 20 minutes to run across the entire map, mate.
-
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
A firearm can't actually use more than one caliber of ammunition. It has to be chambered in a specific ammunition caliber. For example, the rifle above could be chambered in .30-06. You couldn't use .338 Magnum, but actual bullet and casing is the wrong size. So, the devs could implement differing chamberings of a specific model of rifle, but they wouldn't be interchangeable, and would in reality be pretty much different firearms. -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
-sigh- Apparently, you are not understanding the point I am making, and the question I am asking. You like assault rifles. Nice. You want to use NATO rounds. OK. You want more variety in that category. I disagree, as I feel we already have, what, 5 or 6 different assault rifles, spread over three different chamberings? That is enough, at the very least, and a little too much, IMO. Add some other types of firearms, like shotguns,, bolt action rifles, etc. But, whatever. What I am getting at is why do you think the assault rifle should be the general, go-to weapon, before moving on to "better things". How do you determine what "better things" are? How does everybody having an assault rifle with ammo to spare add, or change, what is supposedly a survival game? See, I am almost 100% in the opposite direction. Firearms, with the exception of shotguns, the CR75 (what I assume to be the in-game "Service Pistol" for the Chernarus police and Defense Force) and the Mosin 91/30, should be rare as shit, with ammunition even for the common firearms being relatively uncommon. That way, people would use other means of dealing with enemies; talking, using a bow/crossbow, hoarding and reloading ammunition, or even talking, rather than running to the closest military loot spawn and spray n' praying any time they see anyone. IMO, the game should be "An AKM, with a magazine and 10 rounds? NICE! Gonna save this for trading, or for when I really need it...", not the current "An AKM? Meh, I guess I'll use it until something better comes along..." I would like to see more robberies and hold-ups with empty or near-empty weapons. You sure as hell don't know how many rounds he has in that magazine, but you aren't going to push him to find out! Check out a game called "I Am Alive", an otherwise slightly mediocre-parkour/survival game. 99.9% of combat is bluffing your way through armed gangs, using a mostly-empty pistol to threaten them away from you. You will never have a full magazine, and the other weapons in the game are machetes (which can only be used in ambush, or blade-to-blade vs a gang member, which usually ends up in you getting your ass kicked by his friends), and a bow. The bow is hands-down the best weapon in the game, as you can re-use the ammunition. I use the pistol on gangmembers with guns, the bow on machete guys, and the machete on whoever is pissing themselves in the corner. You actually have to think about how to fight, because if you don't plan things out ahead of time, you are gonna have a bad time. -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
Why is it useless? Even without the LR scope, it is still a rifle than can put a bullet out to 300m. Is it loud, relatively inaccurate, heavy, etc? Yes. Will it kill someone dead? YES. Just because a firearm isn't "tacticool", with flashlight, folding stock, and scope mounted on it, doesn't mean it is useless. God, do I hate "tacticool" supporters and "Geardos". I don't even own a modern firearm, and they annoy the piss out of me for some reason I can't explain. -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
Again....you didn't answer the question. You want more variety in firearms? All well and good. Why, however, should an assault rifle be the default firearm? Why should you "settle for" an assault rifle, until you get that "next tier" (I hate that way of thinking) firearm? Who says there is a "next tier" firearm? What is that "next tier" firearm? A sniper rifle? What makes it so much better than the assault rifle? How do weapons even get sorted into tiers? Protip: I've used a Blaze 95, an M4, and an AKM. Want to know what I think is the "better" weapon? The Blaze, as it is more versatile and can be used for more than PvP; hunting, self-defense, PvP, etc. AKM's and M4's have too much dispersion and they are too...specialized (ironic, considering assault rifles are the "jack of all trades" firearm of the world) to be really used for anything but PvP. There shouldn't be 30+ people running around on a server using an assault rifle. This is a survival game, not a deathmatch. -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
You...didn't answer the question. Let me rephrase it: Why do you "need" an assault rifle? -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
Which American mentality? -
The Winchester Model 70 discussion thread
Whyherro123 replied to 5mirkeh's topic in General Discussion
Why do you "need" an assault rifle? Why should that be the "default", the weapon you use while looking for the elite360noscopeuberoperatorsniper rifle? We are playing a survival game. A AKM, with a magazine and 10 rounds should be an amazing find, not the default loadout. -
Just as an aside, how exactly would that explode with enough force to be lethal? What would cause the damage? What would be the shrapnel? Just asking, because that is a really dumb "idea" for an improvised grenade. Add a "nail bomb" for anti-personnel or a Molotov for anti-personnel/vehicle.
-
Pretty much. There wouldn't be any "levels" in my system. No -ding ding- "MASTER MECHANIC REACHED" bullshit. You just become....more proficient. The difference between the auto-shop kid in high school, and the old mechanic that has been doing it for a long time. They both, given the same tools and time, could fix that car. One just does it.....better (faster, more efficiently, etc)
-
I am coming from a realism/authentic standpoint, which the game is moving more and more towards as "1.0 build" looms on the horizon. You see, when you get shot or stabbed, you don't "just bandage it". You have an actually-decently-sized-hole in you, leaking blood. You have to actually stop the bleeding, which usually takes the form of sutures (stitches). This is rather difficult to do correctly, and rather simple to do wrong. If you stitch the muscle fibers together crookedly, have fun having a crippled limb, as the muscle cannot contract to full capacity! Don't clean it out properly initially, or keep it clean (difficult at the best of times in a survival situation), or use less-than-perfectly-sterile instruments? Enjoy your life-threatening infection! Medicine is difficult. Which is why courses are offered in the most basic of basics, and to do literally anything more advanced (legally, of course. Nothing is preventing you from sewing up yourself like a dumbass.) , you need to get actual training, which is taught to you by other people, more skilled than you. Minor surgery, in order to remove things like bullet fragments and sew up internal injuries? YEARS of medical training. Now, I am not proposing that it take in-game years to be able to save your buddy, but instead make it more complex than just tying a ripped-up shirt about a wound and trucking onwards. Players "unskilled in medicine" will not be able to do this as effectively as others who are more skilled. They can try, but they will probably fuck up and kill their friend. So, if they work at it, they get to the point where they have to worry about fucking up less. Notice that I didn't say "never", because this is still a post-apocalyptic environment. Death is the rule, survival is the exception. People on this forum have been clamoring for a more advanced, more "authentic" medical system for a while now. Don't expect a dirty rag to keep you from dying once the game gets finished. Notice how I never said "driving a car" in my list. And note, in real life, you still need training to safely operate a car. In-game, driving a car should be simple, at least with an automatic. With a standard, which is probably FAR more common in Chernarus, you should have to manually shift through the gears. Boom, driving skill entirely based on the player. I also DON'T, and NEVER, wanted helicopters included in Day Z for exactly that reason. They make the game trivial, and any group that has one will bend the rest of the server over a metaphorical barrel and have their creepy way with them. If a "survival game" has vehicles where you can literally fly across the map in less than 5 minutes, is it really a survival game? The amount of maintenance, etc etc required for a helicopter is INSANE. Where would you learn it? If you fuck up the avionics, you DIE. Painfully. How would you learn to fly? Enjoy wasting fuel for a vehicle you will never be able to "afford" to use. At least you can learn how to fix a car or a truck through reading and hard work. Tell me, could you diagnose what is wrong with a motor vehicle and fix it? For most of the population, beyond the basic stuff, probably not. (If you are actually a mechanic, then good for you, but you are demonstrating the exact point I made in my first post: specialization) Now, howabout in a post-apocalyptic environment, where all of the rest of the mechanics are dead? You tinker with it, and learn how to fix things over time. An "unskilled player" would be able to fix their vehicle, just not as effectively as someone experienced. And, you too could be as experienced as that master mechanic, it just would take some work. Sorry if that takes away from your "loot n' shoot" time. Realistic/authentic > arcade gameplay. Sorry, my opinion is what it is.
-
If they work at it, they should. And, when was this game decided to be a shooter? It is like that now because there is little else to do. EDIT #2: Players already get bonuses over others, if only unofficially and/or "illegally". Server-hoppers jumping around for gear certainly have bonuses over those who don't. People who practice with the game get better at it, often to the detriment of those who don't. Etc etc etc. EDIT: this is taken directly from the Steam store page Title: DayZ Genre: Action, Indie, Massively Multiplayer, Early Access Developer: Bohemia Interactive Publisher: Bohemia Interactive Release Date: Dec 16, 2013 Nowhere does it say "FPS" or "Shooter" in the genre subsection. The closest there is is "action", which in and of itself is a pretty broad descriptor. Just because you can play it as a (pretty poorly optimized) shooter, doesn't mean that is all it is, nor all it will be.
-
Again, this game IS an RPG. Are you, yourself, running around Chernarus? No? Then you are playing a role-playing game. http://en.wikipedia.org/wiki/Role-playing_game Why should each player have the same responsibilities? It strains my already-pushed sense of disbelief if each and every character is a top-notch surgeon, first-class mechanic on multiple and varies types of vehicles, a certified operator of those vehicles, as well as being a Spec-Ops-qualified marksman, all at the same time. This game needs realism, at the very least a nod towards it . The above? Not realism. The above is arcade-style gameplay that promotes instant gratification. What seems more satisfying? Driving around a truck that you yourself repaired through skill, dedication to the task, and hard work, or merely stumbling across the truck, server-hopping for some interchangeable parts, and doing something literally every player in the game can do with a modicum of effort? Which is more realistic, or, for those who will complain about "this being just a game", authentic? For a survival game, you lot sure don't want actual survival.
-
I disagree. People in real life do not have exactly the same knowledge.
-
Hey, at the very least, none of the kill is going to waste! I dislike how we don't use 60% of the animal kills we make. Organs are delicious, and can be used as containers, sausage skins, etc etc. ... I just thought about "long pork" sausages....-weeps- What have I done.....
-
Sure, all players should be capable of learning all skills.....with proper experience and training. I don't really see how training and experience with a skill makes an RPG class. Look at real life: I personally am trained in Wilderness Survival, First Aid, and Land Navigation (only the first two should be skills) I can comfortably say that you could drop me literally anywhere east of the Rocky Mountains in the US, and I will survive quite comfortably. Ask me to repair a car (hell, even to identify what is wrong with a car), or to set a bone or stick up a wound, and I will be the first to point to someone actually trained in that discipline. Specializing in a skill or trade isn't detrimental; it was actually integral to our development as a species. The "Division of Labor" is little more than a fancy way of describing the specialization of certain individuals of a population. Instead of all people being equally average at trades, people would specialize (one guy is really good at making tools, while that girl is awesome at making baskets), saving other members of the community time, so they in turn would specialize in other skills. Therefore, the entire community would be dependent on each other. Specialization is a good thing to do in survival, and is one of the main "Leadership styles" survival lessons focus upon; in a group, each member specializes in a specific area. One guy might focus on firebuilding in adverse conditions, while another guy might focus on 1st Aid, and other might focus on effective shelterbuilding strategies. That is actually what happened with my last Wilderness Survival class; all the students focused on a specific area, and let the others focus on the other aspects. This, in fact, was AMAZING. Since they "specialized" in one aspect, they were more confident in their abilities in that aspect, and knowing their mates would cover the rest let them trust each other more readily. Most WS training is not for the actual skills, but to avoid panic and fear, and confidence in yourself and in your group is the best way to avoid becoming afraid. They had 7 guys in the group, and within an hour of starting the exam (an overnight event involving dropping them, blindfolded, into a pond at night, where they have to find each other, then they have to find a number of 1st Aid subjects, then build a fire and shelter and wait for pickup. We have a little scenario and backstory, and everyone has a lot of fun. It is, however, a VERY difficult course. Most groups fail because they forget their training and freak out.) , two guys had a roaring fire, with a fire wall, two more had a nice, insulated shelter for them and the 3 subjects, and the final 3 guys had the 1st Aid subjects "stablized". They were the only group to earn their badge that summer. Arguably, I see little-to-no difference between an actual survival game and an RPG. RPG stands for "Role Playing Game", and that, almost objectively, is what we are doing; playing a role in post-apocalyptic Chernarus. So, sure, people would be able to use all skills, but that doesn't mean they will be any good. I could, feasibly, if the situation was dire enough, be pressured into attempting to set a broken bone, or to stitch up a wound, but it definitely wouldn't be nearly as good as a doctor's efforts. I probably would stitch the fibers of muscle together crooked, causing damage to the healing muscle, and it probably would get infected far easier, due to the stitching not being tight/close enough, etc etc etc. Or, with a car, if the problem is basic enough (engine coolant is depleted, battery is dead), I might (and have) try to fix it on my own, but if the problem is anything more complicated than that, I have no effing idea what to do, and this is with the manual. This is I like the term "skill books", even if it seems rather arcadey. Having a "skill book" (maintenance manual for a vehicle, which could be found in the glove compartment, 1st Aid manual, which could be found in a 1st Aid kit), allows any character to use any skill at the most basic level. There, now everyone can use the skill. However, they will not be as effective as someone practiced, proficient, and trained. As someone gets more skill in a "proficiency" (proficiency works better than skill, as it implies training and mastery over basic knowledge), they get more effects, ranging from increased efficiency to faster use: Medicine: treats wounds (stitches wounds closed, minor surgery,sets broken bones, etc etc) faster, lessens chance for infection, identifies diseases, etc. Someone with "Basic 1st Aid", on the other hand, can stop blood loss, and splint a broken limb (different from "setting the bone"), and that is about it. (That is pretty much what is covered in 1st Aid manuals, anyways) Mechanic: identifies issues (dead spark plug, broken carburetor (can that break? I dunno), slipped disc pads, etc) faster and more accurately, can replace the part given a spare (cannibalized from a wreck, perhaps?), or "jury-rig" it given basic materals. Someone with just the manual, on the other hand, could identify the general problem ("the engine is growling", "oil is dripping from X", "Steam is leaking from under the hood", etc etc etc), and have to peruse the manual in order to fix the problem. No "jury rigging". Mechanic should require a toolbox, with high proficiency "tests" requiring a more complex toolbox. (small toolbox can fit under a seat, or in the bed. A complex toolbox needs to be kept in a garage, etc etc) Survival: Can identify edible plants (AND poisonous ones), track animals, find direction using the sun/stars, build traps, build fires easier in wet/windy conditions (I am proficient enough in firebuilding, which is actually more complex than "build teepee, light match", to comfortably build a fire in a rainstorm or heavy winds. It takes some know-how, and proper firewood identification) Someone with a survival manual, or plant/animal ID guide, can build basic traps, build "basic" (in reality, different fire "lays" (methods of building fires), have different "effects", for lack of a better word....) fires, etc etc.
-
This would also let us interact with other players in a meaningful way. IRL, if someone had a useful skill (carpentry, medicine, etc etc etc), they would usually attract students, who would pay for the service of being taught this skill. This was where guilds (and, by proxy, modern trade unions) would come in. Apprentices would pay to learn basic skills from a Master. Once they learned enough, they would become Journeymen, and work for the Master in his shop. Once they knew enough, they would present a demonstration of their skills, called a "Master Piece" (where we get the modern term and meaning from), which could be a painting, forged piece of metal, building, etc etc etc. The other Masters of the specific Guild would judge the piece, and if they were good enough, they earned their own Master title, and could open their own shop. Something similar could work in Day Z. You could learn a skill at the basic level by reading books, but in order to advance, you've got to practice. Receiving tutelage from someone better in the skill makes you learn faster. For example: one clan has a guy with a really high skill in Medicine. Other clans trade them goods so they can apprentice some of their guys to the doctor. The apprentices help the doctor out with surgeries, treating patients, etc, then get good enough to be called Doctors on their own. Same thing would work with Vehicle Mechanics, or Pilots, etc etc etc. Having both skills in general as well as learning skills from others would both be realistic and add very interesting options for player interaction.
-
Really? I've gotten far, FAR more kills with the Blaze 95 rifle than with any other weapon. Will it win against an M4/AKM/SKS in CQC? Probably not, but I've gotten several kills in CQC by using it in "shotgun mode" (firing both barrels at once). Points for the Blaze: Very good accuracy. According to the wiki, "the most accurate iron-sight-only firearm in the game". I agree. Bullets go where I want them, barring stupid weapon swayVery good iron sights. They are very nice, probably the best in-game (The Sporter 22 is in contention, but the Blaze is subjectively more versatile), as well as being tritium-something lined so you can shoot in the dark.Good range. I've gotten kills out to about 350 meters easily with the thing. It "only" zeroes to 300m, but with good placement, you can get 400m. Most of the firefights in Day Z take place within 300 meters anyways, so you are good.High damage. It deals the same damage as the Mosin (makes sense, considering how they use the same ammunition)Logistics. It is stupid easy to keep this rifle fed. One 20rnd box of 7.62mm gives 10 reloads, enough to kill 10 people, with 2 rounds apiece (always double tap). 60 rounds gives you all the ammo you will ever need.The only "issue" (and it isn't a problem, just an aspect of tactics) with the Blaze 95 is the 2 round capacity. However, things like speedloaders and quick hands on the Tab key make this moot. However, it does effect your tactics. At 150m+, it isn't really an issue, as you have more than enough time to reload, even casually, as the Blaze is accurate enough to suppress a foe with ease. Up close, go "shotgun mode", and stick and move from cover to cover, and don't get surrounded/flanked/boxed in. Of course, that last bit applies to all weapons, but it is especially prominent with the Blaze. I personally find the best distance to use the Blaze at is between 100m to 200m from the target. You can pop off a round, move to another piece of cover (confusing the enemy), pop off the other round, and reload, all before the enemy can push up on you. Remember, use the Blaze like you would a knife: stick (wound) and move, stick and move, wait for the enemy to get confused/scared/tired/low on ammo, then move in for the kill.
-
So, as anybody with survival training will realize, one of the most important pieces of survival equipment, after a knife, water container, and firestarter, is rope. Why is rope important? Rope is the item that lets us bind things together (Duh). With it, we can lash together a stretcher to carry our friend to safety, lash a travois for carrying.....well, anything for long distances, lash any useful (pioneering ahoy!) project we need, make a bowstring, make a backpack, lift game to dress it, lead animals around, etc etc etc. Point being, rope is a rather important part of survival kit, for good reason. Any survivalist worth their salt will carry at least a 20 foot length of rope with them, and probably more, of various thicknesses. etc etc etc However, currently in-game, the rope appears to be some of the least effective "types" , kernmantle rope, which is made of nylon with an inner and outer layer. It is useful, but being made of nylon, it will be damaged by heat (AKA friction from running over a surface), as well as being stretched more easily, and cannot be spliced. I, personally, prefer a more traditional laid rope of natural fibers. They tend to resist friction better, as well as being more "grippy", less "stretchy", and able to be spliced easily. I just find it more useful in a survival situation. I would like to eventually be able to make our own rope, using natural materials such as grass, leather, etc. It would allow us survivalists to gather a useful commodity, while not having to rely on fickle loot spawns. Hell, I am all for making it take a decent amount of time (even thought it really doesn't. In the below video, the guy makes 20 feet of rope in an hour, so 1 in-game piece of rope. Said grass rope is capable of easily picking up a full propane tank, so it isn't weak), just let me make my own tools! With persistence forthcoming, as well as more in-depth basebuilding, what sort of projects do you envision being useful (I like the idea of a wood-drying rack myself), or what other uses could you come up with for rope?
-
Or, you know, you could team up and go look for food together. You can find, process, and have more food in a group than you could alone. The whole "division of labor" , "You scratchy my back, I'll scratch yours" deal. How else do you think humanity developed civilizations? Constant backstabbing? Nope, through working together and helping each other out during rough periods. Day Z is stupidly unrealistic to how real life people behave, and you should in no way base real-world survival and philosophy off of Day Z player-player interactions.
-
Have you heard them? They are rather bone chilling, especially when you don't expect them, and hear them coming from behind you in the dark. http://www.dayztv.com/video/dayz-ghost-of-a-crying-cannibal-dayz-standalone/ Some good examples
-
Rope: potential uses, the making of, etc.
Whyherro123 replied to Whyherro123's topic in General Discussion
I've wanted the ability to hang people (http://en.wikipedia.org/wiki/Hanging) for a while now. Imagine, you and your boys fight off another group. You kill most, capture the rest. You interrogate them as to where their base is, if they have any stashes, any more members. They give you nothing, and spit in your face. So, you string em up along the road into your base, with BANDIT spraypainted onto their chests. A pretty grim reminder not to fuck with your crew. -
Rope: potential uses, the making of, etc.
Whyherro123 replied to Whyherro123's topic in General Discussion
Evidently, it is pretty abstract, as we use up the entire coil when we make a bow, or a fishing pole, or a courier bag. Really, we should get far more use out of it. Maybe make it a percent thing, like with duct tape?