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Everything posted by - Karma -
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Way to kill my topic, with your official title, and fancy beard picture... <sob> :P
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The Saiga 12 was in Arma 2 from the looks of things, so it might very well make it in. I did some research and was surprised to find out, according to the interwebz anyway, that the only shotgun that Russian police used was the Saiga 12 and it was not standard issue. But being that the Saiga 12 is completely compatible with most (if not all) AK family attachments this should be a no brainer in my opinion. Just rare - really rare.
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We need medic "cloathing" (red cross emblem)...
- Karma - replied to crazykage's topic in Suggestions
I think what I would do is put in some kind of bright red hat with the red cross logo or something like that. I was looking into this just today as a possible suggestion, and it sounds like every modern army in the world has either removed it or is removing it. I didn't quite get exactly when it happened, but some sites were talking about how enemies started targeting medics specifically - likely the war on terror, but wouldn't be surprised if this went waaaaay back. The point is, post WWII it started getting phased out I guess. So no mili-spec gear, but humanitarian aid type uni's I think would be fine. -
Great idea honestly. Remove it all together. Frankly, this could be the balancer between 1PP and 3PP - those guys trying to shoot in 3PP would have a heck of a time and would need to sight in (which is fine, it's not hard to do, but they'd have to learn to shoot that way is what I'm getting at). 3PP can be an advantage in combat, this would negate it. Maybe keep it when zoomed in without a weapon equipped simply for looting items. At the minimum, this should be added to the Hardcore Servers but it would be nice to see all around.
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Except for #1, which is opening a whole big can of worms, the rest sound like great ideas. I'm sure we'll see some if not most of those in the game at some point.
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The first two ideas I love, the third idea has merits but I think is overly complicated from a programming perspective. Plus it would lead to much forum butthurt.
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I say yes to this, but there should be at least a 50% chance of looting nothing (75% chance would be even better in my mind).
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Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
Sorry for double post, but noting that I've updated the list so that some items now read "confirmed" based on user feedback. -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
I'd give you beans LaughingJack but I'm out for now. Off to work, but I'll update the main post tonight and likely add another colour code for the "confirmed" items you and chaingunfighter have brought to my attention. Thanks! -
I should think the first stage would be for the Dev team to introduce all the maladies that could affect players onto the Experimental Servers - once they have them functioning as intended of course. Then I would let the player's play around with them for a while a learn what they can and can't do. Then I would investigate the feedback - "this is infection is too lethal, can't find enough medicine to fight it" etc, etc. Then I would consider allowing us to find and gather certain natural resources in certain natural spots - herbs and the like, even honey if that is true (could be, I've just never heard that, but I'm no expert). Then we could craft our own medicine that may or may not be as effective. It's a good idea, just jumping the gun a little :)
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People who think public ridicule and embarrassment is a more severe punishment in this game then simply dealth - like me, and apparently AP_Norris above me. Riskier to do? Sure I suppose - depends if I got the drop on the guy or not. See a couple vets standing on a beach making fresh spawns dance or something, come up behind them with my buddies and taser them, handcuff them, and let the fresh spawns take their gear. Then maybe steal their pants, take some blood, and feed them rotten fruit. "Hope you learned your lesson guys." If they rather combat log then serve the indignity, that's there prerogative - but with new patch sounds like they'll be waiting a few before playing again and they'll have lost all their gear anyway and log in with a sick status, low blood status, and probably handcuffed if that tracks from server to server. I think they'd still get the message even then.
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^^ LOL I don't know about poison's and whatnot, but I definitely can see where the Dev team is going with diseases and infections. It might be kind of worrisome looting a canteen or bottle of another player because a) were they sick (sick status should become more common once introduced) b ) where did they get that water from, well or fresh source? was it purified? I can water purify tablets becoming a new currency (once they revert the bug that causes a whole pack to be used per container). Drinking any kind of water that you didn't fill from a clean source yourself will become like a semi-safer version of eating rotten fruit. Probably around a 50/50 chance you get sick drinking pond water, knowing the Devs. Not saying that is accurate, I don't know enough about that stuff, but likely for game balance what it would be.
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Would you not say that is completely counter intuitive as well? Even you have to admit, the first time you tried to use a club like weapon in the game your swing likely missed badly and you were like "Dafuq?". I'm all for awkward weapons having a learning curve that maybe don't quite swing where the crosshair is or take time to intersect with the crosshair due to odd or slow swinging arc - but a crowbar? Really? C'mon man. @ dvsilverwing - melee could use some work. My biggest issue right now is the ridiculous difference in swing style and relative accuracy compared to whether or not you have a weapon "readied". It is more effective to use the Axe unreadied due to the diagonal swing style as opposed to the nearly vertical swing style of being readied. Really it probably should only be the vertical style, and I'd like to see coding that forces an "ready weapon" animation before you can use it - ie don't have your axe readied, zombie catches you off guard, click to attack, take a half second for transition animation of readying weapon to complete before swing animation begins on first attack only. I'm putting together a detailed post on melee and how I think it could be balanced, keep an eye out dvsilverwing and bring these issues up again if you want - I'd post my thoughts here, but graphs and the like....
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That's true, but I looked at this like a brainstorming thread. Plus it is way better for potential posters to come here and post a one-off idea about their favorite weapon in real life than creating a whole thread about it no? As long a TedZ continues to update main page, I think this thread serves a useful purpose. It's not like OP is demanding all these things be put in game, just giving a whole range of options. That's how I saw it at any rate.
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Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
But guns DO go into your inventory. Anything on the right side of the "Tab" screen is part of your inventory. I'll think about the title, but even then I thought I explained it well in the first few lines - sorry if you thought this was something else. -
Trolling like a boss :P
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I had assumed there would be some kind of animation speed difference in pulling items from say vests and holsters, as opposed to out of backpacks. I've seen other posts calling for this as well. Nothing game breaking, but there should be a difference.
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Sure, I hear what you're saying - I wasn't considering that. But I'm pretty sure, as someone above said, that fixes will come in for the scopes in the game already that aren't functioning properly so it wouldn't be needed at the point. Seen from the flip side of that coin, I suppose if no fixes are coming then allowing the LR Scope to attach would make sense.
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I was pretty sure the Devs said that the PU scope could be equipped. The SKS seems have an effective firing range of 400 meters, so I'm not sure a Long Range Scope makes much sense.
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Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
No worries, changed the snippet and will likely add some "Confirmed"s based off of the info on your site (http://dayz.gamepedia.com right?) tomorrow. I'll take it if you guys have labeled them "To Be Implemented" the info has been vetted. Love the site as well, use it lots. -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
I see - I guess then I'll have to determine whether to change the status to "confirmed" or not. That all looks legit though, not that I'm doubting you but...interwebz, right? I agree it's all highly likely, I just wanted to leave things "rumored" until they made the experimental builds - just because it's on experimental build doesn't guarantee it in the game, but it's likely then. See what I'm saying? I don't know, what do you think -should I add a "confirmed" tag? Your guys' call - this page is for the whole community, not just me :) -
Master List of Equipable Items the Community Wants in the Game
- Karma - replied to - Karma -'s topic in Suggestions
I was going to put it on the list....then I was like "Is that an equipped item? If so, does that make it a fake beard? If it is fake, does that then mean that those of us who really have beards don't get the special powers that comes along with them?". Too many questions, not enough answers. Had to leave it out :P But yes, please give us the option for beards Devs. -
More Punishments for low Quality Items
- Karma - replied to The Aquatic Land Walrus's topic in Suggestions
Lol Aquatic - as long as it's working I guess. There is a BB Mode toggle in the upper corner of the post area, but I assume you'd turned that off. Just double checking, sometimes it's the little things we miss :) Back on topic, yes very good ideas. -
So let me ask then - would you do it as some kind of weekly or monthly event with an allowance of once per server within say a couple day window? Would it be up to the Dev team as to when they drop? Would they drop on every server at the same time, or would it be up to the server admin? That could actually be interesting. Every couple of "drops" include something rare so people know that there is a guarantee that "x" item is spawning on servers in that time window. Then again, other games I've played with "events for gear" had led to a lot of butthurt.
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Worker Coveralls (maybe with military variants) (functional with large inventory space) TTsKO Jacket or Tactical Vest Organization Logo variants (FSB & OMON maybe) (vanity)http://en.wikipedia.org/wiki/File:RIAN_archive_846846_Dozens_killed_in_Domodedovo_airport_blast.jpg TTsKO Urban Camo Jacket and Pants variants http://en.wikipedia.org/wiki/File:OMON.jpg Firefighter's Flame Resistant Jacket and Pants (practical if/once fire and explosions added) Politsiya Uniform and Cap (vanity maybe, likely a little tougher material) http://www.russiainpictures.com/russian-police (obviously those two were some of the first to go down lol) Russian Tactical Helmet Also TedZ I started a similar type post wherein I'm trying to gather the consensus items - I linked your thread here as a general idea generation thread which also is very valuable. Hope you don't mind.