atempleton
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Everything posted by atempleton
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It's no secret to many that Day Z's playerbase is at the smallest yet that it has ever been in a long time. Since the game was first released nearly four years ago as a Standalone game, the population continues to slowly drop as they have given up waiting on Beta and then of course the Final Release, whilst the game continues to sell on the Store at $35USD - a price many nearly complete games would charge, if not outright complete games. My fear is with this in mind, that once Beta and finally the full release of Day Z comes out, that it would have been too late to win back all those players that Bohemia had back in 2013/2014 hyped for the game. At the same time, I am not hearing much about marketing strategies/tactics being employed by Bohemia to win those players back, so by the time that the full release of the game comes out within the next three years, that all the effort would have been pointless as there are no customers/players left anyway! So what is going to happen to ensure that players come back with the Beta and full release?
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Hey guys, looking for advice from seasoned PVPers about learning how to improve PVP skills in CQB. It seems consistently every time I die, it's always some guy with a shotgun who is inside a city or military base looting or camping, and I can never seem to line up shots at CQB to spray them down with. What sort of things am I doing wrong to always lose hipfire/peaking fights in close quarters? Or is it just that I also need to start using shotguns only, as a good 90% of gunfights I am getting into seem to take place at 50m or less.
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Molotovs would be a great tool to flush enemies out of buildings. I would love to see IED's as well. I believe improvised explosives have been in the files for a long time too.
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I like the idea, although given that they're supposed to have been dead for a long time instead of a bloodied corpse it should be a skeleton next to really dried up blood stains with a badly damaged gun and a magazine with a random amount of rounds inside. It also doesn't just have to be a dead soldier either, it could be anyone, and the clothing and backpack that spawns (which will also be badly damaged) will vary depending on the type of skeleton spawned, and may have other loose items inside the pack (such as spare ammo, survival supplies, medical supplies etc.)
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Survival functions such as the following: -Digging stashes with a shovel and burying equipment in them (make it 6x6 slots) that is persistent and lasts three days. -Digging a pit with a shovel, and then building solar stills using camo tarp, a stone and an empty water container to gather clean water over time. -Bringing back the grenade tripwires and empty can tripwire alarm. -Small caltrops made out of wires and nails that can be used to burst car tires and injure somebody slightly. -Using coal/hotbeads and attaching them to burning fires that last a REALLY long time. -Bring back the rabbit snares and make them on rare occasion also catch foxes. -Bring back wild boars and other wild and domestic animals to hunt. -Using rice to soak up water to dry yourself or your equipment off. -Building improvised shelters by using a hootchie tarp against a large tree of some sort that can hold a small amount of gear, and keep you dry from the rain. -Using raw meat as bait to attract wild boars, foxes, bears or wolves. -Improvised pipe shotguns made out of a lead pipe and nails that can single chamber one 12 gauge round, and lasts maybe 3-4 shots with a long reload time. They also have no sights and and a wide spread making them only useful out to 5-10m. -Improvised crossbow bolts made out of nails and feathers. -Reloading presses on workbenches that can craft full ammo stacks (except .22) by adding blank cartridges and projectiles.
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Oh that is beautiful. I just jumped in game and this forest looks so much nicer now, doesn't look so cartoonish. :)
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Any pictures to show the differences?
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The only problem I can see is many new players would struggle with zombies. One hit and they're bleeding and now they don't have rags, or clothing to cut up, so they bleed for quite some time. I don't see how this is really going to change anything either.
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Ability to forcefully move a tied up player
atempleton replied to frugalbread606's topic in Suggestions
I've been wanting this for a long time. It makes RP kidnappings far more viable. -
The best way to rob somebody is to order them to turn around, and lie on the ground with their hands raised. They can't do anything. Once you've done that, they won't be going anywhere, take it from an experienced RP bandit.
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Primitive Firearms: The forgotten Survival Weapons.
atempleton replied to superunknown29's topic in Suggestions
Muzzle loaders would make sense to have, they are quite common in Europe because they're largely unregulated. They're also very versatile, because they can fire any projectile that can fit down the muzzle if you got powder. If you get powder and paper, you could craft them together to make a cartridge, like a magazine, and then refill it by adding lead balls or rocks. The reload would be slow, but the gun can be made very powerful to compensate. I think the guns that would make most sense out of muzzle loaders to have would be things like the P1853 Enfield .577 Caliber Rifled musket (Crimean War Capture/Surplus,) and also things like maybe the Brown Bess Flintlocks in .71-.75 caliber, given they are also the most commonly owned single type of firearm in the world that predates the 20th Century. -
I am currently confused as to how to use shotguns effectively and how they function in the new patch. Today, I took one shot to the torso at point blank range, whilst wearing a worn assault vest and being fully healthy, and died instantly. Later on, I shot a survivor who was wearing no vest at a distance of 1m directly in the center of the torso, and they merely moaned in pain and turned around and shot me. So how does this work, and what is it that I'm doing wrong with shotguns so as to why they are so unreliable?
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Exactly as the title suggests, I want there to be more natural leather clothing options. I want to see a face mask, gloves and a pistol holster to be able to be created from tanned leather. I also wish to see balls of yarn, wool, cotton etc be added in which when combined with a regular sewing kit can be used to knit clothing such as jackets, scarves, face masks, gloves, pants, sacks etc. I wish to embrace my inner Grandma and I'm sure more people know how to knit than how to tan leather, and then sew it into clothing.
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The biggest geographical change I want to see is running water. There are many creeks and even a river which you can see on the map and in rocky creek beds, but never actually any water except for the occasional small pools. The water needs to be visibly flowing with rapids, waterfalls in the northwest and the ability to be pushed by the current. That would do worlds to improve the atmosphere.
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The Airfield should have some offices. Being the largest military outpost on the map, it is likely the headquarters of the CDF as well. Most troops are non combatant pen pushers, so again this makes sense. A crashed cargo plane would be cool too, like it smashed into the mound at the end of the runway during an emergency evacuation. Some civilian loot and maybe the occasional pistol or military weapon. Even just more evidence of combat taking place. Shell holes or bomb craters, scorches on walls, bullet casings, skeletons etc. The place is absolutely overrun with zombies more than anywhere else that I've seen so some shit has to have gone down there.
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I think this should only happen if the server so desires.
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Accelerated time is already in game for servers if they so choose.
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The DMR makes no sense compared to say the M110. AR platform has phased out the M14 platform. The M-24 or SV-98 would be nice, but I don't see them having reason for adding as their roles are already filled out by the M70 and Mosin. I also fear bipod and suppressed SVD would be ridiculously OP.
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Time to get PIPSI (from the machine :OOOOOOO)
atempleton replied to thefriendlydutchman's topic in Suggestions
I like this idea. You can smash it open with an axe or a crowbar, with the crowbar having the highest chance to yield a drink. -
When 25 players are fighting on the berezino shipwreck using only melee weapons :D
atempleton replied to Toperek1990 (DayZ)'s topic in Gallery
Damn, that's some quality axe murdering there man. Nicely done. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
atempleton replied to alexeistukov's topic in Suggestions
Basically, a powerful short ranged crossbow, that can also be used for fishing. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
atempleton replied to alexeistukov's topic in Suggestions
Speargun anyone as a ranged weapon AND fishing tool? Been thinking a rubber band speargun would be amazing in Day Z as a survival fishing tool AND as an improvised short ranged weapon. Obviously, it would be single shot and muzzle loaded, and have horrid ballistics above water, but the impact of a long steel shaft impaling you would bed devastating and almost certain death if it strikes the torso or head, as well as being able to go through considerable amounts of clothing as well as cause bleeding or fractures. You would have to find a steel shaft spear or harpoon to start fishing, and the shafts can be picked back out of the water or off the ground to be reused (though if used above ground you may risk quickly degrading and damaging the spear gun and shaft.) I don't know much about spear fishing and spear guns to provide any good information or suggestions though for a rubber spear gun in Day Z, so I can leave that up to you guys to make a suggestion for one. :) -
"Login Protection Period" of 10 seconds or until you move.
atempleton replied to J.Dre's topic in Suggestions
I voted no. The purpose of that delay is to prevent ghosting or combat loggers relogging and it does a good job at helping people out deal with that far more than it makes it easier to spawn camp. Don't log out or in at potential hot spots and you won't have this problem. -
That there shouldn't be a separate melee and primary weapon slot. They should be an any item slot.
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I personally think the weight/stamina system will play a huge part in dealing with abuse in double carry, but ultimately I would like to see for melee and primary weapons to actually carry them over the shoulder you need to attach a sling to them (primary weapons can take a rifle sling or improvised sling but melees only an improvised sling,) otherwise you'd have to carry them in your hands or stow them in your pack somehow. This system shouldn't discriminate between primary and melee weapons though.