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Everything posted by Dreganius (DayZ)
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...I thought I had posted this story. Like, I was 100% certain I did so. *sigh* ANYWAY, I was looting Zelenogorsk (Steam dates the screenshot to Jul 9, 2012 @ 3:40am +10 UTC) on a near-empty server, when I heard laughing and whispering. I was inside the Supermarket, but left to investigate. As I began to approach the source of the sound, I saw something... more strange than scary. A 'monkey' zombie was barreling around, cackling, but a jerry can was strapped to its back. I only saw it for a fleeting moment when it disappeared, totally vanished, as a zombie would when despawning. Thing is though, other zombies nearby did NOT disappear, so it wasn't a player logging of. Seconds later, my NVGs were bathed in so much light that I couldn't see. Taking them off, I turned around, and this is what I saw. http://cloud-2.steampowered.com/ugc/542932039764600772/69A341FD987C0678D9BBE6A3361A32F51D1460BB/ The flames almost completely surrounded me, and were moving quite swiftly in my direction. I decided to make a break for it, the only direction there were no flames; to the northeast. Not yet knowing the stories of the place, I unwittingly made my way towards Green Mountain. As I escaped the roaring flames, I made my way up the hill, to the edge of the treeline. Turning back towards Zelenogorsk, the entire town was devastated. No building remained standing that I could see. I called it a night then and there, without heading up the mountain to the radio tower. Logged out, went to bed. I tell you man, the entire area around Green Mountain is batshit mental.
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I thought Rocket loved the idea of having the players essentially make their own stories? That's what this thread is all about.
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The Trusted Mentors of the Wasteland
Dreganius (DayZ) replied to joebob's topic in New Player Discussion
You get a +1 from me for your valiant efforts of making this hostile landscape a better place. PS. You should totally call yourselves Children of the Wasteland -
Solo Group Hunting and Endgame [Tips Tricks and Tactics]
Dreganius (DayZ) replied to tiptoptopper@gmail.com's topic in New Player Discussion
My beans. Take them. -
I still find it thrilling to risk my ass sneaking about the NWAF, but nowadays I do it when I KNOW people are around the area, just for that little extra slice of oshitwhatwasthat. ...Still yet to be killed there again though.
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Other players can be seen on the map !! woot!!!
Dreganius (DayZ) replied to magmatrix's topic in DayZ Mod Troubleshooting
PixelPorn, you have my beans just because of your icon/sig. :3 -
Fun times with a hacker
Dreganius (DayZ) replied to chris p. bacon's topic in DayZ Mod General Discussion
Because that would mean people would have to combat their inner trolls and forget their farce-anonymity :3 Also, What, like this? Taken: Jul 9, 2012 @ 3:40am -
Okay, well, just today, my mate posted a story to our forums about his DayZ experience. My friend, _Homicide_, also talked about it on our Mumble server, and seemed genuinely freaked out. This guy is usually batshit insane hyperactive, so being freaked out is really out of sorts for him. I'll just copy the quote from my forums to here. I'll split it into two paragraphs so it's easier for you to read, but I can't be bothered spellchecking, so you'll have to excuse his poor spelling at some points.
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Threads that are getting old...
Dreganius (DayZ) replied to Lowbei's topic in DayZ Mod General Discussion
QQ moar QQ thread QQer QQ. I'm confused. I'm going to QQ about it. QQ! [Take note, folks. This is what not sleeping for 48 hours does to your head computer thingy!] -
The fastest, easiest way to get gear in this game
Dreganius (DayZ) replied to pwnage13371's topic in DayZ Mod General Discussion
Seems legit. -
Fun times with a hacker
Dreganius (DayZ) replied to chris p. bacon's topic in DayZ Mod General Discussion
Surviving a nuke attack would be a much more memorable event, I would expect. I don't find it plausible that you just 'happened' to forget that detail, either. In my opinion, you're just phishing for beanz, but if that's really what you want to spend your time doing, who am I to judge? -
Threads that are getting old...
Dreganius (DayZ) replied to Lowbei's topic in DayZ Mod General Discussion
I agree with every point but #6, I've made plenty of trades in DayZ that have ended in both parties leaving perfectly intact. That said, every man and his dog trying to make a trading league is getting boring, fast. -
Fun times with a hacker
Dreganius (DayZ) replied to chris p. bacon's topic in DayZ Mod General Discussion
You stated "A few minutes after looting the body". Daring probably spawned near Elektro, ran into the fire station, and was lucky enough to find both an AKS-74 Kobra, and Coyote Backpack in there. I've found said two items there before. Not at the same time, but still. It's totally plausible that he obtained those items and came to get revenge. -
Event: Freeside Trading Co. Open Trade 8/17 - 8/19
Dreganius (DayZ) replied to Publik's topic in DayZ Mod General Discussion
If you were on the TeamSpeak server you would have known that the area was NOT safe at the time. If you were to listen to the advice posted by the OP, you wouldn't have had this issue, Digital. -
Event: Freeside Trading Co. Open Trade 8/17 - 8/19
Dreganius (DayZ) replied to Publik's topic in DayZ Mod General Discussion
I've got myself a pair of Mk-48s, and 10 M240 box magazines. All I want in return is an AKs-74u, a silenced M9, ammunition for both, and an opportunity to discuss a contract with the Freeside Trading Co. The single greatest thing I like to do in DayZ is loot high-risk locations and heli crashes. Running around sniping people has no appeal to me, nor does using these LMGs I have for PvZ. I loot plenty of gear, but use less than 10% of what I loot. I'd like to at least give this gear to SOMEone to make use of. -
Weapon Russianization (WARNING: Big, detailed post)
Dreganius (DayZ) posted a topic in DayZ Mod Suggestions
There have been many suggestions before me that have asked for less European/American weaponry and more Soviet/Russian weaponry, or at least weapons that would be considered "more common" in Chernarus, considering it's a pseudo-russian state. Rather than just ask "Can we replace some weapons?" I've decided to do some research. Here I will list just what weapons make good counterparts (and thus replacements) to the current set of Euro/US weapons. Should the story of DayZ remain in Chernarus, and not move to a distant shoreline or somesuch in a later build, this list will make a very easy comparison table for the Devs to use. I'll also give modeling the weapons a go' date=' because I might as well, it'll help my own portfolio, and I like the look of a lot of these weapons. Please note: My own preference would be to heavily reduce the spawnrate of all NATO weaponry and also implement all these Russian counterparts with an average spawnrate, that way the NATO weapons would still exist, but not be as common as they are at the moment. TL;DR list of weapons and possible counterparts PISTOLS: Glock 17 - MP-446 Viking M9 and M9SD - APB 6P13 M1911 - None, the M1911 is heavily exported, and has existed for just over 100 years already. PDW - Kedr PP-91 LIGHT MACHINE GUNS: M240 - Kalashnikov PKM M249 - Kalashnikov RPK-74 MK 48 - Degtyarov RPD SHOTGUNS: M1014 - Saiga 12 Remington 870 - Molot "Bekas" 12M Winchester 1866 - None. It's not even a shotgun, it's a lever-action rifle. If anything, the Winchester 1887 Shotgun should replace it, but that's not Russian either. SUBMACHINE GUNS: MP5A5 - PP2000 MP5SD6 - PP2000 with Silencer ASSAULT RIFLES L85A2 AWS - I cannot find/think of any. Lee Enfield - Mosin Nagant (Not that this doesn't have a petition already going or anything.) M4A1 and its variants - AN-94 Akaban M16A2 - Korobov TKB-517 M16A4 ACOG - Vepr AR M16A2 M204 - OTs-14 Groza SNIPER RIFLES BAF AS50 - OSV-96 Anti-Materiel Rifle Barrett M107 -ORSIS T-5000 DMR - Lobaev SVL M14 AIM - OTs-48K M24 - SV-98 ROCKET LAUNCHER M136 - 9K111 Fagot No, I'm kidding. M136 - RPG-7 Fully detailed list with statistics and reasoning -----PISTOLS:----- Glock 17 - MP-446 Viking Why? Caliber: 9x19mm Parabellum (Same as G17) Magazine capacity: 17 rounds (Same as G17) Flashlight attachmen: Possible. Ergo, more or less the same as the G-17 in terms of gameplay. Image: http://russianmilitaryphotos.files.wordpress.com/2012/03/002skte8.jpg -------------------- M9 and M9SD - APB 6P13 Why? Caliber: 9x18mm Makarov PM (M9: 9x19mm, 9x19mm SD) Magazine capacity: 20 rounds (M9: 15 rounds) The APB has 5 more rounds per magazine than the M9 and M9SD. It uses a seperate round to the Makarov (which uses 9x18mm improved (PMM) in-game). It could be 'slightly weaker' than the M9 in-game to compensate for the larger magazines. Image: http://world.guns.ru/userfiles/images/handguns/russia/hg155/1287754974.jpg -------------------- M1911 - None. Why not? The M1911 is renowned worldwide, and is basically one of the most exported pistols, just as the AK series are one of the most exported rifle series. This to me indicates that there would very likely be M1911s in Chernarus. Now, before you argue that every other weapon could have been imported to Chernarus, M1911s have been around since, well, 1911. This is longer than the AK-47 has even existed. Make sense yet? -------------------- PDW - Kedr PP-91 Why? Caliber: 9x18mm Makarov PM (PDW: 9x19mm) Magazine capacity: 20 or 30 rounds (PDW: 15 or 30) Rate of fire: 800rpm The PP-91 has 5 more rounds than the PDW's small clip, and the same amount as its large clip. In all other aspects, one could consider it almost the same as the PDW in terms of game mechanics, except that it uses the Makarov PM magazines. Image: http://world.guns.ru/userfiles/images/smg/smg06/kedr1.jpg - Pictured with folded stock. -----LIGHT MACHINE GUNS:----- M240 - Kalashnikov PKM Why? Caliber: 7.62x54R (M240: 7.62x51mm) Length: 1,160 mm (M240: 1,263 mm) Feed: Belt; 100, 200 or 250 rounds (M240: 100) Rate of Fire: 650rpm (M240: 750rpm) The PKM is a very comparable machinegun to the M240 in game terms. It has a slightly lesser RoF, but could make up for it with a larger belt size and/or larger rounds. Image: http://world.guns.ru/userfiles/images/machine/mg07/pkm_1.jpg -------------------- M249 - Kalashnikov RPK-74 Why? Caliber: 5.45x39mm (M249: 5.56x45mm NATO) Length: 1060 mm (M249: 1,039 mm) Feeding: 30rd AK mags, 45rd RPK mags, 100rd plastic RPK drum mags (M249: 30rd STANAG Mag, 30rd STANAG SD Mag, 200rd M249 Belt) Rate of fire: 600rpm (M249: 800rpm) The M249 is able to be used with STANAG mags. The RPK-74 is able to use 30-round AK-74 mags, as well as its own 45 round mags and its uncommon 100 round plastic drum mags. Image: http://upload.wikimedia.org/wikipedia/commons/0/0c/Machine_Gun_RPK.jpg - Shown with Drum mag. -------------------- MK 48 - Degtyarov RPD Why? Caliber: 7.62x39mm (MK 48: 7.62x51mm) Length: 1037 mm (MK 48: 1,000 mm) Feed: Belt, 100 rounds (MK 48: 100 rounds) Rate of fire: 650rpm (MK 48: 710rpm) Now, the biggest problem with this counterpart is the lack of a scope. RPDs are NOT commonly fitted with any kind of scope. It's possible, and sure, CoD did it, but it's not a common modification, which I'm sure RPD fans would know. For the sake of a counterpart, however, we'll assume that the RPD comes with a PSO-1/PK-AS/Kobra sight or something similar. Image: http://www.weaponeer.net/uploads/images/1/IMG_3110_picnik.jpg - Heavily modified RPD with what looks like PSO-1 optics. -----SHOTGUNS:----- M1014 - Saiga 12 Why? Semi-automatic (Same as M1014) Gauge: 12 Ga (Same as M1014) Length: 820 mm (M1014: 885 mm) Magazine capacity: 8 (Same as M1014) The Saiga 12 seems to fit the bill of the M1014 quite optimally in gameplay terms. Image: http://world.guns.ru/userfiles/images/shotgun/sh07/saiga_12.jpg -------------------- Remington 870 - Molot Bekas 12M Why? Gauge:12 Ga (Same as Remington 870) Length: 1067 mm (Remington 870: Within 946 mm to 1,280mm) Ammunition capacity: 6 rounds (Remington 870: 8 rounds) The BekasM does not have a flashlight attachment, but this can be fixed with a little bit of tape and a spare flashlight, which in my opinion would add to the charm of the weapon. It has two shells less than the Remington. Image: http://world.guns.ru/userfiles/images/shotgun/sh46/bekas_12m-1.jpg -----SUBMACHINE GUNS:----- MP5A5 / MP5SD6 - PP2000 Why? Caliber: 9x19mm Parabellum/ 9x19mm Subsonic (Same as MP5A5 and MP5SD6) Rate of fire: 600 rounds per minute (MP5A5: 800rpm, MP5SD6: 700rpm) Magazine capacity: 30 rounds (Same as MP5A5 and MP5SD6) Silencer capability: Yes The PP2000 would shoot at a slower rate than both the MP5 and the silenced variant, but would have a Red Dot Sight to compensate. Image: http://kbptula.ru/eng/str/strelk/images/pp2000_1.jpg Shown with Silencer, red dot sight, and unfolded stock. -----ASSAULT RIFLES----- Lee Enfield - Mosin Nagant Why? This is why. -------------------- M4A1 and its variants - AN-94 Akaban Why? Firing Modes: Single, 2 round burst, Full. (M4A1 and variants: Single, Full) Caliber: 5.45x39 mm (M4A1 and most variants: 5.56x45mm/5.56x45mm SD) Magazine capacity: 30rd AK (M4A1 and variants: 30rd STANAG/30rd STANAG SD) Rates of Fire: 1800rpm in 2 round burst mode, 600rpm in full auto. (M4A1 and variants: 700 rpm) 40mm Grenade Launcher Attachment The AN-94 Akaban has been officially adopted as a replacement for the AK-74 series by the Russian Military, but due to economics issues, is only used by special forces at the moment. Image: http://faqsmedia.ign.com/faqs/image/article/107/1074829/an94_hires.jpg - Pictured with all attachments (except suppressor) -------------------- M16A2 - Korobov TKB-517 Why? Firing Modes: Single, Full Caliber: 7.62x39mm (M16A2: 5.56x45mm) Magazine capacity: 30rd AKM (M16A2: 30rd STANAG) Oddly enough, through field testing, the TKB-517 was proven to be a more reliable, more accurate assault rifle than the AK series. However, it was a new and unfamiliar design, and thus the Soviet military preferred the AK series. Image: http://img.crazys.info/files/i/2011.11.1/24317505_003.jpg -------------------- M16A4 ACOG - Vepr AR Why? Firing Modes: Single, 3 round burst, Full. Caliber: 5.45x39mm (M16A4: 5.56x45mm) Rate of fire: 600-650rpm (M16A4 ACOG: 700 rpm) Magazine capacity: 30rd AK (M16A4: 30rd STANAG) Image: http://world.guns.ru/userfiles/images/assault/as68/vepr1.jpg -------------------- M16A2 M204 - OTs-14 Groza Why? Firing Modes: Single, Full. Caliber: 7.62x39mm (M16A2: 5.56x45mm) Magazine capacity: 30rd AKM (M16A2: 30rd STANAG) Rate of fire: 700 rounds per minute (Same as M16A2) Built-in 40mm Grenade Launcher. Image: http://world.guns.ru/userfiles/images/assault/as09/ots14_02.jpg -----SNIPER RIFLES----- BAF AS50 - OSV-96 Anti-Materiel Rifle Why? Caliber: 12.7x108mm (AS50: 12.7x99mm) Operation: Rotary bolt action (AS50: Semi-auto) Length: 1746 mm when unfolded. Feed Mechanism: 5 rounds detachable box magazine (AS50: 10rd Mags) Optics: PSO-1 Scope In my replacement ideas, this is the only Anti-Materiel rifle. I mean, come on, dafuq do we need TWO different anti-materiel rifles for? And both semi-auto? Hurr. Image: http://world.guns.ru/userfiles/images/sniper/sn60/v94.jpg -------------------- Barrett M107 -ORSIS T-5000 Why? Caliber: 7.62x51mm (M107: 12.7x99mm, which isn't even realistic) Operation: Rotary bolt action (M107: Semi-auto) Magazine capacity: 5 or 10 rounds (Same as M107) Optics: DH 5-20×56 Scope As stated before, two Anti-Materiel Rifles is a bit overkill imo, so I've put this as a counterpart. It's still a very very strong sniper rifle, capable of killing in a single shot. Image: http://spec-naz.org/armory/images/526d7d285135e65ffd7cd86d5d786337.jpg -------------------- DMR - Lobaev SVL Why? Caliber(s): varies upon customer's specification Operation: bolt action Barrel: varies upon customer's specification Weight: varies upon customer's specification Length: varies upon customer's specification Optics: varies upon customer's specification Feed Mechanism: 5rnd magazine The Lobaev SVL is a very interesting weapon, as each one is made to customer specifications. This means that the Developers could essentially give it whatever stats they like. Image: http://world.guns.ru/userfiles/images/sniper/sn100/lobaev_svl_4.jpg - Single shot Lobaev sniper rifle in .408 Chey-tac caliber. -------------------- M14 AIM - OTs-48k Sniper Rifle Why? Caliber(s): 7.62x54R (M14: 7.62mm NATO) Operation: Rotary bolt action (M14: Semi-auto) Feed Mechanism: 5rnd magazine (M14: 20rd DMR Mag) Optics: PKS-07U scope Image: http://world.guns.ru/userfiles/images/sniper/sn103/ots48k.jpg -------------------- M24 - SV-98 Why? Calibers: 7.62x54R or 7.62mm NATO (M24: 7.62mm NATO) Operation: Bolt action Feed Mechanism: 10rnd magazine Optics: PKS-07 Scope Image: http://upload.wikimedia.org/wikipedia/commons/8/86/SV98.jpg -----ROCKET LAUNCHER----- M136 - RPG-7 Why? The RPG-7 is an iconic rocket launcher throughout the world. Russian-made, it makes a lot more sense to be in Chernarus than the M136 in my opinion. Image: http://upload.wikimedia.org/wikipedia/commons/3/33/RPG-7_detached.jpg -------------------- Thanks for reading. -
FOR SCIENCE! (NPC Scientists "develop" story)
Dreganius (DayZ) posted a topic in DayZ Mod Suggestions
As of right now, the story behind DayZ is but an idea in Rocket's head, and not quite set in stone. I have a suggestion as to how Rocket *could* implement the story, as well as add an element of teamwork into the mix. Science! Certain survivors of the apocalypse are much more scientifically educated, and are looking for the origins of these "Zeds" through researching them and the environment. I propose this be done in two ways: using NPC scientists and player interaction. NPC scientists would spawn at a single random location on the map on a server's restart with a small escort of military soldiers. Zeds will spawn also, and a distress signal will begin to sound. Survivors (and bandits!) with radios could then hear the signal, and go to investigate. Survivors could help defend the Scientists and even bring in research (Parts of Zed corpses?) for ammunition rewards (maybe), as well as adding "points". For every hour the scientists live on, the value of these 'points' get added to a total on the master server. Once a certain milestone is reached on the master server's tally, new information is released on the website about the story. Bandits could kill the Soldiers and the Scientists for some pretty nice loot, but might have problems with other survivors. Thoughts on this idea? -
Underground to be like S.T.A.L.K.E.R's underground sections?
Dreganius (DayZ) replied to SkullFace45 (DayZ)'s topic in DayZ Mod Suggestions
http://www.armaholic.com/page.php?id=9795 I would just squeal if a few of those models were implemented as optional skins. Rocket would be legally able to, until he sells DayZ as an indie title (at which point they can either just drop the models or try to get permission to use them). -
Underground to be like S.T.A.L.K.E.R's underground sections?
Dreganius (DayZ) replied to SkullFace45 (DayZ)'s topic in DayZ Mod Suggestions
I'm for certain elements of STALKER being implemented into DayZ, so long as they retain a DayZ atmosphere to them. Keep in mind that a core idea in STALKER was radiation and mind-control/destruction, so parts that relate to that are much less in line with DayZ. But, yes, I support the idea of the underground bases being very... Atmospheric. As it is now, I add my own atmosphere to DayZ. How? I play certain Fallout tracks when I raid certain areas. For example, I listen to when I raid the Northwest Airstrip. -
He's essentially bug-reporting. When errors like this occur it's good to tell people. Also, as for other players now doing it, I'm hoping Rocket will decide to have a reset of the master file when we jump into Beta.
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Specific Replacement Weaponry (USSR)
Dreganius (DayZ) replied to Zombiestubble's topic in DayZ Mod Suggestions
Correct. My Weapon Russianization thread. http://dayzmod.com/forum/index.php?/topic/22358-weapon-russianization-warning-big-detailed-post/ -
NPCs? No no no no no no, please. NPCs have no place in a completely player-run world. @OP, What you're describing? People are doing it already, completely by themselves :D Search for Freeside Trading Company
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GC is available on some servers. For Australians, ANZ1 and ANZ3 offer side channel.
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I would like to see a new bandit system.
Dreganius (DayZ) replied to BadAnti's topic in DayZ Mod Suggestions
Erm... I don't read a single point where Riis said anything about realism in his post. -
I realise that this idea will get both a lot of love and a lot of hate, so I'll make it brief. What I propose is that the Devs add in Underground Complexes that work in a similar way to the NW Airbase in terms of loot, but as they can't be made hazardous by Bandits sniping over the area, instead have Sarin Gas leaks that require gas masks to be worn before entering the premises, otherwise the players will perish, fast. The Soviet Union was known to use Sarin Gas for Military purposes, and when Sarin gas was outlawed by the Chemical Weapons Convention of 1993, it was to be destroyed, although as of May 2012, Russia had only destroyed around 57% of their Sarin stockpiles, thereby leaving this a possible reason these Military bunkers would have such stockpiles. The locations of these Bunkers could be in reasonable areas so the NW Airfield or Heli Crashes wouldn't be the only places to get "phat loot". As these Bunkers can't be watched by other players as easily (but for their entrances, of which there would likely be many), they come with added risks as stated above. This provides a way to add more locations for good loot without forcing the Developers to expand the map's size further. EDIT: I would even be willing to create some gas mask and filter 3D models for the purpose, as I have experience with 3D modeling and animation as I'm currently studying Games Dev as a major.