tehflapjack
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Everything posted by tehflapjack
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Underground Sections/Areas of Chernarus; Metro System, Caves
tehflapjack posted a topic in Suggestions
Now, I cannot deny the reason this idea came to mind is due to the fact I've been playing through the Metro games again (the Redux versions). Yeah, I really like all the map additions/improvements they're currently making but I was thinking how damn cool would it be if there was a full metro system under Chernarus? It would be not only be a really immersive (if done right) place to go and a great base location, once base building has been added in, but a great way to travel around Chernarus. However, I have some ideas on how to go about making these tunnels and keeping people out of them, as I'd like it to be a risky place to go. {Location}: I haven't mapped out where I think the system should be but I can say I think there should be a station in every main city ie. Chernogorsk, Elektrozavodsk, Novodmitrovsk and maybe some of the lesser ones, the likes of Svetlojartsk. I also think there should be some hidden entrances around the map, maybe where some ground has caved into the tunnels, that'd be really cool. {Layout}: Hypothetically, if this was to be considered by the developers one thing I have to say is: Take your time! Please! If this was to added in and laid out well it would be incredible, this would very much be a near final release addition. So, I think for one it should be an absolute mess. I understand that the on the surface nothing other than an infection broke out so yes, they'll be some noticeable damage to society in general but unlike the Metro games it wasn't nuked so it's not gonna have collapsed buildings everywhere. However, I think this is what the metro system should be like. Destroyed, trains off rails, stations barely held together, flooded sections, holes to the surface which have caused some areas to be over taken by nature etc. I'd also love if there was some of the great exploration which I enjoyed when I first got the game when it released for early access. I still fondly look back on the time I was first venturing into the apartment buildings in Cherno, climbing up the emergency ladder of the no longer functioning lift, clambering over rubble, investigating the abandoned apartments. I still remember that as one of my most enjoyable experiences in DayZ. If the developers could capture that sort of feeling again investigating a destroyed metro system, I would be one happy panda. {The Danger}: In the metro would lurk more savage, deformed, mutilated zombies. Nothing too stupid like ones with wings or some crap, just ones less recognizable as previously humans and more vicious. Not only that but they'd be significantly more than on the surface, and due to the claustrophobic environments of the metro it would harder to escape them. Also it would have little to no active lights, pitch black, incredibly cold, hard to navigate, some areas flooded. It would truly be an edgy place to go. I would also really would not like it to have like some exclusive loot, unless it makes sense to only be there, not like some Gauss rifle like on Namalsk. {Caves}: Another things I think would be cool is caves, nothing much to really say on this one just make some really visually interesting caves maybe with bats inhabiting them. I'd take some notes from The Forest to be honest, the caves in that are nicely designed, look great and are fun to explore. Maybe replace the mutant cannibals with zombies though... Oh and I think the zombie rules that'd apply to the metro should apply to caves too. I'd love to hear what other DayZ players would think of this and maybe even the developers if I'm lucky. EDIT: I've decided with influence from people in the comments, that this idea would not work in Chernarus but would be great on another map more city orientated. Other underground areas like sewers, bunkers (like that of which is being added in) etc. Would still be great however.- 28 replies
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Now, I can be very pedantic admittedly but there are a few things which are really bothering me in DayZ that I think should be fixed considering it's supposed to be realistic and authentic game. 1. This is probably the one that bothers me the most and that's the Mosin's ammunition. In-game it uses 7.62x51mm... There are a few variants of the Mosin from different countries that use different rounds however not only do none of them use the 7.62x51mm round but the one in-game I presume would be the original Russian variant which takes 7.62x54mmR. 2. The Steyr AUG A1 is coming into the game soon, as far as I understand it will be a Black Hawk helicopter crash site exclusive weapon. There's not a fixed story to DayZ however, I'm pretty sure the Black Hawk helicopter crash sites are supposedly the U.S. military having come over to Chernarus to help deal with the infection. The only part of the U.S. forces that us the AUG are the 'U.S. Immigration of Customs Enforcement', this is a federal law enforcement agency... So, it would make no sense what so ever for the AUG to spawn at the Black Hawk crash sites. Also, it would not make any sense to spawn anywhere else on Chernarus as it is not used by either the Czech Republic or Russia. Don't get me wrong; I like the AUG, it would a cool gun to have in the game, it just makes no sense for it be in Chernarus. Do remember that once there's modding they'll be new maps, some where maybe having guns like the AUG will make more sense. EDIT: I've been proven wrong about the AUG and that it would make decent sense in the game for numerous reasons stated in the comments. I am aware that also the M1 Garand will also be coming soon however, I feel that makes more sense. That's the sort of gun that civilians will own for simple home defense and the novelty of the fact it's a damn M1 Garand. I just really hope it'll be extremely rare and only in residential and barn spawns, I'd be pretty annoyed if it spawned in military buildings because well... That's just stupid. 3. The new AK-74 and AKS-74U that have been added in with 0.50 have the incorrect rate of fire. They both shoot at 600 RPM like all the other Kalashnikov rifles in the game, which is correct for the AKM, AK-101 and most other Kalashnikovs, but the 74 range fires at 650 RPM and the AKS-74U actually fires at 700 RPM. 4. I'm stuck on this one because I honestly do not have enough proof to confirm it's wrong but I'm pretty sure it is. From the ONE source I found actually specifying the M4A1's rate of fire said it was 667 RPM, this was a pain to find as everyone else was like: "It's high..." useful that. The reason I looked into it in the first place was because when I've been using it, it does not seem to me that it is firing as fast as it should be. The M4 Carbines can vary in their rate of fire as there are a bunch of variants, the M4A1 though does fire at 800 RPM. This would also be a nice buff to to M4, not that I believe in balance in DayZ - I feel it's very much a case of making it authentic and realistic, I do not care if maybe one weapon stands out of the rest as long as it's realistically logical but it would certainly buff the gun's close quarter capability. Well, there are the things that I feel should be corrected in DayZ. Please tell me whether you agree and maybe add to this list. NOTE: I'm no gun expert or anything, I just know some of these things are incorrect and easy to fix. I simply wish for this game to be as authentic and realistic as possible.
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So, after my last post on weapon corrections (http://forums.dayzgame.com/index.php?/topic/214562-weapon-corrections/) a few people pointed out that the Austrian military use the UH-60 and Austria is fairly near to where Chernarus supposedly is so it would make decent sense for the AUG A1 to spawn at helicopter crash sites. I started to think after that though that it would make no sense for lets say a M4A1 to spawn along side a AUG A1. This brought me to a idea which personally I think is very good and would be a great solution to adding weapons from other nationalities into DayZ, as I'd like them to be present I just want it to make sense on how I acquired them and this idea does that... I think. They'd be different types of helicopter crash sites for each country (not all obviously, just the ones I thought were relevant and had unique equipment), so I've chosen a transport/cargo helicopter that their military uses to differentiate them. The appropriate equipment would spawn at these crash sites, some countries crash sites are less common but not for better gear necessarily, just what countries I think are most likely going to going to Chernarus to assist with the infection. Here's a list of the types of crash sites I think there should be and I've put a link underneath each one to the list of that country's army equipment so you can see what sort of loot would be there. {Types of Helicopter Crash Sites} Common • UH-60 Black Hawk - United States of America http://en.wikipedia.org/wiki/Equipment_of_the_United_States_Army • W-3 Sokół - Czech Republic http://en.wikipedia.org/wiki/Military_of_the_Czech_Republic • Mi-17 - Russia http://en.wikipedia.org/wiki/List_of_equipment_of_the_Russian_Ground_Forces • Mi-2 - Ukraine http://en.wikipedia.org/wiki/Ukrainian_Ground_Forces Uncommon • Westland Lynx AH9A - United Kingdom http://en.wikipedia.org/wiki/Modern_equipment_of_the_British_Army • UH-1N Huey - Austria http://en.wikipedia.org/wiki/Austrian_Bundesheer • AS532 Cougar - Turkey http://en.wikipedia.org/wiki/Modern_equipment_of_the_Turkish_Land_Forces • NH90 - Germany http://en.wikipedia.org/wiki/List_of_modern_equipment_of_the_German_Army • SW-4 - Poland http://en.wikipedia.org/wiki/List_of_equipment_of_the_Polish_Land_Forces Rare • Harbin Z-9 - China http://en.wikipedia.org/wiki/Modern_equipment_of_the_People's_Liberation_Army_Ground_Force • Vertol 107-II - Sweden http://en.wikipedia.org/wiki/Equipment_of_the_Swedish_Army EDIT: I also think it would be good to have these as dynamic events like in one of the EPOCH plug-ins. Where throughout the server life span (the time between restarts) these helicopters will fly over Chernarus and then it's rotors will fail or some other faulty causing it to crash, these are representing other countries coming over to help the survivors in some way. Credit to Zing Freelancer for this part of the suggestion, I made a few little twists in this but mainly it was their idea. I originally did not think this idea would work but they convinced me otherwise. Now, I know probably not all these countries would realistically go and help with this infection, it's just a somewhat logical excuse to add all this other equipment in. Which would be significantly harder to get hold than Chernarus' military equipment. Please tell me what you guys think, I'm just trying to find a way to make it so non Chernarussian equipment can make it into the game with it making sense.
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Yeah, I definitely agree with Steak and Potatoes... It would feel very of of place and just generally odd. Silly stuff like that will be on modded servers, when there's modding.
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Maybe yeah, mind if I add in to the post what you've suggested - Giving you credit?
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Yeah, I've seen that on EPOCH servers and thought it would be good in the standalone. However, I think it would make it seem as if it's the start of the apocalypse all the time, as in everyone's panicking trying to sort it out instead of people eventually adapting to what's happening and trying to survive. I don't know, it's just my opinion and I just think it'll make it seem like the apocalypse isn't progressing at all.
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I haven't actually, it's a game I've been intending to play for a while however. And that's along the lines of something else I thought of, that they'd be camps that had been made by other countries having come over to help with the infection. Therefore, having their military's equipment there. Not sure if they'd have set locations or randomly spawned like crash sites. I think it would work well along side this crash site idea.
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Signs of damage (Bruises, Cuts, Bullet wounds)
tehflapjack replied to threedogification's topic in Suggestions
Crippled animations have already been showcased and mentioned in the latest developer blog that they will be in soon. -
Signs of damage (Bruises, Cuts, Bullet wounds)
tehflapjack replied to threedogification's topic in Suggestions
Yeah, they will undoubtedly add this later in development - Still a nice idea though. -
Nah, I didn't think you were being a dick - Quite the opposite, thanks for the information, very interesting.
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Yeah, like the other guy said everyone would just spawn at high loot cities etc. And it would make for example Berezino even more of moronic deathmatch...
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Alright, you've proved me wrong with AUG then fair enough - Thank you. I'll edit the post now updating it a bit. Also, I just want to point out I'm no gun expert however I do know that some of these things are incorrect and the reason I'd like them to be corrected is not because I'm some gun nut I just wish for the game to be authentic and correct. Plus, I know there is no confirmed setting for Chernarus. All I know is that you lanugage used on signs etc. Is Russian, and that Chernarus is an extended version of another map in ArmA II which is based on some where in the Czech Republic.
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So, I was thinking about some new accessories/attachments. Here is a list of Russian sights/scopes I'd like to see in DayZ: I suggest you look them up to see what they're each like, most are actually surprisingly unique and different from each other. ---{Russian Sights/Scopes}--- {Day/Night Red Dot Sight/Scopes} • KOBRA - I'd love to see this in fairly soon, it's a very commonly used sight in the Russian military, has four different reticles and sixteen brightness settings to switch between. • PK-AS - This scope is particularly interesting, it uses a standard red dot surrounded by a circle and when it runs low on battery power the reticle turns black. It's considered one of the most advanced optics in the world. If this scope was added in I'd love to see this is action, it would be rather useful once attachments needing battery power is fully implemented. • PK-A • PK1 • NIT-A {Night Vision Sights} • NSPU • NSP-3 • NSPUM {Medium Range Scopes} • 1P29 • 1P78 Kashtan • ZFK • PO 3.5x21P {Long Range Scopes} • PSOP • PKS-07 - I would presume this will be coming into the game once the SVD is added as it's a very common scope to run with it. • POS 13x60 • POS 12x54 I'd love to see some fore grips making it into the game too, changing some gun recoil and accuracy statistics when attached. There's a wooden fore grip that is in-built with a hand guard for AK rifles which would be cool to see, also your standard ergonomic grips and angled grips for hand guards with rails that would work with both American made weapons; the likes of the M4A1 and AK's with the 'AK Rail Handguard' attachment. Also speaking of American weapons/attachments, I'd like to see the EoTech Holographic Sight in the game, spawning at helicopter crash sites of course. I'd also like to see the ACOG sight working to it's full potential, on the top of the sight you'll be able to see some red what looks like wires, what this actually is is a almost solar panel for the sight where it collects power from the sun to power the reticle on the sight - I'd love to see this working in DayZ, it would be really good once the sights actually need battery power. Suppressors for the AK weapons would be great too, I won't complain about them not working properly because so many people already do plus I'm not some to just bitch about stuff. I would like a variety of suppressors which will work for specific calibers/guns instead of just a suppressor that just goes on everything because that'd be ridiculous. Flash Hiders would a great addition too, I think they would come in very handy as well. I know laser sights are already being added in so need to mention those. New butt stocks, hand guards etc. I do not feel are necessary to mention as not only are there plenty already but I'm confident that many more will be added in anyway. I'm going to make another post soon talking about craft able attachments and other ways I think you should be able to customize your weapons, this post was mainly about pre-built military grade stuff. So, please tell me what you think about these being added into the game and maybe add to the list. EDIT: Not sure what's going on with some of the shades of the writing, sorry about that. It's still perfectly readable though.
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Yeah, that'd be really cool actually.
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Yeah, weight especially is something I've been wanting for ages to be taken into account. I also like all the other ideas you said and generally making much more in-depth stats, anything that makes DayZ more complex I'm all in for. You meanting muzzle attachments also reminds me that the likes of Muzzle Breaks and Compensators (I know the Mosin already has one) would be a great addition.
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Holding/shouldering/wrapping clothes round you
tehflapjack replied to UltimateGentleman's topic in Suggestions
Yeah, personally I'm all up for this idea. Also, they probably would be able to add the psychics effects you're talking about if they do a good job on this new engine. -
Yeah, most people will be. I'm just pedantic like I say, and wish for this game to be as realistic and authentic as possible.
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No, my main gripe about the game is not ammo, I meant it's the thing that bothers me most out of the things I listed. Yes there are things that are much more important but these are just things that are very easy to fix and I feel should be as soon as possible.
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Is DayZ really set in fictional Ukraine?
tehflapjack replied to Mr Sunshine Kid's topic in General Discussion
As far as I'm aware, the Chernarus map is very roughly based off some where in the Czech Republic. This is by no means for certain, just from what I've seen/heard. -
Underground Sections/Areas of Chernarus; Metro System, Caves
tehflapjack replied to tehflapjack's topic in Suggestions
Still nice to hear though, hints that if they liked the idea it wouldn't be completely out of the question. -
Underground Sections/Areas of Chernarus; Metro System, Caves
tehflapjack replied to tehflapjack's topic in Suggestions
Yeah, I can see where a lot of you are coming from with it not fitting in with the Chernarus map. So maybe, once it has had more cities it'll work better or if not, in the future when there's more maps there could be one that was based in a huge city like Moscow which it would fit into perfectly, that'd be really cool. Though like some of you are saying, caves and sewers (which is a good idea, I did not think of a sewerage system) would still fit in. -
Underground Sections/Areas of Chernarus; Metro System, Caves
tehflapjack replied to tehflapjack's topic in Suggestions
Oh awesome, that's nice to hear. -
Underground Sections/Areas of Chernarus; Metro System, Caves
tehflapjack replied to tehflapjack's topic in Suggestions
I'm sure it's possible to some extent, but yeah that's one of the reasons I think if it was to be added it would be very late in development when the game should be running on the new engine. Also, I thought it would have been suggested before but I couldn't find anything on the forums plus I had my own twists on it which I thought would be worth mentioning anyway. -
Personally, I really don't want any extra HUD elements and I like the status messages in the bottom left instead of the hunger, thirst, blood etc. meters. If anything I'd like the hip-fire crosshair to be removed, or at least on hardcore. I can guarantee you however, once modding and private hives are fully implemented they'll be de-bug monitors, the old HUD and all that on servers. And if they were to add it into the base game I'd really hope they'd be an option to toggle what HUD elements you had on as I and probably many other DayZ players, like the lack of HUD for the immersion and difficulty.
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Yeah, when I first heard the M1 Garand was going to be coming into the game I was rather "Eh", as it just doesn't fit in with the setting. But personally, I'd like it if it was a VERY rare weapon which may not necessarily be that good but the shear novelty of carrying a very rare gun and well it just being an M1 Garand, would be great. So, in my opinion as long as it's very rare it makes moderate sense and I'm happy for it to be added in.