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Draco122

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Everything posted by Draco122

  1. Draco122

    Detailed and awesome crafting

    Deo Bomb already is set to be used in some form in Standalone, in one of the stream videos, Rocket showed the creation of an improvised grenade using a can of pesticide spray tied to a flare. An aerosol Flamethrower would be sweet but the chance of the can exploding would be very low, if anything you'd have a higher chance of burning your hand than you would having the can explode. Also an idea for a potential home-made firearm: Zip Gun Metal Pipe + Scrap Metal + Shotgun Shell With a enough work a person can construct a very simple, yet deadly improvised shotgun sometimes coined as a "Zip Gun" which fires a single shotgun shell, with no sights and limited range, your limited to using it at close range only.
  2. Draco122

    Suggest an Item Thread!

    Medical: Bandaid/Plasters/Adhesive Bandages Medical Sutures Beta Blockers Morphine Vial Acetaminophen (paracetamol) Amphetamines Asprin Codeine Ibuprofen Tussin Antacids Laxatives Topical Creams Quickclot Medical Tape Surgical Stiches + Needle Smelling Salts Scapel Tweezers Military Ration Packs Russian Military Ration US MRE British GP Ration Pack US First Strike Ration Pack US Humantarian Daily Ration Emergency Field Rations Food/Drink: Surstromming Canned Soup (Tomato, Chicken, Leek & Potato, Oxtail, Beef Broth, Vegetable) Canned Hotdogs Crackers Cookies Dry Roasted Peanuts Sauce Condiments (Ketchup, Mustard, Brown Sauce, Tobasco, Chilli Sauce) Salt Pepper Protien Bar Chocolate Bar Energy Bar Dog Food Cat Food Soda Fruit Juice Whisky Scotch Rum Vodka Gin Wine (Red & White) Beer Ale Cider Bread Potato Chips/Crisps Hard Candy Dog Biscuits Pasta Canned Vegetables (Pea's, Carrots, Broad Beans, Leaks, Beetroot) Canned Salmon Pickled Eggs Pickles Canned Caviar Dried Truffles Fresh Milk Pork Rinds Beef Jerky Processed Cheese Taffy Instant Noodles Hot Chocolate Powder Herbal Tea Energy Drink Tea Mead Powdered Egg Vegetables & Fruit: Squash Zuchini Fresh Vegtables (Carrot, Leek, Onion, Lettuce, Cabbage, Tomato, Pumpkin) Edible Berries (Blackberry, Sloe, Strawberry, Raspberry, Blueberry, Rosehip) Millet Oats Sunflower Seeds Potatoes Animals/Animal Meat (Food): Pheasant Breast Venison Meat Rat Meat Rabbit Meat Rabbit Leg Squirrel Meat Snake Meat Dog Meat Wolf Meat Fox Meat Horse Meat Goat Meat Goat Leg Beefsteak Boar Meat Bear Meat Raw Bacon Mutton Mussels Clams Razorclams Cockels Raw Crab Crab Meat Lobster Crayfish Trout Salmon Carp Chubb Bream Roach Rudd Pike Zander Eel Dace Minnow Seabass Cod Mackeral Whiting Tuna Magpie Thrush Blackbird Crow Turkey Mallard Duck Goose Partridge Pigeon Frog Toad Honey Ant Eggs Bee Larvae Plants & Mushrooms: Fly Agaric Golden Chanterelle Common Mushroom Comfrey Leaves Bolete Mushroom Yellow Swamp Russula Asparagus Burdock Cattail/Bullrush Clovers Chicory Chickweed Curled Dock Dandelion Root Field Pennycress Fireweed Green Seaweed Kelp Plantain Sheep Sorrel White Mustard Tools: Multitool - Weapon + Tool Hand Saw Bow Saw Wire Saw Club Hammer Mallet Bolt Cutters Wire Cutters Stapler Sickle Pitchfork Entrenching Tool Power Drill Cement Saw Sledgehammer Blowtorch Pickaxe Bear Trap Snare Crab/Lobster Pot Fish Trap Cooking: Frying Pan - Weapon + Tool Bottle Opener Steel Skewer - Weapon & Tool Rolling Pin - Weapon Meat Cleaver - Weapon & Tool Technology: GPS Mobile Phone/Cell Phone Compact Camera Cassette Player FM/AM Radio Car Battery Clothing: Body Warmer Fishing Jacket Bomber Jacket Blazer Balaclava Paintball Mask Face Shield Scarf Storage: School Rucksack Shoulder Bag Duffal Bag MOLLE Rucksack ALICE Rucksack Small Bag Suitcase Metal Box/Chest Leg Holster Shoulder Holster Belt Holster Knife Sheath Weapon Attachments: Revolver Speed Loader Revolver Scope (x2.5 or x3.5) Folding Stock - Decreases weapon stability by a small amount but allows the weapon to be stowed more easily. Fore-Grip - Increases Weapon stability when fired fully automatic Light Barrel - Makes the weapon lighter but harder to control, more prone to damage Heavy Barrel - Makes the weapon more accurate over a distance and less prone to damage, but increases weapon weight. Crafted: Shiv - Rags + Scrap Metal Metal Club - Pipe + Rock + String Aerosol Flamethrower - Spraycan + Lighter + Duct Tape Molotov Cocktail - Glass Bottle + Fuel Can + Rags Pipe Bomb - Pipe + Gun Powder + Fuse Sling - T-Shirt + Rags Improvised Cooking Stove - Brick + Loose Wire + Car Battery Improvised Lamp - Lightbulb + Oil + String Miscellanous: Disposable Lighter Zippo Lighter Kerosene Fuel Lighter fluid Machine Oil Lightbulb Brick Rock Hairspray Deodrant Pesticide Spray Empty Glass Bottle Copper Wire Loose Wire String
  3. Draco122

    Bandits are BORING!

    This is very true, in the mod days I'd be able to survive for hours on end solo by simply avoiding people, I'd see people just running to Cherno or Elecktro and be raging minutes later because a sniper on a hill or building shot at and killed them. I'd do the occassional loot run through a big city or town, grab a bunch of the neccessties (Knife, Matches, Compass, Water, Food etc) and then just camp out in the woods and kill any animals for food, boiling water and attempting to make my way either up north or far east. I very rarely engaged people outright and if I did, it was because they put me in a situation I couldn't escape from. I don't look at DayZ as a combat first-person shooter deathmatch, I look at it as a survival experience and base my decisions on how I'd use them in real life using the "Zombies" as it were as a metaphor for a natural disater or complete collapse of a society of individuals.
  4. Overall I think the larger melee more "blunt" type melee weapons need more going for them to compete with the Axe's. A higher knockout/Uncouncious rate, more frequent knockdowns, very high chance of breaking limbs and/or crippling a target. As for additional abilities, here's what I've got: The Pipe Wrench should aid towards repairing of Vehicles (not a necessity however) or other potential mechanically operated objects, generators, fuel pumps, water pumps, water towers, fire hydrants. The Crowbar in my mind has a special use in the near future, they should be used for opening things mostly, locked doors of buildings, cars and even locked containers like crates. When opening a Door of a building or car, you risk damaging it to the point it wont lock or close back at all. The Shovel I believe should be used for the "Stash" mechanic that was originaly in the Mod, Players can use it to dig stashes around the map in Small, Medium and even large stashes. It should also be a mechanic towards building bases and shelters (underground shelters were a pivotle point in the Standalones original development plan). Additionally, one could also dig a grave for fallen comrade or recently slain victim to prevent anyone gather gear easily (the grave can still be dug up to claim said gear albiet, in a slightly worse condition depending on how long it was in the ground for)
  5. Draco122

    Item idea: Belts

    I do like the idea that belts are merely an addition to clothing but don't actually support any storage options on their own. The idea of attaching pouches and bags to the belts fit more in-line, much like how you would use a belt in real life. As it stands some belts can be considered the "standard", these belts cannot carry anything on their own but they be attached with additional pouches, holsters and sheaths, such examples include: Improvised Belt - Crafted using 2 bundles of rope, it creates a very basic belt for your character by bounding two bundles of rope together Leather Belt - A leather belt in brown or black with a brass belt buckle.Can be used as an improvised tourniquet.Nylon Belt - A belt made of a nylon material with a aluminimum belt buckle. Can be used as an improvised tourniquetClip-On Belt - A nylon belt with a clip-on belt buckle. Cannot be used as an improvised tourniquet.Military Belt - A standard military belt in olive green, artic camo or biege desert camo Some additional belts could hold additional items but they'd function for that specific purpose in mind, some such examples include: Police Belt - Has attachments for a pistol and 1 pistol magazine, a pouch for holding a small club, and a pouch for a radio and finally a pouch for holding two sets of handcuffs and keys. Police Tactical Belt - A police tactical belt commonly used by SWAT units. Has compartments for a Pistol with 2 Magazines, Grenade Pouch, Radio Pouch, Mag pouch for two Rifle magazines and a knife sheath. Paramedic Belt - A belt worn by paramedics, it holds a special first aid kit variant of a fanny pack which contains basic medical supplies. Tool Belt - A workers tool belt which carries the basic tools of a mechanic and/or carpenter. (Hammer, Wrench, Box of Nails, Screwdriver)Military Medic Belt - A Military issue Medic belt, it has a millitary first aid kit variant of a Fanny pack but with additional pouches for two rifle and pistol magazines and a knife sheath. Military Tactical Belt - A tactical military belt, houses compartments for 4 Rifle Magazines, 2 Pistol Magazines, 4 Grenade Pouches, Radio Pouch and Military Issue Knife Sheath and Pistol Holster. Military Utility Belt - A military issue utility belt that functions similar to the Tool Belt but with added pouches for combat related gear such as Rifle Magazines, Pistol Magazines and a Military issue Knife sheath. As for optional pouches, it could include: Improvised Belt Pouch - A belt pouch made out of a burlap sack and some rope, holds some items (4 slots)Nylon Belt Pouch - A nylon belt pouch, holds a small amount of items (4 Slots)Leather Pouch - A ordinary leather pouch, holds a small amount of items (4 Slots)Belt Pistol Leather Holster - A leather pistol holster that holds typically a semi-automatic handgun or a revolver.Pistol Nylon Holster - A modern day nylon pistol holster that holds a semi-automatic handgun or revolver.Leather Knife Sheath - An ordinary leather knife sheath.Military Knife Sheath - A military issue Knife sheath that works well with most Military Issue Bayonets and Combat Knives. An inbuilt sharpener is included to maintain the blade, preventing to get below a blunt edge Fanny Pack - A front mounted fanny pack that holds a decent amount of items (6 Slots)Utility Pouch - A Military grade utility pouch which holds a moderate amount of items (10 Slots)Grenade Pouch - A Military issue grenade pouch that holds upto 2 hand grenades.Civilian/Police/Military Radio Pouch - A pouch used to hold a portable handheld radio. It comes in Leather and Nylon. In addition to a Radio, Police Radio pouches can carry an additional spare battery, military versions can hold 2 spare batteries.
  6. Draco122

    357 Magnum, What does it look like?

    Not quite, the only rounds I believe that the .357 Magnum can fire is .38 Special. They are technically interchangable with each other and could offer different benefits, such as .38 being common but less powerful and if weapon repairing is added it could add less wear to a firearm
  7. Draco122

    vehicles you want in the game

    This baby here is a Tatra 813, manufactured by the Tatra company of the Czech Republic Wouldn't mind seing this either: And a sidecar mounted motorcycle like this one:
  8. Draco122

    Lets talk about 22. lr

    For people who are saying the .22LR is a weak and worthless addition and those saying "Why would you even use it". Many had said the same thing about the Makarov PM and it's 9x18mm round, but it's still being used. I'd rather have something than nothing if it mean't it could save my life for that little bit longer. Speaking of other "smaller" calibers, I'd certainly propose that .22 Long Rifle is indeed the most common throughout the world especially western countries, it's use as a target and small game/pest control round is paramount. However, from my experience .22LR is just one of the many small rounds used in Europe/Eastern Europe. More over I've seen other rimfire rounds used often in equal fashion to the .22LR, such examples I can name off the top of my head are: .22 Short .22 Magnum .17 HMR .32 Rimfire .9mm Flobert (which is actually a rimfire shotshell complete with wad and shot usually in #6 or #9 grade shot) .410 Shotshell A common firearm I have seen are cheap easily constructed varmint or "garden guns", usually in .32, 9mm Flobert or .410 shotshells, normally being Single shot, break barrel or bolt action designs, sometimes with a smoothbore or a crudely designed rifled barrel such as this:
  9. Since the mods latest patch 1.7.7 and its hotfix 1.7.7.1, Infection seems to still be an issue. Many people insist on increasing the spawns of Antibiotics, I however have a solution. The implementation of Natural Medicines in the mod and potentially in the standalone itself. How they will work: Natural Medicines would be a kind of crafting element, you'd need some specific tools in order to create said medical concoction in order to cure yourself. The effect for game play purposes would be less effective than the antibiotics you would find in a hospital. These natural remedies would for example only have a smaller percentage chance of healing you instantly and certainly would not cure you on the first dosage unlike Anti-Biotics. However all is not lost, for each continuous dosage you take, the infection gradually decreases in it's potency (Loose less blood, takes longer to kill you). With each dose (set after a cool down period between each one) would gradually decrease the effect of infection on the player until the Infection was completely elimanated. You'd be able to make three known types, for the mod, I recommended method #3 only as it's possibly the simplest to do, given the modifications possible restrictions and to save time creating additional content. Powders - With a special tool, herbs can be grounded up into a fine powder, taken on their own or added to certain food items, to give them a bonus medicinal effect upon their consumption which aids in fighting infection. Ointment - With the use of a special item in the crafting process, an ointment can be created, storing it in a suitable container and can be used regularly, applied to open wounds or bandages to give them an infection fighting effect. Infusion - With a suitable container and a series of steps involving multiple tools, a player can create a herbal tea by combining the herbs with boiled water giving it a bonus in fighting infection. One of these "special items", is a Pestle and Mortar, relatively common to uncommon and possible more common in rural areas where modern medicine is often in short supply. In regards to Method 3, the Infusion, here are the steps required to make it: Collection of prepared herbs (crushed with the pestle and mortar) A fireplace A Canteen of purified/boiled Water A suitable container to store them in (Empty Canteen) A suitable container to cook them in (Tin Can/Soda Can) The Herbs: Many medicinal herbs have been used for centuries, being used to fight Infection. Here are some fairly common herbs which can be used: Garlic - Garlic has been used worldwide for thousands of years for medicinal purposes. This wonder plant treats everything from a simple earache to pneumonia, MRSA, Helicobacter pylori, the flu and even the black plague. Contemporary research has confirmed that garlic possesses numerous antioxidants that kill bacteria and free radicals in the blood protecting the immune system and making it stronger. Garlic's active ingredient allicin can also attack and destroy a variety of viruses -- unlike modern antibiotics -- as well as fugal infections, such as candida. Taking garlic supplements as a prophylactic may help to protect against various pathogens and prevent the onset of disease Echinacea - Echinacea has been used for hundreds of years to strengthen the immune system and fight a variety of infections. Traditionally, echinacea was used to treat open wounds, diptheria, cellulitis, blood poisoning, syphilitic lesions and other bacterial-related diseases. Although it's mostly used today for fighting colds and flu, this potent herb possesses the ability to destroy the most virulent bacteria such as Staphylococcus aureus which causes deadly MRSA. Sage - Common sage is grown in parts of Europe for distillation of an essential oil. Salvia and "sage" are derived from the Latin salvere (to save), referring to the healing properties long attributed to the various Salvia species. It has been recommended at one time or another for virtually every ailment by various herbals. Modern evidence shows possible uses as an antisweating agent, antibiotic, antifungal, astringent, antispasmodic, estrogenic, hypoglycemic, and tonic. Where could they be found?: Any of these herbs could be found anywhere in Chernarus, it would give players another incentive to use the woods other than hunting for Pigs and Rabbits.
  10. By "Common" Melee weapons I'm referring to items which can be used as a extremely common, readily available melee weapons that in a realistic scenario you would be able to find. This has partly been spurred by the recent release of patch 1.7.7 Some examples: Stick - Stuck in the wilderness, unarmed and afraid, simply snap off a branch of a tree and viola, you've got your own melee weapon, it's weak as hell but it's better than nothing. Metal Pipe - Could be most commonly found in Industrial sectors, made from Copper, Iron, Steel or even Lead. Still not quite powerful enough to kill in one hit, but still a good defense when nothing else is available. Fence Post - See those white fence posts dotted around various houses? How about someone try ripping one out and use it as a crude club. 2x4 - Found in Industrial sectors and Farm loot, a simple length of 2x4 timber
  11. Something that got me thinking, what if certain actions within the mod and potentially in Standalone, could be percentage chance based. Basically, performing a certain action has a percentage chance of it working correctly. Granted it is already within the mod but alot of the times, the whole "percentage chance" is set to a negative effect on the player, such as bleeding, chance of infection, chance of knockdown and so on. I propose some suggestions towards positive percentage chance actions. Flares as Fire Lighters - In my honest opinion you should be able to create a fireplace without the use of Matches, however Matches are still a required component to start fires instantly. However, to make use of the somewhat over abundance of road flares we frequently come across, perhaps allow them to act as "emergency" fire lighters with a percentage chance of lighting a fire. If a fire does not light, you waste a flare, while the chance of lighting a fire with a flare is low, it still gives you that option. CPR - Had a friend who has recently died, perhaps add in CPR, it'll be a percentage chance term of affair but it allows you to revive a team-mate who has just recently died. The window for revival would be small and it would leave you vulnerable to attack during the animation, however, it gives players the ability to revive those who have just recently died, albeit with little health remaining and a very high chance of passing out on a regular basis. Greater Repair - When repairing certain items for example on a vehicle, their should be a percentage chance of doing a good repair state and a bad one. The bad one merely repairs it to a workable state but crashing or even merely bumping it resorts to being damaged or destroyed again, this would be useful when repairing structural damage of the vehicle such as the windscreen, hull or engine.
  12. Draco122

    .357/10mm handguns and revolvers

    Those in blue, should still remain in my humble opinion. Lee Enfield = While not as "Common" as Mosin Nagants they are still used throughout most countries, both in Europe and the Middle East, plus in a game stand point, it offers a higher capacity over the mosin at 10 rounds instead of 5. M14 = I agree in removing the use of the Aimpoint scope, but have the default M14 in-game, like the M16 they have still seen widespread use throughout various countries and to argue the weapon is "old" is like saying the Mosin Nagant is a brand new weapon Remington 870 = Indeed they have their own pump actions and semi-auto's, however the Remington 870 is still one of the widely distributed firearms across the globe. Granted I could see the Military version being replaced with a more common Express or Hunting variant. As for the rest of the weapons, we still don't know the true backstory behind DayZ and the Standalone. Who are we to tell whether or not before the outbreak that the US and the British came in to provide national aid. It's not unusual for a small country to call on another much larger and powerful country such as the US or the British to help them out in a crisis.
  13. Simply put, two weapon ideas that could potentially be added into DayZ Standalone and the mod itself. Three weapon ideas to lay out on the table, two weapons which are improvised via tools and another which is a craft-able weapon that can be crafted by players with the appropriate components. Nail gun - The Nail gun is a construction tool re-purposed as a improvised pistol, it fires Nails from a 40 round "clip" style magazine and would commonly spawn in industrial loot spawns. The Nail gun is fairly silent but short ranged and does relatively meager damage (less than 9mm weapons at 889 blood) and is only truly effective versus Zombies with a head shot. The other downsides are lack of a sight and only useful at short ranges. In terms of the following weapons, the Blow Torch and the craft-able "Flame Spray", the way I had envisioned these weapons is that they act like a short ranged automatic weapon. They'd have 10,000 uses but each "shot" is fairly weak, to counter-act this, the weapon fires extremely quickly at this short range, removing X amount of blood per second for all the time the target is within this range. In addition, due to these tools/weapons propellant being gas, it doesn't catch foes on fire, instead it would probably deliver a pain status effect on players. As most melee weapons are effectively treated as short range firearms in the mod, these weapons would function similar but instead with a automatic function over a "semi-automatic" function. Blowtorch/Welder - The idea behind the Blowtorch/Welder is an alternative repair item for Vehicles, it effectively allows you to spot weld together damage on a vehicles hull, restoring the vehicles hull to a better condition. It doesn't instantly repair the damaged hull instantly like you get with scrap metal and a toolbox but it can be used to quickly repair a damaged hull. It can also be used as a short ranged weapon that takes the sidearm slot, it has 10,000 uses and acts like a close range flamethrower, doing minor damage at an extremely fast rate of attack. Flame Spray - The idea of the flame spray is a craft able weapon that takes the sidearm slot, it consists of an aerosol can (like a deodorant/hairspray or pesticide spray can) and combines together with a lighter (or potentially matches) to create a short range flamethrower. It would behave similar to the Blowtorch/Welder but would be a dedicated short range weapon.
  14. Draco122

    DayZ Mod 1.7.7 Patch

    The one thing I'd like to see in one of the hotfixes, is to increase the number of melee weapons, namely the low damage ones such as the Crowbar and Baseball Bat. If sneaking is more of a concern and Melee weapons more important, shouldn't they be more common than firearms? I mean if I wander into a factory I should be able to use at least some kind of pipe or even a wooden branch as a weak melee weapon
  15. The Zombie knock down does seem to be a bit off in places, occasionally it happens all too soon before the zed is even close to me. The Loot spawning is just ridiculous, either it takes forever to spawn in or there is so little loot at all you can't get anywhere. It feels like I'm playing DayZ: 2017 (which is fun in its own right), I could understand a drop in weapons overall for all the loot spawns but to go an hour to find nothing but tin cans and useless "Junk" items seems crazy. It seems this patch has sacrificed some of DayZ's "fun" factor for more realism and in turn I fear this may lead to a massive drop in the playerbase, as the number of casual dayZ players certainly outweighs the number of hardcore DayZ players
  16. For the Standalone I'd like different kinds of medical loot from drugs to medical items, such examples include: Pain Medication - Acetaminophen / Paracetamol - Aspirin - Codeine - Ibuprofen - Morphine - Methadone Drugs - Amphetamines - Trucker Pills - Robitussin - Adrenaline - Antibiotics - Vitamins / Minerals Bandages - Field Dressing (the bandage in the mod right now, is technically an army field dressing) - Roll of Bandage Medical Equipment - Scalpel - Splint - Brace - Syringes - Surgical Tubing - Empty Blood Bags Medical Kits - An idea to find not only individual medical items but also a chance to find individual kits (like a very small backpack) that is filled with medical items. - Surgical Kit - Small / Medium / Large First Aid Kits - Blood Transfusion Kit - Doctor / Medic's Bag - Specialised kits used by Medical professional
  17. So far, I like the patch, the Zombie Knock down thankfully is being looked into so I can rejoice in knowing I won't get the feeling of being constantly knocked down. The only two other problems with the Zombies themselves is the number of Zombies that spawn (having a small horde appear from a shed and chase me relentlessly seems a little off) the other is the sensitivity to aggro a single zombie, even while prone and crawling through a bush and yet a zombie 20 meter's away spots me. However the one thing that is straining me, is the level of Loot. For example, a bug which persists is that Loot takes an incredibly long time to spawn and the amount of loot that spawns is yes incredibly rare but it's starting to feel like I'm playing DayZ:2017 with how scarce the loot is. Granted, it's a Zombie apocalypse, but in all honesty I just want to hop into a server, scavenge what I can and bug out. If anything I'd rather the scarce loot be a server option (no doubt it is but I honestly can't tell with it being this early). Overall I feel the patch has sacrificed a little too much of the "fun" aspect of DayZ in exchange for more realism. I honestly want to find fun in this latest patch, but like Boatie has said, I can't personally afford to have 4-5 hour sessions, 2 hour to 3 hours are tops for me
  18. Draco122

    DayZ 1.7.7.Dev Bug List

    Regarding the Loot Spawning Issue, played 2 hours, 1 hour each on two different servers both Vanilla. They both had the same deal, Loot took an incredibly long time to spawn and when it did, the amount of loot that did spawn sometimes you couldn't pick it up, it would give you the option but no action would be taken, even relogging didn't solve the problem. This was most common with Backpacks inside supermarkets, you could search them, and place items inside but you couldn't pick 'em up, even relogging didn't help. Also in regards to Zeds, the number of zeds that spawn seem to be off. For example, spawned near Solnichniy, the small coastal village directly east of Three Valleys and south of the town itself. Went prone but still somehow managed to aggro one zed and ended up having 20 zeds come out of a single building and chase me relentlessly, the knockdown can be especially annoying as it certainly feels like I'm getting knocked down 50 to 75% of the time. Additionally Zombies now get stuck in Doorways, especially in apartment blocks and small houses and sometimes you can find a whole group just sitting inside a house and don't move or can't move rather.
  19. Draco122

    More guns.

    As out of place as the Lee Enfield and Winchester were, I still love 'em and I would certainly miss them if they were taken out of the standalone. All I'm saying it should be to the point where they're not so much removed from the game but replaced, perhaps make the Mosin Nagant way more common than the Lee Enfield and it's a good trade off to the Mosin, you trade power for more rounds in the magazine but at a cost of the Lee Enfield being significantly more rare than the Mosin. Perhaps rework the Winchester to be a somewhat modern equivelent of a pistol caliber lever action. They do make lever action rifles to fire .357 Magnum ammunition for example. I'd much rather go for adding more guns but keeping those that work but just tweaking them a little.
  20. I say add the KSVK, gives that one weapon that is indeed, an anti-vehicle weapon. Additionally, I'd love more rifles that are more civilian in nature or obsolete military surplus such as the Mosin Nagant, a Lee Enfield Sniper and a Mauser K98
  21. Something that I find bizarre in the mod is that there is no "knockdown" instead just a knockout phase where the player just falls unconcious if hit after an attack on low blood. I think with weapons and attacks overall there should be a more common "knockdown effect" where the player is momentarily stunned but not unconcious but is unable to follow up with an attack and has only a slim chance of retreat. In my opinion, the knockout phase for example after getting shot by a Lee Enfield or DMR should be far less common in chance, instead a knockdown is more likely where a player is knockdown on their ass/knees/side and forced to retreat
  22. Draco122

    The Armsel Striker!

    In terms of Shotguns I'd much rather see a Saiga 12 than an Armsel Striker, doesn't necessarily mean I'd not want a Striker just that it seems a little out of place for DayZ
  23. Draco122

    Heavy pistol weapon idea

    .357 Magnum and .44 Magnum Revolvers I will vote for as new pistols for Standalone, simply because they fit in with the whole Hunting scenario and personal protection against large wild animals such as bears
  24. Draco122

    Kill with your hands

    Unarmed Combat should be restricted to Punching, Kicking and possibly Tackling. In terms of unarmed combat, here's how I look at it: Punch - No Damage but inflicts "pain" status" effect after a few blows, only affects players, Zombies/Infected unaffected Shove - Used to push Zombies/Infected away or possibly knock down players if on uneven ground, does no damage. Remaining stationary, gives a more powerful shove. Kick - Same principle to the shove but must remain stationary to perform, a powerful kick that can knockback/knockdown Zombies and Players, does no damage but inflicts "pain" status effect. Stomp - Can only be used on "stunned" Zombies (knocked down and stationary for a few seconds) or "knocked out" players. Gives a swift stomp on the victims head, can kill with repeated hits. Tackle/Charge - An attack that can only be performed while Sprinting, can ram oppenants with the shoulder or tackle them to the ground, instantly knocking the oppenant to the floor at the cost of yourself also being knocked down (if you tackle someone, your both going down to the floor). The "Ram" attack could also be applied to knocking down wooden doors and other obstructions.
  25. Draco122

    DayZ: SA cars

    Additionally perhaps have multiple cars that have an automatic and manual transmission. A smart player who has trouble driving a manual will look for an Automatic. Of course the downsides are always prevelant when driving a car with an automatic transmission, compared to a manual stick shift
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