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Draco122
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Everything posted by Draco122
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When I think of an "Underground Base" I think of a Military Bunker with complex tunnels/hallways and multiple rooms, I'm against this idea. In essence I think the so called "bases" should be more along the lines of an under-ground survival shelter, better than a tent and providing way more options for survival. Normally they are a small enough to hold 2 or 3 people, maybe more depending on the size and manpower needed to make one (some can also be made into 1 man shelters if need be). Inside they can hold maybe 2 or 3 beds, a workbench, bookshelf, food storage box and so on. Some examples:
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Think it needs a slightly slower rate of fire and you'd be good I think, it's a pity there aren't any lever guns in .45 ACP, plenty in .45 Long Colt. otherwise I'd suggest having a pistol caliber carbine that takes .45 ACP. If your winchester was added, I'd honestly use the Winchester more often, it'd be a nice alternative to the Lee Enfield, faster fire rate and capacity in exchange for damage and range.
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Just a thought I had to involve the British weapons and Gear. As it stands in the mod, British weapons are entirely high tier gear that is often highly sought out for, however there's not much there besides maybe an Assault Rifle and its variants, in addition to an AS50 Anti-Matierial rifle that has recieved much hate over the period that DayZ has been active for. So, perhaps more British Weapons to tie in with their level of high tier greatness. Here's some examples: Pistols Browning Hi-Power (L9A1) - 13 round magazine, .9mm weapon. Perhaps the most "common" of the British weapons. SIG P226 (L106A1) - 15 round magazine, .9mm weapon. Could perhaps take both M9 magazines and its own magazines and have a variant fitted with a flashlight and suppressor. Shotguns L128A1 - Variant of the M1014, has a Holographic Sight and can fire Slugs with more accuracy over a longer range. Assault Rifles/Carbines L85A2 - Should come as both SUSAT, ACOG, HOLO and Grenade Launcher C8 Carbine (L119A1) - Should come with two variants, Grenade Launcher with ACOG and Suppressor, Flashlight and Red Dot (RCO) Battle Rifles L1A1 SLR - Same as before but featuring a x4 sight as an additional variant Marksman Rifles/Sniper Rifles L86A2 - Behaves like an Assault Rifle but clashed with Machine gun attributes and characteristics of a Sniper Rifle such as high accuracy and longer range. Going prone gives you an accuracy bonus, due to the bipod. L129A1 - Equipped with an ACOG and behaves similar to the M14 AIM. Gains an accuracy bonus due to the attached bipod when prone. L96A1 - Takes its own magazines, L96A1 magazines but they can be split into two M24 Magazines, likewise two M24 magazines can be converted into one L96A1 magazine. Has a single stage mil-dot scope and can zero to 1000m. Behaves similar to M24 but with a 10 round magazine capacity. L115A3 - Takes its own unique magazines, slightly weaker than the .50 cal's but strong enough to kill in 1 shot at 800 meters, only gives a knockout beyond those ranges and only kills in 1 shot if it strikes the chest or head. 5 round magazine, single zoom sight that can zero to 1400m. Machine Guns L110A2 - Variant of the M249 SAW, fitted with a x4 SUSAT scope and bipod. Launchers and Explosives L72A9 LAW - Single Shot, Anti-Structure Rocket Launcher. Extremely rare but is disposed of once used. Behaves similar to the M136. L109 Frag Grenade - Frag Grenade used by British Forces. Miscellanous Gear British Assault Pack - Same as now, 18 slots, found in residental areas. Sabre Expidition Pack - Even larger than the Coyote Backpack and Czech Backpack at 30 Slots. Osprey Body Armor - Similar to Camo Clothing but grants hero class body armor that can protect against handgun rounds. Sabre Combat Vest - For Standalone use. Combat Vest used by British Armed forces. Designed to provide multiple pouches for storage of ammo, weapons, food and equipment. S10 Respirator - British Army Gas Mask renowned for it's use by SAS. GSR Respirator - Replacement Gas Mask made to replace the S10. Has twin filter attachment points to make switching filters easier.
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This is just something I'd like to see in Standalone, is the idea of choosing how much you'd want to eat out of a single food item. In the Mod, you instantly consume an entire can of beans or an entire steak in one shot, how about being able to choose how much you consume out of that single food item. For example, you have one can of beans but don't want to consume it all at once to only restore a small amount of your hunger, so instead with this, you crack it open and eat sections of it at a time before it becomes completely empty. The downsides of this of course is that prepackaged food items such as canned goods spoil just as fast as cooked foods when opened or consumed by a small amount. With this it would inspire an element of rationing especially when in a zone that is sparsely populated with food items.
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My thoughts on "why" some british weapons appeared was because I always thought of the British Forces being apart of a relief and support force that may have came in shortly before the US NATO forces fled Chernarus (for whatever reason) hence why British weapons were so rare
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Starting a thread on this to get an idea, it's been said before but I'm doing it again. Crash sites in general are always a topic of great discussion, such as how many should be on a server at once and are always synonymous with holding super rare loot. Well for Standalone, I'd like to ask to change that. To stop having Crash Sites act as the means for super rare loot. While it makes it cool and everything, the mod as it is now always only has one or two crash sites with super rare loot and its a little annoying to see that in a apocalypse where you'd see tons of car and truck wrecks you almost never see any plane or helicopter wrecks at all. An example from an earlier post I made in another thread: The "state" of the crash should also dictate it's loot. Such states include: Fresh - Fresh crash, probably landed only a few days ago, sometimes visibly gives out a trail of smoke from a distance. Holds rare loot or lots of loot. Airliners in good condition can be boarded and searched for items. Often spawns ALOT of Zombies. Rare chance to spawn. Soft Landing - Plane or Heli sustained a soft landing cannot be flown but can be scavenged for parts for other air vehicles and spawns a decent amount of loot.If often in good condition can be boarded and explored. Rare Chance to spawn. Hard Landing - Plane or Heli sustained a hard landing which has destroyed most of its structure, very limited availability for spare parts and most of the loot is "damaged" or destroyed in the crash. Only certain parts can be boarded and searched. Rare to Uncommon chance. Totalled Wreck - Plane or Heli crash that is a complete burning wreck or is burned out, gives out thick black smoke. Chance for broken or damaged loot is high with undamaged loot extremely low. Uncommon chance to spawn. Old Wreck - An old wreck, has been there a while, rusted occasionally covered in plantlie and often with zero loot around, barring junk items. If in farely good condition, can be boarded and used as a house or shelter. Uncommon to common chance to spawn. So for standalone, I'd love to see more crash sites and wrecks, whether they are just idle objects in a world or something people can see as an environment attraction. Perhaps even explored internally and/or used as shelter or an improvised base. An example of some crashes and wrecks alongside their proposed loot chance and types: Civilian International Jet AirLiners: Airliners like the Boeing 747 for carrying passengers. Uncommon chance to spawn. Crash sites yield almost always Civilian loot such as: Clothes Food/Drink Basic Medical (Bandages, Painkillers) Industrial Scrap Flashlights and batteries Flares Flare gun (Rare) Melee Weapons (Pipes and Scrap Junk that can be used as weapons) Civilian Fixed Wing aircraft: Planes like the AN-2 Colt or the Cessna 172, most common crash site as I believe they'd be the most prevelant plane on Chernarus. Common to uncommon chance to spawn. Commonly spawns Civilian Loot: Clothes Food/Drink Industrial Scrap Melee Weapons (both improvised and common, Knives, Machetes, Hatchets) Civilian Weapons (Low to Medium tier civilian weapons) Military Weapons (Low tier military weapons) Light items (Chemlights, Flares, Flashlights) Flare Gun Survival Items Civilian Cargo Civilian Cargo planes, filled with miscellanous Cargo, Rare chance to spawn. Contains large amounts of miscellanous civilian loot such as: Clothes Food/Drink Occassional Vehicle (Car, Bikes, Trucks all in bad condition) Various Items Industrial Items Military Cargo Military Cargo plane like the C-130 that was carrying Military grade equipment or relief materials. Houses ALOT of equipment depending on its crashed state. Rare chance to spawn. Such items include: Military Clothes Military Weapons (Low to Medium Tier with rare chance to spawn High Tier) Food/Drink (MRE's, Water Canteens) Military Equipment (NVG's, Flashlights, Chemlights, Flares) Flare Gun Explosives (Grenades, Satchel Charges extremely rare chance for these to spawn intact) Military Vehicles (all in bad condition) Containment Cells for Infected (likely carrying Infected to a secure location, gives high chance of catching infections and diseases, spawns ALOT of Infected) Military Transport Military troop transports, usually Helicopters. Various types of Helicopter indicate what kind of loot it is. Almost always spawns Military loot of various tiers. Very Rare chance to spawn. Russian Mi-8 - Spawns Russian Low to Medium Tier Weapons and Equipment KA-60 - Spawns High tier Russian Weapons and Equipment US Huey - Spawns US Low to Medium Tier Weapons and Equipment US Blackhawk - Spawn High Tier US Weapons & Equipment British Chinook - Spawns Low to Medium Tier British Weapons and Equipment British Sea king - Spawns High Tier British Weapons and Equipment Abandoned Derelicts Old, often abandoned derelict planes, like an world war 2 Bomber or fighter or an abandoned sea plane. Spawns no real loot bar junk items. Could lead to unique items only found on these derelict planes. Some examples: Abandoned Catalina Seaplane Derelict Soviet MIG Fighter - Abandoned Plane submerged in sand, possible inclusion for the new Swamps in Standalone -
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.50s gone? Add the Lapua! (with 2 changes)
Draco122 replied to -Gews-'s topic in DayZ Mod Suggestions
I'm for the 115A3 and .338 Lapua, while I still believe the .50's should remain rather than be removed just tweaked enough to be "Balanced" but removing them seems best for the time being, its never an easy thing to just remove a weapon, it's sometimes best to try and fix it and balance it first. I still believe the KSVK should be added as an official weapon too, because of it's .50 cal nature but slow fire rate (being a bolt action .50 Cal). Overall I actually think they shoul increase SVD Spawns as well as the M24 spawns and make the DMR even Rarer, I thought Chernarus was supposed to be a post soviet state, wouldn't it make more sense to have more SVD's than Western DMR's? Plus, I always consider the "British Weapons" in DayZ to be of the High Quality end game gear, for the longest time I remember how the L85A2 AWS was my End Game weapon but it was removed before I even had the chance to use one properly. Now it's the other high end british gear I look for. In addition to other British weapons, perhaps the following could be added to further expand the somewhat limited variety of British weapons: L96A1 - Uses .308/7,62 NATO, takes L96 Mags, same damage as DMR/M24, 10 rounds. 2x M24 Magazines can be converted to 1x L96 Magazine or 1x DMR mag can be split into 2x L96 Mags in addition to 4x M24 Mags L115A3 - Uses .338 Lapua or .300 Magnum, 5 round mags. AW50 - Similar to KSVK, takes .50cal AW50 Mags, 5 rounds, bolt action, extremely slow fire rate, takes backpack slot -
I could see a Winchester in Eastern Europe, they did import a number of 1895 versions chambered in 7,62x54mmR, the same round used by the SVD. Plus it's a game, so anything could be made up. In addition, perhaps the 1866 should be replaced by a somewhat more common lever action? Something like the 1894 or 1892 chambered in a more modern cartridge. My understanding is that they do make modern copies chambered in .357 Magnum and .38 Special respecitively, the same also goes for .44 Magnum and .44 Special
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Ammunition is a core front of any weapon particulary firearms, but it got me thinking, why is it that in DayZ itself only shotguns and grenade launcher recieve such a dramatic benefit. While shotguns are certainly under-used in DayZ, even more so with Grenade Launchers (largely in part to their rarity) only these weapons recieve alternate ammo for them. Alot of the ideas where somewhat inspired while playing Fallout: New Vegas, which has some interesting ammunition mechanics. Instead here's what I propose: (BE WARNED LOTS OF TEXT!) Ammunition Types Something to consider was the idea of ammunition types, in this essence it's the same ammo but of a different type (by no means is it "alternate ammo"). To express my point is the idea of Military Ammo versus Civilian Ammo. A .223 Round is the same as the 5,56x45 NATO, but a .223 is often coined as being a civilian round because of its drop in power compared to military spec 5,56 NATO. However it has been proven that some military weapons can interchange between these two types. An M16 for example, can fire both civilian power .223 rounds in addition to military spec 5,56 NATO rounds. However this has been told that it's not exactly a safe practice when used with Civilian weapons that can also take .223 rounds as firing military issue 5,56 NATO can cause malfunctions and a number of safety related issues. Similar rounds are the .308 Winchester is the same as the 7,62x51 NATO, the difference again being a drop in power and penetration for the .308 compared the 7,62 NATO. The .357 Magnum is derived from the .38 Special and the .44 Magnum is derived from the .44 Special. Weapons that can fire .357 or .44 Magnum can also fire their Special cousins for weaker damage. Alternate Ammo We've seen the alternate ammo on the shotguns and grenade launchers, but why stop there? Why not have a little bit more in terms of ammunition variety. Some examples: Common Ammo types: Round Nose - Commonly used in large caliber Hunting Rifles (CZ-550), designed to give moderate expansion with high stopping power and accuracy but lacking penetration of hard materials, also used in some pistols too (possibly the standard round used for all handguns). Hollow Point - Common amongest Pistols and Sub-Machine guns but also used for civilian Hunting rifles. Inflicts high damage on unarmored targets but lacks penetration against hard targets (HP pistol rounds will not penetrate body armor, Hollow Point rilfe rounds will penetrate armor but have a severe reduction in damage delt, cannot penetrate hard surfaces such as metal or stone) Soft Point - A combination of a Hollow Point with a round nose type, using a plastic tip. Penetrates thin materials and can also penetrate body armor with limited effective. (SP Pistol rounds can penetrate body armor but behave similarly to HP rifle rounds, SP rifle rounds have an increased penetration and damage to armored targets and light cover) FMJ - Commonly used in Military Weapons (the standard round type for all Military weapons). Designed to aid in penetration of materials and body armor while lacking in terms of expansion (high AP but low damage). Exists for military .9mm weapons as well (M9, MP5A5, MP5SD6) Sub-Sonic - Low Power rounds used for Suppressed weapons. Extremely rare and limited to .9mm and .308/7,62(Same as the SD rounds used in the Mod) Armor Peircing - Directly designed to peirce armor and materials, extremely rare military issue ammunition. (Offers high armor peircing benefits against most forms of cover and can pierce military issue vehicles fairly well, still only offers marginal damage to unarmored targets) Surplus - Dated or old rounds which have become corrosive, (pretty much should be the standard ammo for everything in residental, farm or hunting loot spawns). Damages the weapon internally and causes frequent jams and malfunctions. Unique Alternate Ammo 9mm & .45 ACP +P - Exists primarily with .9mm and .45 ACP, increases penetration of light materials, improves range (because of the high velocity) and stopping power at the chance of increased recoil and possible damage to the weapon resulting in misfires, malfunctions and jams. Exists for 9x18mm (Makarov), 9x19mm (G17, M9, PDW) and .45 ACP (Revolver, M1911) Hydra Shok - Exists with .9mm and .45 ACP. Teflon coated hollow point bullets which aid in both expansion and penetration. Very rare ammunition type. (Similar in function to SP bullets but with far more increased damage and penetration). Exists for 9x19mm (G17, M9, PDW) and .45 ACP (Revolver, M1911). Super - Only available with .45 ACP. Longer case filled with a more powerful propellant. Increases damage and range as well as velocity of the round but increases recoil and can damage the gun with use. .357 Magnum/.44 Magnum Flat Point - Flat Point round commonly used in lever action rifles. Behaves similar to a Hollow Point but has increased knockdown power at the expense of penetration and expansion. Semi-Wadcutter - Used for shooting paper targets and hunting. Behaves similar to a Round Nose, offers increased stopping power at the expense of penetration of hard targets. .38 Special - Parent round that the .357 Magnum was designed off. Has similar look to the .357 Magnum but with a shorter case. Delievers less damage and stopping power but at the expense of less wear and tear on the weapon and less recoil. .44 Special - Parent round that the .44 Magnum was designed off. Has similar look to the .44 Magnum but with a shorter case. Delievers less damage and stopping power but at the expense of less wear and tear on the weapon and less recoil. .223/5,56 NATO & .308/7,62 NATO Match - Match Rounds designed for Accuracy. Improves accuracy of the weapon from longer ranges when fired but offers reduced damage, stopping power and less wear on weapon. Tracer - Largely designed for Machine Guns, fires a streaked bullet. Offers similar performance to an AP round but fires a visible bullet which can be tracked by the shooter and its oppenants. Shotgun Ammo Birdshot - Shotgun ammo used for the hunting of birds and small game (rabbits, chickens, birds), fires anywhere between 70 to 100 pellets. Lowest damage shotgun round with a large spread designed for shooting birds mid-flight. Most common shotgun round. Buckshot - Shotgun ammo used for hunting intermediate game at close range, also used for defensive and combat shotguns for police and Military. Fires 8-9 pellets and offers the highest damage at close range (similar to what we have now) Slug - Fires a single solid lead slug which has high penetration and stopping power with a chance of knocking someone out on hit. (Same as we have now) Magnum Birdshot/Buckshot/Slug - More powerful version of standard Birdshot, Buckshot and Slug. Increases recoil and damage to the weapon however. Flechette - Fires several tiny steel darts which aid in penetration but lack stopping power and damage. Bean Bag - Commonly used by Police Forces as a less lethal weapon. Inflicts the Pain status effect on hit and can knockout the target. Rock Salt - Commonly used by Farmers to ward off intruders. Fires several cube shaped pellets of rock salt. Inflicts a severe pain effect on a successful hit and is required to remove the salt pellets to cure. Incendiary (Dragons Breath) - Shotgun round loaded with magnesium and Zinc pellets which fires a gout of flame. Short ranged and doesn't penetrate well but does fire damage to anyone within 30-40 feet of the user. Home-Made - Home-made shotgun rounds (possible crafting recipe) which allows players to make improvised slugs, flechettes or buckshot rounds using scrap materials. Flare - 12 Gauge flares commonly used in signal pistols. Fires a bright red flare. Grenade Launcher Ammo (Very Rare) HE - High Explosive grenade, detonates on impact with a small blast area FRAG - Fragmentation Explosive grenade, detonates on impact with a large blast area Smoke - Smoke Grenade, detonates on impact but leaves a trail of smoke behind the round after 40m. Direct hit will kill a target, delievers different coloured smoke Tear Gas - Riot-Control grenade, detonates on impact but leaves a train of white gas after 40m. Causes temporary blindness and blurryness. Baton - Riot control grenade, fires a large 40mm plastic or rubber round. Causes instant knock out on hit but only minimal damage. Flare - Fires a different coloured flare. A direct hit will cause severe damage. Crossbow Ammo Wooden Bolt - A craftable wooden bolt which has an 80% chance to break on impact. Can be made from a pile of wooden. Steel Bolt - Default Steel bolt, 100% chance of recovery but cannot be crafted. Improvised Bolt - Improvised bolt crafted from scrap metal pieces. Effects the accuracy of the bolt when fired. Chemlight Bolt - A steel or wooden bolt which has a chemlight tied to it. Flare Bolt - A steel or wooden bolt which a flare tied to it. Fire Bolt - A steel bolt which has a fuel soaked rag on the tip, is lit and fired. Causes burn damage on targets and brief light source. Poison Bolt - A bolt which has a tip coated in poison or an infectious disease. It's alot, but it's there
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[SA] - Ammunition Types & Alternate Ammo
Draco122 replied to Draco122's topic in DayZ Mod Suggestions
I agree on the ammo overhaul, but as for the CZ550 I think its caliber of 9.3x62mm should remain but like you say have it's round do more damage than the DMR or M24. Some additional notes: Yes I over thought it, so here's a simplified version Round Nose, Hollow Point, Full Metal Jacket, Sub-Sonic, Armor Peircing and Surplus rounds should remain as the different types of round. Surplus would be the most common Round Nose and Hollow Point coming a close 2nd FMJ is third While Sub-Sonic and Armor peircing rounds are extremely rare In addition I'd like to add Match and Tracer as Ammo Types instead of Alternate ammo, Match would be high grade non-surplus ammo which is rare while Tracer is almost exclusively used for Machine Guns The Alternate Ammo should be reduced in number by having only their "parent" or "sister" cartridge, these include: .45 ACP = .45 Super .357 Magnum = .38 Special .44 Magnum = .44 Special 5,56 NATO = .223 7,62 NATO = .308 Shotgun rounds should benefit still from a larger variety which include: Birdshot - Most Common Buckshot - Uncommon Slug - Uncommon Magnum Shot/Buck/Slug - Rare Bean Bag/Rubber Slug - Rare Rock Salt - Uncommon to Rare Flare - Uncommon Grenade Rounds should be ultra rare military spawn only with the exception of flare rounds, HE, Smoke and Flare like we have now should remain, with possible chances to include Baton and Tear Gas as low tier military loot All the Crossbow Ammo should remain, craftable bolts especially -
Unarmed combat was said to be possible in DayZ: Standalone, so would it be possible to add a a Disarm animation for unarmed combat. The downsides would be that you would merely get the weapon loaded with a single magazine worth of ammo. Nothing spectular but enough to kill your oppenant. The disarm would only be effective at very close (touching) ranges. The effect would be determined by the situation, some examples would be: Behind (Target hasn't noticed the player) Sidearm is holstered, Primary is out - Player removes the targets pistol from it's holster and uses it against them Primary is Holstered, Sidearm is out - Player removes the targets rifle from it's holster and uses it againt them Side (Target has noticed the player and is to the side and is in a very close proximity) Sidearm is holstered, Primary is out - Player wrestles the primary out of the Targets hand (with a percentage chance of equipping said weapon) forcing him to draw his pistol or retreat. Primary is Holstered, Sidearm is out - Player wrestles the sidearm out of the targets hand (with a percentage chance of equipping said weapon) forcing him to draw his primary or retreat. Front (Target is in very close proximity to the player) Sidearm is Holstered, primary is out - Player kicks the primary out of the targets hand (with a percentage chance to drop) forcing the target to pull a sidearm or retreat. Primary is Holstered, Sidearm is out - Player kicks the sidearm out of the targets hand (with a percentage chance to drop) forcing the target to pull a primary or retreat. Some additional notes: The weapon does not need to be loaded in order to be disarmed, so pulling an empty double barrel shotgun from a targets back could potentially cause the target to attack back with a fully loaded makarov. Sidearms generally would have a higher chance to drop compared to Primary weapons The condition the target is in (low blood, fever, lots of pain etc) can contribute to whether a weapon will be dropped upon a disarm The same condition effects can also effect the state at which a player is able to successfully disarm a target. A sickly player for example could have a low chance of a disarm compared to a decently healthly player. Disarming the target from behind is often a high chance of a disarm (as the target doesn't know your there yet) The effect of disarming melee weapons is the same for Primary weapons.
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I dont exactly know what the element of the animation work has been done in the Standalone but I'd thought I'd ask anyway. One of the major let downs I think of the ARMA II DayZ mod, in addition to ARMA II itself, is the lack of animations it provides in terms of weaponry and equipment. Even down to idle animations. Majority of the time, your merely loading an invisible magazine into a static weapon model that never changes. Is it at all possible to have better animations to the weapons from games like Counter Strike Source, Battlefield, Metro 2033 and STALKER. This way more details can be shown when in first person or even third person view and in my opinion it would show a far more polished product. Perhaps even give a reason to use first person in 'casual' modes Some examples: Counter Strike Source Metro 2033 (the idle animations makes an important option in immersion and the amount of polish that went into the game) Stalker (SHOC and Clear Sky) Battlefield 3 Red Orchestra 2
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Yes exactly, simple animations is something I'm looking forward to, attention to detail most of all. Bipods moving, slings moving, maybe some idle animation, reload check, ammo check, weapon malfunctions, unjamming a weapon etc
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At the very least I'd like to see a ,357 magnum revolver, there pretty common and it kinda suits Chernarus
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Desert Eagles don't really fit in with DayZ, however if you like alot of weapons I can suggest the DayZ: Breaking Point, a mod for a mod in itself. Adds over 600 different weapons, 100 of which are handguns (mostly it's variants of the same weapon or so I've seen). Regardless, DayZ needs more appriopriate weapons that fit the theme of a post soviet island of Chernarus. Surplus and Civilian weapons (Makarovs, Lee Enfields, Mosin Nagants, SKS) in general need to be increased in chance to find and Military weapons should appear sparsely with Russian Military weapons (AKS-74U, AK-74, AKM) appearing more often over NATO style weapons (M16, M4, M24, DMR), British Weapons (L85, L115A3, AS50) even more so do to their them being extremely powerful).
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In my opinion, players should also spawn somewhere in the woods on the west, not always ending up on the coast but somewhere more inland
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Yes, I had intended the idea to be reset upon death, no persistant skill bonus's. It makes "experienced, veteran and expert" players more unique the longer they survive with the various actions they perform, but again they are usually only minute chances and changes. In addition, I'd like add onto that idea, rather than have a "predetermind" set-up where you get each bonus skill at levels 100, 200 and 300 and so on, instead I propose the effect be random of gaining an additional skill bonus between 10 and 50 tries as one example. This way it could emulate the feel of how the character is learning the more they do an action, smaller influences such as time between the action and action in question could determine the rate of progress and progress gained.
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I don't think persistent gear is a good idea, it's not a bad one but I don't think it's a good one either for the game. A compass is an extremely invaluable item in DayZ and it would remove the point of looting areas in search of a compass. In my terms, I believe that doing a monotonous or tedius task should warrant a small experienced based skill bonus. An example is doing 100 blood transfusions in Standalone leads to much more experience gained in doing them and so, the end result is less likely hood of someone getting an infection upon a transfusion and significantly less chance of loosing blood (possibly gaining a little more)
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An idea for the use of the straight razor. Like it's creation and purpose its used for shaving, so let us use it for that purpose. For shaving. An idea sprung to mind, when a male character has survived for a lengthy period of time, that character will steadily begin to grow a beard, until it gets to the point where it just gets too large it gives other players a definative sign that this player has survived for a long period of time. This makes players with characters who have survived for a while, somewhat reconignizable by other players so allowing for the razor to be moved to the toolbelt and then given the option to shave near a lake or with the use of a water canteen will remove the otherwise lengthy beard. A razor could also be used to customise ones facial appearance somewhat and make their character that little bit more unique.
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An M203's 40mm flare is still pretty deadly, in addition to 40mm smoke if it hit someone directly at a certain range, if a variety of flare guns were added, the larger the caliber of flare, the more destructive it would be. So 12 Gauge flares are the weakest, 26.5, and 37mm are the middle ground with 40mm being the most powerful. There's also another reason to use a flare gun as a weapon, whenever I see a flare gun in a movie or used somewhere in Real Life I think of three words: Last Ditch defence. If you have no ranged weapon at all and you still want someone to go away or at the very least flee, shooting a flare gun at them is one deterent when you don't have anything else
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[SA Discussion] Crash Sites/Wrecks and their Loot
Draco122 replied to Draco122's topic in DayZ Mod Suggestions
The reason for carrying low tier military weapons on fixed wing Civilian aircraft was ways to inspire people to think that during the early outbreak those who tried to flee and were shot down in planes could have very well stolen a military issue weapon (something low tier such as a AK-74 or AKS-74U) The British Equipment was an error on my part, I had intended there only be high tier british loot and I think they do serve a purpose in Chernarus, perhaps British Forces aided the US in qaurantine efforts or humantarian relief efforts -
Maps or countries you would like to play in
Draco122 replied to ThaFatBuddha's topic in DayZ Mod Suggestions
Gonna get some flak for this but an American city is something I'd like to see, WarZ had a good idea for using Colorado and the Walking Dead Atlanta is something I'd like to see also. But for a more unique type, I'd like see something like the Artic or Canada -
In addition, two potential videos which give valuable insight to Flare Guns as weapons: In addition to regular flares, I'd love to see some smoke flares added in. Kinda similar to Smoke Grenades but somewhat more readily available and don't always give a cloud but more a rising smoke stack
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For me personally, I'd love to see varieties of Flare Guns not just stick with the standard Orion orange 12 gauge. Some examples of various Flare Guns: Orion Flare Gun - 12 Gauge Flare, extremely common seen practically everywhere but overall very weak as a weapon H&K P2A1 - 26.5mm Flare, Often used by Military and Police forces, fires a more powerful flare which can also be used as a weapon Kampfpistole Z - 26.5mm Flare, German World War 2 flare gun modified for 26.5mm flares, common in eastern european countries
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I think it should be a mix of different planes and crash sites in general as opposed to just one per server, the chance of loot actually being there is what should dictate its rarity. For example, a smoking heli or plane wreck has a chance to yield lots of common loot or rare loot but one which is old, rusted and decrepid (like it's been there a while) should spawn little to no loot or purely very simple items. The frequency at which you encounter them should also reflect the location, an example is at Airports. How often do you visit an airport and not see a single plane, whether broken down for repair in a hangar or crashed into the runway. Airports in general should have a higher chance to spawn crashes and wrecks of planes however the chance of finding rare loot is much much less.