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Draco122

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Everything posted by Draco122

  1. I agree, beans for you sir Perhaps place it in Guba Bay, past Black Lake and litterally to the far right of Olsha Village. Probably far enough away so that you can just see it from standing ontop of the Olsha Mountain/Hill top Last time I went up there it was generally pretty empty mostly people consider it prime camping ground as it is pretty bare and not alot of people go up there, I'd love to see it very rocky up there in Guba Bay, possibly lending itself to a ship graveyard. Shallows and rocky areas would certainly blend well with some sort of ship wreck. Also in terms of loot I think it would be best to place the "majority" of it as industrial loot with a special chance to find unique loot.
  2. Draco122

    Civilian Items, Weapons, and Bandages

    While not strictly russian, here's some examples of some "Improvised" weapons. Gotta love those Chechens for their ingeniuty and prowess in creating home-made guns: A variety of home-made full auto only sub-machine guns and uzi style semi-automatic handguns EDIT: In addition to rifles and shotguns, the most prevelant and possible most common "pistols" amongest Russians would likely be revolvers in a high caliber as a defence against wild animals. .357 Magnum or .44 magnum is possible
  3. Draco122

    Simple double-barrel improvement

    Even with body armor pellets should be able to cause a knockout effect or even kill through force alone if one is close enough. It has been recorded that while body armor protects the user from the actual round, the chance to be killed from the force of the blow is greater the closer you are to the shooter. Deer slugs have been recorded penetrating car doors and smashing through armor not through penetration but sheer force alone. I believe shotguns should be increased with additional benefits in addition to the buff in damage, perhaps an increased chance for leg breaking and the highest pain given per shot (so extremely shaky aim)
  4. Draco122

    Simple double-barrel improvement

    Shotguns overall in DayZ just don't have the same feel as in other games. For some like me carrying a shotgun as a secondary is common place, I mean think about it, the ammo is extremely common, slugs and pellets are just as common as Makarov rounds and it has a much higher effectiveness against humans. Overall I think shotguns do need a bit of a damage buff in terms of Slugs and Pellets. I remember in the good old days of DayZ when a shotgun was about as deadly as DMR/M14, why because of that one shot Knockout with slugs and impressive often one-shot, one kill effectiveness with pellets. I'd like to suggest a damage buff in addition to a fire rate buff for the double barrel, perhaps the double barrels long barrel length could contribute to the extra damage by delievering a high velocity round in the case of slugs, giving it a one shot knockout effect. I'm also in support of a Sawn Off modification which can be made once a player finds a toolbox
  5. Something of which I wanted to bring up on, is the topic of texts within Standalone. Something which I could see people benefitting is the topic of text articles which players can grab and read, the purpose of which will teach those unfamiliar in a mechanic and give interesting tips, hints and perhaps guides and instructions on how something works. Some areas which I believe would benefit in Standalone: Medical Books - Medical texts which can describe elements of first aid and medical practices in addition to knowledge and information. Basic First Aid leaflets which could give players valuable hints in how to stop bleeding, how to ease pain and ways of decreasing the chance of further injury Intermediate Medical books or Magazines which can describe what items do and what items to look out for in addition to providing information on symptons for sicknesses and diseases in addition to what cures it. Advanced Medical texts which instructions for the player on life saving operations and medical practices (such as effective use of a Blood Transfusion) Mechanics and Engineering - Information and knowledge into the repairing and mainteniance of vehicles, possibly even informing players of the world around them such as parts needed and what requirements are needed. Instruction manuals for vehicles and other machinery which can be found to give information on it's correct use. (Like the starting procedure for a diseal powered generator) Engineering magazines which give players valuable hints in keeping a vehicle in its best possible condition Books and magazines which give helpful ideas and instructions on how to modify vehicles Guide Books - Information on specific topics such as flying a helicopter or plane, driving a car, or even telling how to operate a piece of equipment. Books which provide instruction or guides to a specific action. Examples include safe driving of a car, boat, plane or helicopter giving instructions on correct operation. Firearm Books, Manuals and Magazines - Information on various firearm practicies from general, to mainteniance and repair to styles of shooting. Manuals for firearms teaching the player the best ways to repair and clean firearms for best use. Shooting magazines which give tips for someone using firearms, explaining the best way to use them Firearm lists or perhaps even guides telling what firearms are more likely to be found in an Eastern European setting Survival - Guides and Books, explaining the fundamentals of Surviving in Nature Handy pocket books which provide brief explanations on survival, such as giving simple tips to survive Larger sized books which provide in-detail information on plants, animals and survival practicies such as woodland shelters, fires and best areas to survive Military Textbooks - Books which describe tactics and stratergies on how to deal with oppenants in combat. Field Manuals given by soldiers giving some brief combat tips to survival in a combat situation Military textbooks which describe military manuevers and tactics in detail Health & Fitness - Books which describe the best way to keep yourself fit and healthy. Magazines which provide helpful tips to giving the best out of the players body Books which provide health instructions on how to keep the players body clean, disease free and healthy Food - Recipe books and magazines which give valued insight on how to properly prepare and perhaps even improve food. Magazines and Books which provide food recipes a player can create by finding specific food items and combining them at a campfire or stove. Could lead to unique bonuses by crafting unique food items. Travel - Maps, Tourist guide leaflets and historical books which teach the player of areas to go to or perhaps look out for. Maps of different quality and age, older maps could just have main roads and not list backroads, newer maps could hold backroads, paths and survey maps could go into explicit detail on the surronding environment. Tourist guide leaflets, hikers pamplets and information sheets which could provide areas to explore and visit Construction - Books teaching the fundamentals of crafting and construction. Instruction manuals on specific crafting recipes for players designing a specific item or entity Handy leaflets created during the Outbreak to craft simple but effective weapons/items Books on effective modification of vehicles, buildings or personal protection Poetry - Some literature to keep a players mind focused or at ease. Some various forms of poetry books, could even be apart of a community challenge. Create unique poetry texts for Books in DayZ Standalone. Fictional Stories - Fictional stories and books which can provide a source of entertainment in the Zombie Apocalypse Same as above, could be a community challenge to create fictional stories for the mod. Some mild entertainment during the Zombie apocalypse and adding a huge level of flavour to the game. Backstory Texts - Newspapers, books and document texts describing the backstory and what actually happened before the player arrived. Newspapers which could describe the onslaught of what happened on Chernarus before and during the Zombie Apocalypse Books, which are rare and only a few published, which describe accounts of Survivors during the outbreak and documention on the Zombie Virus Qaurantine leaflets and handouts explaining the operation of the Qaurantine, perhaps even tips (though obivious ones) to avoid infection Super rare scientific/military documents which explain what the virus is, what it does and how it got released
  6. Draco122

    Less military stuffs

    You sir are correct, they did use a number of double barrel shotguns at the end of World War 2,however they also used a number of single barreled variants as well, usually very jury rigged and improvised. They did also use "Drillings" for Luftwaffe pilots towards the beginning of the war as survival weapons but they were quite rare.Try looking up the M30 Luftwaffe Shotgun, is one specific example. As for Military stuff in general, I believe this should be true. In a post soviet state your more like to come across eastern european guns over NATO and western weapons weapons.
  7. Draco122

    Remove Starter Flashlight; Bring Back Flares

    I agree with having flares as starting equipment over flashlights, more over I'd like to suggest to reduce the amount of flares you find. Normally most packs of flares I've found come in 3 or 5, not 10. I disagree about the NO starting equipment at all, I'd suggest a bandage at the very least with no backpack, no painkillers or flashlights. Just two or three Flares and a single bandage. Plus if you washed up on the shore from a boat or something, Flares are fairly common on ships apart of emergency SOS kits, alongside other emergency kits which provide additional materials. I have seen some SOS kits that keep two or three flares handy in addition to some very basic medical supplies (mostly plasters and bandages).
  8. Draco122

    Cooked Food

    Just a thought... if we can cook meat over a campfire, why not do it with canned goods as well to improve some of their already minimal effects? Technically speaking you can still use the can itself as an improvised cooking pot too. I mean as good as Beans are, aren't they better cooked or warmed up?
  9. Draco122

    homemade attachments

    Home-made attachments could be little things attached to your weapon, such as improvised camoflauge as a simple means or a scope cover to reduce scope glint in sunlight. I could see a flashlight strapped to a double barrel shotgun but not much else and it wouldn't last for long either, maybe a few shots at most
  10. Draco122

    Standalone - Gun Stores / Police Stations

    Indeed, some security measures I could foresee are iron bars along the windows or reinforced doors. Some could also be located as a basement shop, one entry in or out and if it's locked, the chances of getting in and out unscathed are extremely slim. Alarms in the major cities could further enforce the idea, tripping an alarm could attract every infected within a 100 metre radius to that location and would serve as a sign for any bandit or survivor too. Some requirements like you stated could enforce a certain tool to break in. The somewhat useless crowbar could have a function here as a simple means to break in but at the cost of a severe penalty of an alarm going off or making alot of noise. Explosives are the quicker option but have an even worse effect than the crowbar. Perhaps a set of Bolt Cutters or even a Blowtorch could be carried as a requirement for entry.
  11. Draco122

    Standalone - Gun Stores / Police Stations

    At most you can probably expect to see one or two restaurants in the major cities and maybe some some cafe's or greasy spoon diners. Their equivelant of fast food from my experience, comes mostly in form of crepes called Blini's or Blintz from a food chain called Teremok.
  12. Draco122

    Stuff in backpacks

    Well truth be told I keep a Smoke grenade in my survival kit as a Signaling device. I suppose I should have mentioned as well that is the sort of stuff you might find if you were to search a backpack while inside a barracks or other military installation. But regardless a nice idea
  13. Draco122

    Standalone - Gun Stores / Police Stations

    I like the idea but I think it needs a little work: Gun Shops The Largest Gun stores should be located in the four major cities, Cherno, Elektro, Berezino and Zelenogorsk Smaller Gun Stores are sparsely located in major settlements and/or towns Gun Stores are generally looted to begin with, most of their glass is shattered. One or two gun stores could however be unaffected (mostly real small time stores) Gun stores hold "Civilian" firearms only, mostly low tier shotguns and hunting rifles or handguns (Double Barrel, 1866, CZ-550, Lee Enfield and Revolver) at higher chances than finding in normal residental housing but at a high chance of it being looted sooner. Gun Stores would also house other important supplies such as Compass's, Maps, Backpacks, Hunting knives, Axes and Machetes in addition to Survival gear 2. Police Stations The Police Headquarters (being the largest police building) should be located in one of the four major cities or which ever one is deemed as the "capitol of chernarus" Sister stations (smaller in size but acting as secondary headquarters) should have one station for each major city for three out of four. A number of smaller police outposts should be located in various areas at major settlements Police Stations hold the most in terms of medium to high tier "civilian" loot with a low chance to spawn low tier military loot. Civilian weapons include: Makarov, 1911, Revolver, CZ-550 and Lee Enfield Military weapons include: G17, M9, PDW, MP5, Remington 870, M1014, AK-74, AKS-74, AKS-74U, AKM, M24, SVD Apart from specific facilities within a station, they should spawn mostly residental loot, occassional equipment (such as maps, watches, compasses, water canteens, chemlights and flares) with a rare chance to spawn medical loot (such as morphine, painkillers and epi-pens)
  14. Draco122

    Stuff in backpacks

    More so to add on that, if you happen to find a backpack in a house, there should be a small chance for some rare loot to spawn inside or loot you'd normally only encounter in a specific zone such as a hospital. Such examples include the Compass, MRE's, Morphine, Epi-Pen's, Smoke Grenades, Frag Grenades (at an extremely rare chance). Also I don't think they should hold weapons, more so just equipment, ammo, food, meds and junk items.
  15. Draco122

    Note Books

    Or it would be a case of this: "To the person reading this I'm currently on a hill Looking at you... I got my sniper scope set on you... Time for you to say toot-a-loo"
  16. Draco122

    Dual Wielding (not guns)

    I'll leave this here for future reference: Some additional notes: Some Flashlights could be used as clubbing weapon, famous examples include large D cell Maglite Flashlights made from aluminium or lightweight steel. Different size flashlights yield different stances, large flashlights (such as these: http://i.istockimg.com/file_thumbview_approve/8723701/2/stock-photo-8723701-large-yellow-flashlight-isolated-on-white-path-included.jpg ) cannot be used as a weapon and held down at waist level. Medium flashlights use the FBI or Neck Index technique and can be used as a weapon. Small pocket Flashlights use the two handed techniques. Chemlights and Flares are held out in front of the user, like a reverse FBI technique.Flares however reduce accuracy and visual aid significantly (ever try holding a bright hot flickering flare while shooting a handgun?)
  17. Draco122

    [SA] Smoke Grenades

    Just something I'd like to suggest in regards to Smoke Grenades in the Standalone. Have three variants of Smoke Grenade: M15 White Phosphorous. A bursting type grenade which uses white phospherus to generate thick plumes of white smoke. Players in close proximity of the grenade during the explosive reaction take severe damage from burns resulting from the chemical reaction of White Phosphorus reacting with the Air. These grenades can also double as Incendiary devices. This is the only smoke grenade which gaurantee's death if a person hangs around inside the smoke cloud long enough or suffer crippling and painful wounds. M8 Smoke Grenades currently in use by the US Forces but being phased out for the M18. An emission type which gradually spews a smoke mixture which consists of hexachloroethane (HC). Causes intense coughing fits, eye irritation and skin irritation when a player walks through in the cloud. M18 Smoke Grenade. A more modern emission type currently used by US forces and replacing the M8 which spews a less harmful smoke mixture than M8 Grenades resulting in less damaging effects. In all however, Smoke Grenades besides the M15 White Phosphorus, do these effects: Walking in the cloud for even but a moment results in the player suffering from eye irritation, breathing problems and skin irritation. The resulting effects would induce poor aim, lack of visual prowess and frequent coughing fits. This effect is generally temporary (exposure for a few seconds) Prolonged exposure (30 seconds to 1 minute) can lead to chemical damage of the player characters lungs resulting in a permanant coughing fits and loss of eyesight for a long length of time. Close proximity to a smoke grenade could induce chemical burns upon detonation, resulting in painful burns and possible bleeding wounds. Smoke Grenades used in inclosed spaces risk a higher potential risk of danager to users in the area. Smoke Grenades used in Dry areas pose an increase risk of starting fires.
  18. Draco122

    Uncommon common zombies.

    This pretty much sums up my thoughts on this, don't get me wrong I do enjoy some variety in the "infected" but I think it's best not to overcomplicate it. For example: Armored Infected: Former Soldiers, SWAT, Uniformed Police or even some rag tag Militia wearing some form of body armor, it protects their torso from body shots, making small caliber weapons such as Handguns, Sub-machine guns or Shotguns firing buckshot generally useless, if they are wearing a helmet only a rifle or a shot to the face would kill. Killing them gives players a chance to scavenge usuable or damaged armor, the downsides are evident with increased chance of infection to the wear when equipped. Backpackers: It would be nice to come across an odd Infected with a backpack, he'd be slower based on the stuff it has loaded into its pack. The loot inside is random too, so you could just kill an infected and find a bunch of empty bottles and tin cans if you were unlucky enough. The chance to find rotten/diseased food is high too and possibilities of finding broken equipment even more so. It'd be rare to find a backpacking infected who's equipment and gear is still within a workable condition. Doctors/Nurses/Paramedics: Refers specifically to those within a medical industry. I say no to them carrying blood bags, morphine and epi-pens for infected such as Doctors or Paramedics at an extremely rare chance. Nurse Infected should carry Painkillers and/or Bandages but they carry an extremely high risk of infection when used. "Suits" and Special Clothing: By Suits, I mean specific clothing types, Infected Doctors that wore white/red Cleansuits or Soldiers with NBC gear before they turned or firefighters wearing a fire retardent jacket, construction workers wearing high visibility vests. Anything that covers a specific profession should warrant an infected a small chance of wearing that clothing related to said profession.
  19. While I do support some variety of the DayZ Infected I sometimes wonder if they have some intelligence to use crude clubs. It has been recorded that some animals will use items and objects in the world to help them achieve their own goals, primates for example are notorious for using sticks to bash open fruit. I'm not suggesting they use firearms, but simple clubbing weapons or some simple bladed weapons. Maybe before they were infected they didn't just drop everything, maybe through some forgotten memory or showing a simple line of intelligence they picked up something to use as a weapon besides their own two hands. It gives more variety to the infected and possible showing an increased danger amongest them It would also kinda give them more of a "infected" feel as well, showing that the infected still posses some intelligence, despite their inherent rage induced sickness. Some examples of weapons carried by infected include: Sticks Bottles Rocks Metal Pipes 2x4's Crowbars Small Baseball bats/cudgels/batons Kitchen Knives/Hunting Knives Combat Knives/Machetes/Hatchet (One Handed) Various farming hand tools Scissors Broken debris (Glass, broken furniture etc) EDIT: On an additional note, weapons can be scavenged from these infected, however with the new disease system implemented in the Standalone, the chance of getting a disease from an infected civilian after taking his weapon would be just as high as taking an infected persons clothes or more if the weapon can be used for another purpose (such as a hunting knife, tainting any meat it touches)
  20. Draco122

    [SA] Infected Melee Weapons

    At most, I'd say maybe an permantly broken gun, because I'd imagine a zed running after you, using a rifle as a club is gonna be broken after a few swings, rendering it useless. But yes I also agree with you, armed Infected should be rare but add that little bit of danger and variety!
  21. You'd encounter alot of Blank Shotgun shells, they're easy to make and also easy to find than other calibers, because they are someitimes used by Farmers to scare off birds off crops
  22. At most, a blank can still wound you, a blank fired close to point blank range can seriously hurt you or even blind you. I'd sooner give someone a melee weapon, as opposed to a firearm.
  23. Draco122

    Make 30 round STANAG mags from m249 belts

    If this was done, I'd also like to see it done with the Bizon, combine 8 Makarov mags to make 1 Bizon Mag, would certainly make it a little bit more than just a throw away weapon. However, the same could be said for the M240 box, I'd imagine you'd have quite alot of DMR/M24 ammo when take an M240 magazine
  24. In regards to some medical items I believe certain items should be based more on their real world counter parts. Instead of a non-descript item such as Painkillers, I think there also be some actual names applied to them. For example, Paracetamol is a common over the counter painkilling drug however one such side effect is that it can induce stomach upsets, Ibuprofen however is another more common over the counter painkiller of which in large doses could induce a heart attack or increase blood pressure (to a point where a fatal heart attack is more common) Overall I think SA should incorperate some actual names for painkillers and other medical items, something that if you know in real life could potentially apply in-game which if I'm right Rocket is certainly going in this direction
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