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Draco122

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Everything posted by Draco122

  1. Draco122

    [SA] Firearm Safeties

    Something which I realised has never been done before in any shooter or sim to my knowledge. Some games have weapon firemodes but this got thinking, how about adding an additional mode that incorporates the weapons safety mechanism to prevent accidental discharge? You could also find some weapons with the safety already on, so it's not likely to always be ready to fire as soon as you find it and pick it up while some weapons don't have a safety at all. Like for example Revolvers or very old rifles (such as the Lee Enfield)
  2. Just an idea towards more aviation vehicles such as Helicopters and planes. Whether for Standalone or the mod (if possible) Just a few examples: Bell 47 - A light helicopter, single engine with very little in terms of protection but is fairly fast. http://en.wikipedia.org/wiki/Bell_47 Homemade Helicopter - It's not a joke, it has been done and is infact possible to fly a homemade helicopter. Single seater with limited fuel capacity and no protection but very fast. http://www.computersolutions.cn/blog/2009/04/homemade-helicopter-flying-high-and-crashing-back-down-again/ And last but not least, Ultralights. Single or two seater fixed wing aircrafts that could be used to get to one place to another, like the homemade helicopter it offers no protection, limited fuel capacity but is fast and easy to repair. http://en.wikipedia.org/wiki/Ultralight_aviation
  3. Draco122

    [SA] Firearm Safeties

    Well technically I doubt Standalone will be using ARMA II's control scheme, no doubt Rocket has implemented a somewhat simpler control set-up. And besides there are other ways to bind something to the same key, double tap or hold it down or something. I was only suggesting a weapon safety to keep it simple, while I'm for authenticity I'm also for practicality and in game-terms I do half agree with you. The idea of racking a slide or decocking/cocking a weapon is something I only really see applicable in certain scenarions, weapon jams for example being one of them which I might add said by rocket himself, that it will be in the game in some form.
  4. Kind of a little rant here... Tonight i had the most frustrating element with the Hatchet trying to get a wood pile from what I assumed was and is infact a forest near Black Lake on the Map Chernarus. Every server I visited had this, it was mind boggling. All the wiki's state you must be within a green area on the map yet it continues to give me signs saying "You must be in a forest and close to a tree to get wood". I am in a forest and next to a tree, what are you thinking is a forest? It was infuriating, especially considering a tiny plot of woodland on Skalisty island produced wood piles no problem but Black Lake seems to want to not give any wood at all and forcing me to go way far out just to get any wood. So in all, what does this game consider a "Forest" and not?
  5. Draco122

    DayZ Mod 1.7.5.1 Update

    I've noticed that servers that have "custom wrecks" are often the most bane of this, often the custom wrecks spawn but its usually the default wrecks that dont. I've wandered around one server I frequent that has alot of custom wrecks and I've noticed since the patch that theres more custom ones than there are default (and most of the custom wrecks I've seen are all medical loot)
  6. Draco122

    DayZ Mod 1.7.5.1 Update

    I read earlier in the thread that some servers haven't updated their server or whatever or it was a custom command within a private hive that was conflicting with the new patch. I've seen crashes sites on some servers though, overall I think its more a server side issue than a mod issue, just not sure
  7. Draco122

    What about scope/lens reflection?

    You can get scope covers for Rifle Scopes, most civilian brands are designed merely to keep the scope clean when your moving about until your ready to set up. Military or specialist brands are slightly different These for example opt for a non-reflective lens that is simply placed over your scope. However I've heard mixed reviews about these types. They're suspectible to "fogging" and can also can blur the bounderies at long range targets. Some more Military style sight covers used by the Military often also include the use of anti-glare covers which incorporate a tiny hole or slit. While this doesn't have the negatives of scopping fogging or blur, it does often limit your field of view even further when looking down a scope. You can also make an improvised scope glare covers with a slit by using duct tape, however it is simply a temporary solution. Their found on Night Vision Scopes as well
  8. Draco122

    DayZ Mod 1.7.5.1 Update

    In regards to Blood Bags, I think it would have been better to make it so that people who are infected and give blood automatically give the Infection to the person they are healing. I think in previous versions, players with an infection could give blood with no negative effects on the reciepent. Thats how I "initially" looked at this new feature. I think earlier in this thread, Razor one of the DayZ staff mentioned that the code was 80 metres down from 200 metres but the reason why Zeds can still spot people a mile off is because the code wasn't changed for 200 to 80. Thats how I look at it, I'd need Razor to confirm it, but I'm sure thats what he said. As for Backpacks, I think some tweaks were required to balance out some new additions to the backpack line. These were the British Assault Pack with 18 slots and the Survival ACU which carries 16 slots and is an equal contender for the ALICE Pack. Personally I'd think the Survival ACU would be better as a 20 slot Backpack instead of 16. Also the Czech Backpack has 24 slots, rivaling the rare Backpack (Coyote). Going of DayZ Database and personal recordings, these are new slots for all the Backpacks: * Patrol Pack (Coyote) - 8 Slots, 1 Weapon (Handgun) * Czech Vest Pouch - 12 Slots, No Weapon * Assault Pack (ACU) - 12 Slots, 1 Weapon Slot (1 Long Arm or 2 Handgns) * Survival ACU - 16 Slots, Untested * ALICE Pack - 16 Slots, 2 Weapon Slots (1 Long Arms or 3 Handguns) * British Assault Pack - 18 Slots, Untested * Czech Backpack - 24 Slots, Untested * Backpack (Coyote) - 24 Slots, Untested As a personal suggestion, perhaps ramp up the Backpack (Coyote) to 30 to balance it alongside its relatively rare spawn chance
  9. Just an idea for Standalone is the introduction of storms and other Natural hazards. For example, one current map, Namalsk has a "blowout" effect, while I don't suggest anything like that its something nice to have. Some kind of hazard that exists in the world, happens randomly and instills some kind of negative effect to all those that stand in front of it. The storms I'm thinking of is heavy torrental rain which cause flooding, high winds or hurricanes (to the point trees get uprooted), possibly heavy snow fall and intense tidal currents which could capsize boats and potentially damage nearby coastal villages. As for natural hazards, how about mudslides and rock slides caused from heavy rain, fires caused by intense heat during dry summer days or as a very rare example, lightning striking an object or even player, at say a 1/1,000,000 chance
  10. Draco122

    DayZ Mod 1.7.5.1 Update

    While I love how the Zombies are now depicted, I'm still finding myself at odds with their detection chance and spawn rates after you've been detected. Not being able to hide inside a bush wasn't so much of a problem for me, as they still had difficulty climbing steep embankments and hills. However even if I was to put several trees, rocks and a hill between me and a small horde, they'd still somehow manage to run after me even though I should be outside their supposed field of detection. In regards to their spawn size, its a little off for small towns, while its nice to see a few Zombies shambling about in the bigger cities when you first get there, the problem I had was the smaller towns. An example was in Komarovo, once I'd got detected by one Zombie, I walk out of a building to discover a MASSIVE horde had just spawned after all the Zombies "communicated" which each other further increasing the aggro, I'm talking about 10-20 zombies for a little coastal town of Komarovo, all running after me to the beach side hanger at Balota for which an even larger group had amassed by the time I reached the hanger. In all, I suppose the horde grew to almost 30-40 Zombies, give or take. That size would be understandable if you were fleeing Cherno or Elektro but for a little town, not so much
  11. An idea for Day Z: Standalone to come along with their disease mechanic. The idea is of a bloated corpse that after a period of time are brimming with disease and infection to the point the corpse is bloated with natural gas. Other means refers to a water source where a body had polluted it, has become water logged, washed ashore and is brimming to burst. If it bursts in close proximity to a living human besides being coated in gorey mucus, there is a strong chance they can pick up an infection through this, the chance is higher if they have a recently bandaged wound or is exceptionally high if they are bleeding. Now a bloated corpse could be an animal or a human, why would you get near it. Sometimes you wouldn't have a choice in the matter when moving around inside a building, you could have just noticed a corpse and investigated it, there could be some loot lying nearby for you to use. The idea is that a bloated corpse could potentially burst if you get too close or stand around for too long, showering you in a gross mucus that could potentially increase your risk of catching a disease. It can be washed off via rain or swimming in a pond or if you changed your clothes and discarded them.
  12. Draco122

    Belt Pouches

    Something else as an addition to carrying more gear on your person. The addition of finding belt pouches, like those little green pouches you sometimes see for other items, being used on your person as a means of carrying more gear. I'd say you can carry a maximum of 10 additional pouches, each pouch offering 1 additional slot, of which it adds onto the existing backpack carrying capacity or in a seperate inventory bar. You can't put any weapons in them besides grenades, food, extra bandages, ammo or drinks
  13. Draco122

    Kevlars

    Its a nice idea but it has its flaws. If Rocket is going for as realistic as possible, what you describe would kinda defeat that purpose. Kevlar in itself is just a trademark name for the material used in personal armor and most armor that uses Kevlar is frequently known as Soft Armor. Soft Armor on its own will stop most small caliber rounds from pistols and some shotgun rounds (such as Birdshot/Buckshot), knives and even soften the blow of blunt impacts reducing damage.Flak Jackets are often synouymous as "Soft Armor" because their designed to resist shrapnel and projectile debris. However, this armor on its own will not stop rifle rounds at all, what they can have however is act as a carrier of a ballistic plate such as a Ceramic or Steel. These are what are often used in todays body armor to stop most rifle rounds like those fired from the AK (5,45mm) or the M16 (5,56mm). Heavier plates can be added to resist stronger rounds or resist more rounds before a round will penetrate.
  14. Draco122

    Military Helmet

    To add, Helmets may also protect well against Sub-sonic rounds and Silenced pistols. There's been a few times where I've been snuck up on while I've been looting and shot in the back of the head with a Silenced pistol
  15. Draco122

    Light Armored Tank

    I for one agree, main battle tanks and light tanks as scenery should be used as wrecks to loot. Scrap metal, possibly even ammunition or weapons. I'm sure if you found a tank you could dismantle the M2 Machine Gun and mount it onto a Pickup truck or take a few shells for the main gun and construct some crude IED's. I for one would go for the wheeled vehicles like the US Humvee and Russian Vodnik. I could see the Humvee being equipped with and without a machine gun, some closed and some open. Vodniks being amphibious could have no guns or a single PK machine gun. The other possibility for an armored military vehicle is the BRDM-2 without its HMG, relying purely on its PK machine Gun for defence. The BRDM-2 is an armoured patrol car previously used during the Soviet Union. Like the Vodnik it too is amphibous however it posses a unique flaw, in order to get out of the vehicle you must exit out of a front hatch, which means exiting out if the vehicle is about to be destroyed would instantly put you into the line of fire. The only tracked vehicle I could suggest would be the american M113 APC which is sometimes also used as an Ambulance as well and frequently used by less developed countries as an APC or Police SWAT Vehicles. It's main armament is a M2 .50 cal and your exposed when your operating it. Plus because of its age, most modern weapons can still defeat it. Alternatively it could also be an unarmed variant, possible used for training or something.
  16. Draco122

    [Standalone] Bloated Corpses

    Some seem to be confused on this topic... This ^ is how I intended the Bloated Corpse, nothing regarding the corpse exploding (like the L4D Boomer or a grenade) you have to be physically touching the corpse in order for it to potentially pop. Looting it or merely touching it could cause a rupture. And by "Corpse" I'm referring to dead bodies, players who were killed ages ago, Animals that are left to rot, Zombies who have been killed , ones you'd find naturally or those that are normally static (like the dead soldiers you sometimes come across at Airfields). By no means do I intended for "Bloated" Zombies
  17. Draco122

    Disadvantages To Carrying/Using AS50/M107

    I'd say the only real way to fire these weapons is from a prone position using a manually set up bipod via the command option. Firing these weapons from a standing or a crouched position is no easy task, their so heavy for one the idle sway would be increased even when standing still for several seconds. I believe an option should be used such as "Deploy Bipod" which steadies the weapons for as long as you are prone. The downside of using this, is because it is manual action you will have to deselect and reselct the bipod process, adding prescious seconds to bipoding and picking up / deploying the weapon. Shooting the weapon in a standing or crouched position will take a long time to realign the next shot, I'm thinking after each shot you get a temporary "pain effect" where your hands shake uncontrollably like when your hurt or are cold for a few seconds with each shot, making semi-auto firing "accurately" near impossible without the use of the bipod. A good example of this is with any LMG such as the M240, Mk.48 or M249, all three have bipods which automatically deploy when you go prone, but have horrid accuracy and recoil when fired from a crouched or standing position (the M249 being the most controlable out of the bunch).
  18. Draco122

    Reduced AKM/AK74 spawn, replace with SKS

    I'd say yes to the SKS but to add a slight difference to the equation on where they spawn. Everyone seems focused on reducing the spawn rates of AKM/AK's inside Firestations and other similar Military Loot spawns such as Barracks or Airfields. In my honest opinion this is fine, AKM/AK's should be found soley inside Military Loot Spawns such as Barracks, Control Towers and Military Tents. Fire Stations and other similar Police/Military spawns should have an increase in finding lower level Military weapons such as Sub-Machine guns (such as the MP5, Vz.61 and/or unsilenced Bizon PP-19), the AKS-74U rifle and Shotguns (such as the Remington 870 and M1014). Not once however have I heard the mention of Deer Stands which often spawn a myraid of Military gear, both Warsaw pact AKM/AK's and NATO M4's/M16's, M24's and M14/DMR's. However I believe that certain weapons such as the Lee Enfield, Mosin Nagant, Double Barrel Shotgun, CZ-550 and the SKS should spawn inside these Deer stands instead of military loot as well as inside Farmyard Barns and other residental buildings. Afterall with a name such as "Deer Stand" they'd be more used for hunting wild animals than containing Military loot such as DMR's and other such military weapons. The reason being is that alot of old Surplus weapons like the SKS are often frequently used by the civilian populace as inexpensive hunting weapons in alot of European countries. Anyone who has gone hunting for Wild Boar/Pigs will testify that the 7,62x39 fired from an SKS is a perfect hog killer.
  19. I'd say as well as castle ruins you also have abandoned Bunkers from an old War, perhaps multi-story apartment buildings that can be entered (think the massive buildings, not the apartments we have now)
  20. Draco122

    Ammunition types

    Here's my thoughts on this: * HE and Incendiary are somewhat one and the same, both have an explosive element but are largely restricted to Heavy Machine Guns and Anti-Material Rifles. Incendiary rounds are often confused with Machine Gun tracers which are already in-game as it is. HE/Incendiary rounds Should only be used for Anti-Material rifles like the AS-50 and Barrett .50 Cal for the purpose of taking down vehicles and/or equipment from extreme range. If the poll went for ALL weapons, I'd say restrict the use of HE rounds to Explosive Grenades and Rockets used in various Launchers like the M79, M203 and any man-portable Rocket Launcher like the RPG-7 for example. * Some ammo is already subsonic, a standard .45 ACP load for example is inherently subsonic when fired from a handgun or sub-machine gun, which is why they are popular for Special Forces, no need to swap magazines for specialised sub-sonic ammunition. However the most common kinds of sub-sonic ammunition are .22, .9mm and .45 with rifle calibers in .30 caliber range capable of being sub-sonic. .223/5,56 and 5,45 sub-sonic ammo like many have said is inherently rare to being non-existent, whats more is that most 5,56 sub-sonic ammo often does not cycle the action of most fully-automatic rifles like the M4, M16 or AK-74. If SD or Subsonic ammo is to exist, it should remain in the use of Handguns, Sub-Machine guns and very select rifles. In my opinion, Suppressors on weapons like the M4 should only muffle the shot from long range, reduce the chances of detection by players and elimanate muzzle flash. Forget rounds like STANAG SD and stick with just standard SD pistol rounds. * Hollow Points are frequently used for Hunting rifles, they also used in a number of Handguns in Civilian and Police use. I think they deserve a place with there being Hollow Points which offer the greatest damage to unarmored targets and soft points which offer mild penetration with mild tissue damage, also with the advent of a crafting system in SA, the ability to craft "Dum-Dums" or improvised Hollow points should be considered from easily aquired ammo such as .45 ACP. I've also got a few of mine own I'd like to share: Match Grade - Refers to ammo which is used for Accuracy and finely tuned for that purpose, commonly used in Sniper Rifles, used by Military and Police Sharpshooters as well as Civilians for Shooting Sports such as Target Shooting and Hunting. Often tagged alongside other types of bullet, like Match Grade Hollow Point for example. FMJ (Full Metal Jacket) - Only really available for the majority of Military Rifles and rarely appearing for Military Handguns (such as the M9). Increases chance of penetrating Soft Body Armor (Armor without a ballistic plate). Only found on Military grade weapons. AP (Armor Peircing) - Used for high powered Military Sniper Rifles and Battle Rifles, can penetrate Vehicle Armor, Hard Body Armor and light cover (such as sheet metal) with a decrease in tissue damage. Doesn't expand as much on contact, leaving a less severe wound. Found at significantly rarer chance in Military Loot Spawns. Handloaded - Like Match grade, appears alongside an additional ammo type like "Handloaded Hollow Point". Increases chance of a weapon jamming and/or a catastrohpic failure of the weapon (the gun blowing up). Could also be available as a crafting option with the right materials. Corrosive Ammo - Like Match Grade and Handloaded, it appears next to a regular type of round, like Corrosive Hollow Point. Refers to very old ageing ammo that is often dangerous to use in a firearm. Increases chance of a weapon jamming and actually damages the gun the more you use it without cleaning it (presuming you can actually clean your guns in SA). Fairly common ammo drop, but care should be taken. Overpressure Ammo - Only used for Handguns and Sub-machine Guns, increases range, speed velocity and damage of each round. Available in .9x18mm, 9x19mm and .45 ACP. Often signified with a +P or +P+ next to the ammo type to signify the difference.
  21. A way to enforce the randomness is having these birds fly around Corpse Piles or mass graves, like the ones you sometimes find at Military locations that could potentially spread disease should anyone go there. Also I don't think it should just be limited to players either, dead animals in fields for example could indicate a slow rotting animal carcass.
  22. Basically put, having the original Bandit skin from the early days become apart of the Camo Clothing as a Variant as well as additional camo clothing variants. So when you stumble apon Camo Clothing you'd get this message: Pick up Camo Clothing (DPM) - Default Camo Skin Pick up Camo Clothing (Desert) - Bandit Skin Pick up Camo Clothing (Artic) Pick up Camo Clothing (Urban)
  23. Just figured I'd give my 2 cents for suggestions for Day Z Standalone. BE WARNED BIG LIST Environment - General Natural Hazards that exist in the Environment that not only pose a danger to yourself but can also be utilised for specific usuage. Such as exploding objects that can be shot or triggered as a trap or being able to push logs/rocks down steep hills to crash into chasing zombies. Buildings which are hazardous to enter, such as a worn down abandoned building where years of neglect has caused its structual integrity to be comprimised. For example, go to the 2nd floor/roof could potentially cause the floor beneath your feet to crumble causing you to fall through the floor, knocking yourself out or breaking bones. Environment - Weather As it is said, the Weather System is to be revamped in Day Z Standalone. So my suggestion is towards Natural disaters or elements of weather which pose a serious threat. Such examples include Hurricanes and Major Storms, Tsunami's and Tidal Waves, flooding and mudslides, Snowstorms and intense hail (we're talking golf ball sized or larger hail) Flooded Villages/Towns/Cities would make loot runs nearly impossible or dangerous (due to underwater lurking Zombies) and difficulty in finding loot. Movement speed in flood areas also costly. Coastal Towns which are flooded have the possibility of small sharks swimming in the water adding an additional danger to those wading in waist high waters. Mudslides/Rockslides can potentially kill a Survivor if they are caught in its path or will be knocked out, suffer broken limbs etc. Certain Weather can impact vehicle performance or severely disable them. Light weight vehicles for example can be blown over by intense winds and would making flying air vehicles (Planes and heli's) nearly impossible. Major Storms at sea could potentially cause Boats to sink, slow down in performance or be potentially beached on land. Fauna & Flora Being able to utilise other aspects of Nature and potentially harvesting items for specific use. Like for example finding plants that can be used as a substitute to Painkillers or be used as a weaker form of Anti-Biotic for specific illness's and diseases. Plants such as Fungi can be utilised for other utility purposes, certain types of fungi could be used to sharpen bladed weapons, others can be used for the purpose assisting with lighting fires, others can be used for food or as a poison. Being able to use animals in some way. For example, finding a Horse or a Donkey could allow you to make it into a pack mule or carry gear, the downside is that they would also require food and water as well but allowing to carry your gear for you in exchance or being able to ride them as transport. Being able to Fish, whether from a boat, shoreline or near a pond. Sharks or other dangers of the sea which could pose a threat to anyone thinking of swimming to an island. Dogs, Bears, Mountain Lions and other predators which pose a threat in forests Much more variety in animals, such as being able to shoot down Pigeons/crows/gulls with a Shotgun Vehicles As obvious as it is, more Vehicles overall possibly even improvised vehicles. Electric Powered Vehicles, they can only run for a few hours and require Car Batteries to run instead of fuel. Such examples would include a Milk Float, Utility Truck or Golf Cart. They also are not very fast but don't attract much attention to their low noise output. Being able to craft vehicles with a sufficently large amount of spare parts, such examples include a Solar powered Buggy or a single person cart powered by a lawn mower engine Military Vehicles are alot rarer and would be more difficult to repair. As part of the vehicle customization, Players should be able to create a "Technical" (which is a Improvised Fighting Vehicle) by finding specific weapon kits (HMG Turret Kit, LMG Turret Kit, AT Gun Kit etc) or being able to improvise an armored APC by strapping together spare parts (Scrap Metal, Sheet metal, Sandbangs etc) but reducing speed and agility. Weapons & Ammunition Different catergories of ammo reflect on their stats, Civilian Ammo has no special benefits but it can be utilised alongside some Military Weapons (.223/556 with M4/M16 rifles, 7,62x39mm SKS/AK Rifles, .308/7,62 NATO with R700/M24/DMR), Military ammo is rarer but does more damage or has special benefits (SD Rounds or Tracers for example), Reloaded Ammunition is recycled ammo and thus more common but is overall less powerful, Corrosive Ammo is common but causes your guns to jam more frequently (would be considered "corrosive" if found in a poor environment such as a Barn for example) Different types of round for weapons, Hollow Points and +P Ammo for Pistols and SMG's, Armor Peircing and Match (ammo built for Accuracy but lower power) for Rifles, Birdshot, Buckshot, Slugs and (Rare) Explosive Rounds for Shotguns, Tear Gas, Flares, Smoke and HE for Grenade Launchers. Being able to recycle ammo with the sufficent materials on hand. Being able to use Debris in some form as last ditch weapons (throwing/bashing foes with rocks/bottles, using sticks or drift wood as clubs) Weapons having realistic storing properties, if the weapon has a folding or collapsible stock it should be able to take up less inventory space than a full size rifle. Heavy Weapons such as the .50 Anti-Material Rifles cannot be stored in any Backpack Certain Heavy Weapons require specific requirements to use them. For example, you can only carry a .50 AM Rifle if you have both hands free and no "primary" weapon holstered and carrying a backpack no larger than a Assault Bag. This would also include some LMG's (M240, MK.48, PKM) and re-usuable Rocket Launchers Certain Heavy Weapons have an exception to the above requirements allowing them to carry them in addition to a primary weapon or having additional gear in exchange for some negatives. You can only carry specific "Secondary" weapons in addition to your Sidearm, such examples include Shotguns (Sawn Off Double Barrel or Compact Pump), Small Machine Pistols (PDW, Skorpion), Grenade Launchers / Flare Launchers or Disposable Rocket Launchers (The M136 AT4 is a disposable, 1 shot Launcher) Improvised weapons such as Spears, Shivs, Knives, Guns have a "durability" which determines how long they will last before completely breaking Certain traps have timers which dictate how long that trap will last until it is considered disabled. Certain Military landmines for example will deactivate after a period of time compared to common traps (such as improvised grenade traps or Bear traps) Items More Food options besides canned goods, such as dry food (Crackers, Noodles) and Military styled Ration Packs (which can be used multiple times). Natural food such as Apples or Edible Fungi (see Fauna and Flora) Different types of fire lighting equipment, Matches, Lighters and Flint Stick Different types of Flashlight ranging from Small to Large to special purpose Military types Medical Kits which provide a slew of random medical items in a handy one piece kit Survival Kits which provide a slew of random survival items Repair Kits for Weapons/Armor/Clothing Clothing (Rather than Sets, will list specific outfits) Leather Jacket - Heavy, durable leather Jacket can protect against Bites and scratches from Zombies, reduces chance of bleeding from Zombie Attacks. Body Armor Vest - Lightweight Police/Military vest that can stop small projectiles (Explosive Shrapnel, 9mm Pistols) Riot Armor - Heavy but offers good protection from Zombie Attacks, but also increases noise level due to heavy weight Warm Weather Clothes - Best used in colder environments or when cold weather hits, protects from the cold but is heavy Camo Clothing - Various sets of Camo Clothing ranging bewteen DPM Camo, Desert camo (original Bandit Skin), Artic Camo and Urban Camo variants Flak Jacket - Protects against Explosive Weapons/Explosions Load Bearing Vest - Increases Weight distribution allowing players to run faster even when carrying large amounts of gear. Civilian Clothing - Random assortment of Civilian Clothing. Clothing of itself can be utilised as a crafting ingredient in certain crafting recipes. Zombies Dead Survivors will after a period of time, become Zombies. Prevents players from "recovering" their original equipment so easily and instead will have a Survivor Zombie act as a form of mobile equipment stash which players can kill and loot. Zombies have more specific loot that can be looted. Such as clothing Looting Zombies has the possibility of gaining an infection from a disease Zombies that die in a specific area will pollute it (example, Ponds/Rivers/Lakes) Events and or Places Survivor Encampents - Abandoned or destroyed encampents left by previous survivors during the initial outbreak, Random like Heli Crashes, they provide random loot which varies from civi to military loot. Found mostly in Forests. Supply Drops - Something like a random scripted event where a Plane drops off several crates of supplies (Ranging from utility to food items to ammo/weapons) Plane Crashes - Similar to Heli Crashes but spawns mostly Civilian Loot, has a higher frequency than Heli Crashes. Cargo Plane Crashes - Similar to Heli Crashes, spawns a larger degree of Military Loot and a chance to spawn a damaged Military vehicle. Very low frequency. Ship Wreck - Similar to heli Crashes. A beached Fishing Vessel, Chance to spawn random loot near coasts. Ghost/Abandonded Ship - Something similar to an abandoned Cruiser or Oil Liner off the coast. Spawns random loot. Requires a boat or helicopter to get to them. Military Outposts - Found in remote areas, has a high concerntration of Military Zombies and Military style loot. Very low frequency. Caves or Natural Tunnels - Small alcoves or caves near mountains forests, provides an element of natural shelter which prevents the temp gauge from dropping too low. Cellars, Basements, Sewers and Underground Bunkers - Pretty self explanatory, holds a variety of loot ranging from Civi, Industrial and Military. Sewers offer a direct shortcut but have a high chance of catching a disease or illness.
  24. I'm looking for information regarding what weapons are featured in DayZ, while I have a basic list of "Official" weapons through places like DayZ wiki and DayZDB I know there are plenty more weapons in private hive servers which are sometimes known as the "Unofficial" weapons. For example, one private hive server I visited had a PKM Machine Gun, G36C SD and a L115A1 but I can't seem to find anywhere that gives more accurate information. The reason I ask this is I plan to make a weapons guide sometime in the future that stars both Official DayZ weapons and Unofficial Private Hive weapons and it would be nice knowing what guns are available to the player or whether those that are hacked in. Just looking ideally for a list of guns that are considered the "Unofficial list"
  25. Draco122

    PP-19 Merge/Split Ammo

    Just an idea to make the Bizon PP-19 SD a more viable weapon instead of a throw away. Here's my suggestion, like the M24/DMR and most of the shotguns if you get enough ammo together you can combine or seperate the ammo to make X amount of magazines for said weapon. So, since the PP-19 uses the 9x18 round which is also used by the Makarov, allow the ability to merge 8 magazines worth of Makarov ammo to make one magazine for the PP-19. Since combining 8 magazines worth of Makarov ammo will equal 64 rounds total making a single magazine for the PP-19 or 8 magazines for the Makarov.
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