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lev

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Everything posted by lev

  1. Why would you want to add a strange non-native system to Arma's already good ballistic model? There are many ways of dealing with bandits as is. In Arma2, unlike other shooters you may be accustomed to, having a makarov can be as good as any other weapon as long as you know tactics and how to maneuver in the environment.
  2. If what you are saying is true then this is a high priority bug fix, not even a suggestion really.
  3. lev

    Made a new bandit skin for you guys

    Why not use the Chernarussian Rebel skins for the bandits as they do look the part and fit the scenario better than KSK soldiers?
  4. lev

    Crossbow too ineffectual

    Are you sure crossbow hits are one hit kills? I've hit zombies at close range with 2 sometimes and they still don't die. Also I agree with the multiple crossbow bolts per inventory slot as currently, it is better to grab a weapon with a higher magazine round count. Consider the following example: full inventory of 12 crossbow bolts vs 1 inventory slot of 15 shots of winchester shots. Assuming 1 hit kills with either weapon, the winchester still wins out on number of kills with a single inventory slot. Now couple that with the fact that crossbow bolts have a habit of being irretrievable and that most situations with zombies do not allow you to easily retrieve bolts between kills or the fact that if you miss and the shot goes somewhere into the distance the chance of even finding it becomes nil.
  5. Rather than tweaking systems that directly impact how PvP works, the devs should try to include systems that indirectly affect PvP. 1. Reduce spawn rates of high tech equipment. That means less likely to find NVGs, less ammo available for strong weapons, less strong weapons etc. If a PK-er dies, its gonna take him a bit longer to get the gear he needs to effectively PK. Note: this works against both sides which isn't a bad thing since high tech/good equip should be harder to find. Possibly even reduce the rate of spawning supplies as I seem to be able to max out my carry capacity for basic medical, food/water, and lighting equipment in a short duration after I spawn (sometimes I feel like I am trying to optimize what gear I carry instead of trying to find gear). Maybe tweak it so that lighting equipment spawns slightly more during the night. 2. Roaming zombie hoards, or longer range for zombies to be attracted to gunfire. This increases the likelihood that PKers can freely PK without worrying about zombies. 3. Larger zombie groups defending high value stash locations. This makes it harder for individuals to get the high tech gear. PKers tend to be solo usually which makes it hard for them to gain access. 4. Faction implementations using something like ACE group features along with shacktac huds. This makes it so that people who are banding together have an easier time working together making the advantage of group work more likely. 5. Mandated first person only + no long range target identification. This hurts solos and PKers more as they can't easily scout now by rotating a camera above their head or finding targets via the weird A2 id system. Do have a close range ID system, something like within 5-10m including nametags and humanity status. 6. Removal of global/side chats and reliance on direct channel/ACRE mod systems. My purpose of including this is two fold as it isn't 100% about making PK harder but rather more realistic and a challenge. Global chats make it easy for PKers to monitor and find out where people are. Radios and radio frequencies make it easier for group collaborators to communicate without being monitored by PKers. On the other hand if a radio is compromised this could pose a problem, but at least its a realistic problem. Also direct/localized chat makes it easier to hear groups vs a quiet solo but this would increase realistic and tactical gameplay. I am all for allowing PK but I would prefer some systems that make PK-ing less lucrative and easy. As it stands PK is a low risk high reward means of survival. This is partially because players have not yet found ways to effective engage PKers as a group (player's own fault here) and PK incidents are usually 1 v 1 where the victim usually does not expect it and is reluctant to immediately engage another human.
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