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Stalker z Czarnobyla

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  1. Stalker z Czarnobyla

    New weapon: Pepesha

    Well, the title speaks for itself, but to clarify: PPSH-41 would be a solid weapon of choice, if we assume, that there were either communist or anti-communist partisans in Chernarus. I see it happening, that civilians would have some Pepeshas hidden away due to their past. Fed from either stick or drum magazines would have shred armored players similarly like assault rifles, however due to its lack of range, staggering firerate and ammo not that common it would probably be ditched in favour of other military goodies.
  2. Stalker z Czarnobyla

    To make fires more satisfying...

    ... more effort should be put to start them. For quite some time I stopped liking the easiness of making a fire with simply one rag and huge chunk of wood, which allows for a quick heat buff and food preparing. That's why I propose fire overhaul as someone, who has some experience with firestarting. 1) We'll divide fuel into those categories a) big chunks of firewood b) normal sticks and batonned chunks of firewood (using either an axe, hatchet or heavy duty knives like hunting or combat) c) tiny sticks d) dark bark and wood shavings (acquired either from sticks or firewood using any sharp tool) e) kindling (birch bark, rags, paper and bandages) - birch bark being igniteable even when wet and forageable without the need of a knife, it's easily acquired by hand 2) One must take care of a fire for a fire to take care of them. People should start a fire from kindling (or point d after preparing the material with sharp tools) and work their way up to have a live, big fireplace. Kindling will burn VERY fast (~10 seconds), but it'll allow you to start adding material from point d before it'll burn out. Still beware, you'll need to prepare material close to you to avoid a falstart, where kindling burns out before you add next-stage fuel. Then after reaching certain amount of heat one can go to the next stage and so on. In order to start receiving a heat buff one needs to progress to the stage c. 3) One mustn't throw wood to a fire, one must feed the fire. By throwing all wood at once you'll only suffocate the flames. Every type of fuel won't choke it only after it reaches certain amount of heat. 4) Cooking When hot embers start appearing (when you start feeding the flame with b-category fuel) you'll be able to boil and bake food with a pot or a pan on the embers themselves, however this will quite a bit increase the damage to the utensil used. When lighting a fire in a stove (or fireplace) or outside (using a tripod or a field kitchen) you can prepare the food using live flames. To dry food you'll just need to place food in the proximity of the heat emitted. Now having a nice, big fire will be very satisfactory.
  3. Stalker z Czarnobyla

    Reshaping player points of interests

    Now the only real points of interests for anyone reasonably geared and seeking bumps are military areas, maybe hunting locations if someone is for the sniper. But what if we made it a bit more risky to fight people and in general commit to ? What if the bullet wounds hitting not protected by armor areas would have to be managed more than just by bandaging (only as a temporary measure) and needed to be operated on either by special surgical kit or (maybe disinfected) pliers (the latter one would cause health harm). With this kind of problem people would start valuing hospitals and medical clinics and would make them a new hotspot besides military areas.
  4. Stalker z Czarnobyla

    Small change to base building

    As the title suggests, I'd change a bit about the way people build bases. Normally players have to set up a new fence kit to barricade windows, so that noone gets to peek into what the base has and this results in a bit of material wasted on covering walls, which are unpassable anyway. My idea is to allow planks to be nailed into the walls (they'd be set up similarly, how storage like oil barrels and crates are now placed), so that players would use less materials (especially nails) with the same result.
  5. Stalker z Czarnobyla

    Reshaping bullet damage

    That's why I gave the question mark to those 10 seconds as I'm not an expert about gaming balance.
  6. Stalker z Czarnobyla

    Reshaping bullet damage

    For anyone who has been shot irl (for some reason) should remember, how the thing didn't just knock you out, but rather send your will to sleep increasingly until you in fact pass out. That's why I propose some changes to bullet shock damage: On example it'd be the easiest to explain. 5,45 round slaps 115 shock damage (according to WOBO tools). On impact it'd deal half that amount immediately and over the span of 10(?) seconds it'd deal the rest of the shock damage (without that first shock regeneration). It'd allow people to do some last-seconds actions before they pass out and additionally when hit and with a man still endangering your life you'd never know exactly when you pass out.
  7. Stalker z Czarnobyla

    Power generator needs way more love + other way of charging electrical devices

    I mean the houseware equipment already in the houses, not new equipment, that I'll have to find and with which I'll clutter the inside even more. I mean powering straight from a battery already connected to a car.
  8. As you should know the only real uses for generator is creating energy for powering lights and charging batteries. Meanwhile if it doesn't spawn in the same settlement as a base there's not much reason to carry it all the way to base. That's why I propose a change to give some attention to this equipment. Certainly we need a new purpose for it, so I'd suggest making houseware equipment useable (like oven and fridge) and pluggable to the generator. This will bring some warmth to the houses, where you would be able to push some pre-outbreak warmth and not to mess around with gas stoves/live fires and hurrying with preparing hunted game before it spoils. Not to mention differing sockets to 1 "industrial" and 3 "houseware" (typical 220/230V). Additionally something to think of about bases: power tools. It's really off to build a frame or panelling in couple of seconds. Instead with new power tools a creation of something will take normal time (1.19 update time) and by hammer/hatchet it should take something around 1 minute. Still it doesn't make it easier to use the generator in the first place, so adding a smaller generator, carryable in a backpack (size something like 6x6) with only 2 sockets and smaller capacity. Alternatively/additionally to the lucky ones having fixed a car it may be a good idea to add a 12/230 electricity converter lready coming with jumper cables allowing to power standard devices straight from a car battery (yup, real thing). And just to "teach" anyone knowing nothing about electricity a simple test consisting of having to know, what terminals to connect/disconnect first. If connecting positive one second/disconnecting positive first a big spark shall happen and kill the battery completely (ruin it) along with some harm to the person messing around with it. Express your opinions on that.
  9. Stalker z Czarnobyla

    Changes to the blood oriented actions

    This post will propose changes influenced by my own and others blood donating experience. See, I was an idiot and when having blood stored in a bag I was staring at all of this blood flowing and because of that I got lightheaded and ultimately docs had to abort the donation after filling 1/3 of blood bag. That's why I suggest a hidden stat of immunity to having blood taken. Characters with lower stat may not be able to fill the whole bag without passing out. Staring at blood being taken should artificially lower that stat. This stat would be trainable, so with more donations immunity to passing out from blood loss of any kind increase. Additionally for certain amount of time some actions requiring two hands (like smacking with a two-handed melee or vaulting though a high fence) should be either impossible or cause shock damage.
  10. Stalker z Czarnobyla

    Curse of Rogovo

    OK, hear me out, because it'll be actually a pleasant story to have: Well, it started way back in June of 2020, when I bought the game and started my first life on official server, which actually turned out to be really successful. Managed to build a base in a little moustache house in Rogovo (near the bridge), developed it, crafted some crates, found an oil barrel with building tools in wooden Pulkovo barn (I guess someone also tried to build a base), introduced electricity after finding a power generator and found my favourite rifle AK-74 after an excursion to Zelenogorsk. But then I saw that same barn in Pulkovo already built and I thought: maybe I should raid it with a Blaze and Saiga. So then I leave my AK in a base, commit to raiding and found out it's harder than thought: couldn't even break through the first fence with dozens of .308s and buckshots. Then I get shot at, but survive and since full wipe was incoming and wanted a taste in modded servers I've commited self-die with trusty CZ-75. Then playing and playing and hell. I can't enter Rogovo without dying inside its boundaries or shortly after leaving it. I don't know, I'm pretty sure I have to break this curse somehow, but how?
  11. Stalker z Czarnobyla

    Sarka with a spare tire slot

    As I've started watching Skoda 120 contect on YT, on one video (link given) we can see that this car actually has a spare wheel slot for it under a trunk in the front. This would certainly help us pack more things into it without needing a potential spare wheel in a trunk.
  12. Stalker z Czarnobyla

    Some additions to sicknesses

    As I'm currently sitting in home probably having a flu I started having thoughts about how manageable diseases are in DayZ. Yesterday I was feeling horrible and was moving sluggishly, but characters ingame aren't really affected by it besides sneezing, coughing and other just annoying symptoms, which don't pose a direct threat. But now what if colds, flu, cholera etc. took a toll on your movement speed and food consumption? We all know, that when sick you probably won't finish parkour courses and also organism has to fight this disease, which will give a need for increased energy. That's why sick people should have their movement speed reduced just a bit (capped out to the speed of slightly wounded) without actually needing that health loss to get. Maybe some people will be angry, but hey, it's DayZ.
  13. Stalker z Czarnobyla

    Loot economy overhaul

    I've thought a while about how loot spawns around the map and I've found out that it's really odd to see certain loot somewhere, where it shouldn't be found. That's why I propose some changes: I'd like to see some sort of differentiation between certain types of loot type zones, so that some stuff would be findable only in certain places of certain loot types and some stuff would be way more easy to find between 2 types of loot types in the boundaries of the same loot zone. What do I mean? I mean, that on example Western military equipment would be only findable in military areas, that we could consider as temporary, like on roadblocks, evac sites, Tisy tent city, even trains or that Rify shipwreck. Meanwhile Eastern military equipment would be findable everywhere, but would be quite a bit easier to find in permament military installations, like Veresnik, NWAF, Kamensk or even that unmarked military compound north of Krasnostav. Proposed changes wouldn't impact heli crashes. What sub-loot types would I create: 1) Military a) military permament infantry: Eastern equipment, including weapons, ammo, attachments, explosives, protective gear (maybe add a new Russian tactical helmet with new Russian NVGs, which wouldn't be compatible with existing tactical helmet, which for me looks as Western equipment), clothes and other equipment (including wooden crates to simulate undurable equipment being stored there), small chances of finding certain civilian stuff (like food, certain clothing, sewing kits, duct tape and other irrelevant stuff) b) military permament vehicles + industrial (for any places inside of military bases with warehouses, garages or roofs for vehicles similar to that of in front of camo building in Veresnik, judging by fuel tanks inside of compound it probably housed vehicles under that roof): everything from above plus oil barrels with gasoline AND a possiblity of plastic explosives c) military temporary: Western equipment, including weapons, ammo, attachments, explosives, protective gear, clothes (yup, if you want to look like US marine, then stop loot cycling airfield) and other equipment. NO civilian loot, any Eastern gear 2) Police a) village police: clothing, pistols, shotguns (please introduce BK-133 to civilian loot type, it'd be pretty normal for civilians to have pump action shotties), ammo for those and other gear b) city police: everything from village police + Pioneers, Skorpions and gear needed to operate those 3) Medical a) hospitals: around the same amounts of every type of medical supplies (blood regarding stuff + morphine, disinfectants, medication - includes epipen) b) medical clinics: a bit less blood regarding equipment and disinfectants and no morphine, but more meds c) temporary: a lot of blood regarding equipment and disinfectants, morphine of the same amounts as hospitals, medication rare 4) Fire stations stay the same 5) Industrial a) utilities like water and electricity: tools and industrial clothing very common, anything else rather rare b) civilian industrial (like garages and sheds): pretty much a bit of everything c) enterprises: building supplies common, tools and clothing common, some repair kits common, NO vehicle parts d) car regarding industrials: vehicle parts and some repair kits (like epoxy putty, for tires or electrical) very common, plastic bottles with questionable liquids findable 6) Civilian Here it's pretty much everything except military and police damage dealing equipment, everything of unquestionable legality. Which means you would be able to find sometimes fishing, survival equipment and hunting equipment, which normally you'd find only in summer camps and deerstands, rarely medical supplies (except morphine, blood bags and blood test kits) and very rarely fireaxes (after all it isn't illegal for them to have splitting axes, so why not let them have fireaxes?) Just some locations will have different stuff than others: a) Supermarkets and shops: more food, but no ammo and no weapons (besides handguns), hunting gear very rare b) Offices: little food, crap very common c) Fuel stations: food findable, handguns common as they are now d) Schools: food less common than normal, but tonnes of "school" loot like backpacks and clothing 7) Rural a) farms animals (so barns): tools, various farming items like garden lime, repair kits, sharpening stones b) farms other: everything from a) plus weapons and ammo for those c) non-leisure summer camps: your standard summer camps we know today, so survival and hunting equipment, a bit of civilian loot d) leisure summer camps and camps for kids: almost no typical hunting equipment, but to compensate a bit more civilian loot e) deerstands: Solely hunting equipment, but in big amounts 😎 Coastal, aka fishing industry a) boat wrecks: fishing equipment and bit of civilian stuff b) boathouses: only fishing equipment, but more of it Yeah, wrote quite a long article.
  14. Stalker z Czarnobyla

    Inventory life improvements

    Since I'm annoyed on all loot being shoved into my pants I'd like to have 2 features present. 1) Priority inventory space. What do I mean by that? I think of something, that would allow me to let me shove certain items of certain category to certain clothing, modifiable in the settings (with default meaning the current way). On example I'm a fan of loading my jacket with food, sodas and water containers, pants with medicine, vest with ammo and mags and backpack with everything else. Thus I'd modify this priority inventory space to suit for me and whenever I find an ammo box it'd land into my vest and similar. If I wouldn't have something from those then we would appreciate having a 2nd priority inv. space or just set up to default shoving to pants. 2) Locking inventory space As I like an order in my clothes I don't really like being unable to put back something into the same space on example after finding something and occupying that slot needed for like a mag to come back to that slot. I think you'll agree this would be a fun addition. EDIT: Forgot about that one, but I'd also adore having a lock on zeroing of our sights and scopes even after logging out. It's really uncomfortable having to rezero our guns again when we have to log out back and forth for various reasons.
  15. Stalker z Czarnobyla

    New way of combating cold...

    Maybe it would smell like a corpse, Idk, I haven't left fat to rot to check it, then water proofer in a spray can IS a good idea.
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