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Real Men Play Solo

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About Real Men Play Solo

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    On the Coast
  1. Real Men Play Solo

    Return the echo of shots to silencers

    I had planned to make this suggestion myself. DayZ is such a wonderful game and in the context of the game as a whole it's not that big of a deal. I personally would love to see the gun fire suppression mechanics improved for the weapons firing supersonic rounds. Currently there is a large Hollywood-feel to suppressed rifle fire (translated; very unrealistic). I feel like it really throws gun play out of balance that someone can fire a 1 shot 1 kill round like a 7.62x54 out of a Mosin and there's no sonic boom. If said player misses their first shot they can get follow up shots in relative impunity. I have no issue with the MKII and other subsonic rounds. But I do suggest adding a sonic boom to the fire of suppressed supersonic rounds. If a sonic boom effect is a lot of work to simulate then just up the volume on the fire of those rounds. I like how the effective range of hearing a suppressed rifle shot is decreased appropriately. But the sound effect is currently too quiet for a round zipping with the velocity of a high-powered rifle cartridge within the effective range.
  2. Real Men Play Solo

    Silencer and zombies

    None of us have any idea what you said. You might consider translating to English.
  3. Real Men Play Solo

    Where are the police cars now?

    And presumably at some point the police car itself despawns after someone loots or kills the zombies, and it respawns at another of the possible locations.
  4. Real Men Play Solo

    Where are the police cars now?

    Often on high-pop servers you won't find a stab vest at village or city police stations in the spawn areas. I figured I would try to incorporate some of the police car wrecks that I've seen in-game into my loot routes. Often they are out of the way, and I'll find multiple police zombies at them that have ballistic vests on that I can kill and loot. But I've found this difficult. I didn't find much with an internet search except what appeared to be outdated results. I can remember for sure two sites where I've found these in-game. One is out in front of the school on the east side of Severograd. The other is on the clear opposite side of the map, out in front of the gas station at the railroad interchange just west of Kamenka, north of Tikhyy Zaliv. Enabling the "Police Car" filter under "Crash Sites" header in the iZurvive map you can see both of these sites are marked. But I thought dynamic police car crashes were removed from the game long ago. Either way, there are several places showing police car crash sites on the iZurvive map that when I go there I never find an abandoned police car. Can anyone provide a little clarity? Is the map just inaccurate, or are these sites still truly dynamic and spawn at random amongst a given set of possible sites? Thanks
  5. Real Men Play Solo

    Dayz's Flawed Foundations: Movement and Gunplay

    There weren't any explicit suggestions here so let's do some extrapolation and form a few. But first, I would caution people not to confuse "the way it used to be" with "realistic", and also to keep separate in their minds "slow" and "real". Preferring the way the game used to be is an entirely valid desire, and suggestions deriving from that desire are equally valid as any other. I have seen a trend recently, however, with many complaints and suggestions masquerading as cries for realism, when in reality they are not. #4 Again not a suggestion, and I don't have one in terms of how you would implement an incremental movement speed-based system. I personally would not play a game that had such a system and I think such a system would probably result in an unrealistic experience. You don't think about how many miles per hour you're moving in a combat situation. Add to that number of keybinds such a level of detail would bring into the game.... no thanks. But on the topic of movement... A resting-to-top-speed acceleration time of 0 flat is very, very unrealistic and I don't like that one either. It would be nice to see: - Delayed movement speed ramp up - from all states to any other state (e.g. from resting to walking, resting to jogging, resting to sprinting, jogging to sprinting, etc. etc.). The total weight of carried gear should be used as a coefficient multiplier. - The same mechanic used in the above suggestion should be applied to sudden stopping and turning. Stopping should not be instant, but should be impacted by the weight coefficient. Turning should have an arc forced on it when there is inertia, multiplied by weight coefficient. - The weight mechanic is clearly already there behind the scenes, used to determine how much noise the character makes. That said, I realize that's only half the battle. #2 Perfect example of a confusion of slow with realistic. Going from standing to prone can in fact in reality done much, much quicker than in the game. And you can even do it while firing an assault rifle. Yes, I do know from experience. #3 Interesting one. I didn't know you could go to the hipfire weapon stance mid-roll. If that is the case I suggest disallowing that. Allowing weapon fire while rolling however, if that were removed I would be in an uproar. Nothing wrong with that aside from the certainty of a few ejected shells going down your flak vest collar and burning your neck. I think in a very general sense though that before Bohemia were to consider any of these, or any further feature additions changes, the bugs that have existed in the game for years now should be addressed. E.g. the weapon raise bug and the bug where slots in inventory containers become unusable.
  6. Real Men Play Solo

    Broken arm

    Nah OP's suggestion was spot on. Maybe you've never broken your arm but it's not really functional when you do. I'm sure in a true survival situation you'd figure out how to splint your own arm though, so maybe you can craft a splint but it takes super, super long. As in it's like a 90-120 second craft time.
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