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15 NeutralAbout J0hnm13
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Rolling Update Rev - 0.43.116251
J0hnm13 replied to Hicks_206 (DayZ)'s topic in News & Announcements
Medical: Player could vault with broken legs I said it in the other thread, I'll say it here. Fuck this. I've been shot plenty of times before, one such occasion by a friend point blank in the knee. Guns do not break legs. Buildings break legs. The only way to get out of many buildings while leg-broken is vaulting. I've broken my leg a good 4-6 times that I can remember, every single one of them from a building. It's happened in full and empty servers so I know it's not a sniper. This was not fall damage, this was me standing still looting, in the center of a room, and all of the sudden the screen goes white tint for a moment and leg broken. No bleeding, still healthy, pants ruined. -
Pending Changelog: Experimental Branch: 0.42.116002
J0hnm13 replied to rocket's topic in News & Announcements
Medical: Player could vault with broken legs Dean don't do this, broken legs are still glitchy enough as it is, vaulting is the only way to get out of most multiple story buildings. Buildings are the only things that have ever broken my legs anyways, so I think you should really fix the broken leg system before you try and balance it. I'm serious by the way. I've broken my legs 3 times just standing upstairs, and then later my buddy was goofing around and kneecapped me with the magnum and I walked away just fine. -
The biggest problem I have with the current system is that no amount of polish and adjustments will fix the messages indicating my status. On a realistic standpoint, who's bright idea was it that a little voice telling me I'm hungry every 2 seconds was more realistic than a visual gauge of how full I am? This is one of those topics where Rocket wanted to make it "Realistic" but ended up going over the line and sacrificing gameplay for authenticity. That's a bad move, and needs to be remedied. Fast. Now, I think a combination of the two systems would work for the idea of diseases and such. Food water and maybe a health meter on the side, with the occasional "I feel like throwing up..." every few minutes or so. That might work, but "I'm hungry." "I feel like eating something." "I want to eat." "I'm thirsty." "I feel like drinking something." every 2 seconds is kind of bullshit.
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Solution to perma knock out problem. (SPOILERS)
J0hnm13 replied to a.baranello@yahoo.com's topic in General Discussion
Golly, I forgot that I needed to eat 3 square meals an hour to stay alive. This needs fixed pronto. -
[SA]Who you were before shit hit the fan .
J0hnm13 replied to kalashinkov's topic in DayZ Mod Suggestions
I think the best way to make your character unique is to add an invisible, extremely subtle leveling system. No bars, no graphs, no big "10 XP" letters popping up, just extremely subtle little advances in skill you make. For example! A newspawn is not skilled. He finds a makarov and a hunting knife and a box of matches. He goes out and finds a sheep. He takes aim: Never fired a gun before, so his aim isn't the best. Recoil is also harder to manage. He kills the sheep though. Since he's never gutted an animal before, he gets 1-2 mutton chops. I have been alive for 12 days! I have put well over 200 rounds through my gun and I know it in and out. My aim is steady, I can manage my recoil, and I can reload relatively quickly. I shoot a sheep and as I've been hunting for a week and a half, I know just how to get the most meat from my cut, so I get 3-4 chops off of the sheep. I run into this newbie, and we're both friendly. He and I travel together, and as I know better I do most of the shooting and gutting. He watches. While he isn't getting first hands on experience, he watches how a pro works and takes some of that information. In a certain radius, someone else doing something gives you 1/4 of the experience you would get for doing it yourself. I die. Boo hoo, I'm newbie and inexperienced again. This way I wont just throw myself off a cliff and find/loot my body to cure a sickness or get blood back if I'm by the coast. -
Something more like ? A full sized uzi is actually what I was going for, I suppose I shoulda found a better picture. Also have you seen wounds from an Obrez? Sure the science suggests otherwise but the things that gun does are insane.. I can't find any pictures, which is probably a good thing since I'm feeling kind of sick right now, but still. I'd say maybe ~4000 blood damage at least. Though that begs the question why have such an OP sidearm, and I do suppose that the more damage it does the less accuracy they'd have to factor into it. Thinking more like a videogame than I am real life, so bear with me. Also the topic about the Skorpion, I do suppose you're right about the damage I suggested not making sense. I guess it'd do just under the 9mm damage, though as a full auto sidearm that'd be the balance for such low damage... Still at ~600 blood damage that would take 20 successful shots to kill someone and that seems rather faulty. I'd say to buff the .45 weapons to 2000 or so blood, buff the 9mm to the 1200 or so that the .45 used to have, than give the skorpion the 889 or so the 9mm had. That then itself is a completely different topic though. If I happened to say something stupid, it is like 5:30 in the morning and I'm typing this before I get ready for class so forgive me.
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I think I speak for everyone when I point out that I sure as shit couldn't take almost 14 9mm shots before I die. Handguns need a significant buff.
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http://world.guns.ru...7/uzi-mini2.jpg A non sidearm version of the Uzi. Basically a cloned MP5 with more recoil, more noise, and a tad less accuracy. Categorized as a primary, mainly used to give fresher spawned coast dwellers more firepower since 9mm is still such a low damage round in DayZ. Found in civilian and military loot tables. Shares ammo with PDW, MP5, doesn't accept G17 or M9 mags. ________ http://www.thefirear...sin-pistol.jpeg Obrez Pistol, basically a saw'd off Mosin Nagant. Accuracy is low, about half the cone of the spread of shotgun pellets, with high damage and low attack speed. Categorized as a sidearm. Found in farm and civilian loot tables. _________ Sawed off shotgun: Less damage per shot and way less accuracy than regular shotguns. 2 round slugs/pellets interchangeable from sidearm to primary ammo (add a right click and click "move to sidearm ammo pocket" or vice versa) for the normal double-barrel. Categorized as a sidearm. Found in farm loot tables. _______ http://world.guns.ru...mg26/sa61-1.jpg Skorpion pistol actually already exists in arma 2, doesn't share ammo with other weapons. Slightly higher damage than the Uzi, harder to find ammo. Less accurate than semi auto handguns. Same damage as 1911/Revolver. Found in civilian and military loot tables. ________ I understand new weapon content like this isn't exactly priority 1, but it doesn't hurt to ask. I feel there should be less tactical as hell guns for more guerrilla style gunfights.
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A somewhat doable way to bring clothes into the mod
J0hnm13 replied to J0hnm13's topic in DayZ Mod Suggestions
Right as it is, clothing is handled by creating another character, duplicating your inventory, transferring control, and deleting your old character. Whet Gews said is exactly what I meant. -
'Kay. So, after thinking back to one of Rocket's old dev blogs where they previewed some clothing, during which the inventory was hidden by funny pictures of Rocket's face over other pictures, I got to thinking as to just how they did the clothes. Than, I thought about the backpacks in the game we have now. The coyote backpack shifts and turns on your back slightly by your shoulders to follow the character's model/skeleton... How difficult would it be, now hear me out, to make "backpacks that are shaped like pants and shirts" that would center over your torso or legs and follow you as you went along, similar to how backpacks did, but overlapping your character instead of chilling on his back? I'm at least 98.2% sure this is how Rocket did clothes in the SA. All you'd need is a separate bit of inventory made for those particular "backpack clothing" slots to wear, and than clothing would be as simple as shaping the model and picking points to move with your player's skeleton.
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Ability to Access Gear While Unconscious
J0hnm13 replied to Statik (DayZ)'s topic in DayZ Mod Suggestions
So get this. They should add an update in which they add an ass ton of melee weapons, in two categories: Blunts and blades. Hatchets and machetes and such are blades, and will instantly induce bleeding on hit no matter what. Blunts, like crowbars and possibly baseball bats or lead pipes, if you manage a headshot instead of the x10 damage from headshots it's an instant 2 minute KO. Then you can molest them in their sleep or whatever! -
So for all anyone needs to care, the "Blood" in DayZ doubles as both Blood and Health. I got to thinking, and I suppose in a few hours I'll find this idea silly, but for the sake of the game if you make a fire and then chill by it, your blood will slowly regenerate. This could simulate the "rest" you get from camping out by the warm fire. I suppose yeah it'd need to be a bit more complicated than that, but I think the campfire should provide a bunch of bonuses, like maybe the shakeyness of pain will eventually fade away, blood will SLOWLY regenerate, you wont lose blood if you're sick (you wont gain any, the gain/loss ratio will balance out to nothing), food heals you slightly more, etc... I think the aspect of camping should be important, as it would be important in real life. Of course this would also add to the "walking through the woods and come across some survivors out camping" and then if you had a team you'd need to have someone allocated to do watch and such. Possibly add something where if paired with a tent the bonuses are even more, but a tent alone wont do anything. Burn barrels in town wouldn't give the same regen bonus sine it doesn't need to be fueled and you could find an empty server in cherno and just afk in the construction site.
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CZ550 Estimating Range to Target
J0hnm13 replied to general frenky's topic in DayZ Mod General Discussion
Have fun. -
Use your vision and the tint of the blood icon in the corner.
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I made a post yesterday about crossbows, and it didn't do too bad.. My idea today is another simple and awesome idea for those of us who love and hate the crossbow: Crafting your own bolts! You're running through the woods. You take your hatchet and hack some branches off of a tree. Instead of that big clunky pile of logs only being used to make a firepit, what if we could make ourselves a few crossbow bolts instead? Wooden Bolt - Functions exactly the same as a Steel Bolt, but does half damage. According to DayZDB, the crossbow as it is does 3555 blood damage. The wooden bolt could do 1000 or 1500 something along those lines. Possibly an accuracy drop as well? Arma already has a system for putting one kind of ammo in a different gun; Just look at the PDW or the shotguns with interchangable slugs/pellets. The combining system is a very very incredible thing if you take it for what it's worth. The fletchings could be made with chicken feathers. The process would be as follows: Kill a chicken. In it's inventory is always an item called "feathers." You run into the woods, hack up some firewood. Right click on your hunting knife. Click 'Whittlie Bolt Shafts' which will give you a "Bundle of Bolt Shafts." Then all you do is right click on the bolt shafts or the feathers, and "Make Bolts." This would remove the shafts and remove the feathers, and give you three wooden bolts. Basically all it would need would be a little bit of elbow grease, coding, possibly some icon design, and that's it~ Perpetual crossbow ammunition. With a supply of homemade ammunition, the crossbow would be a much more useable weapon.
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