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Everything posted by Katana67
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Base building and secureing your stuff
Katana67 replied to Yokai (DayZ)'s topic in General Discussion
The system should be a cross-section of rarity, effectiveness, and resources devoted. So you'd need some relatively easy-to-find wooden planks and a hammer/box of nails to board up your door, but it can be broken down with a fireaxe. Or, you'd have reinforced wooden doors which require a mid-range (in terms of rarity) breaching round to be fired out of a shotgun. But you'd have to search far and wide for a reinforced steel lock/door, find a padlock, but it takes a relatively rare "welding kit" or somesuch to break down. Doesn't have to be an either-or type of scenario, the barricading system can be tiered to incorporate a variety of protection levels. -
I absolutely think it will be an option with private hives. Should it be an option, though? Absolutely not. But we persevere.
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What clothing set/weapons would you add if you could?
Katana67 replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Money... Czech SF BONUS - Volunteer in Ukraine -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
1. Yes, which didn't have distinct ammunition types (having combined magazines), were resources re-used from a previous game (ARMA II), and we've already got AK-74 and AKM analogs in DayZ (see the AK-101 and AKM). 2. I didn't omit that, because it's both not the case (as the simple act of differentiating NATO from Warsaw Pact isn't something that has anything to do with how we actually play the game)... and more importantly, it can already be done with 7.62x39 and 5.56x45 anyhow. I never said anything about it being optimal. But the mathematical fact remains, that in order to demonstrate a discrepancy between something (i.e. ammunition rarity), all that is needed are two data points. Not one. Two. Anything else, is just there to add variety/depth/granularity/etc. Which is certainly worthwhile, but it is not a necessity as many have claimed and continue to claim. -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
I don't support the developers in everything they do. The two years I've spent critiquing DayZ are a testament to that. I frequently disagree with the choices made by the developers. Hence why I've advocated for the re-appropriation of the AK-74M into the AK-101 and for the de-amalgamation of 7.62x51. It's why I've critiqued Chris Torchia's reasoning for doing things multiple times. And why I disagree with Rocket's statements regarding cross-server loot trades. I'm not saying they should be anything, I'm saying 5.45x39 is not needed to balance ammunition rarity. At a bare, mathematical minimum, to show a discrepancy between the rarity of two rounds (and therefore make certain assault rifles rare and others common) we only need two data points to show a difference. We already have those data points, in 7.62x39 and 5.56x45. And, again, a point that people seem to be missing... over... and over... and over again. So, I'll put it in a form that's unmissable. I WANT 5.45x39 IN DAYZ, I JUST DO NOT VIEW IT AS A NECESSITY FOR ANYTHING (I.E. ADDING A GIVEN WEAPON OR TO BALANCE THE RARITY OF ASSAULT RIFLE AMMUNITION) And you ask me what the difference between an AK in a different caliber would be? Nothing. There would be no difference as far as DayZ is concerned, both aesthetically and performance-wise. Hence why I don't view 5.45x39 in particular as a necessity. Because we've already got two rounds with which to chamber AKs. -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
And either way, people's conception of what's "realistic," in the first place or "likely" is often times either baseless, or, not supported by any sort of statistical backing. And no, whipping out a standalone AK-74M statistic and saying "It's more common than the AR-15, therefore, the AR-15 shouldn't be included" is illogical and completely irrelevant. Which is why I've always demonstrated three things... 1. That Chernarus/DayZ is fictional, thereby making it unburdened by strict adherence to full-time "realism" 2. That, even in reality, the Warsaw Pact/Eastern Bloc/Former Soviet countries have an increasingly diverse portfolio of small-arms (owing to a variety of factors, which include but are not limited to... in-house production, foreign weapons purchases, and a globalized arms trade) 3. That "realism," in and of itself, by its lonesome, is never a reason to do something or implement anything. It has to be taken into consideration along with everything else (including pragmatic game design choice, subjective considerations of what is "fun," and the two aforementioned topics above, etc.) I've always taken issue with people's assumptions about what is normative in these countries in real life anyhow, hence why I've posted copious visual aides to demonstrate to the contrary. And, bear in mind, I've never asserted that these things should be common. Simply because something exists in a place, doesn't mean it exists everywhere in that place. But it's, ironically, "unrealistic" to categorically dismiss the idea of that weapon being in said place based upon a mere denial that X does not exist in Y. -
AK-101 or AKM only. I prefer the AK-101's looks to the AKM, and the M4A1 isn't good enough in my opinion to justify how rare it is. Sidearms are nearly useless in DayZ, well I take that back. They're useful until you find one of the myriad of primary weapons out there, which takes all of two minutes. If sidearms were useful, though, definitely the FNX. And I still contend that the Mosin and/or SKS are just categorically better than any assault rifles as it stands now from a holistic perspective.
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What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
Absolutely! I absolutely understand where you, and others that value this type of thing (myself included) are coming from. Hence why I've advocated (successfully, I might add) for the de-amalgamation of 7.62x51 in DayZ. I just don't view it (specifically the inclusion of 5.45x39) as an outright necessity. Likewise, there are plenty of other legitimate reasons why these types of things should be implemented. Like in having them be able to offer a more granular approach to rarity. Or in simply having them because you like them! It just doesn't have to come at the cost of something else. Nor does it have to come with accusatory language with regard to the developers. I just rarely see this done. Again, I have no issue with the simple fact that some want 5.45x39. I share that desire. I just don't view it as necessary to do anything (i.e. to add X, Y, Z weapons... or... to balance the rarity of assault rifle ammunition, as we've already got the minimum of two calibers which are required for this to even be possible). I just disagree with the reasoning people have used to justify their desire for 5.45x39. -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
It's needed, in my opinion, to allow them to tier the rarity of weapons inasmuch as it relates to the rarity of ammunition. Mechanical? No. Pragmatic, certainly. Rendering a discrepancy in the rarity of a weapon's overall use (which is all that matters) cannot be done with one round, hence why I think 7.62x51 needs to be de-amalgamated. We do not need (although I welcome more) any more assault rifle cartridges to show discrepancy in terms of rarity, because it... at a bare minimum... requires two data points (i.e. 7.62x39 and 5.56x45) for there to be a discrepancy in ammunition rarity at all amongst these weapons. We didn't need .380 ACP because they already had two data points (i.e. .45 ACP and 9x19) with which to show discrepancy in ammunition rarity. Couldn't do so with just 9x19, because it would be one fixed level of rarity (vice two distinct levels, hence the discrepancy). -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
That makes it worse in my opinion! Not only was the AKS-74U not included, but the AKMSU that they chose to render wasn't even chambered in 7.62x39! At least DayZ attempts to reconcile the two. Yes, STALKER is perhaps the most blaring demonstration of the hypocrisy inherent in those who make the "realism" argument. I have seen the same folks who argue for absolute "realism" in DayZ, use STALKER over and over as an example. Yet it has a majority (15 "Western" weapons, 12 "Eastern" weapons) of "Western" firearms. Including such stars as the non-existent .45 ACP/9x39 Desert Eagle, LR-300, suppressed L85s, fully kitted FN F2000s, and nigh-prototypical AN-94s. Not to mention an entirely fictional gauss rifle! People typically come back with the "well, these weapons were rare in STALKER." Cool! That vindicates my point even more. Weapons do not have to be categorically dismissed from inclusion, because they can be made rare and your favorite "realistic" and "plausible" and "likely" AK-pattern weapons can be the norm! Cake, eating it too! What a concept! -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
Well, "dying inside" sure beats actually engaging logically with the debate. If you despise the mere idea of compromise then I cannot discuss this with you. I want 5.45x39. I just don't view it as a necessity as is so often asserted. Especially when we've got a round which already provides for every weapon archetype that would be provided for by 5.45x39. My issue is the justification used to say "this is why we need," 5.45x39 and not with the fact that people want 5.45x39. The justifications primarily lay with the fact that 5.45x39 would "allow the developers to add X, Y, Z weapons." I take issue with that, as the same weapon archetypes can be provided for with the currently included 7.62x39 cartridge. The AK-101 was implemented, yet I don't see many folks (aside from the usual suspects, both here and on Reddit) taking issue with it having replaced the AK-74M. Because, like Torchia said when this whole debate kicked off, the majority of people appear not to care either way. People can't tell the difference, because there really isn't one both aesthetically and functionally as far as DayZ is concerned. The same can be said of the AKMSU, I don't care (even being a firearms enthusiast) that it could be included instead of the AKS-74U, because it's the same concept (i.e. a SBR AK in 7.62x39 instead of 5.45x39). The RPK has seen extensive global use since the early 1960s. The AK-103 has also seen extensive global use as of late, in being used by Russia as well as many prominent export-receiving nations (like Libya). The AKMSU is the only one that could possibly be an outlier, and even then, there are plenty of SBR AKs out there that could take its place (see the AK-102, AKMSU, AK104, Zastava M92, AIMR, or any number of Bulgarian-made 5.56x45 variants) which are chambered in either 5.56x45 or 7.62x39. Not to mention the Vityaz SN, the standard-issue Russian 9x19 (another round already included in DayZ) SBR AK SMG. If you're willing to deem something as "unlikely" then you'd probably have to cut out almost every single weapon in DayZ currently. As well as the oft-touted AN-94, which is probably rarer and far more bereft of real-world use than any of the above weapons. Same can be said, to a lesser extent, of the AEK series as well. And the all-powerful STALKER exemplar also featured an AKMSU (rather than an AKS-74U). So there's that... -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
I agree. But I don't think 5.45x39 in particular is needed. Other calibers, like 7.62x51/.308 (which we're getting eventually) and a dedicated sniper rifle round are needed in my opinion because they actually allow the developers to better balance how the player interacts with certain weapon archetypes. Whereas we've already got two assault rifle cartridges already (i.e. 5.56x45 and 7.62x39 respectively). Much in the same way that .380 ACP wasn't needed as we already had 9x19 and .45 ACP. I would love it if 5.45x39 were included. But people use the argument of "we need 5.45x39 to add X, Y, Z weapons to the game." Which isn't necessarily the case, as most 5.45x39 weapons have 7.62x39 counterparts (a round which we've already got). Now, if folks were to make the argument (as I have) that it would add variety and an extra layer of flexibility in how the developers can tweak the ammunition-weapon-utilization relationship with certain weapons (i.e. making AKs the mid-range selection as they were in the mod) then I would fully support that. But they don't. All folks say about 5.45x39 is how big a travesty that it is that it's been overlooked, and how we need it in the game, or how we need it to add certain weapon archetypes (which have 7.62x39 variants). Often times without any supporting argument. -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
This is pretty much how I want overall player gearing to work, but only to a point, as is demonstrated by the end of the video. You have the initial survivor (the main character), who is entirely at the whim of his/her environment. He/she is poorly armed, poorly equipped, and without major resources. You have the survivor who's beginning to make the environment work for him/her (the supporting character). He/she is moderately armed, has a middling range of support gear, and is actively engaged in marginally shaping the landscape or the resources of Chernarus. You have the survivor who has, aptly, survived (the high-speed-low-drag villains). This survivor has conquered the landscape, and is actively influencing the circumstances through the resources acquired/utilized. He/she is well armed, well-stocked, and therefore has the capability to pursue tangential (i.e. non-survival) endeavors such as vehicle acquisition, base construction, etc. However, the caveat that I would put forth, is the need for each of these three distinct "levels" of gearing to have the ability to fall or fail. Thereby creating a cycle within a life. Death can no longer be the sole determinant in deeming the beginning and end of a character, wherein the progression from unequipped survivor to heavily-equipped death dealer is a two-way street. You got that cool assault rifle? Neat! Good luck finding magazines/ammunition for it. Think them NVGs are pretty dope? Good luck finding batteries to keep it going, and enjoy the rain ruining it eventually. -
What clothing set/weapons would you add if you could?
Katana67 replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Romania Russia Albania Serb-stravaganza! Croatia -
What "End Game Gear" Should Theoretically Be Like At Release
Katana67 replied to hannibaldaplaya's topic in General Discussion
Well, granted, we have two very different ideas on what should constitute an "end-game" loadout. Mine is more akin to the mod, especially with regard to weapons. However, I still categorically reject the assertion that we need 5.45x39 to have certain weapons. An overwhelming majority of 5.45x39 variants, have 7.62x39 counterparts. A round which we've already got. The AK-74M has the AK-103 (not that it matters, as we've got the AK-101). The AKS-74U has the AKMSU. The RPK-74 has the RPK. The AEK-971 has the AEK-973. The only weapon that is solely available in 5.45x39, as a platform/archetype, is the AN-94. And I suspect it would be viewed as "just another AK" to most, no matter how it's dressed up. I want 5.45x39, but we don't need it to add certain weapons which are essentially interchangeable. If they want a HBAR AK, they add the RPK. If they want a SBR AK, they add the AKMSU. If they want a modernized AK, they add the AK-103/AEK-971. The same applies to the majority of bullpup AKs as well (and tangentially, the OTs-14 which also has a 7.62x39 variant). That and the number of weapon platforms in which 5.45x39 is used is pretty well limited to the AK-pattern/derivative weapons. Whereas a round like 5.56x45 is used in a much wider variety of independent weapon platforms (i.e. G36, L85, AR-15, AUG, etc. just on the assault rifle side). To my knowledge, there's no widely-used non-AK derivative assault rifle platform out there in 5.45x39. There's no widely used/produced 5.45x39 belt-fed light machine gun out there, and even if there were... we'd have the RPD to cover that as well. -
There absolutely is a "now, now, now" culture, as evidenced by swathes of unreasonable folks... who, even when told why a target window was missed, cannot seem to understand simple principles of creative development. Simply this, shit doesn't always go your way. Even on the highest levels (i.e. AAA games) there is absolutely a desire to push games out before they're ready, see BF4. This is created in part, by masses of players wanting more, more, more. Again, as long as I'm informed as to why a milestone is missed, I couldn't care less. People have purchased an Alpha for the purposes of testing. This is one of the true illusions of DayZ, it isn't a game yet. It is an unfinished product, this fact has never been hidden. People have been told, from day one, that the thing they're purchasing is not polished, complete, or even functional at times. Yet people purchase it anyway, expecting exactly what they want to expect... wrapped neatly with a bow on it. If you purchase something, having been informed that it's incomplete, non-functional, and unbalanced... and expect it to be otherwise, then I cannot help that person. They do not possess the faculties of logic. Sure, people expect it to get better at the very base level. And it has... I mean, I think a large contributor to the "rage" people seem to have with the development cycle is they can go "Hey, look at the mod! The mod has X, why doesn't the standalone have X? WTF devs?!" We've got nearly 100% enterable buildings. We've got navmesh'd zombies. We've got an attachment system. We've got a plethora of new items. We've got the makings of persistence, hunting, foraging, etc. We've got the makings of an in-depth crafting system, medical system, and weather effects system. They come out with a patch every two weeks or so now, substantive patches. I really cannot fault their development workload.
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Trust me, it isn't the military gear that provides for PvP. Granted you're not explicitly saying this, but I see this used all the time as a scapegoat for KOS. Which is ludicrous. Doesn't matter if a bandit has a rock, Mosin, or an M240... they're still a bandit. Scapegoat it all you want folks, just makes me look like a rockstar. Bandits killed bambis all the same with Makarovs in the mod, no different here. But yes, I agree that the game needs consequence. Threatening zombies are a piece of the puzzle, but only one piece. If the player would immediately get swamped by zombies if he/she fired a weapon in the big cities, then that player would think twice about doing so. And thinking twice is all I really want to have happen. It's certainly not a punishment, it's an added layer of consequence to an action. And I absolutely agree that things need to be made harder overall, in terms of getting loot especially. Which is why I want them to severely limit the edible food/potable water loot spawns, forcing players to hunt/forage for survival. A fresh can of beans should be a lucky treat, not an everyday occurrence. That and I disagree with treating the end-game as a fixed point. Even when people say "the end-game is what you make it," that's all well and good... but if the end-game that I've chosen is still a fixed point at which I can say "I've won," then it's still an end. Not a process. One should always be gearing, always be surviving, always be looking for the next place to settle... the next town to clear... the next vehicle to repair... the next battery pack to feed my NVGs... the next box of 5.56 for my M4. Problem is, now and in the mod, there's too many "have it, and have it until I die" items. So that death is the only hindrance, and when that is the case, then PvP is the only way of cycling through the game.
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No. I did see this just now, though. https://www.youtube.com/watch?v=kz8zZbMOYYM#t=53 HUD dot, being used in first and third for accurate fire at range (looks like 60-100m). And I just bagged a zombie, cold bore, with the HUD dot from the western treeline at Zelenogorsk at a range that DayZDB is telling me is 189m with an AK-101. And just repeated the same test, in-game, with the AK-101 at 100m out to 200m. Was able to hit whatever I wanted dead on, using the HUD dot. It certainly is slightly off, but not anywhere near to the point where it's significant. Man-sized targets are easy pickings.
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Are people really that impatient? Things take time to do right. Hence why they have this thing called "standalone" now. This "now, now, now" culture in gaming these days is absurd. As long as I'm told why something is taking a while (which Rocket has been very up front about), then take all the time you need.
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Okay well, it's viable at range. That's all I'm trying to say. I use it effectively at ranges up to 200m. Which I shouldn't be able to, in my opinion.
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Do you prefer fast zombies or slower zombies?
Katana67 replied to kevinthegreat's topic in General Discussion
Which is why that's cool, but we shouldn't be repeating his style over and over and over again. Henry Ford pioneered the automobile, but you don't see us roaming around in Model Ts. We've moved on to better things. -
"Loot: Some guns spawn with ammo now " anyone seen this?
Katana67 replied to Forrelist's topic in General Discussion
I don't agree with some of what you said, and I agree with some that you said. We need more people like you around these forums. Stay a while. The colored text is a treat. -
Do you prefer fast zombies or slower zombies?
Katana67 replied to kevinthegreat's topic in General Discussion
I don't think they are. I think they're exactly the same concept in terms of "subtlety". Save for one is the equivalent of the Adam West Batman, the Caped Crusader and the other is the equivalent of the Christian Bale Dark Knight. If I break a piece of glass, and the fast zombies rush me, the fear is the same. I screwed up, zombies come kill me. I instantly made a fatal mistake, fear. Rather than, "Doh! I forgot that there was a massive crowd of zombies outside that I could've easily avoided if I wanted to! Damn you memory!" I get what you're saying, but one involves you actually screwing up. And the other involves you just forgetting that there are zombies in the world like an imbecile. There's no tension in my opinion when you run through a crowd of bumbling zombies. I've risked many a crowd of zombies in DayZ, crawling at a snail's pace, reading their movements... just to get to that helicopter crash unnoticed. Knowing all the while, that if I snap a twig too loudly, they'll come murder my ass in a heartbeat. Wouldn't have that type of fear if I could just moonwalk and stiffarm my way around a bunch of harmless skeletons and casually browse the exquisite selection of weaponry at my local helicopter crash. However, I believe we can have our cake and eat it too. With things like a hierarchy within zombie aggro. 1. Loiter. Neutral state, zombies just bein' zombies. 2. Alerted. They hear a distant noise, see a distant silhouette, smell a wisp of smoke on the wind... they begin migrating casually toward your location. 3. Aggressive. They see you outright, hear you smash a pane of glass, bump into you... all hell breaks loose and they all rush you at full tilt. Sounds like a fun compromise. -
"Loot: Some guns spawn with ammo now " anyone seen this?
Katana67 replied to Forrelist's topic in General Discussion
Maybe because this is a game, too, and I personally find it more rewarding/unforgiving to have to find magazine, ammunition, and weapon separately. Rather than having my M4A1 served up to me with a freshly loaded or unloaded magazine. So I can just immediately and without consequence, go around hosing folks for funsies! Rarity and consequence are compounded by how many variables are added to the formula. Ammunition (1) + Magazine (1) + Weapon (1) = Fully-functioning weapon (3). Ammunition/Magazine (2) + Weapon (1) = Fully-functioning weapon (3). Fewer steps = less investment of time/effort/risk. People want to talk about the actual processes of the game being streamlined? This is simplified streamlining, definition of. -
Do you prefer fast zombies or slower zombies?
Katana67 replied to kevinthegreat's topic in General Discussion
Right, similar to how the young nubile 17 year-old girl in stereotypical horror movie fashion, goes into the dark and scary hallway right into the axe murderers' axe. How is a moment of "pure panic" any different from an "adrenaline spike"? Both fast zombies and slow zombies will kill you if you fuck up, get lazy, make too much noise, linger in one area too long, etc.