-
Content Count
3625 -
Joined
-
Last visited
Everything posted by Katana67
-
None of us know how scarce/abundant items will be in SA release (much less accounting for tweaks later down the line), I doubt even Dean does either. That said, I want items to have figurative weight. Meaning significance. Making items, or certain items, rarer (like packaged food, ammunition, weapons) and adding different condition levels (which has been done already) will add significance to looting. Rather than the way it works now, where it's more of a guarantee and less of a risk.
-
First impressions... Pros - Zombies look a lot less idiotic than in the Gamescom footage - Melee looks much more visceral than in the mod - 40 round PMAG - Backpacks with actual straps Cons - Zombies still have a long way to go overall - The godrays are a little much, but that's not a big deal
-
Firefox or GTFO
-
Oh, and can anyone make out what that says underneath the weapon in the HUD? It's probably the Mosin, but the blurry text doesn't necessarily match Mosin. If it is the Mosin, which I think it is, it says "Mosin XXX". Doesn't look like anything resembling "Nagant", might be M91/30.
-
Compass was too military brah... this is survival game... we need shitty equipment now! Model artists! GO! Glad they put some hands underneath the compass this time around.
-
Relativism.
-
False.
-
Green Mountain has always been there. It's roughly east of Zelenogorsk, north-east if memory serves. A big radio tower and a few (un-enterable as per the mod) buildings. There was a lot of mystery and hearsay surrounding it. It's commonly regarded as a risky place to go. As to the original comment about Green Mountain. I would suspect it'd be revamped. If only for the fact that the buildings there, whatever they may be, are probably enterable/lootable. I'm not sure what else could be done to Green Mountain. I sort of liked how desolate it was, so I'm not sure I want it to be built up. But on the other hand, I did feel it was a bit boring and pointless. Hopefully, as we see the later inclusion of construction/building, I think we'll see it as a stronghold of sorts given its relatively closed nature (as per the mod). I think it should be possible to block off certain places in DayZ whenever construction/building gets implemented. I would preface that by saying that any construction should be able to be defeated by an appropriate counter. As a comparative example, wooden blockades/doors/walls/whatevers should be able to be taken apart by a hatchet and metal blockades/doors/walls/whatevers should be able to be destroyed by explosives. That's just a rough example, which I've fleshed out previously.
-
Forum 1. A place for discussion 2. A gathering for the purposes of discussion Public 1. Able to be seen or known by everyone; open to general view I didn't realize there was a requirement to abbreviate discussion, or a necessity to cater discussion to what is suitable to you.
-
Just as a clerical remark not relevant to the content of the discussion, in the information coming out of a convention (Gamescom I think), Matt confirmed that anti-materiel rifles (AS50) will not be included in SA.
-
The conversation has been pretty civil.
-
Erm. I was saying that you DON'T have to apply "realism" across the board, both in that it's a very vague concept and in that it often doesn't serve gameplay. The "quick gearing" is provided by several things. - An overwhelming presence of (low-end) weapons in cities/towns, as well as ammunition - A highly centralized and guaranteed military loot system (i.e. barracks, tents) - A lack of harsh mechanics to cause people's gear to degrade (thus requiring repair) and for people to maintain themselves (disease, food, water) It's not about realism, it's about including mechanics to add complexity and consequences to survival. There is a more eloquent solution to placing a loot chance of high-end items in regular households, as you suggest. Part of it is increasing the rarity of ammunition in general. Likewise, the weapons have to degrade and be found in differing conditions. High-end loot can still spawn in centralized and logical locations, but those locations should be either dynamic or spread out moreso than in the mod so that looting is less of a guarantee and more of a risk.
-
Right, and what I was trying to highlight when I first replied to you is that to make the argument you're making (that the systems being implemented won't fundamentally affect the gameplay) you have to disabuse yourself of the assumption that the systems are unchanged from the mod. You're saying "quick gear and then heading to the gun store", which is a function of the mod. The continuance of this circumstance is predicated on several premises. The most prominent one is that the loot system will not affect the flow of "gearing". It's a bit more than speculation, when Rocket and the developers have confirmed the increased rarity of certain items. Likewise, with the advent of near-100% interiors (if they keep the current mod loot system which is tied to buildings) they will have to spread the loot out. As right now, in the mod, there are only a few places in each town to look so the logic here is that there is an increased chance of finding loot in a limited area. Vice with the SA (by virtue of more enterable buildings) the loot will be spread out and you'll be less likely to find significant items in a given building. Succinctly put, you're basing your assertion (that the loot system's change will not affect gameplay) based on suppositions that aren't known. We don't know if military loot will spawn in the centralized fashion as it does in the mod. We have no idea of the rarity (both overall and in terms of where they spawn) of certain items, from assault rifles to cans of food. However, we do know that items in general will be rarer than in the mod (as per developer statements). Nobody's commenting on the "realism" of any system, as it's a fairly nebulous concept. They're commenting on the inclusion of specific systems insofar as it concerns gameplay. Likewise, "realism" certainly doesn't need to be applied across the board. As Dean has said he's willing to implement systems which are not 100% faithful to reality.
-
"...but in reality the game wont function solely like that, it never will..." "But you wont, people will gear up and head to guns location (airbase w/e)..." "And yes, gearing would be easy..." You're doing more than predicting and hypothesizing. You're asserting with the supposed illusion of "reality" on your side. Most of the people replying to you are qualifying their remarks with "It could be...", "It will probably be...", etc. You're speaking too "matter-of-factly" for your assertions to be considered predictive or hypothetical. We're all aware of the origin of your reply. But your reasoning is what is being called into question.
-
Again, why can't there be a downvote bean interface?
-
I'm not assuming anything, that's the key. Or rather, I'm providing a counter-assumption to demonstrate your assumption which you're then using to make concrete assertions about a game which has yet to release. Not sure where you got the apartments thing, didn't even mention that. The flaws of DayZ mod are in that you never have to find things again, you get them and you're done. You don't have to maintain them. You hardly have to restock. It's not about never having a break, it's about having a more wholesome survival experience.
-
You're assuming that the loot spawns will be as predictable as they are in the mod, or as centralized. Who knows, the airfields could no longer be as bountiful as they were in the mod. That, and you're assuming that gearing up will be easy. I've seen screenshots of barracks at Zelenogorsk in SA. There is no way they'd allow high-end loot that close to the coast. So, it's reasonable to surmise that barracks may not be as fruitful as they are in the mod. Hell, they may not even spawn "high-end" loot at all.
-
/rage First, Chernarus ain't Russia. It's a fictional country with fictional circumstances applied to it. Second, the SMLE (.303) can be found all over the place. If it's in Afghanistan, it can just as plausibly be found in Russia (even though that standard is not applicable to DayZ). The countries do not have to be former British possessions for a British weapon to be there. Third, if you limit your weapon selection to a region... there will never be an adequate variety of weapons. I'm not saying there should be an HK 416 in every household, but one can't just dismiss the presence of a weapon entirely. And, for what it's worth, the British stationed 40,000 troops in Russia during the early 1900s (in Archangelsk) alongside 13,000 Americans.There was also a force of 1,000 British, Australian, and Canadians operating in the Caucasus at this time as well. http://en.wikipedia.org/wiki/Allied_intervention_in_the_Russian_Civil_War#Foreign_forces_throughout_Russia
-
Yay atmospheric DayZ!
-
I've been focusing my efforts on a few BF forums, as I'll have my PS4 hopefully by the end of the month and will finally be able to play BF4. DayZ SA release would help fill that gap though.
-
Solid, I like reminiscing about old DayZ. I started playing when there weren't vehicles (might've been one of those times where they were removed, which happened a lot back in the day). Though, there is a truck which spawns north of Myshkino which is mine... and noboby else's! I miss the days when Deer Stands dropped military loot. Was just a low-risk, low-reward method of getting geared up rather than the high-risk high-reward acts of heading into Stary/NWAF. Will be nice to just be a noob and explore all the new stuff they've got in store. But I hope they've got a pretty aggressive roadmap. I don't want to explore every corner of the new map (which is likely anyhow) before they actually start adding new systems/items. Which is why I have such a love/hate relationships with the new emphasis on alphas. Sure, they let you play early and test things... but when you finally get that 1.0 version, it's nothing new and you hardly notice it if you've followed the entire development.
-
I've never really had a choice. My first playthrough, I went into Staroye and checked out the longhouse. Found my first CZ 550 and went outside only to find a bandit running at me across a field. He leveled his Winchester at me and I glassed him up from about 100m away and pulled the trigger. So began my life as a death dealing kill-on-sight loner. If by survivor you mean just living off the land, that's all I do.
-
Widely used firearms aren't enough? No Romero tropes thank you very much.
-
Debatable.
-
Instead of a hype train... I think we need...