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Everything posted by Katana67
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Liking the AK-101 a lot! Great for general-purpose zombie dropping. But, I think the weapons need to be fully fleshed out before I can tell which ones I like. Suppressors (and therefore, zombies respecting stealth/sound) are a big deal for me. That and a lot of weapon archetypes (i.e. battle rifles/DMRs and GPMGs/LMGs specifically) are unrepresented so far. If a FAL, AR-10, or G3 were to be added... then those would be my favorite weapons regardless of their performance.
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And? What's your point? Do you want the grass to be improved? Or removed? Because one of those makes more sense than the other. HINT - It's the former.
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I mean, either way, the assertion that the forest is always and will always be devoid of worth, player interaction, or utility is just categorically false. The mod's forests were practically high-traffic areas, simply owing to vehicles and tents. Add hunting, additional construction, horticulture, etc. and we'll see plenty more folks opting for the forest at least some of the time.
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See the firefight that occurs around the 3:40 mark, and the subsequent puffs of smoke that go flying past the doorway! It's a massive plume of smoke that gets projected for fifteen feet after you fire! Should be much smaller, you're already firing a weapon. Doesn't need to be a smoke signal coming from the muzzle of your weapon.
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I thought the M4 was removed from the game due to hacking, confirmed by Rocket 100% no doubt? /sarcasm
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Well, Balota ranks pretty high on the spectrum of frequently visited high-value locations. Try Zelenogorsk. Out of all of the barracks/jail locations, I'd say it's the least frequented. Not that I encourage server hopping. But yeah.
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Not entirely sure what you're trying to say here. I linger around some of the most unpopulated places in the mod (see Myshkino, Skalka, Petrovka [which is no longer there]) and I see players, vehicles, tents around all of the time. To the point where it's actually a problem for me to put up a tent, because all of the usual spots are taken. And the issues you cite with gear/loot priority, in being able to circumvent the entire process via server hopping, is an issue to do with server hopping itself. In-transit encounters are different from just plain encountering folks in the woods. I have never really encountered many people on my way to a place. Point being, the forest needs to become more of a destination unto itself.
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Well, for one, I think magazines should be spawning empty. More or less always. But, try the jails and barracks (I suspect this is where you're trying already). I haven't found any AKM magazines other than, oddly, the 75 rounder in these buildings as of late. Whereas I've found at least five AK-101 mags.
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I agree, the nights need work. I suspect we'll see some marked improvements whenever they make the move to DX10/11.
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I disagree. I had plenty, plenty, plenty of player interactions in the forests in the mod. Once persistent structures/storage, vehicles, horticulture, and hunting are fully implemented (along with other ambient changes like lowering the available food item loot in towns) then the forest becomes a much more attractive option. When people can hide/live in the forest, and actually sustain themselves, I doubt they'll be as desolate as they are now. It's fine to say that the forest doesn't really work for player interactions right now. But to say that it can never do so under any future circumstances, ever, is just lazy.
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2. The developers have said that they plan on removing it entirely. 3. Why? What's so "hardcore" about bullet-resistant gear not working at all? EDIT - Read that wrong, sorry! 6. No. The nights were unplayable. It's not a matter of being more "unforgiving," when they were just poorly done in the first place. Not saying what we have now is the best thing ever, but the nights that we had before were atrocious.
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Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
Interesting to see some folks' thoughts on weapon tiering. Personally, I think assault rifles should be mid-range just due to what they are innately. The "high-end" should be made up of things which actually confer significant advantages, and/or fill a distinct niche. Like LMGs/GPMGs, DMRs, and dedicated sniper rifles. -
I think the current bipod implementation, and potential future implementation, has been largely undiscussed. While I value the bipods in DayZ actually making a difference (versus the mod where they did nothing), I still feel that they're lacking in a few key areas. Chief amongst which, is they require a player to be prone. Following that, is the lack of flexibility inherent in this paradigm, wherein players cannot fire from supported positions effectively in a myriad of locations (i.e. inside of buildings, off of ledges, etc.) I do not want bipods, necessarily, to follow the BF implementation whereby they become rooted to specific surfaces. Perhaps this would be appropriate with dedicated bipods like the ATLAS and any fixed bipods on weapons. However, I think there should be another option for supported shooting that is relatively flexible in terms of positioning. This is not a dedicated suggestion, but merely food-for-thought in terms of discussion. Shooting Sticks. I think this would be a good, and largely convenient way of implementing a more flexible "supported shooting" mechanic into DayZ without a reliance on the prone use of bipods. Kneeling Standing This would allow for a relatively easy and simple crafted item to be implemented (would require rope and two/three looted wooden sticks, already items included in-game) which could have a set-up time/animation in order to provide a portable (yet fixed when deployed) position from which a player can engage targets from a supported position. Similarly, it can be tailored by the user to fit certain parameters. As it is now, it's very difficult to shoot out of most windows given the faculties of ARMA's shooting mechanic. Being able to fire from a supported position, well within a building, is necessary in my opinion. Likewise, the developers wouldn't have to go through the trouble of implementing the cumbersome BF-style bipod deployment system. I also wouldn't mind if a tripod (able to be used whilst kneeling) were to be a dedicated looted item. Such as a tripod w/ Hog Saddle already put together. How do you think they should implement supported shooting? My personal feelings on the matter are detailed above, but I'd like to see how you'd want bipods/monopods/supported shooting to work in-game.
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Supported Shooting - How Should It Be Done?
Katana67 replied to Katana67's topic in General Discussion
And this is exactly what prompted me to put forth the idea of shooting sticks You're right, the map doesn't have a lot of built-in spots for resting a weapon! Which is why I'd like to give the player the ability to tailor his/her own supported shooting position around the world, to create better spots to shoot from. We're (or at least I am) already seeing this with the aimed-while-sitting animation, I've used it many times to just hang back in a building and snipe folks. It's a great thing to have a mobile, but still fixed, ability to steady ones aim without exposing oneself to overly apparent shooting angles. The world doesn't lend itself to flexible supported shooting positions, so why don't we give the players the ability to create their own positions? -
I suppose we'll see! Would love it if you planted seeds, then had to wait a few days in server time for your crops to start sprouting.
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Supported Shooting - How Should It Be Done?
Katana67 replied to Katana67's topic in General Discussion
Forgot about this thread! The new aimed-while-sitting animations are a great example of what supported shooting can be. I'd still like some sort of support to further iron out the kinks with the new sway, when shooting from a fixed position. Being able to use shooting sticks whilst seated (the sacrifice being it takes longer to set up/break down) in order to get rid of that drunken sway would be lovely. -
But re-establishing civilization, even on the most basic level (i.e. being able to live off of the land) is one of the hallmarks of apocalyptic fiction. The idea that humanity is hanging on by a thread implies that it can survive. Oddly enough, much of the potency in apocalyptic stories (for me anyway) is the idea that you, I, or humanity, can pull through it. We're getting into a very philosophical realm. But I've never considered having a garden, or having a home, to be anti-apocalyptic.
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[M4A1] - STANAG 60 round magazine should have to be reloaded after 30 rounds
Katana67 replied to zippit's topic in Suggestions
Agreed. But rather, I just think the magazine coupler should be the attachment. It shouldn't be a "60 round" magazine attachment. It shouldn't just be, "Welp, I've found two magazines already linked together!" You should have to find two magazines, and then find the coupler separately, then link the two magazines you've already found with the coupler to increase your reload speed between the two magazines. But yes, in either manifestation, it should require a reload in-between. The 40 rounder should be the best bet if you want a continuous stream of fire. I also believe there's a 100 round Beta mag in the game files. I could be way off. -
I just hope they can keep the tempo of exp/stable releases up the way they have been. I mean, what, we're getting a relatively major update every week or so? This is great. But I can't help but think we're being spoiled. We've gone through long droughts in both the mod and standalone with sparse updates. Why? Doesn't have to be an "explain yourself!" answer. But I'm curious. I've always thought it'd be a great idea.
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Will there be cars helis and plains like origins?
Katana67 replied to 521999's topic in General Discussion
The only issue I'd have with a tank is whether or not it could demolish player structures. Because if it could, I don't think I'd support it. -
The art folks (i.e. Chris Torchia) were suspiciously silent in that update. What're you cookin' up?
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Will there be cars helis and plains like origins?
Katana67 replied to 521999's topic in General Discussion
Any vehicle that was in the mod, the vanilla one... I'd expect it to be in standalone eventually. -
Whats your favorite location on the map?
Katana67 replied to TheMaxedout's topic in General Discussion
Myshkino. That is all... -
Dunno, I play on Very High settings and still get massive pop-in on things like houses and trees... from normally reasonable distances. I don't think it can be fixed, just DayZ doesn't have very good LOD textures or transitions.
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What Weapons Warrant Being Hyper-Rare and/or Regulated?
Katana67 replied to Katana67's topic in General Discussion
I agree with the first bit. I'd like to see them take a more prominent role, but I don't want them somehow competing with firearms. They both have distinct roles, it's up to the player to decide how to best exploit that role. Once stealth is implemented and the zombies are a bit more imposing, I think we'll see plenty of folks running with bows to take out zombies. But firearms will always be king for PvP and general-purpose PvE, hence why they've offset bows in warfare and hunting respectively in the real world. I also agree with the second bit. We're fast approaching the overall number of weapons platforms in the mod, with a very good variety already. I just don't like it when folks try and deem what cannot be included. Or rather, they can do that, but they have to have a good reason for doing so (and "because I don't like it" or "because it doesn't fit right" aren't good reasons). Firearms are here to stay. I can't wait to see what they end up looking like after they get a chance to actually tweak the loot values, have a few more calibers included, and can tweak the loot management system.