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Everything posted by Katana67
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Went AFK to Poop and Character was missing gear when I came back
Katana67 replied to t1337dude's topic in General Discussion
As far as I know, I recall seeing it in a video of Standalone just a few weeks ago. I don't really swim in DayZ, no reason to. -
Went AFK to Poop and Character was missing gear when I came back
Katana67 replied to t1337dude's topic in General Discussion
You probably ended up swimming while you were autorunning, and when you swim in DayZ, your weapon and backpack go away eventually. -
What Weapons Warrant Being Hyper-Rare and/or Regulated?
Katana67 replied to Katana67's topic in General Discussion
I disagree. I don't want this to be a caveman simulator (forgive the reduction, I recognize this isn't what you're saying verbatim). Firearms are not only a part of everyday society in a variety of contexts, but they're a part of the zombie survival genre. Almost to an inseparable level. Now, do I think you should be able to find 100-round boxes of 7.62x51 everywhere? Of course not. But do I want to have firearms in general to be so uncommon as to render their use completely useless? Absolutely not. There's a middle-ground to be found here, and we're not that far away from it in what we've got now. It's a middle-ground between making firearms viable and making the act of using firearms consequential. All it requires is tweaking, in my opinion. That and the main benefit of a melee weapon and bows, is the fact that they're either silent... or do not require ammunition (or both in the case of melee weapons). They should be there to have a specific role, just like anything else. Not to categorically replace firearms. -
The first map is incomplete in the first place, though. All of the space in the north was there. If you notice, on the top right, the map does not include the peninsula northeast of NEAF and cuts out around Skalka in the NW. Which was there in the mod. The original map is incomplete in the first place. Many of the vanilla Chernarus maps online do not include the northern-most reaches of Chernarus for some odd reason. They haven't really added any additional surface area to the map. EDIT - I checked, the "original" map used in that/your overlay is missing a roughly 2x15 square kilometer area in the north. The xxx, 000 through xxx, 020 grids are not there.
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To zombies? No, and maybe it should. To players? Meh, sometimes. It's more about masking the actual silhouette of your character than it is blending in with the background colors. So, just not silhouetting yourself against things goes much further than having all-green clothing. That said, this is one of those things that I feel video games always get wrong one way or another. Either the characters are too "shiny" (dunno how else to put it, the way they are rendered is different from that of the background, making for a harsh contrast). Or... The graphical settings of a game (i.e. AA, ATOC, etc.) can be tweaked as to make players all the more visible. EDIT - I like the Green Gorka-E set, as well as the PautRev set.
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What clothing set/weapons would you add if you could?
Katana67 replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
The thing is, you could leave the crap out at the end. You could. But you consciously choose to say what you don't want, rather than just what you do want, always. You go out of your way to discredit a particular aesthetic, for some reason. Moar of everything, please. Including this... And this type of stuff is equally as welcome too! -
Yep, it's the same dude. MaxRain. Made it up, Rocket never said it.
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Source plox, I mean... a source other than a random forum poster (MaxRain IIRC) who just makes up quotes and attributes them to Rocket.
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So whats every one gonna build/fortify when all that gets added?
Katana67 replied to Sirwarriant12's topic in General Discussion
Yep, I support that. But others have said it on this thread and I didn't want to beat a dead horse. And it still doesn't fix being able to block off spawn points, players can do this whether or not avatars/characters are fixed to a particular server or not. So long as the spawn points are known and/or relatively limited, they'd be vulnerable to exploitation. Which is not to say that we need folks spawning all over the map, it's not. It's to say that spawns along the coast need to be made more various, dynamic, and/or unpredictable. -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
This is sort of where I'm at. Not only is the vanilla Mosin just good at what it does in the first place, the obrez just seems to make it worse in all regards. It's not like you need a shotgun/SMG to clear a building, you can do so pretty well with a Mosin. Which is why I think that they need to add certain parameters (like barrel length collisions perhaps, faster raise/draw times, and enhanced movement via a weight system) which allow folks using dedicated "CQC" weapons to actually harness an advantage. Not that I don't want the obrez, I want as many weapons in-game as they can get. But I just think the weapons need to be made useful, to a reasonable degree, first... and then made various as a second priority. -
Could take it or leave it. Especially the player kills statistic. Not that I don't love killing folks in-game, I do, but it's not something that I feel should be tracked. And not to beat the deadest of all horses, and I say this without scorn, but try search function next time. This has been discussed a lot in the past.
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So whats every one gonna build/fortify when all that gets added?
Katana67 replied to Sirwarriant12's topic in General Discussion
1. Rocket has said that they're working on a solution to this, involving "zones" wherein a player cannot log into a server inside one of the zones (ostensibly a barricaded house) and would be spawned outside of it. 2. Make spawns dynamic along the coast, rather than fixed? Make construction a difficult thing to do on a large scale? Allow people to vault over certain things, like fences? Take your pick! :D -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
I do think, though, that the "weight" system will add a bit of consequence to using some weapons over others. And I agree that the Mosin should be more cumbersome, and not just in terms of turning speed. Because it's not always a race to turn to face your target, especially when the buildings you'd be clearing are fairly linear (meaning, you're already looking in the direction where your adversary is, because they can only be in a few known spots inside a building). -
What Weapons Warrant Being Hyper-Rare and/or Regulated?
Katana67 replied to Katana67's topic in General Discussion
Meh, it's still a standalone weapon system from Kalash Concern (vice KBP/TsKIB SOO which makes the SVU). Both would be wonderful! But in all honesty, I doubt we'll see either. With the SVD itself coming in, I don't really see a need for an SVU aside from just for the cool factor (which is all good with me). Because that's sort of how Russian/Eastern weapons roll, their "special" versions aren't really any better than their "normal" counterparts (i.e. OTs-14-1A/AKM, SVU/SVD, AN-94/Everything, etc.) Which could be an interesting way of having "high-end" weapons. There aren't many bullpup DMRs out there, so it'd be more than welcome either way. -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
This isn't strictly relevant to the thread or any of the weapons at hand, but this is sort of why I think that rifles will always be patently better than their smaller CQC counterparts. Chernarus' engagements are pretty well geared toward long-range engagements, even in cities. Aside from keeping something like a shotgun as a primary for the sole purpose of clearing buildings like barracks/jails, I don't see a distinct niche that they can fill and still be commonplace. And most other long-range weapons can do the job just as well. -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
I agree! But there's also Mosin-Nagants with nothing more than a replaced front sight for a scope mount, or a metal band cinched to the receiver to attach a scope mount, or a clamped scope mount. Point being, as far as DayZ is concerned... item 1 + <insert vague mechanical "combination" process here> + item 2 = item 3. -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
That's what I'm interested in finding out too, in addition to whether Torchia was just musing... or he actually intends on having this be a possibility. -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
Sounds like a whole lot of effort and crafting. I mean, I'm fine with it. Gibonez just applies his hypocrisy wherever he can, though. Excuse me, perhaps vented is the better term. EDIT - Although, I suppose that could be the mounting point for the iron sights... which were removed... and the barrel is heavily machined (see the taper markings). -
Either trolling... Or living in 18th century...
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Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
Look at the examples, they have fluted barrels... machined muzzles... carved wood stocks... iron sights missing... bent/shortened bolt handles... iron sights moved to accommodate the shorter barrel... outright fabricated stocks/grips... -
Mosin-Nagant "Obrez" Modification? [Torchia Tweet]
Katana67 replied to Katana67's topic in General Discussion
/giggle You're seriously cool with this? It's a cut down, heavily re-tooled, crafted, and machined version of a standard Mosin-Nagant with no in-game precedent for said process. How is this cool with you, but a freakin' LRS scope on a Mosin (which is probably easier to have happen in real-life) is just a travesty? -
Good thing Rocket never said that. Curious how you've now made up different quotes, twice. Without actually presenting a source, of course. That and your grasp of English is clearly not as good as Rocket's, as he would probably have said "I removed the M4A1 due to the issues with hacking," which... of course... he didn't. /giggle
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I'd agree that things need to decay gradually, rather than the method we've got now "Oh, someone's doing X, take Y% away from item Z, NOW!" If you use your axe more often, it should decay at an increased rate over time. Not on the spot, all at once. Same thing goes for clothing items. The only things that I think should cause instant damage to clothing items are gunshots. Even zombie attacks are a bit much, but, they need to be a factor in a gradual decay. Not just "Welp, my jacket went from Pristine to Ruined in a split second."
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Hrm, I mean, maybe? The only sort of variety that I want with regard to zombies is just speed, and perhaps damage (i.e. military and/or obese zombies being able to take more damage). But I wouldn't be against a few "alpha" zombies, just as long as their abilities aren't overdone. But just as a general rule of thumb, I don't believe we need some kind of "alpha" zombie. I'd be just as fine with zombies being buffed a bit more, with their numbers upped significantly, and their behavior modified/fixed to honor stealth more so. I'm not really a huge fan of the "monkey" zombies we've got now, if only just from an aesthetic point of view. The animations look like shit, I mean, worse than the crawlers from the mod... which is saying something. Likewise, on an unrelated note, I'm not entirely sure why they (the developers) are so infatuated with super drawn-out lunging through the air animations for zombie attacks. Why can't they just rush you and try to rip you up? Every attack doesn't have to be a leap from 10 feet away. With the way zombies deal damage, having the aesthetic "jumping" animation followed by a nebulous damage indicator is really jarring to me.
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What clothing set/weapons would you add if you could?
Katana67 replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
The same would apply to most "true" PDWs, like the MP7 and KAC PDW. I actually think 5.7x28mm would be the most likely candidate, as it gives us a PDW (the P90) and a pistol (the FiveseveN). Whereas rounds like 4.6x30mm, 9x39mm, and 6x35mm pretty much just give us one type of weapon (i.e. either a PDW or a visually similar family of similarly capable weapons, in 9x39mm). Granted, I'd love for all of them to be in, but it's doubtful.