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Everything posted by Katana67
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AKM, by a lot. I don't ever see two things happening... One, I don't ever see the M4 being patently better than the AKM. I've never seen it represented in a video game in such a way, without stretching the bounds of behavior into the realm of so-called "unrealism." As far as a video game is concerned, they're pretty much the same. And if the main delineation is damage, the AKM will always be the better choice. But that could certainly change. People seem to be attracted to ROF and lower recoil these days, so perhaps damage is no longer the most potent advantage. But it certainly is for me. What I do see happening though, is that each will have pros and cons. But right now, those cons are massively favoring the M4A1. Two, I don't ever see the assault rifles being distinctly "better" than anything else. And thus, I don't consider them to warrant being overly rare (as is the case with the M4A1) on the basis of ability alone. Granted, certain things (like the M4A1 spawning at helicopter crashes now) make more sense from a "plausibility" point of view. And that's fine. But we also have to consider the pragmatic side of things, in making weapons which aren't all that great (in my opinion) by comparison... rarer than their equally, if not more, capable counterparts. Assault rifles, as a concept (inasmuch as video games are concerned), do not warrant being high-end or super rare in my opinion. Other things, like dedicated sniper rifles... battle rifles/DMRs... LMGs/GPMGs... should make up the "high-end" with assault rifles forming a distinct mid-tier.
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That looks wonderful. I do think, though, that the idealized night in the first picture is perhaps too much a jump in the opposite direction. It's too clear, might as well be day. Perhaps atmospheric effects would accomplish this, but night needs to be playable... but still mysterious and a hazard. Would have to be stylized.
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Shouldn't zombies also bleed to death eventually?
Katana67 replied to sketch814's topic in General Discussion
For one, we don't have any real in-depth lore information on zombies (if at all). So it's sort of difficult to say "they would behave thus, because of X." All we know, is that they're "infected humans" vice traditional zombies (i.e. undead/living dead). What that means, though, is vague. It does mean, that they're not "dead" in any measurable fashion. So any discussion of bloodflow is pretty academic, as the one thing we do know about the zombies in DayZ is that they're living human beings with a peculiar infection. However, it's sort of a futile effort trying to impose a "realistic" consideration on zombies, when they're inherently unrealistic. The developers can come up with any fictional device they want to explain how their zombies function. I wouldn't necessarily mind if the zombies bled out. But I've never been in a situation where I've said to myself "Shit, if only that zombie would've bled out... I could've lived!" Granted, that could change if zombies become more robust. -
Deer Stands - What Do You Want To Spawn There?
Katana67 replied to Katana67's topic in General Discussion
No, Torchia tweeted about it a few days ago. -
Deer Stands - What Do You Want To Spawn There?
Katana67 replied to Katana67's topic in General Discussion
Perhaps there could be some items which only spawn at deer stands, like really dedicated "hunting" items (i.e. tree stands, deployable hides, game cameras, shooting sticks, etc.) But the majority of things that I'd like to see would be things that spawn elsewhere, like just generic "hunting" items and a rare chance for a mid-range military weapon spawn. The CZ 527 is being chambered in 7.62x39 now, so I doubt that'll be an issue. It's a common rifle that now has a common ammunition. Although, if they plan on implementing a "varmint" variant chambered in 5.56x45 like Torchia has spoken about, then it could be a problem again. But we'll cross that bridge when we come to it. The thing I liked most about the deer stands in the mod, was that they were just mini Stary Sobors. They spawned sort of mid-tier gear every now and then, so if you're lucky enough (or more importantly, persistent enough in checking 10-20 deer stands) you might find something really worth your time. Vice just going to a location (like NWAF) that's highly likely to have some good gear in a relatively centralized location. It just varies the methods of gearing, and thus encourages a different journey every time. I can remember using deer stands in the mod for all kinds of purposes and in all kinds of ways. It depended on where I spawned, but I'd usually have two or three deer stands that I'd visit regularly and then the rest would all be improvised. And occasionally, when I was desperate for food/drink, I'd use them as last-ditch places to find food/water. -
Talk to Irishroy, he's got a great thread on it and is very passionate about the Blaze. The hunting scope, to me, looks like the Zeiss (or Swarovski) scope that Blaser sells as an option for the B95. So it seems likely. But I feel that the realism folks would be upset if they made one given optic a ubiquitous hunting scope like they did with the LRS. And the CZ 527 is now being chambered in 7.62x39 (vice 5.56x45), as per Torchia's recent tweet. I missed it as well.
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As an aside, I think they've got the feeling of sway bang on with optics. It's far less point-to-point and more actual sway, at least with the PSO-1. ARMA/DayZ mod's sway was far too jittery for my tastes. When I aim a weapon, my sights aren't jumping from point to point randomly. And the new "sitting and aiming" animation is epic to say the least.
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No, you can fit a suppressor without a rail to an M4A1. Yes, it was just the bipod and flashlight. A rail has no bearing (usually, unless it's a massive rail) on what goes on the muzzle of the weapon.
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Why would a suppressor require a rail to attach? And why would a 5.56 suppressor be a candidate to fit a 9x19mm weapon? Maybe the pistol suppressor if anything but I doubt it.
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The foregrip in that shot is detachable, the stock one on the MP5K is not. The stock handguard on the MP5K is different from that, which appears to be a rail system with a detachable foregrip. versus
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There's also a rail system and foregrip in that shot.
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Errr, it doesn't say that... at all... If anything, it's the exact opposite of "PAY2WIN" as nobody's paying any money, to anyone, for an in-game item. Why would I pay cash for a weapon, when I can just kill the dude who's using it in-game?
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Deer Stands - What Do You Want To Spawn There?
Katana67 replied to Katana67's topic in General Discussion
Doesn't require a generator in real life. Just batteries. Only thing that I could foresee that might be immersion-breaking is if it sent you an image in-game whenever a player crawled past it. Which, I feel, is necessary for it being fully useful. How useful is a picture of a bandit AFTER he/she's looted your shit? However, this type of immediacy could be substituted/supplemented with something like the persistent Walkie Talkies picking up nearby noises (as was stated very early on last year). -
Agreed! The issue with Sporter mags (and a lot of pistol mags), now, is that they don't spawn outside of military/police buildings (i.e. as a rarer spawn), and thus are exponentially rarer than the weapons that they support. Nothing to do with the fact that the magazines just spawn separately from the weapons. I'd agree that for so-called "common" weapons, spawning magazines nearby would make them more useful. However, a more systemic solution is to just (as I've been asserting all along) make both the magazine and firearm (and ammunition) common if it's use is intended to be common. If a weapon's use is intended to be rare, then make the weapon, magazine, and ammunition rare. The issue now is that the balance between rare/common weapons is way off.
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No thanks, unless it's a very small chance. Magazines help make the use of certain weapons rare. Server hopping needs to be fixed on its own. It's not the fault of magazines spawning away from weapons.
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Going with the fact that the tests in the video were clearly done in a cavernous living room with little/no furniture, with insanely reverberative surfaces (just his voice is echoing massively), gonna' go ahead and say that the test is inconclusive. The issue for me, is how they'll end up honoring supersonic/subsonic ammunition. In other words, a subsonic pistol round fired through a suppressor should be quieter than a supersonic rifle round through a suppressor. They've said they're not interested in adding subsonic variants of normally supersonic ammunition (i.e. 5.56x45). So, they're left with two options... one with far more involvement than the other... 1. Actually have suppressors lower the sound level very slightly, (but it should still be dern loud as the round is still breaking the sound barrier), have a lessened muzzle flash, and have it modulate the sound somehow as to make discerning the origin of the shot a bit more difficult for players downrange. 2. Just use the "Hollywood" approach and allow suppressors to make all rounds (subsonic or supersonic) quiet. I don't care either way.
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Yes, the map does feel small... once several criteria have been met. Chief amongst which, is when you've already explored every nook and cranny of the map. Which happens pretty fast, at least for me. And yeah, the map can be 1000km^2, but if the player is 50m tall... or each step is 20m... relative to the overall size of the map, it will feel smaller. This is an understated issue with map sizes. In that they can be misleading if it's not relative to the player. In other words, the measurements in-game aren't necessarily what they'd be in real life. So a meter in-game can be whatever the developers say it is. And yes, the running speed is a big factor in making the map feel smaller. I remember when the standalone came out, someone made a thread asserting that the developers had somehow shrunk the map... because it took him only minutes to complete a trip that would normally (in the mod) have taken much longer. A running speed of 30km/h is essentially just giving everyone a bicycle from the mod. But it's your legs... vice a bicycle. Likewise, as the map gets filled in... it feels smaller. Meaning, the more towns/cities you put in... and the less expansive wilderness you put in... it just seems like one city after another punctuated by a few fields. I felt all of these issues, in Skyrim. Skyrim ostensibly had a map larger than that of Oblivion. But it felt much, much, smaller to me for two reasons. 1. The player could move faster over said distance 2. A large portion of the map was filled in with impassable/unnegotiable mountains, which "pathed" the map much more so than it was in Oblivion.
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Ammo Calibration : Poll & Discussion
Katana67 replied to stielhandgranate's topic in General Discussion
Not sure I want a common weapon chambered in 5.56x45. I want 5.56x45 to remain rare, indefinitely. -
Ammo Calibration : Poll & Discussion
Katana67 replied to stielhandgranate's topic in General Discussion
Chris Torchia @ctorchia Just got the ok from design to switch the CZ527 over to 7.62x39mm. Wouldn't make sense for a common rifle to fire rare ammo. Didn't see any discussion on this, but /confetti. Good move in my opinion. -
Errr.... His latest video asserts that the CZ 527 is to be in 7.62x39. Unless I missed a tweet/reddit post from Torchia, he said pretty emphatically that it'd be chambered in 5.56x45. EDIT - I missed a post, neat! Chris Torchia @ctorchia Just got the ok from design to switch the CZ527 over to 7.62x39mm. Wouldn't make sense for a common rifle to fire rare ammo.
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Foregrips - What Should They Do And How Should They Do It?
Katana67 replied to Katana67's topic in General Discussion
There are more ways of influencing how a weapon behaves other than just "improving accuracy" in terms of percentages. Like having foregrips modify the sway of the weapon so that there's less horizontal sway. Or having foregrips modify recoil somehow as to make vertical recoil lessened. Or having them modify the time it takes to shoulder a weapon. That's not modifying accuracy per-se, because it's still up to the player to be accurate. It's just lessening the amount of input required. Or having things like coupled magazines be there for quicker reloads. Which is something that I've never really heard anyone (the realism or gameplay folks) complain about... the fact that the coupled mag for the M4 is essentially just two normal, but separate, USGI mags which somehow feed seamlessly as one big pool of ammunition. Sort of renders the 40 rounder useless, and doesn't offer any unique abilities other than having a 60 round magazine. -
[Day Z: Standalone] Controller Default Layout
Katana67 replied to IncrediBurch's topic in General Discussion
Debatable. For starters, controller support has been disabled/broken for two patches now. It's unclear as to whether or not this is a bug or intended. And, in ARMA II and DayZ SA, the controller scheme is fixed... meaning you can't configure/map things by default. -
Foregrips - What Should They Do And How Should They Do It?
Katana67 replied to Katana67's topic in General Discussion
Meh, not having an underbarrel attachment isn't really a downside in DayZ. In other FPSs, where you're essentially saying "this is the loadout I'll be using until I die" when you spawn in... it's different. In DayZ you can just swap them out in a heartbeat on-the-go, as you can carry other attachments in your inventory. Hence why I had an ACOG attached on my M4A1 for everyday field use, and then kept an M68 around for when I went into the cities. I don't really have an issue with the turning speed (I assume you're asserting it's too... slow?). Personally, I think foregrips should give you a slight buff to your time-to-target in raising your weapon. -
I think we sort of misunderstood the central hive thing..
Katana67 replied to Irish.'s topic in General Discussion
No I know what you mean, but this isn't dynamic instancing in the sense that most MMOs use it. Which, I feel is an understatement, as the MMOs that I've played (SWG for eight years and SWTOR) didn't/don't really employ instancing outside of dungeons. Everyone played in the same world. With DayZ, it's just different servers on the same map. There's no persistence, because if I knock over a tree on server A it doesn't get knocked over on server B. If I construct a house on server A, it doesn't get constructed on server B. Because ultimately, the true delineation with regards to persistence isn't on the "hive" level, it's on the server level.