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Everything posted by Katana67
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Yeah, I really do miss it. I proposed their return a while back, and people gave typically dumb responses like "WHAT THE FUCK YOU WANT MILITARY GEAR EVERYWHRE?" No, I don't. Deer Stands were a wonderful high-time/effort, low-risk, low-reward alternative to the low-time/effort, high-risk, high-reward looting dynamic of military installations. I await their glorious return.
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New weapon confirmed? VSS Vintorez
Katana67 replied to thedogfoodyayho's topic in General Discussion
Oh I sure do expect that to happen. Though I haven't heard that kind of vitriol (because I haven't been here for four-five months) in a while. I love the VAL/VSS, just never understood why people pee their pants over it being in DayZ or not. It's a gun, just as interesting as the next in my opinion. But I digress. And yeah, to Gibonez, I think the AS VAL/VSS is the odd one out being integrally suppressed. The rest, as far as I know, have detachable suppressors. Which is why I'd rather an SR-3. Because it's a bit more modular and one can "make" it into a VSS essentially by finding a suppressor and PSO. -
New weapon confirmed? VSS Vintorez
Katana67 replied to thedogfoodyayho's topic in General Discussion
Maybe now people will shut the hell up about it. I love the VSS, but by god, I never understood why people bled 9x39. It's not that cool of a weapon people! And I will disagree with 9x39 somehow "opening up" a whole family of weapons. The SR-3, the 9A-91, and VSS/VAL are all pretty much the same gun. Both functionally and aesthetically. They're all AK-looking SBRs that fire 9x39. You could add an AS VAL or SR-3 in, just make it modular, and you'd be equally as flexible. In fact, I'd rather they do that than limit it to the marginally less-modular VSS. It would be like if I put in a Mk 18, an LWRC PSD, and a PWS Diablo. They're all SBR, AR-15 lookin' things that fire the same round. Again, I love the VSS. I don't discriminate. I'm glad it's in, and hope 9x39 makes an appearance. But it's still a very niche weapon, that's probably rarer than a lot of NATO/European weapons in service in former-Soviet countries now. -
Number one, you can't fly across the map in "less than a minute." Two, that's what they are supposed to do anyhow. They're supposed to get you places fast. At the expense of stealth (i.e. everyone can see/hear/shoot you) and at the expense of not being able to interact with the rest of the world easily (i.e. without landing and drawing a ton of attention from players/zombies alike). Helicopters are a wonderful thing in DayZ, they provided me with some very intense moments in the mod. Flying them, stealing them, and avoiding them alike. Were they problematic? Absolutely. The parts were insanely easy to find, it was easy to repair them, the M240 ammunition regenerated at server restart, the UH-1 came equipped with M240s standard, fuel was in infinite supply, gunners were at an advantage due to certain graphical issues, innate parachutes for passengers/pilots was a joke, and there was a distinct lack of camouflage options for ground-side players. Were they omnipotent? No way. They could be brought down with small arms fire, they're massively loud/noticeable, you have to store them in limited areas when you log off and they're likely to be stolen, landing to do anything meaningful requires a large and noticeable landing action, and using them to their fullest extent requires 2-4 players. In fact, I can probably count on one hand how many times I've been killed in vanilla DayZ mod by a helicopter (not exaggerating, just going back through the ones I remember, it has to be under 5). I've stolen far, far, far more helicopters than I've seen being flown by others. Please bring back helicopters. I miss thee.
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Cool that they're fine with it, I'm not. It's a flawed approach and entirely undercuts the worth of persistence, which is already incredibly marginalized with the ever shrinking confines of the map. Why would I devote time to setting up a fortress if some newspawn has to expend zero time and effort to find it, because he/she just chanced into a spawn two feet from my stash? It's already tremendously easy to disperse along the entirety of the map, random spawning is a solution to dispersal... but it's the shittiest of the solutions. Again, "randomness" whatever you mean by that, can be achieved via other more wholesome means that actually deepen the world in which we play. Not just "We need people here! Spawn em'!" Encouraging people to go places dynamically is what I want to have happen. Not just plopping them down randomly at destinations. I want to have a reason to trek across the entire map to a variety of locations, not just get plopped next to NWAF because randomness. Said reasons are diverse - dynamic allocation of loot (i.e. loot that favors one area or another on-the-fly), dynamic allocation of fixed map resources (i.e. gasoline), dynamic threat environments (i.e. zombie horde and zombie density), player-created environments (i.e. outposts), etc. For one, random spawning solves a "problem" that isn't a problem to begin with. People have been spawning at fixed spawns along the coast and have been using the entirety of the map in free-form ways since DayZ has existed. Secondly, if you want to further encourage this free-form gameplay, you have to provide incentive for players to travel. Which there is very little as it stands today. Third, once the player count is upped... the chance of random encounters will also increase.
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Random spawns are a bad idea, a bad idea that's somehow become more acceptable with the illusion that the "loot economy" will change everything. Or that somehow you can put a no-spawn radius around an airfield. Or that somehow you can prevent people from spawning within five feet of my well-hidden tent. Any advantage conferred by the simple act of spawning is unacceptable to me, and I'm not entirely sure why people pursue it so much. What would it really add to the game? Would it spread people out more? Maybe. But the same can be done via a variety of different approaches, none of which are so blunt as just plopping people down willy nilly. That is really the only upside to random inland spawns that I can see, and the same result can be accomplished via other more subtle means which actually benefit gameplay (i.e. mobile resources, evolving threats, dynamic loot allocation, etc.) People should be spawning on the eastern coast and working their way inland to the high-value areas which are neatly arrayed in a nice line on the WEST side of the map. I could handle the southern coast spawns as a necessary evil to get people into Elektro and Cherno again in lieu of more attractive alternatives. But certainly nothing random. I'm happy with the spawns as they are, I see no reason or benefit to adding inland spawns. So long as you have persistent server items (i.e. tents, constructed buildings, storage containers, vehicles, etc.) you cannot have random spawning. Nothing is to prevent someone from spawning atop, within 50m, or within 500m of the fortress you and your friends took the time to set up. A player should have to work to approach that location, not just chance entirely into it.
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Gallery of some (potentially) future DayZ items / models.
Katana67 replied to SmashT's topic in General Discussion
Definitely liking that chest rig. -
1. Sniping isn't a problem, a lack of consequence for killing folk (i.e. getting destroyed by a pack of zombies for firing willy nilly near any town) is. 2. You're essentially describing the behavior of a "good" sniper. I'm not sure what's problematic about this, or if you find it problematic. You can run away, or take any myriad of alternative approaches when coming up against a talented sniper. Just by virtue of moving, you exponentially increase your likelihood of not getting shot no matter how good the guy is (especially with the limited repertoire of sniper rifles). 3. Very few of the mitigating factors you're citing as being geared toward "countering" snipers have actually been implemented in their full/final iterations, if at all. Sniping now is virtually unchanged from what it was when Standalone first dropped, with some minor caveats to that. I never really understood why people, for one, view sniping as a problem (I'm not saying you do). And secondly, I never understood why it's therefore viewed as the "endgame" objective. There's more to life, and DayZ, than sniping. I love it, but many of my most memorable encounters in DayZ have not involved sniping and/or sniper rifles.
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Workin! :P
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Glad to see you're still around! :D And yeah, that's sort of what I meant, just take a break from the AKs for a while once they add a few more (if that) in. Was just listing the HBAR as an example of what I consider to be an "IAR" (i.e. magazine fed, HBAR, re-purposed assault rifles).
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All types of weapons should, and are (so far) available. Warsaw Pact weapons should be more common (they are). NATO weapons should be rarer (they are). Not entirely sure why we're still having this discussion. It seems pretty clear that they're open to a variety of weapons being included. Moreover, the singularity of "Eastern Bloc" countries using only Warsaw Pact weapons is a myth. A myth that I've dispelled countless times in multiple ways, and a myth that the developers haven't bought into thankfully. I'm more concerned about getting more weapon archetypes (i.e. LMGs, BRs/DMRs, purpose-built sniper rifles, and IARs [RPK, M27, AUG HBAR, etc.]) included. We've got nearly enough AKs for my blood. And when/if they include an RPK and/or bullpup AK-variant, I want them to stop entirely and focus on other weapons. We're getting an SVD. We're getting, probably, a PKM. We're probably going to get a VSS as well. NATO weapons need some love, glad to see the UMP-45 in the pipes (even though I'm uninterested in SMGs). Can't wait for the FAL. Hopefully they'll throw in a high-end BR/DMR, a NATO LMG/GPMG, and a purpose-built sniper rifle.
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Full auto weapons have nothing to do with Cernarus atmosphere, nor survival lifestyle
Katana67 replied to lucianpin's topic in General Discussion
Yeah, I mean what? Automatic weapons aren't that good. And you should be at a disadvantage if you're not near any substantive cover! That's the whole point! Don't get shot at in the first place! Shoot them before they get a chance to open up on you! That's the name of the game. Not sure how you can say that they have "nothing to do with Cernarus [sic] atmosphere, nor survival lifestyle." -
Should weapon attachments only spawn on guns?
Katana67 replied to gibonez's topic in General Discussion
Hello again DayZ forum! I can see things are right where I left them! Though I recognize that the developers have stated that they're going to have attachments spawning on weapons, I still disagree with it and their reasoning. It doesn't, in any way, take away from the "uniqueness" of a particular weapon to have it spawn standard without attachments. In fact, I'd submit that it takes away from any personalization or attachment that I'd get from picking up a fully kitted AR with full magazine, vice having to go through the effort/time of kitting it out the way I want. Granted, there's still nothing preventing me from doing that with attachments spawning on weapons. But their reasoning isn't very sound. I don't want weapons being easy, and for a long time, a lot of the so-called "realism" enthusiasts of the forum didn't either. This makes their use easier, by including things like magazines and attachments at weapon spawns. It makes that willy-nilly kill you get, easy. Nothing in DayZ should be easy, especially not getting a death-dealing rifle to 100% functionality. This doesn't bother me very much though, could take it or leave it, it's more just a design choice. The bigger concern with me is finding loaded/unloaded magazines alongside weapons. I get that the majority of firearms owner keep magazines alongside their weapons (I do too), but it just repeats the same tired problem of the mod. Killing/shooting things becomes inconsequential because you get a "one-stop-shop" for guns/ammo when you find one. I won't be valuing the 20 rounds of 7.62x51 I find neatly arranged in a mag next to my DMR when I loot it. And subsequently, I won't be thinking twice about wasting half of that magazine trying to take out a bambi at 500m just to do it. I'll deal with any incoming bandits with the other 10 rounds if I have to, and plus I'll be able to see them from a mile off with the optic that was attached conveniently to my DMR! I will be valuing the five rounds of 7.62x51 I found in a deer stand near Myshkino after searching for two hours, the DMR I found at the military base at NWAF after killing a bandit, and the DMR mag I found at a helicopter crash. I won't be killing that bambi, because I have bigger fish to fry, I'll need those rounds later, and I'm not going to risk exposing my position to any other undesirables unless I absolutely have to. And I probably won't be able to take them on anyhow, because I haven't found any optics yet. Plus I don't want to risk any of that, because I spent so much time/effort looting and compiling the damn thing. Plus, there isn't really a substantive and/or working lineup of attachments for me to care about yet. Once they get attachments behaving more reasonably, and include more of them (preferably a functioning foregrip) then I'll be better able to tell how this will work out. Optics are another thing entirely, and we also don't have a great variety of them either. -
Yeah, so in the mod, it's a bit ridiculous to be able to bail out of your helicopter when shit gets tough. Parachutes, whenever helicopters get implemented into SA and if they themselves get implemented, need to be a separate looted item. If you're flying in a helicopter and it's going down sans parachute, well, too bad. Unsure if I'd want it to replace a backpack, just for pragmatic gameplay reasons. But it shouldn't be an innate capability of players in aircraft.
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Think of it as a spiderweb, sure there's a nice center to it... but there's tons of pathways to the center of the spiderweb. Having a nexus, a high-value military loot area, in the wilderness... draws everyone from across the map to that area. Therein reducing the isolated nature of the entire area, because it's become a highway. It's less about the size of the area itself, and more about the fact that people will be traipsing across previously untouched forest just to get to that area (not to actually inhabit the forest). Unsure if you're talking about the mod or the Standalone, but in the mod, I encounter folks in the woods constantly. Because that's where people hide valuable things. Trouble is, there isn't that robust of a "hide valuable / craft valuable things" infrastructure yet in the Standalone.
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Interesting!
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Yes, long said it, but the wilderness is being not-so-slowly marginalized... by a lot. Anyone willing to dispute otherwise is, I'm sorry to say, high off their ass. I fear a large chunk of what I enjoyed about the mod, mainly solo-play stealing hidden vehicles and looting tents in the wilderness, will be lost in favor of "another city over the hill" repetitive gameplay. Luckily, the western bit of Chernarus has been largely... Oh wait, nevermind, I take that back. They put a MASSIVE military camp outside of the one quaint town left, Myshkino. Therein creating yet another clusterfuck-y nexus for people to converge on that's smack dab in the middle of the only wilderness we've got left. And before anyone says "Oh, player interactions only happen in cities dummy therefore we should have only urban areas," they just don't. Sorry. I have encountered plenty of folk, structures, and things in the wilderness. That, and wilderness is the canvas... not the attraction (i.e. game mechanics). Adding attraction to the wilderness is the problem, not the wilderness itself.
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Hrm. I've been gone for a few months, so I may have missed some kind of rage with the AUG and all the other things that have happened. However, this is neat! Can't recall correctly but I remember .30-06 being discussed (and the M1 Garand) so perhaps this is where it'll make its first appearance. Or, they could go with .300 WM and be all cool to set themselves up for some decent high-end sniper rifles later on (but this is problematic, as it's being used in an ostensibly low-end bolt-action). But, as always, I think they need to start taking their high-end lineup a bit more seriously now... especially with the SVD inbound and the loot management system. While I may disagree with the approach of making the SVD a super regulated weapon (which may not even happen, as we know, the loot management system could mean 5 SVDs per server or 500, depending on the values selected) I am getting a little tired of seeing only AKs and M4s around. Probably partially owed to the loot tables, which have things like the MP5K and PM-73 being super rare for some reason. But also due to the fact that we've really only got a few weapons that I'm willing to guess most folks would consider to be "high-end" and none at all that I myself would consider to be "high-end." That said, weapons like the Winchester 70 and the IZH-18 are more than welcome. Just don't want these types of weapons to be beaten to death, as in my opinion, most wood-stocked bolt-actions/shotguns are indistinguishably boring aesthetically.
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Clarification on "Base Building"
Katana67 replied to Caboose187 (DayZ)'s topic in General Discussion
Both can exist together. Doesn't have to be Epoch-style ridiculousness. But we can, and will as per developer statements, have player-placed construction items. We already have what is essentially a stand-in for making cabins right now, with the military tents. Which represent the opposite end of the Epoch spectrum, wherein player-placed structures aren't overly complex... but they're insanely easy/straightforward to construct. Let's not throw the baby out with the bathwater, especially when said bathwater is solely reliant on execution/implementation and not the actual concept. -
There's been a lot of discussion lately, and for a while, as to when the events of DayZ take place. I've taken the liberty of compiling a rough fictional (and interpretive) timeline leading up to DayZ. I've attempted to fuse an ARMA timeline (note, this can be considered as a separate timeline from the vanilla Armaverse or ARMA III timeline), with elements of real-world circumstance, in conjunction with zombie apocalypse fiction, and finally I've included my own interpretation of quarantine procedure. As such, a heavy focus on the military (as an actor in the outbreak of infection) is apparent. This is largely due to it being a familiar medium to me. However, it is also due to the fact that the military is likely to play a heavy role in such an outbreak. This is a long list, and there is no TL;DR version. It is in bullet form however. If you read the entire chronology, you will have my undying respect. However, if not, please see my comments at the bottom. I'm sure there are flaws in this timeline, this isn't meant to adhere to any one particular given interpretation, but bear with me. Comment will be added in the following post. Moderators, I am not suggesting a given timeline. The objective of this thread will be to discuss the merits of establishing a coherent background to the infection. My second post will discuss the in-game benefits/consequences of said approach. Skip to the bottom if you wish to see my take on how this can effect the in-game experience. 2010 NATO Peacekeeping Mission CFOR (Chernarus Force) establishedParticipating NATO militaries (25,000 troops)United StatesGermanyCzech RepublicUnited KingdomParticipating non-NATO militaries (10,000 troops)RussiaGeorgia2012 CFOR troop strength reduced from 35,000 to 15,000NATO officials cite economic stability as a motivating factor in the easing of tensions within ChernarusJoint Intelligence Estimate, 2010Remnants of the ChDKZ still linger in Chernarus, operational capabilities have been reduced as to render the group largely ineffectiveNational Party guerilla activity has halted, reforms within the party suggest the group is attempting to build political support in Eastern ChernarusJSOTF-W (Joint Special Operations Task Force – West) intercepted a possible shipment of weapons to Chernarus from neighboring TakistanIt is assessed as likely that these weapons were destined for National Party guerillas, however no data supports said conclusion2013 CFOR FOB (Forward Operating Base) Jasper at Lopatino closedCFOR officials re-allocate the resources of the FOB, previously used as a checkpoint for outbound cargo and personnel, to Camp Charlotte at Balota AirfieldThe closing of FOB Jasper hailed as a formal end to offensive counter-insurgency operations within CFORSubsequent Base Listings for CFORCamp Charlotte, Balota AirfieldUnited KingdomGermanyFOB Berkut, Krasnostav AirfieldRussiaGeorgiaFOB Ripper, International AirfieldUnited StatesCzech Republic2014 April 16, 2014South Zagoria Independent, “Myshkino Murder – Local Fisherman Kills Five in Deadly Rampage”Local police engaged and neutralized the perpetrator after a 48-hour manhuntApril 25, 2014Cases of “rabies” reported in the cities of Zelenogorsk, Pustoshka, and VyborApril 29, 2014Cases of “rabies” reported in the cities of Stary Sobor and PolanaMedical facilities in Zelenogorsk (Pavlovo) and Vybor at capacityCFOR requested to provide interim medical care and securityApril 30, 2014CFOR establishes medical treatment facilities in Zelenogorsk and VyborWorld Health Organization (WHO) response teams arrive at Balota Airfield and International AirfieldApril 31, 2014South Zagoria Independent, “Outbreak in the West – Unknown Virus Wreaks Havoc in Zelenogorsk”Images of the packed Zelenogorsk Medical Center and subsequent CFOR medical facilities shown to most ChernarussiansArticle comments on possible massacres perpetrated by CFOR in the outskirts of Zelenogorsk, evidenced by the testimony of several residents who heard sustained gunfire near Green MountainOvernight protests begin in Chernogorsk, Elektrozavodsk, and Berezino in reference to “sensationalist” newspaper articleMay 1, 2014National Party spokesmen in Chernogorsk decry the reports of CFOR massacres as “evidence of foreign despotism”Riots break out in Chernogorsk and ElektrozavodskCFOR allocates forces from FOB Ripper to secure medical treatment facilities in Stary SoborThree cases of “rabies” reported in ChernogorskMay 2, 2014WHO response teams issue a report calling for the quarantining of Zelenogorsk, Vybor, Stary Sobor, Pustoshka and Polana.Chernarussian government restricts all non-essential inbound and outbound travel from South ZagoriaPolice overwhelmed in Chernogorsk, many officers are lynched by unknown assailants. Looting and riots spread throughout the city, hospitals left unsecuredNAPA guerillas engage CFOR troops near Kabanino, no casualties reportedMay 3, 2014CFOR appropriated by the United Nations, renamed United Nations Operation Chernarus (UNOCHER)State of Emergency declared by Chernarussian officialsUNOCHER forces move to quarantine Zelenogorsk, Vybor, Stary Sobor, Pustoshka, and PolanaRiots break out in each cityRoadblocks established on the main roads in and out of each cityUNOCHER allocates security forces from Camp Charlotte to Chernogorsk to quell the riotsMay 4, 2014UNOCHER quarantines appear to be effectiveClassified reports relay that UNOCHER forces “do not have a tangible presence” inside of the quarantined areasRoadblocks around the quarantined cities swell, massive traffic jams amass as WHO and UNOCHER regulators screen for infectionUNOCHER forces engage armed and unarmed rebels in Chernogorsk, casualties reportedGerman frigate in the Green Sea reports turning back several groups of civilian vessels requesting refugee statusMay 5, 2014Indiscriminate gunfire reported in the various cities across South Zagoria, not limited to Chernogorsk and ElektrozavodskWHO teams report to UNOCHER officials that they have ascertained a “patient zero scenario” in Myshkino, UNOCHER officials request clarificationChernarussian politicians make public broadcasts pleading for calm and restraintUNOCHER contingent of United States Marine Corps (USMC) and Army of Czech Republic (ACR) forces reported missing at 0245 local, near KabaninoMay 6, 2014Contact lost with WHO response teams in Myshkino, UNOCHER units sent to investigateUNOCHER Imagery locates the missing contingent of Marines and Czech peacekeepers somewhere near VyshnoyeMARSOC reconnaissance team discovers burnt trucks and APCs, bodies strewn over the road north of VyshnoyeBodies unable to be recovered, MARSOC team pushed back by reported NAPA guerillas, official report cites “a heavy presence of civilian collaborators”UNOCHER forces stationed at quarantine checkpoints report an inability to process the overwhelming amount of refugees, stories of atrocity continue to circulateWHO screening teams report “porous quarantine protocol, multiple unregulated breaches and civilians approaching from unsecured areas”May 7, 2014Martial law is declared, citing unrest incited by “terrorists and guerillas intent on disrupting UNOCHER operations.”Russian troops spotted at the borders of ChernarusTakistani troops spotted at the borders of ChernarusRiots flare in most major cities and towns in ChernarusUNOCHER forces in Chernogorsk engaged in heavy fighting throughout the day, Associated Press broadcasts images of “piles of corpses” lining the streets of ChernogorskUS Special Operations Forces (USSOF) are called in to extract VIPs and dignitaries from ChernogorskUNOCHER checkpoints established surrounding all major citiesQuarantine roadblocks overwhelmed in the cities of Zelenogorsk and PustoshkaContact lost with UNOCHER forces in ZelenogorskUNOCHER forces in Pustoshka fall back to Vybor citing “infected personnel” for the first time in official communiquesMay 8, 2014Rolling blackouts reported as intermittent throughout the day in all major citiesZelenogorsk reported by UNOCHER recon elements as “dead”Power outage becomes permanent in Zelenogorsk, broadcasting capability across South Zagoria becomes spotty with the loss of Green Mountain Radio Tower“Guerilla”, “refugee”, and “infected” engagements reported at all major UNOCHER installations in ChernarusCasualties reported on both sides, situation reported as “secure” by nightfallCivilians stopped at the borders by Takistani and Russian forcesPreviously untouched cities such as Svetlojarsk and Lopatino report “widespread riots”Chernarussian economy collapses, foreign investment grinds to a haltMay 9, 2014Due to spotty communication with the government, confusion takes hold of the populace. Many begin leaving the country.Massive traffic jams are reported leading out of all major citiesAdditional traffic jams reported outside of every airfield in ChernarusNaval cordons in the Green Sea become overwhelmed with unregistered civilian vessels seeking amnestyInternational press outlets broadcast live footage of UNOCHER engagements with civilians, titling them frequently as “massacres”Russian Spetsnaz forces spotted evacuating dignitaries and Russian nationals out of Chernogorsk, Elektrozavodsk, and BerezinoMay 10, 2014Chernarus (South Zagoria) declared a “disaster area” by international authoritiesThe words “outbreak” and “infected” used by international media outlets for the first timeThe UNOCHER forces at Stary Sobor report being overrun, only a handful appear at FOB Ripper in the afternoonUNOCHER Rapid Intelligence Assessment, Chernarus, 10 May 2014UNOCHER blockades in the Western portion of South Zagoria have been overrun. UNOCHER has no effective presence outside of FOB Ripper and Camp Charlotte in the Western half of South Zagoria.Russian sources confirm that they have secured the city of Svetlojarsk, but are unable to handle the influx of refugees at the airfield in KrasnostavThe interior of the region is controlled by small bands of guerillas or local militias. Travel is judged to be impractical, given the high likelihood of engagement.Many local law enforcement units report being confined to their stations. The majority of towns are no longer providing frequent reports.May 11, 2014UNOCHER forces at Camp Charlotte forced to evacuate to Kamenka, citing an overwhelming presence of rioters flowing out of ChernogorskUNOCHER forces report heavy casualties, retreat from Balota to Kamenka dubbed “the Bloody Gap”Elektrozavodsk reported as “dark” after the last helicopter departed Balota Airfield at 2130 localLarge-scale fires are reported by observers in Chernogorsk, the city deemed as “lost”The press largely divests itself of direct reporting in Chernarus, some journalists remain in the secure northern areasMay 12, 2014USSOF reconnaissance teams inserted into Myshkino to locate missing WHO and UNOCHER personnelOperational details are classified, USSOF returned to FOB Ripper at 0900 localThe Russian and Georgian contingents make marked headway in securing the northeastern towns of Olsha, Khelm, Gvozdno, and DubrovkaTraffic jam reported as stretching from Krasnostav to DubrovkaWidespread reports of atrocities follow the Russian and Georgian successesThe last Russian helicopter departs from Berezino, leaving the southern portion of Chernarus completely unsecured. Power is lost completely in South Zagoria.Panic and infection reported in the refugee encampments surrounding FOB Ripper, journalists report intermittent gunfire around the perimeter of the International Airfield throughout the nightMay 13, 2014Firefights are reported across FOB RipperSeveral military and civilian transport planes depart International Airfield, status unknownAir Zagoria flight 297 experiences catastrophic engine failure over southern Chernarus, radar signature lost somewhere near ChernogorskGerman UNOCHER contingent becomes encircled at Devil’s CastleRussian and Georgian mechanized units deploy from Gvozdno to relieve encircled German peacekeepersFirst reports of “independent civilian radio communications” in the interior of Chernarus surfaceSurvivors of Camp Charlotte lead a civilian exodus to the southwest regions of Chernarus, status unknownMay 14, 2014Contact lost with German UNOCHER forces at Devil’s CastleRussian and Georgian relief halted by crowds of infected and sporadic gunfire outside of Devil’s Castle. Communications lost shortly after initial contact.FOB Ripper overrunLarge crowds of civilians are left defenseless on the tarmac of the International AirportLast flight out of FOB Ripper recorded at 0845 localRussian and Georgian contingents left as the only UNOCHER forces in ChernarusRussian border crossings become overwhelmed, reports of atrocities surfaceMay 15, 2014Gas lines explode in Svetlojarsk, creating a panic which leaves scores dead in the previously secured cityRussian and Georgian contingents forced to retreat to FOB Berkut and Svetlojarsk respectivelyWHO produces report on the initial findings of their response teams, report is quickly suppressed and classifiedMay 16, 2014The United Nations announces that it will be withdrawing from quarantine operations in Chernarus to “look at alternative methods of containment”Russian Spetsnaz spotted evacuating civilian personnel from SvetlojarskRussian forces abandon Svetlojarsk, leaving behind many unmoored transport ships in the harborCivilian traffic surges at FOB Berkut, mile-long crowds of civilians spotted outside of KrasnostavMay 17, 2014Riots and infection spread amongst crowds at FOB BerkutFences and barriers are penetrated, civilians travel freely on the runwayCivilian casualties and injuries reportedIn a similar situation to UNOCHER’s departure at FOB Ripper, many civilians are left vulnerable on the runway when the last flight departs at 2311 localUNOCHER withdraws from ChernarusMay 18, 2014Contact lost with civilians in ChernarusSeveral UNOCHER units left stranded, contact lost shortly thereafter How does this enhance our experience in DayZ? I thought DayZ was only here to tell our stories? Having a functional lore explains the current landscape of Chernarus, pure and simple. I would argue that it enhances the experience by allowing the player to discover aspects of the apocalypse previously unknown. For example, a player loots Elektrozavodsk, he/she finds an internal UNOCHER memo detailing the operations of extracting VIPs. Or, player loots Zelenogorsk, player finds a tattered WHO assessment of the quarantine. This applies to the very landscape of Chernarus as well, which should reflect the lore. Again, using the above as an example, roadblocks could be found encircling most cities. Or the remains of an ambushed convoy could be found by the player near Vyshnoye. The point with both landscape and lore-based reflection of a background, is that it's never all available to the player. He/she must piece together what happened. He/she may not even get 10% of the information of what happened, thus adding to the tension, confusion, and mystery that makes DayZ so powerful.
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So with the new devblog, I'm noticing a bit of specificity (and additional vagueness) in how the developers are envisioning the loot economy. I'll start by highlighting the three revealed pillars. Control over quantity per server instance for rare / high value items (Eg: M4A1, SVD, etc)This is pretty much the end-goal and high level purpose of the very idea of a loot economy (as opposed to endlessly respawning items across the board, at various rates). I'm glad they've sort of specified that it'll be used to regulate "high-end" items. Although, I do think we need to have a discussion as players, as to what "high-end" should mean. I've tried to spark this discussion on previous occasions with mixed results. That, and I'm sure there are low-end (i.e. canned food) items which may warrant being limited by the loot economy. Loot table control per region/area type rather than per building class nameThis is perhaps the most interesting revelation, as it is a marked departure from the previous paradigm which has certain building "types" (like residential, industrial, military, etc.) spawning certain items. This is sort of what I foresaw happening, and it is not without its pros and cons. On one hand, it makes the overall system a bit more vulnerable (depending on how dynamically loot is allotted). But on the other hand, it allows for a more granular approach to putting loot in a variety o different places. Even distribution of loot economy across the whole of ChernarusHere is where I get a little confused. I assume this doesn't mean "Everywhere has the ability to spawn anything," because I don't want that and think it's pretty problematic. I don't really want something like an M4A1 having an equal chance to spawn in a residential house vice a military building. There should always be high-value buildings in DayZ, in terms of its loot. But when one uses terms like "even distribution" then it sort of makes me think that they intend on having what I just described. So a bit of specificity on the goals would be interesting to hear. Likewise, I'd like to hear your ideas about what you think should be included in this "rare / high value" item category, as I think even the developers' own delineation is a bit incoherent (an M4A1 and SVD provide very, very, different levels of capability vice supposed "common" weapons). Do you think the "rare / high value" category should be drawn primarily on what you believe to be "plausibility" lines? Or capability?
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I think the mod (nobody was clambering for CZ 550s because, in part, SVDs and DMRs were just patently better. Obviously the game has changed a bit, with the addition of non-linked scopes, however the advantage of the weapon wasn't only to be found in the optic) would be demonstration enough as to how there is a very real and tangible advantage to having a semi-automatic, higher mag capacity, long-range capability over a bolt-action.
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Yeah, I definitely think there's something to be said for both sides. But ultimately, for me, you have to look at the capability first and then the "plausibility" second. Because you can have the SVD and its Mk 11/M14/Mk 17 counterpart as well, with the former being a bit more common than the later owing to a variety of things (i.e. accuracy, magazine capacity, ammunition availability, modularity, etc.) But, the latter is much rarer owing both to it's percieved "rarity in a post-Soviet state" and due to its increased flexibility/capability. But even then, I don't want an even distribution. I want the coast to be relatively devoid of useful/plentiful loot. I want remote locations to have attractive loot. I don't want everything spread out evenly, because that... to me... doesn't really encourage mobility. Difference and distinct locations encourages player mobility. It's a fine line, I'll grant you, between having everywhere be useful and having some places be useful and others not at all. Which is where I think dynamic loot allotment would be interesting. But ultimately, I think loot distribution imbalances encourage player mobility (and therefore variation in gameplay).
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It's got Russian in front of it, so, yeah... people will want it. But back on the reasonable side of the planet, meh, I don't really see much utility in it. Which is perhaps why it was never a successful concept in the real world. If you're looking to cut something, a regular knife works just fine. If you're looking to shoot something, a regular firearm works just fine. If you're looking to shoot something silently, a bow-and-arrow or suppressed weapon works just fine.
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See this is a bit of a generalization. It's not as if hiding your base can't happen on top of securing it physically. If I have something valuable to store, the first thing I'm going to do is remove my storage site from commonly traveled locations/pathways. The second thing I'll do, is try and hide it. Third, is try and make sure that people have a hard time accessing what I've hidden if they can find it. It's not like if fences and locks get implemented, it'll somehow remove the advantages of a well-hidden base.