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Everything posted by Katana67
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Yeah, $50 railed handguards that can be purchased on the internet from anywhere... Common attachment/modification used by everyone from Russia, to Chad, to Somalia, to Serbia, to Bulgaria, to Ukraine, to Iraq, to Pakistan, to Afghanistan, to India, to Romania, to Algeria, to Armenia, to Azerbaijan, to Bosnia, to underfunded Peshmerga militants, to Shi'a militants in Iraq, to Hamas militants... Totally improbable to find as a rare loot item... http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2016874 Both can and do exist, why discriminate?
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Again, you're completely misunderstanding what I'm saying. I love the CZ 527. I am very excited for it being in the game. I don't discriminate between weapons, like many of the other members of this forum. I welcome them all. I'm saying that spouting out real-world (and often anecdotal) information about a weapon (whatever weapon it is, take your pick) with no mention of how it actually affects gameplay, is a futile endeavor that belongs on a firearm forum. In other words, if I just copy and pasted a Wikipedia article on say... an RPD.... said "Oh, it's an awesome weapon"... and left it at that... how does that relate to DayZ? It doesn't.
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We do need much more stuff like this to be honest. I think people are really underestimating (and by implication, overestimating the significance of the opposite) the lack of "high-end" weapons. I say a few more patches shelling out common weapons, then they need to really delve into the top-tier stuff. Or at least mid-tier stuff.
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I agree. I want zombies to be more of a threat as well, I have always wanted them this way. It's just when someone brings up "horror" a lot of stuff starts to fly around about what constitutes "horror" and a lot of it ends up being pretty dogmatic.
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They, the developers, aren't going wrong at all! Nor are you, in indicating that the CZ 527 is in-game. Not what I'm saying, again. I'm saying all the pissing contests that inevitably result from "firearm" threads are silly.
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Horror doesn't always have to equal blood-n-guts gorey mutant zombies screaming at you in the middle of the night. I have always posited that DayZ has always been a horror game. The prospect of some crazed bandits knocking my legs out and having their jollies while I cry out desperately is pretty god damn horrifying. Likewise, the tension of the sandbox is what makes DayZ so provocative. Think Jaws and not Saw III - Blood Curdler Returns.
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That's not what I'm saying. I'm saying, it is a complete circle jerk to talk about "well the CZ 527 is a weapon of immaculate precision in-real life, here's a CZ fact sheet and some testimonials!" As if that should be reflected wholesale in DayZ. I have no issue with weapons being as realistic as possible, as I believe it supports decent gameplay. But all of these "firearm" threads always start off fun, but then rapidly devolve into pissing contests and commentary on what the weapons are like in real life (often with little or no mention thereafter of DayZ).
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What clothing set/weapons would you add if you could?
Katana67 replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
Moarrrr.... Ukrainian Separatist Russian SF Peshmerga in Iraq (and either my eyes are deceiving me or this fellow has misplaced his pistol grip) Shi'ite Militia in Iraq Algerian SOF Afghan SF Iraqi SF Romania Serbia I don't even know anymore... -
Depends on the round and the range of the intended target, but yeah, more or less.
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Torchia has already stated that they're not interested in pursuing subsonic ammunition at this point. http://forums.dayzgame.com/index.php?/topic/183483-subsonic-and-supersonic-rounds-torchia-tweet/ EDIT - That first video was neat, pretty sure those rounds are right on the cusp of breaking the sound barrier. One sounded like it actually did too.
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BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
Yup, thread fully derailed. Thanks BayZ. -
BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
A very big if, so big, that Matt bluntly said way back at E3 2013 (or Gamescom) that anti-materiel rifles wouldn't be in-game. Out of two years of playing, I never saw anyone come even remotely close to "blind firing" an M107. Ever. They should be made very rare (which would probably fall under the auspices of their loot management system), prohibitive to use, and difficult to keep going. Other than that, I have no issue with them. Either way, I never said anything about anything being "fair." -
BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
Also still waiting for a lot of other stuff. - Improvised Grenades - Plate Carrier - Watch - Modern Compass - NVG - 12x Hunting Scope - GPS - TAC Goggles -
BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
Well, for one, high-resolution textures don't seem to have been used on any of the models displayed. Just look at the model of the Gorka-E jacket versus the texture overlay. Secondly, it doesn't look like any sort of shaders (fuck if I know what all that means, all I know is stuff looks better in-game than in rendering software) have been applied. -
The ghosting/server-hopping issue has already been identified as an area of development with regard to barricading. Rocket has said that they'd implement a zone in or around a barricaded structure in which a player (assumedly just the players who did not construct the barricades) cannot spawn/log in.
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BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
Not to further contribute to the wholesale derailing of this thread, as part of me thinks you've all been fully trolled by a new poster, there's nothing "unrealistic" about a Barrett. They exist in reality, and can certainly exist (and do, given that they were in ARMA II) in the alternate reality (i.e. fiction) of DayZ. Anti-materiel rifles are one of those weapon categories that I could take or leave in DayZ. Wouldn't mind if they were implemented, don't mind that they're not (and probably wont be, given very early developer statements which people seem to have forgotten). -
BIG NEWS ! submachine-gun, tents, teddy bears, and much more
Katana67 replied to rotteck's topic in General Discussion
Looks pretty nice, that Gorka-E jacket is tasty. I always thought the PM-63 was the most boring looking thing ever, but the more the merrier! The tent looks... well... nice. But it's not very camouflage-able. Much less so than the tents we've had in the mod(s). Unless there's some method of camouflaging it, or a different hue available, I doubt it'd be very useful. But all in all, it seems like they're gearing up to implement some sort of persistent items. -
Rocket has said that they're going to be implementing a "zone" system, whereby if a player barricaded/created structure is fully cordoned off (ostensibly) that players will be disallowed from server-hopping into the structure. They cannot spawn inside of a barricaded structure. I absolutely think they should be lootable and destructible, however. This is a massive flaw (among many) of Epoch's construction system and server settings. Safes... Indestructible bases.... All of which run contrary to the unforgiving nature of DayZ, in that you can store your loot indefinitely without any danger of repercussion. Any fortification or barricade, needs to have a suitable and specific counter to justify its effectiveness. For example - Wooden Door (easy to construct/install, but requires Fire Axe to destroy) - Fortified Metal Door (moderately difficult to construct/install, but requires some sort of moderately rare specific breaching round to destroy/circumvent) - Hardened Steel Door (very hard to construct/install, and requires some sort of rare welding equipment to destroy) But yes, bases should absolutely be lootable. In a persistent world, logging off is a risk. The same concept is demonstrated with tents now in the mod, this'd be no different (although, it would require much more specific loot and/or effort to loot a persistent structure).
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So how do you see bases working in DayZ? - Like they've said, barricading existing buildings and eventually player-placed structures What mods/games have mechanics that would work well? - None that I've seen. Epoch's construction system is every bit as janky, counter-intuitive, and completely imbalanced as everything else in ARMA II. - Games? None that I can think of off the top of my head, that are trying to do both. What mechanics work badly? - Anything that involves picking an arbitrary "plot" of land, upon which only YOU can place structures. - Hate to say it, but the method they're trying to go for (like that of The Dead Linger) isn't a favorite of mine. Yes, it's flexible. But I'd rather every building be like a vehicle, it has X window slots and Y door slots. You place barricade materials into those slots, find construction materials, and install the barricade.
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Who cares? Every god damn "firearm" thread, relating to DayZ mind you always devolves into a "This weapon is really great and behaves like X in real life," or, "Psh, you must not shoot at all because you don't know Y." This isn't TFB, it's the DayZ forum. Just spouting out a long-winded advertisement for CZ 527's is completely and wholly irrelevant. Talking about these weapons in real life, as if that's how they'll be in-game 100%, is completely and totally useless. Now talking about how it'll affect gameplay, that's neat.
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Again, weapons are only one item. There are other items and/or resources, which are either not represented yet in DayZ... or that are poorly represented (mostly by being widely available, redundant, or inconsequential [see food and medical supplies]). Rather than a pyramid, with military weapons at the top and "civilian" weapons at the bottom... think of the loot system as a square, pentagon, or octagon. The player sits in the middle of the shape with a multitude of factors (represented by corners) pulling him or her in different directions with different levels of significance, which are dictated by the environment and circumstance.
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Well in my view, every loot spawn (and just generally, every location) needs to be attractive to someone at any given time. We can't just use "military loot" as the perpetual carrot on the stick all of the time in thinking about loot in DayZ. The paradigm of "military loot" acting as the sole factor in dictating player movement, needs to change. That's not to say that it shouldn't be essential, or that it can't be randomized to an extent (as you highlight and as helicopter crashes evidence). But it's problematic relying on one single factor as the perpetual determinant for player movement. What if gas was only available in certain towns, at certain times, in certain amounts? What if a critical item, only spawned in a single town... or area? What if a player needed an item, which was only to be found in residential spawns? We can apply the same logic of necessity (and the more subjective "desirability" in terms of a so-called "end game" or "high-end" loot) that we're currently seeing with "military loot" to other things.
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I think people might be reading a bit too much into this. Re-posturing the loot away from NEAF is only one aspect of what needs to occur in order for the east-west transition to work, and to get the loot where it needs to be in general. We're on step 5, when we need to get to step 654. A major reason for "non-military" locations being desolate, is that there are no other goals (as it stands currently, bear that in mind) other than getting "military" loot. There's not even an onus of survival really. Point being, it's not "military" loot being so attractive as to draw people away from humdrum towns... it's humdrum towns not offering any chance of spawning anything that's for one, decent, and secondly (and more importantly) renewable. In other words, "military" bases/areas/loot will always be attractive. So how can we make "normal" locations more attractive in comparison? By giving folks a reason to search every nook and cranny, creating a demand which can only be satiated by searching towns. There really are too many factors to list that will get people into "normal" towns. However, a short list would be player barricading/construction, fixed resources (i.e. gas and water), persistent storage, loot bias tweaks, loot availability tweaks, zombie number counts being prohibitive in high-population areas, etc. There are factors, other than "military loot" which can and should dictate attractiveness. Actually re-orienting the loot physically (i.e. removing/displacing buildings from NEAF and/or Balota) is only one small step in a much, much, larger effort.
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Ermergerd. Looks great! That's a good idea with the removing of the jail, with folks moving east-west vice north-south in the future, NEAF would've just repeated the same flaw of having Balota so close to player spawns. Now if they could only spruce up Balota a bit more...
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Rad. Hopefully it'll be made by Chernaruska Zbrojovka in-game like the CZ75.