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Katana67

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Everything posted by Katana67

  1. Katana67

    Ammo Calibration : Poll & Discussion

    It's worth mentioning that Chris has stated what you describe in other quotes, that certain ammunition isn't prudent to add at this time. He says nothing about ammo spawns, but that's the result of ubiquitous ammunition. Meaning, everything from a double rifle, to a break-action pistol, to a bolt-action rifle, to a DMR/BR, to a GPMG, to a high-end sniper rifle may be using the same ammunition. Which is bad for loot balance, in my opinion. Never mind weapon commonality. But that's not the argument you've been making in the rest of your posts, including the OP, so perhaps you should choose your words better as well. Because you've been playing the "realism" card until now.
  2. Katana67

    Ammo Calibration : Poll & Discussion

    Based in realism doesn't mean 100% adherent to it. Much the same way a movie "Based on true events" isn't likely to be 100% accurate. Likewise, Dean has also used the dev-speak language of "authenticity" (meaning realistic mechanics inasmuch as they benefit gameplay, if they do not benefit gameplay by being wholly realistic, then they will be tweaked/looked at/discarded).
  3. Katana67

    Ammo Calibration : Poll & Discussion

    Vitriol and mentioning Call of Duty isn't going to get you anywhere. I'm not saying it's "too much to ask for," I'm saying... you, and the "realism" folks, need to realize WHY they're doing it. It's not for no reason, it's not to betray DayZ's emphasis on "realism" (which was never really true). It's because it's easier, right now, to have ubiquitous calibers. Now, again, you can make the argument that it's a bad decision for gameplay reasons. But "realism" doesn't actually have any tangibles, so it's not really worth discussing in my opinion unless you're making the case that it's beneficial to gameplay. So, you're saying that they can't have blood types and ubiquitous calibers? Why? Listen, I agree, I want the Mosin firing 7.62x54R and I want the AK-74 (whenever they get around to adding it) to fire 5.45x39. But I make the argument that it is detrimental to gameplay and loot balance. Because just sitting there saying it's "unrealistic" isn't a solution. And, I'm not going to sit here and indict the developers as if they're trying to screw the game up, when there are reasons for why they're doing what they're doing. And there are more criteria to judge the game upon, vice ONLY the degree to which the weapons are rendered realistically.
  4. Katana67

    Ammo Calibration : Poll & Discussion

    Misleading OP is misleading Also from the quote... "Those of us who are real gun nuts would revolt (but I have a feeling the wider community dosn't give a crap as long as it looks cool" - Chris Torchia. They're doing this, ostensibly, for pragmatic development purposes. Not "realism." Folks have this misconception that DayZ is attempting to mirror "realism" 100%. It's much more practical to just... disagree with the approach in terms of its effect on loot, and therefore gameplay. You can yammer on about realism all you like, doesn't make it relevant to the game at hand (i.e. DayZ).
  5. Katana67

    Southern portion of map seem sparse these days?

    I don't see why (other than to test out the new areas, as they're adding new cities on an east-west axis from Svetlojarsk towards Lopatino) we shouldn't have spawns all along the coast again.
  6. Katana67

    New bolt action rifle coming.

    I did, I just don't really like the look of it. More the merrier though! :D
  7. Katana67

    Should DayZ Be In The Armaverse?

    Definitely, although I think we've got some of that already (i.e. ALICE-esque vests, flak jackets, and TTSkO [in two varieties, at least with boonies]). I'd like to see some more of the clothing worn by the NAPA guerillas, like Flecktarn and the like.
  8. Katana67

    Should DayZ Be In The Armaverse?

    And even then, it wasn't a gun thread. The thread was originally designed to discuss whether or not DayZ should be in the same universe as the ARMA series. The discussion turned to firearms, because the universe frames/explains the items in-game.
  9. Katana67

    Lots of Zombies

    I do think it's worth mentioning, that I disagree with the approach that they seem to be taking with regard to respawning zombies. Meaning, the second you drop one, another spawns nearby already aggro'd. I recognize that this is a placeholder, but in my opinion, any iteration of the concept will become either formulaic or irreconcilable with other systems. I want the persistent numbers of zombies and hordes already spawned. I don't want insta-respawning zombies which are already aggro'd. For one, it completely ruins the "risk assessment" process and makes the experience formulaic, if you're entering into an area... regardless of how many zombies are spawned, and you KNOW that you'll spawn an unending train of zombies (vice aggro a pre-existing horde) if you fire your weapon. There's no weighing of pros and cons, if you fire your weapon and X always happens. Whether you're looking at a crowd of 5 zombies or 100, the outcome becomes the same if every time you fire, more zombies SPAWN around you instantly. Likewise, it completely ruins the notion of "clearing" an area, even momentarily. What ever happened to this? Just watch the first two or three minutes or so. I recognize that it certainly is likely to have been put on hold given that they're revamping zombies almost entirely. But this is the direction I want them to go in once it's all sorted out. 3000 zombies (at least) on the server? Yes please.
  10. Katana67

    Is vegetation going to be reworked?

    Well, I think the biggest issue by far in reference to the vegetation is the manipulation of ATOC to shrink trees. It directly affects gameplay, and switching ATOC on or off shouldn't change THE OVERALL PROFILE of the tree. Likewise, the birches in DayZ have awful LOD transitions. It goes from a piss-yellow LOD texture, to a vibrant white normal texture at about 50m. It's insanely visible and annoying. As to the other stuff, I'd wager much of it will be remedied when they switch the renderer and hook up DX10/11.
  11. Katana67

    New bolt action rifle coming.

    Yeah, I hope that it's not another WWII bolt. I'm not opposed at all to having a Mauser or SMLE in, I'd just like to see a more modern rifle right now. Hopefully some kind of hunting rifle (perhaps a CZ550, I loved that in the mod) with some dedicated hunting optics. That's probably what's coming down, as most of the weapons have been pretty low-rent. Or, I'd love to see a full-on military sniper rifle (M24/M40, some kinda' AI sniper rifle, or a Sako TRG). But I think a McMillan TAC-300/338 would be my personal choice. Simple, modern, sleek, can sort of pass as both a "military" and "civilian" rifle. I think we're in serious need of "high-end" weapons, especially with both the M4 sucking and helicopter crashes coming down the pipes.
  12. Katana67

    Survival (Too Easy?)

    The main use that I personally envision for melee weapons and bows, is mainly to do with the silent aspect. To me, I'd like to see bows and melee weapons be the proverbial "poor man's suppressor." Meaning that, barring having found a hyper-rare suppressor for your firearm, melee weapons and bows should be the mainstay of neutralizing zombies silently. Of course, should they ever implement something like "improvised suppressors" it'd throw a cog into the whole system, but yeah.
  13. Katana67

    Survival (Too Easy?)

    Though I definitely appreciate your insight, it may not be practical from a standpoint of gameplay in having such a slanted survival requirement. Though I do agree, I would like to see the environmental factors play a bigger role, I like the idea of having a relatively even (but overall, significant as you say) distribution of survival "requirements" (i.e. environmental, food, drink, health, etc.) in terms of severity. That way, it's sort of up to the player on how one manages these requirements, vice forcing people to pay attention to one more than another. In other words, it should be more varied by being more situational. One life you might have to deal with a rainstorm as your biggest adversary. Another you might get dysentery. Another you might not be able to find food at all. I don't necessarily want to be dealing with the rain (or any one factor) 90% of the time whilst the other stuff is just tangential.
  14. Katana67

    What would be a realistic level of stamina/run time?

    You know, I think they should at least experiment with a sleeping mechanic. It's one of those things that could be cool, or not, but you won't know until you try. Personally, I'd like to see them try an "always persistent" approach with regard to our characters/avatars. Sleeping should be what you do when you log out, but your character stays in-server in some sort of camouflaged sleeping bag. No more logging out outside of NWAF, no more logging out in front of another player, because your character is always able to be killed. Now, granted, there are some massive flaws with this approach. But it'd be largely unprecedented and could make life all the more precious in DayZ. I don't much like the possibility of my character being killed without being able to defend myself. But, this just goes hand-in-hand with the inconsistency in persistence. In my opinion, you can't really have it both ways. You can't have certain things be persistent and others not, in a truly persistent world. But yeah, not the best of ideas, but I think some sort of sleeping would be an interesting experiment. And not just what we had in the mod.
  15. Katana67

    Sway for all weapons?

    Hopefully, the dispersion is ridiculous. However, I always felt the sway (at least in ARMA II) was bad as well. One doesn't jolt suddenly from random point to random point whilst aiming a weapon. At least, I don't.
  16. Katana67

    AKM.

    Well, I do agree with you somewhat. There is a point at which it doesn't matter, and the "pure realism" folks are far, far, far too "all-or-nothing" and uncompromising in my opinion to be reasonable 90% of the time. But there is indeed merit in asserting that something should be realistic, but it's very seldom done in a way that relates at all to gameplay. People just say "X should be realistic because DayZ values realism," which isn't really all that convincing. But, if I were to say "Adding 5.56x45, 7.62x39, and 5.45x39 would allow the developers to better balance their loot tables separately with regard to NATO/Warsaw Pact assault rifles," I'm integrating a realistic aspect in a way that is framed insofar as it affects gameplay. Problem is, I've yet to see anyone (aside from myself, somewhat condescendingly) successfully even attempt do that. The "realism" folks weigh the merits of DayZ solely on the degree to which it adheres to reality, which doesn't make much sense in my opinion. Most of the arguments I see regarding "realism" generally revolve around two things - subjective "feeling" regarding an aesthetic and a platitude of what DayZ "should be or was in the mod." I'd rather they adhere to "realism" but it ultimately doesn't matter to me, at least to the extent of saying "this game is a mess," if something like the AK-74M fires 5.56x45 (for both realistic reasons, given that the AK-101 is essentially the same thing and is chambered in 5.56x45 NATO and pragmatic reasons, meaning I understand [even if I disagree with it] why the developers are doing X).
  17. Katana67

    Survival (Too Easy?)

    As to the "Hardcore" versus "Regular" discussion, I have several thoughts. One, I'd rather the values of the game... meaning, the loot... the weapons... the damage... the experience... be the same across both. It should be unforgiving on both. Two, if it's done in the traditional Hardcore/Core manner, you're essentially creating two communities with two different experiences, and two different assertions on what DayZ "should" be. It's the case in every game which has Hardcore (which I enjoy, and frequently play). But it's hard to say "I want this to be X" when it only applies to Hardcore. Three, if we just leave the divide at 3PP vs. 1PP then we're minimizing the effect it will have in the long-term on the overall experience. I sort of apply the same point of view when folks say "Well, just wait for private hives... or wait for the mods... they'll do construction, survival, weapons, X right!" No, I'd rather they just do things right in the vanilla experience.
  18. Katana67

    What would be a realistic level of stamina/run time?

    I think the running speed is a vastly under-discussed issue. It dictates the overall size of the map relative to the player. I think it needs to be put back to the speed of the mod, where every journey was a journey... not just an insignificant jaunt. Honestly, I could care less if people have to hold "W" longer (I use a controller, so that's not really a problem for me).
  19. Katana67

    Survival (Too Easy?)

    Well, I never found much merit in the argument that we need to modify an in-game system just to counterbalance the hackers/glitchers. But yes, whatever makes people happy until that problem is fixed and they can finalize the ammunition distribution.
  20. Katana67

    Survival (Too Easy?)

    Absolutely. Just on the food discussion, canned/fresh food needs to be far, far, far rarer than it is now when they get around to balancing the loot. Hunting and foraging should be the primary mode of keeping yourself fed/hydrated. Nobody will hunt if they can just storm into a grocery store and snag five cans of perfectly pristine beans and feed themselves for days. With regard to weapons. I think ammunition, overall, needs to be rarer. But DayZ is a game which has always centered on firearms. I don't want them being marginalized to the point where we're fighting with axes and bows 90% of the time. I do think, though, that weapons (at least decent ones) need not spawn on the coast.
  21. Katana67

    What would be a realistic level of stamina/run time?

    A few kilometers, before you're slowed... a few more after that and you become in need of something (food, water, etc.) The zombie bit is a different issue entirely, it requires them to revamp the zombie aggro system (which they're going to do, it's on the roadmap). It's got nothing to do with evasion as it functions now. But, I'd like to see line-of-sight play a bigger role, and long distance aggro be more geared toward general areas vice having 100% accurate access to your exact position no matter where the zombie aggros you. To my knowledge, the zombies actually DO have stamina (although it might not be that in so many words). They occasionally slow from the sprint to the shambly-run every now and again. As to the running speed, I think it needs to be brought back to mod levels. We can traverse the entirety of Chernarus, it seems, much faster. Which, unfortunately, makes the map smaller by relative comparison (i.e. one step goes further than it did in the mod).
  22. Katana67

    Decreased interest in the game?

    People complain when there is too much "hype" and then complain when there's too little (not you, particularly). Further proving that "hype" is a completely player-derived concept, used almost solely as a straw-man punching bag to sideline discussions of merit. Even if there is "decreased interest," sounds good to me... maybe it'll clear out the clown car and leave us with a more serious/informed community. But yeah, I'm confused as to whether you're talking about the mod or standalone, or both.
  23. Katana67

    Should walkie talkies have text chat?

    Well, perhaps there should be two items - the walkie-talkie we've got now, and another (rarer) item which allows for text and voice communications. But, in lieu of that, yes, walkie-talkies should replace side-chat. But, the frequencies should themselves be chat channels, so there should never be ONE text channel like side-chat.
  24. Katana67

    Flecktarn camo.

    Oh lord. More people saying what can't be included in the game based upon their misguided preconceptions of where DayZ is set (i.e. a fictional land) and what DayZ is (i.e. a work of fiction, a fiction which includes a heavy international/NATO/UN presence). More camos please, of all types, not just the ones I arbitrarily "feel fit the setting." Flecktarn is a good start.
  25. Katana67

    30km

    Word? Until they make them a bit more common, I doubt I'll use it. Glad to know they're integrating side-chat as an ability that has to be acquired in-game, vice just given to the players regardless of their status in-game. I would like to see them be persistent (whenever persistent items get implemented) and actually be able to pick up sounds in proximity like was said way back.
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