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Everything posted by Katana67
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Word on the street is that it makes it more accurate. There's a demo video somewhere... Found it!
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Right, but I dislike that as well. A weapon shouldn't require arbitrary assistance from weapon furniture just to be passably accurate. Its down-range accuracy should just be within reason.
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Says the guy who loves Epoch...
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I'll use my old anecdote... I have trouble telling whether my monitor is on or off at night in DayZ. It is being, and needs to be, worked on. So, we'll see what happens when they replace the renderer and work with the HDR.
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It also has an aftermarket/modified bolt-handle. It's clearly not the turned down sniper bolt-handle, nor is it the horizontal bolt-handle. We're not playing as professionals or amateurs. We're playing as nobody. Our avatars in-game have no background as enforced/endorsed by the game. Any connotations of "character" are completely conjured up by the player, and have nothing to do with the game. There are no mechanisms to modify our weapons, so we have the PU scope and LRS as "click and use" attachments. Suspension of absolute realism is necessary, as this is a game. The reason why the cleaning rod can't be used is that cleaning a rifle not only isn't implemented in DayZ as of yet, but that there's cleaning kits available as loot.
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No thanks, running should be the main mode of getting places. Vehicles should be a rare luxury, one which requires a significant investment of time and risk. Even bicycles. I'm sorry that you don't have a lot of time to play DayZ, but the game cannot be developed to cater to anybody's schedule.
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They do have different original mounts, but there are universal mounts which are widely available (from the manufacturer too, not aftermarket) and used by militaries. The only distinction between the two is a locking pin to keep the scope from sliding on the SVD. However, the universal mounts have a different placement of the locking mechanism which allows it to be used on both. Non-issue is non-issue. http://russianoptics.net/Concepts.html
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I have yet to see anyone post the actual dispersion values for all of the weapons on this forum, aside from the M4 on Gews' thread. It's not harming anybody. If you're so interested in those other threads, then I suggest you go there!
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By my calculation (eyeballing)... there are roughly 30 distinct weapons platforms available in the mod. There are 19 distinct projectile weapons in the Standalone so far, or confirmed to be inbound (FNX, Amphibia S, CZ 75, M1911, P1, Longhorn, Magnum, IZH-43, M4A1, Mosin, SKS, AKM, B95, Sporter, Crossbow, Bow, SVD, 870/MP-133, MP5K). Bear in mind, I left out the AK-74 and Mauser, as we saw them fairly early on and haven't heard of them since. I'm mainly talking about projectile weapons (firearms and bows). However, the mod has a whopping 4 melee weapons whilst the Standalone has at least 20. So, we're getting up there!
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Number of Weapons in Mod versus Standalone
Katana67 replied to Katana67's topic in General Discussion
I didn't say/insinuate any of that. I'm comparing the vanilla mod to the Standalone in this thread... You can make one for Epoch though! That'd be fun I bet! -
I am still against inland spawns. Any random/arbitrary advantage on inland loot, or persistent storage, is unacceptable to me. However, if spawns are to be inland, I'd want them to be city/town based, vice random all over. The issue with the current paradigm is that, well, for one... we're only spawning near Berezino. But the main issue with coastal spawns, is that there's enough loot on the coast for folks to sustain themselves... and there's no risk other than players. That needs to change. The overall loot bias needs to be geared inland, and places like Balota need to be moved inland. I think they should just replace Balota with an inland Stary Sobor analog near Guglovo. Likewise, I'd like to see big cities be packed... absolutely packed with zombies, as to make it unwise/imprudent/insanely difficult for folks to loot without already being geared.
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Post what sounds you feel need to be added to the game
Katana67 replied to helcol's topic in General Discussion
I miss the hoot owl sound effect from the mod. -
Number of Weapons in Mod versus Standalone
Katana67 replied to Katana67's topic in General Discussion
We can't talk about all three? I know I sure can... And the objective of this thread is to highlight two things... One, that the mod didn't have all that many weapons in the first place. Two, that we're getting close to matching the number of firearms that were in the mod in the Standalone. -
Number of Weapons in Mod versus Standalone
Katana67 replied to Katana67's topic in General Discussion
What? None of those weapons, with the exception of the since-removed M107, were ever in the vanilla DayZ mod. -
The existence of god has been argued since god was a concept, doesn't make the discussion any less relevant or potent to those involved. For the record, although it is unfortunate that I have to disclaim this, I'm not comparing the discussion of bullet deviation to existential arguments. I'm using it as a device through which to demonstrate a concept (i.e. that simply because it's been discussed before, doesn't make it unworthy of discussion). What does it matter? This is a public forum, so long as it's within the guidelines, we can discuss whatever we want.
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Number of Weapons in Mod versus Standalone
Katana67 replied to Katana67's topic in General Discussion
I could get behind it if it was 0-2, or even 0-1. Finding a weapon without a magazine should still be an option. -
One of the most controversial weapons of the mod was the DMR, which of course stands of Designated Marksman Rifle. However, the distinction between a battle rifle and a designated marksman rifle is often dependent on the use intended for a given weapon (rather than the weapon itself). For the purposes of this thread, they're one in the same. So, the SVD is coming down the pipes and I figure it's time to have a good ol' reasonable discussion about DMRs and battle rifles and how you think they will/should play out in DayZ. I think they're essential, and would be my go-to choice for the impending zombie apocalypse. Hard hitting, medium-mag capacity, mid-long range, semi-automatic (although some are select-fire), chunky recoil, death dealing machines. The DMR in DayZ was controversial in the mod (although, I was just fine with it) for several reasons. Chief amongst which was the availability of ammo. One could find a full DMR mag readily in industrial buildings for heaven's sake! Not to mention the variable magnification optics came glued to the DMR in perfect working order, and it didn't require a bipod to fire accurately at range. And the DMRs themselves were fairly commonplace. All issues able to be remedied, some of which already have been in DayZ. Luckily for us, the calibers which most battle rifles and DMRs use (7.62x51 and 7.62x54R in one) are already in the game! So there wouldn't be any trickery in that regard. Likewise, weapons being found with optics already attached is no longer the case. No doubt though, that this is a powerful weapon. Very versatile. I personally think it could be balanced through (like most weapons) suitable magazine rarity, already existent optic rarity, heavy recoil, ammo rarity/scarcity, and perhaps weight further on down the line. Not to mention being suitably rare in itself. This is embodied in how the FN FAL was treated in the mod. It was a rare drop, and required different magazines which were also a rare drop. Moreover, it didn't have an optic. When it did, it was the AN/PVS-4 NV sight and its usefulness was limited during the day. This is obviously no longer the case, as we've now got a modular optics mechanic in Standalone. However, the need for specific magazines coupled with weapon rarity should, in my opinion, justify the power and flexibility of battle rifles. Discuss!
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Looks like a G3SG/1 Definitely needs to be in, moar Battle Rifles Torchia!
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I'm not a fan of the "random relocation" solution either, anything random (inland spawns, deviation, etc.) is liable to have flaws as well. Like, teleporting your tent... randomly... five feet away. Or teleporting your tent... randomly... next to somebody else's tent. I think the system, overall, is acceptable. But steps need to be taken to discourage/remedy server hopping, and allow for fewer empty servers on which players can store stashes. Perhaps private hives, or fixed-server characters.
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Well, Chernarus isn't in Russia. It isn't a part of Russia. And bear in mind, we're only playing in the eastern "South Zagoria" region of Chernarus. In order to actually render the whole of Chernarus, the map would have to increase by a factor of anywhere between 8 and 16. The official narrative is somewhat outlined in my signature. They're acknowledging the history of ARMA II in Chernarus+ whereby there was a NATO/UN intervention prior to DayZ. However, this narrative (as used by Chris Torchia) isn't explicitly relevant either. They're adding whatever weapons they want, is more or less what he wanted to be taken away from the quote in my sig. Even if "reality" is adhered to, many real post-Soviet nations use a variety of weapons. There's no monolithic "bloc" of countries anymore that only uses X, we live in a globalized society.
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Number of Weapons in Mod versus Standalone
Katana67 replied to Katana67's topic in General Discussion
Wouldn't the solution be to increase overall magazine spawns for these weapons? I'd be in support of that if all magazines didn't come fully loaded. -
On a semi-unrelated note, why are hitboxes still the paradigm? Why aren't they interested in hitmeshes? Same concept, just not in box form... I don't know much about it, but... it always seemed a bit archaic to still be talking about hitboxes (and all their detriments) when one could just overlay a mesh to detect hits vice boxes.
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Deviation values never have made sense to me, especially when they render the weapon inaccurate at reasonable ranges. It's a game, making our rounds arbitrarily go where they're not supposed to completely undercuts any semblance of skill. If you want to make shooting a more difficult prospect, then do so by making it more complex... not hitting it with a caveman's club with the most inapplicable and detrimental solution there is. How is find weapon>arm weapon>find target>sight in target properly, doing everything right>fire at target>MISS CAUSE WE SAID SO, acceptable? How anyone could think it's beneficial is beyond me. It's an unintelligible game paradigm that needs to die, in Battlefield and DayZ. Thanks for posting though, now I get a full sense of how awful the M4 actually is by comparison.
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Gorror =/= Horror. I have no issue with gore, as I said before, it doesn't really do anything for me either way. Doesn't add anything to the experience for me, yet I don't mind if it's there. However, I've always considered DayZ to be a horror game in the sense that the horror is derived from tension (see Jaws) vice outright gore (see Saw). Gore isn't essential to "horror" in my opinion. In fact, ridiculous amounts of gore can detract from "horror" in my opinion in certain instances. Coming across a pile of eviscerated bodies doesn't really get me scared. Looking past that pile of bodies at the crazed bunch of bandits that committed said atrocity as their torches disappear into the night, that is horror to me.
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There are PSO scopes with higher than 4x magnification as well, and I'd've thought they'd've wanted that (assuming that the PSO is actually 4x in-game). Perhaps it's a good way of making the SVD less of a death-dealer, by limiting the optics available to it. That and the AK and SVD require different mounts (although there are universal mounts out there), but that's a non-issue. But it's just odd that the ACOG is rendered in either 3D or psuedo-3D whereas the PSO is rendered like the LRS (i.e. with a black-bordered 2D sight picture). I don't mind it either way, but it's just an odd discrepancy. I wouldn't necessarily mind it if the LRS were able to be mounted to the SVD, but I just found the PSO in-game a bit odd.