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Everything posted by Katana67
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Nobody mentioned optics here, and certainly not him.
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If I had a dime for every time someone put another N in Berezino, I'd be a dime connoisseur.
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Then say modern, don't say high-powered as if it's some kind of tangible property which gives an advantage over other weapons... when you're really just talking about your personal feelings regarding the aesthetic. And why are you letting COD and BF poison neutral weapons which exist independently of these game franchises? Why does being in COD or BF somehow make them unworthy of being in DayZ?
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What do you mean by "high powered"? A bone-stock wooden M14 does pretty much the same damage as a kitted out Mk 17. An M16A1 does pretty much the same damage as a kitted out M16A4. An AK-103 w/ rail system pretty much does the same damage as an AKM.
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But it's based upon "feeling" regarding an aesthetic, it's your personal feeling. In my experience, discriminating between certain things based on "feeling" never really makes sense. I certainly get what you're saying, and agree that WWII weapons should be in DayZ (they really already are, with the P38 and Mosin), but they shouldn't be included INSTEAD of something else based upon a feeling. Modern weapons, to me, don't therefore feel anti-survivor or anti-apocalyptic. And, in an unrelated note, to whoever said that American mid-century weapons should not be found in Eastern Europe... Lithuania, I believe, has a surplus stockpile of tens of thousands of M14s. And here's an image of two Thompsons sitting in a gun shop in Prague...
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What exactly is this reason... though? It's fine to suggest adding certain types of weapons, sure. I support WWII weapons. But advocating adding them instead of other weapons (in this case "modern" weapons) never made any sense to me whatsoever.
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Okay.
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Before anything is done to the flashlights though, they need to fix the light bleeding through walls as if they weren't even there.
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Just saw this on Reddit, and noticed this when I was fiddling my my in-game graphics settings the other day post-patch to see if I could get better FPS with AO on. Notice the overly dark shadowy bits on the characters, the effect is compounded on terrain and grass as well.
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I believe this was remedied a few patches (hard to keep track these days) ago. I do remember when it wasn't working properly (i.e. wasn't staying on). But it certainly displayed correctly in-game.
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Worked fine for me before the most recent patch.
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This too
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I'm still a fan of more subtle solutions which place an alpha layer over a player at range, rather than having them sink into the ground or rendering the grass far out as to be performance prohibitive to the client.
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To your first point, Chernarus still isn't Russia. It's a fictional country. One that was subject to a NATO/USMC/UN and Russian intervention. Likewise, one doesn't have to be a member of NATO to use NATO weaponry. Same thing applies to Warsaw Pact Weaponry. To your third point, why not just say that then? Warsaw Pact weapons = more common, NATO weapons = rarer. That's not what was said in the OP. And finally, we live in a globalized society. Tavors being manufactured in the Ukraine. Russian forces using EOTechs and SpecterDRs. Serbian and Lithuanian forces using SCARs. Czech AR-10 manufacturers. Russian H&K distributors. I mean the list really does go on and on.
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So, one, this isn't Russia. It's Chernarus. Second, if you're saying "make the weapons mainly the type you would find in Russia" and "make it so that players have a lot of choice in weapon types," then you may be contradicting yourself. Third, if this was Russia or an Eastern European country, well... there is a lot more variety there than one might think. I could list the NATO weaponry/gear utilized by Eastern European countries, but the list just gets so tiresome writing sometimes.
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I think there might be a bit of miscommunication here. For one, this forum is populated by a lot of folks who do no work in modding (although there are certainly some). Second, this is the forum for the DayZ Standalone. If you want to add content or get content added, you're going to have to go through the developers themselves rather than modders (until modding is enabled). I think a few of the early replies may have thought that this was something solicited by the developers (rather than someone who mods independently for DayZ). Don't get me wrong, I welcome what you're offering.
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"I was contacted a couple months ago by a couple people who play DayZ" I think a few of the earlier posters may have thought this was concrete.
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That and people think the PU scope is somehow less difficult to mount. It requires you to cut a big notch out of the stock. I'll never get the idea that gets put into people's heads that this is somehow "unrealistic," when it can be done in reality. Never mind that there are pragmatic gameplay concerns here, which may or may not outweigh "realism."
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Given that folks reel away in disgust at the mere hint of a modified firearm on these forums, as if it's somehow unrealistic (LOLOLOLOL) I doubt folks would like this (even though the bolt-handle on the Mosin in-game is clearly aftermarket). Sounds neat though! I assume this is it...
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Will the late May update fix the broken distance rendering?
Katana67 replied to Rick1633's topic in General Discussion
One, they're not all that ridiculous. If I'm hitting a block of soggy wood at 800m, I'm not going to be able to see where my rounds are hitting. If I'm aiming at a shale cliffside, I am. Two, again, this is a concern of in-game pragmatism rather than realism (in making sniping intelligible). That and it would probably be fairly demanding to develop a system wherein the impacts react differently based upon down-rage surfaces (which is what this really needs to be wholly "realistic"). Three, distance isn't really the only issue. I just want to know if I'm missing or not, even if I'm dialed in at the right distance. Demanding cold-bore accuracy out of everyone is a bit ridiculous. Four, as I mentioned previously, there is no existing infrastructure offered as an alternative (i.e. bullet trail or variable materials). And until that happens, this will have to suffice as a substitute. Would I mind if it were subdued? Maybe not. Would I mind if it were left alone? Nope. Would I want an alternative for judging where my rounds are hitting? Sure. -
Would you like "high grade stuff" be spread more around the map?
Katana67 replied to St. Jimmy's topic in General Discussion
I think people need to think of it in terms of "likelihood" rather than "X spawning here or not." Point being, you can have both. Residential houses should have an exponentially lower likelihood of spawning "high-end" loot than say a barracks building. But they should still have a remote chance of spawning something decent. This way, residential buildings are still viable areas to loot on the off-chance that you find something exceptional (in addition to the regular loot needed to survive) and "high-value" buildings are still hotspots. -
I think they actually need to revamp the entire direct chat system, that should've been one of their roadmap features. Making contextual chat, which broadcasts sounds at distance based on their volume, all of that. That and, to the OP, they need to implement this when helicopters get in the SA.
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Errr... yes, you can. That's what the shooting mechanic allows you to do, manage recoil and aim accurately. Hell, even managing stance and post-movement sway is a huge issue. Right, you can't control how fast and efficiently they apply bandages. So why don't we work on that? Implement systems (caveman term, minigames) so that they're demonstration of a player's abilities. Rather than just "Use" and the character goes about accomplishing the task in a fixed animation. And that also acts as a solution for the detriment you cite in "building skills up slowly," the character doesn't change... the player him/herself gets better, not the character. The trouble is, there are a lot of ACTIONS in DayZ but not a lot of ACTIVITIES. And moreover, not a lot of activities that require input from the player. That is the approach that I believe they need to take. Want to get better at changing tires? Learn how to seat lug nuts and torque them down rapidly and effectively. Want to get better at bandaging? Learn how to identify the location of a wound, address it properly, inject whatever painkillers are necessary in whatever location is needed. Point being, mechanics can be implemented to demonstrate individual skill in the form of an activity. Case in simple point, the reload mechanic of Gears of War. Player awareness and timing are key to get a full-speed reload. That's a very, very, very rudimentary example of what I'm talking about. Rather than having a vague "skill" system, they need to approach it from a standpoint of player input into activities. As to your last point, I don't think aesthetics should be a factor in any scenario other than personal assessment. A bandit could be dressed as a priest, and a hero could be dressed as a skull-carrying death dealer. That's what's great about DayZ, not knowing.
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That'd add value to life though. Which I'm all for. Of course it'd be worth it, DayZ is an unforgiving experience. We can't cater our discussion of skill systems based on the predication that we might die some day. However, this is why I think adding actual SKILLS, vice just represented abilities, is beneficial. So you, as a player sitting at a computer, would get good at X. Rather than your character gaining 50% accuracy in archery.
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I think the main point of "primitive" (and when I say that, I mainly mean melee weapons) is the fact that they're relatively silent. In the absence of a suppressor (and even if they beef up the stealth mechanics), these types of weapons are the only way to dispatch zombies without making a fuss. You're right, firearms will be rarer in the future. But I don't want the gap of that rarity to be filled by sticks and stones. I want the firearms themselves to be the hierarchy in which the player proceeds. Pistol to shotgun, shotgun to hunting rifle, hunting rifle to assault rifle, assault rifle to battle rifle, battle rifle to sniper rifle (this is just a random hierarchy, I'd want the final one to be much more nuanced than this, as it's just an example). I don't really want melee or primitive weapons being primaries, ever. They're useful tools, sure. But I don't think they should represent the bulk of weaponry in a "rare firearm" world.