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Everything posted by Katana67
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4/20 Event this weekend ($10to$20 prize.) Assassinate the target & get the code.
Katana67 replied to G.Freeman's topic in General Discussion
Case in point. /priceless I just hope I don't get high from all the residual THC in the tears I'll be chugging... -
4/20 Event this weekend ($10to$20 prize.) Assassinate the target & get the code.
Katana67 replied to G.Freeman's topic in General Discussion
My mission on 4/20, kill every player I say with "420" in their tag. Because we all know, that smokin' weed is so effing cool... that you need to include it in your unrelated game handle to let us all know that you're cool... for smokin' weed. You probably purposefully talk like you're high as well (even when you're not), just to seem cool. -
Well you've got to consider more anti-materiel rifles than just the AS50 and M107. Moreover, M107's are used by a variety of countries and are also used by EOD units, and vanilla Army units. Not saying that they're "common" but they're not wholly rare either. People tend to focus on the anti-personnel badassery of bagging some Taliban guy at one-billion yards, when they're also used by non-sniper folk for... what it says on the package... anti-materiel. Take the KSVK, Tac-50, Hecate, AW50, Steyr HS 50 and add the AS50 and M107, you've got a pretty robust and globally-employed lineup of anti-materiel rifles. I'd actually prefer a bolt-action to a semi-automatic anti-materiel rile. KSVK or Tac-50 would be neat.
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I mean, it has some handholding (like having menu items and a straightforward crafting system). I just think it's sort of irrelevant to list things like "abundant military buildings," and then somehow assert that the game is losing its way. It's an approach, one that has different ramifications based upon the context (in this case, alpha). I guess I'm asking, where do you draw the line? To which I suspect everyone would have a different answer. While I agree that they went overboard with the military buildings (mostly with regard to Balota), we haven't yet seen how they intend to balance loot (because they haven't attempted to at all). Who knows? Looting could be a much less rewarding prospect once they've ironed out loot distribution. I think it's a bit premature to say the game is somehow turning into something else when we have no "balance" aspects added (which some would assert is the antithesis of an "anti-game", the very concept of balance). The anti-game moniker has been oft used to describe DayZ. And, for one, I'm not sure what it means at all. And second, DayZ is a game. It incorporates artificial aspects of gameplay to create an experience. While it seems clear that the developers are intent on preserving the unforgiving nature of DayZ, it is also clear that they are pragmatists. Certain gameplay mechanics have to be included in order for them to achieve their goals. I think "appealing to a broader audience" is certainly NOT one of their goals, I've seen nothing to suggest that it is.
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http://forums.dayzgame.com/index.php?/topic/186377-framework-for-lore-discussion/
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I think people (including myself) don't really know what an anti-game is. Why do we call it an anti-game versus just "unforgiving"? I can't really see the logic in picking a given issue and saying "Wow, this is totally not an anti-game anymore!" Plus it's all relative, Hardcore mode in CoD/BF is pretty effing unforgiving when compared to vanilla CoD/BF. Yet it's not an "anti-game".
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Was discussed before, but a long while ago. And we did have a very rudimentary stamina system in the mod IIRC. The weight carried by your character should not be limited to an arbitrary amount. However, there should become a point at which it becomes prohibitive/unsustainable to carry a lot of gear. If some jerk wants to mule around with a full pack and two AS50s on his back, more power to him. But he shouldn't be able to run for more than ten seconds (example/exaggeration), he should require a feast just to keep himself moving (example/exaggeration), and should be slowed down overall. He should be spending so much time feeding himself, that he cannot be bothered with such menial detriments as PvP or killing zombies without being overrun. I think encumbrance system is a better term than "stamina" system, as stamina only implies a detriment to the rate of travel. Not encumbrance in every aspect of play. And, also, there needs to be a tangible benefit to those who willingly sacrifice capability. Meaning folks who run a SBR/SMG in CQC should have an advantage in movement over somebody running a Mosin. Or someone who ONLY chooses one weapon, vice two and a melee weapon, should have some sort of movement advantage.
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The one problem I have with NIGHT...
Katana67 replied to hannibaldaplaya's topic in General Discussion
"Is my television on or off?" ~ Me whenever I play DayZ at night Honest to god, they just need to brighten the nights just a smidge more from "black hole." And yeah, one of the most elegant solutions I saw on Reddit was to just layer the "lamp" glow over the "flashlight" glow. -
I've always thought the barracks building model in DayZ/ARMA was a bit... lacking... in certain areas. Obviously, I want it to remain a high-intensity location. I owe its status as such to the density of loot to be found within the barracks, not due to its cumbersome/cramped nature. The barracks buildings in Chernarus always seemed more like outhouses to me than actual barracks. From a pragmatic standpoint, if all the doors are open it is almost physically impossible for zombies to navigate around the doors without clipping heavily through. So when they fix pathing, or add significance to doors, not sure the zombies will be able to navigate such a cramped building. Furthermore, the fact that there's only one entrance/exit makes player encounters in barracks fairly formulaic. As such, I propose they re-look at the barracks. I've posted a few examples, doesn't have to be overly large.
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Most modern "barracks" are merely just housing for service personnel. They resemble, at least in the United States, apartment buildings more so than anything. So privacy is indeed a factor with on-base housing. Only in training/deployment barracks do we see the open-bay. Which is what I think needs to be represented in DayZ. Moreover, it might be worthwhile to disassociate barracks with "top-tier" military loot and instead create a dedicated "armory" building. This would leave the barracks as sort of mid-level military loot spawns.
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So now fiction matters? /givesup Given the so-called "lack" of a backstory, we can't thereby assume anything (including that Soviet weapons would be the norm either). If we take the bone-standard "history of Chernarus," the UN/US was present. Boom. Done. Either way, even if we never get a dedicated "history/backstory" the mere presence of the weapons we have already in the standalone indicates that UN/US/NATO had a presence in Chernarus. And, nevermind the fact that NATO weapons are to be found regularly in the Czech Republic (with Czech companies actually producing these weapons as well) and other places across Eastern Europe. I won't beat this dead horse any further other than to say that FROM EVERY SINGLE ANGLE, it is plausible to have a robust NATO weapons lineup in DayZ.
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/sigh Again, I'm ALL FOR the weapons being focused toward Warsaw Pact and civilian weapons. But, like STALKER (irrelevant), I want the rare NATO weapons to have a robust selection as well. There are very few battle rifles amongst Warsaw Pact arsenals, they don't seem to value it (although I suspect it has something to do with the rimmed rifle cartridge). The SVD is used almost exclusively as a DMR and there are no real mid-range modern full rifle round weapons available. Likewise, their selection of LMGs is... uninventive... to say the least. It's not their overall lineup that bothers me, it's the lack of depth. They have the PKM/Pecheneg as a GPMG and that's... pretty much it. They don't really use the RPD anymore as well, leaving them without a belt-fed intermediate LMG. Again, STALKER has all that shit covered. I want DayZ to be unique and diverse in its lineup of weapons. Nobody's saying to remove Warsaw Pact weapons. And, as other have said, the assertion that it somehow makes for a more "immersive" or a "better" experience is subjective.
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But on the other hand, STALKER had "unrealistic" weapons which fit its fiction (like the LR-300, L85, F2000, G36, etc.) and weren't immersion breaking for that very reason. I mean, the majority of pistols in STALKER weren't of Soviet origin. Yes, I agree that Warsaw Pact weapons should be commonplace, but I don't want DayZ to be Pripyat 2.0. There's already a robust pure post-Soviet subgenre within post-apocalyptic survival. And, AKM and SVD seem to be slotted as next up. So it's not like they don't plan on adding Warsaw Pact weapons as the norm! :D
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I think the AKM and SVD are slotted in before the 74 and 870. Although the files do list an AK-74 mag. After that, I'd like to see them go for a decent battle rifle like a FAL or G3 (I'd rather a Mk 17, but people don't like that for some reason). But I suspect it's more of a "when it's done" type of thing. I kind of think they're going a bit slower than I'd've expected with regard to spitting out weapons, but they've done a good job so far. Torchia has also spoken about adding a mid-length AR-15 instead of a proper M16. I'm not sure I agree with this, as I'd rather them either put in an AR-10 variant or stick with a full-length M16. No use fiddling around with a whole new weapon if you're just going to make it the wishy-washy M4/M16 hybrid. I hope the AKM and AK-74 have a robust customization option (either both or one of them) like the M4A1.
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Doesn't bode well for us controller users, but yes, I've always wanted to have ARMA III's leaning and positioning system in DayZ. Bending like Gumby at a 90 degree angle at the hips is sort of silly.
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Disliking or liking something doesn't mean one has weighed all the options, hence the fact that negative knee-jerk reactions are often uninformed. Likewise, the comparison made in the post I quoted was equating a "popular" reaction with the "right" reaction. Especially when one's sole experience is from the mod, now rendered largely irrelevant when considering the Standalone, one cannot posit (logically at least) that because the AS50 TWS was ridiculous in the mod, that it therefore cannot be anything but ridiculous in the Standalone. I'm basing the above off of my own anecdotal evidence, as most of the reaction I've seen to this (which is probably a well-crafted troll) can be surmised as "No! They ruined the mod!" And it seems undeniable that the reaction to the AS50 TWS is specifically related to people's experience in the mod. I don't care either way whether the AS50 specifically is put in. I see no reason not to put it in, but if they wanted to opt for an M107 or a KSVK or some other anti-materiel rifle, I'm fine with it. Said it before, but anti-materiel rifles are one of those weapon types that I could take or leave. I doubt the developers will put in an anti-materiel rifle, given past statements. But should they, I wouldn't mind. People just see AS50 and immediately assume it to be LOLOPBRAH and then dismiss the very premise of its inclusion in DayZ.
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This would be hilarious. Why is everything about this engine so effing interlinked?
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Popular reaction =/= informed reaction.
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Just saw a bit of preview, and the tossing physics... sheesh... I'm normally pretty optimistic, but it looked like shit. Not just aesthetically, it's apparently dependent on server FPS... so it stutters in mid air. I am really having doubts about the progress now, every time they patch the game and add something, it's one system that doesn't work quite right. I mean, fair enough, it's alpha. But, damn, I dunno how to offer a solution at this point. Not that the game isn't better off with each patch, and not that I don't have faith that it'll look great further on down the line, but it's just making it hard to stay stoked! :( When does it start to get easy/straightforward?
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Any way to raid a military jail with armed people in it?
Katana67 replied to exomonkeyman's topic in General Discussion
The one SW of Kabanino you can if you get on top of the hill. -
Any way to raid a military jail with armed people in it?
Katana67 replied to exomonkeyman's topic in General Discussion
This raises an interesting issue. Why are all of these high value buildings one-way streets? Meaning, why do they only have one door in or out? I get that they're supposed to be deathtraps, but that'd be the case if they had multiple exits as well. I get it with the barracks, certainly, but not necessarily the jail. Aren't there other exterior doors too that just aren't connected to anything? -
please tell me rocket wont be adding horror aspect to the game
Katana67 replied to bioned's topic in General Discussion
I dislike the term "horror." Horror, as a genre, can embody multiple things. It can embody silly levels of gore just for the sake of it, as in most "horror" mediums. It can mean monsters. Or it can embody a well-crafted tension. DayZ seems to be very much geared toward the latter. The thing that made (this is a cliched example, so bear with me) Jaws so memorable wasn't that you see the shark mutilate people, nor was it particularly scary to actually see the shark once confronted. It's the tension of the unknown that made Jaws so horrifying. I think DayZ is no different. -
I wasn't necessarily trying to explain the features of Chernarus (i.e. the plane crash). Although some of it did end up fitting in (i.e. the new hospital near Pavlovo/Zeleno). And some of it sort of inescapably made sense (i.e. FOBs at airfields). However, the only instance where I willingly attempted to explain something was the "unmoored ships in Svetlojarsk," which obviously hints at the shipwreck between it and Berezino.
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Thread got buried. Prease read! I'll love you forever.
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Why do people want to tell others how to play?
Katana67 replied to AdmiralBull's topic in General Discussion
There's a difference between "telling someone how to play" and "adding consequence to action." For example, I have no issue with KoS on a moral level (har har). Nor do I have an issue with KoS from a gameplay standpoint. That doesn't mean it should be a consequenceless and thoughtless action. And making a game/participating in an Alpha test isn't just a "blah, there it is deal with it" type of scenario. It's an interpretive, creative, and analytic process which requires critique and adjustment.