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Everything posted by Katana67
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The exterior door to my apartment opens in. Both exterior doors to the house I grew up in open in. Only places I can see having open-out exterior doors are shops and larger buildings (academic buildings, theaters, etc.) Even then, a lot can be pushed/pulled in and out respectively. Just Googled "door breaching" and there's a healthy mix of both being used. Check this out. It seems public buildings are more prone to having open-out doors due to security reasons. Whilst residential (the bulk of buildings in DayZ) are more likely to have open-in doors. http://home.howstuffworks.com/home-improvement/remodeling/question584.htm
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we need another shipwreck (spawn discussion)
Katana67 replied to pacific_coast's topic in General Discussion
Honest to god, I'm marginally sure that the spawns are messed up regardless. I used to actually get Kamenka spawns... which were juicy and delicious. Now all I get is Prig or Skalisty spawns. Which is effing infuriating. I've never had too much of an issue spawning on the coast, but (even in the mod) we seem to spawn on a small slice of the coast rather than along the whole damn thing. Dunno if this is by design or something's not working right. I want my Kamenka spawns back. Not sure I'd want folks spawning inland regularly, that's where all the persistent stuff happens, and I don't want anyone getting a leg up on finding my stash. That said, not sure people need more incentive to spawn on the coast. You've got four massive cities, probably times two smaller ones, a shipwreck and an airfield. What more do you want? -
So what happens when zombies can run up stairs?
Katana67 replied to ChimpyGlassman (DayZ)'s topic in General Discussion
Zombies do run up some stairs. Occasionally one makes it up the stairs of the jail building when I'm in there. Problem is, it's pretty bugged at the moment as per the state of the zombies. I have no doubt they'll be running up stairs soon enough. But first, they need to respect doorways (i.e. do something other than clip through them or open them magically). Would love it if they'd start hacking at the doorway only to eventually get it open. Plus they need to revamp zombie aggro in the first place so that one can actually remain stealth (which they are, as per the roadmap), so that not firing one's weapon or not using melee is an option. -
Very interesting videos. One thing that struck me, is why do all of the doors open out? Most of the doors around me (just using the interior/exterior doors of my apartment) open into the rooms they lead into. It's sort of annoying getting smacked in the face with a door every time you want to enter a building in DayZ. But I suspect a lot of it has to do with how close you have to get and how hit-or-miss the door opening/closing is.
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No, in ARMA II and DayZ mod, the doors functioned exactly the same (if not worse than) as in the standalone. It's nothing peculiar to the standalone. It's always been an issue, one acknowledged by Dean in the past and one that has been rectified in non-DayZ mods for ARMA II. I had this problem in the mod, except I opened far fewer doors on average because there were exponentially fewer buildings.
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Lightbulb. What's preventing them from applying the new physics to doors? Rather than have the whole action of opening/closing doors be one action, why not just have us push open/closed doors?
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Pretty sure that's just a modified Mosin action anyhow.
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Which is what I've been saying! :D And for what it's worth, like you said, the Mosin seems to be the primary firearm (in terms of numbers of weapons) to use 7.62x54R. So, in DayZ, it's classified as a so-called "civilian" weapon. Which would therefore link it with 7.62x54R as a "civilian" round.
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Mosin and SV-98 are the only military bolt-actions which use 7.62x54R. And no, it's not common in a wide variety of hunting riles. Just checked Zastava and CZ, no 7.62x54R hunting rifles to be found.
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There's also billions of 7.62x51 NATO out there. With far more weapon platforms which use it. Moreover, 7.62x51 is marginalizing 7.62x54R as of late in Eastern European nations. Either way, I don't think anyone here suggested that one round is more common than the other. I only asserted that 7.62x51 is used in far more weapon platforms, which is entirely accurate. I'd actually posit that 7.62x54R (for the purposes of DayZ) is better suited as a round to be found in residential spawns. With 7.62x51 NATO being rarer and only to be found in military spawns to justify its ability to be used in a wider variety of so-called "high-end" weapons. If we limit ourselves to the weapons which use 7.62x54R, we're essentially stuck with the Mosin, PKM, and SVD. That's it. I'm fine with those weapons, and 2/3 of them are in (essentially). But I certainly would like more than the limited inventory available to 7.62x54R.
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But it isn't how it works in ARMA, or DayZ. It just isn't. I look at door handles, doors, and it doesn't do jack. Then I back up two feet, stare at the empty space where the door used to be and suddenly I can close the door! It doesn't work "realistically" by any means.
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Agreed, although I distinctly remember this being discussed to death. Performed a search on the doors being crappy, and I didn't turn much up. I think most of the discussion happened pre-SA forum, as I do remember talking about it. Doors need sound. Which could possibly play into making a fixed animation for opening/closing doors, in tandem with their new "powering up/down" animations for throwing/arrows, so that one could close doors slowly rather than slamming them.
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I'm willing to bet that over half of those have since been destroyed/dismantled/dispersed. Six million PPSh-41's and they're relatively hard to come by seventy years later. I can't comment on likelihood, as it's pretty unlikely one would find the majority of weapons in DayZ at the rates we're finding them. Merely saying that I believe they're more inclined to deal with weapons which have already been provided for in terms of ammunition. I don't agree with this approach, but it seems likely given the relatively common calibers they've gone for.
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I don't really have an issue with the crosshair-dot removal so long as they make item interactions a bit more intuitive. Hard for me to not sound like a dumbass when I say this. But, RV's always been pretty shitty at having separate entities (be it items and players, players and items) interact properly.
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Highly doubt they'd throw in 7.62x25 TT when the weapons they'd probably be interested in (i.e. the Bizon) can be chambered in alternative rounds (9mm, which is already included). 7.62x54R is another one. I'd certainly like it to be properly included (as the Mosin currently takes 7.62x51). But by comparison, very few weapons actually use it. The PKM and SVD are pretty much it these days (and the aforementioned Mosin). SVT's are pretty hard to come by and expensive, and haven't had the same lasting presence as competitive SVDs and variants (i.e. PSL). Yet everything uses 7.62x51. By a lot. But, the more rounds the merrier! Helps overall rarity. Now if we can just get some fancy PDW cartridges in...
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Nothing against the PPSh. Wouldn't mind if it were included. It fires 7.62x25 Tokarev, which isn't in DayZ yet. So it might be unlikely that they include it and a relatively proprietary round. However, I favor more modern SMGs to be implemented. Or PDWs and SBRs. There are a lot of "older" weapons already in DayZ, not sure I'd want to keep piling them on endlessly (this isn't WWII). But any SMG would be welcome.
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as much as i like jumping, it shouldn't be considered in dayz
Katana67 replied to bioned's topic in General Discussion
I've never really found myself in-need of jumping, the vaulting we've got is okay. What I'd love to see is climbing (a la RDR) which would allow players to climb over fences and get onto low rooftops. -
Yeah, definitely not an airstrip. And it may not be entirely "new". But either way, Elektro and Cherno don't need sprucing up. Move northwest and center devs! The coast is all good!
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Never had too much of an issue with the damage with regard to the M4 (in either the mod or standalone). But the accuracy is horrendous, and need not be dictated by weapon furniture.
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You raise a good point in that the current loot table paradigm is pretty black and white. It's (as I understand it) based on the building type (i.e. residential/industrial versus military/police). Not sure this is a good approach. I like the idea of splitting it up by weapon, rather than solely by the building in which the weapon spawns.
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USSOCOM purchased, kept, and has continued procurement of their Mk 17s. Which are now seeing heavy use with SOF in Afghanistan. They only ditched the Mk 16s, as they couldn't justify maintaining/procuring them in favor of their M4s. Plenty of em' here, amongst the blurred PERSEC faces.
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Found two ACOGs, an M68 CCO, five mags of 5.56, two suppressors, three FNXs, and an Amphibia S in the tents north of NWAF. /sigh
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Consistency in this would be great. With that said, it hasn't bothered me enough to even notice. Seems like low-hanging fruit that would be pretty easy to rectify. And ROFL at people saying "I'd rather have functioning zombies, thanks!" You are adorable!
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Priceless...
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If anything, they need to get military spawns off the coast and not add more overall. Why they found it prudent to put more military loot spawns along the coast is beyond me. I think the inland distribution of military/police spawns is way too much already. They needed to add more from the mod, but they went way overboard. Zeleno has a barracks and jail. Green Mountain has a jail. There are three barracks and a jail south of Kabanino. There's police stations in damn near every town now.