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Everything posted by Katana67
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I agree that the majority of the map isn't really used. And needs to be made useful, through things like persistent storage, construction, higher zombie densities around cities, and perhaps some spawn tweaks. But adding more "military bases" isn't the answer. There's already tons of military loot spawns in the west, north, and northwest. Most towns now have high-value loot spawns (i.e. firestations, supermarkets, police stations, barracks, jails, etc.)
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And the military of the United Kingdom (possibly, via UK vests). And the United States. Now that I think about it, the Sterling submachine gun is a prime choice for DayZ. It's 9mm. It's available in the Czech Republic, and was (if it's the same gun shop) available at the shop in Prague which Torchia tweeted about (in addition to a kitted out AR-10 /snickerateveryone).
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What does any of this have to do with the weapons themselves? Similarly, what does it have to do with whether or not the weapons would be useful in DayZ? Or whether or not the weapons are used by civilians/military? Most "tactical" weapons are marketed toward LE/Military customers first, hence the moniker of "tactical." See SCAR. See AR-15. See KRISS Vector. Never mind the fact that many of the "tactical" weapons are indeed adopted by militaries and have legitimate uses in the private sector.
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Not referring to the containers themselves. Referring to the gear stored in the containers. Meaning, Rifle X from Tent Y on Server Z can be transferred to Tent A on Server B.
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Longest I've got in the mod (haven't ever had a need for a sniper rifle in Standalone) was 800m. I think hyper-long-range shots should be possible, but not sure it's worth the effort/detriment right now in moving the fog back or allowing players to dictate their own draw distance.
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I actually don't really have an issue with people being able to go back to their containers. I do have an issue with being able to transfer gear from persistent containers cross-server, but that's a separate issue entirely. Likewise, in the mod, I took issue with the risk (or lack thereof) in getting loot in the first place. Storing things became inconsequential when I could just run off to my nearest barracks and snag another DMR easily. Honestly, and to an extent this is just me playing devil's advocate (although I don't have a real issue with it either way), does being able to return to your gear offer that much of an advantage? Does it break the game? I don't think so. Or rather, it can be made not to, even if it does. First, you had to have expended some time to gather the loot and put it into a container. Duplicating a loadout through legitimate means takes time. Second, with time comes risk. You're essentially doubling your risk (assuming you're looting on a populated server) by trying to gather two of everything. Which may not even happen in the first place, given the rarity of some items and the incoming loot-hive management. Third, once you've died and geared back up at your stocked tent/container... you're left with an empty tent/container. Thereby encouraging the player to loot more, expend more time and risk his/her character more if he/she wants to continue the process. The problem in the mod is that one could store several loadout's worth of gear in one effing tent. I assume this will no longer be the case if we're starting out with backpacks as persistent storage items. One loadout would probably be the maximum.
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Good... Good... Hopefully that one house w/ attic actually spawns loot in the attic.
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Yeah, having weapon furniture dictate accuracy is a bad idea. Never mind that noticeable "random spread" is a bad idea to begin with. Needs to be removed, or at least tweaked. I have no issue with certain stocks allowing the player to shoulder his/her weapon faster, or having certain stocks decrease ambient sway (perhaps a PRS stock whilst kneeling/prone). But having them artificially dictate down-range dispersion doesn't make much sense to me. With the addition of wind, and the already-present gravity, we've already got enough factors to compensate for when shooting. Adding an arbitrary and uncounterable "spread" to weapons is what ruined BF's shooting mechanic for me.
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Proper Evisceration & Decapitation Would Be Nice
Katana67 replied to Deathlove's topic in General Discussion
Could take it or leave it. Doesn't really add anything to the experience for me. Plus, shooting folks/zombies is far more efficient in-game than anything. -
Not sure if you've played the mod or not, but the persistent storage in the mod allowed for a GREAT many beneficial aspects. It had flaws, for sure, like remaining after a character dies and not requiring maintenance. But that's what the Alpha is for. I think just disbarring a player from accessing his/her previous tent/container would be enough to discourage the detrimental aspects of being able to recycle loot. There's some flaws, sure, like having a buddy transfer your gear. But it requires two persistent storage containers, thus making for a larger footprint and making the likelihood of discovery higher. That, or it could disappear entirely. Not sure I'm in favor of the "random" tent dispersion after death. Would be sort of discouraging to assault camps/forts/bases if I kill the players and their tents zorp to the other side of the map. That and I want these items to remain where they are, so I can use them as activity gauges.
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No, again, you're confusing rarity with substitution. They've not spoken of a "fixed" number of items which can be added to the tables. They've spoken of REGULATING the loot tables so that there's a FIXED NUMBER OF A CERTAIN ITEM in the game at any given point. As an example, they allot 10 SCARs per hive. Player 1 picks up SCAR #10. Players 2-10 already have SCARs #1-9. Player 1 dies, SCAR #10 disappears. SCAR #10 respawns. No SCARs respawn until one is lost. It's not like they have to PICK between putting in a SCAR or an AK into the loot tables. You're right in saying that a fictional setting doesn't excuse craziness. Which is the entire point of fiction. It makes plausible that which is not. It doesn't excuse it, it integrates it into the universe in a plausible manner. "Chernarussian Police Special Tactics unit purchased small numbers of American-made KRISS Vector submachine guns prior to the outbreak of infection. It was slated to replace their current crop of X submachine guns" (it would be more prudent, in the real-world for one to opt for SBRs or PDWs, but that's... again... applying pure real-world circumstance into a fiction). It could be explained as simply as that. It's plausible in the fiction. It's explained. It's not random. There's a reason for it. It isn't the "real-world" reason. It's a reason that fits into the fiction to make it plausible. The only reason why it's implausible now, is because there's no reason for it. With the M4, there's an in-universe reason for it to be there. And again, you're using "Chernarus-like real-world countries" as a baseline. Not Chernarus, the fictional land in which the events of DayZ occur. I'm not measuring the unlikeliness of something. Obviously, it would be extremely unlikely. But it shouldn't be dismissed based SOLELY on the fact that in the real-world, one wouldn't find these weapons in these countries (which is also highly debatable, as many Eastern European states use ARs, SCARs, and all kindsa' tactical fun stuff nowadays). Making these things rare MAKES THEM PLAUSIBLE as well from an authenticity point of view anyhow. Moreover, we have no idea how the loot system will work in terms of rarity. I suspect they'll have to adjust their so-called "high-end" rare loot accordingly. Reading a hypothetical ratio at this point into the system which we know nothing about doesn't really help us understand how rarity should play out. I suspect, again, that they won't simulate real-world rarity in terms of "one in a thousand". They'll adjust it accordingly to balance rarity with developmental pragmatism. "Regarding the current selection I would highlight 4 firearms and 10 attachments and press the "delete" key without so much as a second thought...", this tells me we're going to have to agree to disagree.
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Wich vehicles do you want to see in the SA?
Katana67 replied to Ep1cNiki's topic in General Discussion
This is all you ever need That said, mostly junky old trucks and cars. But, armed helicopters folks. They ain't scary if they ain't a threat. Gunners make that threat. And this... please... -
Right, they'd want to outfit their troops with prototypical weapons, SCARs, AK-12s, or HK416s. Further underscoring the irrelevance of your categorization of "military" weapons. The AR-15 is also marketed toward civilian applications. Yet it's used and has been used by the military. The same applies for the SKS and Mosin. Kimber doesn't outfit any militaries, but I was making the point that the M1911 we've got in already is pretty "tacticool" by a lot of people's standards. To say nothing of the FNX w/ RDS and suppressor. What exactly fits your definition of "obscure weapons", "tacticool", and "military weapons"? Because, in my mind, there is at least one weapon from all three categories already included in DayZ.
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They've said it's in the Armaverse, IIRC. And by virtue of it being set in Chernarus, it is also in the Armaverse. DayZ does have a backstory, as evidenced in the landscape of Chernarus (i.e. infection postings, traffic jams, plane crashes, etc.) It has not yet been articulated into a formal lore. The Mosin-Nagant is a military weapon, meaning that it was and is used by militaries. Same applies for the SKS. If you don't abide by that, then it's saying that the distinction between civilian/military weapons is irrelevant. Something which I wholeheartedly believe, hence why I see no problem in having so-called "military" weapons form the backbone of DayZ's weapon portfolio. Well, we've got kitted out M4s and Kimber-esque 1911s. Sounds pretty tactical to me.
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I get the feeling they'll be selective, in preferring weapons which are useful, various, yet plausible and therefore provided for in the fiction. Hence why Torchia has also expressed interest in the G3 and FAL. The MRAD isn't provided for in the Armaverse. The SCAR is, heavily. As is the CZ 805. The M60. The XM8. The AS50. The L85A2. The Mk 12 SPR. The USMC DMR. The VSS. The M110. And a variety of other weapons that are relatively rare.
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Not really seeing a focus on "civilian" weapons, seeing a healthy mix of both civilian and so-called "military" weapons. Especially with the AKM and SVD inbound. Something also tells me kitted out Kimber-esque M1911s, suppressed FNXs, and suppressed Ruger Mk II's are a rarity in the real-world Eastern Bloc as well. If you just look at the rifles of DayZ, there's only two that could explicitly be classified as "civilian".
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I find it curious (and somewhat typical) that nobody brought up the fact that persistent storage is inbound shortly. Ostensibly in the form of backpacks to start. So you'll be able to store items fairly soon. I doubt it'll be an endless pit like the tents were in the mod, but, you'll be able to store stuff in backpacks. Larger structures, like tents, will be concerns over the next year or so as per the roadmap.
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Right, but your criterion for mere consideration is what is incoherent. On one hand, you won't hear of a weapon because it's not a military weapon. But on the other, if it's available to civilians, it is wholly plausible. Never mind that the Vector is indeed in use with LE organizations, rare ones, but it's in use nonetheless. And again, it being a military weapon doesn't somehow broaden its likelihood of distribution in a fictional setting. It could be explained by something as inane as "The Chernarussian Police force purchased small numbers of American-made KRISS Vector firearms in the year X, before the infection began. This weapon was mostly in-use with the Chernarussian Special Tactics units, and thus would be hard to come by." There's a finite number of each item. Meaning they can control how many SCARs are in the game at one time. It's not like they have to choose a SCAR over allowing an AK. It's rarity, not substitution. I could take or leave the Vector. But it's the reasoning for your dismissal of a weapon that I take issue with. Moreover, it is not the same (in the real world) as weapons you associate with it (like the SCAR). The SCAR is actually gaining popularity in the real world, AND (more importantly) it's provided for in the Armaverse.
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And nobody's saying "take out AK's!" They're covered. They're in. They're inbound. We got it. The graphic you used to demonstrate your point inevitably demonstrates what I brought up with Orlok. Nobody's (that I've seen) suggesting that these weapons should be common. They should be rare. Very rare. Remove everything but the Tavor in the background, and you'll see what I'm getting at. Rarity. Moreover, you're blurring the real-world circumstances for the prevalence of these weapons with the fictional reasoning for these weapons (which is flexible, rather than rigid). Simply because something's expensive/rare in the real-world, doesn't mean it cannot be explained in the fiction. That is the crux of the issue. Never mind that the grouping together of weapons such as the ACR, SCAR, and Vector is not apt. The SCAR platform is actually seeing a marked popularity increase amongst a variety of militaries (the United States, Kenya, Germany [in their LE], Serbia, Greece, Lithuania [iIRC, could be another Baltic State] etc.) The SCAR is actually provided for in the Armaverse as well, as the main service rifle of the United States Army in neighboring Takistan. The ACR is seeing limited use by GROM and the MSBS Radon platform is in competition for Poland's next service rile. The Vector is the anomalous one, the equating of it with the ACR and ESPECIALLY the SCAR platform isn't coherent. Similarly, one's definition of "plausible" and "jarring" are subjective. Nothing wrong with that, but I don't find a rare Mk 17 jarring to find in Chernarus. I didn't find rare-ass M107's and AS50's jarring. Nor did I find L85's/SA80's jarring. Because they were provided for in the fiction. There's no monolithic audience amongst individuals. The mere presence of something doesn't mean it's commonplace. Which is the hyperbole that you're using in the graphic. If there was a non-fiction movie with Russian/Eastern European troops carrying ACRs and SCARs, yes, it would be inaccurate. But, we're not in a non-fiction setting. We're in the Armaverse, a fictional universe which asserts that the SCAR became the standard service rifle of the United States Army! A fiction which asserts that PMCs have ready access to cancelled XM8's! That's not even using ARMA III's fiction either! What would be plausible, in my mind, is for these weapons to remain (as you say) rare. Not nonexistent.
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This is what people who disregard the mere mention of certain weapons don't understand. Very few people, and certainly not me, are suggesting that these weapons become common. Or even become near as common as so-called "Eastern Bloc" or "Warsaw Pact" weapons. I want these weapons to be RARE. But I want them. Favoritism in the loot tables shouldn't translate into favoritism of a certain sector of weapons.
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Unpopularity/Popularity =/= useful/useless/plausible. It's a gun. It's a neutral item. Since when does a nation have to adopt a firearm for it to be considered? The Vector is a cool bit of kit either way. No military has adopted the B95. Or the FNX. Or the double-barrel. Or the Sporter.
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I think, first, they need to adjust the food loot rarity in buildings. In addition to upping the hunger requirement. If looted food is easier to find and relatively as beneficial to eat as hunted/cooked meat, it won't be significant. This wasn't always the case in the mod, when cooked meat was an easy way to regen blood. But, as that's no longer the case, the difficulty in hunting has to justify the benefits (over looted food items) of eating cooked game.
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I'm not sure how they plan on approaching the ammo rarity relationship to weapon rarity in the end. They seem to be limiting themselves unnecessarily to the common rounds, which doesn't make sense to me. Granted, you'll need the right ammo and the right magazines now. But it's sort of problematic having 7.62x51 being used by everything from hunting rifles, bolt-action sniper rifles, battle rifles/designated marksman rifles, and GPMGs. That's just an example. In the mod, yes you had linked ammo to magazines. So if you found one, you found both. But certain mags only spawned in certain areas. If 7.62x51 (again, an example) is able to be found in residential, industrial, and military buildings, one probably wouldn't have an issue re-arming his/her insert range of weapons here.
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I'm sure others have said it, but I hope it's an MP5. Or a Bizon, that might be cool, and would appeal to the "CHERNARUS IS RUSSIA BRO" crowd. In the slightly unlikely arena, I wouldn't mind seeing a UMP-45. Or a KRISS Vector (cry me a river). I hope they eventually include a few SBRs or PDWs.
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Never minded it either way. +1 though