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Katana67

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Everything posted by Katana67

  1. I think there's a limit. I mean there's only so many calibers they can really go for without bleeding over into the obscure. That said, I don't really have an issue with obscure calibers insofar as they remain rare. But here are the rounds that are pretty common in my book, I'm probably missing some hunting rounds or Russian pistol rounds as well in there. So forgive me. 5.56x45 and 5.45x39 respectively. 7.62x39 7.62x54R and 7.62x51 respectively. .22 LR 9x19 .45 ACP I'd say that covers the majority. I've underlined the ones that are already in. 7.62x39 and 5.45x39 are inbound assumedly, possibly 7.62x54R with the SVD. If they want to throw in some (relatively, although many have common hunting applications) rarer rounds like .300 Win Mag or .338 LM, I'd be okay with that.
  2. Katana67

    The Battle Rifle Thread!

    I wasn't aware that the Mosin (and probably therefore the SVD) doesn't use 7.62x54R in DayZ and instead uses 7.62x51. Do they have any plans to change this? Not that it would affect DMRs/BRs much, given that 7.62x54R is the minority round by comparison. But I find 7.62x51 boxes all over the place, perhaps they should be switched (if they plan on putting in 7.62x54R) to make ammo for potential NATO weapons a bit rarer. Although, that may screw over the Blaze 95. Perhaps they could chamber the Blaze 95 in .30-06 and use that as the neutral "civilian" rifle round.
  3. Server hopping which saves the player's location. Plain and simple. There's been a ton of discussion on it, but the recent revelation of the (tentative or not) roadmap at Rezzed 2014 further underscores the need to address the issue. I am not concerned about whether you think it's right or wrong on a personal level. Nothing could possibly matter less to the game as your silly moral hatred of/conviction for server hopping. The fact remains, that as it stands now, it is detrimental to the included game mechanics (i.e. the loot system). Moreover, the focus of this particular thread will be the ways in which the current server hopping paradigm undercuts the intended inclusions of the development roadmap. Specifically, location-saving server hopping completely and totally neuters the idea of persistent construction. Why barricade a building if one can just server hop into it and loot your stash? Why construct a house if one can just server hop inside? The issue needs to be addressed if these future aspects are to remain intact. I have no issue with server hopping for purposes which are not intended to circumvent in-game mechanics (i.e. hooking up with friends, your server dies, your server loses population, etc.) However, the fact that when one switches servers (so long as you're on the same hive) one's player location is carried over... is truly the fundamental detrimental aspect of server hopping. If you come here looking to demonize or praise server hopping, look elsewhere. Vitriol has no place here, and is the concern of imbeciles when compared to the tangible and pragmatic in-game consequences. I've discussed this before, but now it gains immediacy with the outline of the roadmap. Several approaches have been suggested, none of which I'm sold on. So please, stop acting like I'm championing one or the other. - Reset player location upon switching servers. You keep your gear, but respawn elsewhere (i.e. on the coast) - Reset player location upon switching servers. You keep some of your gear, and respawn elsewhere (i.e. on the coast) - Reset player location upon switching servers. You keep only your character's stats, and respawn elsewhere (i.e. on the coast) - Lock characters down to the individual server within the hives - Make all servers private hive What approach would you favor? What one of your own would you suggest? EDIT Additional suggestions - Wait and see about the loot system - Have players spawn away from or be unable to spawn inside barricaded buildings (According to the Q/A at Rezzed, this is how they're going to approach this particular issue) - Do nothing and choose to play on private hives
  4. Katana67

    One Thing Needs To Be Addressed [ROADMAP]

    Never played it. How's it done there? I saw some videos, and I assume there's some sort of locking. Wasn't aware that there were cross-server persistent characters on Rust, so never thought it'd be an issue.
  5. I did confer with my Marine buddy and he said they kept subsonic 5.56 around mainly for the purposes of neutralizing dogs in Afghanistan. But yeah, still a very niche use. I see what you're saying with regard to suppressors, I have doubts about whether or not they could render all of that in-engine. But would be lovely! Definitely a good breakdown. EDIT - I suppose I'm more concerned about how they'll work out for zombies, rather than human beings. Even more doubtful that they could do anything more than have a decreased aggro range when firing with a suppressor. Which would suffice I suppose.
  6. Katana67

    One Thing Needs To Be Addressed [ROADMAP]

    Agreed. I think the proposal by Rocket for these controlled areas is a good solution to the use of server hopping to get inside of player structures. But I'm just wary as to what criteria are going to be used to dictate what constitutes a controlled area. I mean, does it have to be drawn by the player? Does it just appear around any barricade? Does the building have to be fully barricaded for it to work? We'll have to wait and see on that one.
  7. Fair enough about the 2013 update. I suspect the original contract was either dropped, or found to be without use. Although, I'm not finding your specific quote in that contract solicitation. SOCOM13-005 in-fact appears to be a solicitation FOR the development of a variety of subsonic cartridges (5.56, 7.62, and .338). So not sure what to make of that. It also seems to be concerned with polymer-cased rounds as well. As to Chris' reasoning, then this would seemingly contradict their weapon revamp from the mod. Whereby they were transformed from strings to objects, IIRC. Could be different for the magazines/attachments. As I said, I couldn't care less about what particular approach is used. But as I said, and Orlok later on, it seems that they've retained some legacy systems which appear to be adding to the confusion. I was under the impression that magazines had been transformed into container objects, into which ammunition is placed. So, as per my previous understanding, it would only require them to add another type of ammo which works in STANAG mags (i.e. subsonic 5.56). I personally think it would be simpler if they did one of two things. One, made suppressors just suppress (as if the rounds were subsonic regardless) all weapons. Or two, have suppressors merely modulate (not diminish the volume of) the sound.
  8. This is the point of the thread, that some people appear to be missing. It's Chris' reasoning that's confusing. I don't care for one particular approach. But if they wanted to implement subsonic 5.56, they could just use the existing magazines. If that's not possible, then it seems they've retained some level of the scripted/string-based weapon code from the mod despite statements to the contrary. If the ammo is still hard coded to the mags, then that aspect hasn't changed from the mod.
  9. Never said .45 was supersonic. Refer to this "Likewise, the weapons which already fire subsonic ammunition do not appear to be affected by the use of a suppressor anyhow (I could be mistaken, I haven't had the chance to use a suppressed pistol that wasn't an Amphibia S post-patch)." I'm merely stating that on the weapons which do fire subsonic ammo, like the FNX, suppressors have no effect. Save for the Amphibia S, which works fine with subsonic .22 LR. Likewise, I'm not suggesting a particular approach. I'm suggesting that suppressors work somehow. Whether that be through just applying "quietness" to all rounds regardless of sub/supersonic qualities. Or, having subsonic ammo be included. But what Torchia said doesn't make sense, whereby a new TYPE OF AMMO requires a NEW MAGAZINE when it would be fired by the SAME WEAPON. If they wanted to include subsonic 5.56, they could just have it use the default STANAG mags. Creating a new magazine doesn't really factor in. If they're not going to include subsonic ammo, then they need to actually have suppressors either facetiously suppress supersonic rounds. Or, they have to include sub-sonic ammo. Either way is fine by me. And here's a contract blurb from the CTTSO detailing a SOCOM contract for 5.56x45 subsonic ammo issued in 2005 "August 24, 2005 - The Tactical Operations Support (TOS) Subgroup of TSWG has awarded a contract off of Broad Agency Announcement 04-Q-4255 for the development of a new 5.56mm subsonic ammunition cartridge for use by US Military Special Forces. The Alliant Lake City Small Caliber Ammunition Company, LLC of Independence, Missouri will develop the ammunition to be compatible with a variety of special purpose weapons"
  10. The mods required you to have separate mags, which were hard-coded with separate ammo values. Which I'm concerned about, not proposing. In the SA this is no longer the case, as the magazines are split from the ammo. Ammo is a separate entity. This is good. Torchia, however, is saying (for some reason) that new ammo would require a new magazine. Thus approaching it the way it was approached in the mod. Either way, I'm not suggesting an approach so much as I'm suggesting making suppressors work somehow. See this statement in the OP, "And unless they decide on having them work for normal supersonic ammunition, they need to include subsonic ammo."
  11. Katana67

    DayZ Oculus Rift Performance

    Either way. Both sides... the side that says Facebook will ruin everything and the side that says everything will continue as normal... are speculating endlessly. On-topic, I think Dean mentioned that it'd be difficult to do OR with the current DX9 framework. I know very little about it, but, yeah. I would assume it to be fairly easy to do with DayZ, as freelook is already built in.
  12. Katana67

    we need to talk about the walkie talkies

    I'm highlighting the (silly) concept of not trying something because it might be difficult. If by the same stance as someone who disagrees with abortion, you mean a dissenting stance. Yes, that's what I'm doing. Should people stop disagreeing with things now? (HINT - See how I reduced the concept of your anecdote, rather than getting caught up on specifics?) I'm not seeking to stop people from using TS because I don't like it. I'm trying to advocate for the mitigation of its usefulness because of how it affects the mechanics of the game. Why is this so hard for you to understand?
  13. Katana67

    Stiffer Punishment for Server Hoppers

    But if it takes an hour for loot to respawn, we're stuck with the same ol' shit. The "loot respawn" solution only works if the loot respawn is insanely quick. I don't want a rapid turnover of loot. Nor do I want loot to spawn in close proximity to the player (hence why they're dividing things up, apparently, into quadrants). Nevermind the fact that server hopping is detrimental to other aspects (not just loot) such as player construction, and even just simple firefights (i.e. being able to ghost/teleport behind a squad via server hopping). Server hopping can be addressed with a public hive. I'd prefer if they did away with the public hive altogether or locked characters to the server. But that seems unlikely. However, there are solutions to the problem which have been discussed.
  14. Katana67

    we need to talk about the walkie talkies

    1. An assumption. If only the folks who went to the moon had the same outlook, maybe they'd've just said "fuck the moon" and bailed. 2. I feel the need to provide for in-game mechanics. And no, I'm never going to stop meta-gaming... just in the same regard as nobody is ever going to stop hacking. But that doesn't mean I'm not going to advocate against something that I disagree with.
  15. Katana67

    we need to talk about the walkie talkies

    Perhaps that should be something that could be looked into. Obviously, it doesn't seem likely that Dean and the developers are interested in it. But if they can mitigate hacks (again, not equating them, just using it as an example) then I assume they could mitigate TS. A top-of-my-head caveman solution would be to either to fix open direct, so that everyone talking into a mic is audible over both direct/walkies AND TS. Wouldn't fix a lot of issues, but would fix some. Or, to disallow for alt-tabbing or TS overlays through some sort of programming magic.
  16. Katana67

    we need to talk about the walkie talkies

    You didn't read what I wrote. My objective isn't to get rid of TS, it's to get rid of it's effectiveness/ease-of-use in game by comparison to other in-game methods of communication. Has anyone ever actually tried?
  17. Katana67

    we need to talk about the walkie talkies

    Have them find a walkie talkie? Have them spawn in similar locations? Have them negotiate it beforehand? My objective isn't to get rid of TS, it's to get rid of it's effectiveness/ease-of-use in game by comparison to other in-game methods of communication.
  18. Katana67

    we need to talk about the walkie talkies

    The first bolded point is a full demonstration of how it offers a meta-game aspect which translates into an IN-GAME advantage. That is what undercuts the in-game comms. The fact that you can "decide" to use TS to avoid what would otherwise be a vulnerability in-game. To the second bolded point, I'm not suggesting that they are the same thing. I'm saying that meta-VOIP programs short-change what would otherwise be robust, significant, and rewarding in-game communications mechanics.
  19. Katana67

    we need to talk about the walkie talkies

    Well, I'm not equating them (which would be different from comparing them). Different things can be compared. Of course I didn't mean to suggest that TS is equatable to a hack (although I have heard some make that argument). The objective of the statement was that simply because everyone has ACCESS to something, doesn't therefore make it "fair", "correct", or "beneficial". Everyone can theoretically make use of an exploit, but it isn't a helpful action. To reiterate, I'm not asserting that TS = an exploit. I'm saying that the equal access to both does not justify the ends. I don't use third-party programs at all, no matter what game I'm playing. Most have in-game VOIP. Moreover, most do not have in-game items which translate into a communications mechanic like DayZ does. DayZ is different, whereby the in-game items reflect integrated mechanics which would otherwise be meta-mechanics (i.e. notes, walkie talkies, direct chat, maps, etc.) Programs like TS gained prominence with communities (mostly MMORPGs) where the game did not have in-game VOIP. And even in games which do have in-game VOIP, it's not based upon the acquisition of an item (as many things are in DayZ). It's just a meta-layer of communications. Which works for the majority of games, but not necessarily DayZ. DayZ has in-game communications (i.e. walkie talkies and direct-chat) but these are undercut by the presence of third-party programs. It would be different if DayZ didn't have in-game communications, but it does. And like you said, I'd rather them fix the in-game systems and make them more robust, part of which includes marginalizing third-party comms programs. If TS is always better/preferable to in-game comms, then why even have in-game comms in the first place? To say nothing of the detrimental effects of an entire clan having insta-comms in DayZ (a game which highlights consequence and risk).
  20. Katana67

    Summary of dev Q&As from streams

    I mean, the SVD is a DMR (much more so than other battle rifles). So either they were referring to the specific DMR (i.e USMC DMR) from ARMA II, or they have a contradicting statement. Well, I don't think there's much there with regard to gun spawns. But they just seem to have some contradictions here and there. I mean, they're throwing in SMGs and ARs galore. Not sure why they'd say they're timid about BRs/DMRs (they're not, given that the SVD is inbound and Torchia has expressed interest in the G3 and FAL). Or LMGs, if ARs, SMGs, and BRs/DMRs are being included.
  21. Katana67

    Summary of dev Q&As from streams

    I love how they have this... "DMR: Right now not, doesn't make sense" And then this "Not understanding DMR in 50 cal: started modelwork an SVD (Dragunov?)"
  22. Katana67

    Is it just me or inland is really empty?

    Coast is for squares. Inland is where all the cool kids hang out. But naw, there's plenty of hot spots up north. Problem is, the map's not finished yet. Similarly, there's no persistent storage or vehicles which is what caused a lot of folks to head north in the mod. Aaaand they haven't upped the player count yet. Aaaaand they don't have zombies where they're supposed to be, which would (hopefully) cause the coastal cities to be suicidal. All in good time. And it has nothing to do with the spawns, I don't WANT people spawning up north.
  23. Yeah, non-zombie/animal AI is a no-no for me as well. It was really annoying in the mods that included it. Sorta' takes the suspense out of it and replaces it with confusion whenever you get engaged by AI. Normally, I'd know it's a player and act accordingly.
  24. Katana67

    Fantastic news wind will affect bullets

    PSO is supposedly inbound with the SVD and/or AKM
  25. Helicopters desperately need this as a modification in DayZ. Anyone playing "Ride of the Valkyries" will automatically get shot at on principle, for broadcasting something so cliche. Anyone broadcasting anything that includes the word "metal" in the genre, will also be getting shot out on account of the cliche-ness. In fact, anyone not broadcasting reggae or gangsta rap will be getting their helicopter shot at. End of story.
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