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Katana67

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Everything posted by Katana67

  1. Katana67

    The Battle Rifle Thread!

    Guns and an emphasis on survival mechanics aren't diametrically opposed concepts. We can have both. Battle rifles anybody?
  2. Katana67

    Go to the forest of trees

    This. Helps to not be condescending. Thanks. See the above post that I quoted. Your line is irrelevant, look at the line and then look at what's immediately north/south of it (within 1000m). Tons of wells. You're acting as if the north doesn't have easy access to water. It does, see the aforementioned wells. I'm not going to give you exact coordinates when I've given you relevant locations. YOU can see for yourself. I'm not going to spend any more time making a point I've already made several times... which is... THE NORTH HAS EASY ACCESS TO WATER REGARDLESS OF WHETHER WATER IS ACTUALLY PRESENT IN THE NORTH. Capitalized for emphasis, not emotion. Moreover, I don't even believe the north SHOULD have easy access to water. Which is a separate argument entirely.
  3. Katana67

    Go to the forest of trees

    Not talking about NEAF at all, I'm talking about NWAF. And one's definition of north is relative/subjective. For instance, a lot of people consider anywhere above Stary to be "the north". Some even consider everywhere above/inland from the coast as "the north". And what I'm saying is that the location of water doesn't have to BE IN THE NORTH for it to be used. If you go by the line you suggested being drawn across from Krasnostav, there's at least seven or eight wells alone along that line (two in Krasnostav, one north of NEAF, one in Olsha, one in the NW corner, two north of NWAF, two in Gvozdno). Those can be accessed EASILY from your definition of the north. You're confusing the presence of water with ease of access.
  4. Katana67

    Go to the forest of trees

    Congrats, you've taken issue with 1/4 of the pictures... and completely disregarded the points made in the actual content of the thread.
  5. Katana67

    Go to the forest of trees

    I like this approach a lot actually. Very good idea. I also think they need to do a better job with the in-game chat in terms of distance and object audio occlusion. I was contacted by a server admin over direct whilst looting the NWAF barracks. He was outside, yet it sounded like he was right effing next to me. This could bring, in conjunction with your suggestion, additional use to hand signals and actually whispering.
  6. Katana67

    Go to the forest of trees

    I'm saying that the "skill curve" shouldn't be artificial. It should be as natural as possible, as to emphasize the player's skill in accomplishing a task. I hesitate to suggest "mini-games" but that's sort of what I'm getting at in the end, a way in which the individual player's skill is demonstrated in accomplishing a task. For example, actually torquing down each nut on a tire. Personally, given Rocket's favoritism shown to games like SS13 and KSP, these sort of involved mechanics (which aren't necessarily traditional "mini-games") are something that they'd be in favor of implementing later on.
  7. Katana67

    Go to the forest of trees

    I agree with the sentiment of making survival/maintenance activities harder or gradual. But I think we may have to arrive at a middle-ground in terms of time spent doing these things. I personally wouldn't mind spending an hour or so in a shelter performing survival activities. But I doubt the majority of folks would want to invest several hours just keeping their M4 running. But certainly, I think it should take SOME amount of time. Whether it be a few minutes or an hour. Personally, I would like to see more input (rather than just time) involved in survival activities. So that it depends on the proficiency of the player. If you can change a tire out on a truck in five minutes, great! If it takes you ten minutes, that's alright too. I want mechanics implemented which allow the player to exhibit his/her own strengths and weaknesses in survival.
  8. Katana67

    Go to the forest of trees

    Succinctly, there are a lot of "actions" present in DayZ but very few "activities". Everything is instant, there is no gradual investment in something or gradual input (which is why I love the idea of a persistent garden). The only input that's given is to initiate an action, then (by virtue of the current system) your character automatically goes about fulfilling that action mostly through fixed animations. I never liked the way vehicle repairs were done in the mod. You had, for example, a tire. In order to install it, you had to have a toolkit (as I'm sure you're aware, not trying to be condescending). But once you brought the tire to the vehicle, you just hit "Repair Left Front Tire" and your character entered an animation, which resulted in the tire's installment every time. You didn't need to actually wrench down the tire. You didn't actually make use of any of the items in this supposed "toolkit". You didn't have to put a jack underneath the vehicle to repair it. You didn't have to mind tire pressure/condition/inflation. The tires were one-size-fits all as well, even for motorcycles! Obviously, there are limits to this in terms of "gameplay" concerns in not being tedious. But there needs to be SOME process to these actions to make them activities. I don't really take issue with the realistic/unrealistic aspects (like Morphine Injectors "fixing" broken legs) so much as I take issue with their ease of use. So, you can have Morphine Injectors fixing broken legs easily, but it has to have a downside (i.e. through potentials for "failure" or infection). This can be done through things like having the player select when/where to inject the morphine (doesn't have to be overly complicated, L or R leg would be a good start). In contrast, you can have things like splints which... for one... are crafted. Then can be applied over a period of time with, perhaps, a higher overall success rate/longevity than morphine. Which would require the player to "set" the fracture and then apply a splint. So not only are these items too easy to use, they also require zero input, are guaranteed successes, and result in the same action being achieved.
  9. Katana67

    Go to the forest of trees

    I'm more referring to the streams West of Lopatino, which (depending on what your definition of the north is, yours appears to be everything north of NWAF) is not that far a walk from the northern border of the map. Which has been there since SA was released. Yes, they did put a town on the well in the NW in the most recent patch. But there are also wells (according to DayZDB, I've never seen them because I never have been looking for them) north of NWAF. Point being, there's plenty of access to water even as it stands from the extreme north. In the mod, literally the only source of water in the NW corner was the pond south of Skalka. Both of which, no longer exist.
  10. Katana67

    Go to the forest of trees

    No to mention construction, which opens up a huge amount of stuff to do. Like fence building. Perhaps tending to a persistent garden that grows produce over time. Constructing a lean-to. All that. The issue is that very few (if any) tasks really require input, or labor at all. I mean, if I want to fix a broken leg I just click "Use" on my splint or Morphine Injector and it happens without fail. These things need to have SOME form of input to begin with. Grinds entail tedious amounts of input. Whereas now, there's no input to speak of.
  11. Katana67

    You keep using that word,

    Call it whatever you want to call it, a noticeable dissonance between the server and client is detrimental either way. One person or the other isn't seeing what's supposed to be happening. The workaround makes sense. But they need to take steps to make sure that desync doesn't occur in the first place (which I assume they're doing). And yes, I recognize that some desync is natural given the latency between connections. However, if the current crop of multiplayer games is any example, there's always room for improvement.
  12. Katana67

    How often do you sever hop?

    There's a difference between just switching servers for legitimate reasons, and server hopping for the means of circumventing in-game systems. People need to stop getting so caught up in the vitriol of whether or not the act of server hopping is "right" or "wrong". People need to START thinking about whether or not it's detrimental to the experience, which I would say it absolutely is. I don't care about the PERSONAL CHOICE to server hop, or the person server hopping. Calling folks names doesn't solve anything, nor does rendering your opinion on whether you think it's "right" or "wrong". I care that it's possible via the current hive architecture. I care that it's more expedient than anything and that it's an easy/attractive option. I care that it's inherently circumventing the in-game loot system. I care that it allows players to meta-game. I care that there are few consequences for doing so. We need to look forward to how the issue can be solved to make for a better game, not contribute to the horseshit demonization of individual players. HINT - Log-in timers aren't the answer
  13. Katana67

    What is "Fully Geared" to you?

    Now, I think having a weapon with an optic, a few mags, backpack of some sort, maybe some medical supplies... is fully geared, just in terms of effectiveness... anything else just sees diminishing returns. In the future, I hope that with item condition, wet/damp conditions, weapon maintenance, a balanced hunger/thirst system, temperature, cooking, hunting, etc. that we'll see a faster turnover of individual loot so that one is constantly having to re-stock their inventory to be "fully geared" all of the time. Rather than now, you just get the loot and you're good pretty much until you die.
  14. Katana67

    Ghillie suit, rangefinder ?

    I remember him distinctly saying that it's doable, crafted ghillies.
  15. Katana67

    Ghillie suit, rangefinder ?

    I don't either! I know a rough list of ingredients though. Willing to bet the enterprising survivor could figure it out.
  16. Katana67

    Ghillie suit, rangefinder ?

    I mean it ain't rocket science. BDUs? Check. Webbing? Check. Burlap? Check. Natural Foliage? Check. /craft /bushwookiee
  17. Katana67

    Ghillie suit, rangefinder ?

    If one is engaging from a distance, or in an area in which zombies cannot readily reach, as most snipers do... then zombies revealing one's position doesn't matter (because it won't happen in the first place). Or if one is using a suppressor... that too. Zombies will only give away your position if you draw aggro. Which is somewhat easy to mitigate if one is engaging targets from an area in which there are no zombies. Likewise, one doesn't always have to be shooting something whilst wearing a ghillie suit to remain stealth. Wearing a ghillie suit while just moving through an area can make that player that much harder to detect in the first place. Remaining hidden whilst firing is only one aspect of a ghillie suit. Remaining hidden whilst not firing is another, equally as important, aspect. Game. Blouses.
  18. Katana67

    The Battle Rifle Thread!

    Like I said before, the PU scope essentially requires an armorer to mount onto any weapon. Especially the Mosin. Even the "realistic" choices require a lot of tooling and specialized parts. If the "little tools and no specialized parts" approach is the one you're taking, then every weapon without 1913 rails would be included in that category. Including most hunting rifles. Mounting a 1913 rail on a Mosin is no more or less plausible than mounting some scope rings on a CZ550 or Remington 700. For that matter, if we can loot a scope for a hunting rifle (eventually) and it's not the LRS, then I'd assume it would COME WITH scope rings. Just as the LRS COMES WITH a rail to mount on the Mosin. Certain creative liberties have to be taken to make the system efficient, like having the LRS be mountable to the Mosin (which is plausible either way) without having to find a rail mount. Which, I would be in favor of, but I don't mind the way it is now. Anywho, can we please get back to talking about battle rifles? The DMR discussion is interesting, but we're not here to talk about how the DMR was in the mod... things have changed... And we're here to talk about how it could/should be in Standalone. Nor is the purpose of this thread to flog the tired AK vs. M4 debate. What battle rifles would you all like to see in Standalone? How would you configure them? What is the rarity you think appropriate for battle rifles? Do you think they should have specific attachments made available?
  19. Katana67

    New attachments?

    Welp... if this is true, certainly shows the anti-LMG folks the door.
  20. Katana67

    The Battle Rifle Thread!

    Yes, hence why this thread covers battle rifles and DMRs (see the OP where I say, "However, the distinction between a battle rifle and a designated marksman rifle is often dependent on the use intended for a given weapon [rather than the weapon itself]"). For the purposes of this thread, they're one in the same. As they're often the same weapon, just configured differently. With the advent of configurable attachments, the distinction focuses less on the weapons themselves and more on how they're configured. Succinctly, DMRs are often re-purposed battle rifles (although sometimes not, in the case of the Mk 12/SAM/SDM-R and perhaps the SVD)... or battle rifles with suitable optics attached. But ultimately, they're battle rifles nonetheless.
  21. Katana67

    The Battle Rifle Thread!

    Yes but the issue is that in DayZ, you don't have ACCESS to weapons all of the time. Hence why rarity is indeed relevant. You have to find/loot weapons, so it might not be an option of picking between the superior/inferior choices all of the time. I think y'all might just have to agree to disagree at this point, as we've gotten side-tracked a bit.
  22. Katana67

    The Battle Rifle Thread!

    Rarity = less likely that any given player will have X at any given time. So yes, it is. Not to mention that the loot isn't random, it is/will be controlled by the hive.
  23. Katana67

    The Battle Rifle Thread!

    Either way there's no HARM in having more weapons, especially if some of them are the same in terms of performance. If the current lineup is anything to hold as an example, there will be lots of similar weapons.
  24. Katana67

    Ghillie suit, rangefinder ?

    Luckily then that we're playing with other people!
  25. Katana67

    Go to the forest of trees

    I don't like TS either. Some woodland (specifically in the north) has been replaced with fields, yes, I agree with that. That's part of why I think the wilderness is being marginalized. But that one location you cite where the trees have been thinned doesn't reflect the rest of the map, which (in my experience, which is the exact same as yours... played the mod since April and now SA since it came out) has been MASSIVELY improved. Forests themselves used to be vague colonnades of nothing laid over a heightmap. Now, they're actually relatively natural with more rocks, groves, bushes, etc. Can't speak to your specific area, but the entire western side of the map has been improved, the northern forests are much thicker, and the central forests as well.
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