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FlashHawk4
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Everything posted by FlashHawk4
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I REALLY wish he would make an "old guns" pack. The few attempts I've ever seen at bolt-action rifles, WWII-era machine guns, and all that have usually been even worse than BI's quasi-placeholders. God, the community needs that way more than they need yet another M4 SOPMOD system. Maybe the ArmA 3 weapon customization system will take away the incentive to make packs of guns that are just differently accessorized AR-15 models and start making unique weapon packs. Who knows.
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Great idea. My only concern is that new players would assume the character's current health status is what the characters just are, by default. If it could be explained to them that they're sick and need to get better in order to perform at the usual levels, we probably wouldn't have that problem. Also, the principle could be applied to the character's gun, if the game does wind up spawning you with one. Weapon degradation and cleaning have been like 90% confirmed, so why not make your spawn gun a fairly decent one, like a hunting rifle, but it's been pretty much ruined by the salt water. You aren't defenseless, but you're also looking for a replacement or at least a cleaning kit right off the bat. I think it's a much better system than the "lol here's your one magazine, have fun" approach.
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I'm fairly certain that these are not Romero walking-dead zombies, I think that it's been stated that these are diseased human beings which are more or less "rabid", like 28 Days Later. So I don't think they re-animate on death. EDIT: Also, this has been suggested at least sixty times. Just saying.
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This will be implemented in the Standalone...Rocket has stated that loot won't be scattered in the odd irregular circles on the floor of buildings in SA, they'll mostly be hidden inside cabinets and shelves.
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Replace M107/AS50 with less effective russian equivalent
FlashHawk4 replied to Xianyu's topic in DayZ Mod Suggestions
Trust me, the only reason the M99 exists is to exploit loopholes in US Federal firearms laws for civilian ownership. Barrett did not intend them for military use, which is why only Bangladesh uses them in a military context. -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
FlashHawk4 replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I do like the idea, I'd just like to suggest fine-tuning the actual visibility distance. Fifty yards seems a bit far to be able to recognize faces. I'd say just give it a test in a parking lot using someone with 20/20 vision. The distance where they're no longer able to identify life-size photographs of different people's faces is about where the cutoff should be. -
Replace M107/AS50 with less effective russian equivalent
FlashHawk4 replied to Xianyu's topic in DayZ Mod Suggestions
I just thought of an idea that might just help make these big-boy military rifles more balanced. First off, let me agree with whoever it was that said this earlier (think it was Gews, but mobile browsing's a bitch)...there's not gonna be a silver bullet that fixes this problem. Straight-up nerfing the damage will actually be worse (and by "nerfing" I mean bringing them down PAST real world levels...if what y'all say about the AS-50/M107 discrepancy is true, then yeah, fix that). But with that said, here's my suggestion...that will hypothetically be implemented in conjunction with other ideas... What kind of soldier has an M107 or an M24? Obviously M107s are ridiculously rare in the real militaries of the world, Call of Duty is probably the only reason they appear in games. But the soldiers who DO have them (other than EOD guys, I know, I know) are elite sniper teams, tucked away hundreds of meters from the enemy's sight, silently observing what they see in totally camouflaged observation positions, which you would never see unless you walked on top of them. These guys would be the primary candidates to get left behind if the outbreak suddenly went critical and the US Army decided to go "KMAG YOYO". They're far away from the main bases observing whatever targets they're assigned to, without any sort of vehicle, in an obscure location most likely not conducive to a chopper exfil, with zombies closing in fast. Odds are they died in the woods, leaving their heavy-as-the-burden-of-mortal-sin-on-your-soul AMRs hidden in their little sniper nests. I think that if you REALLY want a sniper's rifle, you shouldn't get to walk into a barracks (as has been mentioned before, they'll be cleaned out pretty thoroughly), you should have to find a dead sniper in the woods. And since they're notoriously hard to locate while alive, imagine finding those ghillies in the most when they're silent as the dead. Not the annoying yelly scratchy dead, but the quiet, not-chasing-you-down-the-highway dead. Or maybe the first type, except they lie in wait next to their rifles and spring up to claw you when you stumble across one. It would be like a cross between the random spawn of a helo crash and the obscure, concealed nature of a hunting blind, except for even more of both. -
I don't think that you'd find operable firearms in a museum, I feel like 99% of that stuff is decommissioned (fille with solid lead so nothing can ever come out of it again), but then again this is Chernarus, and anything is possible. Ex WarPac countries have a slightly...different attitude about military equipment than us, case in point: www.mortarinvestments.eu BMP-1s selling for $17,000, and T-72s selling for $50,000. Also, http://rt.com/news/kalashnikov-firewood-boxes-pensioner-721/ When you just send boxes filled with assault rifles to the junkyard on the back of a flat-bed truck, without even telling the driver that they're fully automatic machine guns, you might just be willing to leave the firing pins in your museum pieces. Besides, I love my Mosin-Nagants, especially with the 13 inch spike bayonets.
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Replace M107/AS50 with less effective russian equivalent
FlashHawk4 replied to Xianyu's topic in DayZ Mod Suggestions
^^ Also, more varieties of scoped and maybe even one or two non-scoped civvie hunting rifles. We've only got one non-military scoped rifle as of now. -
I would like to see more "signs" of the zombie apocalypse.
FlashHawk4 replied to [email protected]'s topic in DayZ Mod Suggestions
To be fair, what you see now is an alpha build of Day Z, relying almost entirely on the vanilla Chernarus map. Every object you see in the game has come from the database present in the single player map editor. Obviously the dev team spent time working on the base concepts, as in zombie AI, food/drink/infection systems, and stuff like that before they pretty/ugly up the map. Don't worry, buddy, SA will look more like what you described. -
Replace M107/AS50 with less effective russian equivalent
FlashHawk4 replied to Xianyu's topic in DayZ Mod Suggestions
I don't think we should remove them, not one bit so. They would be present to some extent IRL, obviously, as has been mentioned. The ammo itself would actually be MORE common than it is now, because... .50 BMG is .50 BMG. Sure, there is specialized rifle ammo for the big-boy AMRs, but you can still strip the bullets out of 100rnd .50 belts for the M2 and shoot them out of an AMR. Which is something I want to see in the SA, putting bullets into magazines independently. The idea that I can have one round in an FAL magazine and nineteen in an M14 magazine, and I can't make either of them twenty. But the guns themselves might be a bit too common, especially since they seem more common than the SVD, which is carried by about 1 out of every ~75 WarPac infantrymen. The Soviets believed in organic marksman support even more than we do. And yes, I agree with getting a Russian one as well, obviously. Not the PTRD/PTRS, because that's not exactly something that would be around. That's the type of gun that only shows up behind museum glass, even the ridiculous hoarders in the Russian Army don't have them. And mind you, AK-47 serial number 1 is in a museum in Moscow, and AK-47 serial number 2 is in a warehouse somewhere. Maybe using the OSV-96 or the KSVK would be better. But still, keep them, even if we reduce the quantities, considering they're slightly more common than they really would be. But their presence on helicopter crashes especially is fine, because that type of rifle is frequently deployed on an aerial platform, to precisely neutralize vehicles' engines without (hypothetically) killing anyone. Coast Guard does it all the time. -
give us what we (do not) need! - junk and unique loot
FlashHawk4 replied to joe_mcentire's topic in DayZ Mod Suggestions
Guys, guys, guys. OP didn't mean that windowpanes work as mirrors. He was referring to the fact that window glass can reflect small amounts of sunlight, which is what glare is. But yes, there needs to be more semi-useless stuff. I think everything should more or less be a weapon, whether it's good or not, just like Dead Island. If a zombie apocalypse breaks out, I'm not wandering from house to house looking for a gun, crowbar, or hatchet specifically. I will grab the first thing I can swing, even if it means ripping a leg off of a wooden chair or breaking a bottle of sparkling wine on a table to cut a fool. Also, Urban Dead had some items like this that don't really do anything in the technical game mechanics, like a crucifix. But players actually started carrying it as a religious icon, a clan symbol, and stuff like that. Just spitballin' here. -
SOMEWHERE TO STORE ITEMS IN THE STANDALONE
FlashHawk4 replied to THEKIDINABOX's topic in DayZ Mod Suggestions
If you want to build a "safe zone", go ahead and try. I'd love to see basebuilding. NO NPCs, however. We're not going to let you get off easily, if you want men with guns manning the walls, you'd better get some guns and some friends. Some people actually have attention spans that might make guard duty a plausible thing; I've spent thirty minutes waiting for a chopper exfil in a field outside Prigorodki, because my unit suddenly got hit by a massive raid while I was on a scavenging mission. I've also stood watch in Castle Zub for an hour straight. Day Z is all about what you make it. Bandits like to roam about with their rifle and their ass-hats, Cherno snipers like to sit motionless in the treeline for hours in a ghillie suit, and my guys like to hoard vehicle parts and compulsively stockpile every helicopter on the server with every server reset. We've had two Little Birds and a Huey in the air at one time, it's great. Anyway, if you want to found a city, you might actually find people who are willing to stand guard. But you simply CAN'T have NPCs for a job, just because you think it's boring or too risky. That's not how Day Z is supposed to be. -
Which does not, by any means, ruin the validity of this idea. Nothing is permanent in Day Z, including this.
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SOMEWHERE TO STORE ITEMS IN THE STANDALONE
FlashHawk4 replied to THEKIDINABOX's topic in DayZ Mod Suggestions
To keep it from getting rude, I'll just cut to the end and say "NO". -
1st/3rd Person Perspective, Immersion and Awareness.
FlashHawk4 replied to [email protected]'s topic in DayZ Mod Suggestions
If you ask me (a third-person player who generally only goes 1st-person for shooting and if an item is being obnoxious to pick up), the immersion is killed more by the fact that I can see my desk and wall in the periphery of my vision around my computer screen, not that I'm looking at the back of my character. The only time third person has ever truly killed immersion for me wasn't a video game, it was a movie about a video game. The movie Gamer (absolutely terrible, one of the few movies I have ever actually stopped watching from sheer disgust, don't watch it). Anyway, the "video game" was controlling other actual human beings, and that was somehow in third person mode...like they all had a tiny little camera drone flying behind their heads at all times or something, but they never explained it. Anyway, tangent over. I don't think third person really kills immersion, I still find myself totally engrossed in the world of the game even when I'm playing in third person and talking in TeamSpeak. I do agree about the "looking over walls" argument, but I genuinely can't think of a solution to it that wouldn't be weird and totally off-putting, like blacking out the parts of the screen your character's eyeball-seeing-radius isn't covering. I feel like that would make me physically nauseous. -
I personally think it would be more hilarious if people half-assed these themselves. I.e. cutting holes in the sides of their planes' fuselages and sticking old machine guns out of them for their friends to shoot! Yee-haaw, redneck AC-130!
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Reduce artificial difficulty (randomness) and increase real difficulty in SA
FlashHawk4 replied to _Anubis_ (DayZ)'s topic in DayZ Mod Suggestions
^^ This game is in *alpha*. Just as an FYI. Everything you're complaining about is being fixed for the main release. -
And the marks you make on your maps should persist on the map. If you drew up raid plans for the rival survival group's prison-island fortress, for example, and some bambi sneaks up behind you with a double-barrel Scarface style, he should inherit those raid plans. He could then trade that info to these guys for some sweet rewards. Or, more realistically, when you mark your stash on the map, they could totally see that too. People could even start using cipher and encryption! (Or writing stuff down on the back of the Chinese take-out menu by their computer, but we don't like those people)
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Which I would define as "server-side" mods. As long as the mod is universal to every player on the servver, it's okay with me. But I feel like the spirit of the OP was client-sides, as in "weapons put off a color-coded glow so you can see them from fifty yards off" or "make chopper noises audible at double the normal distance".
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Reduce artificial difficulty (randomness) and increase real difficulty in SA
FlashHawk4 replied to _Anubis_ (DayZ)'s topic in DayZ Mod Suggestions
...you do realize we're defending the mod because we ENJOY the way it is now, right? -
I traded 60 5.45x39mm bullets for a hand grenade the other night, and I personally feel like I got the better end of the deal. As of now, in the ArmA alpha of Day Z, yes, bullets are a bit too common to be a currency like Metro. I feel like that'll be tweaked in SA, but then the problem emerges of which bullet should we use as the gold standard? In Metro 2033, it obviously becomes the 7.62x39mm and the 5.45x39mm, because this is Russia and Kalashnikovs just float around by the crate-full (http://rt.com/news/kalashnikov-firewood-boxes-pensioner-721/). But in Day Z, which one is the best? Is it the 12-gauge shotgun shell, because most people have access to at least one shotgun within the first thirty minutes of gameplay? Is it 5.56x45mm, because it's what the big boys use? Do you ask the canteen salesman to break a .50 and he gives you three 9mm's in change? And this is all, of course, entirely player determined. The devs should never write a single line of code concerning currency. Sure, a trade interface would be nice, since right now it's either putting it on the ground or opening the guy's backpack, but that's just for convenience's sake. Not to make it currency-oriented.
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Urban Dead - An example for a good Zombie MMO
FlashHawk4 replied to BlakkM9's topic in DayZ Mod Suggestions
Pretty sure. Some form of sign-creation has been mentioned, I think, if someone would confirm it. -
I would hate to see client-side mods like the ones people are referring to. That just sounds like x-ray mods, turning night to day mods, and all sorts of overpowered stuff that this game absolutely doesn't need. Server-side mods, like the ones we see now on private hives, would be possibly okay. If a server admin wants to put a jet spawn in his server, for example, or tweak the starting equipment, the devs will probably let that happen. But client-side, noooo. We don't need those.
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The Day/Night cycle solution + ability to skip Day/Night
FlashHawk4 replied to TheG4Gaming's topic in DayZ Mod Suggestions
...no. Just, no. If you want to play in the daytime, get on a server that's currently lit. If you want to play in the nighttime, get on a server that's currently dark.