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m.w. vindicator

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Everything posted by m.w. vindicator

  1. m.w. vindicator

    Please improve 9mm damage.

    The reason I made the bleed out times a little quicker is that I believe that people should be forced to play as walking corpses for too long. If you get shot in the leg, bleeding out in 25 mins seems reasonable if not bandaged. But what I am talking about is if you get shot in the lower chest/guts. A bullet through your stomach, liver, kidneys, and/or intestines could cause irreversible damage. This damage could kill you over time. IRL it might take someone days to succumb to their wounds. But who wants to be bed ridden in a game for days? That is why I believe certain wounds should kill you faster than reallife. I am no expert though, this is just my idea.
  2. m.w. vindicator

    Please improve 9mm damage.

    How many mL of blood does the average human have?? That should be the standard
  3. m.w. vindicator

    Subtle/Small Additions to make DayZ SA/mod more Hardcore

    You should be able to choose what handed you are. I am a lefty but I would shoot with my right. I would use my left hand to swing clubs though. As for shoe size this instantly brings up a movie scene. The scene is from the film "Stalingrad". It is a 1993 film from germany and is in german. There is a scene where the germans are holding the line in the middle of a harsh russian winter. During the russian assualt, one of the German characters kills a soviet from his bunker. After his kill he runs out of cover and tears the russian boots of the soviet. He proclaims "they fit!" as he rips off his cheap german boots and puts on the russian ones. here is the scene http://www.youtube.com/watch?v=ToY09bkb3rg This would a realistic feature, but I don't think it would really add any fun to the game. I am impartial. If it was added I would not be happy or mad.
  4. m.w. vindicator

    Please improve 9mm damage.

    From another topic, my post This has been discussed 2,439,482 times. We can all agree that the current mod is unrealistic and unauthentic in the category of damage/ballistics. Personally I really don't like the idea of hit points. In arma 2 people have hit points I believe. Damage should be modular. As in, if shot in the head, the brain "module" and the character will suffer death as a consequence. If shot in the upper chest the player's lungs module or heart module will be damaged/destroyed. If shot in the lower chest, a players "guts" module will take damage. legs and arms will be modules too. Death occurs when modules take a critical life ending damage. If the heart is destroyed death occurs in a few seconds. If a leg or arm module is completely destroyed (blown off) catastrophic bleeding will occur causing the player to go unconscious and bleed out in roughly 30 seconds. If a players lungs are totally destroyed (rifle round in the upper chest) death will be quick. If damaged (lets say by a pistol round) death will not come instantly but the person will die soon from internal and external bleeding and suffocation. One thing that probably shouldn't be added is very slow inevitable deaths because that isn't fun. Lets say you get shot in the gut by a Makarov. The round tears up your intestines, stomach, and liver. You are going to die. IRL death might come after several hours or days. Ingame this would be too realistic and the player should die much quicker so they could restart with a new character and begin having more fun. Instead of hours maybe you might die in five minutes or so. Vindicator's percentages of lethality NOTE: I am not an expert and this is MY (likely worthless) opinion. The scenario is that you are standing 15m away from someone who is looking away from you. he is a bandit so you decide to kill him. He has no armor. You have a *insert weapon* Makarov: caliber: 9x18mm you shoot him in the head once. % chance of death: 100% (from) brain module destroyed, catastrophic bleeding. you shoot him in the upper chest once. % chance of death: 33% (from) heart destroyed, catastrophic hemorrhaging % chance of survival: 66% could have damaged lung. Will suffer bleeding. If bleeding isn't stopped death will likely occur in 20 mins. shoot him twice. % chance of death: 66% (from) one hit to the lung and one hit to the heart causing heart destroyed and catastrophic hemorrhaging OR two hits to the lungs causing damage and then destruction of the lungs causing death. %chance of survival 33%: could have damaged lung. Will suffer heavy bleeding. If bleeding isn't stopped death will likely occur in less than 5 mins. shoot him three times. %chance of death: 99% (from) heart destroyed by a bullet OR Lungs destroyed by (at least) two bullets OR lungs damaged by one buller and critical bleeding from the other two bullets. %chance of survival 1% but could have damaged lung. Will suffer critical bleeding. Death likely in 1 min if no treatment received to stop bleeding. You shoot him in the lower chest Once. Chance of death: 25% (from) guts destroyed. Chance of survival 75% but could have damaged guts. Will suffer bleeding and death will likely occur in 20 mins if not stopped. Twice. chance of death: 50% (from) guts destroyed. Chance of survival: 50%. could have damaged guts. Will suffer heavy bleeding and death will likely occur in 10-15mins if not stopped. Three times Chance of death:75% (from) guts destroyed Chance of survival: 25% could have damaged guts and will suffer severe bleeding and death will come in 5 mins if not stopped. Four times: Chance of death: 100% ( you know why by this point) You shoot him in the legs (right, left or both) Once Chance of death: 0% but will suffer bleeding. 25mins till death if not stopped Twice 0% but will suffer heavy bleeding. 15-20mins till death Three times chance of death: 30% (from) leg module destroyed. and catastrophic bleeding. if survives: will suffer severe bleeding and will die in about 5-10 mins if bleeding doesn't stop. Four times. 60% of death from destroyed leg module. Critical Bleeding and death in a few minutes if not stopped. Five times. 90% chance of death. Rest same as above. Six shots to the leg will cause death no matter what in a matter of seconds. Being shot in the arms would behave like being shot in the legs but less durable. 5 shots to the arms would be fatal very quickly. That is how the Makarov and other 9x18mm weapons should work IMO. 9x19 would behave similarly but slightly more lethal (approx. 10-20% more lethal depending on hit locations) .45 ACP/11.43x23 would behave similarly but more lethal (approx. 30-50% more lethal depeding once again on locations.) 5.56 and 5.45 would have 50%-100% more lethality. A single center of mass shot will severely maim and will cause death most of the time but surviving is possible. 7.62x39 would have maybe around 50%-150% more lethality. Same as above for the most part. Ballistics can be weird here though. Some times intermediate caliber rifle rounds over penetrate causing less damage. 7.62x51 and 7.62x54 would have 75%-200% more lethality. Shots in the arms and legs could be survivable (with much bleeding ^_^ ) but good luck with chest shots. Survival would be quite rare. Anything above that caliber would be blowing legs and arms off pretty frequently. .338 Lapua would be maul folks. 12 guage would be very lethal 15m. High chance of damaging many modules and causing tons of bleeding. Pistols would loose a lot of effectiveness past 50m. Shotgun pellets would have similar range. SMGs would loose effectiveness between 75m-200m depeding greatly on the model and caliber. Intermediate calibers could reach out and touch people out to around 250m-300m Rifles would still do serious harm well over 500m. 1000m would be a stretch. (That guy on Electro Hill with a Mosin-Nagant or a Mauser 98 would be deadly. But why is here wasting his limited ammo? He won't even be able to get good gear b/c it'll be torn up) . Okay there is my opinion. Feel free to critique it. Also if someone wants to make there own Percentage charts that would be very cool! B)
  5. m.w. vindicator

    What the fffuweapon damage??

    This has been discussed 2,439,482 times. We can all agree that the current mod is unrealistic and unauthentic in the category of damage/ballistics. Personally I really don't like the idea of hit points. In arma 2 people have hit points I believe. Damage should be modular. As in, if shot in the head, the brain "module" and the character will suffer death as a consequence. If shot in the upper chest the player's lungs module or heart module will be damaged/destroyed. If shot in the lower chest, a players "guts" module will take damage. legs and arms will be modules too. Death occurs when modules take a critical life ending damage. If the heart is destroyed death occurs in a few seconds. If a leg or arm module is completely destroyed (blown off) catastrophic bleeding will occur causing the player to go unconscious and bleed out in roughly 30 seconds. If a players lungs are totally destroyed (rifle round in the upper chest) death will be quick. If damaged (lets say by a pistol round) death will not come instantly but the person will die soon from internal and external bleeding and suffocation. One thing that probably shouldn't be added is very slow inevitable deaths because that isn't fun. Lets say you get shot in the gut by a Makarov. The round tears up your intestines, stomach, and liver. You are going to die. IRL death might come after several hours or days. Ingame this would be too realistic and the player should die much quicker so they could restart with a new character and begin having more fun. Instead of hours maybe you might die in five minutes or so. Vindicator's percentages of lethality NOTE: I am not an expert and this is MY (likely worthless) opinion. The scenario is that you are standing 15m away from someone who is looking away from you. he is a bandit so you decide to kill him. He has no armor. You have a *insert weapon* Makarov: caliber: 9x18mm you shoot him in the head once. % chance of death: 100% (from) brain module destroyed, catastrophic bleeding. you shoot him in the upper chest once. % chance of death: 33% (from) heart destroyed, catastrophic hemorrhaging % chance of survival: 66% could have damaged lung. Will suffer bleeding. If bleeding isn't stopped death will likely occur in 20 mins. shoot him twice. % chance of death: 66% (from) one hit to the lung and one hit to the heart causing heart destroyed and catastrophic hemorrhaging OR two hits to the lungs causing damage and then destruction of the lungs causing death. %chance of survival 33%: could have damaged lung. Will suffer heavy bleeding. If bleeding isn't stopped death will likely occur in less than 5 mins. shoot him three times. %chance of death: 99% (from) heart destroyed by a bullet OR Lungs destroyed by (at least) two bullets OR lungs damaged by one buller and critical bleeding from the other two bullets. %chance of survival 1% but could have damaged lung. Will suffer critical bleeding. Death likely in 1 min if no treatment received to stop bleeding. You shoot him in the lower chest Once. Chance of death: 25% (from) guts destroyed. Chance of survival 75% but could have damaged guts. Will suffer bleeding and death will likely occur in 20 mins if not stopped. Twice. chance of death: 50% (from) guts destroyed. Chance of survival: 50%. could have damaged guts. Will suffer heavy bleeding and death will likely occur in 10-15mins if not stopped. Three times Chance of death:75% (from) guts destroyed Chance of survival: 25% could have damaged guts and will suffer severe bleeding and death will come in 5 mins if not stopped. Four times: Chance of death: 100% ( you know why by this point) You shoot him in the legs (right, left or both) Once Chance of death: 0% but will suffer bleeding. 25mins till death if not stopped Twice 0% but will suffer heavy bleeding. 15-20mins till death Three times chance of death: 30% (from) leg module destroyed. and catastrophic bleeding. if survives: will suffer severe bleeding and will die in about 5-10 mins if bleeding doesn't stop. Four times. 60% of death from destroyed leg module. Critical Bleeding and death in a few minutes if not stopped. Five times. 90% chance of death. Rest same as above. Six shots to the leg will cause death no matter what in a matter of seconds. Being shot in the arms would behave like being shot in the legs but less durable. 5 shots to the arms would be fatal very quickly. That is how the Makarov and other 9x18mm weapons should work IMO. 9x19 would behave similarly but slightly more lethal (approx. 10-20% more lethal depending on hit locations) .45 ACP/11.43x23 would behave similarly but more lethal (approx. 30-50% more lethal depeding once again on locations.) 5.56 and 5.45 would have 50%-100% more lethality. A single center of mass shot will severely maim and will cause death most of the time but surviving is possible. 7.62x39 would have maybe around 50%-150% more lethality. Same as above for the most part. Ballistics can be weird here though. Some times intermediate caliber rifle rounds over penetrate causing less damage. 7.62x51 and 7.62x54 would have 75%-200% more lethality. Shots in the arms and legs could be survivable (with much bleeding ^_^ ) but good luck with chest shots. Survival would be quite rare. Anything above that caliber would be blowing legs and arms off pretty frequently. .338 Lapua would be maul folks. 12 guage would be very lethal 15m. High chance of damaging many modules and causing tons of bleeding. Pistols would loose a lot of effectiveness past 50m. Shotgun pellets would have similar range. SMGs would loose effectiveness between 75m-200m depeding greatly on the model and caliber. Intermediate calibers could reach out and touch people out to around 250m-300m Rifles would still do serious harm well over 500m. 1000m would be a stretch. (That guy on Electro Hill with a Mosin-Nagant or a Mauser 98 would be deadly. But why is here wasting his limited ammo? He won't even be able to get good gear b/c it'll be torn up) . Okay there is my opinion. Feel free to critique it. Also if someone wants to make there own Percentage charts that would be very cool! B)
  6. m.w. vindicator

    Pistol Holsters and Rifle Slings

    Yeah I like this idea. You should also be able to find sheathes for knifes and daggers that would be equipped like a pistol.
  7. m.w. vindicator

    Pistol Holsters and Rifle Slings

    leather is pretty tough. It would take quite a long time to degrade. It would cool to be able to find different qualities of items. Some cheap plastic piece of junk or high quality Russian leather holster
  8. m.w. vindicator

    HUD idea : Pleasure(satisfaction) indicator/bar

    OT: I would love to find cigs for the immersion factor. Smoking would be common in the apocalypse as long as cigs could be found. tea and coffee would be a nice drink to find and could be fun to add also. Also alcohol should be lootable. I believe alcohol should be a rare find and it should effect the player's movement. sarcasm/ Cigs shouldn't have an effect unless you smoke a pack a day for 365 days in which you incur a stamina penalty of -5% and your character loses 2 dexerity and 1 intellegence. /sarcasm
  9. m.w. vindicator

    HUD idea : Pleasure(satisfaction) indicator/bar

    TRAMPS?! Get out of here Stalker!
  10. m.w. vindicator

    Pistol Holsters and Rifle Slings

    The amount of gear slung over your shoulder should be visible. So if someone have many weapons of his/her shoulder it should be easy to see that the person is over encumbered. I agree. Most holsters do keep the weapon safer. Maybe if you have a weapon holstered with will degrade much slower were a weapon laying around or in your hands would become dirty and need cleaning after a while.
  11. m.w. vindicator

    Foliage as an advantage

    Hopefully the camouflage will blend in from afar just as good as up close. I think limited use of foliage as camo would be beneficial.
  12. m.w. vindicator

    Some gun suggestions

    No TOZ-66, or TOZ-34?! Fort-12 would be nice. 6P9/ GET OUT OF HERE STALKER Oh and you mention the CZ-75 doing 899 blood damage. That system is terribly obsolete and the SA system will be better. If I can't pacify someone not wearing body armor with three center of mass hits from my 9x18, 9x19, .380 ACP, or .45 ACP/11.43x23 pistol or SMG, I am going to have a serious problem. Those calibers are the most effective ever made, but three shots would surely be enough to put someone on the floor. Gews and I have debated about this countless times haha
  13. m.w. vindicator

    Pistol Holsters and Rifle Slings

    I agree this makes sense. I wonder how you pull it off. I have an idea. Normally to get a weapon you must use the action menu and scroll wheel. If the item is in your backpack, you must going into your inventory, go into your backpack, take the weapon, and then go through the animation to raise the weapon. I like how it takes time b/c this is authentic. But if you have a sling, then maybe a key should be dedicated to unslinging/unholstering. So if you have a pistol in a holster, instead of having to use the scroll wheel and action menu, you could simply press a key (like "H" or "Y") and in one quick animation, be ready to fire! One key for pistols and one key for rifles slung over the shoulder.
  14. m.w. vindicator

    The best thing around...

    vodka tastes like shit (coming for tonights experience). Rum is where it is at! Goes down pretty smooth and tastes soooo much better.
  15. m.w. vindicator

    Hunting Knife as a weapon

    http://en.wikipedia.org/wiki/NR-40 http://en.wikipedia.org/wiki/Ka-Bar
  16. m.w. vindicator

    I want this one!

    Bandit: HAHAHAH look at this fuck head driving in a fucking tractor! Fucking eat my IED bitch" :murder: :bandit: *detonates IED* tractor driver: Biiittch Please! B) bandit: (ノ ゜Д゜)ノ ︵ ┻━┻
  17. m.w. vindicator

    Randomised Character Backrounds...

    I prefer making your own story instead of being told by the game. I do like the idea of messages from family or signs of death.
  18. m.w. vindicator

    *DAYZ SA SKIN SUGGESTIONS*

    lol wut? this is such an old post. If you are looking to prove me wrong, you are doing it wrong. Chernarus doesn't have too many cowboys either smartass. trolololol
  19. m.w. vindicator

    Game needs a sniper heavier than 7.62

    The test I was looking at was a MOA test at 300m. The SVD could achieve 1.24 MOA while the M82 could achieve 1.28(?) at some range. I believe the range would also be 300m b/c that is what the SVD test was using. I am not certain though.
  20. m.w. vindicator

    Dayz walking simulator.

    Nobody even mentioned Gas stations. Stop trolling with all your casual-racism. It is really unnecessary. You don't see us making racist remarks against your country. Don't make me report you. This isn't the first thread that I have noticed you saying things that are racist to one group or another.
  21. m.w. vindicator

    Dayz walking simulator.

    I completely agree with what you say. IRL no one runs all over the place. They walk or jog. In DayZ all you do is run, which is kind of silly. If nothing was done to fix this, it wouldn't be a game breaker for me, but I would very much enjoy more walking/slower jogging. Players should still be able to run quite a distance before becoming exhausted, but not as long as in the game. I can't help but look at Stalker for this one. In Stalker walking is slow. You don't usually walk too much in the game unless you are in combat. Jogging is the normal method of moving and is a realistic speed. You are quicker than walking but no where near the speed of a full sprint. You can jog forever in stalker unless you are carrying tons of gear. And then there is sprinting. You can only sprint for a minute or two in stalker. You are much quicker than Jogging and walking but you can't do it forever. WarZ did it wrong. You could walk or sprint. Walking was too slow and sprinting was too limited. It was clearly an attempt to make the map feel bigger. What I believe DAyZ should do is make jogging the main movement speed. It should be slower than the current run but not unreasonably slow. You should be able to jog forever unless you have tons of gear. Walking wouldn't be required but it wouldn't be too much slower than jogging like the walk-2-run that is in Arma 2 now. Sprinting would be the fastest but you could only sprint for about 4 minutes or so before becoming fatigued. Four minutes is easily enough time to loose Zeds unless you are a terrible player, in which you deserve to become fatigued and be killed. The Arma 3 system would be good. The combat pace would be the norm. The walk would be ...the walk. And the sprinting in arma 3 is already limited so it could be tweaked and ported to DAyZ.
  22. m.w. vindicator

    Game needs a sniper heavier than 7.62

    Calm down. That stat you quoted was inaccurate. At 300m the Dragonov was required to achieve 1.24 MOA to pass manufacturing standards w/ the 240mm twist barrel and 1.04 MOA for the 320mm twist barrel. You are correct though 2 MOA at 100m isn't impressive and the stat is wrong. The SVD is slightly less accurate than the M24 and slightly more accurate than the M82.
  23. m.w. vindicator

    Game needs a sniper heavier than 7.62

    I like your thinking. The PTRD/PTRS would only be used my large teams that had the resources to repair one. The guns are VERY heavy. The PTRD is 17 kg I believe. Large clans could use them successfully for defensive purpose but the average survivor would have no use for one. As for the SVDK, I have no knowledge on the subject so I can't comment. It would be cool to see Mausers rechammbered.
  24. m.w. vindicator

    Game needs a sniper heavier than 7.62

    You might have meant 7.62x51mm but you said just 7.62. Specify next time ;) M14 and DMR aren't too out of place. Increased rarity would be nice but removing them entirely seems lazy. The Mosin-Nagant isn't rare as heck. It should probably be the most common long arm in all honesty. They were made in the millions. The Nagant and the AKM would be very rare, but more common that most other long arms
  25. m.w. vindicator

    Game needs a sniper heavier than 7.62

    saying 7.62 shouldn't be in the game is saying that the mosin-nagant shouldn't be in the game. 7.62 is .30 cal approx. It is extremely common for civilian guns to fire .30 cal and similar calibers. .30-06, .300 Magnum, .303 Brit, 7.62x54mmR, etc etc. Saying no 7.62 and only civ calibers is impossible. EDIT: No 7.62 eh? I guess we can't used any of these http://en.wikipedia.org/wiki/List_of_rifle_cartridges#.30_caliber_.E2.80.93_.40_caliber and the metric 7mm's too
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