Nylrem
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Everything posted by Nylrem
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The argument that knowing how you died will help make you better is a little lacking Imo. This game is not made to be easy and coddle you so you can stay alive as long as possible. If you want to survive you have to pay attention and work at it, if you don't know how you died you failed at the first part. Plus each new spawn is essentially a new character/new player, the less intel that taints the player the better, this isn't a fps where as soon as you get killed you should be able to rush back to the area you died and search for your killer. And sorry but I think, unless new glitches pop up, the devs know the glitches that cause death, especially because they are the same ones that were a problem in the mod. So, how would players knowing a glitch killed them help? Plus if it was a glitch how would you know? Is it supposed to say "you have died do to a glitch please report this." Situational awareness is a must in this game, whether it is looking out for other players, your own character, or a building you might fall through, or a ladder you might fall off of. If you don't know how/why you died, look up situational awareness, and start paying attention. You should be able to figure it out next time.
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I believe that it has been said that with the way the engine works, that even painting the gun means that a second model must be created, so take the mosin, there is a normal, black, green, and camo version. SO, I think that this idea would mean you would need, a model for every possible combination, and color. I could be wrong on that, but I don't see that as possible. Plus as much of a gun nut as I am, I only know of a few stores in my area which would normally carry any sort of internal or weapon specific parts... and that is even limited, I had to order a shotgun barrel because I couldn't find anyone that had a home defense barrel. I think that the odds of finding lets say a ~$500 high grade trigger for an (which would also allow full auto) m4 would be impossible and unrealistic in an apocalypse.
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Or they could add in makeshift altoid and beercan cookers which would take one slot and only work once for a limited amount of time. Personally I would do that over carrying a camp stove and propane in my backpack... Get shot in the propane tank and you'll have a very bad day.
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This has been talked about constantly... But to answer what you have said, you seem to be a little confused as to how to sight in a weapon. The reason that you must sight in a weapon, particularly a rifle, is because if you start looking at long distances, 50+yds, you need to know where the bullet will hit. If you have a new scope on a rifle, the chances that it will be pointing at where your bullet will hit are astronomical, because if it is even a few degrees, or clicks, off you may be looking inches, feet, or even yards away from your point of impact. Because if lets say in theory your bullet is going to travel perfectly straight from the barrel with no drop, or wind interference, and you fire at a target 100 yards away your scope, which has a centerpoint ~1-5 inches above the centerpoint of the barrel will have to be angled so that it is perfectly in line with the barrel, AND so that the cross-hairs will hit the bullseye of the target at 100yds. If the scope is pointed slightly in the wrong direction you may not even be able to see the bullet impact. The same goes for iron sights, only some times they are less or even non adjustable. Sorry but if they are going to have any sort of sighting in process they would simply need to make adjustable sights and make all weapons have a random point of impact so they wouldn't necessarily be able to be used without sighting, and most players would probably get frustrated when they pick up a mosin and think they can use it out to 700yds and find out that their shot hit lets say 200yds away from where they aimed. It would be great for those of us who know about guns/rifles at least enough to do it, but I think the majority of players do not (please no one take this as in insult, it's just been my experience that many gamers have never touched a gun) and they would have a very hard go of it, because if this was realistic it could take a long time. Sighting in a non-bore-sighted scope can easily take 40+ shots under decent conditions, and dayz is not "decent conditions." Though it might help stop pvp sniping a little.
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Ok, and how many times have you died irl? How do you know that before you die your brain would have time to process the reason why, and be able to transform those signals into the conscious thought of how you died. If a zombie is attacking and you die, well the zombie probably killed you. If you are sick and die, it was probably from sickness. If you fall and die, it was probably the fall. If you here a shot and died, you were probably shot. If you randomly die, it was probably a glitch. Why doesn't matter, your new start is a new character and you shouldn't have any extra knowledge because you already have more knowledge than you should. If anything you should be put onto a new server so that you have no idea of what is going on in the world.
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Personally I think it's pointless because any sniper worth his weight facing the sun would use any sort of anti-glare tech. As in, a honeycomb, sunshade, ghille/camo net, or grass stuffed in the scope to block the reflection but allows to be seen through. From what I remember about the mythbusters test it was a decent test and involved the appropriate rifle/s and scopes, as well as others, but there is still the fact that multiple men claimed to see the aftermath of that shot, and there is supposed photographs of the instance. Also from what I remember of the a few specials on Carlos Hathcock it wasn't actually that he saw the glint, but that he knew where to look for NVA/VC snipers and simply found him first. (could be mistaken, but it wasn't just any random sniper it was a guy that they tasked to take out Hathcock. The chance that he'd have picked a spot in a jungle where the sun would glare on his is a little suspicious.) Though that shot could have possibly been military propaganda during Vietnam, either way Hathcock was the best marine sniper and one of the best US snipers in Vietnam and arguably all time.
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NO I'm NOT! I have 2 rifles, axe, 2 pistols, 11 m4 mags, 5 fnx mags, med kit, 2 canteens, rice, ~3 stacks of extra 5.56, ~3 stacks/boxes of 7.62, flashlight, sticks for splint. Yup, I want more... Because irl my car would be packed until I get out of town and then I'd go back for more once I got to camp. But really I'd love to see plastic bags being as common as backpacks are now, and backpacks as common as... well lets say maybe 1 in small cities, 3 in large cities, and 1 at military bases.
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Ideas to create more player interactions using areas and zombies and more
Nylrem replied to crest47's topic in Suggestions
Ok so heres my suggestion, there should be loot in random places and not just buildings, now these loots would be much more rare with perhaps a dead survivor next to the loot. What would be the point? There is a lot of open space, if it was random you would almost never find it if it's just a body. Now fo the death sites, they would be random areas were 3 or more zombies are near a survivor with better than average loot, with some death sites looking more like a battle ground were multiple survivors are killed and a hoard of zombies camp their area. They want player scripted only because heli crash sites were just blenders with server hoppers or missed. Now in both these ideas I suggest the loot clothing and guns would typically be ruined but there would be health kits, food, and ammo which would almost always appear in the larger hoard death sites.v Why would the ammo and food survive if nothing else did? Shopping areas should also be added, like in real life if an apocalyptic event did happen, people would rush to these areas, now i know this means everyone would rush there but hold on. Now the shopping centers will have large quantities of food ammo clothes or what ever they sell, the stores wont look fully stacked but quantities of each sore will be random allowing the player to choose to camp and waste the supplies there or pick up what they can and go, and of course players will learn this will become a hot zone and choose to go or ignore these areas of possible hostilities or kinships. You mean like the supermarkets, fire stations, or hospitals in electro and cherno? put in crawlers also, zombies with missing limbs crawling on the floor trying to eat you, and a few dead non zombies here and there making you worry if its a zombie or just a dead body Why? They would be too easy to ignore entirely in this game, even in black ops2 they became a joke to jump over between zombie rounds. Also, add findable ruined to prestine maps and compas's There are maps and compass's. Maps are in quarters of the map and seem to be rather rare, compass's can be found often in fire stations and almost anywhere else randomly. -
Military marching cadences.
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The Ruger MKII Is Coming, But Whats It Like?
Nylrem replied to leefriendfield's topic in General Discussion
It makes sense to have a .22lr, idk if rugers make sense but the .22lr is considered to be a go to survival round. It can and has been used to hunt animals up to and including whitetail deer (not positive if bigger, but I know deer for sure) with maintaining a 1 shot to kill. It can easily be used for defense, being that it is so accurate and fast to fire and reacquire or change target, it's small and light so space/rounds is highly, it can be incredibly quiet, and it's cheap so it's easy to stockpile. Personally I'd like to see a .22 lever action, because it can fire .22long, .22short, and .22longrifle (lr). This way there could be more ammo, and selectivity to what weapons it will work with less tactical weapons having a bonus. -
OOO And garbage bags + duct tape = one/limited use cover. And umbrellas, it would be fun wandering around cherno with an umbrella playing 'Singing in the rain' through direct chat and vaulting into puddles.
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This is why I always find loot in the military areas between NWAF and Balota, and cause they are too far from an airfield for server hoppers to run to.
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The Ruger MKII Is Coming, But Whats It Like?
Nylrem replied to leefriendfield's topic in General Discussion
Hopefully it should be 100 rounds per ammo slot seeing as you van buy a 100rd stick of .22 that is roughly the same size as a larger pistol mag, and half that of an ar mag. Plus you can buy 500rd boxes that are around the same size as a 100rd .45 box... All the tiny 25rd handgun ammo boxes drive me nuts when I usually buy then in 50/100. And when 440rd spam cans of 7.62x54 are sooo common even in the US. Just make the mags almost impossible to find and things will be very interesting, if it's not a guaranteed 1 hit kill and you have to re-chamber the pistol. -
If You Could Add Any Gun To DayZ, What Would You Add And Why?
Nylrem replied to leefriendfield's topic in General Discussion
Multi-caliber weapons are ideal when scavenging for ammo ;) -
Or this just means that you can get around far too quickly. Lets do an experiment. Someone set up a ~25kg pack and start running outside, see how long it takes to go 1, 3, 5, 10, 20, 50km without stopping. Maybe once the sprint mechanic gets implemented it will seem bigger.
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Server hopping will only stop when random loot is implemented
Nylrem replied to rodolfoxiii's topic in General Discussion
The only ways to flat out stop server hopping is to flat out stop the game. AKA shut down all servers, so there are no servers to hop. Or create a huge timer on log in/log out so that after you log out you must wait ~5 hours to log in. Even in the mod with respawning loot people still server hopped in deer stands and airfields, so that they could try and shortcut gearing up. As for military areas getting camped, this happened in the mod as well, read the mod section or google dayz mod sniping and almost all of it will be in cites or airfields. And that is what makes night play worth it, and why I don't want nightvision. If you can't see 500m at night you can't camp with a scoped rifle to wait for people to look for gear, and most campers don't want to wait in a building for hours because they are taking a bigger risk. -
Aspects that accumulatively wear on your patience in dayz
Nylrem replied to randalmcdaniels's topic in General Discussion
I hate stuff falling through floors and buildings, I stupidly risked it and lost a good can full of ammo today. Not being able to see all of the ammo in an ammo box without dropping it on the ground and risking it vanishing... But accidentally hitting a mag change when trying to open a door is the worst, especially when you lose the magazine... I'm not sure if that is intentional or not, but in a survival situation most people would mag change with retention, and if not it would drop on the floor, not vanish into nothingness. -
I'm still stuck back in the days of the mod where going up a ladder might mean you fall off at the top instead of climb to the roof, or step off the top of a staircase and fall through the building, or out of a window... I avoid all possible ladders and large multistory buildings unless they are necessary or worth it... camping in a tower definitely isn't... Besides you still can't build a fire so why bother to camp, and where would the smoke go inside the tower? Plus there aren't any tents to add to your campsite, or sleeping bags. SO what I ask is the point of camping?
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Should The Alpha Disclaimer Let The Game Off The Hook?
Nylrem replied to Prag's topic in General Discussion
Personally I think it does and doesn't. Yes it is an alpha, and yes it will have bugs and glitches from here to the moon, but the issue is we had to pay for it. Even though we paid for it with the express consent and knowledge that it was an alpha and would have bugs and glitches (to cover BIS against legal action for having unfinished software that could at some point break down and be unplayable) we still payed for it. The fact that we paid means that they have already made money off the players, therefore the players are already paying for the development of dayz with no real guarantee that we won't be paying 10x more in the future. I'm positive that if I went to work and told my boss "hey you are gonna pay me now for the work I will do next month" I would get laughed out of the building. Most games that release early don't charge, because the game will have bugs up the wazoo, and they must make sure it is playable before it is paid for. This is the nature of the entertainment industry, you must invest your money in your product and hope for a return, not take a huge profit and promise for it to work out later. So lets look at it another way. What if after rocket splits all development is ceased, and the SA dies. No servers, no support, no single player. Will you be happy losing your money? Too bad, it was an alpha and it didn't work and you agreed... If I pay for a game, it should work consistently, as in no random deaths, no falling through buildings, no easily glitching into buildings, and yes even working npcs. So although it's an alpha, asking for money for it implies something more than getting told too bad. And I imagine the reason it is out as an alpha is so that the fan base didn't die/run to another game during development. And the reason you have to pay, is because I bet someone in BIS still wasn't convinced that it will work and make money. Plus isn't just screaming ALPHA in a thread randomly a pointless post and a form of trolling? -
Unless your character audibly announced the outcome within 5m or something. Though you could also flip a coin irl and tell you friend the outcome via direct chat, Or do rock paper scissors with the wave, thumbs up, and middle finger animations.
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The Advantage of Voice... should be turned against them
Nylrem replied to Replifice's topic in Suggestions
I think the only way that it would be possible to try and prevent outside voip would be to try and get all voip programs blacklisted by battleye. As much as I'd enjoy that I don't think it will happen, even if it did you'd still have steam voip to contend with, unless they could somehow get the game to over ride steam permissions or something. -
Why can people break out of my pristine handcuffs in seconds?
Nylrem replied to Grimey Rick's topic in General Discussion
Yes, make it take forever, if even possible to get out. Plus it would be better to have it set up so that instead of death upon logging out in cuffs, your character just sticks around for say 10 min in the server. That way you don't just reset with a new character and no cuffs upon logging out. -
Same steam account. Different computer. Different player.
Nylrem replied to HiaExphia's topic in New Player Discussion
Was it the same server you had been playing on previously? -
How many of you have actually built/repaired bikes? I do it all the time, and I"ll tell you it can be a huge pain in the *** to try and steal parts from one to repair another. Depending on the part it can take forever. It would make more sense (at least to me) that some ride poorly and others better. Found a bad one, use it if you have to and wait till you find a better one to swap bikes.
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I'm sorry but how do you have a problem seeing that? Is it that you want it flat facing you, because that wouldn't allow a compass to work? Plus really the best way to get around is learn the map, and keep you sense of direction on hi alert. If you run from the coast, know whether you are running east, or north. Then if you turn think of what direction you are now heading in. I always take a compass but it seems like I almost never end up using it, and when I do it's just confirming the direction I thought I was facing.