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Duckman404
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Everything posted by Duckman404
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Uh, what? Renting a private server for ARMA 2 usually costs about $2 to $2.50 per slot, and that's for Australian servers. A 50 slot server would cost less than a tenth of your 'estimate'. How? I can't see a way to completely stop players from teleporting using server hopping. I just can't, without some sort of 'NO PLAYERS CAN SPAWN HERE' radio tower or something, and even then that would only be used to grief, since it wouldn't allow you to set up a little safe base for you and your friends. Buildings are a different matter of course; if you log off inside one, then maybe you get teleported outside it when you log back in? Putting in timers for people logging off or alt+f4ing will have to be very restrictive to combat the more determined server hoppers or combat loggers. I've been playing on a private hive server for a while now, and it's been pretty damn nice. The only time people log out is when they want to get the fuck out of dodge, which doesn't bother me so much; it just means some wasted ammo. They can't get into a different server to heal, reload, and move to a better position because of the private hive, and that makes combat a lot more... honorable, I suppose? Same deal with player built 'structures' or 'forts'. Only someone with a toolbox would be able to get through a well built sandbag and barb wire fortress, and those are pretty damn rare. Makes things more secure, and means that you can actually set up proper home bases, without worrying about teleporters cheating their way in. And y'know what? Rocket said he wants players to build bases and make little civilized spots. At the moment, having a single hive and having bases that are, to a degree, secure, seem to be an incompatible goal.
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This amuses me because owning a gun in NYC is about as bad as trying to get one in Britain. As for OP's post, sure, why not add it? So long as we get a god damn .22 LR bolt action along with it, and maybe an SKS and a Mosin Nagant. Perhaps a Tokarev TT-33, or some classy bolt action low caliber rifles (say, in .222 or 6mm BR), preferably with proper animations. At the moment, I'd much rather prefer Rocket work on gameplay elements, rather than farting around with adding or adjusting more guns to suit a gun nut / COD kiddie's wet dream, but if he -were- to add more guns, they should be the kind that you'd find in a rural eastern european coastal area.
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Compared to an AKM or a CZ550, the DMR is a damn fine rifle. Not to mention how common DMR mags are! For a player who's just gotten into the northern areas of Chernarus, a DMR is a good weapon to come by. As for the 'snipers are OP' that the thread topic is... I have to disagree. I've seen some pretty awful shots in my time playing. To snipe effectively, you have to know what you're doing and be good at it. Recoil recovery, prediction, finding a nice spot to snipe from, knowing when to move and what to shoot... and don't forget that sniper rifles are useless in close up combat. Scoped rifles, if anything, should be more common in DayZ. Not military rifles, though; hunting rifles. The CZ 550, with it's mediocre accuracy and underwhelming terminal performance, is a good example of one type. Why not add a high powered single shot rifle, in .300 Winchester Magnum? Or a .22 LR scoped semi-auto plinker that is good for headshotting zeds? If a sniper kills you, then too bad. If he misses, then leg it, zig-zag, and get behind cover! If you don't have a scoped rifle of your own, then keep your head low and wait a while for the sniper to get bored. Or just disconnect. Or wait for friends to come to your rescue.
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At the moment it's piss easy to find ammo for many of the low-tier and medium-tier guns in this game, and even finding enough ammo for things like the FAL, Bizon or AS-50 only requires finding a crashed heli every now and then. Once ammo tracking is properly implemented, then I think we'll see people actually needing to get more than 4 magazines, but right now all you need is 2 or 3 mags with a high capacity rifle, and maybe 6 mags for a pistol. With careful reloading, you wont be out of ammo by the time you want to disconnect, and when you log back in... magically refilled ammo! Even with the magic ammo bug fixed once and for all, it's still very easy to find enough ammunition for whatever gun you pick up; all you have to do is visit deer stands or barns once in a while. Either decrease the drop rate of ammo (quarter it, make zombies a threat again and make stealth important), or make it so that magazines have a chance to spawn with 20% to 100% ammo left in them. Then let players be able to refill one magazine from another, or from ammo boxes, and things will be just fine.
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This is why settings up bases on private hive servers is much more secure...
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Zombie Spawning - Increase range to 1000-1800m (max view distance)
Duckman404 replied to [email protected]'s topic in DayZ Mod Suggestions
+1 Any zombie spawning structure within visual range should spawn zombies to a player. The reason I saw visual range is because that means not every town is suddenly full of zeds. Maybe put them in an 'idle' state until the players get into 300 metres, where the zeds do not run their detection routine, just random pathing to decrease server load. This is a problem with cars, too, since it's possible to just roll up into a town, get out, quickly loot a supermarket, then drive off before any zeds spawn. -
If your 'nearest point of interest' is Stary, Cherno, or Elektro, then sure it's far away from them. My 'nearest point of interest' is usually a deer stand or two, a red brick townhouse, and maybe a supermarket. Starting off at Kamenka is just fine, it gives the players reason to explore and learn their way around.
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You sure you've got your headphones on the right way around? :P I've never had this problem, but in real life it's not always so easy to pinpoint an exact source of a sound. I live in a valley with a train track on the opposite side, and at times it's like the sound of a train is coming from every direction, not just from over the hill. At the moment, I would like ARMA 2 to have better sound handling. Loud things like cars or guns should, realistically, be audible from hundreds of metres away. Pistols aren't, rifles barely are, and it's hard to hear a car until it's right on top of you.
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Separate slot for Flashlight in the Inventory
Duckman404 replied to BuddyMcFriend's topic in DayZ Mod Suggestions
+1, I can't count how many times I've wanted to use a flashlight but I can't, because it would mean dropping my pistol. I don't think we need a new inventory slot, though: in a few Arma 2 Domination games I've played, there's a scroll menu option to store your primary weapon in your 'backpack'. I think this could work in a similar way: Add a 'holster weapon' menu option, which either slings your primary weapon on your back, or holsters your pistol. Once it's holstered, the option to use toolbelt items, such as the flashlight, military flashlight, or hatchet, would be available, since your hands are now free. It wouldn't require adding another inventory slot, and means you don't have to mess around with your backpack just to get out a damn flashlight. -
Rocket plans on implementing 'factions', but not at all in the way you're thinking, OP. I remember seeing him say that he wants to use coloured armbands as a way of displaying whether a player is in a certain faction or group, but I'm not sure when or how he plans to implement it, since it required changing character models.
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By my estimate, a lot. And that isn't such a bad thing, if most of them are in pretty bad condition. Repairing vehicles requires collecting parts, that's a very dedicated task for even a small group, since car parts take up so much space. It'd also mean that industrial centers would be more dangerous, as people go there looking for parts. With so many vehicles around, there wouldn't really be many safe places to leave your car, so getting in one and using it for transport, rather than setting up a camp, would be more prevalent.
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So, Metro 2033 + STALKER settings in DayZ? Fuck yes. Especially with the danger of radiation, experimental labs, dark metro subways and abandoned nuclear facilities that actually require the flashlight instead of just turning up your gamma...
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This could work, if NPC AI wasn't hopelessly bad. I've played through plenty of ARMA 2 domination games online, and a convoy of five or six enemy AI in humvees can easily be taken out by anyone with decent aim and the element of surprise.
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There should, in my opinion, be at least one or two off-road vehicles in a town (like the Hilux and UAZ), four or so civilian vehicles, one or two trucks/vans, and half a dozen bicycles. Maybe a smattering of motorbikes. They could spawn with a random set of broken parts, or even just an empty gas tank (and finding gas is a chore in itself), and if they go unused for, say, 48 hours, then they disintegrate and respawn on the next server restart. That said, overall I'd like to see Rocket go over his current spawn locations and rates and redo them completely, so that living in Chernarus isn't all about making your way to one or two of the Big Five Loot Spots: NWAF, Elektro, Cherno, Berezino, and Stary Sobor.
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OP should play Killing Floor.
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I know, I'm just saying that you get 100 rounds per inventory slot, which is more than three times a STANAG magazine, and twice what you get from an M240 box.
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M249 SAW is glorious. You get 100 rounds per inventory slot, the highest of any gun so far, which makes it very, very useful for picking off hordes. It can also suppress the fuck out of someone, so if you'd rather run away than fight, just send off about 30 rounds in someone's direction then leg it.
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If you'll turn your attention to my post here... Basically, there's a somewhat shaky explanation of why US weapons could be in Chernarus. The US are the World Police, so occupying an eastern european country on a peacekeeping mission wouldn't be out of the question. The more likely thing is that Rocket just didn't bother putting in more Russian weapons from the ARMA 2 sources. If it were a Chinese occupying force, then yes, Chinese military weapons instead of US weapons would make sense. If it was a German force, then predominant German weaponry (G36, MG3, etc etc) would make sense. As it is, the helicopter crashes appear to be a good site for British weapons, so presumably the British were also running operations around the area as allies of the US forces. I'm not trolling your thread, I'm pointing out why adding rare fantasy guns to a gritty, down to earth game set in a rural coastal farmland area just doesn't make sense. Actually, with the ARMA 2 ammo mechanics as they are now, all shotguns act as magazine fed: you don't reload shell by shell, you load a 'stack' of ammo into the shotgun all at once, which means you could use up 7 rounds in an 8 round stack, then reload a 5/8 round stack into the shotgun, and not be able to use that 1/8 round stack to get 6/8 rounds in the shotgun.
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I'd like the military guns not only to be rare, but practical and realistic. I mean, come one, why would a prototype weapon or one that's never seen production or export outside of America be seen in the eastern european countryside? I'm all for making the military guns rare and the hunting rifles, .22 rifles, and old WW2 guns be relatively common, but throwing in COD fantasy weapons goes against the setting and atmosphere of DayZ. This kind of thing would be pretty useful as well. Thing is, I can see it working, if Rocket has actually made DayZ keep track of ammo count between log-ins. It would kind of be like how water bottles are handled. You just treat magazines like water bottles; and instead of them magically disappearing once empty, you keep an empty magazine in your inventory. This empty magazine, or a not-full one, can be filled up using rounds from another source, so long as the ammo type is the same. So, while you can't put 5.56mm SD rounds in a normal 5.56mm STANAG mag, you could reload it using, say, an M249 box mag, or another STANAG mag, or from a box of 5.56mm rounds. I'd like to see ammo boxes be included in this game as a means of storing more rounds than a magazine normally does. I mean, look at the M249; one inventory slot can hold 100 rounds with it's belt, but an inventory slot also can only hold one 30 round STANAG mag. Being able to, say, carry a 50 or 100 round box of ammo in your inventory would be very useful, especially for pistol rounds. It'd mean you could keep about 5 or 6 magazines and keep filling them from that box of ammo, until it's empty. This would also mean that sometimes you find empty magazines, or half full ones, or boxes with varying amounts of ammo in them, and either be a very lucky person or a very unlucky one. Another example would be with the FAL: it and the DMR both use 20 round 7.62x51mm magazines, so if you had an empty FAL mag and a full DMR mag, what's to stop you swapping the rounds?
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I know it's not your thread, but your post took less time to pick apart than the OP's :P If I could load up DayZ right now and had a CZ 550, I'd take a screenshot and show that there's really no correct ammo type for the CZ 550 at the moment: the actual ammo says 7mm, the CZ's description says 9.3mm, and now the DayZ wiki says .308. Since the CZ is a hunting rifle, I'd be more inclined to thinking it's 7mm Remington Magnum or 9.3.62mm Mauser, which are both popular hunting rounds. As for what you were saying, that's just the thing. There should be more ammo types in this game, because right now it's very easy to find ammo for the type of weapon you want, unless it's a particularly rare one like the FN FAL or SVD. This decreases the challenge of the game, and since DayZ is intented to be fucking hard, I see no reason why weapons should stick to a very small range of ammo types. Sure, it requires adding more ammo types, but adding more weapons that work in a survival situation would be much better than adding ones that would better suit a spec-ops team. If Rocket asked me whether I'd rather see a Mosin Nagant or an ACR in 6.8 SPC with switchable Eotech and ACOG optics, I'd choose the Mosin Nagant, because that's the kind of weapon that belongs in this game. You could make the argument that there's already a lot of American high-end military weapons in this game, like the M4A3 Camo and the Mk 48, but if you asked me, I'd say two things. Either Rocket made some poor choices in selecting the weapons for testing the alpha, or in his head he imagines that the American military was occupying Chernarus before the zombies swept through it. It just doesn't really make sense to include rare, pointlessly 'special' weapons in this game. We already have enough of them, like the L85 or the BAF AS50. What you're going to find, realistically, in a farmland or coastal environment, are things like the Mosin Nagant or a whole lot of .22 caliber hunting rifles. Not a Steyr ACR that shoots flechettes and never got past the prototype stage.
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Sure smells like COD in this thread... G36, AUG, M416 and maybe the SCAR would be reasonable, since there's more than a few armies that use them. The SIG and TAR are not nearly as popular amongst military forces, and the ACR is barely in production. They both use 7.62x51 NATO, yes, and the G3 is a suggestion that I would actually give credit to, since it's quite a popular rifle. The CZ 550 isn't chambered in .308, though (at least not in DayZ). You're kidding. Right? A rifle that hasn't been in production since 1945, a lot of which were destroyed after the war, and is pretty damn rare with ammo that's even rarer? No, just no. Why on earth would a Chinese firearm ever turn up in an eastern european state? Hell, except for the export version (which is, funnily enough, pretty damn rare), the QBZ shouldn't turn up in any place except China. You're getting the Steyr ACR prototype and the Bushmaster ACR mixed up. The Steyr never entered production, and the ACR is just something I wouldn't ever expect to see lying around Chernarus. P226, yes. Reasonable. Glock 19. Why? The 17 is already in game, it uses the same caliber, it'd behave pretty much the same. Why not a Glock 22, which uses the somewhat more powerful .40 S&W? FAMAE: Why on earth would a SMG that's only been used in Chile and Portugal end up as a common weapon in eastern europe? MP5K: But we already have the MP5. We also have the PDW, which would act fairly similar. UMP 45, yes. That's at least a decent suggestion, since it's a widely exported SMG. Kriss: Hah. Haha. No. Like the ACR, this hasn't been put into any large quantities of production, especially outside the USA. Finally, another reasonable suggestion. Overall, this list seems to be more "Hey, what are some really cool looking weapons, and why can't I have them in a zombie apocalypse set in the eastern european countryside?", than "Hmm, what weapons would I expect to find in Russia or Czechoslovakia that are fairly common and would add variety to the game?" What we should be asking for: Mausers, Mosin Nagants, Tokarevs, STENs, .22 rifles and handguns, revolvers in .38 special, CZ-75, Browning Hi-Power, some generic bolt action hunting rifles (in .300 Win Mag or .270 or .375 H&H, for example), or things like the PKM, RPK-74, and FN FNC for those who like the more modern military rifles. Wanting to have super awesome advanced tacticool spec-ops weapons in DayZ is like wanting to see race cars at a horse rally: they would feel out of place.
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I love DayZ. I've been playing since 1.5.7, when zombies were (in my opinion) at their best, with hordes of them haunting towns and respawning almost constantly. I haven't been playing for a few weeks now, mainly due to the patches fucking over my current gear, but also because I got bored of the way people don't want to cooperate in this game. Once me and my friends are all in the mood for more, then it'll be nice and fun. But, as a lone wolf who's played for a good while, I'm not afraid to admit that DayZ can get pretty dull. Having something like achievements that let you whittle away your boredom would be nice, and give people incentive to try new things. Sure, there's achievement whores out there, but achievements aren't only for 'casuals'.
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Whats the point of getting a M16/M4A1/AKS-7U etc?
Duckman404 replied to [email protected]'s topic in DayZ Mod General Discussion
...are you trying to say the AKM isn't an automatic weapon? -
Whats the point of getting a M16/M4A1/AKS-7U etc?
Duckman404 replied to [email protected]'s topic in DayZ Mod General Discussion
It uses STANAG SD mags, which, while not as common as normal STANAG, are still fairly easy to find. -
Whats the point of getting a M16/M4A1/AKS-7U etc?
Duckman404 replied to [email protected]'s topic in DayZ Mod General Discussion
With a headshot, yes. Bodyshots require two shots.