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Duckman404

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Everything posted by Duckman404

  1. Duckman404

    DayZ Wiki and allowed weapons / equipment

    If it's based on the Glock 19 in real life, then it's simply a more compact version of the Glock 17, which would probably take both M9 and G17 mags, although maybe not have a flashlight.
  2. Duckman404

    What was your dumbest death?

    Crouch+shift walking down the tower next to the control tower of the NW airfield, just going down some of those steep staircases without much worry. Next thing I know, I'm teleported through the wall, and I find myself about 3 stories up in mid-air. A second later, I'm red paste on the ground. Forget ladders, stairs are OP
  3. Duckman404

    Humanity Information?

    Yup, but not nearly as much as you lose from killing someone. Oh, and OP, don't try the 'shoot my friend then heal them' approach, since even shooting survivors will reduce your humanity a little.
  4. G'day folks, I'm pretty new to the game, but I'm wondering if the ability of the Glock 17 to use both it's own magazine AND the M9 magazines is a glitch or, intended? Just a quick question, hoping for a simple yes or no! :)
  5. Date/Time: 16 / 5 / 2012, at around 9 AM Chicago time What happened: After a few zombie encounters while heading north, my blood level was reduced to just above 4000, resulting in sepia colours, heavily blurred vision and lots of bloom. Once I met up with my friends, one of them threw a road flare in front of me. The flash of it igniting completely removed all bloom and blur effects caused by blood loss. It did not affect the sepia colour effects, however. Where you were: In the church in Novy Sobor. What you were doing: Exploring the church, meeting up with friends. This is when we were attacked, and one of my friends threw a flare as a distraction. Current installed version: 1.5.7 Server(s) you were on: Chicago 4 Your system specs: i7 2600k, 8 GB DDR3, ATI 6970 2 GB. Graphics settings were almost all set to 'very high', except for post processing set to 'very low'.
  6. Duckman404

    depth and choice with weapons

    The 91/30 should replace the Enfield in terms of how common it is, but one thing I would look forward to is a greater variety of weapons means there's a lesser chance of finding the weapon you specifically want. Trying to find a CZ 550 but come across a .243 scoped hunting rifle? It'll have to do. Likewise, ammo for a specific type of gun would be come less commonplace, which is why DayZ would need an improved ammo handling system, so that you could use the 7.62 clips you find for a Mosin Nagant and use them to reload, say, a Model 8 magazine. For weapons that use ammunition that isn't shared by other weapons, I think spawning them with a good amount of spare magazines or clips would be the best way to go, so that the player isn't constantly getting into trouble just to find ammo for his rifle. Or to find a box of 50 .22 LR rounds and have that in your inventory to top up whatever .22 rifle you have: in that case, boxes of ammunition would be a very high value piece of loot.
  7. Duckman404

    Solutions to 1.5.7 gripes.

    Sure' date=' if it's steel core .338 Lapua Magnum or better. You won't find a 5.56x45 NATO round that'll go through an engine block, period. While there's no argument that a tumbling 7.62mm FMJ round will leave a fairly nasty exit wound (which implies overpenetration), the majority of 5.56x45mm NATO rounds will fragment violently at ranges below 150 metres or so (but whether that's from an M4 or M16, I'm not sure), rather than penetrate multiple targets. Armour piercing rounds' date=' or lightweight tumbling ones like 5.45, may overpenetrate but at greatly reduced velocity. Maybe enough to cause some bleeding and pain, but not enough to kill with one hit. Alternatively, the AP round is likely to go straight through a target with little in the way of tumbling, thus resulting in greatly reduced internal wounding, which I recall was one of the complaints about the AP 5.56 NATO ammo. Lucky shots do occur, for sure, but ARMA II doesn't exactly simulate the curve a bullet takes when moving through the body, nor does it calculate deflections off of bone, or fragmentation. The difference between muskets ball and your average 5.56 NATO round is momentum: the .50 or .60 (approximately) caliber musket balls weighed a LOT, usually upwards of 4 times the mass of a 5.56 bullet, and this gives them a lot of momentum to penetrate flesh. That's the reason 7.62x39 penetrates better than 5.56, even though it has less velocity. I know I'm making some gross generalizations here, but sometimes they have to be made.
  8. Duckman404

    On pain and whiskey

    I'm sure we've all run into the trouble of what I call 'the shakes'. You get knocked around by a zombie, a door, another player, and there's a chance that your hands start shaking really badly. Since I feel more comfortable aiming with iron sights, and scoped weapons become unusable, this is a real game breaker for me when I run out of painkillers. So far, the only way to fix it is with painkillers, which I've found to be exceedingly rare. Broken bones are (in my experience) not nearly as common, so a lack of morphine injectors doesn't worry me as much as a lack of painkillers available. If it would be possible for the 'pain' status effect to wear off after a while (even if it's half an hour), or degrade to something more bearable, that would be fantastic! However, since it seems to be an integral part of the game, what I would like to see is something along the lines of whiskey becoming a consumable. After all, where did all those empty whiskey bottles come from anyway? Since your character is 'in pain', and alcohol goes a good way towards numbing pain (as I think a bottle of whiskey would), I think that drinking a bottle should have the same effect as painkillers, if only temporarily. Then again, painkillers themselves are temporary... So that painkillers are still the much better option, side effects might include visual effects such as increase in bloom, blur, and a little sway added (which would still be much easier to deal with than The Shakes), which could last for a good while. I think this is especially necessary, since my friends and I seem to be only spawning with a single box of painkillers, which means they run out alarmingly quickly. So, a tl;dr: I'd like to see whiskey help combat pain, or for pain to be a status that goes away over time. Opinions? Thoughts?
  9. Duckman404

    On pain and whiskey

    That's another interesting take on it' date=' and I quite like that idea, since it gives alcohol a dual purpose. Not to mention, in STALKER it cures radiation poisoning :P Which makes me think, another way to 'balance' alcohol could be to have it reduce your hydration. However, I suppose my main gripe is with the persistence of the Pain status, and I'm looking for ways to make the shakes go away without stepping into a pvp hotspot like Cherno and raiding the hospital [i']while still being barely able to aim.
  10. Duckman404

    depth and choice with weapons

    I suppose that's a reasonable case for there being American task forces in Chernarus, but I still think it would be nice to have the european weapons such as the G3, the FAL (just a normal one, mind you), and perhaps light machineguns such as the PKM, RPK, or MG3 included in the game.
  11. Duckman404

    depth and choice with weapons

    I have to agree that I'd rather see the inclusion of civilian style weapons over further military weapons. However, replacing the American military weapons (M16, M249, M14) with more common european weapons such as the CZ range of firearms, some HK and FN rifles, perhaps the Browning Hi-Power instead of the M9... mostly because I don't see a reason for American military weapons to be located around Chernarus, unless they had a presence there in the first place. Civilian weapons, such as hunting rifles in .243 W or other common hunting calibers, or double barrel shotguns, would fit in nicely with the 'theme' of DayZ.
  12. Duckman404

    depth and choice with weapons

    Oh excellent, I hope this means we might see a couple of new guns in the future!
  13. Duckman404

    Solutions to 1.5.7 gripes.

    As demonstrated by the chart sorophx posted, 5.45 or 5.56 NATO rounds will not have sufficient energy to penetrate one body and kill another zombie behind it. 7.62x39, maybe: it has pretty damn good penetration, especially at point blank range, so being able to hit one zombie through another at close range would make sense. .303 and 7.62x51 NATO is more powerful for a reason: the guns that fire them are very loud, and have higher recoil. What could be fixed without messing around with bullet ballistics is to speed up how fast the zombie falls down dead: there's this thing called gravity, and it'd be nice if dead zombies obeyed its laws...
  14. Duckman404

    depth and choice with weapons

    I know it's not exactly the same' date=' since the .44 Russian looks a tad more awesome than the Model 3... It'd just make a nice, rare loot item, since .44 Russian would be a little more common if the 1866 were made to use that instead of 12 gauge shells. Less powerful than the .45 ACP guns, but better than your Makarov, and I suppose the smoke that the old black powder rounds belched would make some good cover to run away in :P YES. cf. my first post, on "survival guns" being recognisable for their purpose. Itd be great to have a guess at someone's background and general activities by what they arm themselves with. A guy with a pure hunting rifle might be recognisable mostly as a survivalist rather than an antagonist... Or that might just be what he wants you to think :D Ah, my mistake, for some strange reason I was thinking of the Rem Model 8, which I doubt would be as common: http://en.wikipedia.org/wiki/Remington_Model_8 The Auto-5 would make a nice addition as a higher grade shotgun, while having double barrel hunting shotguns as a replacement for the 1866. The SVT-40 was actually fairly common in Russia and the surrounding states after the war, and they're even pretty cheaply available in Canada. They're definitely going to show up a lot more than the Lee Enfield... and I don't even know why that rifle is in DayZ instead of the Mosin Nagant. I guess that's all the devs had to work with? The SKS would be great to have, since if they somehow included an ammo system as I described earlier, using loose ammunition salvaged from AK mags would mean it'd be great to carry around in military zones. It ought to be a little more accurate and possibly more powerful than the AK (longer barrel, action is more accurately built), but with the 10 round internal magazine you'd need to reload it more often. I'm in South Australia, also quite interested in firearms, although more from a mechanical aspect than anything else. Working on getting my gun license, hoping to pick up a Lee Enfield of my very own sometime soon! The SVT has a smaller capacity' date=' too, with only 10 rounds per magazine. It's [i']very noisy, thanks to the muzzle break (and should definitely be louder than the Lee Enfield), and I remember reading that it isn't accurate enough for DMR / Sniping (thus it'd only use iron sights), so the FAL would have the upper hand in accuracy as well. If I knew where to start or what I was doing' date=' I'd try and work on something to fix this myself. I'd probably have a crack at the backpack system, too, since I've lost an entire Enfield and half a dozen magazines due to how it currently 'works' :dodgy: It just bothers me that: 1) I can't use the .45 ACP revolver ammunition in a 1911, or that I can't take the 9mm rounds from an MP5 magazine and use them with my Beretta. 2) I can't tell how many rounds are left in the magazines / 'clips' that I've reloaded or picked up. 3) Things like crossbow bolts take up an entire grid for themselves. I know they're re-useable, but you should be able to hold two or three in the same space you can fit a 30 round AK magazine. [hr'] Er... Sure. While we're at it let's put in an enfield EM2. My point being these rounds aren't likely to be found in civilian or military hands in our time. While I agree that there's no reason for such rounds to exist in DayZ, it did give me an idea. Improvised weapons, like .22 zip guns, or single barrel shotguns made from steel pipe, and things like wax slugs or shells loaded with carpenter's nails and propelled by crude black powder wouldn't be too far fetched. Obviously I'd prefer to see an inclusion of weapons that actually exist, not to mention a dire need for melee weapons, before we start throwing in things like the Bastard Gun from Metro 2033...
  15. I'll admit I haven't heard the AK or AR fired, but the personal sound for the 1866 is very quiet. It wasn't until I heard one of my friends firing it that I found out that the sounds don't match up at all: the world sound for the gun is a lot louder than what I hear when I fire it myself!
  16. Duckman404

    depth and choice with weapons

    I have to agree there, I just don't want to see the 1866 model to go waste! I suppose it wouldn't be a stretch to have it 'rechambered' in .44 Russian (thus allowing it to retain the high capacity), and throw in some S&W Model 3 revolvers in for ammunition compatibility. As far as I'm aware, Russia was quite fond of the Model 3, and the older lever guns saw some popularity in Europe before high powered bolt actions stole the spotlight. The 9410 sure looks like an interesting piece, though, and since it uses the .410 bore shells, it'd make for a (relatively) quiet gun like the 1866 is currently. It'd also mean that .410/.22 LR combination guns could be put in the game, which would be a boon for those who like to conserve their ammo. I'd love to see the Auto-5 around, too! Such a beautiful rifle. I'm not too familiar with what guns are popular to eastern europe specifically (being an Australian), but I imagine finding the occasional SVT-40 wouldn't be unreasonable either. Having the SVT-40 and the Mosin Nagant included would work nicely, since they both share the 7.62x54R round and can be fed with stripper clips, and give a more rural atmosphere to the game by adding a semi-auto rifle that isn't a modern piece. Same goes for the SKS, I'd love to see that become a low-tier weapon to find. The way I see it working is loose rounds or boxes can be stacked together, for example 20 or 30 rounds of 9mm taking up one grid space, while empty magazines might be able to fit 2 into one grid because they weigh less. It'd work nicer than having 6 lee enfield magazines with anywhere between 1 to 10 rounds in each: since lee enfields were meant to use 5 round stripper clips, you could have stacks of 2 clips per grid space. The best way I can see transferring rounds from one ammo source to another (e.g. a box of .45 ACP to an empty M1911 mag) is by having a right click menu implemented on the inventory. So, right click on the empty magazine, select 'Load magazine', then be able to select the box of .45 rounds or another magazine. Having this should also let us see just how many rounds are in a magazine: at the moment, I'm not reloading until I've shot my last round, because I don't want to waste inventory space with magazines that only have 1 or 2 shots left. I really don't know what ARMA II's limitations are in this regards, but I think if the game is to have a greater variety of weapons than it has right now, it needs a much better system for managing ammunition.
  17. Well, after coming across a bunch of low-tier weapons, I think I can say that a combination of sneaking, running indoors when hordes come, and picking towns over for ammo when we can results in a challenging game for my four man group. I can see how lone wolves would find the new level of zombies to be very intimidating, but I suppose they just need to get better at sneaking :P I agree with the people saying the spawn timer needs to be increased, but the current number of zombies is spot on. I like the idea that it's forcing people to work in groups! That's what people should be doing in survival situations!
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