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Everything posted by Kittyhawk78
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I had a random idea I thought would be an interesting way to balance the presence of high end military gear in DayZ. Seeing as DayZ and ARMA use the same engine, I think it would be interesting to see a little crossover between the ARMA III multiplayer component and Day Z. The basic framework on the ARMA end being a mission into zombie infested Chernarus. For example, an extraction mission in which one or two ARMA players spawn in a Day Z server in a disabled helicopter which crash lands somewhere in Chernarus (unscripted, the players can use whatever control they have over the chopper to influence where and how it lands. Maybe they land it intact and survive, maybe they crash land and are injured, maybe they crash and die altogether) and the ARMA mission is to go in and recover intel/materiel/whatever and extract survivors (if any). The rescue/recovery mission could be given several different ways: insertion on the border with 5/10/15 players in a couple trucks with varying types of support (APC, LAV, maybe even a tank), insertion on foot with a small squad, 3-5 players, wet insertion (giggle) in a couple PBXs out in the water, maybe even a Pararescue with a couple of helicopters. Even another way would be that no rescue is sent and the chopper crew has to either ollect parts, repair their hopper and fly out or hoof it to the border on coot. It could go a lot of ways and would be randomized to help prevent exploitation. On the Day Z end there would little to no notification or warning. Maybe players who have been lucky enough to find radios could pick up radio chatter or players would have to notice the chopper going down or see the rescue team making their way to it. Players could organize an ambush, chance it alone, or try to be sneaky and and steal a vehicle or equipment while the ARMA players are unaware. I think that, along with drastically reducing the prevalence of mid and high tier military loot (reducing or removing altogether NATO weapons from loot spawns, replacing Soviet military weapons with semi-auto "civilian" versions and reducing or removing spawns of the military versions, reducing or removing high tech military gear such as NVGs and rangefinders), adding these random military incursions would balance and validate the presence of high tech military gear as well as adding a more tense, fun and challenging way to acquire loot than "clear barracks, wait 10 minutes, repeat." Alternatively the ARMA side could be completely removed and NPC convoys and such could be added and work mostly the same way. So that's my idea guys. I don't know if it's feasible, or even possible, but with Rocket working directly with BI we have the best opportunity to see great content and this is just something I'd like to see. TL;DR Version: Military loot will be heavily reduced of eliminated at random spawns and in it's place, every so often, ARMA III multiplayer will have missions that bring them into Chernarus (or wherever standalone Day Z takes place) allowing DayZ players access to military weapons, equipment, and vehicle if they can get them from the ARMA players.
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How is that any different than what happens now at the Airfields and Stary? Except with my idea at least the loot point is mobile and can defend itself. Its kind of pointless to gripe to me about what other people would do with the situation, that's not my fault. And yes, it would be challenging for the Day Z players but that's the point. As it stands now all you have to do to get perfect condition functioning military gear and equipment is take a broom to the airfield, sweep out the barracks(what military allows it's soldiers to keep satchel charges and rocket launchers in their barracks I'll never know), wait, loot and repeat. This would place a little more value on your hard won military gear. At the end of the day it would possibly add a more logical and fulfilling way to obtain high end gear than our "Miracle of the Five Loaves" barracks.
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The questions are at the bottom. The story below just give context for why I'm asking them. So today was an interesting day. As I'm sure most of you do, I tend to go through a cycle of spawn, collect basic loot, be cautious, get well geared, get impatient, die, repeat. I went through this cycle a couple times this weekend. Had a full toolbelt, NVGs, Rangefinder, M4A1 CCO, DMR and a Ghillie, got one-shotted unconscious by a single zombie, and watched it eat me while my functionally retarded friend ran within feet of me a dozen times yelling "I CAN'T FIND YOU!" Next, after he'd also died, we're running for Cherno and notice a tent. I think to myself "Only a complete idiot would leave anything valuable this close to Cherno." Thank God for complete idiots. Two L85s, M4A1 CCO SD, DMR, Ghillie, tons of ammo, and a massive erection later we made our way up North checking vehicle spawns. We hit the NW Airfield and as we were cautiously crossing to the Hangars. I notice behind us, with my L85's thermal, a Ghillied player running our way. I watch him notice us, go prone and start aiming his MP5. As I begin firing at him, I watch him stand up, run 100m away, go prone, and log out. What a bitch. "Reaper" from US 1675, You know I'm talking about you. So we found the Skalka Ural in place and went back to the Airfield for parts. We came back and installed what parts we had and headed out again. I made it exactly three steps before what I think was a DMR shot took me out. Koon survived a few seconds longer. So if you were on US 1993 today and killed two guys near the Ural Civilian south of Skalka, well played, sir. Enjoy the loot as much as we did. So to end the night we decided to try to kit back up. We both spawn at the Airstrip and proceed to loot. I find an AK-74, Koon jumps over a fence and dies. He spawns in Kamenka, surrounded by the corpses of other players who didn't want to spawn in Kamenka. Following suite, Koon vaults over the railing of the lighthouse and spawns on the East side of Elektro. I run through Cherno to meet him and on my way out I hear the distinctive staccato of a helicopter hovering about 50m from me. So being newly spawned with nothing to lose and five AK mags to burn I take aim and open fire. I dump three mags into the cockpit and gunner's area, to what I thought was no effect, but after several failed attempts to land, I watch the chopper lose control and crash. "Mike From Statefarm" (I lol'd at your name by the way) if you read this, I'd like to know why you crashed the chopper. I looted the bodies for some impressive loot, M4A1 Holo and Coyote Pack among them, and headed off to give Koon his share of the spoils, massive skyward flames behind me. So I said there were questions, and there are: -Can You Damage The Helicopter With Small Arms Fire? --If So, In What Way? Can Small Arms Disable It? Can They Punch Through The Hull and Hit Passengers?- -Does a Chopper Crashing Cause Massive Fires In The Area? (As in can be seem from kilometers away) -Is There Any Way To Turn OFF the Thermal/Nightvision on the L85 To Use As A Normal Scope?
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A Couple Questions Related To My Story
Kittyhawk78 replied to Kittyhawk78's topic in DayZ Mod General Discussion
NFK, I don't know if I had anything to do with the chopper crashing or not, that's why I asked the question. Instead of being a Nard and accusing me of having delusions of grandeur you could answer my questions to help me better understand what happened. At the end of the day, it's all the same to me: I'm alive and got the loot. Whether or not I actually caused the chopper to go down is irrelevant. And please forgive me for not having video, I normally don't do anything Frapsworthy so I rarely have it running. So to better describe the situation: I was on the small hill north of the big industrial building on the far east side of Cherno. The chopper flew in from the west, pointed more or less straight at me. They were low, probably no more than 25m (they were low enough that aiming down sight, zoomed in with the AK, the chopper was roughly as wide as my gun). The angle I was shooting from I couldn't see the cockpit itself, just the "chin" area on the front. The rounds that hit impacted here, and through the side door when they turned and tried to shoot at me with the door gun. I didn't get a murder or bandit kill so I know I didn't directly kill anyone. Assuming all my rounds hit (full auto on a hovering target, not likely) I fired a total of 85 rounds from an AK74 at the chopper. So to more accurately phrase my question: Is the chopper bulletproof or can small arms penetrate the non-glass parts of it? If so, do low health knockouts and other effects like that still effect the pilot while he's flying? The only way I can figure I caused the crash was that I hit the pilot enough times to either make his health low enough to pass out or knock him unconscious directly. Or maybe he was just a crappy pilot and crashed of his own accord. -
A Couple Questions Related To My Story
Kittyhawk78 replied to Kittyhawk78's topic in DayZ Mod General Discussion
To a point, I agree with you. That thermal scope is the best thing since canned beans, I'd just like the option of not seeing in shades of red. -
I had a random idea I thought would be an interesting way to balance the presence of high end military gear in DayZ. Seeing as ARMA III and the standalone version of DayZ will be (is this confirmed?) on the same engine, I think it would be interesting to see a little crossover between the ARMA III multiplayer component and Day Z. The basic framework on the ARMA end being a mission into zombie infested Chernarus. For example, an extraction mission in which one or two ARMA players spawn in a Day Z server in a disabled helicopter which crash lands somewhere in Chernarus (unscripted, the players can use whatever control they have over the chopper to influence where and how it lands. Maybe they land it intact and survive, maybe they crash land and are injured, maybe they crash and die altogether) and the ARMA mission is to go in and recover intel/materiel/whatever and extract survivors (if any). The rescue/recovery mission could be given several different ways: insertion on the border with 5/10/15 players in a couple trucks with varying types of support (APC, LAV, maybe even a tank), insertion on foot with a small squad, 3-5 players, wet insertion (giggle) in a couple PBXs out in the water, maybe even a Pararescue with a couple of helicopters. Even another way would be that no rescue is sent and the chopper crew has to either ollect parts, repair their hopper and fly out or hoof it to the border on coot. It could go a lot of ways and would be randomized to help prevent exploitation. On the Day Z end there wouldn't be any kind of notification or warning. Players would have to notice the chopper going down or see the rescue team making their way to it. Players could organize an ambush, chance it alone, or try to be sneaky and and steal a vehicle or equipment while the ARMA players are unaware. I think that, along with drastically reducing the prevalence of mid and high tier military loot (reducing or removing altogether NATO weapons from loot spawns, replacing Soviet military weapons with semi-auto "civilian" versions and reducing or removing spawns of the military versions, reducing or removing high tech military gear such as NVGs and rangefinders), adding these random military incursions would balance and validate the presence of high tech military gear as well as adding a more tense, fun and challenging way to acquire loot than "clear barracks, wait 10 minutes, repeat." So that's my idea guys. I don't know if it's feasible, or even possible, but with Rocket working directly with BI we have the best opportunity to see great content and this is just something I'd like to see. TL;DR Version: Military loot will be heavily reduced of eliminated at random spawns and in it's place, every so often, ARMA III multiplayer will have missions that bring them into Chernarus (or wherever standalone Day Z takes place) allowing DayZ players access to military weapons, equipment, and vehicle if they can get them from the ARMA players.
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I do know why this posted twice, if the mods could remove one I'd appreciate it.
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I had a random idea I thought would be an interesting way to balance the presence of high end military gear in DayZ. Seeing as ARMA III and the standalone version of DayZ will be (is this confirmed?) on the same engine, I think it would be interesting to see a little crossover between the ARMA III multiplayer component and Day Z. The basic framework on the ARMA end being a mission into zombie infested Chernarus. For example, an extraction mission in which one or two ARMA players spawn in a Day Z server in a disabled helicopter which crash lands somewhere in Chernarus (unscripted, the players can use whatever control they have over the chopper to influence where and how it lands. Maybe they land it intact and survive, maybe they crash land and are injured, maybe they crash and die altogether) and the ARMA mission is to go in and recover intel/materiel/whatever and extract survivors (if any). The rescue/recovery mission could be given several different ways: insertion on the border with 5/10/15 players in a couple trucks with varying types of support (APC, LAV, maybe even a tank), insertion on foot with a small squad, 3-5 players, wet insertion (giggle) in a couple PBXs out in the water, maybe even a Pararescue with a couple of helicopters. Even another way would be that no rescue is sent and the chopper crew has to either ollect parts, repair their hopper and fly out or hoof it to the border on coot. It could go a lot of ways and would be randomized to help prevent exploitation. On the Day Z end there wouldn't be any kind of notification or warning. Players would have to notice the chopper going down or see the rescue team making their way to it. Players could organize an ambush, chance it alone, or try to be sneaky and and steal a vehicle or equipment while the ARMA players are unaware. I think that, along with drastically reducing the prevalence of mid and high tier military loot (reducing or removing altogether NATO weapons from loot spawns, replacing Soviet military weapons with semi-auto "civilian" versions and reducing or removing spawns of the military versions, reducing or removing high tech military gear such as NVGs and rangefinders), adding these random military incursions would balance and validate the presence of high tech military gear as well as adding a more tense, fun and challenging way to acquire loot than "clear barracks, wait 10 minutes, repeat." So that's my idea guys. I don't know if it's feasible, or even possible, but with Rocket working directly with BI we have the best opportunity to see great content and this is just something I'd like to see. TL;DR Version: Military loot will be heavily reduced of eliminated at random spawns and in it's place, every so often, ARMA III multiplayer will have missions that bring them into Chernarus (or wherever standalone Day Z takes place) allowing DayZ players access to military weapons, equipment, and vehicle if they can get them from the ARMA players.
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KoS is Kill on Sight.
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Andrew the Hacker, this one's for you buddy.
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I have to respectfully oppose this idea. The core value of this game is that everything is player created, Rocket just adds the tools. . There's really nothing stopping player created safe zones right now. Take some barbed wire, sandbags and a few friends to Cap Golova, block off the peninsula and guard the entrance, the water and have someone in the lighthouse with a sniper rifle. Bam! Safe Zone. To allow players to effectively implement their own safe zones though, some more fortification options would need to be added. Allow players to find HESCO barriers as loot, like sandbags. Maybe allow players to put up walls made of corrugated tin roofing or some similar scavengable material. Give us the ability to build very rudimentary buildings, like a lean-to, a basic log watchtower (like a deer stand), a big thatched overhang, things that humans can figure out intuitively. Every human can figure out how to nail together a few pieces of wood (cut with your hatchet, nails and hammer added as tools) together to make a basic structure, or that if you tie a rope between to trees and throw a tarp over it, you have a makeshift tent. I've heard the idea of lootable blueprints thrown around, but I think thats outside the scope of the game. Even if some once-living Chernarussian architect had seen fit to draw a blueprint for a crappy wood shack, the average person has no idea how to read a blueprint, and even if they did would lack the tools and measuring equipment to build something of a complexity requiring blueprinting. So I think more options and optimizations should be added for fortification and rudimentary building, but as far as a forced safe zone, I feel that would take away from the tense feeling of the game, which is really something you have to enjoy to play Day Z
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Just conducted an exchange with Twonk this afternoon. True to his word and easy to deal with. Also quite generous given what he gave me in return for what he requested. Definitely plan on doing business with him again in the future. Thanks a lot Twonk.
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Missed Connections: Mr. Brown From Aus/New Z
Kittyhawk78 posted a topic in DayZ Mod General Discussion
You were on a US server this afternoon and picked me up in your car when I aggro'd a bunch of Zeds in Cherno. You let me drive and for some reason you fell out and died when we crossed some railroad tracks. I drove down the coast for a while looking for you but sadly the car desynced and crashed and I was killed by Zeds trying to replace a wheel. Don't lose hope man, there are those of us who don't reward friendliness with death. If you see this PM me, I'd like to group up again. -
Yes another "get rid of sniper guns" whine
Kittyhawk78 replied to lnfighter's topic in DayZ Mod General Discussion
People seem to think that Rocket is some omniscient programming god (which he may be) but he's sort of at the mercy of the engine as far as what he can efficiently change about the game. Do I think the sniper rifles in Day Z are a little too accurate? Yes. All the sniper rifles seem to be .00001 MOA tack drivers, unaffected by windage. Even the CZ550, which I've shot in real life (albeit the .458 Win Mag Safari version, not the 9.3x62 version in the game) and is nowhere near as accurate as the game makes it out to be. The thing is though, they shouldn't be removed just because they're more accurate than they should be. I know it sucks getting sniped, but it's part of the game. Removing the sniper rifles would remove an entire sub set of legitimate tactics from the game, and that would narrow gameplay far too much, leaving us only able effectively engage eachother up close, and pretty much negating the effectiveness of running overwatch, which will just make death matching worse. So the sniper rifles should have their accuracy modified a bit, maybe add in rounds being effected by wind, as well as bullet drop and velocity reduction at range, maybe making the high end military sniper rifle less common (they're already pretty rare) and making some of the soviet weapons more common but removing them would be completely out of line -
Pretty much everything about the OPs post is spot on.I can't tell you how many times I've been carrying around an M14 and found a 200 round M240 magazine and thought "That's 200 rounds of 7.62x51 I could be using if the game would let me get them out of the fucking box."
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Friendly Mode - by shouting.
Kittyhawk78 replied to StrengthAndHonor's topic in DayZ Mod Suggestions
Personally, I think ideas like this being implemented will kill the game before any amount of player behavior will. Realistically, you can't trust another person in this type of scenario. It's a perfectly realistic tactic to make someone believe you aren't a threat and then kill them while their back is turned. In the real world you cant trust someone you dont know.Betrayal and deceit are very real and very prevalent parts of the real world and as such, should remain an unaltered part of Day Z. -
This is a great idea, being in the military I can attest that we use the beans out of headlamps. I also think that we should be able co-wield our secondary and sidearms, gun wrist resting on light wrist. It's a pretty intuitive technique that anyone could figure out. It would maybe give a small accuracy or recoil penalty based on the absence of the weak hand reinforcing the strong hand, but it would make more sense than having to put my flashlight on my belt, get my sidearm out of my backpack even though I have a holster (and even if I didn't I could still stick it in my waistband) and equip it to shoot at something in the dark.
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I don't know about parachuting down, but maybe having Rocket add a couple non loot static chopper or airplane crashes and just add those and the immediate area around them (say like 50-100m) as spawn points to the random list would be a nice idea or maybe have the entire perimeter of the map be spawn area, sort of a lost hiker scenario.I don't think it would be at all unrealistic. Giving too much backstory to each individual survivor runs counterpoint to the idea that the survivors are us. They are our manifestation in the Day Z world. I don't think there should be any backstory to each survivor aside from how they got there, and even that shouldnt be explicitly stated, only implied by the circumstances they spawn under.
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how to stop campimg sniper bandits
Kittyhawk78 replied to Robert-_-Frost's topic in DayZ Mod Suggestions
I wouldn't mind something like this being in game, but it shouldn't be implemented as any kind of system. There especially shouldn't be any kind of reward or appearance system tied to it. I completely agree with the idea of removing the visible kill count. In a real situation you have know way of knowing if you've actually killed someone unless you check the body, or see their head explode through the scope. If this were added though, I don't think dog tags should be used as the indicator. That would imply that everyone in Day Z is military, which they aren't. We play as survivors, regular people. I understand how infuriating it is to get sniped from the next county over while you're trying to loot, especially when the sniper is just chasing thrill kills, but in this game no system should ever be implemented to change, encourage or discourage any player behavior. That is the beauty of Day Z; It's organic. Day Z places no restrictions on player actions, so players do whatever they want, and that is realistic. In a real post apocalypse there would be sickos and crazies just killing for fun. And you never know, even though he didn't loot your body, that sniper may have been running over watch for a friend while they looted and you just happened to be in the way. If something like this were implemented it should be something like a finger, or ear, or even a head if you want to be able to prove the identity of the dead player.