b00ce
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Everything posted by b00ce
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Bandit tracking mechanic to help discourage random killing
b00ce replied to 22nd_Chuck's topic in DayZ Mod Suggestions
This would encourage the random killing of bandits, who are in all likelihood minding their own business at the time. Look at it this way, you're outnumbered and EVERYONE knows where you are and is out to kill you. How do you feel knowing that you WILL die and when you spawn you will be hunted again without repercussions because you're supposedly the bad guy? The so called "solutions" that have been proposed to "solve" the "bandit problem" only perpetuate the "mindless violence" you guys seem to hate so much. They (The vast majority of your ideas as a collective) detract from the overall experience of the game. I say get rid of the bandit model and morality all together and let things play out the way they play out. Grow balls and quit bitching about a core component of the game. -
I honestly think that the bandit model should be removed because it promotes random murdering. "Oh, shit, there's a bandit! Kill him, quick!" This makes all of the regular survivors just as bad, or even worse than the bandits! It takes away from the atmosphere of not knowing the intentions of another individual, which is a big part of the mod. Not only that, but why on EARTH would someone who relies on subterfuge and deceit to practice his trade of banditry identify himself, and his intentions, with a particular uniform that makes him a target? What I'd rather see is being able to choose your model/skin for that character play though. With hidden selections and the right scripting it shouldn't be too hard to implement. If I were better at scripting, I'd give it a whack, but I don't even know where to begin.
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The damage is based off of the round type. So the .45cal is going to do the same damage in both the revolver and the 1911. Here are the damage values for each round type in the game. With the provision that these values are the same in Day Z as vanilla, they're accurate. Pistol: 9x18mm Makarov: 6 - DMG 9x19mm Parabellum: 5 - DMG .45ACP: 9 - DMG 7.65x17mm (Scorpion): 9 - DMG Shotgun: Slug: 11 - DMG Shot: 6 - DMG (Per pellet) Rifle: 5.56x45mm (M16/M4/M249): 8 - DMG 5.45x39mm (AK-74): 8 - DMG 7.62x39mm (AKM): 9 - DMG 7.62x51mm (CZ-550/M24/M14/M240): 12 - DMG 7.62x54R (SVD/PKM): 12 - DMG .303 Brittish (Lee Enfield): 15 - DMG .338 Lapua (L115A3): 26 - DMG 9x39mm (VSS): 13 - DMG .50 BMG (M107/AS50/M2): 26 - DMG 12.7x108mm (KSVK/DShKM/KORD): 30 - DMG Numbers courtesy of the Six Config browser. :)
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Good grief, I thought the people whining over ArmA3 being "unrealistic" were bad. PvP* isn't going anywhere and there will ALWAYS be people that prey on the weak. Don't think you can change that, you need to modify YOUR behavior to account for the fact that there are assholes out there. If you know what you're doing you'll survive, even in spite of there being shitty situations thrown at you. ArmA in general is unforgiving, this mod makes it even more so. Go slow, be patient, watch your surroundings and don't EVER give your position away. This means NOT blasting through side channel; "I'm at NW Airfield, anyone there?" You will get murdered and your beans stolen. If you can't do this, you rate what you get. Perhaps you guys should attain one of the requirements of the mod before you continue playing, BALLS. You have to learn to live with the fact that you'll die. A lot. Whether from zombies, other players or ArmA's quirkiness. Good rule of thumb: "If you have to think twice about something, it is a BAD IDEA." *Read: Survival at ALL costs.
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It's an ArmA 2 thing. The magazines are fixed, even though they have the same bullets/shells. What I want to see is having ammo boxes of 100 or so (That take 1 or 2 slots depending on round count and caliber) and having to fill magazines that you keep when empty/find. For shotguns, maybe there could be a script that auto-detects what kind of shotgun and gives you the proper magazine for it. This would also work both ways, so you could take a magazine and strip all the rounds out. The system would allow for a random amount of ammo to spawn in, instead of picking up full magazines all of the time. The only problem I can see is people farming ammo because magazines refill on re-connect. Though, this would require a bit (read 'a metric fuck ton') of scripting and I don't know if its even possible.
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Change Starter Pistol Back To Revolver
b00ce replied to cordleztoaster's topic in DayZ Mod Suggestions
I agree, the PM has forced people to be more cautious because they can't just turn around and pop the zeds coming at them with one shot to the torso. It also incentivises scrounging for better gear and makes the game a LOT scarier because all you have is a Makarov. People are just upset that they actually have to work and have BALLS to get the best pistol in the game now, instead of spawning with it. -
Change Starter Pistol Back To Revolver
b00ce replied to cordleztoaster's topic in DayZ Mod Suggestions
The Makarov is a very common civilian weapon. -
99 slot Server,cannot join it
b00ce replied to ManOfWar (DayZ)'s topic in DayZ Mod General Discussion
Do you have a custom face or sounds? That server doesn't allow them. -
Crafting Molotov Cocktails out of rags and whiskey bottles when you look at a gas can. That and adding propane tanks that you have to attach flares to so they explode when you shoot them. Anti-personnel mines. SKS and Mosin Nagant. The ability to consolidate magazines, IE you have AK mags with 10, 3, 4 and 13 rounds would make one 30 rounder. Or having a .45 ACP speed loader for the revolver and loading bullets into 1911 magazines. But you need to have the magazines to fill on hand. Perhaps a system where there are boxes of ammo where you can have 100 (At least two or three magazines worth of ammo) or so bullets in and separate magazines you have to load manually? (I don't know if this is possible, and if it is, it'll require a LOT of scripting)
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Change Starter Pistol Back To Revolver
b00ce replied to cordleztoaster's topic in DayZ Mod Suggestions
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It doesn't feel like an Alpha test. This mod is great and can only get better.
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The ArmA 2 models don't support OA backpacks. :/
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By the time we got ArmA started, the server would probably be full. :p
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Why not a Makarov PM as a starting pistol? Low magazine capacity and it's a "Pussy 9mm". It also fits into the eastern bloc theme.
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The Winchester 1866 or: How I Learned to Stop Worrying and Love 19th Century Firearms
b00ce replied to Goose Springsteen's topic in DayZ Mod General Discussion
I fully agree. The Mosin should make the zombies explode with a 5m splash from guts flying everywhere, have a muzzle flash the size of a truck that also does damage and attract all zombies within 5 klicks. :D