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Jeremiah Cross

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Everything posted by Jeremiah Cross

  1. Jeremiah Cross

    Hatchet and the main weapon.

    Peeps wanting to pretend they're the Freeman.
  2. Jeremiah Cross

    Hatchet overpowered in 1.7.6.1?

    Thumbs up if you've killed another player with a hatchet. :thumbsup: :thumbsup: :thumbsup: :thumbsup: :thumbsup: (and yes, that's one for each.)
  3. Jeremiah Cross

    Why make instanced or underground bases?

    I'm well aware that can design doesn't effect performance. I was making a joke while expressing my opinion that loading screens would ruin immersion. I am personally of the camp that liked the new food items and though many of the names were actually really funny. But we really don't need another can thread, so let's move on.
  4. Jeremiah Cross

    Hatchet and the main weapon.

    I'm just wondering why there would be a tomahawk, a decidedly Native American weapon, in a former soviet state. Why not just say spiked or flanged maces at the castles? Not that I'm supporting that idea either. As far as melee weapons I think baseball bats and hockey sticks (baseball and hockey are fairly popular in Russia according to some quick research), and common household tools, such as axes, sickles, machetes, knives, crowbars, and hammers should be sufficient. But so help me, if I read one more suggestion for a katana I'm going to hunt the poster down, shoot him in the throat and tea bag his corpse. >:( In game of course, doing it IRL would be to much work. On the subject of the OP, I've been hoping they would add a third weapon slot specifically for melee weapons or make them a secondary. Given a decent primary weapon, I'd take an axe as backup over a handgun pretty much any day.
  5. Jeremiah Cross

    Why make instanced or underground bases?

    My only holdup about having bases being separate "zones", and I feel a bit awkward saying this with how much this has been thrown around lately, is that it might ruin the immersion. I mean, it's no Herpy Dooves Canned Muffins :P , but loading screens are a bit distracting.
  6. Jeremiah Cross

    Why make instanced or underground bases?

    That or they could remove the ability to server hop and make it so your character on each server is unique to that server.
  7. Jeremiah Cross

    An easy way to build bases

    As long as peeps aren't taking over buildings with loot spawns. If my favorite loot spots get taken over I may throw a hissy fit and have to cap a bitch.
  8. Jeremiah Cross

    Why make instanced or underground bases?

    I play casually, maybe a couple of hours during the week and a bit more on weekends. I have a wife, four kids and a full time job. I can't be on 24/7 yet I accept the fact that my crap will get stolen. That's why I set my camps up in remote locations, moving them occasionally, and always keep my most treasured possessions on me. When I first started the game, I knew I wouldn't be playing a whole lot and didn't even bother setting up a camp. This was intended as a suggestion for content for larger groups of more serious players, people who are on regularly and have enough members that they could keep a pretty good eye on a base. Since big groups tend to have lots of gear I thought this would make raiding their base more challenging, but the reward would be worth it. I think you're confused, we're talking about having pre-existing structures now, that groups could repair and maintain. If it's a pre-existing structure, why couldn't there be an electronic lock? The power would need to be restored to the facility before it was operational, but keypad locks do exist. I wasn't saying an underground research facility, I was thinking more of a normal office building with an underground parking garage. Which, yeah, actually does exist, too. What's Sci-Fi about a prison, a missile silo, a medical research facility or a military one? I'd say the existence of Zombies in the game is far more Sci-FI than any of those. Ok, that alleviates some of my fears. I was thinking it would be an "owners only" type of instance. As long as it can still be raided, I'm more or less okay.
  9. Jeremiah Cross

    The Notorious Can Incident

    I would eat the hell out of some Herpy Dooves Canned Muffins and wash it all down with a refreshing Rabbitman Lager. I'm getting backed up from all the Beans.
  10. Jeremiah Cross

    Why make instanced or underground bases?

    I suppose some sort of security system could be implemented. A key code for the entrance or something that the owners would need to set when they take over would be one option. Invaders would need to either crack the code by trial and error, wait for the owners to be moving in and out then rush them, kidnap a member and, i dunno, hold hem for ransom or try to torture it out of them, or maybe just blow it up the entrance, but would then have a major repair to make as soon as they move in. Just tossing out ideas. I am growing quite fond of the idea of having set "control points" though. I don't think there should be loot spawns there, but the perk of having a highly secure base where you can store your stuff and in some cases vehicles would be a pretty big benefit in and of itself. As for options as to what these locations could be, I'm thinking an underground bunker is a given, but a few other ideas could be some sort of secure military R&D facility with and underground garage and helipad on the roof, a missile silo, a prison, maybe a secure medical research lab where the zombie virus originated (for some reason I don't picture there being any zeds here, as if they would have all moved on.).
  11. Jeremiah Cross

    Why make instanced or underground bases?

    I think you missed the point. Your stuff could still be stolen, it would just take more work. You might even log back in to find it all in ruins. Making it your gear is 100% safe while you're offline is ridiculous, but at the same time you should be able to make some effort at securing it beyond simple hiding. I like the idea, but it needs more fleshing out. It would give larger groups something to work towards and keep them busy, I'm just worried it would introduce some enforced system as to how a takeover would work.
  12. Jeremiah Cross

    Smoking

    I think I know the animation you're talking about. I thought he was yawning or something. The whole point of adding smoking is that it adds a personal touch to you character. Who the hell would take a smoke break while running from zeds? Have you never spent time sitting around a camp fire with friends just talking? By that logic, why should we be able to choose what our characters look like? it doesn't affect our ability to survive. Putting sunglasses on your character doesn't reduce the glare, it just makes them look like a Bro wanna-be. What's the point of being able to sit? your character doesn't actually become more rested, and who's going to sit while running from zombies? That would break immersion! It sounds to me like someone took health class a little to seriously. Smoking doesn't instantly riddle your body with cancer and you don't start wheezing on short walks. What crap is this about smoking burning your lungs like acid and reducing your stamina? Hell I was doing 14 mile trail runs in two hours back when I used to smoke half a pack a day and had for years. I've since quit smoking but it wasn't until i became less physically active that my stamina started to decline. Hell, my Grandpa smoked like a chimney for fifty years and he's still going strong at 92. Well, as strong as a 92 year old can. Besides, whose character lives long enough that they would need to worry about cancer.
  13. I had a somewhat similar thought on "nutrition". http://dayzmod.com/forum/index.php?/topic/122458-thought-on-nutrition-food-drinks-and-survival-in-general/#entry1169428 Sorry for shamelessly trying to bump my own post. ;)
  14. Jeremiah Cross

    Nose Camera for Vehicles (forced)

    I would rather it be the in car view we have now, but with the POV moved back a little bit, giving a more comprehensive view of the dashboard. I find the hunched way forward elderly driver POV a little annoying. If they did away with the UI (which I remember Rocket saying in one of the dev blog videos was one of their goals, or at least making it a minimal UI) and just had your fuel gauge, speedometer, a check engine light, you know, the usual stuff you'd find on a dashboard, I'd be down with that. If you want a more "right over the hood' view, just zoom in. But then again I typically drive in first person anyway, i find it easier to avoid obstacles from that view. Removing 3rd person on foot would mess me up for a bit, but I'm sure I could adjust.
  15. Jeremiah Cross

    Smoking

    'Cause it's cool.
  16. Jeremiah Cross

    More cars. (This is not a "ADD A LIMO" thread.)

    Why not make the number of vehicles based upon either the maximum or average number of players on the server? And there could stand to be a little better variety of cars and especially motorcycles and boats (which also need to be more useful. House boats, oil platforms and aircraft carriers have been mentioned in many other threads, but I was thinking along the lines of adding more islands and perhaps giving Takistan a coastline and puting it across the sea to the south.). I'm not so sure about adding keys. I like the idea of it but not sure about the actual implementation. Would they take up an inventory slot? Would you need to remember to manually lock your car, just like turning off its engine? Rather than adding in a "break window" option with a risk of injury, why not just shoot it out? Maybe making it so you can "claim" a vehicle, effectively locking it, and then another player would need to break a window and hot-wire it before they could "claim" it. I like the idea of, rather than making cars less common, making them require more (or at least, more specific) maintenance. Make it so the engine and tires wear out after x number of km driven or hours running, and need a tune up and replacement, respectively. Maybe rather than having generic engine parts, add specific parts; i.e. Batteries, alternators, starters, spark plugs, fuel injectors, etc. Then have each of these parts effect some aspect of the vehicles functionality. Keeping the car in good repair could give you better gas mileage, quieter running, better handling, faster acceleration, or simply starting up on the first try. Imagine having to try a few times to start your car when a is horde chasing you. I also think that the little UI showing vehicle conditions should be done away with, replace it instead with an inspection via the action menu, or give visual and auditory cues to problems. So lets say a tire is damaged, rather than having it show up as damaged in a menu, make it so the car rides lower on that corner or so the tire look worn. If your engine is damaged, have it sound a bit rough, add a tick or make it cough while idling. I've read a few ideas for skills based upon how you play your toon being added, though I prefer the idea of having it, and everything else, be based upon the players attention to details and knowledge/expertise. Though this would be harder to implement, so perhaps some balance between the two could be struck. The fact is some people are better at driving than others, just as some are better shots, so why not make it to where medicine, auto repair, gear maintenance, hunting, etceteras also require a degree of skill or specialized knowledge of the player. It would add a degree of communal importance to your character that would make them more valuable than the sum of their gear. It adds the potential for the quintessential "Is anybody a doctor, we need a doctor here!" scene to the game. Side note, cars really don't tend to explode when they break down let alone when they crash. This should really be removed. By all means, you should be able to total a car, damaging it beyond repair, but enough of the fiery explosions. As fond of horses as I am, i don't see them working. Of all the games I've played with horses, Red Dead Redemption did them best, and they were still a pain, and that was just as a vehicle, without the added feeding and medical requirements you know DayZ would have. Lets see how well dogs work first, eh? While there may be an argument for removing some of the fuel stations around the map (which would increase the traffic, and thereby the risk, at those remaining), I think having it eventually run out would ruin the game. Giving the tanks a "daily limit" of how much fuel can be pumped could work, but I'm not sure if it would improve anything and would definitely discourage casual players. Though adding in some form of mass fuel storage device at camps could be interesting. A fuel trailer or a big metal drum that could be placed, filled and pumped from, or something like that.
  17. Jeremiah Cross

    Zombie Crowding System

    I like it. Personally I think they need to slow zombies down a bit, not much, but enough that you can outrun them while sprinting. At the same time, their AI should focus more on group tactics. They should move in crowds, keep a few stragglers and loners, but the majority should move in hordes. One or two zeds still wouldn't be a problem, but a horde of them should actually try to outflank and corner you. So if you're in Cherno and you take a shot, zeds shouldn't randomly charge, but come at you from all possible directions, en masse. They should surround you on the street and pour in through every entrance of a building.
  18. Jeremiah Cross

    Towing Cars

    Hoarding cars is already easy. Hell, I mainly play solo and I have two. If you have 2 people all you need to do is drive around, find a car and convoy back to base. Adding a tow rope just levels the field a bit for solo players. If they made it so cars didn't explode in water (which BTW they don't) you could use this to tow a stuck car out. Helicopters are already pretty cheap as is. I met a guy who used to just fly around with his clan looking for camps, steal all their gear and vehicles, then wreck the camp. I think heli's should be removed completely. I mean really, show of hands; if the Zombie Apocalypse happened tomorrow, how many of you could fix a wrecked helicopter and fly it away?
  19. Jeremiah Cross

    Towing Cars

    Maybe the answer should be something more along the lines of a winch then. Something that will let you move a car from A to B, but only 10m or so at a time. You park your car, grab the winch cable, attach it to the car to be towed (also use it to tear down fences? it would save damage to your ride by not needing to bash them down.) go back to your car and use the winch to pull the car. This way you could make road blocks from wrecked cars (set up an ambush), or hide a wrecked car in nearby brush for later repairs. But you wouldn't have peeps just towing every car they find back to their base.
  20. Jeremiah Cross

    Simple change to sniper scopes

    I had assumed that with implementing weapons of differing qualities in standalone that accuracy would be one of the variables. No gun shoots with 100% consistency, minute differences in the bullets shape and surface texture, barrel temperature (not to mention how worn or clogged the rifling may be) are all variables that alter trajectory. Perhaps in addition to adding wind effects on ballistics they could also add a random degree of error. Even a 1"-2" variable at 100 meters would really screw up sniping, at ranges of 500 meters you could be off by almost a foot without taking windage or leading a target into account. Though personally I don't think the winds effects on ballistics really needs to be added. It adds a level of complexity that doesn't really need to be there. Random error based upon how well the gun is maintained or its quality, while it still sounds unnecessary to me, would be a bit easier to implement and add basically the same effect. Adding wind could and probably would require more changes to the game. How would you determine the direction of the wind, wind speed, etc. If we want to make sniping truly realistic snipers should have to take temperature, humidity and, for the really long shots, the rotation of the earth. Or we could just accept that we will occasionally be sniped by a punk ass COD kid who can't survive any other way. Though if they were to add more islands and sailboats that actually move with the wind, then hell yes, add all the wind you want. Boats are uncommon in online games these days, making them worthwhile in DAYZ would be amazing. Imagine if they added a little Ferry so you could move your car from island to island. Or better yet, having small islands with ruined castles on them, perfect for fortifying into a base for your clan. On that off topic note...
  21. Jeremiah Cross

    Consolidated Weapons/Equipment suggestions

    I would actually like to see more variety of motorcycles added, like the Jawa 323 from Operation Arrowhead. Put in a road bike or a cruiser, not that it adds any real functionality (maybe a slightly larger fuel tank or a bit more storage), but because nothing says cool in the Zombie Apocalypse like a man on a motorcycle with a gun (Sunglasses and a cigarette hanging out of the mouth don't hurt either). I've also had a thought for upgrades and repairs on vehicles. Changing out fuel injectors to get better gas mileage. Adding cans of fix-a-flat to provide temporary repairs for flat tires (Basically a quick "tactical" fix, making it so the tire wears out over a short time and is more susceptible to damage, but still drivable). Replacing the muffler to make the vehicle quieter. Saddlebags for motorcycles (adds cargo space). Gun racks for cars (increases cargo space by adding weapon specific slots). Roof racks for cars (again adds cargo space). And I'm assuming the ability to change paint job will be included, but in case it's not, Spray paint to change the paint job.
  22. My vote would be to replace the M107 and AS50 with something more along the line of a Dragunov and an SKS (which, yes, can make a pretty dang good sniper rifle), For an anti-vehicle weapon, why not just add RPG's and maybe a rare (1 per server?) Anti-Aircraft launcher, like a 9K38 Ilga (an infrared homing SAM made in Russia.). Hell you could still use launchers to take out other players, and if they keep the buildings destructible in SA, you could laugh as the bambis run for cover only to die anyway. Of course the missiles for launchers would need to be more like Crossbow bolts are now, probably even taking up 2 or 3 slots.
  23. Jeremiah Cross

    Consolidated Weapons/Equipment suggestions

    I agree with all who have said there should be fewer military weapons. The most exciting shootouts I've had have been with winchesters, enfields pistols and crossbows. So bring on the shotguns, bolt action rifles, assorted hand guns, bows, crossbows and melee weapons. Add in Mosin-nagant, SKS, O/U shotties, single shot rifles, hell put muzzleloaders in. Less full auto more "do I really want to take this shot?" and "Yay! I actually have a gun!". As far as melee weapons, machettes, hatchets, baseball bats wrenches, sickles, hammers etc. should be sufficient. Why would there be a Katana in a politically and economically unstable former soviet state?
  24. Jeremiah Cross

    TUNNELS AND STATIONS LIKE METRO 2033!

    SA will operate on a modified ArmA3 engine from what I understand, and it will support subterranean areas. I mean, if Rocket wants to make it so we can dig tunnels to make hideouts, why wouldn't he be able to make basements, mine shafts and sewers?
  25. Jeremiah Cross

    TUNNELS AND STATIONS LIKE METRO 2033!

    I was actually just thinking that sewer systems in the larger cities (cherno adn elektro specifically) would be a nice touch. Have access to them trough basements of some buildings and perhaps drains in the harbors. Make them pitch black and clostrophobic and you have a recipee for memorable moments of sheer terror and intense fire fights.
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