FrankDaTank1218 (DayZ)
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Everything posted by FrankDaTank1218 (DayZ)
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Rocket's overall plan.
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
You man how like I played that "Mainstream" game series Arma for nearly a decade and enjoyed it? -
Rocket's overall plan.
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod General Discussion
Defense methodology for naysayers: [ADDENDUM] respond to criticisms with sarcasm and arrogance. -
yeah
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Filmed by my player friend Hodges, this is a video of my character "singing" at the campfire to help relax after along day of zombie killing and player murdering. Enjoy! XD
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Show vehicle slots like 10/100 etc
FrankDaTank1218 (DayZ) replied to YoChris's topic in DayZ Mod Suggestions
My biggest relief from playing an ARMA 3 DAYZ would be the overhauled inventory/gear interface. Its is CLEARLY the weakest link of DAYZ and ARMA 2. -
URGENT!!! Infection needs to be overhauled
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod Suggestions
Infection is just not fun right now. Why? -It unavoidably drains your health down to 50% -You can get it randomly by a zombie hitting you while bleeding. -It infects other players making you an antisocial outcast, which wouldn't be unbearable if it didn't... -Last FOREVER if antibiotics aren't used. -Antibiotics spawn WWWWWAAAAAAAAAAAAAYYYYYYY too rarely, I checked hospitals 15 TIMES and found no antibiotics. Suggestions: -Since this "infection" doesn't turn you into a zombie, it isn't the zombie disease, make it impossible to get from zombies, however cold and infected player contact should remain as means of getting infected. -Make the infection last 1-2 hours of gameplay if your character is properly hydrated and fed. And if you go offline for more than 8 hours, it will also be healed. -Shouldn't drain your health to 6000 blood, only to 10000, that way, being sick keeps you from operating at 100%, instead of making you a half-dead weakling, I've gone to american football practice days at a time while sick without antibiotics and been able to push on, and I don't think I'm some kind of uber-tough superman who's bragging how "toughzor" he is XD. -
Pistols: FN Five Seven: 20 round pistol with power and ballistics similar to an M16's 5.56. A Super rare elite-grade pistol only found in Barracks and Heli Crashes. Most accurate pistol in the game while having above average damage for a pistol. http://www.fnhusa.com/support/images/dynamic/m/FNM0129mb.png .38 Revolver (any model) good starting gun/noob area gun with weak, common bullets and a small 6 round magazine. Just as weak as a Makarov but a bit more accurate with better sight and a slower rate of fire. USP45, a .45 ACP with a magazine bigger than the M1911's paltry 7 rounds (Could combine 1911 mags to get a USP mag), good helicopter wreck/high level pistol. Most damaging Pistol in the game due to having the same power and accuracy as the M1911 but a larger mag. http://world.guns.ru/userfiles/images/handguns/germany/hg11/1287727019.jpg Tokarev TT-33: old eastern european war relic that would be fairly common in the Chernarus area and a common old round. Good compromise gun between an M9/Makarov and a Revolver/M1911 http://upload.wikimedia.org/wikipedia/commons/thumb/d/d0/Pistol_TT33.jpg/300px-Pistol_TT33.jpg Machine Pistols/PDW's/SMG's: P90: Elite/Chopper Crash/ Barracks gun that fits in the Pistol slot and can use the same ammo as the Five Seven, low recoil, average accuracy and moderate damage with a blistering rate of fire. Would have second largest SMG mag size only beaten by the PPSH41 with a drum mag. Could combine Five Seven Mags to make a P90 Mag. http://world.guns.ru/userfiles/images/smg/belgium/1287829341.jpg Skorpion: Using the same ammo as the TT33 this would be a more common, slower, and even less accurate alternative to the "PDW" Micro Uzi currently in Dayz. Could Combine TT33 mags to make a Skorpion mag. Its already in ARMA 2 Operation Arrowhead so it would be easy to implement. http://t0.gstatic.com/images?q=tbn:ANd9GcS3MQ595Nd6GMJZvOSNbpocgl29hacyhBPi7TxxJMkah4b1jrBwnbBbiGJ10g PPSH41: A poor man's P90 that is more common, has more common ammo, and is much less accurate and has more recoil than the P90, another soviet-era relic using the same round as the TT33 and Skorpion and their mags could be combined to make the massive 75 round drum PPSH41 mag (takes up 3 inventory slots) or the 30 round stick mag. http://www.a-human-right.com/ppsh41.jpg Full Size UZI: The most famous 9mm SMG out there, it would also be the most common full size SMG in the game using 30 round 9mm mags, and would have decent rate of fire (less than MP5) and would have decent recoil and accuracy. http://www.uzitalk.com/images/carbine.gif UMP45: Elite-grade weapon that only spawns in Barracks Obama and Heli Crashes, fires the same .45 ACP as the USP, Revolver, and M1911 and mags from those guns could be combined to make UMP45 mags. This would have the slowest fire rate, loudest sound, and highest damage of all PDW's/SMG's. http://upload.wikimedia.org/wikipedia/commons/thumb/d/d6/HKUMP45.JPG/300px-HKUMP45.JPG Assault Rifles/Carbines: G36C: Add in the Standard and EOTech Equipped G36C's from ARMA 2 into Dayz. SKS Carbine : A precursor to the AK47, this stripper-clip-fed rifle is as accurate as an AKM/AK47 and fires the same round, but has a much smaller 10 round mag that takes longer to reload and is Semi-Auto only. This could be made as the most common semi auto rifle that spawns in the game. AKM mags could also be divided into 3 SKS mags. http://students.cis.uab.edu/tyallen/sks.jpg SA58:Add in the Folding and Solid Stock SA58 rifles from ARMA 2 Operation Arrowhead into Dayz. SCAR L/Mk16: Add in several variants with varying equipment into the game, these would be fancier 5.56 assault rifles that only spawn in Barracks and Heli Crashes. Mini 14 and Mini 30: These rifles are simply M14 compacts that fire smaller intermediate rounds, the mini 30 firing AK rounds and mags, while the Mini 14 fires 5.56 NATO rounds. The Mini 14 would be less accurate than M16/M4's and be semi auto only as well as being them most common 5.56 weapon. The mini 30 would also be semi auto only but be more accurate than AKM's and SKS's. Pic= Mini rifle, the 14 would have an M16 mag and a 30 an aK mag: http://guns.findthebest.com/sites/default/files/495/media/images/Ruger_Mini-14_Ranch_Rifle.jpg Shotguns: Saiga 12 from Arma 2. Over-Under Double Barrel: A more accurate, slower-reloading double barrel shotgun that has a better and less intrusive ironsight picture. http://www.gunpricing.co.uk/files/website%20pages/browning/b525.jpg Sawed-Off Shotgun: A MUCH less accurate version of the MR43 with a sawed-off barrel and could fit in the pistol slot. Although it uses slugs, its inaccuracy would make it only really effective with pellets. Has a low chance of spawning in civilian areas but the player could also convert a full-size MR43 into one permanently if the player has a toolkit. Mossberg 590 Tactical: A pump action like the Remington 870 but it would have better ironsights, better accuracy and no flashlight. Shown in the Pic with a bayonet: http://www.gunreports.com/media/newspics/590A1SPX-Bayonet.jpg NO AA12 EVER!!!! Battle Rifles/Sniper Rifles: HK G3, a good alternative to the FAL that has full auto unlike the FAL's burst, it would also have MP5-Style sights and a faster rate of fire and more full auto recoil than the FAL. Spawns as often as an M14 AIM. Perhaps the folding stock version could be added as well. http://www.famous-guns.com/wp-content/uploads/hk-g3a3-01.jpg Mosin Nagant: A common Eastern European war relic bolt action. It would use 7.62x54r that could also be made from dividing up SVD mags. This version would be using ironsights and would be the most powerful and accurate of the common "farm guns". It would also be the loudest rifle that isn't a .50 Cal. http://7.62x54r.net/MosinID/0001.jpg SCAR H/MK17: Bring in the Mk17 from Arma 2 Operation Arrowhead. The single most versatile battle rifle in the game, only spawns at a small chance at Barracks and would be the most effective battle rifle for non-sniping combat and mid/close range, beating out the FAL, G3, and M14 AIM. Would use FAL mags and would have both an ironsight and red dot version spawn. Melee: Hunting Knife: The Hunting Knife could be removed from the toolbelt and used as a Melee weapon, it would be the fastest, have the shortest range, and be the weakest of all Melee Weapons. Entrenching Tool: could be removed from toolbelt as melee weapon. Power between Crowbar and Hatchet with range between crowbar and knife. Machete: Would be a faster, higher damage alternative to the Hatchet but has no alternate use such as harvesting wood. arguably this would be the most effective standalone melee weapon. Bayonet: could be attached to various guns and allow the player to simply switch to the mounted bayonet as a separate fire mode (when the Bayonet is mounted) for the weapon, the fast attack would do a little more damage than the crowbar but be almost as fast as a knife while having the longest range of any melee weapon in the game. Players could also charge up the bayonet by holding down the fire key (like charging a grenade throw) to achieve a melee attack as powerful as the machete. There could also perhaps be a sprinting Bayonet charge attack that would be risky but could knock out (not kill) a player in a single attack.
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What I would ABSOLUTELY LOVE!!: Better sounds
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod Suggestions
Sounds on par with JSRS or ACE would be brilliant, the stock sounds are just not up to standards, guns sound weak. -
URGENT!!! Infection needs to be overhauled
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions
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My idea, Entrenching tools can be used to dig wells in forests, but doing so removes your entrenching tool, so you can't spam wells everywhere. Specifics: -Wells can Refill 5 canteens at first before being emptied. -However, everytime it rains in the server 5 more canteen refills are added to the well. For instance: Empty well + rain = 5 refills, 5 refills + rain = 10 refills etc...
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Sleeping in tents - Tent then becomes spawn point
FrankDaTank1218 (DayZ) replied to Greenhound's topic in DayZ Mod Suggestions
I think it should only be a spawn point for when you leave the server alive, if you die, it should not be a "respawn" point. -
URGENT!!! Infection needs to be overhauled
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions
^^ I religiously kept my temperature up, and avoided sketchy players (only play with friends who are good enough to know when they are infected), but one random zombie strike and I am infected permanently, forced to waltz right into Cherno or Elektro to raid the hospital with a 2% chance of finding antiobiotics, and can't play with anyone because no one wants to be infected, it is MISERABLE and unfair. -
Digging wells
FrankDaTank1218 (DayZ) replied to FrankDaTank1218 (DayZ)'s topic in DayZ Mod Suggestions
Perhaps it could be like fireplaces, but I just don't want people spamming free sources of water, plus, I think losing something rare to get a place-able water source that refills with each rain shower is a good trade-off. -
Sleeping in tents - Tent then becomes spawn point
FrankDaTank1218 (DayZ) replied to Greenhound's topic in DayZ Mod Suggestions
Here's my possible take on it. You can "sleep" in a tent, all it does is make you lay down in it, obviously it won't move time forwards because other players are playing. What this would do is allow you a safer place to leave the game and save your character. Positive effects: -Hunger, Thirst, and Cold will not deteriorate while you are offline if you save-exited in a tent. -Sleeping in a tent for 3 or more server hours heals infection ("sleep it off bro"). -The more obvious advantage of spawning right near the gear stored in your tent, while also spawning inside a camouflaged structure. -
These are very important things Dayz needs. Marijuana: you could grow it, sell it, and smoke it, smoking it would vastly increase hunger and make your character randomly laugh to give away their position. You could also give it to zombies so they "chill out...man". Taco Bell food items: They could be used to stop hunger but it has an 80% chance that eating will make your character bend over every 60 seconds and crap himself or launch projectile Diarrhea that could be used to fight zombies. Obama "Change" Posters: These could be used to give players false hope that things will change for the better. Battlefield 3 Flashlight: A flashlight so bright that it permanently blinds other players and sets zombies on fire, it could also be used at night to aim up at the moon and ignite the moon so its a second sun. Bicycle (DSHKM): A bicycle with twin DSHKM machineguns in the front. A Bicycle built for two: DayZ, Dayz, Give me your answer do! I'm half crazy, All for the love of you! It won't be a stylish marriage, I can't afford a carriage But you'll look sweet upon the seat Of a bicycle made for two. Self-Eating: players could eat their own bodyparts to survive. Dayz Creepers: Green, Exploding, Armless zombies that have a chance of spawning Spicy Beans. Killstreaks: 1 Zombie kill=Pimped out Motorcycle, 3 Zombie kills=Portable M134 minigun, 5 Zombie Kills=Attack Chopper, 7 Zombie Kills = T90 Tank filled with beans 1 Player kill=MechWarrior Mech Troll Creature Enemies: Soulless and infuriatingly decieving green creatures who have tiny penises and didn't get laid in High School, spawns in basements and kills you by inciting rage until your character's head explodes.
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Add way of adding people to your group
FrankDaTank1218 (DayZ) replied to justiceabove's topic in DayZ Mod Suggestions
I think joining a group should be done like this: If you walk up to a player, a context action should appear when next to them, like the "give Morphine/Bandages" option, it would be "invite to group" or something, and the player who receives the invite can accept or decline it through the context menu. -Only group members nametags come up if you aim at them. -Group members locations show up on the map. -Tents, fences, campfires, and tank traps made by groupmates show up on the map, as well as vehicles used or repaired by groupmates. -Group members only stay in the group for that one instance on the server, if they leave to another server or log off at all, they have to find the members and re invite them to have the group again, AKA groups shouldn't be persistent. -
Horrible glitch, stupid spawnpoint, lost hours of gear
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod Suggestions
Rocket, once again, you have ruined hours of playtime for me again. Before the 1.6.0.1. update I was in Stary Sobor with an M16 with 8 mags, an M1911 with 7 mags, an ALICE backpack with lots of food, water, and painkillers. When I logged in after the patch, I spawned on a small island on the southeastern coast. I swam to the shore and then lost everything even my backpack entirely. I didn't know why, but apparently I found that ARMA 2 has a glitch where swimming makes you lose all this stuff. I saw that you (rocket) addressed an issue where players spawned in the ocean, presumably because of this glitch. So let me ask you something, if you knew this would happen, WHY THE FUCK WOULD YOU PUT SPAWNPOINTS ON THE ISLANDS!!??? How fucking stupid can an idea get? Either fix the swim glitch or more reasonably remove the island spawns. I'm tired of playing with my clan-members, waiting an hour or more to find a server, wait an hour or so to meet my clanmembers, spending hours of cautious gameplay gathering good supplies, and then getting a big "fuck you" from your mod because of some retarded glitch where a zombie runs through a wall or underground, or I get spawned in some fucked up place like in this patch. I have ZERO items and no backpack now, I'm literally worse off than a noob now, because of stupid glitches. I would be able to live with this if you had your priorities straight. Example: Rocket:"My mod is full of glitches, people can't get on servers for hours, people randomly lose loot, get their locations reset, and are killed by glitches losing hours worth of stuff. You know what I should do? ADD IN A TEMPERATURE GAUGE AND A GHILLIE SUIT!!!" ARE YOU FUCKING BRAINDEAD? Fix the game as sis first, then add in more features. -
Crossbow bolts should come in 5 or 10 "round" quivers that take up one inventory slot, this way carrying ample ammo for a crossbow doesn't take up a ludicrous amount of inventory space.
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A solution to KOS and death match mentality?
FrankDaTank1218 (DayZ) replied to SkepticJerry's topic in DayZ Mod Suggestions
Here is a n idea, a sanity mechanic, being around players of the same moral side (bandits being with bandits, survivors with survivors) keeps you sane, otherwise you're character becomes suicidal or goes crazy with delusional hallucinations or something, of course this would take awhile to be a problem, I'm talking like 16 real hours of pure loneliness. Of course to make lone wolf still possible you could make items have positive sanity effects (it would just be harder to use those to boost sanity than being together) like maybe books to read, particularly tasty food items (cooked meat, higher quality canned goods, candy, soda, alcoholic liquids...), as well as accomplishments like repairing a vehicle helping your sanity. -
To Rocket (the mod creator) stop everything else you are doing!!
FrankDaTank1218 (DayZ) posted a topic in DayZ Mod Suggestions
I don't wanna hear about you making somep atch to replace zombie sound files or some miniscule shit. FIX THE FUCKING "WAITING FIOR SERVER RESPONSE BUG", when a LARGe chunk of youre players can't even GET INTO THE GAME AT ALL, you should make that your top priority, fix that before anything else. -
I just got done taking a walk in my local nature park in the dead of night, miles from any light source, and it's still light enough to get some kind of bearings, Dayz's nights are too dark. Only nights with cloud cover should be as dark as the average Dayz night.