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gibonez
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Everything posted by gibonez
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I find it quite silly that you can be sprinting at 14mph and still have full access to your inventory including the items stuffed in your back pack. Anyone else want an animation to play and your character to crouch when he is rummaging through his backpack. Therefore items in the backpack would be harder to get meanwhile items in your pockets would be quicker to access and not need an animation.
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How about the following. 1. When accessing your vest you stop and play the arma 3 animation when in your inventory touching your vest area repeatively until you get what you need. Vest area slots are faster to access than a backpack. 2. To access your backpack you need to drop it on the ground or there is a drop in front of you while you crouch and look inside animation. 3. You can assign loose shells to your front pockets that can automatically be used to reload your weapons via R.
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Or people simply do not want Arma 2 with zombies like the mod was as a result of using assets from a Military simulator. Maybe they want Dayz Standalone to be its own unique product and one surefire way to do that is to not make it Arma 2 with zombies.
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You must be special then. Helicopter flying lessons are amongst one of the most expensive things to learn and it is so costly that it is having the DOD rethink its GI bill. http://www.latimes.com/nation/la-na-helicopters-20150327-story.html#page=1 http://www.latimes.com/nation/la-me-adv-gibill-20150315-story.html#page=2 Helicopter flying is costing the Federal Government over 300k a year for some veterans. This is for the worlds wealthiest nation combine and even then knowing someone taking flight lessons or knowing how to fly is extremely rare. Now in eastern europe good luck with that.
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I suspect the change is to make the lower visible view distance of Standalone vs arma 3 not be as apparent.
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Pretty much. Having choppers would be such a drastic change compared to the current low tech more survival gameplay direction they seem to be heavily invested in. So it will be such a huge and drastic parallel from the deep survival aspects in the game to players somehow magically knowing how to repair and fly choppers. This is not even touching the negative gameplay implications helos would have either. Such as being able to easily and effortlessly traverse the map and being able to spot every single resource with almost no risk.
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Suppressor for the Mosin and Other High-Caliber Rifles?
gibonez replied to Bush_Wookieing_101's topic in General Discussion
At the end of the day I am hoping Suppressors do not really get added in mass for most weapons in the game. They are very niche things and are not used extensively even within the military. They are seldom issued and would not be very common especially for Russian federation weapons. -
improvised 12 gauge + crafted Co2 explosive shotgun shells
gibonez replied to Wookieenoob's topic in Suggestions
Pipe shotgun is a fine idea. Make shift shotguns are used all over the world. -
improvised 12 gauge + crafted Co2 explosive shotgun shells
gibonez replied to Wookieenoob's topic in Suggestions
Yea silly stuff like this rightfully belongs in YouTube nobody would do this irl -
Suppressor for the Mosin and Other High-Caliber Rifles?
gibonez replied to Bush_Wookieing_101's topic in General Discussion
The amount of water in a water bottle would not be enough to stop the bullet. I never tried or ever will try using a water bottle to muffle a firearm but all of the schematics ive seen require some water in the bottle. -
No they are aware that it would at times potentially allow for spawning extremely close to an airfield or other high value area and they are fine with that randomized possibility. The one thing this type of system would add is randomness the one thing the game needs the most at the moment. With set spawns we will see peoples behavior continue to formulate the same way, they will loot their already pre chosen favorite locations, and then gravitate towards their favorite areas to pvp.
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Suppressor for the Mosin and Other High-Caliber Rifles?
gibonez replied to Bush_Wookieing_101's topic in General Discussion
They significantly impact point of impact. As for the improvised suppressor it should affect accuracy if the bottle is full of water. -
I got a real good way to make the gorka better. Restrict the view correctly. You want to wear a protective mask, or helmet well suffer the vision obstruction and added weight.
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more sawn-offs? blaze/repeater/SKS/CR527/SVD.... pistols?
gibonez replied to Wookieenoob's topic in General Discussion
AFAIK the take down rugers are relatively new and not very common. Meanwhile the in game version millions have been sold. -
more sawn-offs? blaze/repeater/SKS/CR527/SVD.... pistols?
gibonez replied to Wookieenoob's topic in General Discussion
Wouldn't the tub need to be machined for end cap to rebolt on or would simply gluing it work. -
[poll] Please bring back the Burlap Gun Wrap!
gibonez replied to OnionOfShame's topic in Suggestions
I always thought it was a pointless addition. You would think your player would be too busy trying to find food, water and survive than to be playing gun dress up. -
more sawn-offs? blaze/repeater/SKS/CR527/SVD.... pistols?
gibonez replied to Wookieenoob's topic in General Discussion
Wouldn't that require some macining and welding ? How would all this gunsmithing be done with a simple bone saw ? -
Sniping definitely does not need to be nerfed more like be brought into reality when it comes to how it works. Clicking page up 8 times to shoot someone at 800m in a few seconds is terrible. Wind, better ballistic simulation, mil turrets and weapon resting all should work together to make sniping realistic thus more of a challenge. Damage of the rifles that's all tied to hopefully a future injury / medical system where even a single shot to the body could mean a lethal shot even if it does not instantly drop the person.
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I have noticed more in land spawns. Maybe the devs will one day implement a completely randomized procedural spawn system where a random number is assigned at spawn and that number determines your spawn coordinates anywhere in the map. You then have to figure out where you are for the first 20 minutes or so.
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Snipers aren't going away but they might be better balanced if the devs add the following things. Wind = already confirmed it would be a relatively simple addition with a button displaying the players perceived wind direction and a colored arrow displaying how strong he thinks the wind is. Mil turrets = Instead of being able to instantly fire a round to 800m by pressing page up 8 times the player must look at a range table that he prepared or that is in game for his weapon and scope combination this is particularly good due to creating potential for greater loot diversity when it comes to scopes. One scope could have limited elevation and only travel 10 mils with .5 mil increments or you could have a super high end scope that goes up 50 mils with .1 increments allowing for finer precision. Finally the hardest to probably implement would be more realistic ballistic simulation ala Advanced ballistics mod , while the ballistic similation in Arma 3 and Dayz is already decent it leaves alot to be desired when it comes to realism. Make these changes and two things happen. 1. Sniper numbers slowly begin to drop due to the increase realistic difficulty. 2. People stop complaining that a sniper killed him with a cheap shot as every single longer than 300m shot will require some skill and that drastically increases the longer out you go.
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I was thinking it over and found it really silly that the game world is littered with gun accessories in the most random of places. This results in what appears to be cluttered loot tables and weapon optics in the strangest places. Would it be better for balance and for the game to have accessories only spawn on weapons that could then be removed and attached on other appropriate guns ? One particular place I can see this being beneficial is the AKM. currently just about every akm you encounter has a pso optic on top, making the pso only spawn on the SVD would result in less optics in the game world something that is probably far more realistic. So if such a system was in place seeing someone with an akm with a pso ment they took one out of an SVD. Having attachments only spawn on weapons would also help diversify the weapon spawns instead of having every weapon spawn in the game in their vanilla settings they could give the guns more personality and have weapons spawn kitted out for different roles. They could spawn an SPR variant of the m4 for example with a LRS a quad rail and a bipod and an A2 stock. The same could be applied to the Mosin they could have rare mosins spawn with pu scopes and then have the grand majority of them spawn with nothing on them. So is this a good idea that helps increase the rarity of optics and accessories while at the same time increasing their value and including them in a realistic more practical way.
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Should weapon attachments only spawn on guns?
gibonez replied to gibonez's topic in General Discussion
If suggested the former before for the military surplus ammo. Option for finding spam cans of mil surplus ammo at military bases and or helicopter crashes. Rare of course. -
Should weapon attachments only spawn on guns?
gibonez replied to gibonez's topic in General Discussion
Does it though ? Outside of gunstores you will almost never encounter random gun accessories lying around. You will almost always find them mounted on the weapon itself. This is particularly true of optics since they require fitting to the weapon via zeroing it in. Removal of the weapon scope usually causes the weapon to lose zero and once again regaining it when trying to mount it again. -
Before we begin I must state that this is not a suggestion, many of the concepts shown and discussed in the videos are already in place in Dayz mod and stand alone although in far more inconsistent ways. Let's begin. I think we can all agree that in real life when a person is shot they are often times incapacitated they are immobilized in the ground and this is how most people die they die on the ground bleeding profusely and eventually succumbing to multiple organ failure. What I am asking is would a more realistic take on this be a welcomed addition in dayz ? or would it be too much realism for the new players that have just joined the franchise ? Currently in game a character is either able to take multiple gunshot wounds that would have otherwise incapacitated a person in real life and sprint away with only minor bleeding. Or They take a single shot that magically ends their life. In real life the vast majority of gunshots will not immediately kill those that do usually headshots and shots to the spinal cortex in the back of the head. Sadly Standalone at the moment does not do the best job of reflecting gunshots in neither a realistic manner or a consistent manner every shot can be either a kill or a player running off with only minor bleeding. Through Arma 3 and a collection of a few amazing mods I have been testing out the incapacitation system and the kinetic knockdown system of a realism mod. Incapacitation in this mod is caused by a high powered rifle, or pistol round to a vital area such as the chest , abdomen or throat. Wounds to the extremities merely injure those. In the video above a single .45 acp round to the heart incapacitates the target, the target drops to the ground and begins to cry in pain while at the same time bleeding. As you can see the subject would remain bleeding on the ground and depending on the type of injury and the caliber of the weapon used he will recover at different intervals. While a big round the .45 acp is still a pistol round so the target recovers after about 8 seconds of being in the ground. However if the weapon used is powerful enough and deals enough damage the subject is killed instantly. Here are various different weapons testing this system out. Notice how the 7.62 from the battle rifle instantly incapacitated the person meanwhile the 5.56 from the m16 zipped right through the person at those ranges requiring a few extra shots once he was taken to the ground. The second mechanic that I wish to discuss is probably a tiny bit more controversial because everyone reacts differently to being shot. Some people drop right to the ground when shot even if it was not a fatal shot and then quickly scoot up and sprint away to safety, some people take multiple shots while remaining aware and standing. However in the mod there is a system of kinectic knockdowns, if you are hit in the chest or stomach or pelvis there is a chance to knock you to the ground this represents the shock of being instantly hit with a bullet . In the video notice how an abdomen shot knocks the player to the ground where he still has full control of his character once he decides to stand up. Here are two real life examples of this phenomena . Before anyone asks both of those people survived the ceramic plate saved both of their lives. So what do you guys think would such systems add to the immersion of the game or do you think they would get in the way of fun ?
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Incapacitation/ Kinectic knockdown discussion
gibonez replied to gibonez's topic in General Discussion
Yea my thinking was not to have this as a means to prevent player killing or even diminish it. Instead I thought this would be a more realistic representation to bodily harm from firearms and explosives compared to the current in game system of 100 percent healthy to instantly dead.