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Everything posted by waphlez
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Now that the foundation release is (hopefully) less than one month away, I would like to see the damage health system in the game be addressed. Rocket has stated that the current system, an extension of the Arma 2 damage sytem, needs to be reworked entirely. If you don't recall DayZ update history, when the 1.62 ArmA II patch came out it signifcantly nerfed the damage on a lot of weapons (pistols, smgs, lee enfield, and 5.45mm based rifles like the AK-74). Now, rocket responded with a "will see what I can do" response but the damage remained unchanged. Right now, the difference in bullet damage is dramatic and unrealistic.
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I think we all have some account names/emails that we regret making.
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PRONE NEVER FULLY REVERTED?
waphlez replied to t.monte87@gmail.com's topic in DayZ Mod General Discussion
Not a problem, IMO. I haven't had a chance to play since the hotfixes for 1.7.1 but the only issue I had was crouch walking being too noticeable. -
Perfectly fine with the prone nerf, didn't like the higher visibility when crouch walking however (3 bars, same as crouch running).
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I like the idea, though I think you should spawn with something, and I like the idea of random loot or at least some way of picking what you want to start off (Oregon Trail style). Would be much more interesting IMO. At the very least we should have some medical supplies, maybe random of bandage, morphine, painkillers. Something to drink, either a full can or keep the canteen (maybe make it empty, but at least you can find water). Not having a bandage + no gun would be hard. Spawning at night with no light source would also be really hard. I'm fine with no food.
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What's the difference between the M4A1 CCO And the M4A3 CCO?
waphlez replied to stinkyghost's topic in DayZ Mod General Discussion
M4A1 is manufactured by a few companies, mostly Colt and Remington. A2 and A3 variants are produced by Bushmaster. The differences between the models are pretty small (stock, rails, etc.). In Arma II, the M4A3 CCO and M4A1 CCO both have red dot sights, but the M4A3 has a foregrip, a flashlight, and a camo pattern. I am pretty certain that both the A1 and A3 only have semi and full auto. While it's possible for M4s to have burst, I don't think they do in Arma II. -
Traps to be added in a later patch - thoughts?
waphlez replied to S1ippery Jim's topic in DayZ Mod General Discussion
If there is ever a crafting system... tin can + M67 + wire = tripbomb Player kicks wire, wire pulls grenade out of can, tick tick boom. Can be stepped over or disabled, noticeable visually and audibly (when tripped) , long enough fuse to get away from (with good reaction). -
I posted this before but it quickly got lost due to the rollback If you look at the current space requirements for various items/weapons in the game, I think it's quite clear there is some inconsistency and some that just flat-out make zero sense, as illustrated from this image. I propose a sweeping overhaul of the inventory space, in particular for various weapons. The advantages would be improved realism, as well as giving advantages to weapons that are inherent to their design. What I mean by that last statement, is that one of the primary advantages of weapons like the M4A1 and the AKS-74u is their smaller size compared to their standard counter-parts. Other weapons such as SMGs are utilized for their small size as well. In addition, some of the more powerful weapons like the LMGs (M249/M240), the heavy rifles (M107 and AS50), and heavy ordnance (rocket launchers) have the inherit disadvantage of being cumbersome and hard to carry around. A specific annoyance (as seen in the link above) is that sidearms/flashlights currently take up a lot of backpack space. Take the Makarov PM for example, is a very small firearm, 5 slots is way too much. ---------------------------------- This is what I suggest: Standard primary weapons will still take the 10 backpack slots as they currently do, this includes: Crossbow (fairly short, but also very wide, maybe 9 slots?) Winchester 1866 Remington 870 M1014 AK-74 (and other variants) AKM FN FAL (both versions) Lee Enfield M16A2 (and other variants) M14 AIM All non .50 sniper rifles Smaller assault rifles take 8 slots: M4A1 (and other variants) AK-74u L85A2 (bullpup design = more compact) SMGs take 6 slots except maybe MP5SD, as it's a bit longer Sidearms should take 2 slots (maybe 3 for M9 SD due to length, and PDW for its generally larger size) The .50 cal sniper rifles should take 14-15 slots (they're pretty fucking huge) As for the LMGs, their ammo already takes up two slots, but then again you don't need more than 2 boxes really. So I'll say 10-11 for M249/Mk 48, and 12-14 for the M240 as it's a very big weapon. The M136 already requires 6 slots (I believe) to store the rockets, so 10 slots seems reasonable (Hopefully the RPG-7 will be added sometime). Now, I used wikipedia to find the length of the various weapons as a general metric, though I know there are other features of a weapon that define its portability, so some weapons that are very long but otherwise not as heavy (like the Lee and Winchester) shouldn't take the same space as a M107 for example. Another thing I haven't considered though it is possible to reflect is weapons with collapsible stocks, even if ArmA II doesn't allow to use them collapsed or not (at least not to my knowledge), storing them in a pack could take even less space since it would be assumed that the stock was collapsed when put in your pack. ---------------------------------- Now, this can complicate the game up a bit more, so maybe have the option to display the size of the weapon. This is further complicated since storage containers will eat your weapon/item if it does not have space for it. Hopefully this will be fixed in a future patch (maybe display white text like it does when you try and pick up a car part without room). Swapping weapons of different sizes will also bring up this issue. Again, if this is fixed in a patch then having varying sizes of weapons shouldn't be a big concern.
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Rebind it.
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Are these PC specs adequate to run DayZ smoothly?
waphlez replied to removeyourcrown's topic in DayZ Mod General Discussion
Video card can probably cut it just fine depending on what resolution you play. RAM is good but your CPU might struggle as the game is very CPU intensive. If you can overclock that CPU to something at least around 3.2 or 3.4 GHz it would probably help out a lot. That said you can download Arma II: Free and see how well it would run. I'd imagine if you can run Arma II: Free in a large server you can run DayZ. -
A solid and marketable price would probably be $30 or maybe even more depending on the content/features/polish. I would gladly pay a full price of $50, but that's because I already know how much I enjoy DayZ. Minecraft is cheaper, yes, but that's a fairly basic engine for a basic game that can be sold to a massive demographic of casual to hardcore gamers who have no problem shelling out the 15-20 bucks for it. DayZ is a hardcore game, and realistically it probably won't sell like Minecraft. The type of player who would enjoy DayZ is the type of player who regularly puts out 40, 50, even 60 bucks for quality games of their favorite genre. Also, the higher the price of the game, the less hackers there will be since they lose more money when they get banned. One possible idea that taps into the F2P model but without fully divulging in it is to have a demo version where your character can only be played for X hours. After a certain amount of time, you have to pay for the full version to allow the database to fetch your character for you. Sure, you could keep starting a new character for free, but I would bet a lot of players would upgrade to have their character live longer than the demo allowance. Obviously you won't kill their player if it's free, just don't allow it to spawn and say "you need full version to continue playing this character, upgrade now and you can continue or click here to start a new demo character". Maybe even limit certain features that new players probably wouldn't find/use anyway (vehicles, tents, etc.)
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20 words or less: Spawning without a weapon
waphlez replied to rocket's topic in DayZ Mod General Discussion
YES For the sake of testing it would be interesting. However, this would be better if we had melee weapons. From my experience (both being the bandit and the victim), bandits that kill newbies tend to not even give the poor saps wielding maks the time or opportunity to shoot back. I doubt this would make the problem more severe. I think it should be obvious anyway, stay out of Elektro/Cherno until you get a gun from a smaller town/barn. -
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Also would be nice if weight had an effect on how tired you get.
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Some good ideas here.
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Found a GPS in one. EDIT: Pulled this from a loot table and renamed some to their ingame names. Zombie spawn chance: 0% Number of z's spawned: 0−3 Number of loot spots: 2 Loot spawn chance: 50% military loot 47.80% generic loot 19.12% AKM 3.82% AK-74 2.87% M1014 1.91% glock17 1.91% Military Flashlight + military loot 1.91% Hunting Knife + military loot 1.91% medical loot 1.91% AKS-74 Kobra 1.53% Remington870 1.53% Binoculars 1.15% Assault Pack 1.15% M9 0.96% M16A2 0.96% AKS-74u 0.96% AKM 0.96% (listed twice) PDW 0.96% Map + military loot 0.96% Entrenching Tool 0.96% MP5A5 0.76% DZ_Patrol_Pack_EP1 0.76% (ALICE?) M9SD 0.38% M4A1 0.38% MP5SD 0.38% DZ_Backpack_EP1 0.38% (Coyote Backpack?) ItemSandbag 0.38% M16A2 M203 0.19% M4A1 Aim 0.19% M24 0.19% DMR 0.19% M14 AIM 0.19% M4A3 CCO 0.19% GPS 0.19%
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Call to the devs and server admins about the issues with open servers.
waphlez replied to ztripez's topic in Mod Servers & Private Hives
A lot of multiplayer shooters have this feature, and it does seem a bit out of place (maybe Arma III will have it). Though as a personal opinion, a group in 10-15 in DayZ is a bit ridiculous for a survival game like this, that's more suited to actual Arma IMO (do you guys even lose gear since as soon as one of you dies one of your 10+ other buds loots you?). -
EU30 Ping limit Abuse (Anything above 80)
waphlez replied to Boombastic320's topic in Mod Servers & Private Hives
120-150ms is a more reasonable limit. I've played on 140ms ping, and while it's not great to play on, it's still tolerable for this kind of game. -
I've been using the M14 for a while now and I know it well (as did many of my victims); if it had a burst option I would never use it. The weapon handles just fine with semi, can knock a player on their ass in one shot anyway.
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This thread has set sail for fail with all these puns.
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Top 3 Bugs you want fixed, Top 3 Features you want added
waphlez replied to caddrel's topic in DayZ Mod General Discussion
Bugs: 1) Logging in/out abuse (server hopping, alt-F4ing, etc.) 2) Free ammo refills on relog (makes ammo last forever) 3) Inventory system (items being lost, duping, etc,) Features: 1) Revamped ammo system (magazines and ammo separate, random spawns instead of always 20/30 rounds in a mag that spawns; shotguns shouldn't use magazine type ammo; ammo should be harder to get) 2) A respawn timer tied to your humanity (will make players, especially bandits, actually care about dieing when they have starter gear. Right now after you die, people don't care about survival until they get good gear. Bandits use this to play DM in the mod.) 3) A redone hunger/health system (your hunger pool will be much larger, will take multiple units of food to fill back up. Right now if you stop playing for 2 days, all you have to do is log in and eat 1 can and you're fine. Having varying amounts of hunger and starvation that require more food than currently is needed. Health gained from food is now gained for overeating, that is eating food when you are at 100% food, and a limit to how much you can overeat. A small blood regen when below a certain level of blood, say 4 or 6 thousand, something like 400 blood an hour.) -
Whats wrong with the bullets in this game?
waphlez replied to UnAVA's topic in DayZ Mod General Discussion
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Whats wrong with the bullets in this game?
waphlez replied to UnAVA's topic in DayZ Mod General Discussion
I did some searching and see that the M9's muzzle velocity is from 381-390 m/s. There are many sources with different values, but all that I've seen are above the speed of sound (~343 m/s for reference). I also believe that suppressors in general slightly increase muzzle velocity (some designs don't). This means the standard 9 x 19 mm round will still make quite a bit of noise.