liquidsnake
Members-
Content Count
701 -
Joined
-
Last visited
Everything posted by liquidsnake
-
The semi-automatic fire is probably just placeholder for that reload animation we saw in the vid. At least that's what I hope... And rail accessories on crossbows is possible, so I'm not sure what you're trying to say there.
-
Really? I must've missed a dev blog then. The last one I've seen only featured a crappy home-made bow with wooden bolts. A modern crossbow with steel bolts would definitely find its way into my inventory
-
It's extremely difficult to light a tree on fire, let alone an entire forest. And why the hell would you want to do such a thing anyway?
-
The problem is that the in-game bolts are probably gonna be home made wooden ones. That's what I had in mind while writing my last statement. Still, I had no idea that steel bolts could penetrate armour like that. I hope we'll also get rarer steel bolt spawns that do a lot more damage and penetrate more easily.
-
The way the damage system is now for bullets (basically completely random, as various objects simply stop bullets), is exactly how it should be for bolts. I don't think a bolt can deliver a lethal blow through a can of sardines for example. It should be effective, but somewhat random, making it a bit unreliable. Armour and ballistic helmets are impervious to bolts, so you can forget attacking geared players with it. It should primarily be a hunting and perhaps anti zombie weapon.
-
Well, perhaps as the 5.45 carbine AK? Kind of an M4 competitor. I think it'd work.
-
Would be awesome, but isn't that a carbine rather than an SMG?
-
I would like to have either the 6 hour or 12 hour day/night cycle, but firstly that cheap trick to see at night needs to be fixed. The only reason I generally try to avert having to play during the night is those pricks with gamma or whatever option turned all the way up so they have way better vision. Night time often makes for some damn good gameplay if everyone is playing fair and square.
-
Yup, tracking animals is awesome as well. Instead of running around in the hopes of seeing one, you meticulously scan the area for signs of animals having been there. It would make the game a lot more realistic and fun at the same time. Seems like a win-win kind of thing to me. I can't even begin to explain how well tracking both animals and humans would compliment the game
-
Tracking is a vital part of survival, so IMO this game desperately needs it. It would add so much layer to the game if there would simply be footprints in dirt or something. Imagine being able to track someone you want to kill, would be amazing.
-
I'm just gonna assume you've never been up north. A lot has changed up there and it might change your vision at least a bit. The new towns have the same buildings, yes, but teh design of the streets, placement of trees and benches along the roads give it a unique feel. The existing towns, though, are indeed all alike. But up north, a new Chernarus is forming. Three new cities as of now, two of which are really unique and really make you forget you are in that good ol' Chernarus. Beautiful ridges and mountains, the likes of which can be seen nowhere else on the map. Rivers (WIP, no water in them as of yet), lots roads that lead to concrete floors (soon to be unique buildings), some roads that seem to form a new town in the future, some unique buildings that are already finished (a train station for example). Go north and see. South? Except for a few small additions, everything you said.
-
IMO, if an entire group is stupid enough to spawn on a roof, overlooked by sniper hills, I'm obligated to kill them. I'll let it slide if it's one person (maybe he timed out or something), but an entire group? No. Get smart or die. I shouldn't even say smart, because one does not need to be smart to know that it's retarded to spawn on a roof overlooked by sniper hill in a town like Cherno... I'll kill them and leave the gear for a fortunate fresh spawn to find.
-
What do you think full modding support will do to DayZ
liquidsnake replied to Jex's topic in General Discussion
It will both ruin and improve the SA, just like it did the mod. There were great mods like Breaking Point and Origins, which added a great deal to the game. On the other hand, there will be several mods that'll up the vehicle/weapon spawns and basically turn DayZ easy mode on, ruining the entire game. The problem is that a lot of players will desert vanilla for ridiculous mods like that. Hopefully, the devs will see to it that only good mods will become popular by testing the mods themselves and only make them playable if they approve of them. -
I've always had my camp at Vybor back in the mod, maybe I'll return to my home once again. Or I'll shack up somewhere near the new towns.
-
Is it just me or inland is really empty?
liquidsnake replied to Maselko's topic in General Discussion
Several towns are basically deserted now and most of the times even NWAF -
That would be the sound of a bullet whizzing past or into you. Perhaps a second guy you didn't see because you were looking at the unarmed one?
-
You should search the entire forest at night to see if it shows up Some will probably actually do this
-
Do you want working helicopters and planes in DayZ?
liquidsnake replied to RedDogMT's topic in General Discussion
I remember finding a chopper back in the mod and spending hours to find the right equipment to fix it. Then some other guys were checking out the chopper as I came back with some of the parts. We had a shootout and eventually I flew the thing out of there. A chopper should stay in one position for a long time while players try to fix it, this way all players who know the whereabouts of the chopper will fight over it. That's what I want to see. Players fighting over choppers and perhaps cars. -
There is no use for that thing as of right now, right? I saw a small blue gas tank, the stove and even a cooking pot just today
-
will the bow and crossbow be a primery
liquidsnake replied to hamzzzzzy's topic in General Discussion
I'm definitely not claiming that suppressors render guns completely silent. It's all about the zombies. They apparently have incredible hearing and rush towards every loud noise they hear. In this game, somehow they'll know where it came from. With proper suppression (so a muzzle velocity below the sound barrier and a (home-made) suppressor) the audible range should drop dramatically and only zombies within 20m should aggro. -
Would love to see the north covered in snow. I've been roaming around there lately and it's changed into a mountainous area that would go perfectly with snow. It should be harder to survive, but more plentiful loot. Kind of hardcore mode, if you will. I saw lots of unfinished places and lots of awesome new finished places. The unfinished ones could be extra military buildings that spawn more high-end gear. I can already imagine the story behind it. The infection starts in Chernarus. The UN and Russia move in to get a hold of the situation but don't succeed. Obviously, the UN would move in from the south (they have to move in from the sea of course) and Russia from the north (Chernarussia borders Russia to the north). South will spawn UN helmets, those US shirts and M4's (basically as it is now). North will spawn the superior TTswhatever camo, SVDs, AKMs, winter camo and all kinds of Russian high-end loot. North however, surviving is a bitch due to the cold and the low camo in the snow without the proper gear, though this trouble won't be without reward. Would be a perfect scenario, wouldn't you agree?
-
will the bow and crossbow be a primery
liquidsnake replied to hamzzzzzy's topic in General Discussion
IIRC, only special sub sonic ammo and/or special internal weapon mechanics can prevent the bullet from breaking the barrier. Only a suppressor (even military grade) doesn't slow the bullet down, so you won't hear the firing of the bullet but the bullet breaking the sound barrier shortly thereafter is definitely audible. -
Yeah the wife had already turned since before episode one and he and his kid took care of Rick after he came out of the hospital. They later split up. The episode I'm referring to, Rick and his son were looking for a police stash with lots of guns and they encountered a fully geared guy. They shot him in the chest and he survived due to the armour. He later turned out to be that guy of episode 1, his son had died by then.
-
Fantastic news wind will affect bullets
liquidsnake replied to gibonez's topic in General Discussion
I agree completely,even though I still think 1000m is a bit extreme (but possible, nonetheless). With the correct gear it should be doable. I do feel that player experience should play a significant role, though. Sniping should be made something like ACE, a chore, as you said. But when mastered, really powerful (can't wait to use those beautifully placed ridges up north, overlooking the new towns). The wind measuring device from ACE should be incredibly rare (and make sniping a breeze). Without it, the player should have the ability to determine the wind direction, but only an educated guess as to what the wind speed is (for example, a message appears on screen saying that the wind direction is north/south/east/west and wind speed is slow/moderate/fast, leaving the rest for the player). That would make snipers a bit more rare, as they should be, and without making ridiculously rare sniper spawns. Snipers should even be plentiful in a rural area like Chernarus. -
Both military gear and the survival aspect from the Walking Dead would make for a perfect game IMO. And off topic, remember when Rick met that black guy from the first few episodes again later on? He was military geared. M4, ballistic helmet and body armour, probably more I can't think of.