Frostbyte_
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Everything posted by Frostbyte_
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Double mags are currently bugged and if emptied produce a 60 round stack. I was dicking around and seeing just how much ammo i could get from uncleared nw airfield, i got to about 620~ish and half way through the area before there was some other guy who tried to shoot me :( -edit Also it doens´t store 300, only 240 normaly as it´s 8 slot container and max stack size is 30 for 5.56, it does take 320 pistol round though.
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Well, i found press version of ballistic vest in the last build(shame i didn´t screenshot it :/ ), so that atleast was in, and indeed had less carry space than uk vest. Tactical and uk vests seem to have same space and same description, so i assume they´ve got same functionality too.
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There is a really big downside to boxes that i figured out just today. When you get shot you gear gets damaged. I got shot in the legs, and my pants were ruined, in those pants was ammo box that was ruined, and in that ammo box i had 480 rounds of 5.56 that was now all ruined.
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Can you craft double mags with tape?
Frostbyte_ replied to BubbaGoom's topic in New Player Discussion
Untill you realise that hitting that bottom mag into anything too hard, getting it full of dirt/snow/water (all likely happen in combat) may cause it to not feed ammo to the gun, which needless to say is a bad thing to happen middle of fight. Also there´s the problem of unintentionaly unloading your mag during combat. -
Can we get those quotes our characters say to be permanently visible behind the character in inventory, like the temporary thirsty/hungry things (or maybe a reel with much higher frequency to display the text)? It´s kinda annoying when you need to wait around few minutes untill your character feels like informing you if he´s still full.
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Stop getting hit by zombies? I really like the current extreme damage setting, makes me play real damn careful around people.
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Hallucinations a thing or am I imagining it?
Frostbyte_ replied to Ageati's topic in General Discussion
Hearing sounds when you´re fatiqued would make sense, being sleep deprived in dark woods makes you see and hear the strangest things in real life. -
Seemed to work for me today though, somebody shot my legs and everyhting in my pants got ruined, while i shot his torso full of holes and ruined pretty much everything in his backpack and jacket (not everything though, but almost).
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Hallucinations a thing or am I imagining it?
Frostbyte_ replied to Ageati's topic in General Discussion
Zombie sounds play in forests time to time even on full health. Same as the sound of soda can being opened. -
Can we please tune those big old radios inside houses to listen to all the cool guys talking into their transmitters, or atleast have emergency frequency that can be listened to in those houses?
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I know what walkietalkies, handset etc are going to be for. But i´d want to get the big radios inside houses(the ones that are currently just props) to work as listening device...so that you can hear things on that chat as a new spawn too, atleast in those locations that is.
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Why do we already have so many 24/7 daylight servers?
Frostbyte_ replied to Gingerizhere's topic in General Discussion
I like night alone, but i dont like it when there´s others who don´t like it. Gamma warriors just reduce that part of the game to nothing, i can´t even count the times i´ve been axed to death by someone who clearly sees me despite it being pitch black under normal settings. As for why not just do it myself...well it kinda defeats the point, might aswell find server with day/dawn/dusk -
It´s pretty darn safe to drink, well worth risking minor sickness too.
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Looks like you ran into what is known as Common Dayz Player (Homo Dayzensus Banditus). They are really a remarkable creatues, that have adopted well to fall of civilisation and end of the world. Young CDPs are known as bambis, and wander the shore regions of chernarus in quite large numbers, and there seems to be rather endless stream of new blood migrating from the sea (it´s rumored that the species reproduces in the shallow ocean waters) This is good because life of these yonglings is often very short and cruel due to prevalent cannibalism and what seems to be enjoyment of carnage many older CDPs are prone to. Their inquiring sounds can be heard spouting phrases such as "Friendly?" "Who´s shooting?" and "Friendlies in cherno?". These young creatures are mostly harmless, but are known to have tendency for suicidal rushes with primitive melee weapons or even bare fists. If CDP reaches adult hood, it metamorphoses in to full fledged Homo Dayzensus Banditus. Exact causes of this change aren´t known, however it´s believed they relate to material CDPs hoard on their bodies, but some think there´s complex psychological triggers involved. These creatures are very aggressive and use advanced tools in their fits of rage and acts of carnage, making encounters with one often fatal atleast to one participant. Remarkably these creatures seem to have no objection to destroying their own young, and how they´ve survived to evolve this far is a mystery. They do posses certain low cunning, which helps them to hunt and pillage, but otherwise they´re rather unintelligent and seems to have lost much of vocal abilities young ones have (Notable exception being Homo Dayzensus Banditus Vulgaris, a subspecies that retains large vocabulary of insults and slurs). It´s best to avoid them, or kill them off to reduce population (most people consider them pests, and routinely terminate as many as possible) If you however decide to eliminate some of these creatures, make sure it indeed is Homo Dayzensus banditus. There exists a closely related species known as Homo Dayzensus Paragonus, or Dayz Hero (and it´s subspecies Homo Dayzensus Paragonus Medicaliensis, or Dayz Medic). These creatures are very rare, and therefore have ended on the endangered species list of Chernarus wildlife protection agency. Despite looking almost exactly like CDP from outside, they often have less greenery collected on their bodies. The best way to identify one though, is it´s superior vocal capabilities compared to CDP and non-aggressive, almost timid behaviour. These are safe to approach and often give aid and shed some of the material they´ve collected on their bodies as an offering to other friendly creatures.
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Open cans with knives was bugged, despite being said to be in. Might be the same thing for revolver, if people could provide screenie of it we would know, but untill then its bugged.
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I´m almost 100% sure that well water is pure at this point. I´ve done numerous drinkathons, with new characters, old characters, and nearly everywhere on the map (not every well mind you). There might be mechanic where you get sick if another sick person was on well before you, but i haven´t gotten sick from well in cherno or other coast locations, so i doubt.
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do people actually want a complicated medical system?
Frostbyte_ replied to dgeesio's topic in General Discussion
A year back i argued for simplistic system because i felt it unneeded and didn´t really think it could be pulled off properly. Now i´ve seen the game and have some idea what they´re capable of doing, and say go full steam, give me everyhting you´ve got. First order of business should be to rework the saline drips....pumping person with little blood full of salty water will kill him, not heal him straight up. What would be the point of bloodtests then , after the first you pop? -
What´s up with the amount of top end loot there is? In couple of hours i´m armed to the teeth and stocked full on everything, literaly everything. Just tonight i ran up the east coast, and then from ne airfield to nw one. In the end i had full military gear from boots to helmet and everything inbetween, full ammo box of rounds for m4 and pistol and both of those guns with pretty much full attachments, and this is not the only time i´ve ended up like that. By far the worst offenders are military spawns. If you go to a military spawn area (not including balota, we all know how often that gets picked clean), it´s a wonder if you don´t find m4, and atleast a hundred odd rounds for it and nearly always in magazines. Any 10 or 20 round mags are basicly waste of space with the amount of 40 or 60 round ones spawning, same as damaged scopes as there´s almost always pristine ones nearby. Chest rigs are really common, as are helmets and gas masks and if you weren´t already chock full of medkits, those are there too, fully stocked ones ofcourse. Another bad one is construction sites. I´ve yet to find one that didn´t have atleast one of the biggest backpacks in it, often it´s more than one, so you can pick and choose color and condition too. I hear there is a way to craft a makeshift backpack form sticks, rope and burlap sack....too bad i´ve never had to do it with every other house having a 25 slot bag, and nearest construction site with the larger one, often hunters versions too if i want to be sneaky. And then there´s the food. It´s like chernarus is a food utopia where nobody ever goes hungry. Running through couple residential areas bit further from spawn fills you right up, after which you´ll just need to snack every 3rd of the map you travel and sip few times from any wells you see. During my latest run i ended up with 3 canteens of water, which i never used because there was always well or soda can nearby and i couldn´t be arsed to use them out of the box i put them in. I also made a game out of only accepting pristine cans in to my inventory (spoilers: all the cans i put there stayed there as i always found new ones to feast on) The melee weapons You only need the low tier ones for 5 minutes before you find a firemans axe, and then zombies are a non issue, no matter the amount, as you sidestep and oneshot them with ease. Knives etc. are basicly just bigger can openers incase you didn´t find dozen of those. Medical supplies This far i´ve rarely used anything but pristine bandages. Rags i´ve used only when i´ve encountered a zombie before having found a melee weapon (read barely ever). Because those bandage rolls last 4 uses, there´s rarely ever need to pick up more than couple of them, and since there´s plenty of them around, might aswell use pristine ones. Saline bags are everywhere, but atleast you need somone to give them to you. In my opinion there shouldn´t be such an abundancy of everything. With the amount of loot spawn points there is in military areas, all the gear should be much much more rare, there should be a chance of going through a military area and not finding anything but few camo pants. Magazines should be far more limited, to a point where finding a nearly broken 10 round m4 mag would make you smile. Ammo shouldnt come in batches of 20 to 60 rounds, i wish it was more like single bullet here and there, maybe handfull if you´re lucky. Finding a helmet or assault vest should feel like winning a lottery. Also, finding a full set of medical supplies shouldn´t happen in military spawns, it should happen at hospitals. Similarly, getting that big backpack should feel like something, and not be certain find as soon as you get to a construction site, hell, even the small ones should be far more rare, so people maybe needed to use those burlap sacks and whatever there might be coming. Firemans axes need to be a lot more rare, and propably need a nerf to damage. When i for once didn´t find axe quickly after respawn and had only a pipewrench, i felt so much more threatened by a zombies, but soon after first wrench kill i found an axe again, and it was back to onehitting zombies on the go and not even needing to stop to fight. Medkits shouldn´t spawn fully stocked. The amount of bandages you get from finding just one medkit is more than likely to last your characters lifetime, and as long as you have a friend with you, saline bags make losing health a non-issue. Bandages shouldn´t last 4 uses, or atleast the last 3 uses should carry a risk of infection. Maybe that way we get some use out of the bottles of alcohol etc. Antibiotics are quite a bit too common for my liking, and the disease you need them for is pretty darn rare. Also, i think any food other than of pristine quality should carry risk of food poisoning, and drinking non-purified water needs to be riskier, which would make coal tabs and the like actuly valuable. Food needs to be quite a bit more scarce, and each item needs to have less uses. Drinks are too common too, with the amount of wells and ponds there is. I want there to be so little food it makes me want to rob others for it. That´s my opinion on the matter. Naturaly i understand that if equipment is lot more scarce, it ecourages people to serverhop and use other shady methods to gain gear, but i feel this is a thing that needs to be addressed. I don´t expect it to change immediately, or even soon, but as progress is made to discourage the shady tactics i feel there needs to be simultaneous effort to reduce the amount of material spawning. Also i know that when more loot is added, each drop gets comparatively more rare, but i don´t think that will be enough.
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Not finding stuff in the most often visited town in the game...kinda to be expected eh? Anyhting that´s bit further away, has stuff, far too much stuff.
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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.
Frostbyte_ replied to ruarz's topic in DayZ Mod Suggestions
Thank you for making the same point i´m about to make, hopefuly it doesn´t go unnoticed. Faaar too comlicated. And in my opinion conflicts with the general feel of the game. It´s you who is surviving there with other people in the same exact situation. You do the decisions, you do the surviving. Players can help, but they can betray you too. That´s just part of the surviving. If we add npc help into that , it´s not you anymore. there´s a certain kind of a safety net you can fall into if you face trouble. A force that´s simple and benevolent and not you. In this case, adding npc care teams takes away from the authenticity of the survival experience to cater for dull realism. Also this seriously shifts the game towards sending a message that loners are not welcome. Leaving them to depend on good will of others after a fight. As far as i´ve understood devs really want us to be able to effectively play the way we want. Technicaly the higher caliber bullets are the ones that go straight through (leaving big holes). 5.56 actualy has bit of an habit of changing trajectory inside the body. But that´s just nitpicking. On to my point, let´s talk medical shit. First of all, let´s throw the realism bullshit out of the window, since in reality one bullet would most propably incapacitate you for days if not for weeks, and certainly you´d be in no condition to fight in battles or survive extreme conditions for months...happy time trying to sell a game in which after one hit you have to leave it on for a week to get better and play again. Secondly, we propably should let the people play the game rather than the mechanics. but allow me to expand on that later. Now then, diseases. My opinion is that one is enough, possibly two. "But in reality there´s millions of diseases and conditions and stuff, we have to add more!" cry the realism fans. Nay, say i. No we shouldn´t. Reason being that it doens´t add anything to the experience. Experience i´m talking about here is the feeling that you´re surviving, day by day, trying to carve you´re way through post-apocalyptic world where any day could be your last. What difference would it make wether you suffer from Tonsillitis or severe case of common flu? You would just take general antibiotics and hope for the best anyhow, since you couldn´t accurately diagnose, nor would there be any professional help to do it for you. "Then what about uncurable diseases, viral infections, and rare conditions or or..." hold it right there. No, they wouldn´t add anything either. As i said before, the game is about surviving not watching your character suffer and die a slow death from cancer or hogwartian yellowspot fewer. And remind me again of what was the average life expectancy in game? There´s not even time to worry about anyhting but immediate threats. But then, why have any diseases at all, if multitude of them, each with their own quirky treatment plan, wouldn´t add to the game. Because having to worry about catching one from being cold or fighting nearly dead people does add to the overall feeling of surviving. Little part of you would always be worried about it and that would add to the experience. Like i said before, it doens´t matter what exact disease it is, you wouldn´t think of anyhing that trivial anyway, so having that one general unkown disease is enough,especialy since for most part that would be accurate protrayal of the situtation as people wouldn´t really know what they have, only that they´re not ok. About the effects though, that´s all up to debate. Should it be at sometimes more severe than at others, wether it should affect stamina, or make you cough loudly like it does now. Or if it should prgress from coughing to more debilating effects like hallucinations and passing out. My own opinion is coughing at first and if untreated, decreased stamina/running speed/ what ever mechanic portrays bad general condition and in severe case hallucinations. And then the disease number two? Food poisoning from raw meat and other not quite edible things...just becaus i want to be able to eat raw meat (damn you boxes of matches, why do you so avoid me?!). Curable with the same general antibiotics mentioned above. Symptoms being vomiting and/or faster food consumption. Now if we really want to add more complexity, we could add few types of antibiotics, for example common pills and better/faster/something autoinjector type deal. And if we want to speculate on traits/perks maybe somekind of a medic/pharmacist one that makes drug work faster (you know, them knowing how to pick right drug for right disease etc. Above all, the system would be intuitive. You get sick, you find drugs, if it doesn´t work, you get more advanced drugs and someone better to help you. Onwards to actual wounds. "Different kinds of wounds, sracthes and brusies for all the ladies an gents here in chern......!" Nope, i´m not convinved that even those will add to the game,since they all basicly provide for the same basic threath in your surviving experience. Threath of getting wounded and how to deal with it. Here´s why. First of all, any wound received in the setting we´re playing in is essentialy dirty one, and will most propably be inflamed if not treated. doesn´t matter if it´s bite, slash or bullet wound. Then what about vital organs and stuff...nope, uncurable in the setting and like said before, this game is about surviving not dying slowly while you can´t do anything. And once again, normal person wouldn´t stop to study his wounds and form a long term treatment plan, it would be more of a holy shit there´s lots of blood disinfect and bandage that shit quick type of a deal. But the current mechanism truly is bit of a boring one, bandage and you´re done. So it does need some complexity. All the types of wounds mentioned before are practicaly the same, they have a chance of bleeding a lot, are prone to being infected and can be not too serious too. You would treat them all similiarly enough, stop the bleeding and avoid inflammation...so we basicly only need two types of wounds, minor and major. Minor ones would be the normal bandage it up, low chance of infection. Major ones on the other hand, could serve us in making the system more complex. Bandage it up for a time, and it starts bleeding through the bandages. So basicly buy some time with first-aid and get it treated properly afterwards. Naturaly higher chance of infection, going ever higher the longer it goes untreated. Well treatment then, how to go about that. Like previously established, with minor wound it´s easy, bandages are the answer. Major wound though, there´s multiple choices here. We could introduce advanced med-kits which can be used to sew up the wounds(with loooooong animation of doing so). We could make players change the bandages every so often. We could add hemostats to deal with it instantly, we could add cauterizing....or we could just do them all or some of them. Basicly just some more steps for treating serious wounds, without adding arbitrary mechanics. Maybe option to remove foreign objects with advanced tools, but nothing more complicated than that...and even there´s the problem of how do we indicate it within game where you might be in 1st perso all the time...more gui elements aren´t the answer, they often just clutter the screen. And after the bleeding hassle, we would need to deal with the infection part of the deal. Multiple means of disinfection would be nice, but let´s not go with more is better route with this either. Salves, sprays liquids are all essentialy the same, items that disinfect wounds. Maybe if they were added as items that had different amounts of uses, but othern than that they could as well be a single item. Cauterizing with hot iron, rough but maybe within reasonable. But what would come from not treating the infection...you would get sick (actualy you´d maybe lose the limb but that falls again under the part of the game not being about suffering but surviving). Sickness stuff was already handled above, no point in adding multiple of them, so basicly you´d get a severe version of "the disease" if you can´t disinfect in time. Again all would be simple and intuitive, no arbitrary hunt for bite wound dressings. You´re bleeding , bandage it up. it didn´t work? find better tools sew it up, burn it close or stuff it with hemostat. Danger of infection is ever present so at some point, remember to disinfect the wounds. All the way i was talking how the wounds are similiar, but now i finaly say that they aren´t...confusing eh. Well wounds can be different indeed, it´s just that treating them is not. The game could as well have different kind of modifiers for different wounds, but that wouldn´t have to affect players in any arbitrary way like minorly different kind of a treatment. Example, zombie bites are dirtier wounds than knife slashes. Game can just make those wounds have higher chance of infection, or infection occuring faster if not treated. Players will understand that zombie bites are dirty (even if there´s no way of knowing the mechanics behind it), they will know they can disinfect wounds, chances are they will act accordingly without them having to browse wiki for which of the 42 antibacterial solutions they should use (something average people wouldn´t indeed even know in the situation) similiarly, if they get minor knife wound, they can relax bit longer or maybe trust being lucky if in a bad situation. Burn wounds...now here´s something sufficiently different...but meh, still kinda not. True you would treat them with different kind of dressings and some lotions/ointments, but is that enough to justify for them to appear in game. And where would you get them from? If they add molotovs, or napalm...maybe then, but as of now, not worth it. In time, maybe yes, wound type that wouldn´t bleed but would add higher chance of contacting the disease mentioned above if not treated with dressing and ointment. but still, i´m not sure it would add enough for it to be in. if again we want to wade into perks/skills speculation, maybe we could indeed add more complex systems for those who choose to do so with reward being faster/more certain treatment. Nothing gamebreaking i hope, we don´t want to end up in situation where players feel forced to choose some arbitrary mechanic. On a side note, what´s with all the bullet gouging? It usualy isn´t the bullet that poses the threath of infecting the wound, it´s all the other things that happen when it enters. There´s tons of war veterans and people with shrapnel or indeed even bullets still inside, there´s no particular need to get the bullet out fast nor at all in some cases. So i don´t think the bullet fishing minigame many people seem keen on is going to be realistic..sigh...i made that argument...nor that it would add to game (maybe through the optional perk thingy i described...) Fractures then, here´s somtehing that isn´t too far fetched in the original suggestion. As it is now (morphine to deal with it) it´s kinda weird and indeed having mechanism like having to build a splint or maybe aquiring a cast from hospital later on would be very beneficial. If you in reality break a leg, what will you do? Overdose with painkillers and walk to hospital or make a splint? How to handle it mechanicaly is whole another issue though, what penalties should splinted players have, how does cast improve it, how long should it last etc. Maybe a limbing animation and slowed speed for people with splint. Slightly faster and less limb with cast. pain killers might help, and morphine even more so. Limbloss though, again makes you not survive, and that´s a no no in my books. Onwards to painkillers, and morphine, and good stuffs....Well yeah, as said before these really aren´t treatments to any particular wounds or ailments. So why not make them affect most situations like in reality? Most wounds make you be in pain, let´s say we have to classes for it. "Shit, this hurts", and " kill...me...please" We can make different wounds have either of those two, and both types of our existing pain relief be actualy effective. Let´s say you get shot.... a lot, manage to survive, bandage yourself up, get the wounds sewn up, avoid infection but you´re still with kill me now amounts of pain, your aim shakes like hell, your screen shifts from pitch black through normal to bloom overload and back, you finaly figure your character is in pain...you happen to have painkilers with you. One could say that painkillers wouldn´t be enough for that amount of pain but anything helps right? And it indeed does, you get some relief, but your i´m stil shakes more than you´d like, and sometimes your vision seems to fade. You try again taking painkillers, but don´t notice any effect after second dose. You figure that you need something stronger. After long search you jam that morphine needle into your thigh and sweet sweet relief arrives. Maybe your leg is broken, but you can limb around thanks to a splint, take some painkillers and you limb around bit faster, maybe some morphine and you won´t even notice whole thing. Also...maybe we could introduce some, hmmmm herbal remedies that will work like morphine, but may have some funny side effects. Again simple stuff. You´re in pain, find something to soothe it. No need to browse wiki for which medicine to use for your finger and which is for liver. Oxygen stuff. Doesn´t really add to things either for the most part. Having your lungs torn would fall once again under then thing about not being able to survive. Maybe somekind of a system where wounds had chance of penetrating lungs and you could use existing supplies to make chest seals (better med-kits better results) and all that jazz, but that would already mean most people wouldn´t know how to react to it without having guides up. which i think is not good for the immersion and experience, but at the same time the medic in me keeps saying i want it. Where oxygen system could really shine though is if gas weapons are ever introduced. And in that case we could add antidotes for nerve gases and such too. Extra mechanics and stuff. As much as i like the sound of lot´s and lot´s of detail going into medical system, i do think that simple and intuitive system is what is best to support the game overall. The game is about surviving, getting sick or wounded is just one part of it. Big and complex systems end up with people having to alt tab between game and wikis, they come in the way of the experience in that they pull you away from immersion. In some cases they even take away from the experience that you´re the one surviving and making the decisions. That being said, i have nothing against extra mechanics, that flow well with the game, add to the overall experience, and are intuitive rather than arbitrarily imposed. Also, once again we want to make sure that all the play styles are supported. Most of the medical stuff has serious potential to really shit on loners and soloers as they often can´t depend on outside help. They could rename the respawn button to suicide button? that´s basicly the same...add stylish animation to it and voila....not that it´s necessary though. And we could make it possible to eat/drink your own excrements, and have Bear Grylls sponsor this game! Humans do generate blood over time, and most likely for the game purposes it should be much faster process than in reality. So keeping well fed should indeed provide blood regeneration. I do agree that not in the way it currently comes though. As for hunger and excretion mechanics...jesus, am i really seriously discussing about possibility of literaly shitting yourself in a game.... Well aside from that it would be absolutely hilarious i don´t think it would add much more to the experience. Simply bit more complex hunger mechanic borrowed directly from one of the skyrim hunger mods might suffice: Your hunger bar comes in 2 parts, one protrays the level of already digested energy another portrays the amount of food in you stomach. if your stomcah is empty the other bar goes down. Fill up your stomach and it start slowly climbing up again. Eat too much and you face negative consequences. (they have all sorts of hardcore versions too where you need to keep track of amount of vitamins, carbohydrates fats and practicaly everything but let´s not go there ok?) That along with blood regenerating slowly when you´re well fed and not instantly like currently...i think is complex enough system for the purposes of this game and the kind of an experience it tries to convey. Sorry for my english and typos, but there´s no way in hell i´m proof reading all that shit...deal with it. <edit> Traps! almost forgot. Let´s have a simple system of building traps. Basicly trigger (tripwire, pressureplate, magnetic trigger) and the trap (gun made to fire, grenade, explosive, flare, boulder falling dawn). First lay down the trigger, and afterwards add the trap part. If we go really fancy make it so that for example tripwires we could select the spots it connects to. -
Can someone hook me up with civilian clothing ?
Frostbyte_ replied to Verticalslum's topic in DayZ Mod General Discussion
Switching clothes messes up the humanity, (resets it to 0). That might be the problem. It all comes back after relog though.