m.w. vindicator 880 Posted July 27, 2013 (edited) Hello everyone! Today I am going to talk about my feelings on scarcity in DayZ. I will discuss weaponry, everyday items, vehicles, and anything else that comes into my mind. This is going to be a WALL of text. Consider yourself warned!! You can listen to this while reading http://www.youtube.com/watch?v=2Dx7xXn9KjI In DayZ game their will be a central server that controls the economy. This central server will keep track of ALL the loot on all the servers. It will be able to tell the individual servers what they can spawn. This is very exciting news because loot inflation can be managed and more importantly, DayZ can extremely rare items! Besides all the common, uncommon, and rare items, we will also be able to have Very rare, Extremely Rare, Ultra Rare, Hyper Rare, Ultra Hyper Rare, Very Extremely Rare, Very Ultra Rare, Very Hyper Rare, and Very Extremely Ultra Hyper Rare, etc etc :D Items towards the upper end of the rareness spectrum would be found so infrequently that they would be mostly Easter Egg items. Rocket and The team should not disclose these easter eggs. Unlike rare weaponry and medical items, which should be disclosed to the community in patch notes, these ultra hyper rare items should be kept secret. First I will discuss firearms. Personally, I think that 15% of the players that survive over an hour should have a gun. Almost all of these guns would be pistols and shotguns will the occasional bolt-action rifle . This is less that the mod. Most of those players would be able to find a decent melee weapon though after an hour of playing from a fresh spawn. In the game, nearly everyone has a gun after an hour. After two hours of surviving, about 30% of players should have a gun. Again most of these guns would be pistols and shotguns. Since these players have likely gotten of the coast, there would be a higher ownership of hunting rifles and shotguns compared to pistols because the farms that they would likely be looting have those weapons more often. Many of these players could use farming equipment as weaponry. Items like hatchets, Shovels and spades, sickles, sledge hammers, hunting knifes, and saws could be would commonly found in barns. After three hours of playing and survivings, about 55-60% of players would own weapons. Many players could make it to an army base or camp in three hours so more players would find weapons. The weaponry would be mostly pistols still in many players. Lots of rifles and shotguns also. Some players would have two guns but not 50% of the players that have survived three hours. Since some of the guns would have been found at military locations, some people would start finding intermediate caliber assault rifles. These would mostly be AK-74s and AKMs. Their ammunition would be limited but an Ak-74 would be a very powerful weapon. A single hit anywhere inside 300m to the chest would cause great wounds and eventually death if not properly treated. AK-74s would be easier to maintain that a hunting rifle found in a barn. Obviously rifles would be deadly too. After FOUR hours of playing 90% of players would have found a firearm. Most players would probably take any firearm they find even if they don't plan on using it because it is easy to sling a rifle over your shoulder or put a pistol in your backpack w/o slowing you down much and allowing to easily use a melee weapon. Characters that have survived this long are probably in one of two boats. They are either surviving great and have really good gear or they are running out of food, water, and medicine and are about to die and have been holding on for a thread for four hours. Of the players that have guns and have survived for four hours or more, most would have a long arm and a pistol. The finding weapons is hard but not impossible. Keeping ammo supplies up is a much harder task. This means that players will want to be very conservative with their ammo. The folks that have survived for about an hour and get lucky and find a gun won't have much ammo at all. 0-10 bullets would be the typical range. This is much less than the mod. Even the guys that have lived longer will not have great ammo supplies. Having 30 rounds for an AK-74 should be considered a good supply. Finding ammo crates would be an extremely rare find. But if the player did find one, it would be full of hundreds of rounds. Having very limited ammo and better zombies will reduce random KoS. People will have little to gain and a lot to lose if they open fire after encountering someone in town. The zombies would be on you before you could loot, you probably wouldn't be able to fend them all off and you would come out worse of then when you started. I expect their will be some KoS but the strategy will not be rewarded because of the environment and will probably fade away. Authentic banditry would be more common and plausible. If you come face to face will someone in town and you have a gun and they don't, you could force that person to drop EVERYTHING. All the way down to the underwear. If they dropped everything down to their underwear you would know they have zero loot b/c underwear has no loot slots. After the person stripped down you could tell them to book it and you could loot their clothes. This kind of banditry is much more immersive and will be much more profitable. Trading will hopefully become more common too. Loot will be too rare to find everything you need in many cases. Some players will get lucky and find food, water, weapons, and medicine but many will lack in one department or more. Lets say there are two groups. Group A is armed with pistols and hunting rifles with one AKM. They have survived a while. They have food and water but no medicine. group B is similarly well armed. and doesn't have enough food and water but they have found medicine. The groups encounter each other on the road between some towns. They have several options. The groups could run away, the could fight, or they could trade. Due to scarcity, neither group would have enough ammo for a drawn out firefight. If they fought each other they would never have enough ammo to survive a zombie emergency. While fighting will inevitably occur sometimes, it will probably not be the first choice and will result from trading gone bad. Trading would be very tense. The group would trade some food and water for medicine and both parties would walk away better off. There needs to be a trading UI in the future. Some Extremely Rare items should spawn will literature explain why they are there. For example, you are looting an abandoned military warehouse. And you find a SiG 550 assualt rifle! Next to the rifle you find a sheet of paper that reads " Mikhail R. Berezin, Commander of the 1st Testing and Experimenting Regiment This weapon has been bought by the War Department for your testing. It is a SiG 550 serial number 43502. Top Brass wants to know how it performs in combat conditions. Get your best men on the job by Tuesday. I expect the report by next Monday at the latest. Ammunition for the weapon is in a crate labeled Ки-43 Vasily P. Antonov, Quartmaster of the 1st Testing and Experimenting Regiment" This brief letter would explain the weapons origins and give clues to its condition. Having exotic weaponry is fine but sometimes finding an AS 50 in the middle of Chernarus is strange without context. I am not going to go into what items I would like to see that are very rare. You can think of those yourself, stuff like vaccines, hightec guns, armor, armored vehicles etc. And Finally something that isn't loot and could be secretly included. That is paranormal activity. I am not talking about S.T.A.L.K.E.R like mutants that are frequently encountered . Stuff that is so rare that pretty much no one will ever seen anything after playing the game for a year. Only Subtle things that would fuel the thread that DemonGroover made about folktales. A man walking along the country roads that disappears if you look away, or if your sight is obstructed by something like a bush. Example. You see the man walking down the road 100m away from you. There are tree and bushes along the side of the road. You start to follow him looking his way. He walks behind a small bush and doesn't come out on the other side. You arrive at the road and find no clue that anything was there 15secs ago. You leave perplexed :huh: . A white Stag that exhibits the same properties as the man. It wanders the deepest parts of the forest. So rare that if you sent 10,000 players into the forests on 2000 of servers it is highly likely that no one will find it. An usual shadow the drifts around the shipwreck when there is lots of fog. A conversation with no logical source at a bar somewhere in Chernarus. A small light deep in the woods at the latest hours of the night. It seems to drift around noiselessly. Foot steps on old wooden boards in a otherwise empty house. No logical source for the noise. \ You tune into a random radio frequency to communicate with your team and you hear one or all of the following strange Russian voices, Morse code, or strange clicking sounds. Examples http://www.youtube.com/watch?v=OJ5UmUOcoWA http://www.youtube.com/watch?v=aOMVdOc9UbE http://www.youtube.com/watch?v=hH6C0kun5DU That is all for now. Might add more later. EDIT 01 Other advanced weaponry. I already mention intermediate caliber assault rifles like the AK-74 and the AKM, but I will go into greater detail on millitary grade weaponry as a whole. Finding an Automat Kalashnikov of any variety should be the easiest military weapon to find. The chernarussian government would have certainly used them en masse for her forces. AK-74s for infantry, AKS-74s and AKS-74u's for tank crews, light forces, etc. Certain high quality civilian should be harder to find than Kalashnikovs. A Mosin-Nagant would be more common, than a AK, but a rifle like a CZ 550 or a Remington R700 would probably be harder to find. Maintenance would be easier on an AK than most other military weapons. After AKs the next most common (but still very rare) would likely be SMGs like the PPsH-41, PPS-43, Arsenal Shipka, PM-63, M56, .Vz 61 Skorpion and K6-92. All of these weapons are Eastern Bloc SMGs used from WWII to current times. It is likely that some of them made their way into Chernarus. Most fire calibers that would be common to the region so finding ammo shouldn't be much more difficult than any other weapon. There compact and light designs would make them highly sought after. While only firing pistol caliber's they would still be very deadly. :murder: Also maintenance would be easy. All other weapons would be increasingly rare. I would have to go with weapons like the RPD, PKM, and RPK as the next most common. Modern armies use these weapons at the squad and platoon level making them possible to find. But just because they are rare, doesn't make them better. A heavy RPK-74 squad automatic rifle, while packing extremely deadly fire power, wouldn't be ideal for long days of hiking and scavenging. I personally would prefer a small SMG over a machine gun or SAW. Also these weapons are very hungry for ammunition and require more maintenance. The SVD Draganov and PSL markman rifles would be the next most common (but VERY hard to find still) . The Russians use marksman rifles quite frequently to increase the killing power of their units at longer ranges where AK-74s are ineffective. Maintenance would be more difficult. The SVD uses 7.62x54mm 7N1 ammunition under normal circumstances. But in the apocalypse you would probably have to make do using 7.62x54mmR which could be found more commonly since it is also used for the Mosin-Nagant, but is less accurate. Then comes the exotic/foriegn guns. M4s, M16s etc. These guns would pack the most punch (to a realistic degree. A M4 isn't a signifigant upgrade over an AK-74 in terms of firepower) but it would be hard to find ammo them and maintenance would be stressful. Of the players with guns (which will usually be less than half the people on a server) only around 5% will have these weapons. Most people will be using pistols, rifles, shotguns, or Eastern Bloc Weaponry. The primary adavantage of these Weapons would be their adaptability. An AKM, for example, cannot mount a scope quickly. It simply lacks the hardware. A M4, on the other hand, can use its rail system to easily mount a scope! This adaptability will give the player an edge than others simply can't match. A M4 wielding player could mount a scope to out range a player with a AK. And minutes later he could detach the scope to fight CQB with some with a bolt-action rifle. That is all I got for now. But as a final note remember this. Rarity, should not indicate quality in DayZ. Just b/c a M9 is more scarce than a Makarov doesn't necessarily mean it is a better weapon to use. :thumbsup: EDIT 2.. Over 550 views!! Wonder if Rocket is one of them?! :huh: Edited July 31, 2013 by Vindicator 13 Share this post Link to post Share on other sites
applejaxc 2500 Posted July 27, 2013 *knives That's all I got out of your post. Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 *knives That's all I got out of your post. Sorry, is it that hard to read? 1 Share this post Link to post Share on other sites
Chaingunfighter 917 Posted July 27, 2013 While I do agree that loot should be rarer in the SA than it is in the mod (Maybe not AS rare as you've suggested, but that's irrelevant). The problem I have is that this won't really stop KoS at all. You could say it would prevent 10% of the incidents, which is noticeable but hardly marginal, but KoS banditry is usually done because the alternative offers no real benefit, save for the lack of loss in humanity. If you were to approach someone to try and steal whatever gear they had and hold them up at gunpoint, you are taking a lot of risks. For one thing, you're alerting them to your presence which would allow them to either fight back or flee. Also, if the person refuses to comply then the bandits will most likely end up shooting them anyway.Even if it solved the banditry, a lot of the people who have a limited amount of ammo will often shoot on sight out of complete fear, it's not something you can prevent at all because it's human survival instinct coming into play in the game world. You may only have a few bullets left in your rifle, but if you're nearby someone else that you don't know and is likely armed as well, it's hard to risk yourself fleeing instead of taking them out. The same thing applies to trading; although it will happen, it's usually more profitable for someone to expend a couple of bullets and be able to take everything that the other person has, which may be more bullets. Also, the region doesn't have to have a backstory for every 'exotic' weapon, as explained in some other post by a dev, around 50% of the weapons are eastern, so it's safe to assume that even imported weapons like the SG-550 series would not need a 'field testing' log. Maybe if you were to find a high-caliber anti-materiel rifle that obviously no civilian has a chance of getting their hands on and is only used in a military that obviously wasn't deployed to Chernarus, then I could see reason to explain it being there, but honestly it's not a huge deal. And the apparitions just seem unnecessary, even if interesting. 1 Share this post Link to post Share on other sites
colekern 1364 Posted July 27, 2013 If anything rarer loot will increase KOS most likely. There would be a real, tangible, immediate reward for killing somebody, specifically a gun and ammo. 1 Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 While I do agree that loot should be rarer in the SA than it is in the mod (Maybe not AS rare as you've suggested, but that's irrelevant). The problem I have is that this won't really stop KoS at all. You could say it would prevent 10% of the incidents, which is noticeable but hardly marginal, but KoS banditry is usually done because the alternative offers no real benefit, save for the lack of loss in humanity. If you were to approach someone to try and steal whatever gear they had and hold them up at gunpoint, you are taking a lot of risks. For one thing, you're alerting them to your presence which would allow them to either fight back or flee. Also, if the person refuses to comply then the bandits will most likely end up shooting them anyway.Even if it solved the banditry, a lot of the people who have a limited amount of ammo will often shoot on sight out of complete fear, it's not something you can prevent at all because it's human survival instinct coming into play in the game world. You may only have a few bullets left in your rifle, but if you're nearby someone else that you don't know and is likely armed as well, it's hard to risk yourself fleeing instead of taking them out. The same thing applies to trading; although it will happen, it's usually more profitable for someone to expend a couple of bullets and be able to take everything that the other person has, which may be more bullets. Also, the region doesn't have to have a backstory for every 'exotic' weapon, as explained in some other post by a dev, around 50% of the weapons are eastern, so it's safe to assume that even imported weapons like the SG-550 series would not need a 'field testing' log. Maybe if you were to find a high-caliber anti-materiel rifle that obviously no civilian has a chance of getting their hands on and is only used in a military that obviously wasn't deployed to Chernarus, then I could see reason to explain it being there, but honestly it's not a huge deal. And the apparitions just seem unnecessary, even if interesting. I get what you are saying and the only way of seeing who is right would be through testing. Once the Alpha comes out, we'll see if rarity affects KoS (which isn't necessarily a bad thing) As for the SiG 550 example, it was just an example. Ingame, it would be cool to see items like that for lots of objects. I agree that explaining why there is an Ak-74 laying in the barracks is unnecessary. 1 Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 If anything rarer loot will increase KOS most likely.There would be a real, tangible, immediate reward for killing somebody, specifically a gun and ammo. Possibly, only testing the game will tell if I am right, or if you are :) Share this post Link to post Share on other sites
Korsbaek 1778 Posted July 27, 2013 Paranormal activity I've heard this suggested before, and i still don't understand why we would need such thing.It doesn't do anything good, and DayZ is not a horror horror game. It's a survival horror game. Could you explain why you think this is necessary? 1 Share this post Link to post Share on other sites
liquidcactus 719 Posted July 27, 2013 The pony is being silly.. look at its avatar ^_^ I have always wanted them to implement the idea you explained about the easter egg rare items.. that idea is super exciting and one I'm passionate about.. I thought the exact same thing you explained of how the additions of uber rare items such as these should never be labeled in the log update. I really hope they do this and you know what i bet they will to some extent. Also the paranormal activity - same again.. I've had a similar idea like yours but mine was a single player in a town has super rare chance of triggering a "ghost" that slowly walks or something.. now the thing is that only 1 player can spawn the "ghost" event and 1 only.. (and it would have to be in one of the smaller towns i dare say) now the idea of only 1 player being able to trigger the event as oppose to more than 1 is to keep the situation a subtle numbing experience.. the kind of thing that the player who had the shit scared out of them will tell their freinds.. and they wont believe them.. because no 1 else was there 2 see it. I can see how soo many people dont want "super natural" themes in dayz but if its uber rare i say why not.. and to those people I say the 1 single experience alone would be would be well worth it and that aint no shit neither ^_^ 1 Share this post Link to post Share on other sites
joe_mcentire 2074 Posted July 27, 2013 snip:O OMG ..it has ..become..a monster! Share this post Link to post Share on other sites
joe_mcentire 2074 Posted July 27, 2013 (edited) An usual shadow the drifts around the shipwreck when there is lots of fog. http://en.wikipedia.org/wiki/Brocken_spectre i would love to see children brought into the game like this...laughter of children, the crying of babies...such eerie events Edited July 27, 2013 by joe_mcentire 4 Share this post Link to post Share on other sites
Firewarrior64 69 Posted July 27, 2013 I don't think rarer loot will reduce KoS. It likely will encourage trading, but KoS doesn't exist because the people who do it would want items.I think there are two kinds of people who kill on sight: 1. the paranoids (me), 2. the assholes.the true bandits who kill for loot never killed on sight. They first think if the loot would be worth the bullets. That won't change except the value of bullets will become higher.The paranoids will still sacrifice their last bullets to not get killed and the assholes still won't give a shit and continue sniping fresh spawns.That's my opinion, and I'm probably wrong, so feel free to correct me. 1 Share this post Link to post Share on other sites
SoulHunter (DayZ) 233 Posted July 27, 2013 (edited) 0-10 bullets would be the typical range. This is much less than the mod. Even the guys that have lived longer will not have great ammo supplies. Having 30 rounds for an AK-74 should be considered a good supply.Even though in general I agree with you, I'd disagree with the logic of finding ammo. This is not FailZ in which you would 4-5 rounds in every clip you would across.. In reality, most of the ammo should have been already found/used. But the missed ones would be "full" not with a few rounds..Think about it. Why would the clips have only a few rounds in the first place? People would rush and take their guns/ammo etc and try to survive in the beginning of an apocalypse. Not get most of the ammo from a clip and let a few stay at home.. Nobody aint got time for dat... They would get as much ammo as possible with them. If there are still ammo that can be found around, then they are the "missed" ammos that must not have been touched anyway. Just mo on the case Regards Edited July 27, 2013 by SoulHunter Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 I've heard this suggested before, and i still don't understand why we would need such thing.It doesn't do anything good, and DayZ is not a horror horror game. It's a survival horror game. Could you explain why you think this is necessary? I don't think it is necessary at all. I don't think I ever said it was necessary. But I do believe that it could add an element to the game. It would create great folk tales and stories. If it is ever implemented, I hope the devs don't tell the community. It should be super secret :ph34r: Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 The pony is being silly.. look at its avatar ^_^ I have always wanted them to implement the idea you explained about the easter egg rare items.. that idea is super exciting and one I'm passionate about.. I thought the exact same thing you explained of how the additions of uber rare items such as these should never be labeled in the log update. I really hope they do this and you know what i bet they will to some extent. Also the paranormal activity - same again.. I've had a similar idea like yours but mine was a single player in a town has super rare chance of triggering a "ghost" that slowly walks or something.. now the thing is that only 1 player can spawn the "ghost" event and 1 only.. (and it would have to be in one of the smaller towns i dare say) now the idea of only 1 player being able to trigger the event as oppose to more than 1 is to keep the situation a subtle numbing experience.. the kind of thing that the player who had the shit scared out of them will tell their freinds.. and they wont believe them.. because no 1 else was there 2 see it. I can see how soo many people dont want "super natural" themes in dayz but if its uber rare i say why not.. and to those people I say the 1 single experience alone would be would be well worth it and that aint no shit neither ^_^ 10,000 beans to you. Maybe you could see a context clue pop up if a paranormal anomaly is around "You feel a strange chill come over your body" :blink: Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 Even though in general I agree with you, I'd disagree with the logic of finding ammo. This is not FailZ in which you would 4-5 rounds in every clip you would across.. In reality, most of the ammo should have been already found/used. But the missed ones would be "full" not with a few rounds..Think about it. Why would the clips have only a few rounds in the first place? People would rush and take their guns/ammo etc and try to survive in the beginning of an apocalypse. Not get most of the ammo from a clip and let a few stay at home.. Nobody aint got time for dat... They would get as much ammo as possible with them. If there are still ammo that can be found around, then they are the "missed" ammos that must not have been touched anyway. Just mo on the case Regards That makes sense. But I believe that ammo is going to be found mostly in ammo boxes. Loaded magazines will be less common than boxes of ammo I am a speculating accurately. These boxes might not have much ammo in them. Its all speculation from my end though. Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 27, 2013 I don't think rarer loot will reduce KoS. It likely will encourage trading, but KoS doesn't exist because the people who do it would want items.I think there are two kinds of people who kill on sight: 1. the paranoids (me), 2. the assholes.the true bandits who kill for loot never killed on sight. They first think if the loot would be worth the bullets. That won't change except the value of bullets will become higher.The paranoids will still sacrifice their last bullets to not get killed and the assholes still won't give a shit and continue sniping fresh spawns.That's my opinion, and I'm probably wrong, so feel free to correct me. I feel your right. The paranoids will probably still KoS, which isn't necessarily a problem and is kinda authentic to an apocalypse. I guess what I am say is that the real bandits will not kill as much because looting someone and keeping them alive is possible. keeping them alive is challenging, but also the most profitable. Share this post Link to post Share on other sites
Firewarrior64 69 Posted July 27, 2013 I feel your right. The paranoids will probably still KoS, which isn't necessarily a problem and is kinda authentic to an apocalypse.I guess what I am say is that the real bandits will not kill as much because looting someone and keeping them alive is possible. keeping them alive is challenging, but also the most profitable.I don't think that keeping them alive would be profitable. If you managed to get them to surrender (which will already be hard) you have to get in melee range to loot them. Fake out your axe and you don't waste bullets. If you keep them alive they will want revenge and if they find a gun in the next house you are screwed. Killing sends them back to the coast and gives you a safe distance to them.But I think true bandits would kill less people for loot - even if the target is standing still and you can take them out with just one bullet, that bullet can be worth more than the loot the victim has - so you just let him live because it's not worth it. Share this post Link to post Share on other sites
Very Ape 748 Posted July 27, 2013 I loved every bit of it. Beans, sir, take them. Share this post Link to post Share on other sites
Statik (DayZ) 2695 Posted July 27, 2013 Sorry aboot my other post. But I must say, you did put some thought into this, and it's very interesting. 2 Share this post Link to post Share on other sites
liquidcactus 719 Posted July 28, 2013 I also thought an awesome random spawn idea of small sheds/domicile/cabin out in the deepest parts of the forest.. this would probably be a hard idea.. but imagine being out in the forest and the sun is going down fast, you hear dogs howling in the distant and its getting cold quick and starting to rain.. all you have is half a useless map, hammer, a single flare and half a snack bar you found at a petrol station then you stumble upon a small tool shed...there doesn't seem to be a house around at all ? .. the shed is rustic and old... you enter and find some matches and fire wood but no axe.. its not much but at least its something and somewhere with a roof to hold up the night.. you think to yourself you are very deep in the forest and making a fire hopefully wont matter..? 2 Share this post Link to post Share on other sites
LancerG2 369 Posted July 28, 2013 (edited) First I will discuss firearms. Personally, I think that 15% of the players that survive over an hour should have a gun. Almost all of these guns would be pistols and shotguns will the occasional bolt-action rifle . This is less that the mod. Most of those players would be able to find a decent melee weapon though after an hour of playing from a fresh spawn. In the game, nearly everyone has a gun after an hour. After two hours of surviving, about 30% of players should have a gun. Again most of these guns would be pistols and shotguns. Since these players have likely gotten of the coast, there would be a higher ownership of hunting rifles and shotguns compared to pistols because the farms that they would likely be looting have those weapons more often. Many of these players could use farming equipment as weaponry. Items like hatchets, Shovels and spades, sickles, sledge hammers, hunting knifes, and saws could be would commonly found in barns. After three hours of playing and survivings, about 55-60% of players would own weapons. Many players could make it to an army base or camp in three hours so more players would find weapons. The weaponry would be mostly pistols still in many players. Lots of rifles and shotguns also. Some players would have two guns but not 50% of the players that have survived three hours. Since some of the guns would have been found at military locations, some people would start finding intermediate caliber assault rifles. These would mostly be AK-74s and AKMs. Their ammunition would be limited but an Ak-74 would be a very powerful weapon. A single hit anywhere inside 300m to the chest would cause great wounds and eventually death if not properly treated. AK-74s would be easier to maintain that a hunting rifle found in a barn. Obviously rifles would be deadly too. After FOUR hours of playing 90% of players would have found a firearm. Most players would probably take any firearm they find even if they don't plan on using it because it is easy to sling a rifle over your shoulder or put a pistol in your backpack w/o slowing you down much and allowing to easily use a melee weapon. Characters that have survived this long are probably in one of two boats. They are either surviving great and have really good gear or they are running out of food, water, and medicine and are about to die and have been holding on for a thread for four hours. What about the mentioning of Sub-Machine guns? Where do they fit into? Edited July 28, 2013 by LancerG2 Share this post Link to post Share on other sites
Lady Kyrah 1110 Posted July 28, 2013 Now it's all nice OP but why should the game have elements that promote grinding behaviors? Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 28, 2013 What about the mentioning of Sub-Machine guns? Where do they fit into?That is me getting tired. When I started typing I planned to discuss smigs, snippers, armored vehicles, etc but I didn't want to type anymore lol Share this post Link to post Share on other sites
m.w. vindicator 880 Posted July 28, 2013 Now it's all nice OP but why should the game have elements that promote grinding behaviors?How is it grinding? Looting is luck based. You could find super loot five minutes off the coast or five hours off the coast. Grinding would be like leveling up your looting skill so you can find better loot, which isn't what I am talking about. 1 Share this post Link to post Share on other sites