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MR DELICIOUS

Solutions to 1.5.7 gripes.

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I agree whit TS.

Some things I would like to add is that zombies are some what slower' date=' never liket the super fast zombies. They should jogg instead of running fast so we players have a chance to run away from them or at least hide from them.

Now when they are slower they should be stronger, like if you shoot them at there body that only slows them down and sometimes make them crawl depends on where you shoot them, only kill shoot will be at the head.

I dont want to get rid of the super zombies totaly, but they should be rare, if I see a group of 10 walkers atleast 2 of them should be super walkers.

Any one who likes this idea? Worth a try as this is only alpha.

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I don't mind the fact that zombies can run pretty damn fast. It's part of what makes them so fucking scary, but what really bothers me is that you can't outrun them even at a full sprint: they never seem to leave my tail!

I've heard people say that 'if you run long enough, they lose interest'. Well, I've never had that happen. I've either had to stop, turn around and shoot, or wait for my friends to pick them off.

Even worse is the fact that the crawlers or hobblers (as I call them), who seem to be unable to move very fast at all, can end up coming up behind me half an hour after I've left them behind!

We're talking about malnourished and braindead walking corpses: it's just amazingly annoying that they will not give up following me. Ever.

I'd love to use the crossbow as well, by the way, but it just feels incredibly glitchy, and I have a very hard time actually hitting anything with it. Especially on american servers (there's hardly any aussie servers, and they're always full, so american ones are my only option).

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Edit: After posting this' date=' read the last post. This is a survival game, and it needs to be as realistic as possible. In a real zombie apocalypse, you aren't going to have five zombies roaming around a small city. You're going to have the entire city's population roaming around it.

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I've read this a couple of times, and I just want to rant for a bit because this is complete bullshit (no offense). There's nothing "realistic as possible" about this mod. It is a fallacy.

Like, respawning loot. In the real world, there is a finite amount of stuff.

Cans everywhere? Soda cans just lying around? Ammunition just lying around? GUNS just lying around? Nope. Most of the stuff that actually lies around in barns is on the level of melee weaponry at best. Apartments usually only contain shit like bed sheets and telephones, not bandages and morphine (lol).

Even under the premise that people stocked up when stuff got bad, you wouldn't have morphine everywhere, that's just not feasible. Yet there it is, in a shed somewhere in the middle of nowhere, lying on the floor.

Water from the ocean being drinkable. That's not even worth talking about.

Fixing cars by bringing some stuff to the car, then applying the stuff in a matter of seconds. Ever tried fixing a car? It usually takes a while.

Don't even get me started on the amount of able, but completely solo, soldiers who are willing to scavenge a remote island in the middle of nowhere. Obviously, there is nothing of note on the island, so gtfo, you idiots.

The realism argument doesn't do anything for you. In reality, you can't just huff it through the woods, running like a madman, in the middle of the night, for instance. You'd fall on your face after a couple of steps if it was pitch black, even as a trained soldier. And you'd end up with a lung infection if you were running with wet clothes for hours.

You wouldn't actually want this game to be realistic. It's a zombie apocalypse setting with mechanics that are inspired by real, but elementary, problems one faces when being in the wilderness for days.

In reality, you'd be completely insane if you wouldn't try to survive in the woods, building a hut, getting a garden going, stuff like that, until someone got you out of this mess; since every settlement on the island is riddled with infected madmen, you'd never go near them, or die trying.

It's on the level of zombie flick settings, with hunger and thirst on top.

And it's good that it is like that, it gives more room to the social interaction. You don't want to be preoccupied with finding salt, cups and washing powder, right? This is clearly a video game. Thank the rocket for that.

OP has great points. The spawn amount is an issue that's inherent to comparatively minor inconsistencies from version to version in an alpha. It's good to mention it though, even if it is already recognized.

The shot blocking doesn't improve anything, of course. So I concur, it needs to be adjusted.

Not sure about the multikill-per-bullet thing. It's sort of comical in my mind. And it is VERY gamey. It'll lead to you always aligning dudes to do such multikills, so you'll reduce the playstyle variety in terms of tactics, which I don't like.

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I had the opposite problem today' date=' it was great. Crawling around NW airfield I accidentally alerted a horde and the only place I could run was into a hanger. 6 mags and many, many dead zombies later I was still in trouble, they were still coming, zig zagging over their fallen brothers and glitching through the wall behind me. I put my makarov to the side of my head and said my last words "Curse you Rocket!" I shut my eyes and pulled the trigger. The click of a firing pin on an empty chamber punctuated the silence that now crept over the airfield. I opened my eyes. The zombies had all disappeared, even the bodies. Best glitch ever.

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At the moment the square meter lavatory in the middle of a field becomes a zombie clown car.

I think, after discussing this, that while stopping power might not be possible, I'd really just like to be able to shoot through already dead zombies. It'd have a similar effect to the stopping power thing, and entering a building would no longer mean a deli queue to deathsville.

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Another major problem is we cannot setup weapon cahces with the tents or save vehicles atm because every server is reseting every 30 minutes. So it makes it worthless to play dayz attm just imo because if ur just going to run out of ammo and supplies going from cherno to elektro whats the point? We should be able to setup caches that stay on server and the vehicles also should be keptt till stolen from u i dont get why the servers are restarting but its messing up the entire gaame and could possibly lose a few of us to d3.

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I think' date=' after discussing this, that while stopping power might not be possible, I'd really just like to be able to shoot through already dead zombies. It'd have a similar effect to the stopping power thing, and entering a building would no longer mean a deli queue to deathsville.

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In my opinion, shooting through corpses would be just as unrealistic as shooting through zombies.

A better mechanic which (I think) would solve this issue would be for zombies to fall dead faster (thus allowing quicker shots at the ones behind), and for zombies to need to step over corpses, or at least slow down even more when there's a corpse in the way. This would mean you could clog up a doorway with corpses and keep them at bay for a longer period.

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exactly like wobbit said, hours of savaging the land for guns and ammo to setup a base camp to have it all erased kinda upsetting.

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Have you ever shot anybody with an M-16 or AK-47? Everybody that says you can't penetrate a body with one of those has no real understanding of how real guns function. The NATO round is a supersonic armor penetrating round. You can punch straight through the Kevlar in a standard issue police level vest. Often times the only thing that will stop a round is the trauma plate. If you use a FMJ round and shoot somebody you can hit the person behind them with reasonable reliability. A large problem when fighting an enemy around civilians. A rifle round can even at times go through an engine block on a car.

One of the biggest dangers when getting shot is the exit wound. I have seen a man get shot through their interceptor vest with an AK and the round pushes through the back armor. You might no always go through a body but chances are you will. A lot of it also depends on the bullet type. Hollowpoints were made so they don't penetrate. FMJ will go through an un-armored man and leave a real nasty and big exit wound.

The thing about penetration is that bullets don't travel really straight after going through a body. Meaning it can come out at an odd angle and the deformation often doesn't give it huge penetration power afterwards.

As a final note even a revolutionary war era musket will go through a person and that isn't even a shaped round. Seriously do your research first. Anybody who's been in a fire fight or seen bullet wounds knows this. Sure it won't always happen there is chance in everything, but chances are it will cause a nasty exit wound and hurt the person behind.

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A large problem when fighting an enemy around civilians. A rifle round can even at times go through an engine block on a car.

Sure' date=' if it's steel core .338 Lapua Magnum or better. You won't find a 5.56x45 NATO round that'll go through an engine block, period.

One of the biggest dangers when getting shot is the exit wound. I have seen a man get shot through their interceptor vest with an AK and the round pushes through the back armor. You might no always go through a body but chances are you will. A lot of it also depends on the bullet type. Hollowpoints were made so they don't penetrate. FMJ will go through an un-armored man and leave a real nasty and big exit wound.

While there's no argument that a tumbling 7.62mm FMJ round will leave a fairly nasty exit wound (which implies overpenetration), the majority of 5.56x45mm NATO rounds will fragment violently at ranges below 150 metres or so (but whether that's from an M4 or M16, I'm not sure), rather than penetrate multiple targets.

The thing about penetration is that bullets don't travel really straight after going through a body. Meaning it can come out at an odd angle and the deformation often doesn't give it huge penetration power afterwards.

Armour piercing rounds' date=' or lightweight tumbling ones like 5.45, may overpenetrate but at greatly reduced velocity. Maybe enough to cause some bleeding and pain, but not enough to kill with one hit.

Alternatively, the AP round is likely to go straight through a target with little in the way of tumbling, thus resulting in greatly reduced internal wounding, which I recall was one of the complaints about the AP 5.56 NATO ammo.

Lucky shots do occur, for sure, but ARMA II doesn't exactly simulate the curve a bullet takes when moving through the body, nor does it calculate deflections off of bone, or fragmentation.

As a final note even a revolutionary war era musket will go through a person and that isn't even a shaped round. Seriously do your research first. Anybody who's been in a fire fight or seen bullet wounds knows this. Sure it won't always happen there is chance in everything, but chances are it will cause a nasty exit wound and hurt the person behind.

The difference between muskets ball and your average 5.56 NATO round is momentum: the .50 or .60 (approximately) caliber musket balls weighed a LOT, usually upwards of 4 times the mass of a 5.56 bullet, and this gives them a lot of momentum to penetrate flesh.

That's the reason 7.62x39 penetrates better than 5.56, even though it has less velocity.

I know I'm making some gross generalizations here, but sometimes they have to be made.

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Momentum and bullet type causes the penetration. What makes our standard issue rounds fracture at close range is that the sudden acceleration from entering flesh causes a impulse of force that goes beyond the fracture point on the stress strain curve for the metal in most normal rounds. Thing is those fractured pieces will still exit and spectacularly so. They can still enter the next person and cause nasty injuries. I've seen it happen. At the normal ranges of a firefight of 400m the round has slowed enough that the change in velocity isn't enough to cause such a high impulse as to fracture the round. The standard round we issue for NATO is a round designed for AP purposes as it was designed for fighting the soviets. These rounds do have the problem of not fracturing and punching straight through a person at normal ranges. If you don't hit something vital they might not die. But this is needed as it was designed when we thought our primary enemy was going to be using body armor.

On momentum, it is mass times velocity so either the high speed of a super sonic round or the high weight of miniball will tear through flesh. Energy matters too as that is what contributes to the fracturing and the massive tissue damage when that happens. The NATO round though light is often fired a high velocities. It will tear through flesh with easy but will often shatter when hitting a harder body part like bone or a thick organ. Changes in material lead to sudden changes in speed which can deform the round. A lot of this also depends on the exact composition of metals used in the round and the shaping of the bullet. Some designs are balanced to tumble more when they enter flesh. The majority aren't though because to comply with LOAC they bullet can't cause excessive wounds. This means they are made out of harder lead so they don't fracture as easily. Even then a fractured round still is deadly coming out the backside of a person wearing only clothing. The guy behind him won't die in a hit but he'll be bleeding. This why the police use hollow point rounds so they don't hit anything but their target. Seeing how as in the game we are using military grade NATO rounds for the M-16 they would be the FMJ rounds designed to penetrate armor.

In short there is a good reason that in basic you are taught to always know what is on the otherside of your target.

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