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Suggestions for the DayZ standalone - thinking outside of the limitations of an Arma 2 mod.

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On a different note what do you reckon we'll hit first, 500 cans of beans or 75,000 views?

beans for you

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Since they're making new interior for a lot of things... I think it would be cool to put a "broken" aircraft carrier somewhere off the shore. With military loot,heli crashsites (crashed jets?) and off course a lot of zombies. It'd be a cool base if you manage to clear all the zombies, or just a good place to find military loot, just like any other airfield. :P It's only accessible by boat or heli, since swimming would be to far away.

I think chernarus needs a "hard" to reach area, this or something else. To me it serves as an end game goal, something I would want to explore, but can't get to by just walking there.

There are a few missions in ArmA featuring an aircraft carrier, and you can even find one in Take On Helicopters. When you go free fly on the Utes map, there's a carrier in the sea. It's what I got the idea from.

Yeah I like this idea, raiding the carrier would make an excellent goal for a large group who are running out of things to do. It should be both insanely hard, scary and dangerous but also have some of the best loot.

i.e would have:

  • Lots of zombies, some with body armour.
  • Very cramped and claustrophobic feel below deck. Lots of ambiance and echoey sound.
  • Very little natural light below deck.
  • Quite easy to get lost inside it.

but also:

  • A medical bay with loads of medical supplies.
  • Lots of mechanical supplies for fixing choppers and planes.
  • Obviously lots of military loot.

Just imagining traversing the labyrinth of a half ruined aircraft carrier, all the power and the lights out, blood smeared over the walls. Water dripping and leaking onto the floor. Very echoey sound and lots of ambience. The group getting picked off one by one by zombies and hearing their screams echo down the dark corridors :) Need more things like this to get players to team up and work together instead of just playing solo and shooting everyone.

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Player underground bases

I have no confirmation of this information, I wanted to underline and clarify how i imagine base building will work.

Rocket has stated these bases will be instanced "As in separate from the game world but at the same time connected. He stated them as a personal place to store gear and keep your character "safe" so what does it mean?

My understanding goes something like this theoretically

As you survive in dayz you come to collect "tools" these tool slots are not connected to your bag but our fundamental things to find as they increase your survival in different areas, like matches/axe/hunter knife, are required to live purely on bush survival, i think base building will have the same type of tools required to build.

Once you have built your underground base i imagine its a place to store items, But here the catch..

these bases are connected to your living character, These bases cannot be "destroyed" while the player is alive, but once you die in game these bases become "open" to anyone who finds them.

Why are they not destroy-able when the player is alive?

simple; they are safe havens for logging out and in, This does not mean they are not loot-able from people with skills capable of "unlocking" personal locks, But bear in mind they should not be either easy or safe to breach. Traps/defense of such bases should be apart of there design ext ext: But they give a player more purpose to protect/trade/stay alive and collect more items because once you die, that base is no longer yours, it is open, unsecured and totally loot-able/destroy-able to any Wandering Bambi..

this adds more concern to your life in-game you are not only to lose what you have on your player but also what you have collected over time with that character.

but remember they cannot be "destroyed" while a player is still alive that "owns" the base

it should be safe to logout of the game, go to bed, wake up with no concern of your player or your base,

BUT!!

looting of your base can still happen!!, think about it, if some lucky joe with skills managed to unlock the base, avoid a trap or two, then he is rewarded by filling he's back-pack with as much stuff as he can grab, but thats not alot of things remember? it's only he's backpack

he would have to risk two trips through your traps to get more things so your looking at minor theft possibly but no major sabotage.

Until death...

Exploration of the big wide world means death is almost always imminent. once your character has died, BAM!, your base is up for grabs of everything in it, including being trolled by some 13year old by destroying it completely!. harsh yeah?, tuff bickeys!

Also to mention it cannot be retaken, its security is now breached completely and your new character will have to start the collection all over again, he can try go back and scavenge some things but overall its unsafe, This way we all have a meta, we all feel longevity is rewarded, and death.....is hell.

*Just also note there is blacked out text up the top*

HA!

Edited by Ovation
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double post..fixed

Edited by Ovation

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1)Abexuro ruarz i think the aircraft carrier will be interesting some special loot, very dangerous, under deck darkness, many zobies yes it will be nice if you kill all zobies it will be safe base which you can move from one place to another

2)Ovation hide out will be nice but it depend on size

base is something for group of 5-xx peple and hideout is for 1-4 player so how big and what you can do there

but i cant wait for moment when you will be abel build actual base with buildings walls and so on and all this fun will be very very very expensive with big profit for whole group and som dangerous situations like zombie horde aroung so you can place big guns on walls and wachtowers

mabye serch lights

posible to make special upgrades on car/helicopter like thick armore place gun on roof or make a car from scrap

medical (something) so you can study virus and make antidote for frends which are not immune to virus

3)i was posting about siklls a little bit and i thik it will be better goal than just base or aircraft carrier im not saying these two are unnecessary all of these things have nice potencial

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Get rid of pdots and 3rd person camera. Each is just a watered down version of a wall/esp hack built into the game.

Get rid of the M107 and AS50, and make the other sniper rifles more rare in general. Don't get me wrong, because I like to snipe as much as the next guy and always carry a sniper rifle when I can. But snipers are a specialized unit. They aren't that common. Yet every survivor is a sniper in DayZ.

Remove weapons with thermal scopes. Add more weapons with iron sights.

Get rid of helicopters. Again, don't get me wrong, I like to fly too. It's fun piloting a huey. But they'er WAY too common. They can traverse the map in a couple of minutes. And combined with 3rd person and pdots, camps and vehicle stashes become all but useless. And honestly, how many people are pilots in relation to the population. Yet in DayZ, everyone is a pilot.

Make zombies smarter and tougher. As it stands, DayZ has become hardcore death match. I love PvP, but I can get that with regular ARMA missions. Zombies at the moment are looked on as more of a nuisance. If you can't improve the AI and pathing, at least make them hit harder, and make infection likely with each hit. Add some kind of inhibitor to slow the rate of infection til you can find a cure. This will make hospitals even more important.

Balance the map a little more in terms of markets, industrials, etc (not military), so that there's more action throughout the map and it's not so limited to Cherno, Elektro, Berezino, Stary, and the airfields.

Add more vehicle spawns. It just makes sense. Not sure why they're so rare. And it'd help solve the prolbem with vehicle hording.

Make it so that trees and bushes render better at distances, so that players can't abuse low settings to find tents and vehicles.

Add contruction to the game beyond wire fencing, tank traps, and sand bags. Make the constructions look plausible to the setting, such as wooden fortifications.

Release the game with parameters in place to prevent or discourage Alt+F4'ing and server hopping.

Make nights brighter, and limit or prevent gamma correction. Although I like realism, the simple fact is that pitch black nights empty servers. Most players don't like running around with flashlights and chemlights that basically turn them into beacons for bandits. The servers I frequent have made every night a full moon to help keep them populated. I prefer that approach to the 24/7 daylight solution.

And for cryin' out loud, make it so that zombies spawn at the presence of vehicles. It'd ridiculous the mod has went this long without this being implemented. It makes absolutely no sense that zombies do not spawn from vehicles being present. But make sure they each have a realistic audible range. In mods that DID implement this change, bicycles brought every zombie in the city running at your approach.

Edited by H4YW1R3
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H4YW1R3 many good ideas

1)night is too dark but sometimes otside at night with cloud in real life it is very dark and with clear sky with full moon it is bright so we will se what Rocket team will make in stand alone

2)wepons in Chernarus more weapons of Soviet and post-Soviet countries and mabye

http://en.wikipedia.org/wiki/Ukrainian_Ground_Forces

in the list of small arms something like these wepons for military buildings + civilian weapons + illegally held weapons (organised crime) + rich people illegally held weapons + police type weapons + traveling survivals dont forget all of this

3)zombies implement chance of hordes more zombies in cities and towns and fallen survival camps

but new way to make zombies attack other zombies example:

-using crossbow/bow and some special arrow/bolt (with cooked meat or something)

-zombies 15 or 25 meters around target will go eat sometime fight for food

-safer way for player

but dont make it to dificult becaus i like this game and im not hardcore gamer and dont think im some total bambi

4)more vehicles

and last thing do something with map lets wait for DayZ game (standalone) so we will see what they done

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i know it sez the weapon list is done but it must've been an oversight cause there (or i just didnt see it) but i didnt notice any AKS-74U on the list. or swords.

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Loving the idea about zombie hordes. Once you've played the mod for a few days the zombies aren't really a threat anymore.. As soon as you get into the woods you can loose agro pretty easily and then the only threat is running into a bandit.

It'd be awesome if there were 3-4 big bastard zombie hordes roaming the map at any given time. Slowly waddling towards the nearest gun shot they've heard or camp fire they've seen. When players come across them they can either avoid them or, if they have a big enough team and/or firepower, try and kill them all.

After all DayZ is about zombies and at the moment they're just a mild inconvenience. I'm pretty sure zombie AI is being changed for the standalone and hopefully they'll be made into more of a constant threat... This might even urge more players to think twice before shooting a survivor on sight, especially if they're running away from a shit ton of zombies :P

Edited by amarkman
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Get rid of pdots and 3rd person camera. Each is just a watered down version of a wall/esp hack built into the game.

Get rid of the M107 and AS50, and make the other sniper rifles more rare in general. Don't get me wrong, because I like to snipe as much as the next guy and always carry a sniper rifle when I can. But snipers are a specialized unit. They aren't that common. Yet every survivor is a sniper in DayZ.

Remove weapons with thermal scopes. Add more weapons with iron sights.

Get rid of helicopters. Again, don't get me wrong, I like to fly too. It's fun piloting a huey. But they'er WAY too common. They can traverse the map in a couple of minutes. And combined with 3rd person and pdots, camps and vehicle stashes become all but useless. And honestly, how many people are pilots in relation to the population. Yet in DayZ, everyone is a pilot.

Make zombies smarter and tougher. As it stands, DayZ has become hardcore death match. I love PvP, but I can get that with regular ARMA missions. Zombies at the moment are looked on as more of a nuisance. If you can't improve the AI and pathing, at least make them hit harder, and make infection likely with each hit. Add some kind of inhibitor to slow the rate of infection til you can find a cure. This will make hospitals even more important.

Balance the map a little more in terms of markets, industrials, etc (not military), so that there's more action throughout the map and it's not so limited to Cherno, Elektro, Berezino, Stary, and the airfields.

Add more vehicle spawns. It just makes sense. Not sure why they're so rare. And it'd help solve the prolbem with vehicle hording.

Make it so that trees and bushes render better at distances, so that players can't abuse low settings to find tents and vehicles.

Add contruction to the game beyond wire fencing, tank traps, and sand bags. Make the constructions look plausible to the setting, such as wooden fortifications.

Release the game with parameters in place to prevent or discourage Alt+F4'ing and server hopping.

Make nights brighter, and limit or prevent gamma correction. Although I like realism, the simple fact is that pitch black nights empty servers. Most players don't like running around with flashlights and chemlights that basically turn them into beacons for bandits. The servers I frequent have made every night a full moon to help keep them populated. I prefer that approach to the 24/7 daylight solution.

And for cryin' out loud, make it so that zombies spawn at the presence of vehicles. It'd ridiculous the mod has went this long without this being implemented. It makes absolutely no sense that zombies do not spawn from vehicles being present. But make sure they each have a realistic audible range. In mods that DID implement this change, bicycles brought every zombie in the city running at your approach.

Nearly all of these problems are being addressed. Some will be fixed in the mod too. Zeds will spawn while in car a now.

All those small things like view distance and alt-f4 are being fixed in the game. The devs aren't idiots and these are known issues.

The game will have a different loot system so no one should be able to find tons of sniper rifles.

Helicopters are going to be harder to fly.

Cars are more common in the mod now. The game will most likely follow suit.

Everything you suggested has already be acknowledged and the information can already be found on the site.

Edited by Vindicator
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I wonder if you will be keeping the little things like the Lunar cycle? I'd hate for these things to be scrapped.

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Hi!! I only create this account to say two sugestions:

1)Blood and life apart :A person can die from bleeding to death but not only by that. I think that its better that a gun remove x % of our life and cause bled). Our amount of blood will determine:

a) A percentage of fainting (with 12000 = 0%, with 3000=50% of fainting each x seconds for example (DayZmod)

b)It will increase our hunger and thirst faster

c)The time that we will can be running

d)Also it will increase our pulse (as Dayzmod)

e)We will recover life and blood passively to keep us fed and not as now, eating food and blood immediately recover

2) Please, zombie a bit slow and with less life but with more damage. Lag and fps influence our aim and its too dificult shot a zombie that comes from afar, when he is above you is absurd to continue shooting him

P.D Sorry for my terrible english

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hej,

my suggestions are for creating atmosphere entirely, so therefor they should not be considered as "must have", merely "nice to have/see"

- shrubs with berries of some sort, little fields of flowers/herbals, maybe signs of former cultivated pastures (apple trees, potatoes) all as consumables, maybe with the possibility to brew teas to cure eg. a cold.

- mirrors or shattered pieces of glass to signal or distract over larger distances

- different states of decay: coughing, throwing up, fainting or at least temp. loss of strength, blurring, not only for players but also for zombies. In the dayz universe we are dealing with a spreading infection, so why shouldn't they show some of the mentioned behaviour

- new type of zombie: an(a)emia-afflicted and therefor nocturnal behaviour, avoiding direct sources of light, sneaky creepy little guys

- more wildlife: deer!, elks, wolves!, foxes, owls, crows!, jackdaws, why not fish? - critters: bees, butterflies, moths

- i quite like the idea of Minecraft crafting: random items, like batteries, scrap metals, wooden blanks etc. to create melee weapons or other usefull "stuff" by use of the toolbox or stationary workshops in towns/farms in buildings or garages without decided crafting "recipes"

- how about a petrol/gas/diesel generator although i don't see them how to really fit...on the other hand...there are active city lights, who the hell still operates the power plants?!?

- more detail to remains of civilization; creepy kindergartens, abandoned defense lines, bars, stripclubs, sawmills in the woods, how about some underground environment, there has to be more to offer to create some sort of erie atmosphere.

- scarce ammunition

- therefore more focus on melee and/or self defensive mechanisms like pushing/kicking/barrel roll ;)

Although i understand some people might say "then go play xxx", these points seem to add to a more and deeper game experience.

At last: my personal desire: rare Bigfoot Howls in the nightly woods!

Edited by joe_mcentire
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Definitely agree with some underground environment. Underground bases aside, sewer and metro system would be awesome.

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Hi!! I only create this account to say two sugestions:

1)Blood and life apart :A person can die from bleeding to death but not only by that. I think that its better that a gun remove x % of our life and cause bled). Our amount of blood will determine:

a) A percentage of fainting (with 12000 = 0%, with 3000=50% of fainting each x seconds for example (DayZmod)

b)It will increase our hunger and thirst faster

c)The time that we will can be running

d)Also it will increase our pulse (as Dayzmod)

e)We will recover life and blood passively to keep us fed and not as now, eating food and blood immediately recover

2) Please, zombie a bit slow and with less life but with more damage. Lag and fps influence our aim and its too dificult shot a zombie that comes from afar, when he is above you is absurd to continue shooting him

P.D Sorry for my terrible english

Your english isn't too bad. Your are correct. Most of what you suggested is being considered. I imagine the health/hunger system will be reconsidered in SA.

I think the Zeds are staying the same speed. Fortunately, the zeds are being optimized the they don't your FPS and your flesh B) . Now they just eat your flesh!

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To the Devs actually read this?

Cuz i have a suggestion that I think it would be a nice addition to the game. It can be applied by two ways:

1) Over storage at the cost of passengers. In example: There is a car that have space for 4 passengers and 20 slots of itens. But you can storage up to 35 itens at the cost of 3 passengers. That way you can only have 1 person inside the car, but can full it up with loot.

2) The second way is simplier. You could simply mix it up, passengers and itens slots. Making the same car having 35 slots, and a passenger occupies 5.

You could even make possible to have a visual addition by making it possible to see the loot on the backseat.

English is my second language, so, if there's any misspelled words please ignore it. Thanks. :)

Feedback on what you guys think would be appreciated.

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To the Devs actually read this?

Cuz i have a suggestion that I think it would be a nice addition to the game. It can be applied by two ways:

1) Over storage at the cost of passengers. In example: There is a car that have space for 4 passengers and 20 slots of itens. But you can storage up to 35 itens at the cost of 3 passengers. That way you can only have 1 person inside the car, but can full it up with loot.

2) The second way is simplier. You could simply mix it up, passengers and itens slots. Making the same car having 35 slots, and a passenger occupies 5.

You could even make possible to have a visual addition by making it possible to see the loot on the backseat.

English is my second language, so, if there's any misspelled words please ignore it. Thanks. :)

Feedback on what you guys think would be appreciated.

This is actually a good idea. If they find a way to add cargo pants, I'm sure this mechanic is very similar so maybe it wouldn't be hard to implement. Beans for you! (Especially because most ideas aren't very good)

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Don't know if this has already been suggested (way too many pages to read through and search sucks :P) but here's one of my suggestions.

The game tries to be realistic, requiring you to eat and drink which is great but its forgetting about the 'other end' of the body... We need to be made to take toilet breaks while fighting the undead!

At first, this sounds silly but i will explain why it could be a good idea.

You would add to the other icons already on the hud to indicate if you need to do a number 1 or a number 2. If these are ignored then you end up doing them anyway. This would cause your character to smell really bad (would have to have some sort of smell indicator). Now smells, depending how bad, attract zombies. If you end up weeing yourself it'll attract zombies when you're quite close to them but not moving (so they dont even bother with sight/sound as they smelt you). If you've 'whoops-a-daisied' yourself then you attract zombies from quite far away. You would need to find a change of clothes if this happens. This could be useful for nolifing snipers who wont move for hours as they would need to take toilet breaks or risk being found by zombies :)

As i mentioned, the smells of wee and poo attract zombies so this could be used to your advantage too. Say you need a distraction in a town, just bend down and drop a steamer in a building, a lot of zombies come running towards it distracting them for a bit. It could also be used for evil purposes where you could do it in somebodies camp.

Which brings me on to the humilation factor of this suggestion. Say you just killed a guy and you'll know he'll be back for his loot. You could wee all over his body and take a dump on him. He'd return to his body covered in a lot more flies, looking a bit wet and attracting a lot of zombies, plus some of his gear would be 'dirty' and it would increase the chance of infection.

This could also be done for tents so when people access them they could catch something unless they disinfect it first, adding another new item to find :)

As players will be dumping their loads all over the place, you could also add the ability to step in in, which attracts zombies from the smell. This should also be done with dogs as nobody likes treading in dog poop. This would eventually wipe off the more you walk.

Obviously you would need the game to clear up your 'mess' after a certain time otherwise Chernarus would turn into a literal sh*thole :P so number twos should decompose. this would be faster on grass than on roads or players. Wees should just remain for a few minutes until it gets absorbed by the ground.

I know how silly this all sounds and i guess a lot of people won't agree on it but i think it'd be fun and unique :P

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why....why would someone something like this to be implemented!? WHY!? DLC: DAYZ - POOFEST

Edited by joe_mcentire

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Oh, thanks for the feedback, i'm kinda new to the forum tho, created the account just to make that reply. I'm not sure what are these beans but thanks anyways. =D

If I got any other suggestion i'll be back. =)

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they should add some kind of "reliablity system" to the guns. for example: an AK-47 can be thrown into the water, sand, mud, whatever and you just take it out, shake it a bit to get most of the dirt (e.g. water should be way easier gone out of a weapon than sand, a weapon full of sand should be easier cleaned than a weapon full of mud) off, reload it, and it still works like before.

on the other hand, more unreliable weapons like the M4A1 should jam much faster and need way more time to be cleaned and ready to use again.

would give the russian weapons, especially the AKs, but also the G3 (which is very reliable, you can practically throw it out of the 2nd floor on the ground, pick it up again and it still works without taking any actual damage) a big advantage over high-value military weapons that tend to jam a lot faster / tend to need a new barrel much faster. also, caliber, firerate and reliability of weapons should have a big influence on the amount of barrel changes per shots. for example weapons with a high firerate, a big caliber and a below-average reliablity value, for example the MG4 or the MG42 (which is quite reliable but the insane firerate of 1200-1500 Rounds per minute, which is why it is nicknamed "Hitler's Buzzsaw", really fucks up the barrel fast), need a barrel exchange after 400-500 shots fired. other guns, like the PKM, should need a barrel change after 1000-1200 shots fired. if you don't exchange ur gun barrel on a regular basis, your barrel will most likely distort and greatly reduce accuracy on all ranges, maybe even influence recoil a bit.

which makes me come to another point, where Rate of Fire should play a big role in locating gun-fire's origin. this especially goes for the fast-fire guns, like the KRISS Super Vector, the FN P90, the PPSh-41, the MG42, MG3 (which i would like to see added to the list as end-game LMG, as it is the successor of the MG42 and predecessor of the MG4), MG4. Every of those guns has a fire rate higher than 1,000 rounds per minute (only exception: P90 with "only" 900 RPM), meaning you will hear gunshots between every 0.06 seconds (P90, Vector, MG4, PPSh-41) up to every 0.04 seconds (MG3, MG42). you are not able to locate those gunshots, there is obviously a reason why the MG42 is called "buzzsaw". In WW2, allied soldiers had serious problems to locate MG42-nests only by sound. obviously not by eye-contact, but eye-contact is to be avoided vs those guns.

then again, slow fire guns, like the sniper rifles, assault rifles (AK-47 for example) or single-shot rifles (Lee Enfield) should be much easier to be located by sound.

i imagine a system like: the higher your RoF is, the wider is the approximate hearing angle for both zombies and players. for example, standard hearing angle is 2-3° for slower-firing guns (may it be due to the recoil or the bolt-action design), for higher RoF guns and more silent guns it is up to 10°. meaning if you fire a MG42 at 300 meters, your target has a range of 5° to each side from ur actual firing location. of course you need to implement it that way, the longer you fire, the smaller get's the "target area" around you. if you fire like 10 shots, the 10° angle will remain, meaning that zombies will spread in an area of ~26 meters both to your right and left, where they will head for to investigate. they will adjust their walking direction after each shot, so you could see zombies wandering zig-zagging over the field towards you. don't forget tho, the closer they come, the smaller gets the hearing angle. and the less they will be zig-zagging around until they stand right in front of you. also, the more shots they hear, the quicker they try to reach that area, as they get more and more sure about their ears are not failing and there is some good meal over there (i know, zombies can't think, but it would be strange to see zombies zig-zag walking around the fields, while running over the fields makes more sense.)

another suggestion that came into my mind:

about that attachments thing. you should be able to either rip off or de-mount scopes / silencers from weapons you find. why also the option to rip em off? if your character is unexperienced, like spawned 5 minutes ago, he will try to simply rip the silencer of that M9 SD. if you have been alive for 3-4 days, your character will try to mount the silencer of carefully, leaving it in a better state. same for scopes.

disadvantage of ripped-off scopes:

- you need a toolbox, maybe even a blow-torch and a few tin-cans / scrap metal to fix it on a gun again. there is a high chance that your barrel is going to lose "time until exchange needed" due to the extreme heat near it.

- it might be crooked in the end, practically making ur reddot u just found useless

advantages of de-mounted scopes:

- can be mounted on any weapon with a scope-rail on it

- will not affect the gun's reliability

- will not influence the accuracy of your sight.

for example if you've been alive for 3 days in-game, and have that M16A1. now you find a let's say M4A1 Holo. but you really have neither the space nor interest in taking the M4A1 Holo (whatever reason it might be), but the Holographic sight. you de-mount the Holo-sight and mount it on your M16 instead. now you got a M16A1 Holo. would create the chance of creating or looting some unique combined weapons off of dead bodies. i can already imagine my M16A1 with Silencer, Holo sight, flashlight and grenade launcher. and then get killed, and some dude's like "Oh my god, this gun's insane."

edit: also, on a random note: people using high-caliber guns desperately need ear plugs, or they will risk (1% for 5.56 guns, 5% for 7.62 guns, 15% for 12.7 LMGs, 25% for 12.7 sniper rifles) losing their hearing ability for a certain amount of time, also depending on the guns noise. (for example: deafness due to M107 shots: 1 hour, deafness due to 5.56 shots: 5 minutes, not able to "heal" it, only able to prevent it.)

Edited by not_today_son.
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1)i like the idea of taking off the attachment but make it posible to put any scope on any gun with certain skill and tools like welder, generator and so on

2)i hope there will be somesort of capital city with civilian airport, gun shop, supermarket but BIG

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1)i like the idea of taking off the attachment but make it posible to put any scope on any gun with certain skill and tools like welder, generator and so on

2)i hope there will be somesort of capital city with civilian airport, gun shop, supermarket but BIG

found this map in the internet when i searched for "Chernarus Plus", dunno how waterproof it is.

ArmA2_Chernarus_factbook_map.jpg

Chernogorsk will only be a small ass village compared to Novigrad :P

Edited by not_today_son.

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