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Consolidated Weapons/Equipment suggestions

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Maybe adding armored vehicles/cars ... Komatsu LAV (Japan), LIV (SO) (Germany), Fannek (Germany), LAPV Enok (Germany), BRDM-1 (SSSR), BTR-40 (SSSR), BOV (Yugoslavia), Marauder (South Africa)... Some examples of armored vehicles or cars.

Finally adding use to those useless anti material rifles... (Shooting at people with anti material rifle is not its intended purpose and its exaggerating in all ways, nothing I cant do with Czech sniper...)

How about keep it to the BMP 2 and maybe a BTR-60 or something? Maybe a fixer-upper M113 from some fictional military museum in chernarus or something. You know, rusty, shoddy paint job, and it doesnt have a cannon on it.Backstory on it could be that it was a NVA capture in the late 60s that was then sent to the USSR for study and then became a museum piece in the late 70s in Chernarus.

Edited by John Redcorn
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again, different versions of stuff

binoculars:

  • varying in degree of magnification
  • varying in size of ocular
  • varying in quality of lenses
  • varying in prism architecture
  • and with that always less/more weight, better/worse picture, better/worse capabilities in dim light/night

knives:

  • varying in size (reach, weight)
  • varying in style (eg a kukri could chop limbs pretty well but can't skin an animal and sucks at gutting it, a skinning knife would do perfect with gutting and skinning but would be incapable of doing sufficient damage to zombies and impossible to chop wood with it)

flashlights:

  • battery type
  • brightness
  • size (can it be held in the non-weapon hand with pistols or a club)
  • weight
  • battery life
  • beam profile
  • style (headlamp, handheld)

backpacks (already implemented somewhat)

compasses

  • illumination
  • declination adjusted/adjustable
  • weight
  • size
  • style (lensatic, prismatic, mirror - also make mirror capable of signaling!)

and many more!

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*more melee weapons! (replica katana/machete, more damage and more range than an axe, also with a higher chance of breaking bones.. also hunting knife... would be cool to use the guns as melee weapons when we have no ammo instead of switching to axe etc. (knocks zombie back but takes 3-4 hits to kill a zombie - a lot more to kill a player ofc)

*FLAMETHROWER!!!!

IMG ~ hopeforzombies.com/wp-content/uploads/2012/03/flamethrower-at-night.jpg

(removes backpack, but ability to carry X amount of jerry cans inside FF,

kills any zombie after X seconds of burning, kills enimy player after X seconds of burning,

alerts zombies within X distance, raises temperature of player by X amount per second in use,

if player is shot directly in the back he will explode!)

*bloodbag could be thrown as well as used?? - the bag obviously destroyed when thrown but used to draw zombies to it, they smell the blood! (exactly the way zombies are drawn to smoke grenades etc)

*MOAR SKINS!!!

*spray paint. ability to spray your picture on buildings (like counter strike <3) removes the image on server reset

IMG ~ i.crackedcdn.com/phpimages/topic-frontend/3/5/3/78353_v1.jpg

*ability to fill water bottle at a cow (changes name to milk bottle untill empty, then reverts back to water bottle)

*dust bin lid shields, riot shields. replaces your PRIMARY weapon but can duel wield with a pistol. shield has a health bar just like a vehicle does. can be repaired with scrap metal.

IMG ~ i126.photobucket.com/albums/p109/yomommassis/1-4-1.jpg

IMG ~ i126.photobucket.com/albums/p109/yomommassis/3-2-1.jpg

can also be used to slide down hills for a quick escape:

IMG ~ i.dailymail.co.uk/i/pix/2010/01/07/article-1241199-07C67785000005DC-510_634x413.jpg

*GUITARS!!!

IMG ~ images.wikia.com/stalker/images/7/7a/SCS_Guitar_Loner.png

* football/balls. lootable items. can be dropped on the ground and if colision with player it moves. <<< this will be soo funny at base/camp... can be thrown like a smoke grenade to attract zombies.. can be destroyed when shot and makes a loud bang.

Edited by RaviN

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Oh, another one... non-generic "Wheels". A car wheel won't fit on a bicycle, a motorcycle wheel won't fit on a truck, a truck wheel won't fit on a sedan.

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I think most of the suggestions go into the wrong direction. I think, DayZ should use more of the low-tech-weapons and equipment. And therefore also a NVG is to much hightech!

So I suggest to remove all nightvision-stuff.

DayZ is very atmospheric if everybody uses flares, chemlighs and flashlights. And it looses atmosphere if people are able to use NVG. Also people with a NVG are overpowered and therefore other people hate to play in the dark because they fear to get killed by a person they can't see.

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I think most of the suggestions go into the wrong direction. I think, DayZ should use more of the low-tech-weapons and equipment. And therefore also a NVG is to much hightech!

So I suggest to remove all nightvision-stuff.

DayZ is very atmospheric if everybody uses flares, chemlighs and flashlights. And it looses atmosphere if people are able to use NVG. Also people with a NVG are overpowered and therefore other people hate to play in the dark because they fear to get killed by a person they can't see.

This is just what you want to see though, I don't think DayZ should be moving to all low tech gear. High end weaponry has it's place in DayZ, and it would make the game boring after you find a weapon if there was no higher end equivalent to hunt for. Don't take stuff out, add more in.

Also about the NVGs and night time, if someone doesn't have NVGs and it's dark, 99% of the time they just turn up the brightness and gamma settings so they can see anyway. Then they've basically got NVGs but with every weapon with is even more overpowered.

Most of the time people don't want to play on dark servers because they can't see, not just because they're scared of players.

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I think the tech level should all be there, however, high tech comes with additional support costs. anything electrical requires batteries and should need to be continually refreshed somehow (have to find batteries). though you should be able build a solar recharge station or use a generator to recharge equipment. the higher the technical capability, usually, the device uses more power. a nightvision scope with IR assistive lights is very battery hungry. also, early generation night vision is not as good and still battery hungry, but better than no night vision. flashlights can last days on a charge.

improvisation should be king in the world. rocket if you and your team could give us the raw materials to improvise, then we could really make our own stories! all the regular equipment, clothes, and trash should be combinable in different and in unique ways. some should be destructive combines where you can not uncombine an item without destroying whatever you used to combine it, but installing a pair of packs on a bicycle to add some storage should be able to pull the packs off.

combining your starting civilian clothing or bandages + a long stick/club + gasoline will get you a flaming stick of death to quietly (relatively) beat zombies to death and to watch them burn. this would give more uses for fuel. as well some molotov cocktails. perhaps, fire should be the only thing that zombies don't like. ie, if you are being chases, throwing a molotov at the doorway you just ran through would make the zombies try to find another way or at least burn to death going through.

along with ravin's idea of more regular objects like a football, you could fill the football with gas and make a molotov out of it or put trash metal inside and make a noise maker to attract zombies. the football would throw further than other items, but you could use nearly anything that will hold items. empty cans, canteens, emtpy bottles, etc.

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I think the tech level should all be there, however, high tech comes with additional support costs.

Everyone who's crying about high-end military gear and wanting the draconian measure of removing it entirely... read the above.

If I had to forage for rare-ass batteries to even power my EOTech/Aimpoint/etc, I would be far less likely to waste my time killing players. This is my philosophy for both making a better survival game and decreasing idiot deathmatching... the player should be consumed with survival requirements and advantage gaining... that he/she should have very little time to just willy-nilly go kill people.

If I had to fetch batteries for my optics, if ammunition was slightly rarer but more spread out, if I had to clean/repair my weapon, if I had to purify my drinking water, if soda didn't refresh you as much as pure water, if disease was a concern, if repairing/refueling vehicles was more difficult, if creating a stronghold/outpost/settlement was beneficial, if one had to -find- attachments rather than just find weapons with them, if food supplies depleted every now and then, if there was a more significant and persistent zombie threat... I would have VERY little time or desire to just go to dangerous places to kill others.

EDIT - A -BIG- problem with Day Z, is in the meta-server treatment of players. What I mean by that is, loot spawns reset -entirely- with server restarts... so if the server restarts every four hours... then that's a VERY quick turnover of high-end loot. This causes, a slow, but inevitable flooding of the land with extremely high-end loot (Which I could care less about). However, it makes such loot worth less to the player. I have no idea how to solve this problem, but as it stands, there are just too few impediments to the player that AREN'T other players.

Here's the hierarchy of threat to the player in my point of view...

1. Bandits

2. The Game (Bugs, idiot vehicle damage mechanics, broken limbs off three foot ledges, etc)

3. Zombies

4. Disease/Hunger/Thirst/Weather

Here's how I think it should be

1. Zombies

2. Disease/Hunger/Thirst/Weather

3. Bandits

4. The Game

Edited by Katana67
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Am i in the minority thinking 90% of these suggestions would make the game tedious and boring? And no, ive never sat outside electro with a 50 cal however pvp and player interaction is the only excitement or end-game, grinding for 4 hours a day just to find batteries sounds lame.

Inb4 just play arma 3, cant wait.

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Am i in the minority thinking 90% of these suggestions would make the game tedious and boring? And no, ive never sat outside electro with a 50 cal however pvp and player interaction is the only excitement or end-game, grinding for 4 hours a day just to find batteries sounds lame.

Inb4 just play arma 3, cant wait.

Nobody said it'd be a "grind". Furthermore, Day Z and ARMA in general has never been -not- tedious and boring. It's two hours of walking followed by 2 minutes of shooting at something. Day Z skirts this by having things to deal with whilst not getting shot at. The issue for most is that these are -too- boring because they don't affect the player to a significant degree.

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May I suggest putting a better crossbow in the game? I love the crossbow in DayZ. I don't mind the long reloading time. What does get me is you can't stack the arrows. Meaning you can only carry a handful of bolts at a time. The crossbow is one of the hardest weapons to handle in the game and take a lot of practice to start using on zombies never mind human players. The crossbow is not even that powerful.

But as I said I love it but can we get a crossbow that can hold a few bolts at a time instead of one and maybe even put a scope on them.

Edited by ocelot20
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^^Don't worry.

Crossbow has been redone for the standalone and you should also be able to find quivers.

2i0582v.png

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I hate the guy's above me, just beacause of his horrible Profile pic

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I would really like to have AK-108 (5.56x45) and AN-94 Abakan (5.45x39) Scopes and various sights that are attachable so I can customize my rifle, make it more personal, bayonet on my AK for close combat (adding command (button) for it as well) laser pointer, light weight furniture and folding stock, camo pattern, drum of 75 rounds or/and 2 mags duct taped together, suppressor or compensator, for side arm I would have FN FNP-45 (11.43x25) 14 rounds, laser pointer or flashlight, two tone version.

I think now how it is that we don't see G-3 or some variant of same, G-41???

From me for now...

Good hunting.

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Don't know if already mentioned, but an engine generator could be nice for recharging batteries, powering light bulbs etc.

Of course it would require lots of fuel and make some noise but it would also bring a new aspect for a more persistent style of playing.

In my opinion the fuel sources around Chernarus shouldn't be infinite, but become depleted at some point instead. The tanks at the gas stations should also be destroyable for strategic purposes.

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They need to add Pawn Shops into the game where there is a chance of spawning all random kinds of stuff, like literally anything. Samurai sword. chainsaw, baseball bat, all stuff like that... Yes I got the idea from Pulp Fiction lol.

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Don't know if already mentioned, but an engine generator could be nice for recharging batteries, powering light bulbs etc.

Of course it would require lots of fuel and make some noise but it would also bring a new aspect for a more persistent style of playing.

In my opinion the fuel sources around Chernarus shouldn't be infinite, but become depleted at some point instead. The tanks at the gas stations should also be destroyable for strategic purposes.

And then you get douchebags who go around the entire map destroying every fuel source.

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And then you get douchebags who go around the entire map destroying every fuel source.

I didn't say it should be effortless. If there will be less bullets and more zombies, one wouldn't simply cowbell his way through all the fuel spots wasting all the ammo.

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Posted 29 November 2012 - 08:31 PM

snapback.pngrocket, on 29 November 2012 - 12:58 PM, said:

They are simpler and easily customized by the player, and can be changed on the fly. Think of Minecraft here, you can quickly change that "quick accces" toolbar to suit your task at hand, that is how we are changing DayZ.

Just moved this post over into this discussion because I feel its probably more appropriate here and also I'd like to hear more people's feelings on this idea?

Not entirely sure how you are going to approach this but personally; I think it would be useful and more immersive if the the "quick access" menu or hot-bar would fade in/out with use, perhaps when you use the scroll wheel or number keys (like minecraft) Or you could also invent an entirely new way of accessing it; perhaps by holding down "Alt" and turning the characters head to the top, bottom, left or right portions of the screen.

Also expanding on this idea of holding "Alt" to access various hot-bars you could even apply this to the deeper inventory menu's by holding "Alt" to look around at your characters body and then select an item to use or poach/pocket/bag to manage by using scroll wheel again to bring open various options, you'd normally manage via the "Gear" menu. If possible you could apply single animations to each object you might reach for and therefore have complete control over usage and accessibility; this would make a great aid for tuning an item for its precise purpose and make the game's "Gear" menu's. Much like shuffling through you're pockets trying to find the thing you want; something's may be easier to reach for like a gun, bullets or perhaps bandages stuffed in a font pocket within easy reach and others more difficult like; a concealed blade or torch batteries you might have hidden in you inner coat or back pockets.

Plus as a side note: besides all the other potentially interesting ways of managing/accessing inventory... just by holding down a key to access the "Gear" menu would be revolutionary; as nothing could get you back to the action quicker than simply letting go of a key to return in game. (no matter if it was "Alt" to look about or not) Not forgetting if you needed to do some major inventory management; you could access a deep menu or utilize the inbuilt Arma system and simply double tap to stay in the menu for some more intense shuffling.

Edited by Rpatto92
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One of my observations is that weapons and other equipment spawns on the ground (Floor), It is little ridiculous because in army bases weapons are mainly stored in the armory, and on the racks or stored in crates, same is for all military equipment, also for all other (Mainly) what I suggest... ?

That weapons and ammo spawns in armories (Mostly) or if the weapons do spawn in barracks or control towers etc. they should be on weapons stands or in crates, weapons and ammo spawns on the floor should be rare or like make dead soldier on the ground has a weapon and ammo on him (AK-47 loaded + 2 mags) or (Makarov loaded + 2 mags) for officers... (or US weapons for US troops of course) Same for civilian weapons and equipment, does your grandpa keeps their trophy Mauser 98K on the ground... ? no he keeps it in the weapons cabinet where ammo for it is as well, I would like to have K43 :P...

Another thing, what happened to the predator animals ?

Why there are no wolves or bears or pumas in the game, that can eat your ass... ?

I think they should be in game, so they can eat your ass... ;)

I hope you get the idea, what do you think about that ?

Edited by >S.T.A.L.K.E.R.<
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One of my observations is that weapons and other equipment spawns on the ground (Floor), It is little ridiculous because in army bases weapons are mainly stored in the armory, and on the racks or stored in crates, same is for all military equipment, also for all other (Mainly) what I suggest... ?

That weapons and ammo spawns in armories (Mostly) or if the weapons do spawn in barracks or control towers etc. they should be on weapons stands or in crates, weapons and ammo spawns on the floor should be rare or like make dead soldier on the ground has a weapon and ammo on him (AK-47 loaded + 2 mags) or (Makarov loaded + 2 mags) for officers... (or US weapons for US troops of course) Same for civilian weapons and equipment, does your grandpa keeps their trophy Mauser 98K on the ground... ? no he keeps it in the weapons cabinet where ammo for it is as well, I would like to have K43 :P...

Another thing, what happened to the predator animals ?

Why there are no wolves or bears or pumas in the game, that can eat your ass... ?

I think they should be in game, so they can eat your ass... ;)

I hope you get the idea, what do you think about that ?

I personally dont really care if my weapons where on the ground in a pile or hanging in a beautyfull layout over an chimney. But i would be nice to make "dead body containers" that are spawning in the wilderness for example.

Main problem for Animals i think is the AI, you surley know that there will be dogs ingame, so some people think if there will be dogs to find, there will be maby wild dogs to attack you, but something like that dont got confirmed. I would say first fix the zombies, than fix the peacefull anymals ingame (they are so slow you can kill every Animal with an Axe [except for the rabbit who is the most realistic animal in the Game rigth now]). than you may be thinking of new enemys.

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I am sorry Axon, if you dont care for benefits of this game your should go and play BF3 or whatever...

I would like to see this game rise on top of many others that sold theyr asses for money like WoT... Aion and many others...

Anything worth doing is worth doing good...

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So I just had what I think is a "Eureka!" moment.... :P

People have been discussing ammo crafting for a while now. So think about this - When you want to craft some ammo, you need to deploy/set up your "workshop" like a tent. Instead of being an instant event, ammo crafting now has a time period. So you put your brass casings, smokeless powder, and bullets into the "workshop" container, and have to wait some time (maybe an hour) for the ammo to "cook".

Now here is the interesting bit! While the ammo is cooking, your "workshop" gives off a plume of black smoke, thereby giving away its position. If you want the benefits of being able to make your ammo, you and your team need to be prepared for bandits investigating. Could make for some awesome team play and excitement.

What do you think guys?

Edited by ShatnerBassoon
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So I just had what I think is a "Eureka!" moment.... :P

People have been discussing ammo crafting for a while now. So think about this - When you want to craft some ammo, you need to deploy/set up your "workshop" like a tent. Instead of being an instant event, ammo crafting now has a time period. So you put your brass casings, smokeless powder, and bullets into the "workshop" container, and have to wait some time (maybe an hour) for the ammo to "cook".

Now here is the interesting bit! While the ammo is cooking, your "workshop" gives off a plume of black smoke, thereby giving away its position. If you want the benefits of being able to make your ammo, you and your team need to be prepared for bandits investigating. Could make for some awesome team play and excitement.

What do you think guys?

Nice idea, but I think an hour is way too long. Maybe it's just me though.

I know I'd just take it up north to a remote location too, no chance of (legit) bandits up there. They're all camping populated places.

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