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By Henk Grunn
Original Chernarus from arma, that was featured in the dayz mod, was imo very well balanced for 40/50 players. New chernarus isn't. All the content that was added was all very good quality on it's own. Some stuff is just beautiful. But IMO it's too much. The intention to spread out players over the map has succeeded. I hardly see anyone in new Chernarus. There are too many "key" locations and too many cities.
Original chernarus with all buildings enterable would improve gameplay on 40/50 player servers. Like in the dayzmod, players could chose to go into action or live the hermit style. Basicly in original chernarus you had 3/4 key locations. NWAF, NEAF, Stary Sobor, and perhaps Devils Castle. Less key locations, thus more player contact. I suspect that performance would increase as well with less loot spots. Plus we tree lovers would have our pristine Northern Forrest back.
Probably Original Chernarus with enterable buildings should be made first. But all the content is already ready.
What if server owners would have the option to start a dayz server with either NEW or OLD (with all enterable buildings) Chernarus? We would soon find out which servers are more populair.
Considering we have swamps already in the south of Chernarus with a few houses situated on platforms perhaps implementing a flooded village or city would be an interesting area for several reasons. It would encourage boat use on a surface of water that isn't the ocean. Those rowboats that are currently beached on the coast could be put to use obviously either modeling a whole new rowboat or reusing the static model that we have currently and coding it as a vehicle when boats are implemented could be the way to go. One survivor rows the boat while one other or multiple others protect it with their firearms at the ready (shooting from vehicle feature) while rowing into the town covered in mist. It would also be a great way to show off the physics system (DayZ doesn't seem to handle the physics that great at the moment but perhaps that will improve over time? The Source engine although now quite dated has an excellent water physics system where objects bob up and down and float randomly on the surface of water which looks fantastic. So items that should float would float randomly inside and outside of buildings items that should not float would remain at ground level where free diving would be required to retrieve them. The town or City wouldn't have to be entirely flooded just certain parts of it where the terrain is lower for example lower Berezino would be flooded whereas the section which is at a higher altitude wouldn't be (Using Berezino as an example not suggesting to flood that specific city). There would obviously have to be a credible reason why the town or city was flooded. A leaking or completely ruined dam in the near vicinity could be one reason. The flooding level could be anywhere to roof high, waist high or knee high which would vary depending on terrain since no town is completely flat well... actually some are on the coast.
There is a map from ArmA 2 not sure whether it is a community created map or part of the Czech DLC which is a perfect example -
An underground flooded area could also suffice like a subway, sewer, parking lot, basement etc. VBS2 has the technology for true underground structures so it is technically possible although whether the DayZ Development team want to get stuck into true underground structures this late into development is questionable -
By Gabriel Endry
Optical short range for AK's that has the Dayz mod of Arma II, Kobra RDS, which should serve to AK74, AKS74U, AKM and AK-101, as well as serving in the AK family of the Arma 2, because the game has several short range optics to M4A1, FAL and other weapons that use the Picatinny rail while purchases, AK's has the Kashtan that be more to a crosshair medium distance, something more like a "Russian ACOG" and the PSO that is long distance.
Others Options: 1P63/PK1 Obzor Optic: