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akafugitive

Gameplay Mechanics Pt4 - The Weapons

  

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  1. 1. What sections do you like/agree with? (multiple choice)



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*Disclaimer* The following are my opinions of features I would enjoy seeing in the game, this thread is in no way intended to express negativity towards the current development or express ignorance towards current development plans. I am fully aware of what alpha or "work in progress" means, as such I am doing what is intended for alpha testing and making suggestions, not demands. Please keep feedback constructive, and on topic.


Carrying Weapons

I'm not a huge fan of the auto assigned slots for large melee and firearms. I would like to see these pre-set slots removed and replaced with strap/holster/sling system. What this means is you would need a required item or inventory space in order to remove the item from your hands without dropping it. No more magnetic shoulder blades

Improved notifications/actions
I'm confident the following can be done because currently if you log out/in with a second firearm held in your hands it is placed at the bottom of your inventory, not in your hands. It would just need to be programmed to visually display the item held in that hand, becoming the off-hand slot.

- When picking up a weapon it will automatically be put in your hands, and if able assign itself a slot in your inventory (eg: inside clothing/backpack, empty holster slot, shoulder/forward slung if attached)
- If inventory is unable to assign inventory space to a weapon in your hands one handed actions will not cause it to be dropped to the ground, will be held in off hand instead (eg: pulling out a compass, small melee, small objects)
- Action "surrender" (F2) will drop whatever is currently in your hands even if inventory slot is available (must empty hands first before surrendering if you dont want to drop it)
- Handguns and sawed-off shotguns can be held in 1 hand when another item is held in the off hand, but come with a penalty to recoil and sway. (eg: flashlight, rifle, large melee, etc.)
- Actions requiring the use of both hands will drop the weapon to the ground, animate the action, then pick the weapon back up (eg: eating, drinking, bandaging, etc.)
- When a weapon or an item that is in your hands is dropped to the ground you will receive a notification (eg: "You have dropped your fire axe")
- If an item that is assigned to your hotbar is removed from your inventory/hands(turns white) the hotbar will not auto-hide that item.
- Changing cloths plays an animation and automatically transfers items, including clothing items carried in a backpack (dragging new clothing item to avatar)

Improved carry methods
These would be the ways to carry weapons and some equipment to replace certain aspects of the inventory system.

- Backpacks will be given a "holster" slot that will allow for a large weapon to be strapped to the side of it, on top of its internal inventory slots (drawing/holstering will take a bit longer)
- Some backpacks will given a "holster" slot that will allow for a tent to be strapped to the bottom of it
- Add shoulder slings that can be attached to any firearm except handguns and sawed off shotgun, these can be both civilian/military drops or crafted (rope/rags/duct tape)
(will auto sling weapon to shoulder when emptying hands if shoulder slot is currently empty)
- Add military 3 point forward sling that can be worn on the chest like the current chest holster, and can have any firearm except civilian rifles, high power rifles, handguns and sawed off shotgun attached to them. Some military vests could come with this built into them (plate carrier, modular, UK assault, etc.)
(faster draw/holster and will not drop the weapon on the ground if surrendering)
- Add various belts that can attach cases for items, belt/leg drop holsters, etc. (help get these small items out of the inventory to allow more room for spare clothing or other items)
- Add the various item cases (flashlight, handcuffs, knives, baton, handgun mag cases, etc.)
- Add the belt and leg drop handgun/sawed off shotgun holsters
- Flashlights can be combined with handguns/sawed off shotguns to allow for it to be carried in the off-hand (can be separated again)
- Flashlights can be duct taped to any firearm except handguns/sawed-off, chance to fall off when fired to give rail mounted lights the edge (can be separated again)
- Add wearable arrow quivers (both loot-able and craft-able)
- Add tool-belts that can attach multiple tools to it
- Add toolbox that can hold even more tools but needs to be carried in the inventory (container like ammo cans)

Why
Taking these factors into account I think it adds a more intuitive system that allows for more freedom to the players gear selection. I may choose to sling a suppressed SMG to my front for quiet insertions, sling a rifle to my back for long range engagement, and strap a shotgun to my backpack for breaching. The downfall would be that I will be slower, heavier and become fatigued faster.

On the other side; I may have to leave a rifle I found behind for a large melee weapon, because I spawned on the coast and ran to the nearest area that has a higher chance to spawn weapons, instead of looking for a backpack or gear to carry both with first.



Firearms (inspired by Shadow134)


I would also like to see more components making up the firearms, the displayed condition of the firearm would be determined by lowest condition of primary external components.

That way just like a vehicle you would need all the parts(and functioning), firearms may not spawn fully functional, or be straight forward on what internal components are missing, unless you know what you are looking for/at. This would cause you to seek out components or similar firearms to harvest component from, much like looking for tires, engine parts, etc after finding a vehicle. This creates another area of knowledge being key, knowing that a firing pin is needed to make a firearm work will serve as an advantage to those who come across a firearm missing one. Firearms can also be left behind disabled by removing key components such as the firing pin.

Primary external components should act as containers(eg: receivers behave like flashlights with a non-displayed container system), and use the crafting system to create the associated firearm. Both the main components to the firearm would be required to create the firearm itself. Internal components will not be visible unless the weapon is stripped apart, can be done by right clicking on the weapon. Multiple weapon configurations would be allowed on certain platforms allowing for more customisations, military weapons would be more versatile but require more maintenance then simpler ones.


Example:
Double barrel shotgun
1. Izh43 barrel/sawed-off barrel[4x1/2x1 inventory slots] (damage increases deviation)
2. Izh43 stock assembly/sawed-off stock assembly[4x1/2x1 inventory slots] (damage causes internal components to degrade faster)
-.12g firing pin (damage prevents weapon from firing)
-Dual trigger assembly (damage prevents weapon from firing)

Can Create:
Izh43[1x8] (Izh43 barrel + Izh43 stock assembly)
Izh43 Sawed-Off[1x4] (Izh43 sawed-off barrel + Izh43 sawed-off stock assembly)
Izh43 Sawed-Off barrel only[1x6] (Izh43 sawed-off barrel + Izh43 stock assembly)
Izh43 Sawed-Off stock only[1x6] (Izh43 barrel + sawed-off Izh43 stock assembly)

Semi-auto handguns
1. 1911/CZ 75/ FNX/etc. slide[1x2 inventory slot] (damage causes internal components to degrade faster)
-.45 un-threaded/.45 threaded/9mm un-threaded/9mm threaded barrel (damage increases deviation)
-.45/9mm spring (damage increases chance to jam)

2. 1911/CZ 75/ FNX/etc. frame[1x2 inventory slot] (damage causes internal components to degrade faster)
-.45/9mm firing pin (damage prevents weapon from firing)
-pistol trigger assembly (damage prevents weapon from firing)


Can Create:
1911[2x2] (1911 slide + 1911 frame)
CZ 75[2x2] (CZ 75 slide + CZ 75 frame)
FNX[2x2] (FNX slide + FNX frame)

Attachments:
Pistol Flashlight (weapon specific)
.45 Suppressor (requires .45 threaded barrel to mount)
9mm Suppressor (requires 9mm threaded barrel to mount)
Holo sights (weapon specific)

Armalites
1. 14.5"/16"/20"/24" upper assembly[4x1/5x1/6x1/7x1 inventory slots] (damage causes internal components to degrade faster and deviation)
-AR Gas tube (damage increases chance to jam)
-AR bolt (damage increases chance to jam)
-5.56 firing pin (damage prevents weapon from firing)

2. Semi/burst/auto lower reciever[3x1] (damage causes internal components to degrade faster)
-AR trigger assembly (damage prevents weapon from firing)

Can Create:
AR 14.5"[2x5] (14.5" upper assembly + Semi lower receiver)
M4 Commando[2x5] (14.5" upper assembly + Burst lower receiver)
M4A1 Commando[2x5] (14.5" upper assembly + Auto lower receiver)
AR 16"[2x6] (16" upper assembly + Semi lower receiver)
M4[2x6] (16" upper assembly + Burst lower receiver)
M4A1[2x6] (16" upper assembly + Auto lower receiver)
AR 20"[2x7] (20" upper assembly + Semi lower receiver)
M16A4[2x7] (20" upper assembly + Burst lower receiver)
M16A3[2x7] (20" upper assembly + Auto lower receiver)
AR 24"[2x8] (24" upper assembly + Semi lower receiver)
M16A4 SPR[2x8] (24" upper assembly + Burst lower receiver)
M16A3 SPR[2x8] (24" upper assembly + Auto lower receiver)

Attachments:
M4 Handguard/Magpul Handguard/RIS (requires 14.5" or 16" barrel length)
M16 Handguard/Magpul Handguard/RIS (requires 20" or 24" barrel length)
Weapon Flashlight (requires M4/M16 RIS, side mounted)
Vertical Grip (requires M4/M16 RIS, bottom mounted)
Surefire Grip (requires M4/M16 RIS, bottom mounted vert grip with built in flashlight)
AN/PEQ laser sight (requires M4/M16 RIS, top mounted)
Fixed/6-point/Magpul/CQB stock
Flash hider/SPR Muzzle break
5.56 QD Suppressor (requires flash hider)
5.56 SPR QD suppressor (requires SPR Muzzle break)
Carry handle
Flip up sight
Red dot sights
Holographic sights
Acog
High mount rifle scope

Firearm Maintenence
Change the firearm cleaning kit into a container like the first aid kit. Weapons will need to be stripped down and each part cleaned individually to maintain its performance. Firing pins would degrade faster then anything else. Keeping your firearms maintained will take time, care and knowledge of how they work.

-Allow maintenance kits to hold any internal parts as spares
-Add "Cleaning rod" (used to restore condition of barrels)
-Add "Gun oil" (used to restore condition on trigger assemblies, bolts, firing pins, etc., has % value till empty)
-Add "File" (used to restore condition on slides, receivers, stock assemblies, etc.)

Mags
- Finding mags should be mush harder then finding firearms and slightly harder then finding ammo.
- Mags should mostly spawn empty
- Damaged mags will be prone to jamming and have a chance to blow out the bottom plate, frequency/chance would be base on condition (would become ruined)
- Mags inserted into a firearm don't display ammo counts unless removed



Reloading (inspired by YorkMorgan)


I'm really not a fan of the sloppy manual loading system when you don't have a mag for the firearm you are using, or the automated bolt cycling of the mosin after each shot(it is nearly impossible to watch your round impact when long range shooting with a rifle scope). I wouldn't mind if you needed to press "R" to initiate and end a reload action, and "Mouse 1" to preform the reload action(s) once initiated.

I think Reload actions should work more like this like this:

Internally loaded semi-automatic/ bolt action
R - initiate reload (open bolt and expel chambered round); otherwise, end reload (close bolt)
Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire
Mouse 1 (while reload is initiated) - if stripper clip is accessible, transfer x bullets from stripper clip till capacity is reached; otherwise, Load 1 round (per button press till full)

 

Cylinder/break-barrel
R - initiate reload (flip/break open); otherwise, end reload (flip closed)
Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire
Mouse 1 (while reload is initiated) -  if cylinder/break-barrel contains rounds, dump rounds; otherwise, transfer x bullets/shells from speed loader/snap loader; otherwise, Load 1 round (per button press till full)

 

Bolt action with detachable mags
R - initiate reload (open bolt and expel chambered round); otherwise, end reload (close bolt)
Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire

Mouse 1 (while reload is initiated) - if mag is inserted, expel mag; otherwise if mag-well is empty, insert best mag; otherwise, load 1 round into chamber

 

Pump action/lever action

R - initiate reload (tilt sideways exposing loading port to opposite hand); otherwise; end reload (return to previous stance)
Mouse 1 (from firing stance) - if live bullet/shell is chambered, fire weapon; otherwise, dry fire
Mouse 1 (while reload is initiated) - load 1 round into loading port(per button press till full)

Mouse 2 (while reload is initiated) - if action is closed, open and clear chamber; otherwise if action is open, close action

 

Semi/Automatic firearms with detachable mags
R - initiate reload (tilt rifle/carbine/etc., retract handgun towards chest); otherwise, end reload (return to previous stance)
Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire
Mouse 1 (while reload is initiated) - if mag is inserted, expel mag; otherwise if mag-well is empty, insert best mag; otherwise if action is open, load 1 round into chamber

Mouse 2 (while reload is initiated) - if action is closed, open and clear chamber; otherwise if action is open, close action

 

- Not being disciplined and aware using military grade firearms will not be an easy thing anymore: Allowing mags to run dry and lock the bolt/slide open will require not only a reload of the mag but the user to remember to close the bolt/slide before attempting to fire again, another layer to promoting player interaction. Reloading after expending an entire mag would look like this: R-Initiate reload, Mouse 1 - Remove mag, Mouse 1 - Insert fresh mag, Mouse 2 - Close bolt/slide, R - return to shooting stance.

- Reloading a cylinder or double barrel will remove all shells/bullets and you will ether a) pocket them - retaining the live cartridge and the spent one(new item), or drop them( - loosing the live cartridge(they disappear)
- Coupled mags are 30x30 and require a reload between each mag, faster then reloading a fresh mag (sustained fire would stop and Mouse 1 would need to be pressed after 30 rounds are expended, animation would play) * remove coupled mags and just have 10,20,30(mp&steel),40. fixing them to function as they should seems pointless when ak's dont have coupled mags, and there are enough other options

Advantages:
- Bolt actions would require bolt to be manually cycled after each shot, allowing you to keep eyes on target till round impact (Mouse 1 - shot, R(x2) - cycle bolt, Mouse 1 - shot, etc.)
- Firearms could now have single rounds loaded in at a time and be returned to firing position (eg: tubular loaded shotguns, top loaded bolt action rifles, etc.)
- Firearms would no longer need to be emptied before adding bullets
- Semi-auto handguns with an empty mag could have their slides release, faking being loaded(press R, Mouse 2, R)
- Players can remove mags and clear chambers while interacting with others without having to go into inventory menu, allowing you to keep an eye on them and have safer interactions. (press R, Mouse 1, Mouse 2, R)

- Tubular loaded firearms would be able to accept 1 chambered plus a full tube(if tube had a 4 capacity+1: press R, Mouse 1, Mouse 2(x2), Mouse1(x4), R)

- Simpler firearms have much simpler reload functionality but are less versatile

- Would no longer require fumbling around in inventory menu to manually load firearms you don't have mags for (Entering inventory would now only be necessary to restock mags)
- Revolvers could be loaded with a single round meaning Russian roulette would be possible (add "spin chamber" action when right clicking the revolver)



Melee Weapons

Controls below are based off current Raise weapon (Space), Fire (Mouse 1), Aim (Mouse 2)

Fists
Causes very minor blunt trauma, minor chance to cause knockdown when striking the head, chance to cause injury to self.
- Fastest swing recovery, short range
- (Raise weapon) Toggles rested/full swing/ defensive stance (defensive mode reduces incoming blunt damage by xx%, xx% to block incoming edged damage, reduces swing damage by xx%)
- (Fire) Swing (No change)
- (Aim) Toggle punch/kick (kicking has high chance to knock back opponent but recovers slower)

Light Source (flashlight, lantern, tac light, etc.)
Causes very minor blunt trauma, minor chance to cause knockdown when striking the head, can blind opponent.
- Fast swing recovery, short range
- Small, easy to fit in backpacks and some clothing
- (Raise weapon) Toggles rested/ lower raised/ high raised(low raised lifts to center of body, high holds up over the shoulder)
- (Fire) Bash with flashlight
- (Aim) Toggle on/off

Small Blunt (stone, baton, hammer, etc.)
Causes minor blunt trauma to the body, medium blunt trauma to the head with high chance to cause short knockout
- Fast swing recovery, short range.
- Small, easy to fit in backpacks and some clothing
- (Raise weapon) Toggle relaxed/ swing/ throw stance (swing holds weapon low, throw holds weapon high)
- (Fire) Swing weapon (No change)
- (Aim) Toggle horizontal/ overhand swing stance

Small Edged (screwdriver, knife, bayonet, etc.)
Causes minor lacerations when slashing but has wider radius. Causes medium lacerations when stabbing with high chance to cause bleeding.
- Fast swing recovery, short range.
- Small, easy to fit in backpacks and some clothing
- (Raise weapon) Toggle relaxed/ swing/ throw mode (swing holds weapon low, throw holds weapon high)
- (Fire) Swing weapon (No change)
- (Aim) Toggle slash/ stab swing stance

Large Blunt (baseball bat, sledge hammer, pipe wrench, etc.)
Causes medium blunt damage to the body with chance to break bones, high blunt to the head with very high chance to cause long knockout.
- Slow swing recovery, medium range.
- Long, must be carried in hands, inside a backpack or strapped to a backpack
- (Raise weapon) Toggle relaxed/ full swing/ defensive stance (defensive mode reduces incoming blunt damage by xx%, xx% to block incoming edged damage, reduces swing damage by xx%)
- (Fire) Swing weapon (No change)
- (Aim) Toggle horizontal/ overhand swing stance

Large Edged (shovel, splitting axe, fire axe, etc.)
Causes minor blunt damage and high laceration damage, high chance to cause fatal bleeding.
- Slow swing recovery, medium range.
- Long, must be carried in hands, inside a backpack or strapped to a backpack
- (Raise weapon) Toggle relaxed/ full swing/ defensive stance (defensive mode reduces incoming blunt damage by xx%, xx% to block incoming edged damage, reduces swing damage by xx%)
- (Fire) Swing weapon (No change)
- (Aim) Toggle horizontal/ overhand swing stance

Unique Melee (improvised spear, machete/sword, chainsaw, etc.)
Improvised spear - Follows small edged formula with higher increase to range, slight increase to damage
Machete/Sword - Follows small edged formula with medium increase to range, higher increase to damage, (Raise weapon) toggles relaxed/ full swing/defensive stance
Chainsaw - Follows Light source formula with very high laceration damage, loud, requires fuel, prone to jam without maintenance, Bulky- must be carried in hands, large backpacks or can attach craft-able shoulder sling



Less-Lethal Weapons


Controls below are based off current Raise weapon (Space), Fire (Mouse 1), Aim (Mouse 2)

Spray Cans (spray paint, butane, bear mace, etc.)
Causes minor blunt trauma, minor chance to cause knockdown when striking the head, can explode if ruptured.
- Fast swing recovery, short range.
- Small, easy to fit in backpacks and most clothing
- (Raise weapon) Toggle relaxed/ swing/ throw stance (swing holds weapon low, throw holds weapon high)
- (Fire) Swing weapon
- (Aim) Toggle swing/ spray stance (spray causes blindness, disorientation and coughing over an area)

Taser
Causes target to collapse to the ground momentarily, can be re-triggered until barbs are removed.
- Medium reload speed, medium range.
- Medium, will fit in backpacks and some clothing
- (Raise weapon) Toggle low/ ready stance
- (Fire) Squeeze trigger
- (Aim) Toggle aim down sights

Fire Extinguisher
Causes minor blunt trauma, minor chance to cause knockdown, can explode if ruptured.
- Medium swing recovery, short range.
- Large, must be carried in hands or inside a backpack
- (Raise weapon) Toggle relaxed/ swing/ throw stance (swing holds weapon low, throw holds weapon high)
- (Fire) Swing weapon (No change)
- (Aim) Toggle swing/ spray stance (spray causes blindness, disorientation and coughing over an area)



Military Grade Explosives


oh the creative ways to blow up the infected... or that survivor over there. These will primarily be for setting ambushes, distractions, defensive fall back points, and for base defence.

- Add C4, satchels, improvised, etc.
- Add remote detonator; when combined with an explosive will link to that explosive, when detonator is activated explosive will detonate if in range (wherever the lies... even in someone's backpack/car)
- Linking an explosive to a new remote detonator will remove the link from the previous one
- Add explosive timer; both loot-able and improvised, can be combined with explosive (allows timer to be set on explosive)
- Add trip lines; both loot-able and improvised, can be combined with explosive (trips explosive when stepped on)
- Certain explosives can be attached to surfaces such as buildings, vehicles, etc. (eg: C4, improved explosive with duct tape)
- Resets will clean up any set explosives so the world doesn't get saturated with tripped explosives at every corner



Damaged Gear

Damaged clothing and bags have reduced inventory space, and a chance to drop items out of them. If item falls out it will make a sound when it hits the ground.

- Small items will have a higher chance to drop out then large items, very large items will not fall out
- Sprinting will increase the chance of items falling out of damaged gear
- a "clink" sound or something similar will play when an item falls out
- some inventory spaces may be blacked out, reducing carry capacity of damaged gear (ruined cloths can be worn but will have 0 inventory space)

How Inventory Items receive damage:
3CNdEJU.png




If you liked this, also read/like/comment on these:
Gameplay Mechanics Pt1 - The Player
Gameplay Mechanics Pt1 - The Player(skills)
Gameplay Mechanics Pt2 - The Infected
Gameplay Mechanics Pt3 - Environment
Gameplay Mechanics Pt5 - The Interface
DayZ - How it all began... (coming soon)

Edited by akafugitive
  • Like 16

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- snip -

 

A very involved and detailed post, well constructed even if I don't agree with 100% of what you offered.

 

Regarding your posts particularly on melee weapons - bravo.  I was thinking of making nearly exactly the same suggestions, especially from a balance perspective.  People think balance and they only think damage or damage per second.  Things like secondary effects, range, ease of use/aim are major factors as well.  The best part is your suggestions regarding melee all use existing game effects without heavily modifying the current system or requiring major additions to the game engine itself.

 

Good job, I hope the Devs see this agree to explore the ideas.

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I like it, and also have posted similar ideas, and read stuff about this kind of system and similarities. I hope it's taken into consideration by dev team. Current inventory is already the best i've seen in a videogame, but can easily become epic with these improvements.

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Thanks guys, I really appreciate the constructive feedback. If you find time check out my other posts, I'm interested on what you think of those ideas also. They are linked at the bottom of the main post

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taser, i want this

taserx26.gif

Edited by DMentMan

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- Mags with their springs compressed(loaded with ammo) will slowly degrade in condition

 
 

 

I really like a lot of your ideas, but this one is a classic gunstore myth. Compressed springs don't degrade anymore than relaxed ones, springs only wear out if they are continuously moved. Thus a full mag shouldn't wear out any faster than an empty one.

 

I would also like the ability to duct tape pretty much anything to anything else :).

 

I like your melee ideas, and would add that gloves would significantly lower the chance of hurting yourself when punching.

Edited by Rickenbacker

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I really like a lot of your ideas, but this one is a classic gunstore myth. Compressed springs don't degrade anymore than relaxed ones, springs only wear out if they are continuously moved. Thus a full mag shouldn't wear out any faster than an empty one.

I would also like the ability to duct tape pretty much anything to anything else :).

I like your melee ideas, and would add that gloves would significantly lower the chance of hurting yourself when punching.

I like the gloves idea.

I've put a lot of rounds through Armalites, you are right steel mags don't degrade very fast under load but the Canadian forces changed from the old kydex ones to steel because they would blow out the bottom plate after prolonged use. All springs will still degrade slowly under constantly changing tension though, lowering the force pushing the last few rounds into the chamber. The problem becomes that the action can sometimes move faster then the spring slightly increasing jams with the last few rounds, We typically swap out mags after this start happening.

*edit* I read your post again looks like you and I are actually saying the same thing lol, I just tried to write it short for simple reading and I think I know what you are getting at... I don't mean loading and leaving it, that would only become an issue if moisture got inside the mag. I edited main post to clear that up.

Edited by akafugitive

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AFAIK, Dean already said, that he wants players to be able to put guns/rifles to the backpacks.

Would look a bit like:

r13lphq7uius.jpg

(The handle belongs to a sawn off remington, i think. And the grip hanging down to the machete.

 

 

I ALREady suggested legholsters, and Chris Torchia answered, that they're thinking about it, seeing, how difficult it will be to implement these.

So i dare to say, that they're on the way.

 

 

but when storing/hanging a weapon to the backpack, it should stick out of it/hang on the side (on mountain backpack, hang on the side. On Taloon/Hunting/improvised it should stick out a bit, IMO.

 

I'll write more later ;)

Edited by irishroy
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yeah kinda like that only it is a separate slot from the normal inventory space the backpack has. 

 

Some of my stuff I know has been suggested by others, I just tie some of my features in with others on how they are implemented, that' why I mention them.

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I wouldn't mind seeing rifle carry cases, which could fit on a players back, underneath their backpack (maybe clipping, doesn't matter a whole heap)

Items should have weight, it should be common to drop melee weapons when you get a bayonet for a gun.

Unless you choose to specialise in zombie melee fighting, heavy riot gear/ medieval armour, swords, axes, war hammers.

Or you could go with the ranged melee expert, dropping a bit of armour to keep some speed and wielding sound suppressed semi automatic weapons, often low caliber all the rounds you find hauled back to a loading bench and changed to subsonic. Maybe as a backup you could have a rusty old kitchen knife duct taped to the end of your Ruger 10/22 with 30 rnd clips.

Swords should be the best for zombies though, the whole side being an edge that can all do good damage, unlike the handle of an axe.

Would like to see gore, heads and arms coming off and all that good stuff.

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I wouldn't mind seeing rifle carry cases, which could fit on a players back, underneath their backpack (maybe clipping, doesn't matter a whole heap)
Items should have weight, it should be common to drop melee weapons when you get a bayonet for a gun.
Unless you choose to specialise in zombie melee fighting, heavy riot gear/ medieval armour, swords, axes, war hammers.

Or you could go with the ranged melee expert, dropping a bit of armour to keep some speed and wielding sound suppressed semi automatic weapons, often low caliber all the rounds you find hauled back to a loading bench and changed to subsonic. Maybe as a backup you could have a rusty old kitchen knife duct taped to the end of your Ruger 10/22 with 30 rnd clips.

Swords should be the best for zombies though, the whole side being an edge that can all do good damage, unlike the handle of an axe.
Would like to see gore, heads and arms coming off and all that good stuff.

 

Yeah I was thinking scabbards and drag bags would be nice also(rare military drops). Some of them could even replace the backpack. They would internally house the rifle to keep it better protected but you would only get limited storage for mags/ammo/etc. Another downfall is they stand pretty high off the shoulders making looking behind you a bit of an issue. Your second paragraph really represents some of the idea I had behind why I want to see something like the skill system I wrote.

 

 

Been re-thinking my post on reloading though, and I think a better way to have Bolt-action reloading instead of M1-shot, M1-cycle, M1-shot would be to use the reload initiation . Everyone's main gripe about Bolt-action rifles is that sniping is way too easy and I agree, adding some complexity to cycling the bolt may be what it needs. They wont be as great as they currently are because currently they are still a great solution for short-medium combat, slower but the action is done for you so you don't have to focus on anything but the follow-up shot. Add in a separate action of having to use R to open and close the bolt (R x2) would create panic situations where people would find them selves dry firing their rifle at close range contacts that catch them off guard, or someone who is returning fire(combat stress). This would be a game changer because bolt-actions would not be such an accessible choice, the idea behind this is not just for game-play purpose as this is what can happen in real combat environments.

 

This:

R - if firearm is jammed; clear jam, otherwise; initiate reload (Open bolt), otherwise; cancel/end reload (Close bolt).
Mouse 1 (from firing stance) - if live bullet is chambered, fire weapon; otherwise, dry fire

 

 

Using a bolt action will now consist of:

Mouse 1 - Shot, R(x2) - Cycle bolt, Mouse 1 -Shot, etc.

 

A missed step in using a Bolt-action may cause the user to panic and they will be hearing click,click,click when they just keep pushing Mouse 1. This should cut down on people grabbing a rifle, scope and sitting on a hill outside of Electro popping new spawns. Since the extra actions required will slow down follow-up shots and allow people to respond to the shooter, applying pressure to them will causing them to need to displace or they will be suppressed and flanked/ advanced on. If they don't learn this they will be killed and the problem is still solved.

Edited by akafugitive

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Hand grenade + Glass jar + Fishing line = Improvised trip mine.

I just think there needs to be a cleanup script to make sure they don't become saturated in the environment. A little added caution to watching where you walk is fine in my books though

Edited by akafugitive

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Hand grenade + Glass jar + Fishing line = Improvised trip mine.

I just think there needs to be a cleanup script to make sure they don't become saturated in the environment. A little added caution to watching where you walk is fine in my books though

 

 

My opinion is that they shouldn't add any types of IEDs into the game. Maybe because I already search for them as for my job, don't want to do it in dayz as well.

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The idea of people running around in a zombie wasteland with a mosin on their back, a sawn off in the backpack, a revolver in their chest holster and an M4 in their hands is stupid, they need to add in negative effects to travelling with lots of weight.

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Well currently there is a negative tradeoff, inventory space lost. They do need a weight disabling system though, it's much better then trying to limit what people can carry based off of the type of item it is. Giving items weight and size with appropriate disadvantages and it will take care of itself

I cover weight more in Pt1- The Player

Edited by akafugitive

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Hlko8wz.png

 

Offhanded carry support coming?

 

It would be cool even though should not be primary thing to be worked on. Having weapon held in one hand when in lowered position.

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They have made each hand function seperately for gestures, it should be possible for certain actions without having to drop your weapon

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-Added Diagram for how inventory items receive damage to Damaged Gear section (using reduced size inventory option from The Interface)

 

3CNdEJU.png

Edited by akafugitive
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