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SomeCallMeNomad (DayZ)

What clothing set/weapons would you add if you could?

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I actually like the idea of having .308 ingame as shared ammo for battle rifles, NATO DMRs, NATO MGs and NATO Snipers. As a shared round it would be pretty rare compared to the demand especially when mainly limited to crashsites as well. Other than that an anti-materiel/HMG round might be worth considering (.50 BMG or 12.7x108mm). I think increasing rarity by increased demand (shared rounds) might be better than having rare dedicated rounds nobody else will touch.

 

The M24 should be a crashsite weapon simply because its a NATO sniper rifle. Crashsite weapons don't need to be stronger or very special in my opinion. Performance wise it would probably be a slightly more accurate Mosin with more attachment options. In my opinion all NATO weaponry should be limited to crash sites while Eastern/Russian weaponry should be found at military bases with specialist weapons being much rarer overall.

Edited by Evil Minion

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.308 is a dedicated sniper round.

 

What they could do is have two different types of .308 rounds, general bulk mil surp .308 that is accurate enough and match ammo that is rarer and is far more accurate.

 

Dedicated implies that it's purpose is specifically tailored for a use. .308 is general-purpose. Hence why it's used in everything from battle rifles, to GPMGs, to sniper rifles.

 

Or they could just have .300 WM or .338 LM and have the same affect.

 

Speaking about dedicated sniper rifle rounds in the context of DayZ, not real life.

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Crashsite weapons don't need to be stronger or very special in my opinion.

 

This is where I disagree.

 

I'm not going to haul my ass all over the map looking for a crash site (especially if these weapons are regulated via the server as well) just to find something that has a more common equivalent.

 

Hence why the FAL was nigh unseen in DayZ mod. And why the M14 AIM was far more popular. It's not the fact that it spawned at a crash site that made it uncommon to come across, it was the fact that it wasn't any better than the slew of M14 variants out there with readily-available ammunition.

 

In my opinion, weapons which are rarer... have to be better. Otherwise, there's no real tangible use in making them rare.

Edited by Katana67

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Cothing: some more Flecktarn stuff form the German Bundeswehr

Weapons: the good old G3 would be awsome and maybe something from the H&K 416 family, and i hope we'll get some Dragunov action really soon!

Edited by Asgar
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In my opinion, weapons which are rarer... have to be better. Otherwise, there's no real tangible use in making them rare.

Other than being a hipster who wants to use NATO weapons in a Eastern Europe/former Soviet setting. ;)

 

Also the crashsites might still be worth it because of the other stuff you could find there (gear, attachments, ammo) and due to the fact that others have to find it as well while everyone knows where the military bases are. So a similar argument as above applies here: Military bases would probably be lower yield simply because players visiting and looting them. If their overall chance of spawning high value gear is also lower than that of helicopter crashes its worthwhile searching for them.

 

In my opinion, weapons which are rarer... are simply rarer. Now it would be stupid if they were straight up weaker than the more common variants but simply being a little different or only slighty stronger might be enough for most of them.

Edited by Evil Minion
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A weapons rarity should be based off how flexible the weapon is secondly and primarily of how rare it would be within the setting.

 

Modularity should play a huge role in weapon rarity.

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Other than being a hipster who wants to use NATO weapons in a Eastern Europe/former Soviet setting. ;)

 

Also the crashsites might still be worth it because of the other stuff you could find there (gear, attachments, ammo) and due to the fact that others have to find it as well while everyone knows where the military bases are. So a similar argument as above applies here: Military bases would probably be lower yield simply because players visiting and looting them. If their overall chance of spawning high value gear is also lower than that of helicopter crashes its worthwhile searching for them.

 

In my opinion, weapons which are rarer... are simply rarer. Now it would be stupid if they were straight up weaker than the more common variants but simply being a little different or only slighty stronger might be enough for most of them.

 

Again, in terms of weapons... if a super rare... but not-any-better-than-an-SKS weapon spawns at a helicopter crash, you won't see me going out of my way just to get it. Just like you don't see me tracking down helicopter crashes to find an M4A1 now, because my AK-101 is just as good and can be found at fixed locations.

 

Sure, you can make the argument that I may happen upon a weapon by chance because I'm trying to get other items which spawn at the same location. But DayZ is all about destinations (both literally and figuratively). Player mobility is created by demand, and a demand for better gear is a part of that.

 

And moreover, even if I do get a rare weapon.. in order for its use to be truly rare it also has to have rare magazines, ammunition, attachments, etc.Otherwise, it'll be one of three things - not really that rare, not any better than common weapons, and/or prohibitively difficult to arm/rearm by comparison to the aforementioned common weapons.

 

You're right, most of them (i.e. assault rifles, like the M4A1) should probably be distinguished more so by their modularity vice their capability (because they're all roughly the same, and don't confer that much of an advantage on the player anyhow).

 

But with things like long-range sniper rifles, DMRs, LMGs/GPMGs and the like sort of demand being made rare because of the advantages they confer upon the player. That and many of them (with the exception of the dedicated sniper rifles) don't really have distinct "civilian" counterparts which are more common in the first place. The largest overlap is with the dedicated sniper rifles.

 

I will say this though, and it's something that I've always believed. Rarity in DayZ is multivalent. It can be seen through a variety of lenses. Modularity, innate capability, ease/difficulty of supply, "plausibility/likelihood" in the environment, are all worthwhile considerations in rarity. But we can't only abide by one tenet to deem what should be rare. I personally focus more so on the innate capability aspect (i.e. what they actually allow the player to do, and what advantages they confer) as my main guide. Because it's actually relevant to how the game is played.

 

But no one factor should dictate what weapons should be rare. Which is why I've constantly tried to have a discussion about specific types of weapons, rather than broad "NATO/Warsaw Pact" discussions which are overly simplistic in my opinion.

 

That and there are more than a few specific reasons to make a given weapon rare. Like, for example, the SVD could be made rare solely because it uses relatively common 7.62x54R ammunition. Or, in contrast to that, a Mk 11 could be made rare solely because it's more modular. Or a PKM could be made rarer than an M249 solely because it fires a more potent cartridge. Or a PKM could be made more common than an M249 because it can be considered to be more ubiquitous in Eastern Europe.

 

In short, there are a lot of ways of looking at rarity.

Edited by Katana67

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6. Ironically, the notion of something being "tacticool" means that it has no purpose other than being "cool". Making something "tacticool" in order to make it an "instrument of mass destruction" (i.e. better/powerful) is a contradiction. You can't have something be simultaneously better, and "only for show." So you're either misusing "tacticool" (vitriolically in the first place, I might add) or you're contradicting yourself.

 

You can have good weapon and you can still attach all kind of crazy stuff to it and make it tacticool. For example adding bayonet to sniper rifle would not make that weapon unable to kill people over long ranges, yet it would look most likely ridiculous. So nope, I don't see any contradiction here, just nitpicking.

 

I still think that DayZ does not need to be weapon extravaganza in order to provide harsh survival experience.

I hope, that once we are in beta, rails and after market attachments will become rather rare as well.

Edited by Hombre

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Add ski masks and balaclavas.

..... ;)

Balaclavas are already in the making and confirmed.

Military and civilian balaclavas, too. They'll be added in 2-4 weeks, I think

Edited by irishroy

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Something unrealistic, I would like to see Crye G3 pants  :lol: .

 

Whats unrealistic about combat pants? They already have access to the model from ArmA 3. It would be east to work in.

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You can have good weapon and you can still attach all kind of crazy stuff to it and make it tacticool. For example adding bayonet to sniper rifle would not make that weapon unable to kill people over long ranges, yet it would look most likely ridiculous. So nope, I don't see any contradiction here, just nitpicking.

 

I still think that DayZ does not need to be weapon extravaganza in order to provide harsh survival experience.

I hope, that once we are in beta, rails and after market attachments will become rather rare as well.

 

Okay, well you just sort of confirmed what I said originally. Adding a bayonet purely for show (rather than for functionality) is "tacticool" definition of. If it adds functionality, then it isn't "tacticool." And, again, in confirming what I said originally... a bayonet doesn't make your weapon any worse, but like you said "it looks silly" because a bayonet is attached (even if it's used for practical reasons, i.e. hand-to-hand combat). In which lies the contradiction.

 

I mean, we could have this discussion all day. But acting like weapon attachments are "tacticool" and therefore bad, is just baseless and without logic. I just don't see anything wrong, bad, or otherwise questionable about the simple innate, neutral, fact that weapons can mount attachments.

 

For example, look at this...

 

Bravo_Company_Manufacturing_BCM_KeyMod_H

 

This is something that would probably be considered "tacticool" under the auspices that it's commonly used. Yet, everything on this weapon is purpose-built and tailored by the operator to make the weapon more practical. The keymod system has no rails where there need not be any. The front irons are combined with a flashlight to be on-bore. The EOTech has a riser as to clear the irons. The magazine has a lip as to aid in grip while reloading. Has a very aggressive muzzle brake to mitigate recoil.

 

So is it "practicool" or "tacticool" because there's a difference, one is focused on practicality/functionality. The other is focused on looks. It can't be both.

 

Saying that something doesn't "need" to be X is also one of the few ultimate concessions you can make to your argument. You're essentially saying that DayZ doesn't need X only because you don't like it. DayZ doesn't really need any firearms, but do we have them? You bet.

Edited by Katana67

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Whats unrealistic about combat pants? They already have access to the model from ArmA 3. It would be east to work in.

 

The one in Arma 3 are not Crye G3, + I said unrealistic because I don't think it will fit into DayZ SA lore.

 

I hope I'm wrong on the second point.

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I think "tacticool" refers to every weapon setup that looks badass and powerful regardless of efficiency. Its what often gets weapons banned by legal authorities (actually sad as weapons with a more "boring" look often stay legal despite being more or equally dangerous). Now "tacticool" might still include highly effective setups that just happen to look cool as well.

 

In general I am more a fan of "give additional options" and "give straight up more power". For example the AK's should have their advantages over the M4A1 (higher damage and less recoil respectively, maybe slower degradation if implemented) but the M4A1 should also have it upsides (like higher rate of fire, less sway, higher dexterity) so it allows you to be better in some situations. Now specialist weaponry should be very rare in general. For this they don't need to be restricted to crash sites. However, its probably reasonable to think of NATO troops as far better equipped than the Chernarussion military. In this case compared to military bases helicopter crash sites should have:

  • a higher rate of attachments
  • a higher rate of high level equipment (vests, armor, grenades etc.)
  • a higher rate of specialist weapons
  • a higher chance of finding specialist ammo

This does not warrant weapons you find there being better as the crash site stays top yield even without providing better weaponry. On the other side weapons would probably come with more ammo/magazines and attachments compared to the ones you found in military compounds so they might be practically better even if they are theoretically equal.

 

So "Base Guy" will find a Mosin with Long Range Scope, Bipod, 5 Clips, Cleaning Kit and general military clothing as well as a Makarov with 3 Magazines and 30 rounds for each weapon.

 

"Crash Dude" will find a M24 with Sniper Optics, Backup Iron Sights, Bipod, 8 Clips, Cleaning Kit, highly advanced military clothing, 2 greandes, a flashbang, a FNX45 with attachments and 4 Magazines and a ammo box with 60 rounds for each weapon.

 

Now the only base advantage of the M24 would be its higher accuracy - however, because it was found at a crash site the player wielding it is far better equipped.

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The one in Arma 3 are not Crye G3, + I said unrealistic because I don't think it will fit into DayZ SA lore.

 

I hope I'm wrong on the second point.

 

The lore is still in development, and a small amount of American involvement means a higher probability that any American uniforms will be articles in use with Special forces, like combat pants and Cyre helmets. It also helps that the devs won't need to scratch build such content and just alter the values of clothes from ArmA 3. The slight differences in appearances means Bohemia won't have to get permission to display Crye precision IP.

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-snip-

 

I have yet to see serious person mounting say bayonet or flashlight to sniper rifle :-).

Oh well, as I previously said, I hope aftermarket parts will be seriously rare given the settings although you can play "but Ukraine!" card now.

 

On a side note, I would still consider "tacticooled" Mosin as needless addition to DayZ.

Edited by Hombre

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I have yet to see serious person mounting say bayonet or flashlight to sniper rifle :-).

Oh well, as I previously said, I hope aftermarket parts will be seriously rare given the settings although you can play "but Ukraine!" card now.

 

On a side note, I would still consider "tacticooled" Mosin as needless addition to DayZ.

 

Hence why I am an advocate of accessories only spawning on weapons in rare chances.

 

This would make far more sense than seeing scopes, lights just littering the games taverns and beds.

 

This also would do a good job of sorta explaining why you can mount a pu scope on the sks or a LRS on a mosin as that particular mosin or sks you found was modified and had the scope mounted.

More importantly it would create artificial weapon variety by having far more of the weapons you find be different due to being in different configurations and at the same time ensuring highly sought after accessories such as scopes are extremely rare as they should be.

 

This would also make it so Iron Sights play a bigger role due to the scarcity of Optics in the game world. Something I see as helping with pointless KOS as the player would be more at risk when engaging in pvp.

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I have yet to see serious person mounting say bayonet or flashlight to sniper rifle :-).

Oh well, as I previously said, I hope aftermarket parts will be seriously rare given the settings although you can play "but Ukraine!" card now.

 

On a side note, I would still consider "tacticooled" Mosin as needless addition to DayZ.

 

Psh, why would I only rely on Ukraine when there are so many other wonderful examples! Not that I need examples to demonstrate the fallacies put forth by the term "tacticool," an ignorance of the fact that we're dealing with a fictional country, and the subsequent demonization of innate objects for no apparent reason.

 

But hey, just for fun!

 

Ukraine

http://forums.dayzgame.com/index.php?/topic/203210-mp5k-flashlight/?p=2043187

http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2085076

http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2044370

http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2001799

http://forums.dayzgame.com/index.php?/topic/203210-mp5k-flashlight/?p=2043239

http://www.guns.ua/assets/images/news/awqbb01oviu-1024x684.jpg

http://www.thefirearmblog.com/blog/wp-content/uploads/2012/10/tavor_1-tfb.jpeg

 

Georgia

http://4.bp.blogspot.com/-8UnpOAs6sWo/UnMFlfKO7aI/AAAAAAAAAjY/OW3wkI5O4ig/s1600/GSF3.JPG

http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash4/484641_576197579079655_498772703_n.jpg

http://static.guim.co.uk/sys-images/Guardian/Pix/pictures/2013/3/18/1363614654808/cbab02d7-a666-4142-a233-ea27313f4ea9-620x372.jpeg

https://farm6.staticflickr.com/5487/14540080632_c026c0aac8_o.jpg

http://www.militaryphotos.net/forums/showthread.php?157891-Georgian-Army-Navy-and-Air-Force/page310

 

Czech Republic

http://www.luvo.cz/

http://www.proarms-armory.com/en/parmk3/

https://lh3.googleusercontent.com/-f332NrFTbqI/T_7icy6RcdI/AAAAAAAAARA/oViThAVN950/w800-h800/IMG_0063.JPG

http://www.601skss.cz/archiv/foto-archiv/falcon001.jpg

http://www.expats.cz/prague/article/sports-fitness/guns-and-recreational-sports-shooting-in-the-czech-republic/

http://prahaexpat.blogspot.com/2009/10/czech-gun-shop.html

 

Russia

http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2085385

http://forums.dayzgame.com/index.php?/topic/208267-new-cdf-gear-confirmed/#entry2086625

http://forum.guns.ru/forums/icons/forum_pictures/006667/6667603.jpg

 

Slovakia

http://upload.wikimedia.org/wikipedia/commons/b/b7/Slovak_Army_5th_Special_Forces_Regiment_in_Afghanistan3.jpg

 

Little bit of everything...

http://forums.dayzgame.com/index.php?/topic/181929-what-clothing-setweapons-would-you-add-if-you-could/?p=2016874

 

And hey that was just with five minutes of looking up my own image threads and a quick cursory Google search! Wouldn't want me delving more into the above countries... and the ones I left out (Germany, Poland, Romania, the entire Balkans, Azerbaijan, Latvia, Lithuania, Estonia, etc.)

 

A Mosin is "needless" for DayZ. It doesn't need a Mosin to function as a game, now does it? As I said, the "it doesn't need it" argument is one of the ultimate concessions you can make. To say nothing of its relevance, or lack thereof.

Edited by Katana67
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The lore is still in development, and a small amount of American involvement means a higher probability that any American uniforms will be articles in use with Special forces, like combat pants and Cyre helmets. It also helps that the devs won't need to scratch build such content and just alter the values of clothes from ArmA 3. The slight differences in appearances means Bohemia won't have to get permission to display Crye precision IP.

 

Not to mention Multicam-patterned gear is popular now with non-US militaries (Ukraine, Russia, Georgia, etc.)

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..... ;)

Balaclavas are already in the making and confirmed.

Military and civilian balaclavas, too. They'll be added in 2-4 weeks, I think

My man!

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Psh, why would I only rely on Ukraine when there are so many other wonderful examples! Not that I need examples to demonstrate the fallacies put forth by the term "tacticool," an ignorance of the fact that we're dealing with a fictional country, and the subsequent demonization of innate objects for no apparent reason.

 

People forget that we live in a globalized and modern world, and that these countries aren't 50 years behind in both tactics and equipment.

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.......we're dealing with a fictional country......

 

Yup, Chernarus is fictional and one would have to be blind to not see, that is it very poor country.

Hence why expensive tacticool (I just like that expression) gear is nothing you would expect around everycorner.

This is also why I was keen on having richer background story from Devs. That would help to manage expectations of what the majority of loot will consist of, what should be present but rare etc. 

 

Also I like how you post links like that. I mean yes, there is Barrett dealership in Prague. But does it mean you will find M107 ? No sir, it is illegal for civilians to have them, so IF the game was in Czech republic (I know it isn't), then M107 would be rare to the point of not worth of adding at all (ok army have dozen or two of them).

Same as you can buy very expensive cars here, but those extra expensive models are also very rare. So would it really make a huge sense to even put them into DayZ ? I know some folks would be ecstatic if they could drive Bugatti Veyron in DayZ, for me it would seem just wrong.

 

But hey, I came to accept two things. First, we most likely will disagree on most things. Second, Devs will do whatever they want regardless.

Still this will not stop me from voicing my concern. Also I'm quite sure that our cultural differences play huge role in what we perceive as normal.

 

 

-snip-

 

Some hope is in fact, that only after SA is in Beta will the actual balancing start. That, I hope, is the real reason why we found most of the stuff in such abundancy and in often weird location.

 

But yes, I still can't stop wishing for SA to provide more gritty and survival experience. Maybe not such a hardcore like the road, but certainly not the happy loot extravaganze we have now. I was shaking head in disbelief when looting Balota tent camp. Like 10 AKM mags, 2 drums, several SKS rifles and that camp was already looted ! Ok, I should not mention this much, since such concerns about balance belongs to beta as we all know.

 

So let's hope, that later, weapons will most often be used just with iron sights and finding optic for your weapon will be something.

That we will see more fights where folks have to use pistols, shotguns or other civilian weapons.

That finding good military will be not as common sight as now and that ammo will have bigger value due to scarcity.

 

Btw played on experimental yesterday and it was a lot more hardcore experience. Even if you scavenged whole Polana, you get only few pieces of food and some basic clothing. Finding axe and machette made me happy as I could then live off the land and survive. Only problem I saw when on looted server, villages often had absolutely nothing and that was making the game unplayable for me. So maybe respawn mechanics need to be tweaked, but once stuff properly respawns, it should respawn less stuff then now, a lot less.

 

You mentioned rare chance of weapons spawning with attachments of sorts.

From reality point of view,this makes perfect sense. From gameplay perspective, if it was a rare occurance, then I guess why not.

Most of the attachments need to be more rare anyway.

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