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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Status Report - May 8, 2018

    And how!
  2. -Gews-

    Status Report - May 8, 2018

    Ended up doing that. So for circular targets of diameter 0.5 m (represents torso) and 0.2 m (represents head) I get this: Weapon: Repeater (dispersion = 0.001) Target: 20 cm, circular (approximates head) Chance of hit: 100% (range, 100 m) Chance of hit: 77% (range, 200 m) Target: 50 cm, circular (approximates torso) Chance of hit: 100% (range, 100 m) Chance of hit: 100% (range, 200 m) Weapon: Magnum (dispersion = 0.006) Target: 20 cm, circular (approximates head) Chance of hit: 15% (range, 100 m) Chance of hit: 4% (range, 200 m) Target: 50 cm, circular (approximates torso) Chance of hit: 64% (range, 100 m) Chance of hit: 23% (range, 200 m) ---------- The mechanic has a big effect...
  3. -Gews-

    Status Report - May 8, 2018

    I could use, for example, the Repeater and the Magnum as one example. As of now, they both have the same damage and ballistics. The Magnum shoots once per 0.3 second, and the Repeater shoots once per 1 second. In reality it's more like 0.3 seconds for the Magnum and 1.5 second for the Repeater (R key delay... I tested). The Magnum is clearly far superior at close range. However, the Magnum has a dispersion of 0.006, and the Repeater is only 0.001. That's six times smaller spread! And if you calculate the probability of hitting objects within that spread, the advantage is even greater. So the Repeater has some value even if you have a Magnum. It's far superior to engage distant targets. But remove accuracy and you can use your Magnum to snipe at people just about as well. Then the Repeater is pretty much a useless novelty. Now, this ignores zeroing ability—but the Repeater shouldn't have range-adjustable sights, anyways (75 or 100 m fixed zero would be good). It also ignores barrel length affecting velocity, which they have said they will add (in real life the long barrel of the rifle produces double the kinetic energy of the revolver). But similar situations of course apply to many weapons (9mm carbine/SMG vs pistol, smoothbore vs rifled, etc). [also curious they add barrel length vs. velocity and were showing off an advanced hitbox model with heart, lungs and spine, but then remove dispersion—so again I think feedback on this issue can change their minds]
  4. -Gews-

    Status Report - May 8, 2018

    I assume the ARMA team would add it. I don't think they will just port things to DayZ framework as is. DayZ team may add it as well... but to hip fire only: So, it seems it's not about the difficulty of implementing dispersion. It seems it's about not wanting 'random nonsense' and missed shots. And for that reason, I think their minds can be changed via feedback.
  5. -Gews-

    Status Report - May 8, 2018

    Those are just what I would consider appropriate values from my head. MOA depends on number of shots fired. Often people state for a 3-shot group. I'm using 5 shots. Five shots should average about 30% larger than 3, IIRC. 1.5 MOA is fine for something like a Winchester 70 using your basic ammunition like Super-X, Rem. green box, or surplus ball. For a proper sniper rifle it should be tighter (eg 0.5 to 1 MOA with proper ammunition) and for an old surplus gun the dispersion should be larger (eg 2-4 MOA with surplus ammunition).
  6. -Gews-

    Status Report - May 8, 2018

    They should be similar to ARMA 2 and ARMA 3. Off-top-of-head ballpark values: Model 70 = 1.5 MOA SVD = 2-3 MOA M4 = 2-4 MOA AKM = 3-5 MOA Pistol = 10 MOA All depends on number of shots, quality of ammunition, weapon, sight, etc. There shouldn't be any RANDOM NONSENSE. There should be only as much randomness as you'd expect in real life. Weapons should have real-life accuracy. Which means, NOT PERFECT. You don't expect to fire 5 shots and make one hole. ============================================================== You can shoot people at over 2 km in ARMA 2 or ARMA 3. With the dispersion. I remember shooting someone at almost 2.5 km with a weapon that had accuracy of only 1.7 MOA. So is that "fighting random nonsense"? Hardly.
  7. -Gews-

    Status Report - May 8, 2018

    For example: CZ550 and M24 were very similar in the mod. In damage and mechanics, almost identical. Yet the M24 was more effective. Part of that was the mil-dot reticle. But the other part was the fact the M24 had an accuracy of 0.4 MOA, whereas the CZ550 had accuracy of only 1.5 MOA! Often they both worked equally well. But sometimes, on longer ranges, missing some headshots with CZ which would have been a sure thing with M24. That adds character! Dispersion is important!
  8. -Gews-

    Status Report - May 8, 2018

    No dispersion? That's terrible. This means you can snipe with a pistol. Snipe with shotgun and slugs. Probably snipe with shotgun and buckshot, too. Some weapons should be less accurate than others. That requires dispersion. A basic feature since Operation Flashpoint. A basic feature in too many games to list. Dispersion is an important characteristic of any firearm. Dispersion between weapons gives character and uniqueness. I said on Reddit: It says in Status Report: Dispersion is not 'random nonsense'. Random nonsense is the original dispersion at alpha release, which was sometimes measured in feet. Most dispersion values are now settled into the acceptable realm. For rifles in DayZ it's between 2"-6" at 100 yards. It can be worked on—a modern bolt-action hunting rifle should be between 1-2 inches at 100 yards for the average 3-5 shot group using basic hunting ammunition. It should not be a difficult task to make dispersion work once more. This is important for any semblance of weapon realism and it will be important for mods—would not like to have run scripts for something that basic! Reconsider and work on the implementation of the dispersion.
  9. -Gews-

    0.63 Night looks awful

    For me, Shadowplay results in a very bright 0.63. Some problem with the full screen. Old change settings or alt+tab trick didn't work, fed up so just went windowed borderless. I don't like the nighttime since the new renderer. There are too many colors and therefore it doesn't look authentic. Old night...
  10. -Gews-

    The Inventory is a mess.

    Agreed about the inventory sizes and visual design. And where's right-click to inspect, and other options? I liked spinning the models around.
  11. -Gews-

    Status Report - 13 April 2018

    When it comes to bullet impact I'm hoping for less blood rather than more. Dust particles, impact reaction or something would be better. It's silly to shoot some guy wearing multiple layers of clothing, maybe armor, even shooting through his backpack, from many hundreds of metres away and still clearly see that nice big bloop of blood. And it would also be nice to have less impact effect on certain materials, for example a wet field, and more on others, eg: dry dusty path. Maybe size of impact effect dependent on round and its power, too.
  12. -Gews-

    Status Report - 13 April 2018

    In broad daylight a .45 shouldn't have much flash at all. In this case the compass of extremes would be pointing due Authentic if they deleted the fireballs entirely. In ARMA 2 they managed to have flash transparent in daylight and clearly visible at night:
  13. -Gews-

    Low recoil in BETA

    I thought old recoil complaints were exaggerated. It's more a problem with weapon-locked camera and rubber-band mouse control. Shown at 20 metres in 0.59, same as now IIRC. Was slightly lowered from the big recoil increase in 0.57. Xbox preview probably isn't final product.
  14. -Gews-

    Use of Masks

    Couple more images:
  15. -Gews-

    Add sidechat

    You can access a side chat analogue by finding a radio and batteries. Perhaps they should be easier to find and the batteries longer lasting. I'm not in favour of the ARMA 2-style side chat. The ability to talk to everyone, anywhere, at any time completely changes the feel of the game. For the worse IMO.
  16. -Gews-

    Make guns recoil control a soft skill

    Players do use their muscle memory and applied strength to move the mouse to control their weapon. Not sure how player control is less realistic than a soft skill reducing kick or dispersion. I don't like the idea of spawning in and being "unable to have proper accuracy/control". Some players may also create various backstories for their chars.
  17. -Gews-

    Make guns recoil control a soft skill

    I prefer player's skill to decide accuracy and recoil control.
  18. -Gews-

    0.63 Developer Live Stream - 14th March 2018

    Thanks! I'm glad to hear they aren't removing it and that they acknowledge the feature is important to many players. However I hope they will work to find a way to implement it in the other stances, raised weapon etc, with their new control setup. Eye zoom should be able to be used whether or not gun is raised. It will be annoying to be watching someone in the distance, then your eyes automatically zoom out as soon as you raise a weapon, then you have to enter iron sights, and then once in iron sights? Or you have a raised weapon or item, and you need to see someone in the distance quickly, but you can't, because you need to lower the weapon first. It will be quite annoying. Says it conflicts with control scheme they want. Assuming conflicting keybinds. So does this mean we can't rebind our keys the way we like, so it no longer conflicts with assigned raise weapon key? In ideal DayZ eye zoom should be fast, should be fluid, and it should be always accessible.
  19. -Gews-

    Item Rotation

    Various item sizes may have to be changed, because the items were not balanced around a rotating system. For example, let's say a certain gun is realistically, too large to fit inside a certain backpack. So, they might add +1, +2 horizontal blocks to the item's footprint, making it slightly wider than the backpack. But add rotation, and it could fit inside that backpack, which it wasn't intended to fit in at all.
  20. -Gews-

    0.63 Developer Live Stream - 14th March 2018

    Don't have time to watch whole VOD tonight. On Reddit someone says they showed some eye zoom during stream, which has been my personal number one super-duper main concern for 0.63 and onward. Anyone have a time stamp?
  21. "So, I really do think that [item degradation] combined with the restraint mechanic is going to allow us to at least make some inroads on that basic sort of shoot-on-sight mentality, because if you shoot a player, there's a real danger that you're actually going to destroy the items that they have on them." -DayZ Devblog 7 September 2013 The item damage is a mild deterrent, not a punishment. It doesn't affect your character and it can be almost entirely avoided with a well-aimed shot. I haven't seen devs suggest harming your character for killing people. But I don't think devs' intentions have much bearing in this discussion, anyways. No one has to agree with them!
  22. "What we need is a system that ... punishes trigger happy folk ..." "... but most of all, punishing killing without reason." I don't like systems that punish specific play styles. Especially when that play style happens to be my usual. I also don't want to have to balance time spent killing people with time spent strumming on a guitar. Don't wanna be playing Tamagotchi.
  23. -Gews-

    Status Report - 27 February 2018

    The new damage system looks great, I didn't expect characters to receive hitboxes for organs. Will be nice for even a .22 to be able to kill someone with a lucky or skilful shot, eg, double-lung, heart, etc . Will be interested to see how damages are set, if they are changed—mentions 'energy' in the update? Still wondering about the situation with eye zoom that was missing at Gamescom 2017.
  24. -Gews-

    Map Boarders

    Q: Will the actual size of the map ever increase? A: Unfortunately we are limited by the physical size of map that was set at the Chernarus for Arma 2 (15.360km x 15.360 km) long time ago, perhaps in the future we will find a way to extend the border, but right now talking about it too early.
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