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Your DayZ Team
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Everything posted by -Gews-
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Heh. A lot of rebinding there!
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I think that would be pretty dumb. I've always been against the idea of a specific 'bow slot'. Illogical. Esp. running around with bow, axe and rifle all three. The item-locked ranged/melee slots are bad enough already. Even worse: crossbow slot. Eurgh.
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This was posted to r/dayz by u/haaany and proved controversial: 50% upvotes, 231 comments. LIRIK and Shortyyguy are streamers who broadcast gameplay on twitch.tv. I had to check specifics for #7; they are referring to the game PlayerUnknown's Battlegrounds (PUBG), which does not handle magazines as a separate item. Guns in PUBG act as if they have internal magazines. You can find upgrades for your gun (eg: 'Extended Mag', 'Quickdraw Mag', "Extended QuickDraw Mag") which increase the gun's ammunition capacity, the speed of reloads, or both. In addition, appropriate ammunition spawns next to firearms. Thoughts?
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For me the best single location for .308 has been the long line of abandoned cars at the 'evacuation camp' west of Lopatino. Maybe looted more often now, however. Otherwise you'll eventually find it in some random house.
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Because... you're supposed to be unconscious?
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Only one model in DayZ: AK74M. You can inspect the 'AK101' magazines and see the distinctive 5.45 cartridges within. Admittedly the visual difference is not great, the magazine on the 5.56 AK101 should have less curvature. But apart from incorrect models I don't think it makes any sense for these weapons to be spawning in Chernarus, either. I said this on Reddit:
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I would say you should be able to find or assemble AKs with mounts for Western optics, but that the average AK should not be capable of accepting them without modification. And the average AK, as spawned, or in player hands, should be pretty much 'as-issued', meaning no optics at all. Side note: we already have in DayZ a Midwest Industries railed handguard, which in real life, is available in a version compatible with an optic that is also in the game ('FNX45 MRDS', top right in image below).
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Well, 'AK101' should be deleted. The artist made a great AK74M model, but the devs gave it the wrong name because at the time, they didn't want to add the correct 5.45 mm cartridge. No reason for this incorrectly-labelled item to exist now.
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Maybe @BCBasher will be interested in this part: "A new sandbox inspired by Vancouver Island and the original Dead Matter mod's map. Smaller and denser, Vancouver Island is home to new weapons, new enemies, new vehicles, new clothes, and new places to explore, all on a coastal landscape that will change the terms of survival. You'll also be able to travel between Alberta and Vancouver Island at your leisure, assuming you've got the supplies for it." But they didn't show anything which particularly interests me and I'm not jumping into yet more early access survival games (lmao). This thread belongs in Off-Topic General Discussion.
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"Leave the launcher, take the rocket" - several possible uses for the RPG-7 rocket that don't require the launcher
-Gews- replied to chambersenator's topic in Suggestions
Don't think this will work as you envision, the rounds are armed by 'setback' upon firing. -
Toggle freelook, and freelook (in addition to left-alt). Previously 'toggle zoom out' and 'toggle freelook'.
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Are Whitelists Allowed On Public Hive Community Servers?
-Gews- replied to Waffleology's topic in Servers
No. https://dayz.com/files/pdf/Server_Hosting_Rules_Public.pdf -
Up until 0.62 EXP, when I found a crashed Lada right next to some tire spawns, I had never—repaired—a—vehicle—in—this—game. For me they're fun, but useless, and it's not worth spending my time on them. In the time it takes to repair a vehicle, I could simply run to whatever location I wish—and I'll get there without alerting everyone in the area. The driving physics, desync, etc, aren't there yet either, and pretty much every ride, at some point, ends with a crash. So right now, with my goals, they are ultimately useless but... ...yes.
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I find this only an irritation, as I'm not interested in playing on the official servers. Ghosting, server hopping, no maintained ban lists, no active admins and no regular server community. Woo. I'd rather have the option to list either official, community, or all server types, all on the same tab.
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Ah, not a default map, then. Still listed in DayZ but nonfunctional:
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From prone? You might mean from crouch. Probably related to this: "Fixed inability to bind additional mouse keys" Control scheme was messed up a bit with 0.62. Doubt preventing binding certain keys would be intentional.
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Other weapons using this round are more common; this AK-9 has no widespread adoption. To name some: 9A-91, SR-3, AS VAL. So far the devs showed a preview of OTs-14-4A-03 'Groza-4' (9x39).
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Mine shows it. Are you are checking your .062 file? (username.DayZProfile.062)
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Let's say we have three variants of a rifle that we want to put into DayZ. They are identical, except for the sights. The first rifle has precise target sights. The second rifle has open, somewhat coarser hunting sights. The third rifle only has a front sight, and is missing a rear sight. Theoretically, all the rifles would have the same precision if they were fixed in some kind of machine rest.... ...but they aren't. With these sights, rifle 1 will give the best groups, and rifle 3 will give the worst. In DayZ it doesn't matter if you have no rear sight, or a shorter sight radius... your eye is always in the same place, and that means all you need is the front sight. We want players to be less accurate if their gun has crappy sights, and more accurate if it has precision sights, so we have to set dispersion values which account for this. Here are some completely arbitrary values for each gun: Everything is okay so far. Now for the problem described in the title: let's give all three rifles a telescopic sight. Equipped with the scope, the iron sights are no longer an issue, and all three rifles should give the same accuracy. But that won't be the case, because the scope has only one 'dispersion modifier'. Let's say this scope's dispersionModifier is based on rifle 1 with target sights, and is -0.00005. This brings the final dispersions to: Rifle 1 = 0.0003-0.00005 = 0.00025 Rifle 2 = 0.0006-0.00005 = 0.00055 Rifle 3 = 0.0015-0.00005 = 0.00145 We want those final dispersions to be the same, but they're not even close. ======================================================================================= You can see a related problem with in-game weapons. Let's compare the Sporter 22, the CR527 Carbine, and the Winchester Model 70. Base dispersions: Sporter = 0.00250 Carbine = 0.00125 Model 70 = 0.00100 Dispersions with scope (dispersionModifier -0.00025): Sporter = 0.00225 Carbine = 0.00125 Model 70 = 0.00075 The same scope decreased the above weapons' dispersion areas by: Sporter = 19% Carbine = 31% Model 70 = 44% ===================================================== Solution: Set weapon attachments' dispersionModifiers (and perhaps other modifiers as well) based on the specific weapon they are attached to. So the dispersionModifier for an attachment would be in the weapon's configuration, not in the attachments' configuration.
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How many people here do legit real banditry?
-Gews- replied to The_Lonely_Bandit's topic in General Discussion
Anyways: no, I don't rob players. I don't want their gear. I would rather shoot them, or run with them, depending. If I just want to mess with people that won't involve robbery, either. -
How many people here do legit real banditry?
-Gews- replied to The_Lonely_Bandit's topic in General Discussion
DayZ sprint speed ≈ 23.15 km/h. Not much different from ARMA 2. ARMA 3 is also ca. 23 km/h for unburdened characters (compared to ~18.2 km/h for standard rifleman). -
Why are all spawns west of elektro still removed?
-Gews- replied to SparkyBoy's topic in General Discussion
Some insight: -
Improving the Hunting Scope There are three problems with the 'hunting scope': 1. Magnification: it's much too low. 2. Reticle: it's not shaped right. 3. Zeroing: this... is also wrong. Here's how to correct it: 1. MAGNIFICATION It should be adjustable from 4x to 12x. Right now this scope tops out at 8.3x zoom (opticsZoomMin = 0.05). This scope is modelled on a Zeiss Terra. We know it's the 4-12x version because early on it was called 'optic_hunting_scope_12x' and the model's texture shows a 12x magnification setting (we also know it's the 4-12x42, as opposed to 4-12x50, because of the external dimensions). To get the number for zoom we divide minFov of character by the desired magnification, this way, someone looking at a distant object with a scope of n magnification sees that object n times larger than someone using their character's bare eyes (same as ARMA). Character minFov is 0.4143 last time I checked, so divide by 4 and 12 which gives us: opticsZoomMin = 0.0345 opticsZoomMax = 0.1036 opticsZoomInit = 0.1036 Note to this section: I believe the 3-9x42 model has identical external dimensions, so this scope could be given 3-9x magnification instead of 4-12x. However, in this case it would be nice if the optic texture was edited to reflect this. Since texture and names say 12x, I'm using 12x for now. 2. RETICLE The current reticle has incorrect and very strange dimensions. It's patterned after a 'Duplex'-type reticle, with thicker bars that narrow to fine crosshairs in the centre, but the bars are far too short. Those bars need to come in much further. For reference, the thin crosshair portion of reticles like this, at ~8x magnification, will typically span several inches at 100 yards. At the same distance, with its 8.3 power, the thin section of the reticle in DayZ spans about 14 feet! The exact dimensions of the reticle are available from the manufacturer. Here's a mockup based on those dimensions. Current DayZ reticle (incorrect dimensions) Proposed reticle with correct dimensions (note that the top of the bottom post now gives another useful point of aim) Current DayZ hunting scope reticle + magnification (range ~200 m) Proposed hunting scope reticle + magnification (range ~200 m) Rangefinding with duplex reticles Using the duplex reticle is fairly simple. Let's say the space between post tips measures around 6" at 100 yards at maximum magnification. Say you see a whitetail deer and bracket it with the duplex, it takes up half the space (3" at 100 yards). A whitetail has a chest about 18" deep, so this deer is at: 18 ÷ 3 * 100 = 600 yards. This can of course be used with human dimensions as well. Note: the Terra 4-12x42 is also available with Zeiss' RZ8 reticle. This reticle has BDC marks for ranges out to 800 yards (ie, similar to ACOG). Reasons I chose standard duplex-type reticle instead: better represents the average hunting scope than a proprietary BDC reticle, better for game balance if higher-tier scopes are added (mil dot etc), RZ8 works only on one specific magnification (not the highest, and we can't tell magnifications between low and high, so unusable as intended), RZ8 can be used with .308 but is not optimal, RZ8 uses yards and not metres, duplex-type reticle is easy for devs to correct by simply making some specific adjustments. 3. ZEROING Two options here: 1. Remove the zeroing function, give the scope a fixed zero at short range (ca. 100 m) 2. Scope should only zero to 600 m Let's go over them... Option 1: REMOVE THE ZEROING FUNCTION, GIVE THE SCOPE A FIXED ZERO This scope has capped hunting turrets. They are not intended to be dialed up in the field. You take the scope out of the box, mount it on your rifle, fire a shot which probably hits some distance away from where you where aiming, unscrew the protective caps and adjust the turrets, repeat until the crosshairs match the point of impact. Then you screw the caps back on and leave it alone. Some problems with 'zeroing' and this scope: 1. Before making adjustments, you would have to unscrew the protective caps, which isn't a feature in DayZ (visual issue). 2. The turrets have hash marks, but they aren't numbered, so it would be easy to lose track of the turret setting. 3. The turrets don't reset to zero, so if you've sighted in your rifle at, say, 100 m, and start playing with the settings, it could be a little hard to find that 100 m setting again. Is it possible to dial in elevation on the fly? Of course. You could even label the turrets yourself with a little strip of tape, a felt pen and some field testing, and end up with a turret marked in 100 m increments. However, it's a little strange to suppose that every survivor who picks up this scope also has specific turret tapes for whatever weapon he happens to find. The scope was designed for people to zero their rifle at one specific range and then leave it there while hunting. Set and forget. So, with fixed zero, what distance? Probably 100 m, maybe a bit further. This scope is used on weapons from .22s to .308s, so we would need a compromise zero that can work for all of those weapons. Option 2: SCOPE SHOULD ONLY ZERO TO 600 M This scope can't 'zero' to 800 m with the weapons in game. According to specs, this scope has only 40 MOA of elevation adjustment (1 MOA = 1/60 degrees). Mounted on the average rifle, that means 20 MOA up, 20 MOA down. 20 MOA will send .308/7.62 ball to a max of ~600 m (rounding up to nearest 100 m)*. Therefore, this scope should have zeroing from 100-600 m. If you want to shoot further, aim over the target. The fact that someone gave this scope 100-800 m zeroing is probably thanks to ARMA 2, in which several weapons had that capability, kind of as 'default'. Note:in real life, with the .22 and 7.62x39, this scope would not even reach to 600 m. I chose to base the max zeroing on the .308 because: -the long-range capabilities of .308 weapons are more important to gameplay -.22 zeroing doesn't work anyways at 600 m, or 500 m, or even 400 m -7.62x39 zeroing also 'breaks' before reaching 600 m *.200 G7, 875 m/s (Winchester Model 70), sea level, ICAO Standard Atmosphere, 2.54 cm HoB FINAL COMMENT With a fixed zero, or a more realistic reduced 'zeroing' range, this would make a nice space for a higher-tier scope with a longer 'zeroing' range and a mil dot reticle. In other words, bring back the 'long range scope' in some form. Then we have a basic hunting scope that can be more commonly found, and a true 'long range scope' which is rarer. In fact, it would be nice to have an entire range of optic options for the civilian rifles, but that can wait for another topic. tl;dr: scope should zoom 4-12x instead of current 8.3x, only zero to 600 m max instead of current 800 m, and the reticle should have the proper dimensions.
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Base damage = hit² From memory: Right now the strongest weapon per projectile is the crossbow at hit=14. The weapons with the most potential damage per shot (11 projectiles) are the shotguns. FAL puts out the most potential damage over 2 seconds with 20-rd mags, hit=12 and a max fire rate of 10 rd/sec. Winchester is hit=12. More airFriction means slightly less damage at range than SVD/Mosin. 'Slightly' meaning you can't tell the difference.
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Marketable Items on Steam ( Player Attraction & Cheating Reduction )
-Gews- replied to exacomvm's topic in Suggestions
"Farming Hoe Hyper Beast—Factory New—Price $169.99"