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Everything posted by -Gews-
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The benefit depends on how hard it is for other players to break into or destroy your base. Some of the solutions you see in other games or mods kind of clash with DayZ mantra of 'no safe space'. I don't know about building them, but I'm looking forward to raiding and camping them.
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Too old to be a heli crash and military base spawn. From ARMA 2 lore, they could make some kind of NAPA caches where it could be sometimes found, or just a very rare civilian spawn. They main issue is that they don't seem to like adding new types of ammunition. I'd rather not see 9mm PPSh and TT. Squad added a PPSh with stick mag (to some complaints). Fun to use anyways.
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Np. When using the Alt+Tab, note:
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I don't have 'WindowedMode' at all (Windowed=0). Try setting both your WinX and WinY to '0', IIRC those values caused some problem for me. I also notice your Render_W and Render_H are twice your resolution, forget if that was fixed but you might want those equal.
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I had that problem but I forget what I did to fix it. Maybe post your DayZ.cfg?
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Player interaction and loot distribution.
-Gews- replied to Henk Grunn's topic in General Discussion
Still not like the mod, which OP is comparing to. So many locations now, much harder to find players. They could actually be inside a building. Wow! The zombie radar isn't nearly as effective, vehicles are rarer and take far longer to repair, you can fashion a leg-fixer anywhere, and you don't need to go to NWAF and enter one of only two barracks to find various specific weapons. He has a point. -
I hope this doesn't mean exploding into fire... classic ARMA... Excellent (assuming speeds are based on real life). Will be interesting with this one (25 cm barrel, E0 ca 2.0 kJ): I remember an old status report mentioned 'barrel swaps'. With the modular weapons, it's okay.
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The sway is exaggerated and unrealistic. However, just for starters: -your sights are always perfectly aligned with your eye -front sight, rear sight, target and everything else are always in focus -you don't have to apply a force of several pounds to your weapon when you pull the trigger -no flinching -no wind Etc. So I see the exaggerated sway as helping to account for those missing challenges. I don't know if that was the devs' intent. If they are going to significantly tone down the sway, they must add other obstacles to aiming. Clicking on people is pretty easy.
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Which ones? Strange, they seem pretty similar to me. DayZ Mod accuracy (heyday, maybe outdated): AKM 0.00195 AK74 0.00125 M4A1 0.00175 CZ550 0.0005 DayZ SA accuracy: AKM 0.0013 (standard furniture) AK74 0.0018 (standard furniture) M4A1 0.0012 (standard furniture) Winchester Model 70 0.00075 (+ hunting scope) I don't like it either but I suspect the reason is somewhat different.
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My workaround for recording. More convenient than going into menu. When you tab back to the game, you should see the Shadowplay recording icon turn dark. If the icon is light, the recording will be too dark (Alt-Tab again).
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Seems like a rhetorical question. Some servers don't allow this. Tent barriers is clearly not an intended feature so I expect it will be fixed at some point.
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Nyet! Too accurate!
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Please elaborate. Why do you need to rent your own public server? That's what private hives are for. A 'no KOS', 'no deathmatch' public server is just another loot farm.
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Why does it still feel like im 'driving' a tank, instead of a dude wearing a t-shirt.
-Gews- replied to stilton's topic in General Discussion
My slider in 16:9 maxes out at "74.669". However, that number doesn't represent the field of view in degrees. The real horizontal field of view at that setting is somewhere over 100°. -
Why does it still feel like im 'driving' a tank, instead of a dude wearing a t-shirt.
-Gews- replied to stilton's topic in General Discussion
New, player, controller. Kinda feels like a meme but there it is. Fingers crossed! More limited now. In 1st person you can max out FOV slider in settings then lock it out even further (IIRC default double-tap Num -). -
I would like it if people couldn't bust through any locked door by whacking it a couple times. Those solid steel prison island cell doors should be completely impassable when locked. You used to be able to trap folks in churches but that doesn't work anymore.
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Item sizes don't make sense in many cases. I don't think stock and pistol combined should take only 2 slots inside inventory when the pistol alone takes 4. The stock/holster should have to be its own clothing item to give a storage advantage.
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Breaking Point?
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On one hand, why not, we can carry double-carry sledgehammers, etc. On the other hand, why not two of any projectile weapon? I suppose don't have a real problem with the improvised bow going in melee slot because it is a 'pointed stick' + rope and also in a different class from firearms gameplay-wise. However, the crossbow, no. Not unless the other long guns can also be placed in the second shoulder slot.
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It's been over a year without beans, no?
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Uh... there are no rack and pinion physics, it's just synced animations. Seems like you misinterpreted this quote: Status Report, 24 January 2017: "About the new player controller - we are finishing network synchronization of our new animation system. The next step will be the ability to control vehicles using the new character. This will be another big change, because now you are controlling the vehicle directly and character inside vehicle is controlled by vehicle simulation. This change will simplify vehicle synchronization and can also introduce some more options for modding." By "response time" I assume you are referring to the delay as the character turns the wheel. I believe that is there to allow users of WASD or arrow keys to drive a bit more smoothly (in theory). From ARMA 3 devs: "[. . .] pressing turn keys gradually turns the steering wheel, which prevents over-steering the vehicle." If I understand correctly, you have assumed the player gives the input "steer" to his character, and the character then steers the car's wheel, and that is the reason for the delayed steering—but that's not the case. Hopefully the end result is more controllable. A party bus is supposed to be fun!
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Your OCD will love to know that 'pristine' items in DayZ often spawn with a significant amount of wear and tear on them, with no way to tell. Heh.
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The PSO-1 scope: A few questions about its current state
-Gews- replied to chambersenator's topic in General Discussion
The scope is not calibrated for a particular cartridge, the 'zeroing' system automatically calculates the required launch angle for the weapon and range in question. At long ranges the 'zeroing' system may become inaccurate, depending on the cartridge. In this case the slow 7.62x39 ceases to work after 600 m. It should work fine out to 800-1000 m for the faster 5.45x39, 5.56 NATO, and 7.62x54R. Here's an example of the nominal zeroing range versus the real ranges at which the bullet strikes the point of aim using 7.62x39: (did not test at 900 or 1000 m) No. The in-game magnification is close to the nominal figure, at 4.14x, but the reticle is improperly scaled. Here's a table for using the stadiametric rangefinder on a standing player character: In real life the three lower chevrons are intended to be used at the following ranges with the elevation turret set to 1000 m: 1100, 1200 and 1300 m. Those ranges are not relevant to DayZ combat so I doubt you are asking if the chevrons are correct at such distance. The trajectory will (of course) change depending on the selected range setting, so the 3 lower chevrons can mark 120 possible ranges for the AKs and SVD. Are the ranges they provide useful? Not so much, in my opinion. Here's a rough estimate with the 7.62x39 and a 100 m zero: ZERO............100 Chevron 1......390 Chevron 2......560 Chevron 3......670 Those are the lowest ranges the lower chevrons will provide with AKs or SVD. I don't like the jump from 100 to almost 400 m. Personally preference. I would run with it set to 200 m for the AKM, and at either 200 or 300 m for the AK-74, so-called 'AK-101' and the SVD, so as not to miss a headshot at the maximum ordinate. As far as I know the accuracy modifier doesn't change depending on the attachment's condition. -
*left eye twitches*