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Everything posted by -Gews-
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I don't like it and I generally avoid servers with donator perks. It's pointless, they don't care about dying because they'll spawn right back with all their gear and it ruins immersion. If they want to spawn in with machine guns they should play ArmA.
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I was banned when i wasn't even playing the game?
-Gews- replied to That0neGuy's topic in Mod Servers & Private Hives
It was either your brother downloading hacks or programs that steal your CD key... or as happened to another member here, someone using a CD key generator happened to run across your key and got it banned. -
take away admins power to see where you or loot are in standalone.
-Gews- replied to dgeesio's topic in DayZ Mod Suggestions
I was on a server last night where the admins were in the other team's Teamspeak channel, talking about how they were teleporting, spawning Scud launchers and spectating player's positions. -
I'm just throwing this out there since I'm bored, I don't really expect the entire damage system to be reworked, but I think it's an interesting idea. What I was thinking was that there should me more hitboxes on the player models, so that a shot in the legs may cause you to bleed out quickly but won't kill immediately, or a shot to the heart area would kill almost immediately, etc. No more killing someone with a .50 caliber foot shot. My other idea was that instead of weapons having a fixed amount of damage, they should have a percent chance of doing "X" amount of damage. This would be modified by the area hit - a head or heart shot would almost certainly be a fatal would, but a shot somewhere else would have a chance of either doing less or more damage. The more powerful the weapon, the more chance of doing higher damage. For example, instead of Winchester = 9 damage, 1911 = 5 damage, Makarov = 4 damage, you could have Winchester = 70% torso, 1911 = 45 % torso, Makarov = 30% torso (as well as other body locations). This would mean there wouldn't be a specific number of rounds it would take to kill someone. Right now you can calculate the number of hits it takes, but with the new system it could take only one if it hit the right place, or it could take quite a lot if the target was lucky. Right now the damage system isn't that realistic... it would make things more interesting if you weren't certain how many hits would kill a player, and it would mean any gun would have a larger chance of killing someone if a headshot wasn't the only always fatal place.
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200 meters to be exact. :|
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Watch this little video I made on the subject. I was bored...
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Well, it depends on the barrel length. Right now basic damage is tied to the ammunition used, and muzzle velocity (which impacts the damage at longer ranges) is tied to the magazines used. However that means that barrel length has no impact on damage or muzzle velocity. That can have some pretty substantial effects on certain weapons, like the AKS-74U. It should only shoot at 735 m/s but it shoots at the same velocity as the standard AK-74, 900 m/s, so unlike in real life, it has just as long a range as its bigger brother, better sights, the same damage, and the same flat trajectory, so there is no real downside to choosing it. I'm not sure if it would be easier to make a "base damage percentages" for each caliber that is modified by the muzzle velocity, or to just put values for each weapon since most have varying muzzle velocities and similar weapons could be copy/pasted. There is a ton of specific data for most guns out there so it wouldn't be too hard to find values to input for each weapon. I agree that weapons firing the same rounds at roughly the same speed should have the same potential for damage. I definitely do not want a Battlefield 3-type damage system where bolt actions mysteriously kill better than semi-automatics, etc. Heh, although that would give the Lee-Enfield back its punch.
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Favourite background music while on DayZ
-Gews- replied to philbottle's topic in DayZ Mod General Discussion
Oh God, I don't like the in-game music. I can get confused if I'm in a tense situation and momentarily think it was a zombie or gunshots. -
Favourite background music while on DayZ
-Gews- replied to philbottle's topic in DayZ Mod General Discussion
The A-Team theme song. -
Makes things a lot more realistic and a lot more interesting. Mostly it leaves a bit of the damage to chance. It's kind of boring having fixed damage, I find... roll the dice.
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Well, you're not exactly going to find the contents of a Brownell's catalog scattered around Chernarus.
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I was in the process of being kidnapped by a bandit when everyone in the server was teleported to some forest camp. I was kinda glad since my kidnapper was killed after the teleport. I aborted and waited a couple minutes, then came back. While running around, I noticed a Mi-8 and ran to it as fast as I could and got into the rear gunner position. I saw a guy with a gun running into the camp and killed him with a 20-rd burst, got out and took his Winchester. Then I ran back to the helicopter. Then I saw another guy running through the trees and started firing at him. He hid behind a sandbag wall as I waited, and one of his buddies also ran behind the sandbags. We had a small firefight, which ended with me flying away under heavy fire. At this point one of the people I had been fighting with wrote "You are so f---ked, you have our entire clan after you now" or something to that effect. Then he wrote "Nice way to take advantage of a hacker" and told the admin (who he knew by name) to check my logs. At this point the admin wrote he was temporarily banning me while he checked the logs. Five minutes I restart and get "confirmed hacking, admin ban". Wut wut wut wut wut wut wut wut? I've never hacked. That's not cool, man. Edit: admin was Fatal, who I assume is "FatalWaffles" here.
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Ah yes, a .50 BMG hitting your foot could cause you to die by bleeding out faster, and that's part of what I proposed, instead of instantly falling over dead you would still be bleeding severely but still dangerous for a short while. There was a news article online where a woman was hit in the arm by a .50 BMG and didn't die or lose her arm. Just to clarify for anyone I don't mean totally random damages, but instead of "1911 takes 8 shots to kill player, Makarov takes 13 shots to kill a player" it could be "1911 has a 30% chance of killing a player with one shot, a 70% chance of killing a player with two shots, an 85% chance of killing a player with three shots", etc etc. Damages would be way more complicated though so I don't expect it to be implemented, but it would be nice. I'm too lazy to come up with math but I'm pretty sure there could be some kind of simple formula with a curve to it. Also it would be nice if some weapons had a larger chance of also making you fall down backwards (not knocked out). I know bullets don't actually knock people over with their energy, but I can see someone falling over from the shock of being hit and having to try to scramble to their feet. Yay ^_^ The Makarov could be back in the game once more. Perhaps multiple bullet impacts could exponentially increase the likelihood of a kill, instead of all doing the same damage?
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BanZ Union - Banned on one, banned on ALL
-Gews- replied to [email protected]'s topic in Mod Servers & Private Hives
I'm banned on one server by an admin who either [a] didn't look into things closely or flat-out made up some bullshit copy-pasta logs. http://dayzmod.com/f...ed-from-us-843/ I didn't do jack shit. I would be most unpleased if I was dumped onto some "ban list" by a "reputable" admin, and that's the problem I have with it. -
Wait what?
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In Wasteland there's usually teamwork if you're on Opfor or Blufor, or even as Independents with Group Management. It depends who's on the server. On the rare servers with Teamspeak (I'm looking at you, Ultimate-RP) there is almost no help (even deliberate hindrance) from team members if you are not on the Teamspeak, but if you are on the Teamspeak it's very cooperative. Teamspeak servers aren't the norm in that game mode though. Arma II is definitely worth it...
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The biggest argument for removing the crosshair is sniper rifles. Say you take a DMR. With crosshair, it's good for very close combat and long range with the scope. Without a crosshair it means it is going to be ineffective at closer ranges with its high-powered scope. It would make players think twice about taking a sniper rifle.
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probably the worst admin ever?
-Gews- replied to [email protected]'s topic in DayZ Mod General Discussion
Maybe he thought you teleported behind him or something. A lot of times it seems "checking the logs" means "screw it, ban him". Added to my "do not play" list. -
The basic SUV isn't any stronger than most cars. The one with the minigun on top is a different story.
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I'd be happy to see it go.
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GLOBAL BAN THIS F*CKER! MR. FRIENDLY
-Gews- replied to Cpl.AJ's topic in Mod Servers & Private Hives
That's weird. I was taken control of and it cause my character to spin in circles and try to go Rambo on friendlies with an LMG, so I exited the game. Maybe that's what happened to your cursor? I don't know. -
Did someone say Nutnfancy?
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This. It's a sign of disrespect and must be dealt with!
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It's possible but it's less likely. Anything can be hacked if they try hard enough.
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Only the people who sign up are allowed on, anyone else will be instantly kicked.