Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
6841 -
Joined
-
Last visited
Everything posted by -Gews-
-
I was skeptical because the depression did not look too severe, but I tested and this one is correct, not a vehicle physics or server issue, if anything it's a map issue. Depends on vehicle as well. Sedan will have problems every time but Gunter 2 is happy to fly over the same spot at 135 km/h with no issues. Different vehicle dimensions and suspension configuration.
-
UMP45 hasn't been better than MP5K since like 0.62. Which was in 2018. The reason MP5K is way better than UMP45 is the recoil. At most they should be similar to each other. MP5K higher tier even. Damage was okay some patches ago at IIRC 34 vs 26 even then a big advantage perhaps from realism. Damage from early DayZ where it was 65% more damage per shot for .45 is way too much. Way devs can balance without too much nonsense at least on official servers is by spawn system. Eg UMP and/or MP5K can spawn regularly with suppressors and optics and other attachments where AKs don't. Pistol suppressor way more common than assault rifle suppressor. Etc.
-
"Bullet" is just a name. It's a physics engine like PhysX or Havok. Bullets don't use Bullet™ physics.
-
No animators working on dayz atm. Is this true?
-Gews- replied to nakedslave's topic in General Discussion
That was in 2018 I believe. There are only a few now, I read the number is something like 8. -
lmao #1 rule of DayZ: don't get attached to your gear
-
would you stop nerfing the Vss/AS-Val
-Gews- replied to desolate-master's topic in General Discussion
Not true, the armour-piercing 9x39 only pierces soft armour (which stops handgun rounds), it's easily stopped by hard plates (which stop all rifle rounds in game). It's designed to penetrate things like flak jackets from the 1980s, not modern body armour. And yes, there is "standard ammo" as well as AP. Not true, it does almost double the damage of an SMG. The 9x39 has a big bullet but is not a very powerful round. The one thing where it's unfair is the rate of fire which is only 600 rpm when it should be 900+. And then the fact which applies to most guns... that apart from headshot, you can't kill someone with a single bullet. -
They are all given real life power and gearing. According to pro-tips on DayZ Xbox subreddit they should be limited to 60 km/h if you want to be properly safe.
-
The vehicles are too often unsafe to drive (!), unsatisfactory to drive, and they take way too much effort to put together. The decision to put vehicle physics server-side was baffling as it clearly doesn't work very well and the problems seem unable to ever be fixed. Hackers exploiting them? Not sure if tradeoff for vehicle hacking security is worth these never-ending vehicle problems. In ARMA 3 the vehicle physics are client-side and I never have a problem driving my own vehicle. I go 200 km/h through towns with no issues apart from my own frames. Sometimes other people desync a bit, but it's a FAR better solution. Vehicles are so much more stable in that game. Times my vehicle went flying: zero. Control and reliability is great (even on busy servers with 80-90 people). Do this in DayZ? Not likely: Well, maybe on Steamcharts, but I think you forget Ylands is also published in China on WeGame. That's probably the biggest market.
-
Why don't the developers try to make money on this game?
-Gews- replied to maxon-69's topic in General Discussion
We already paid for the game, and it's not even close to feature complete. Still missing weapons I was using in this same game back in 2014! Selling a PREMIUM DAYZ EXCLUSIVE SERVERS MORE CONTENT is a terrible idea that would make many customers angry besides splitting the community. They are not going to do that. That "more content" you describe, if it was made, should be added to the base game. But, it seems like they neglected DayZ, which is bizarre. Look at the amount of DLCs, upgrades, maps and resources ARMA 3 got over the same time period (go look it up). Now look back at DayZ, development of this game was a mess. IIRC in 2019 most devs were moved to other projects: " ... some team members moved to work fully on Enfusion technology last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..." It used to be 86 devs in November 2018, but I think you can count the DayZ devs on your fingers now. End of life updates and support. It's clear on which game was put more effort. Since DayZ seemed to have a wider appeal than ARMA 3, or at least equal, it's strange to me. Anyways it's onwards now towards ARMA 4 or whatever else they have planned. -
I think what you are looking at is weapon sway + increased recoil horizontal and vertical. The crosshair jumps with the recoil a bit but doesn't show the weapon sway which can be substantial, unlike using sights you can't see and correct for it with only crosshair. AKM doesn't kick out as far so its sway stays closer to centre. AFAIK there's not an increased random cone with crosshair (was plan at one point) and definitely no patterns. A lot of the weapons can use adjusting for sure because their recoils relative to other weapons don't make sense. Never drop an MP5K for a UMP45, for example. The difference is rather extreme:
- 1 reply
-
- 4
-
-
Just sharing some progress on my upcoming weapon mod PinfireExpansion. This mod will add a variety of anticipated pinfire weapons. The first one I've created is the 2mm pinfire derringer. Its tiny size means it takes up only one slot and weighs only about as much as 4 pennies! The perfect sidearm for those with overburdened inventories. As you can see, the dimensions make for a great sneak attack weapon! The weapon does 0.1 health damage, which is enough to kill an enemy. A box of Federal 2mm Pinfire ammo and the pinfire gun itself compared to .45 Automatic rounds: As usual this weapon uses 4K textures, and shoots a fully-modeled projectile (if you have a sharp eye you might see your bullets in flight). It also avoids using LODs (low-quality versions of the real models which are swapped out when they think you aren't looking so the Xboxes and PlayStations don't overheat). Not here, in this mod you get 100% of the quality, 100% of the time!
-
I played on the Namalsk hardcore only, "DayOne" and some others, I don't recall starting fire every five minutes. Maybe every half hour if that. Once you get nice clothing easy.
-
Well, that depends on the round and armour, if someone shot you with a .380 ACP on the plate for example you would not feel much at all. Those plates are typically designed to stop either 7.62x51 FMJ or .30-06 armour-piercing, or the Soviet equivalent, and to prevent serious injury from blunt trauma they must do it without exceeding the back face deformation standards. Of course lots of combinations of round+armour could still cause serious injury from blunt trauma. I don't think the body armor is a great idea for DayZ to spawn all over especially how it works now. One crappy steel helmet = can tank headshot from not only most pistols but most rifles too. I missed this note, it's unfortunate if they removed that because it would have been able to be used by modders, I wonder if they removed these boxes from character model itself as well as code/scripts for it, I would assume so but who knows. Bizarre they go to the trouble of adding a new feature at such a late stage (5-6 years after alpha release), then just remove it a minute after it's implemented (no attempt on fixing balance it seemed to me, initial "organs" balance is bad? remove the whole feature!)
-
Each to his own, I would just want gunplay to feel "authentic" and rounds to have a basis on the real life performance, in many cases that is not occurring now. It's impossible to kill even a naked fresh spawn shooting him in chest with single shot 7.62x39. Is that realistic? So you could say it needs "buff" which may or may not be true, but I would say player damage model is actually what needs changing more. But if they shot you with .380s and it only hit in hardplate or on soft armour it would be fair to have basically no damage. Solution, make bulletproof vests a lot rarer + what I said above about no fire geometry on these things.
-
Those rounds are fine in the relative sense. Real life a .380 is 13 to 15x less powerful than a .308 Win. In DayZ a .380 is only 5x less powerful than a .308 Win. So the .380 doesn't need to be buffed anymore relative to .308 Win, you could argue they both need a buff (or that .308 Win only needs a buff - unlikely). .380, 9mm, .45 should be useless hitting armor plate or even soft armor. The "buff" should be reactivating some of the player character's vital organs so you can kill or severely injure unarmoured players with a well aimed shot from weaker weapons (aside from usual headshot). Fix the helmet so it doesn't protect the face. Fix plate carrier to have weak spots. These items protect entire body sections and have no hitbox of their own, dumb. You could say the same thing about 9mm, .45 is severely overrated.
-
This was typical scenarios running off my hard drive. Obviously, unplayable. Moving DayZ to an SSD fixed it. Didn't fix apparent memory leak gobbling more and more RAM and after 30 minutes, 1 hour, causing stutters and frame drops.
-
A lot of the forum moderators haven't visited these forums for months, actually many of them haven't logged in for years, in fact. It's very weird, the management of this forum since it transitioned from an ARMA community mod, to an official Bohemia game, but this community forum became the official game's forum, so I assume at some point Bohemia took control of the forum. And around this time the old community moderators suddenly became less active and less visible (maybe they just lost interest in DayZ), but in any case there seems to be little site management or interaction from any staff on this site nowadays. However they still do clean the site. They removed spam I reported recently. It's just delayed and probably only a couple people doing it. Here is a list of date various forum staff members last visited, without the names: "DayZ Community Support" (these are Bohemia employees) March 2, 2021 September 18, 2020 January 15, 2019 October 10, 2018 "DayZ Developers" March 1, 2021 February 23, 2021 February 16, 2021 "DayZ Forum Team" (these are the OG forum moderators since DayZ mod times, to my knowledge none being Bohemia employees) February 24, 2021 January 25, 2021 April 7, 2020 March 2, 2020 September 7, 2019 June 17, 2019 January 31, 2019 December 12, 2018 "Web Development Team" (Bohemia employees I assume) November 12, 2020 January 3, 2019 And one random guy, I guess a test or alt account for unknown reason: August 16, 2018
-
What also hurts is this terrible night color saturation we have now. In old DayZ standalone versions and in ARMA, at night, like in real life, you would lose most or all of your colour vision as you do in real life. Cones and rods, etc. The ARMA devs made this feature for extra realism and immersion. But now when it's night, you still have plenty of colour! It's just darker colours. They pulled (or failed to replace) this feature that was previously in the game. Old DayZ, mostly greyscale nights, unless you have a light source such as a street lamp, fireplace, flashlight, in which case you can see full colours in the area illuminated. New DayZ, weirdly coloured nights. It looks weird because it's unnatural to see so many colours at night. This is midnight: Example of providing light revealing colours. Pretty dated now (ARMA 2).
-
Comparison to ARMA 2, no clouds/fog, same dates. Notice the bluer sky as well. DayZ ARMA 2 DayZ ARMA 2
-
Characters running speed is unrealistically high
-Gews- replied to Top Flanker's topic in Suggestions
1 km/h? Nope, I tested swim speed ages ago. The character swims much faster than that. Breast stroke: ~1.56 m/s (~5.6 km/h) Crawl: ~1.61 m/s (~5.8 km/h) (in 0.61 patch) -
Characters running speed is unrealistically high
-Gews- replied to Top Flanker's topic in Suggestions
Did you test the speed? It's about ~23.15 km/h and the character can't keep it up forever due to stamina bar. After than runs out it drops to jog at ~14.7 km/h with short sprints as stamina regenerates. Not that fast for basic character without guns and backpack. However it is NOT as realistic as ARMA 3. Gear does not affect the running speed so characters are generally moving too fast. Along with player controller allowing unrealistic zig zag movements (try rushing across open fields like this in ARMA 3). Development already peaked long ago, it will not be changed in any significant way now - major new mechanics not happening. DayZ is also a more casual fan base than ARMA 3 and most players don't want realistic stamina, already they are running for long distances. Even in ARMA 3 they had to remove their earlier stamina system and replace it with dumbed-down version, because ARMA 3 players complained it was too hardcore for them: -
I don't think they will change it, too much effort and they don't attach scopes to separate mount in this game. Plus they want to make it "different" from VSS. The canted iron sights are dumb. Mount is NPZ: Western optics or picatinny rail is not really so weird especially for special weapons.
-
All automatic weapons have the same rate of fire, will this change?
-Gews- replied to CNB's topic in General Discussion
On some of them the devs attempted to set the correct rates of fire but there's a bug / improper configuration which means all the automatic weapons in the game are actually capped at 600 rpm, some shoot slower (Saiga/"Vaiga") but none are faster. MP5K, UMP, AK series, M4A1, FAL, VSS, Skorpion, all fire at 600 rpm. There's also another problem affecting modded weapons where you can't set a rate of fire faster than 900 rpm, except if you want 1800 rpm specifically. -
Should a DayZ vet make a return AKA are the "flavor features" there already?
-Gews- replied to p4nnus's topic in General Discussion
Helicopters "will 99% not make it into the game" according to community manager earlier this year. Namalsk is not official, but the creator is also the DayZ project lead so maybe some people got confused by this.