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Everything posted by -Gews-
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Why not. The "suppressor east" is modeled after the TGP-A. That suppressor is intended for AK-series rifles (available in both calibres), the SVD uses the longer TGP-V. The SVD doesn't currently have a compatible rail for the Atlas bipod. The Leupold VX-II is a normal hunting scope and has no place in helicopter crash sites. Don't see a problem. In the US Army the M24 has been phased out by the M2010 and M110 (also that photo doesn't depict an M24). No DMR, it's been out of service for a while now. There could be an M39, Mk 14 or similar upgraded M14—but these are being slowly phased out too. Heli-crash weapons have always been top-tier. It makes more sense to have an AR-10-based system like the M110, or an HK417 or SCAR-series rifle. Some players are attached to the M14 platform but I don't see that as a good reason to add items (the M14 has even made its way into ARMA 3 DLC). Yes.
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Pinky pain while running is affecting my playing time
-Gews- replied to hemmo's topic in General Discussion
If you don't mind the extra time then jogging is just fine—but judging by his sore pinky it seems the OP wants a higher speed, and there's no real reason he should avoid it. Except sprinting is an option on "something moves and it's dead" servers, aka normal DayZ, and pretty much everyone takes advantage of it. If you're in someone's line of sight you will be noticed whether you're jogging at 15 km/h or sprinting at 23 km/h. Both speeds stand out. The best thing to do is always look for natural concealment and cover, move through defilades, behind treelines, etc. You don't like using our characters' infinite stamina to move around the map quickly—that's your personal RP choice, not something that gives much in-game benefit or tactical advantage. -
Pinky pain while running is affecting my playing time
-Gews- replied to hemmo's topic in General Discussion
I don't see how it's that arguable: 1. It will take you 60% longer to get places 2. A slower target is easier to hit 3. Hunger and thirst are currently not a big deal You yourself seem to have agreed with my points. You're reading too much into my post. I said nothing about how things should work. The current mechanics don't give me much reason to avoid moving quickly when travelling long distances. You're saying players shouldn't sprint around the map because [1] it's not realistic, and [2] people shouldn't mind taking longer to get places. For the vast majority of players these aren't compelling reasons for deliberately choosing to move slower. If you want to be truly authentic, you should be neither sprinting nor jogging—you should spend most of your time walking. I don't play RP servers. Look in my post history, hehe. Not quite 30 km/h. -
Pinky pain while running is affecting my playing time
-Gews- replied to hemmo's topic in General Discussion
It will take you almost 60% longer to get anywhere (turn 25 min run into 40 min run), makes you an easier target, and hunger and thirst are not a big deal anyways. I like to jog in certain places to keep breath and have more time to observe surroundings. -
I'm not interested in their meat. Just their bones. It would be a great source for "boned arrows".
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The tweet doesn't make much sense after the status report, so I suspect the guy managing the Twitter that day was wrong, but who knows.
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Yep, from the March 2015 status report: "Adding in rail systems, shoe horn mount scopes [...] and so on." On the other hand:
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More realistic weapon magazine reloading
-Gews- replied to maximilionus's topic in General Discussion
It's already confirmed. [...] feeding a magazine will be a continuous action, the same as feeding the internal magazine of a gun which takes some time, one by one cartridge loading as long as you perform that feeding action which leads to a much more believable tension with planning ahead and tactical approach instead of that game where the fastest fingers win the crucial situations. At the end of the day the advantage of magazines lays in how many rounds you can fire with the current set without manipulating too much with the weapon or magazine instead of making nearly endless stream of fire with juggling with just two mags and ammo piles. (Keep in mind, we aren't going for 1:1 realism - obviously in a video game, round by round loading will be a bit faster than in real life). https://dayz.com/blog/status-report-29-mar-2016 -
It wouldn't hurt, but on some weapons like the double-barrel you mention or B95, there is no selector, or in other cases the selector is on a part of the weapon that is hidden from the player's view. They already give us zeroing and weapon information top right, I don't see why not fire mode as well.
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Happened to me as well. Some footage was way too dark. But later footage looked fine.
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What do you enjoy about the Mod?
-Gews- replied to outlaw1198's topic in DayZ Mod General Discussion
During the mod's heyday zombie spawning was an extremely effective "player radar". I haven't played or followed mod for a long time but I see the 1.8.4 changelog says "[Updated] - Spawn radius updated to 300 meters up from 200" which is still pretty small if you're overlooking a town or base. Is there something newer? And you're right, I've never been too interested in the zombies (partly because they always sucked and partly because I'm just not a big zombie fan). -
What do you enjoy about the Mod?
-Gews- replied to outlaw1198's topic in DayZ Mod General Discussion
Also known as "player radar". But if you dig zombies, yeah. -
Crossbows? Them newfangled contraptions? During bow season?
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"I always see people saying modding will ruin standalone "like it did the mod". Ruined? Ruined for who? The 1% of "hardcore" fans? Last time I checked there were like 3,000 Overwatch/Epoch servers whereas the vanilla servers could be counted on my fingers."
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Battlefield's "scope glint" is ridiculous, so anything even remotely similar—no. One specific item sparkles in the sunlight? That seems wrong, what about everything else in the vast game world? Realistic reflectivity is not worth pursuing, and I suspect any sudden reflection would be too easily noticeable. Modern optics, hunting scope, military, etc, will have anti-reflective coatings anyways for better light transmission and minimized profile.
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Speaking of: He doesn't look very happy.
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Either "hi" or "hello".
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Is it Possible for 3PP to NOT be Overpowered?
-Gews- replied to Kohlbar's topic in General Discussion
"Is it possible for 3PP not to be overpowered?" Yes... but the solutions would not be acceptable to most players. The options are restricted camera angles, raycasting plus occlusion, and swapping camera mode in certain situations. So... question is, who wants it "fixed"? Most people don't see a problem with the peeking. The server populations make this clear. They are used to the current camera and like it the way it is. Those who do care about peeking have the ultimate solution on 1PP servers. I recall at least as many complaints as there were neutral or positive comments about the minor 0.57 camera change, there's no way they will occlude models out of LOS or create a highly restricted over-the-shoulder camera. For many, by the time 3PP was "fixed" it might well feel , play or look "worse" to them than 1PP. So who is this supposed to please? -
Nah, only if you get bored and lonely.
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I'm having difficulty determining whether you're serious about me being serious (^_-)
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Looks pretty good to me.
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Also in standalone, we've seen some different types already but I only really notice the differences in toughness. It will be interesting to see what happens. The speeds and movement especially IMO.
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Lemme copy/past Reddit response. Sliding Players: The QA Team encountered a 100% repro rate series of steps to cause players to become stuck in a sliding state - regardless of laying, prone, or erect. These steps have been provided to the gameplay programming team - and they are working on resolving the issue. No more double-carry worries? Yay. Lots of new and horribly ugly looking infected are going to be swarming Chernarus. I like what I hear. Different infected types may by stronger and faster than others, every city and village will get various combination depending on it's size, position and importance. I remember statements that indicated there weren't going to be different "types" of infected, but as long as they aren't outlandish variants like some other games, no problem. There are new reload anims for M4, for Red9 and CR527. Technically Red 9 reload animation is incorrect, the Mauser bolt locks back only on an empty magazine, the magazine follower is holding it open. The clip serves to hold the bolt open while reloading. When you pull out the clip the bolt slams closed. So without the clip, you can see it would be problematic to reload with single rounds in any kind of timely fashion, because as soon as you push the first round in, the bolt will slam shut on your fingers!
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Well, that's a subjective gameplay issue, personally I rage quit DayZ during 0.57 as the minFov change made it unplayable for me. Most players don't seem to care too much. The realism/simulation aspect, not so debatable, our monitors aren't eyes and can't represent human visual acuity at a single FOV.