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Everything posted by -Gews-
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Steam overlay, view players. Also various external websites.
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Kind of like pointing out they're adding the Little Bird, which is American, so they may as well add a '69 Dodge Charger too... no?
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Semi-automatic, blah. Trumpet master race!
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Dispersion cone is the same in A3 whether ADS or not. It's just that the weapon moves around, but the crosshair stays still, you don't know where it's pointing. It has the effect of higher dispersion, without actually giving higher dispersion. Example: Not perfect, too accurate when you have very little sway, for example, prone or bipod engaged, etc. But still much better than current DayZ.
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You'll have to wait for mods methinks. And if they were insistent on a .22 SMG the Slovenian counterpart would probably make slightly more sense—although that's not saying much.
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And not to mention, they look better as well. Not so important, but for a game that used to be going for a minimalist UI the elaborate, distracting, highly visible dynamic crosshair seems strange. Something that really bugs me—in the game files there were different crosshairs for different weapons. For example, a rifle crosshair, a shotgun crosshair (larger, less precise), a pistol crosshair, etc. A crosshair is supposed to represent where you are pointing something, no? So, to take one example: why would pointing a shotgun be less precise than pointing a rifle? Or for that matter, a stick? Why do they get different crosshairs? It's pointing. It's the same thing. And more so than many rifles, most shotguns are designed for natural pointing. Why would their crosshair be less precise? Unique crosshairs for different weapon classes (especially such minor differences as rifle vs shotgun) belong in unrealistic or casual shooters, Overwatch, Call of Duty, etc. Not in DayZ. Just the fact this was (is) considered I find supremely annoying.
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It is overpowered. You can hit consistently at hundreds of meters. I made an example here: I agree that the idea of a crosshair in general isn't necessarily bad. However the character does not automatically "take aim", your camera position defines this. Sure, arguably no "hip fire" because his gun is usually shouldered, but his eyes aren't looking down the sights either. He's usually just pointing it.
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What location comes to mind when you think of DayZ?
-Gews- replied to Tatanko's topic in General Discussion
That's a tough question, just one place? Not sure if I have a definitive answer. I think the triangle formed by Pop Ivan > Stary Sobor > Novy Sobor. -
A commercial 'samurai sword' is a modern blade (and given their affordability and popularity probably makes more sense than finding replica longswords in tumbledown castles). Strange serrated, perforated thing you posted is a cheap sword-like object (although to be fair a great many people own cheap sword-like objects). The axe you posted is just a regular splitting axe and we already have one. Not a fan but I guess they could do a tactical hawk or something just for fun. I would like a larger machete. Although it wouldn't add much to gameplay I would like a modern folding knife (1-slot item).
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Pop count is not only desireable for hopper and hoarders... many people don't like playing on empty or low-pop servers. Map is huge, 5-10 players won't cut it. Removal wouldn't be a big deal right now since I know certain servers are almost always well-populated, but those are specific cases. Anyways, I doubt they will remove player count. As for the removal of "P", it does not affect me much.
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In the various houses, tables, closets, floor. I went though each.
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Hm. A few other people have since tried and also reporting finding a bunch of .308 (I also found a ton of tactical bacon).
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Ratiasu reported on r/dayz that he found an unusual amount of .308 spawning in Vavilovo. I checked this on the UN server. One run through the town left me with 160 rounds (although half were damaged). Looks like it's true.
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Makes me grumpy.
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It's a bird... it's a plane... it's a tree! Chernarus' best-known flying tree has been the subject of many screenshots this patch. But the burning question remains... how high does it fly? Some people have made guesses: "So, I was wandering up North above Tisy ... then came across a strange sight in the sky. ... It was what looked like a tree, floating what seemed like 500+ meters up in the sky..." "... here's a shot of a tree hovering above the NW portion of the map not far from Tisy Base. Looks to be about 700-1000 feet AGL. Airborne!" "- in the north you see an occasionally floating tree (solo pine ~ 200 m above ground)" The Tisy tree is on the fix list and it was imperative a proper survey was made before the tree comes down to earth or disappears. We can't look up and walk directly under the tree, but the tree's latitude is not hard to place as the tree is only a few metres from the map border. Looking down the northern border of the map, I estimated the tree was 7 metres from the edge. It is then easy to line up with the tree from another direction and find the point of intersection. I'll call this the Root Position (haha). The Root Position As just mentioned, our vertical vision is limited. Currently, our character's heads can swivel up only 32 degrees. When finding the height of flying trees, this is a good thing. Maxing our view on the vertical axis and moving our character until the tree is positioned in the centre of our screen gives us a starting position. In this case, the starting point was several hundred metres into debug. We can confirm the tree is properly centred using a hunting scope placed in our hands. The debug zone is not flat in this location. We are downhill from the Root Position. We need to find out the difference in elevation. Toggling in and out of freelook centres the view in both axes. Then it's a simple matter to estimate the angle between the centred view and the Root Position. Just under 2% of the character's vertical FOV. Rangefinders don't work this patch, but this is only a minor problem since distances can be approximated by timed runs. Thanks to the undulations in the terrain and other factors the distance won't be exact, but it is the best option available in the debug zone. The distance was estimated at 617.28 meters (no correction for ground contours or feet vs eye position was made). We can now construct a right-angled triangle and estimate the height of the famous tree. Estimated... 1. Eye distance under Root Position: 12.56 m 2. Run distance: 617.28 m 3. X-axis distance: 617.15 m 4. Angle from eye to tree: 32 degrees 5. Tree height above eye: 385.64 m Therefore, the tree flies an estimated 373.08 metres above the ground (1224 feet). (this post brought to you by I Have Too Much Time On My Hands)
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The PSO-1 and AUG don't zoom as far (4.14 and 1.48x vs 8.29x) and the lag is not as bad if I don't fully zoom with hunting scope. It is strange though. Better performance in scope was one of the reasons I used to prefer sniping to close quarters in the mod.
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I see you I had other things to do so I let them be. Related: who else is still getting the horrible stuttering when zooming in?
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Lonely out there... played for 2-1/2 hours on UN servers. Saw a total of one (1) player from whom I took some gear. Hello Come to think of it, I saw only a single infected as well. Paced out the distance of the left three rows of silhouette targets at the Tisy military base firing range. They're placed at approximately 100, 250 and 300 m.
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Met a fresh spawn with groovy psychedelic fists.
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"You have a bow too? We should have an archery competition." Turns out they weren't interested in my archery challenge.
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I spit my coffee out and rushed to check that. No change. With a hunting scope they are both 0.00075.
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Indeed. Improvised arrows on the other hand...
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*ahem*
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Quite possibly.