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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Why are there no basements and caves in DayZ?

    I think his point is that any sewers wouldn't be the kind of stuff you see in films, ie: Instead it's probably going to look something like this and you'd likely have to crawl on hands and knees. Chernarus is really not a big place and having the sewer systems on the same scale as the large cities of the world doesn't make sense. There is some stuff like short storm drains running through Severograd, but not so much "underground walkways that you can use to move through the city unseen".
  2. -Gews-

    cr 75 18 round magazine

    That's neither here nor there, the point is to have the correct capacity.
  3. -Gews-

    cr 75 18 round magazine

    Yeah, and the Sporter 30-rd mags should be reduced to 25... and the Makarov mags bumped up to 12... Or they could just change the damage...
  4. -Gews-

    Reduce semi-auto fire rate

    It will be more authentic but I don't think it will change the balance much if at all. Shooting that fast the rounds often miss or sometimes don't register. The same people in the same situations will still have the same outcomes. SKS can do 900 rpm but that's missing the point, it's irrelevant.
  5. -Gews-

    How tall is the character?

    The character height is 1.8 meters. Protip, you can easily check your character's camera has been placed correctly by walking up to another player in 1st person... if the camera is in the neck as some claim, other players would appear to tower over you. If the camera is at eye level, other players' eyes will appear at the same height as yours. Simple.
  6. -Gews-

    Reduce semi-auto fire rate

    Anyone can click a mouse faster than he can pull and reset a trigger so this... "It seems to fire as quickly as you can click, but surely you can't pull a trigger as quickly as you can click?" ...is true. It's easy to click 600 rpm. There is a problem to consider. Let's say the semi-automatic "reloadTime" is set at 0.18 sec (333 rpm). That's the intended fire rate in semi-automatic. A player clicks at 8 clicks per second. It would look like this: You can see the actual fire rate achieved is about 30% slower than the intended fire rate, so they have to take this into account.
  7. -Gews-

    Reduce semi-auto fire rate

    You're right, it's easier to spam mouse clicks than to pull a long trigger that might weigh 10 lbs or more. With a fast finger people can easily spam it at the max 600 rpm. 300-350 might be more realistic. Pistols shouldn't be any faster than rifles. Also, unrelated topic, I'm not a big fan of those double fire modes either as it's not two shots at once, it's two shots full auto - 6000 rpm - except it's frame rate dependent, high frames and it works okay, low frames and the recoil will send the second shot over the target. For me it's kind of immersion-breaking and makes the character seem mechanical. I'd rather they just make people shoot twice. And then also, read the description of the "Blaze 95"...
  8. No, the server isn't providing that information.
  9. Any chance the size of the network bubble will be a server setting or otherwise changeable in future? If at some point we see mods adding anti-materiel rifles with 2,000-meter effective range folks may want to extend the bubble a bit (even at this point a couple scopes have sight settings to 1,300 m).
  10. The problem is that OFP took place in 1985, the M21 officially went out of service in 1988. If they were going to add an M14 it should look something like this if military... and like this, if civilian...
  11. -Gews-

    [Devs] I Feel Really Jipped

    Waiting since 2009 for accessible hatch and external ladder on Green Mountain transmitter :emptycan:
  12. -Gews-

    The new crosshair...

    Enabled by default in Elite difficulty. Servers can choose to turn it off.
  13. -Gews-

    The new crosshair...

    The new crosshair has to go. I was easily pinging zombies from 300, 400 meters with a sightless Longhorn. It's a step backwards from the dot. It would be fine if they froze it in place but this swaying? No. I made a video demonstrating this perfect accuracy... By the way they seem to have different unique crosshairs for bow, pistol, shotgun, rifle, etc, in the works. Doesn't really bother me but I don't get why it's necessary, or how having completely different crosshairs for each class of weapon is in any way logical. I guess it's just standard practice in many other games. The ARMA 3 crosshair is fine and is there by default even on "Elite" difficulty. The A3 crosshair doesn't allow for precise shooting so there shouldn't be a problem with it. In real life you have much better spatial awareness than you do controlling a flat screen. There's nothing "unrealistic" about giving a reference to center, which is what that is. Once you can use it as an actual sight like the 0.57/0.58 crosshairs, then you have a problem. These DayZ crosshair changes irritate me not only because I don't agree with them but because I don't understand them. What's the point? More accurate hip fire? Or did some game designer think fancy crosshairs would look cool? I thought about it but I can't think of even one decent excuse.
  14. -Gews-

    Mil Surp weapons for civilians

    There are a bunch of other machine guns I'd rather see, you just named one (RP-46), and front of that there are: -RPD -RPK -RPK-74 -PK, PKM -even PKP and that's just Soviet, not mentioning various similar weapons from NATO and others. The devs seem reluctant to place in even a single "proper" machine gun and we certainly won't have 5, 6, 7 or more of them chewing through that list until we reach DP-28. Why DP-28 in the first place? Because it's unusual with that pan mag? No reason for it to take the place of any more deserving weapon. Whereas MP 40, there aren't any obvious 9x19 SMG choices for it to punt out of the game. Chernarussian police "adopting" MP5K with RAK spawning there as well already shoved the standard MP5 off the weapons list plus a lot of other potential SMGs. MP 40 seems slightly unusual in 2015 but it's unusual to find any SMG in someone's house. I noticed it seemed among some "common" SMGs seized by police in East Europe are PPSh, PPS-43, MP 40 although all less common than AKs and many other weapons. I don't really support MP 40 but done right I can't really complain either. But look, here is something as well:
  15. -Gews-

    Third person

    Well, serious driving in A3 works better in first person. In vehicles with good visibility like the offroad you can even swivel your head around drive it backwards with full control. I don't think perspective is the issue with standalone driving. A lot of people argue about the correct way to play. By the way, hop on experimental, the percentage of players who enter the 1st person experimental servers is THREE times that of stable. Ha.
  16. ArmA 2 sample models. You can check the height of some objects in there and use that in conjunction with the in-game rangefinder to find the subtension of the thumb.
  17. Rangefinder or A2SM. The "cowshed"/long white barn is modeled in 3 pieces so the length varies on how they put it together. The one you mentioned at Berezino is 92 m.
  18. -Gews-

    Third person

    Well, I for one see it all the time in my inventory screen. And I do pay attention to fashion in the apocalypse despite not having another outside view of my character.
  19. The numbers are the distance, ie: at 50 m the arrow impacts on the blue line. In that picture the brick wall behind the blue line is exactly 50 meters away. Outdated drop and they've changed FOV as well but interesting for comparison... I will see if I can make another similar image for a side-by-side. Long white barns are 71 m doorway to end wall, the shorter white barns are 50 m. I think 100 m is too far for this bow. Technically you could hit them with even the old bow at that range if you were skilled enough, but that would be an exceptional shot, not really "effective range". I don't like the nerf and buff for any balance reasons, I don't mind if these are placeholder values to get people trying the bow but ultimately they should improve it via better, more fluid mechanics instead of placing wrong values for properties like speed. It's tough because even when functional it would still have a short kill range. Chris Torchia talked about adding sights for the recurve bow so I assume that's what the main advantage will be, initially.
  20. -Gews-

    Mil Surp weapons for civilians

    M1 Garand, M1 Carbine, Thompson, and DP-28 I would rather not, the rest are okay, but 8x57, 7.62 TT and 7.62 Nagant cartridges are unlikely to be added so that, unfortunately, rules out those three in the foreseeable future. I would like many more recent 9mms and other handguns added before implementing YET another old German pistol so Luger is out for me. MP40 is something that could be stashed in a cache, in the walls or floorboards, in a barn, etc, but it would be odd without ever finding PPSh or PPS in the same places. Most of these weapons are okay by themselves but they need to keep an overall balance in the weapons list, putting even half these in right now would make disproportionately WW2. On this subject, they showed us a Gewehr 98 in early alpha screenshots, I wonder what happened to it. Perhaps it was never made or intended for DayZ in the first place.
  21. Still seems fast to me. Here was what I got before with improvised arrows, tested with rangefinder. Note that even at point blank the arrow impacted under the center of the screen. At the same time the speed was increased they dropped the damage, perhaps inadvertently. Composite down 40%, improvised down 25%. Two to four times less drop is still a decent trade-off in terms of effectiveness for most situations. For ambushes I would still prefer the extra power for one-shot kill. I don't think this bow deserves an effective range any longer than 25 meters, effective meaning a good chance of a skill-based one-shot kill. Part of the issue is that 25 m looks a good ways in real life but seems very close on the screen's two dimensions, that leads to more complaints about limited range than it should. The limited spatial awareness makes it hard to get a feel for the trajectory and your eyes are locked to your bow's elevation. Then the rest of the clunky and annoying mechanics such as being locked in place while drawing and aiming. After running you are out of breath for a good time, and while out of breath timing with the sway doesn't really work and accuracy goes to pot. Since DayZ is a running simulator odds are your bow will be hard to use most of the time. It's easier to simply grab a gun and ammo which will be far better in just about every situation so just about everyone will grab the guns, but killing with the bow is very satisfying.. I still think the bow works best for planned ambushes although with the massively increased range this isn't as necessary as before. As it stands the arrow speeds will be the same from either the recurve or improvised bows so there's a decent chance they'll still be changing these stats around. But for either bow the speed should be no higher than 60 m/s at most. Say 50-60 for recurve, for the improvised bow more they could do 30-45 m/s. Even a few m/s makes a large difference in effectiveness since the difference in the drop of the arrows is roughly equivalent to the square of the difference in speed.
  22. My EXP character has a bow and plenty of "composite arrows" since no one takes them from the loot piles that are everywhere. Problem is with 0-5 players per server I haven't found any players to try it on. They made it better in 0.57 at the expense of realism. 330 feet per second from cut wood stick and a rope? Get out. Forget recurves, that's compound IBO speed. A while ago I made some tests with the bow, comparing with those, the composite arrows drop only 25% of what they used to (max range ca. 365 m). No matter what they do I still don't think most people will use the bow. It's always going to be worse than a gun so it will be left to the "survivalists" and people using it for kicks on the coast.
  23. -Gews-

    Civilian semi-auto rifles

    Variety, yes, but you did seem of the opinion 16" AR is not different enough from M4A1 - I'm pointing out in that case neither are the other variants you mentioned, they might look different but the gameplay would be the same. I don't care about pointless so much, me, I wouldn't mind a bunch more slightly different AK variants but I often see people complain "enough AKs!". As for the AK-101 they should change it to AK-74M since that's what it is, and it's obvious. They should have done so long ago, the fact it takes 5.56 makes little to no difference in function or performance, it just makes it wrong for no good purpose. The big difference from the AK-74, if they chose to work on it, would be its folding stock, though they would also need to remove the ability for all these instant stock swaps. Make AKMS and AKM two different guns, etc. Doubt this would happen.
  24. "Will anything of the ARMA engine remain in the final game?" Yes.
  25. -Gews-

    Civilian semi-auto rifles

    Well, problem is apart from very minor specs the M16A4, Mk18, 933 doesn't bring any different gameplay or features from the M4. Game doesn't factor in velocity loss, all take attachments, all are accurate enough for differences never to matter, the smallest of the above is still more than 1/2 foot longer than AKS-74U (forget AKS-74U, the Mk18 and 933 are longer than a folded stock 7.62mm AKMS!) so backpack concealment is not allowed, etc...
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