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Everything posted by -Gews-
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Aspect ratio in main menu no longer gives options.
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Spawn with radio is terrible. Wouldn't be so bad if I didn't have to relog to get rid of the weird noises and funny voices. And the directional sound was pretty confusing.
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Personally I've always liked the fact I can just walk off the map. I don't care if they visually and physically obscure the edge of the world as long as they don't fully prevent the determined from making their suicidal expeditions. SAMs, mines, invisible barriers, "return to map" scripts, poison gas or other impassible obstacles... meh, no thanks. The best way to stop debug camps and hoarding is to either move objects and vehicles placed that are placed outside the map (but not players) back within the boundaries upon restart... or just delete them. This world boundary was really not a problem in the mod... but now there are major cities, military bases and other points of interest right next to, even within sight of the world edge, so...
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Check your resolution and aspect ratio matches your monitor.
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
-Gews- replied to scriptfactory's topic in General Discussion
Not only is it out of place, it's irrelevant and messy. Some of those descriptions are copy-pastes from Wikipedia. I'd rather have something simple, obvious and uncluttered. For example: "The SKS is a Soviet semi-automatic carbine chambered for the 7.62x39mm round, designed in 1943 by Sergei Gavrilovich Simonov. Its completely designation, SKS-45, is an initialism for Samozaradnyj Karabin sistemy Simonova, 1945 or SKS 45. In the early 1950s, the Soviet took the SKS carbine out of front-line service and replaced it with the AK-47; however, the SKS remained in second-line service for decades. It is still used as a ceremonial arm today." ... could be replaced with something like .... "Semi-automatic military surplus rifle." -
It's offered as a double rifle... but not in .308, and according to the description you shouldn't be able to fire both barrels at the same time (I guess someone wasn't paying attention when writing this).
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It's supposed to be 6000 rpm but it's FPS-dependent, maximum one shot per frame. Low FPS and the second shot will be high above the first.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
PP, PPK, I don't see a problem with. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
Taurus M380, why add that gun? It's hardly common and it's just about the only one of its type as well. There are countless revolvers that are more common and better representatives of their class of weapon. Just to use .380? Not a good reason, then 50% of the game's revolvers are very unusual examples. And for .380 automatics there are lots of options but most of the ones that are significantly smaller than the Makarov are made for the American market. It's too bad we don't have .32. -
Seems like this is happening to most servers. All fresh spawns and no loot anywhere. Lots of sticks, campfires, apple picking and cannibalism.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
I'd much rather have small .380 automatic and have revolvers stick with .22 and .357. -
"Less instantaneous deaths from wounds that are not capable of inflicting instantaneous death" "Needs medical assistance to stop bleeding or will result in loss of consciousness and death." He's talking about instant kills. No one should be DRT from a bullet in the shins à la AS50. The arms need different behaviour since bullets would very often pass through them into the chest (players are often holding a gun or item in front of their chest, shot from various angles, etc) and complex penetration through body parts doesn't occur in the game (wouldn't happen anywhere near as often with legs). Arms shouldn't be a shield.
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No, all rifle scopes have incorrect magnification and none of their reticles are the proper dimensions. Kashtan doesn't work well with the AKM in particular.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
Yeah, no. Do we also get to put Blaze 95s, AKMs, MP133s and almost every other gun inside a vest? -
In most situations these things don't matter. You can take off the buttstock and the handguard and it will still have the same accuracy as the SKS or AUG. To put it in perspective, stripped of everything it still has better accuracy than the old AKM or M4 from ArmA 2 / DayZ mod.
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Bad crosshair is bad. The fixed dot was pretty good I thought. I don't understand how someone—more than one person—thought this would be a good change. By the way, in the files there were several different crosshairs for various classes of weapons... as if pointing a shotgun is somehow fundamentally different than pointing a rifle. Can anyone say "arcade"? As always I don't see a reason to eliminate crosshairs. Plenty reasons to keep them.
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Never played there and still I've heard various bad things about that server's admins. Find a different one.
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Seriously? Vision nerfed yet again in 0.57 EXP. Character's zoomed vision is now nearly the same as ARMA 2's unzoomed vision. Here's how the character vision (minFov) has evolved: DayZ 0.42 = 0.25 (same as ARMA 2) DayZ 0.44 = 0.375 (same as ARMA 3) DayZ 0.55 = 0.525 DayZ 0.56 = 0.500 DayZ 0.57 = 0.65 (this is ridiculous!) 2.6x less zoom than we started the alpha with. For comparison character's initFov in ARMA 2 is 0.7. So, now there's almost no zoom, characters can barely see things in the distance, this ruins one of the great things about DayZ/ARMA which is the realistic scale of things. I don't get it... the only point of this zoom is to try to better represent human vision. Default zoom should be set to a level that reflects this. Take a rangefinder and go observe some people at different measured distances, based on this set a minFov in the game which seems about right. If not, then there may as well be no zoom at all (which is almost the case now... just another 30% reduction and this RMB zoom is all gone!) Oh, and now also deliberately inconsistent with the iron sights since 0.55... 25% more zoom when aiming at someone. Why? In most arcade games they have no secondary character zoom and they aren't trying to be "realistic" so the guns often get extra zoom. Well, in DayZ we do have an extra zoom and there is no need for these two to be different... if I'm using that zoom, I'm looking at something specific in the distance! I want max detail! Whether I'm aiming at them or not! It should be the same zoom between iron sights and character. They are both using the same pair of eyes, no? (again.... as in ARMA 2, ARMA 3....) I just don't get it. What's the point of this? Was fine in 0.54, then tinkering started... now character is half blind... I would like my character to be able to spot and engage people at realistic distances. That's one of the greatest things about the large maps and ARMA mechanics. Feedback tracker issue: http://feedback.dayzgame.com/view.php?id=25019
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You can punch wolves with them.
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Porn taped to the driver's side window of the upcoming bus.
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Try hanging out around the officer tents at Myshkino or NWAF.
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Looking at patch .58 In General, What has changed?!
-Gews- replied to venkman302's topic in General Discussion
My favorite and most noticed change was "eye zoom". -
Why is the amount I can look up limited?
-Gews- replied to WilliamTheConqueror's topic in General Discussion
Aiming as high as possible... :emptycan: