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Everything posted by -Gews-
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I don't see much point to these camera changes. The people that want the camera in their character's head will be on 1st person servers. So what's the goal? I've seen people suggest they merge the 1st and 3rd person hives... um, no thanks. Messing with this is a waste of time. They're trying to "fix" something that's inherently "broken"... and which is already solved. Raycasting from the player's eyes is the only solution that can put 1st and 3rd person perspective on equal footing and people don't want that. The camera is always going to be higher and farther back. Even lying in an open grass field with no walls or corners, watching over the top of a hill, there will always be advantages to swapping back and forth between 1st and 3rd in countless situations.
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It doesn't matter if it's partly disassembled, it will still take up the same space as a rifle. Both the limbs and stock are around 3 feet long. Archery equipment shouldn't have special permission to ignore its physical dimensions, so option 2 is the only acceptable one. Crossbow compared with M4A1, top view
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https://trello.com/c/Yzq5pNSS/53-weapon-related-art
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StandalonePoch :|
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Why is the amount I can look up limited?
-Gews- replied to WilliamTheConqueror's topic in General Discussion
They changed the max camera angle from +60° (+85° with freelook) to +32° when the new 3rd person camera was introduced. So to look directly at the top of Triple Yellow you'd have to stand 70 meters from the base, compared to the previous 25 m (4 m with freelook). :emptycan: -
? The equivalent situation would be if DayZ's M4 or AKs had 25-round magazines.
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[Suggestion?]Gun support, more advanced scopes and accounting for windage?
-Gews- replied to Garvar's topic in Suggestions
And the alternative... is to make every character somehow "know" the exact elevation for all combinations of weapons, cartridges and scopes and be able to change it to the desired settings instantly. Not only that but many of the feats accomplished are simply not physically possible (200+ MOA elevation out of a scope which should 10 times less travel) and don't make a good use of the ballistics system. If people were into heavy sniping they could just tape the chart to their rifle or scope. So, like I mentioned above, if you've used the DMR or SVD from the mod, you had a problem, in terms of metagaming, with the way these weapons functioned? The way the DMR worked is the exact same thing being discussed here. If we get wind, that's going to be metagamed with charts and tutorials as well. The same thing for mil dots. So, I don't really get it... slightly unrealistic, sure, the same as with almost every single mechanic in the game. But the solution to some slightly unrealistic metagaming... is to dumb down that portion of the game and make it a dozen times less realistic and engaging? -
[Suggestion?]Gun support, more advanced scopes and accounting for windage?
-Gews- replied to Garvar's topic in Suggestions
I don't get this. What's unrealistic about making notes on a piece of paper? It's hardly the same as Teamspeak or DayZDB. Are we going to not implement or remove all sorts of crafting, farming, cooking, base-building and other mechanics because you can look up how to do it? Any feature that requires knowledge or learning is going to be open to some kind of metagaming. Even the current zeroing system was open to metagaming as evidenced by all the "what is zeroing" posts that used to pop up. This is just a matter of making the scopes work like they're supposed to and fixing certain problems, the current system was borderline acceptable for ARMA 2 but makes no sense when scopes can be swapped between weapons. Dismissing any features that require knowledge or learning doesn't make sense to me. -
Am I the only one who thinks the mod had better atmosphere?
-Gews- replied to Sperglord's topic in General Discussion
Mod felt more serious. Lacked men in pink dresses and zig-zagging boxing bambis. To me it seems many new players joined for the random coastal mess. Look at how the majority of well-known DayZ streamers play. -
Compensates for the lack of... accuracy? I don't get it. It's not the lack of anything. It's called a compensator because of the second definition you posted. It does what the in-game description says. It directs the force of the gases from the muzzle blast in a certain direction so you will have less recoil or muzzle rise. The effect this thing currently has in DayZ is completely unrealistic and IMO, they shouldn't have added it. In real life those cheap clamp-on brakes are pretty useless on a Mosin. It certainly won't increase the accuracy. It doesn't affect the recoil yet.
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Rephrase the question, I don't get it.
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If you're gonna perpetually bump this, at least take the opportunity to add some extra information or even just a nice picture. I mean, come on, make an effort.
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[Suggestion?]Gun support, more advanced scopes and accounting for windage?
-Gews- replied to Garvar's topic in Suggestions
There is no math necessary, just remembering a few numbers. It's the same as how people sniped with the DMR or SVD in the mod, except instead of holding over the target a certain amount for certain ranges (ie 2.5 mils for 600 m), they press "PageUp" a certain amount (ie 25 click for 600 m). I don't see the problem with people making notes to remember this. -
No, but there are a lot of things you can say that about. For this bullpup conversion, it would require a whole new model, that's not something they can make as a proxy attachment. In addition it won't do anything differently from the current AK variants. That's not a big deal since the same can be said of many weapons, but these bullpup conversions are also not common enough to make a good case that it's necessary to include them for reasons of authenticity. Finally, there are very similar weapons that have already been adopted by militaries and which would be more popular additions, for example the Groza-1. So it's unlikely.
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Why are there no basements and caves in DayZ?
-Gews- replied to cptavpr0metheus's topic in General Discussion
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". -
That's neither here nor there, the point is to have the correct capacity.
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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...
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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.
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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.
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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.
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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"...
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NEAF Sniping Spots and View Distance with Optics/Binos
-Gews- replied to LigerNoir's topic in General Discussion
No, the server isn't providing that information. -
NEAF Sniping Spots and View Distance with Optics/Binos
-Gews- replied to LigerNoir's topic in General Discussion
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). -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
-Gews- replied to alexeistukov's topic in Suggestions
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...