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-Gews-

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Everything posted by -Gews-

  1. This is not true and I say this because: 1. overall tactics and various combat situations deviate less from real life in 1st person than they do in 3rd person (suppressive fire, vehicles, cover and concealment, etc) 2. as someone else mentioned, at worst, 1pp is like your char is wearing a peripheral vision-restricting face mask, whereas 3pp is like wearing the same mask, only with it and your eyes floating 2m behind your head
  2. -Gews-

    Vision nerfed yet again?!

    Closer to real life? What makes you say that? I don't think "real life" was the intention with these changes from 0.55 onwards. FOV slider is a separate issue altogether, I am talking about the default RMB zoom here. Not hard to see people at 300 meters. To make out fine details, sure.
  3. Yeah, it's very simple to fix this. Make the zeroing angular, like that scope actually functions in real life, instead of having the scopes magically calculate the drop for different cartridges. On those rifles that scope can launch a bullet at a max angle of 0.35° or 21 MOA. A .22 won't travel very far launched at 0.35° (about 150 meters). A .308 will travel pretty far at the same angle (about 600 meters). When you press PageUp/PageDown it should increase/decrease the launch angle by 1/4 MOA or 0.1 mils. For those who find this too complicated there are things like the ACOG, PU, PSO-1 and Kashtan.
  4. -Gews-

    Vision nerfed yet again?!

    I think if this was bistudio.com forums the discussion would be much more one-sided :rolleyes: What makes "literally zero sense" is how some people think it's more "authentic" for your character's "eyes" to have resolution of 1920x1080p so he can't anything past short distance. DayZ/ARMA vision mechanics have always been more "authentic" than your Battlefield, H1Z1, the WarZ, etc.
  5. -Gews-

    Vision nerfed yet again?!

    Yes, but so far it seems like this experimentation has all gone one way... now is also the time for feedback. Someone should take out a rangefinder, sit on a hill and make some notes on the details and apparent size of objects at different ranges...
  6. -Gews-

    Vision nerfed yet again?!

    100 meters. I don't see how you can say the zoom is "unrealistic". There's no other way to simulate human vision on a monitor. You either get too low FOV or too low resolution. Calling the zoom "unrealistic" is like saying the inventory screen is unrealistic because there's no floating holograph in real life. I'd rather my character can see details an appropriate distance, which is why BISIm put this feature into their military training simulators in the first place. Also, given this ... ... I should think you understand the game has to give us certain features to compensate for the fact it's trying to present an authentic, detailed world through a 1080p monitor and headphones.
  7. -Gews-

    Vision nerfed yet again?!

    Bahaha, no zoom? Tell me, how far away is this survivor?
  8. -Gews-

    Vision nerfed yet again?!

    It doesn't. Think about it.
  9. -Gews-

    Vision nerfed yet again?!

    Good thing is now the hunting scope, PU and ACOG magnify about right... ha, ha
  10. -Gews-

    Exp Update: 0.57128035*

    Another nerf to char. vision? You can't be serious... blah...
  11. It wasn't at the base of the neck, it was always around eye level. The reason people feel "like a midget" is because [1] they're used to flying a dozen feet off the ground and [2] some buildings aren't correctly scaled.
  12. -Gews-

    Incapacitation from extreme pain

    I mean, incapacitation, sure, in certain circumstances, but not as in some of these examples above, ie: getting stabbed, getting shot in the arm. Often in high-adrenaline situations, people don't even realize they've been stabbed (even shot) until they look down and see blood. I prefer players only be truly incapacitated if something has happened that makes them physically incapable of movement, or if they are on the ground bleeding to death... otherwise, as mentioned, we have limping and other more gradual effects.
  13. -Gews-

    About the next coming camera angle

    I don't care about this new camera angle. First, I won't be using it, second, it doesn't appear to solve any of the problems inherent with the third-person camera. They may as well not bother.
  14. -Gews-

    Hunting Scope Replacing The Long Range Scope?

    That was never a problem for those who needed it, just edit fovLeft and fovTop... it does the same thing except you can't change it without restarting the game.
  15. -Gews-

    Hunting Scope Replacing The Long Range Scope?

    Yup, none of the 3D optics in DayZ magnify properly. I wonder if it's just because they think it would look bad with the textures etc being stretched across one's screen. Either way it's annoying. Reticle dimensions on those are off too IIRC. I never understood the point of this slider, it only created this issue. ARMA 3 does fine without it. Until we get back a decent default zoom and until we get proper optics magnification I don't really care though (ie: slider left = proper LRS magnification, slider left = mod eyesight). It doesn't affect PVP nearly as much as some other features.
  16. -Gews-

    Hunting Scope Replacing The Long Range Scope?

    Up until a while ago I would have disagreed because although the zoom was less than the mod it was the exact same as in ARMA 3, and that game certainly doesn't force short-range encounters... but then in 0.55 someone reduced the zoom YET ANOTHER DAMN TIME so it's now less than half of the mod and inconsistent to boot. That annoyed me more than anything these last two patches and they better revert it. Hunting scope is not an example of this, though. I took three screenshots from the same location, one in the mod, one in 0.54, one in 0.55... it really is drastic... There's only one reason they should be increasing or decreasing that second level of zoom and that's to try to find a value that best portrays the average human visual acuity on the average monitor.
  17. -Gews-

    Hunting Scope Replacing The Long Range Scope?

    It's harder but that's as it should be. Sniping was also "nerfed" in ACE mod and ARMA 3... Not quite the same scope, if you pick up a VSS you will find it is a different version. No one used the SVD in the mod because it was uncommon gun with uncommon mags and the DMR was better in every way and rifle and ammo was much easier to find. The SVD in standalone has a rangefinder, the second most powerful optic in the game with zeroing to 1000 meters and is also the only semi-automatic rifle using a full-power cartridge (or will be once the Model 70 is fixed) so yeah, people will use it. If they can find it.
  18. -Gews-

    Hunting Scope Replacing The Long Range Scope?

    The scope is not working as intended. The LRS is also bugged, I had one in EXP and both those scopes are the same.
  19. -Gews-

    First person emptiness?

    Nah, it's because [a] most of the building designs are from ARMA 2 where they were just big solid boxes and the height of windowsills and such didn't matter and have not been changed at all and for whatever reasons the building modelers didn't quite get the dimensions correct for the particular camera height, which is in your character's head, who stands 1.8 m.
  20. -Gews-

    First person emptiness?

    If I get bored while playing DayZ, which is often ... "I have not found a thing." "I have not found a thing." "I have not found a thing." "I have not found a thing." "I have not found a thing." "I have not found a thing." "I have not found a thing." "I have not found a thing." ... (and that applies to both players and apples) ... ... I either find an activity that doesn't require player interaction or, as is more often the case, go play some ARMA 3 instead. Not here for apple lottery on servers with less than 10 people, bye. I played third person in the mod but it's ruined for me now.
  21. -Gews-

    Schadenfreude Island

    Hehe, I think that one is gone for now. You used to have 200 minutes of camel time, would get you 15-18 km without drinking. Weyland tried it, he ended up in the middle of the ocean and had to commit suicide. I thought maybe waterproof clothing could help, ballistic helmet, fireman's clothing, drybag, SPOSN backpack and rainjackets are the least absorbent.
  22. -Gews-

    Schadenfreude Island

    It is still there and hypothermia was introduced in 0.49. Tatanko was tried to swim there a couple times in 0.56 - hypothermia. Truck changes direction underwater or even falls off map so it's useless.
  23. -Gews-

    Thoughts on Blood.

    Ah :P The ragdolls in SA make killing more rewarding than in ARMA 2, IMO. I agree ARMA 3 is not so great. But part of that also has to do with the fact weapons seem much, much less powerful since everyone is wearing body armor and unlike in ARMA 2, it actually provides some serious protection. Lynx + red dot feels quite powerful, for example... We don't need little blood explosions to create visceral impacts. Dust, flinching, reaction animations, small bits of clothing can provide the same thing. Case in point, .30-06 vs deer. There is no visible blood exploding from the point of impact. The blood pours out after. Of course you can't see the exit wound here which could be and often is much more dramatic, but a hoodie or jacket would hide much of that "splatter". Yet despite the lack of blood the hit in this video is very clear. ARMA 3's flinching animation is not so great but it's a step in the right direction. More blood is good, much more blood, as long as the blood looks and acts how I would expect it to act in real life...
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