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Everything posted by -Gews-
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Uh, actually that's why I mentioned everyone would like to see "proper blood-soaked clothing, puddles of blood and trails to be followed." Here are the two blood effects I'm talking about when I say ARMA 3 looks much better.
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Nah, it doesn't. You shoot someone in ARMA 2 you get a little red dot of blood wherever you hit them from whatever range with whatever gun. Shoot someone from 1500 meters with M24, ding, see exactly where you hit him. As a hit marker it's superior. For a realistic appearance it's worse. Little spherical blood clouds shouldn't magically spout from backpacks and explode from under triple layers of clothing or through boots and helmets. ARMA 3 does have blood, it's just much less noticeable, as it should be, but you can still see red mist if you observe carefully. But that's just the initial impact... neither game has proper blood-soaked clothing, puddles of blood and trails to be followed. I think it's something everyone would like.
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Ehh, at this point I don't think I could count out anything...
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So I noticed this back in the early videos: And I noticed it in Dean's Twitch streams: And it's still in the current build: I need to keep bringing this up, 'cos I want it to be fixed. Obligatory "it's alpher" disclaimer: yeah, I know it's alpha, but this seems like it could be a creative decision to me. Someone had to actually make an exaggerated flash for an exaggerated flash to come out of the gun. Either way it needs to go before beta!
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That shouldn't remain an issue forever. I hope the lack of magazines is a temporary thing. "First off, we have the mentioned full randomization of weapon spawn configurations. This ranges from attachment configuration, quantity, type, and condition. When functional, each weapon you find should be as unique as possible per that item type. Be it the chance to spawn with a magazine, potential attachment, overall weapon condition, and so on. This expands upon the uniqueness of each persons kit in-game, and ensures that very few two firearms are exactly the same. Who knows, you might get lucky and find that M1911 Engraved you always wanted, -with- a clip!" http://dayzdev.tumblr.com/
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Yes, it is. But on the other hand the rifles have sights that are never out of alignment and which are somehow all in one focal plane, electronic ignition systems and bullets that are immune to any environmental factors. Making 800-meter shots is as simple as pressing PageUp a few times and clicking the mouse at the right moment. The sway is far from perfect but sway is not the only thing to consider. It takes a lot more skill to make most any in-game shot in real life, except perhaps taking down sprinting desync bambis at close range... ha ha...
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I'mma bump this again 'cos it's still an issue. This is supposed to be a .380 from a 6" barrel?
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The CZ 527 does meet most of your criteria, though.
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It doesn't end, you will die within hours. And even if you have a fighter jet, it will just run out of fuel and drop out of the sky. Been there done that. :lol:
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I hate invisible barriers and impossible impasses, for me it's just as immersion-breaking as seeing this empty land knowing that my character is stuck like a mouse in a large invisible box. Besides there are the flight paths of helicopters, boats, even planes to consider. There should be some kind of barrier though. We used to have big belts of forest kilometers wide... but now they're placed buildings, roads, even whole cities right up against the debug plains. If they expand the map they should put some rolling hills to hide this...
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But if the PSO-1 spawns only on the SVD, that's less of a concern. And since the SVT-40 doesn't come with a side rail maybe the player would have to take it to those workshops... Moving on to more advanced weapon customization, we’ve done a good deal of discussion on allowing more specific customization per weapon. Adding in rail systems, shoe horn mount scopes, barrel swaps, and so on. Controlling when and where this is done is critical to the flow of gameplay across the map. Creating hot spots, and high traffic areas for players looking to gear up, and create their favorite weapon. At this point, we’re looking at adding in advanced crafting tables into this existing (soon to be enter-able) maintenance structure scattered throughout Chernarus. (on a side note I hope those workshops don't end up producing some silly fantasy contraptions)
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It depends on the character's eye zoom. Which since 0.55 has been reduced to ridiculously low levels, IMO. And iron sights are now inconsistent as well, they now provide extra zoom. So comparing these scopes to bare eyes in ARMA 2, ARMA 3/DayZ 0.54, and DayZ 0.55 respectively: LRS ARMA 2 = 5x LRS ARMA 3/DayZ 0.54 = 7.5x LRS DayZ 0.55 = 10.5x PSO-1 ARMA 2 = 2.5x PSO-1 ARMA 3/DayZ 0.54 = 3.75x PSO-1 DayZ 0.55 = 5.25x PU ARMA 2 = 1.39x PU ARMA 3/DayZ 0.54 = 2.08x PU DayZ 0.55 = 2.92x ACOG ARMA 2 = 1.56x ACOG ARMA 3/DayZ 0.54 = 2.34x ACOG DayZ 0.55 = 3.28x You can see zoom is very low compared to what we had in ARMA 2. I would go with the middle values for the scope zoom... 0.55 characters are now myopic and inconsistent, hopefully this will be changed back to the old values. Also, in 0.56 Exp. the hunting scope and LRS are the same as the PU but this looks like a bug to me.
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Imagine the annoyance if P1/CZ75 had more damage than 1911/FNX45 and AKM/SKS had more damage than SVD/Mosin/Winchester :lol: because going by the boxes 9mm and 7.62x39 are JHP and the others aren't.
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*ahem*
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Found both the hunting scope and Model 70. They make a good combo...
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But why would it be more common in Chernarus? The gun was not even included in ARMA 2. And it doesn't make sense to me that AKs get attachments and vz.58s don't.
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Winchester is interesting
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Ah, the perfect weapon for DayZ. The Chernarussian countryside was incomplete without it. http://www.reddit.com/r/dayz/comments/359s6n/exp_056_today_ill_destroying_this_place/
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This character suits me
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It's a nice model! For those who don't know:
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http://www.turbosquid.com/3d-models/ready-desert-eagle-3d-max/817123
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Not much or none at all, they used both TiNi and 24K gold.
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They were numerous tents in Stary Sobor that contained military weapons. Usually under watch by hidden snipers in the hills.