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Everything posted by -Gews-
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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-19-01 -
It fits in fine and it's a very popular and longstanding hunting round. I'm not thinking of M2010. The .30-06 also fits in fine, but not the Springfield. There are hundreds of types of .30-06 hunting rifles of every kind so I don't get why they'd choose to add a random Springfield. :huh: 220 is one of the least common, they should put 180 if they had .30-06 since it's likely the most popular. 220 is American traditional load also, most European manufacturers only offer 200 gr. max. If they want slower they should go 9.3. But somehow I don't think they want slower.
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.30-06 does the same thing as .308/7.62x54R +/- 50-100 fps, in-game there would be absolutely no noticeable difference, if they wanted a cartridge with more long range punch they should add something like .300 Win Mag.
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Wow, nice. I can imagine the rage if that happened to DayZ. <_< Jussayin' advertising a 3PP server in this particular thread is kind of... amusing... :lol: they do have their own thread here: http://forums.dayzgame.com/index.php?/topic/220181-bmrf-dayz-private-shard-automated-whitelist-active-admins-billy-mays-remembrance-foundation/
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Yes, and people take the photos and share them because it's unusual, something to be remarked upon. If they are going to add every more common weapon first, then they can add PTRD, but that won't happen. For the same reason I oppose stuff like the C/96. But adding to this the rifle is just about completely useless in the DayZ survivor situation and there are better alternatives for taking out vehicles, and better alternatives for shooting long range. I'm not a big fan of the anti-material rifles in the first place but PTRS/PTRD even less so. If you meant must be broken down for transport. The other unrealistic parts are "ammunition would have to be re-manufactured from demilitarized rounds found as kitsch throughout the map" when there are thousands of rounds esp. at BRDM crashes and the implication no other anti-material rifles can find their way into the game.
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Barrett, nyet. I don't want to see that gun, V3S is not armored, just spray it with a machine gun (okay, right now it is, until they change material properties). Not realistic we can find old PTRDs yet zero modern anti-material rifles. If someone wants to take out a vehicle in one shot: dun dun, RPG-7V.
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Yes, they can. But why would they add some high speed low drag shit when they could give you the exact same feature with normal people positions? Civilians can also learn Taekwondo or Wing Chun... what looks more appropriate for the unarmed attack, martial arts moves or the standard fresh spawn punch? It's is the same either way, you get to adjust your stance. May as well have it look "normal".
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There are still a good number of 1PP servers and some highly populated. For now... but fear is these servers lose pop or shut down. Look at the mod now, zip, you have only US 436 with players you can count on one hand, on a good day. Doubt it, it's not seen as a problem and they are not going to annoy 95% of the player base for the sake of realism. Yeah... I don't think so. ARMA 3 gave 9 stances and greatly improved controls. Vast majority of A3 servers are still 3PP. People just get used to this and then it feels restrictive going to 1PP no matter what, because it is restricting them, their camera just got moved 6 feet down into their character's head. If they've been playing for months or years in 3PP, of course it's going to feel "uncomfortable" and "unpleasant"... until they get used to it. Then 3PP is the one that seems ridiculous. But I suspect a lot of people try it for a short period, go "nope" and head back to 3PP without further ado. Too bad!
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Why wouldn't you be able to carry two guns? It should just be sufficiently inconvenient. Now, at this point in development, they shouldn't allow it, there's no weight, no discomfort, nothing to dissuade people. Carrying two rifles shouldn't necessarily be an advantage. Often the opposite. The same goes for stuff like fire axes... why would you carry a freaking fire axe when you could carry 10 full mags of 5.56 for the same weight? Which is why longswords and battle axes were made obsolete centuries ago. The way I see it, fire axes should be coastal bambi weapons. Once you have a decent rifle and ammo, you won't want to carry a giant axe as well. You would go for something lighter like the ice axe or a knife.
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Could be placeholder not fixed yet, maybe strange ideas about magnifications. Kind of doubt it would be an actual mistake. Scopes should be relative to RMB zoom so minFov scope = minFov character/desired magnification. Yes, lots of people "abuse" FOV that way. But as far as I'm concerned this is far less detrimental to good PVP gameplay and tactics than having a floating camera 2 meters behind the head - if you were removing only one of these two features and asked me to choose between keeping FOV slider or keeping 3PP - I know which I would choose. :P At default FOV, without even using the FOV slider, one can play with FOVs of 53, 94, and 106 degrees (zoom in, no zoom, zoom out).
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And the game really doesn't give enough magnification. All the scopes are underpowered, they have completely wrong magnification. The Long Range Scope only magnifies half what the CZ550, M24, etc, used to, and it only gives a 7.5x zoom when it's supposed to be 15x (so much less than most common hunting scopes). ACOG, PU are only about 2x! Scopes should be fixed, in-game slider removed. IMO 3PP is worse for good gameplay than FOV slider and 99% of streamers go 3PP (often streamers have good excuse though, they have 20x more servers to choose from to hide from stream snipers!). But there's no chance they remove/change 3PP, whereas FOV slider is still quite controversial and perhaps the devs can be influenced to put it only at main menu.
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Having an instant scope is silly, nobody needs that much zoom, was never a problem in other titles. If "in-game FOV slider with 0.5-2x magnification" was a suggestion I think it would be shot down. People just don't like things being taken away once they're there. It should be set at a comfortable, not extreme level and left alone like most every other game. The best defense I saw of it was "my eyes have much higher resolution in real life, it's just an extension of the RMB zoom" So... none :lol:
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Survivor Games were a perfect example of run speed too fast/state of pvp
-Gews- replied to Bororm's topic in General Discussion
Sprint speed is the same in both games, about 23 km/h. I tested over a short distance. The main difference is that it takes about 1.2 sec to turn 360° in mod, and about 0 seconds to 360° in SA. The second thing is the infinite sprint in SA, no reason to save your sprint till it's needed. -
I dont understand why there is no AUTO RUN KEY!!!
-Gews- replied to Bohannan (DayZ)'s topic in Suggestions
Same. I wouldn't call it undue strain. Except lack of auto-run does not destroy lives, destroy the game, or drive people to hacking. Nor is the fact some people wedge items in the keyboard even remotely gamebreaking. Jogging is really not comparable to the ability to move one's head or crouch down without springing back up. Running several kilometers is on another level than turning your head, raising your arms or various other toggles. In your opinion. Lots of folks disagree, and perhaps the devs as well, given that it's been 3 years and we haven't seen any form of auto-run in either mod or standalone despite numerous requests and the well-known "running simulator" gibes. I think it's safe to say they're aware of it, so they must have a reason for not implementing this very simple feature. Not one you find compelling. Moving around the map should require a modicum of effort. Running a long distances is supposed to be something of a nuisance. If some people decide to use macros, coins, that can't be prevented, but I don't see any good reason why it should be supported. -
Why is such a drastic increase in enterable buildings considered a good thing?
-Gews- replied to BC_Hawke's topic in General Discussion
Given that most players spend, on an average day, what, 22-24 hours offline... yeah... -
I dont understand why there is no AUTO RUN KEY!!!
-Gews- replied to Bohannan (DayZ)'s topic in Suggestions
Lone wolf and roam across the map with a finger of iron... apparently. Never seemed much trouble to hold down a key, unless I wanted to aim my character in the right direction and go afk. I've done the coin/key trick too, but not usually while on the map. And? That's not a big deal. But I don't get why they would want or need to support such behaviour by adding in-game auto-run. In real life I can move my head at all times and I don't spring back up when crouching down. Walking is handled by not running. :huh: But I can't put myself on auto-pilot. Those options you mentioned are not quite the same thing. The arguments for it amount to "I like it". -
I dont understand why there is no AUTO RUN KEY!!!
-Gews- replied to Bohannan (DayZ)'s topic in Suggestions
Just because someone can do it, doesn't mean they must add in-game supports. There are monitors with fancy crosshairs and other overlays. Heck, anyone could take a marker and draw all over his screen. Doesn't mean the devs should add a bunch of custom crosshair options to the game. I don't support an in-game auto run, may it stay missing forevermore. To sum up my opinion: "I guess it would be convenient when you want to aim your character in the direction of the NWAF and go do something else... but that kind of convenience is not something I think would be good for the game. I don't want to always see players on autopilot mindlessly jogging all over the place." Auto-run may work for The WarZ and H1Z1... in DayZ? No thanks. $0.02 -
Couple days ago I refreshed all servers within 250 ping, sorted by population and counted through the first 200 servers... 3PP servers dominated by a 20-1 ratio... and the most populated 1PP server had only 17 players on it. Whereas there were dozens of 50/50, 40/40 and 30/30 3PP. Sometimes it's not quite as bad... but it's always pretty bad.
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Nice thoughts but never gonna happen, too many people prefer the peekaboo mode. "Why do you care how other people play? You have your own servers". Gah...
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Agreed 5 km is a bit much... may as well not have network bubble if it's 80 square km. Can't recall needing to see that far even in Takistan with an Abrams, more like half that range except when messing around in editor. ~2.5 km is fine for AS50, M107 class, not a concern for SA before mods, ~1.5 km is good enough for standalone 308/.300.1000 m is too small though, maybe they will change it, either way they should have seen such a small bubble would cause some issues... already it caused problem when I wanted to snipe hill to tower like so. Maybe they aren't much snipers. Another example is the new prison island which is out of the bubble from various high points on shore, a potential problem for people attempting to survey with binocs. Simply network bubble should be based on the weapons' ranges.
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That's the sounds which players hear. 900 meters on these. "Sound" which AI "hears" is in projectiles. Probably.
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No reason.
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This, all players disappear after 1000 m. Which is ridiculous, they should extend it to at least 1500 m or make it so servers can change it.
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Heh
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Epic co-stream forming: Dean/Rocket, MrMoon, Anthony_Kongphan, Jamjar, others...
-Gews- replied to Death By Crowbar's topic in Gallery
Rocket in 1PP Everyone else in 3PP <_< :huh: :unsure: