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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    The "Pew Pew Pew" players have over win.

    DayZ was never much of a game of survival of the elements (including zombies) at any point in the mod or the standalone. DayZ has always been a pew pew game, survival from other players. At one point, for like half a year, the game didn't even have zombies. I don't like the poison gas artillery at all. If you want survival play 1st person Namalsk with survival mod. You need to take serious care for obtaining food and warmth. And no artillery.
  2. -Gews-

    Disconnect Breath-Holding From Stamina

    The bigger issue is hold breath is tied also to the eye zoom. So when you run out, not only are you unable to hold your gun steady, but you also suddenly can't see anything. Makes no sense. In ARMA when you run out of breath you just run out of breath. You don't also run out of eyesight.
  3. -Gews-

    The Awesome Vehicle Thread

    I have to agree, DayZ provides a better driving experience than most dedicated racing games. And since our survivors are not supposed to be expert drivers, sudden loss of control is actually quite authentic.
  4. -Gews-

    The Awesome Vehicle Thread

    It's not getting smoothed out. Wherever the road is steep or twisty the low resolution of the terrain grid makes itself obvious.
  5. -Gews-

    The Awesome Vehicle Thread

    I was skeptical because the depression did not look too severe, but I tested and this one is correct, not a vehicle physics or server issue, if anything it's a map issue. Depends on vehicle as well. Sedan will have problems every time but Gunter 2 is happy to fly over the same spot at 135 km/h with no issues. Different vehicle dimensions and suspension configuration.
  6. -Gews-

    The UMP

    UMP45 hasn't been better than MP5K since like 0.62. Which was in 2018. The reason MP5K is way better than UMP45 is the recoil. At most they should be similar to each other. MP5K higher tier even. Damage was okay some patches ago at IIRC 34 vs 26 even then a big advantage perhaps from realism. Damage from early DayZ where it was 65% more damage per shot for .45 is way too much. Way devs can balance without too much nonsense at least on official servers is by spawn system. Eg UMP and/or MP5K can spawn regularly with suppressors and optics and other attachments where AKs don't. Pistol suppressor way more common than assault rifle suppressor. Etc.
  7. -Gews-

    The Awesome Vehicle Thread

    "Bullet" is just a name. It's a physics engine like PhysX or Havok. Bullets don't use Bullet™ physics.
  8. That was in 2018 I believe. There are only a few now, I read the number is something like 8.
  9. -Gews-

    DayZ Wipe Announcement 1.13

    lmao #1 rule of DayZ: don't get attached to your gear
  10. -Gews-

    would you stop nerfing the Vss/AS-Val

    Not true, the armour-piercing 9x39 only pierces soft armour (which stops handgun rounds), it's easily stopped by hard plates (which stop all rifle rounds in game). It's designed to penetrate things like flak jackets from the 1980s, not modern body armour. And yes, there is "standard ammo" as well as AP. Not true, it does almost double the damage of an SMG. The 9x39 has a big bullet but is not a very powerful round. The one thing where it's unfair is the rate of fire which is only 600 rpm when it should be 900+. And then the fact which applies to most guns... that apart from headshot, you can't kill someone with a single bullet.
  11. -Gews-

    The Awesome Vehicle Thread

    They are all given real life power and gearing. According to pro-tips on DayZ Xbox subreddit they should be limited to 60 km/h if you want to be properly safe.
  12. -Gews-

    The Awesome Vehicle Thread

    The vehicles are too often unsafe to drive (!), unsatisfactory to drive, and they take way too much effort to put together. The decision to put vehicle physics server-side was baffling as it clearly doesn't work very well and the problems seem unable to ever be fixed. Hackers exploiting them? Not sure if tradeoff for vehicle hacking security is worth these never-ending vehicle problems. In ARMA 3 the vehicle physics are client-side and I never have a problem driving my own vehicle. I go 200 km/h through towns with no issues apart from my own frames. Sometimes other people desync a bit, but it's a FAR better solution. Vehicles are so much more stable in that game. Times my vehicle went flying: zero. Control and reliability is great (even on busy servers with 80-90 people). Do this in DayZ? Not likely: Well, maybe on Steamcharts, but I think you forget Ylands is also published in China on WeGame. That's probably the biggest market.
  13. We already paid for the game, and it's not even close to feature complete. Still missing weapons I was using in this same game back in 2014! Selling a PREMIUM DAYZ EXCLUSIVE SERVERS MORE CONTENT is a terrible idea that would make many customers angry besides splitting the community. They are not going to do that. That "more content" you describe, if it was made, should be added to the base game. But, it seems like they neglected DayZ, which is bizarre. Look at the amount of DLCs, upgrades, maps and resources ARMA 3 got over the same time period (go look it up). Now look back at DayZ, development of this game was a mess. IIRC in 2019 most devs were moved to other projects: " ... some team members moved to work fully on Enfusion technology last June, leaving DayZ with a much smaller development team consisting of seasoned developers across various departments. While this change has obviously affected the overall development ..." It used to be 86 devs in November 2018, but I think you can count the DayZ devs on your fingers now. End of life updates and support. It's clear on which game was put more effort. Since DayZ seemed to have a wider appeal than ARMA 3, or at least equal, it's strange to me. Anyways it's onwards now towards ARMA 4 or whatever else they have planned.
  14. -Gews-

    Stable Update 1.12

    M16A2 doesn't make sense to me. This weapon was adopted by the Marines in 1983. But the M16A4 was adopted in 1998. In ARMA 2, USMC invaded Chernarus in 2009. That's a decade of M16A4. They didn't even bother including M16A2 in that game, because it was 2009, not 1983. They had M16A4 with red dot or ACOG instead. Now DayZ occurs around the time the game was released, 2013-2014. Or whatever. There isn't really any lore. But it clearly takes place a long time after 1998. So if there's an M16 it should be the M16A4. The M16A2 makes more sense in terms of game balance. Because we already have so many scoped assault rifles. But it's a randomly chosen weapon that doesn't fit any reasonable "lore." The good thing is that this means there should be native burst mode in configs (or so I assume), which modders have previously had to script from scratch.
  15. I think what you are looking at is weapon sway + increased recoil horizontal and vertical. The crosshair jumps with the recoil a bit but doesn't show the weapon sway which can be substantial, unlike using sights you can't see and correct for it with only crosshair. AKM doesn't kick out as far so its sway stays closer to centre. AFAIK there's not an increased random cone with crosshair (was plan at one point) and definitely no patterns. A lot of the weapons can use adjusting for sure because their recoils relative to other weapons don't make sense. Never drop an MP5K for a UMP45, for example. The difference is rather extreme:
  16. It's 75, the .45 is 45, 9mm is 35.
  17. Check damage for AKM or BK-18 (blue) vs CR527 or SKS (orange) in 1.12, first is more like 1.11 damage, second is like a different round. I think CR 527 could use buff from 1.11, as a sniper you hit 1 round and if the opponent doesn't want to engage it's just a little tickle. I don't think it should be one hit kill either. Which is why binary 1, 0, kill, not kill, not my favourite. Pre-0.63 DayZ this weapon had a lot more punch than versions where it has 55 damage. Yet it was still not nearly as good as Winchester or Mosin. It felt like there is more chance to do decent damage pre-0.63, it was still a solid hit and there was a chance enemy will drop, if not he will be wounded, but not always, sometimes they tanked shots. But it felt less sure of the result. Where in contrast 55 damage feels like you are wasting your time at long range, because even with a headshot, there's zero chance a healthy, geared enemy will die, or even be knocked unconscious. Which is why I liked the vital organs in theory, it adds more chance of success to the smaller weapons, the implementation of them maybe not so much.
  18. The one damage change I really do like is the fact Magnum does 55 damage now, vs 35 for 9mm. It's still a healthy increase. Before it was 105.9 damage vs 26 for 9mm, crazy numbers. Four 9mm rounds to kill a single player, while the Magnum can kill six players with six rounds. So with more appropriate number for .357 there's now actually a motivation to mod something like .44 Magnum (maybe ~75 damage), .50 Action Express (~100+ damage), etc. Before the .357 had damage more appropriate for something like a .454 Casull, so in my opinion, without redoing those damages, there was no point to mod any rounds between .357 and .454 Casull. Which covers a lot of rounds. Old damage... bleurgh Of course if you were unconcerned about realism you could just make your .44 Magnum with 25000 damage or whatever. But otherwise this is a nice change. Only needs more damage for repeater, because the 5x longer barrel + slow magnum powders greatly increases speed and power. Which can be done easily with a higher typicalSpeed and a negative initSpeedMultiplier on Magnum, so it can stay 55 damage and Repeater could increase to ~85, from same rounds.
  19. It's not the damage of the rounds in that case, it's the stupid ballistics they've put. AKM stops one-shotting at only around 20 metres. Mosin does it to hundreds. So SKS should not be "ridiculous". It should only one-shot at very close range, not much good for long range fights compared to Winchester or Mosin. But you're right. I checked why SKS is ridiculous - it is ridiculous, and it's because they gave it this stupid initSpeedMultiplier of 1.5 again. That's 50% more speed when firing from the SKS. It increases bullet velocity from a realistic 2428 feet per second, to an insane 3642 feet per second. There's no military rifles which shoot anywhere near that fast, except things like .308 or .50 cal SLAP rounds. Like I said before if the velocity was magically increased that much in real life, the SKS would be as powerful as a .300 H&H Magnum: The effect of this in game means little bullet drop, extremely fast travel time and of main concern, it means it the AK can't one-shot at even 25 m, but the SKS still one-shots at over 300 m. That's just stupid-ass stuff. It should be 5% faster, not 50% faster! The muzzle velocities are available right on Wikipedia. Maybe it's a typo. Maybe it's a placeholder. One can hope. I made a feedback tracker on this issue with other weapons. You can add your comments there if you want devs to see it: https://feedback.bistudio.com/T157734
  20. The thing is, if they would have it for .357, they should have it for even 5.45 / 5.56.
  21. https://feedback.bistudio.com/T157735 https://feedback.bistudio.com/T157734 Got around to doing a couple.
  22. I think if they have it it should be modified per round's damage, small damage = small flinch, big damage = big flinch. Not just one animation the exact same. Otherwise just remove it entirely. Shotgun slug should also have it in any case.
  23. Yes it's the reloadTime. But there's two different problems I found at that time. Didn't test since. 1. official weapons all fire 600 rpm max (probably config error) 2. no weapons can be set to fire any faster than 900 rpm (bug), except for 1800 rpm specifically
  24. Derringer is hilarious in old DayZ. Compared .308 to 7.62x54R. Real life figures, 7.62x54R is actually slightly less powerful because it operates at lower pressure. However the bullet is slightly more aerodynamic so it evens out. In 1.12 the 7.62x54R is much inferior to the .308, they start the same, but the airFriction is over 50% more, so it has a killing range of about 400 m, compared to .308 which has 700 m, that's 75% longer.
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