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-Gews-

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Everything posted by -Gews-

  1. I'd be more impressed with a new map rather than using the ARMA 3 maps (and it happens to be the map with the most similar setting and greatest share of the same assets. What about Tanoa, Malden or Altis?) The game isn't even feature-complete and already DLC. Of an ARMA 3 map. Pretty meh. The good thing is that I don't need to buy it twice as Contact DLC, with Chernarus-asset-filled map, didn't perk my interest enough to spend $34.99 on it. And it's a new map, in any case. But I'm more excited for Namalsk.
  2. -Gews-

    Re-Add Shooting While Running and Falling (and more)

    Some people complain it's unrealistic (lol) and namedrop Call of Duty and such silly stuff. But it's possible to shoot while sprinting in Operation Flashpoint. You just won't hit anything. I don't see a problem.
  3. -Gews-

    Magazine Families

    In ARMA 3 it's called "magazineWell" and does just that.
  4. -Gews-

    Update the tutorials.

    The game's control scheme is not a "surprise" meant to be found while playing. That's silly.
  5. -Gews-

    Ammunition config stats dump

    Ammunition stats for config pretty pictures woo In this thread I'm placing ammo stats which I've calculated, anyone can feel free to use these, airFriction and initSpeed are the focus (objectively quantifiable) but suggestion for damage and penetration as well (not so much). If someone wants stats added for a specific type of ammo, ask. Cartridge___________initSpeed______airFriction______health damage______caliber______mass______AP______Notes 4.6x30mm____________685__________-0.00303____________23_____________0.35x________2 g________0.6________1 5.7x28mm____________715__________-0.00268____________25_____________0.35x________2 g________0.5________2 6.5 Arisaka__________660___________-0.00104____________74_____________na___________10.4 g______na________for Fedorov Avtomat 223 Rem______________884__________-0.00162____________47_____________0.50x________3.6 g______0.8________3 300 BLK_______________716__________-0.00157____________62_____________0.65x_______7.1 g_______0.6_______4 7.92x33 Kurz__________685__________-0.00162____________64______________0.7x________8.1 g______0.7________5 7.92x57 Mauser_______730__________-0.00083___________110______________1.1x_______12.8 g______0.9________6 338 Lapua_____________900__________-0.00066___________209_____________1.5x________16.2 g______1.4_______7 408 CheyTac___________869__________-0.00047___________327_____________1.7x________27.2 g______1.6_______8 12.7x99mm____________853__________-0.00060___________487_____________1.7x ________42 g_______1.7________9 50 Action Express______420__________-0.0026____________58*______________0.9x________19.4g______0.3_______ 7.62x25mm____________450__________-0.0033____________25_______________na__________5.5g_______0.3_______ 50 Beowulf____________545__________-0.0025___________106*______________1.2x________21.7g______0.5_______ 20/70 (TOZ-106)_______360__________-0.0035___________83*_______________0.9___________24g_______n/a_______ 20/70 buck___________330__________-0.009____________16?_______________0.3_________30g__________n/a_______ Notes 1: Comments:
  6. -Gews-

    3rd Party sites making profit from DayZ

    The other day on the DayZ Discord I read a claim that DayZRP made a mod which removed gameplay benefits (storage advantage) from purchased items (clothing), allowing them to get approved for monetization by Bohemia, but that after they got approved, they removed the mod, and are once again selling in-game items which provide an advantage.
  7. -Gews-

    Revolvers and Lever actions

    DayZ 1.0 release: Dec. 13th, 2018 Fireams in initial release: 12 Days since release: 253 Firearms added since release: 6 Average number of days per newly added firearm: 42 There are another 40 ranged weapons left to add, this includes weapons in previous versions of DayZ and weapons that were shown off in developer previews. At this pace adding all the weapons in will take about 1680 days, or another 4 years and 7 months. To be fair, former lead producer Eugene Harton estimated "64 weeks + downtime" to add in 32 weapons, so if we use his timeline, adding all the weapons back should only take another one and a half years (plus downtime). Maybe they will have a bunch come in all at once in some future patch, but so far they haven't introduced them anywhere near that quickly. They have said there will be new weapons every patch. No one knows when a specific weapon will be introduced.
  8. -Gews-

    tower ladder - fix this plase ..

    The top platform provides a great vantage point for scouting with binoculars. And then someone hiding in the forest shoots you off it.
  9. -Gews-

    Experimental Update 1.05

    Hi @ImpulZ, the specific thing I'm wondering is this: Is damage is reduced based on the change in velocity (specific time of flight doesn't matter)? or Is damage is reduced based on time of flight (change in velocity doesn't matter)? You said the "loss in velocity is translated into damage reduction", this is the same as it's done in ARMA. Time of flight doesn't matter, only how much of its velocity the bullet retains. But then you also said there's issues with "slow starting calibers", which combined with the changelog point "Bullet damage is reduced with longer bullet travel time", carries an implication that the loss of damage is based on bullet's time of flight.
  10. -Gews-

    Experimental Update 1.05

    Hi @ImpulZ, can we have a clarification on this point? It's reduced by the time of travel? Or it's reduced based on the bullet's remaining velocity (like ARMA or previous DayZ versions)? You can have a fast bullet which hits the target quickly, but loses a lot of its speed on the way there. And you can have a very slow bullet which takes a long time to reach the target but doesn't lose much speed on its way there. It could simply be an imprecise phasing, of course. But it bullet damage is reduced based on time of flight, this would not be a physically accurate mechanic.
  11. -Gews-

    Weapons in 1.04

    But once a weapon is on PC I would expect it to come to console soon after.
  12. -Gews-

    Weapons in 1.04

    You will not get modded weapons or modding on consoles. It's confirmed there are no plans for such a thing. Microsoft and Sony would not allow it anyways. Even on PC we will not even be getting all the old weapons (the weapons we already had years ago in previous game versions!) any time soon. Look at how many new weapons they've added since 1.0 release. (the answer: since 1.0 dropped, it took 215 days to add back 6 more of the old weapons. An average of 36 days per weapon. There are 40 more ranged weapons left to add. At the same pace this would take 1433 days, or nearly 4 years. Hopefully the pace speeds up).
  13. -Gews-

    Status Report - July 2019

    I see a lot of people talking about broken bones. But about broken bones: this from Gamescom 2018: "Fractures are coming after the 1.0 and there will be fractures for the legs and the arms." —Peter Nespesny And it's pretty easy to explain breaking your leg. So I'm assuming in the Status Report they are talking about status effects and sickness, and probably the vital organ hitboxes as well (added a bunch of organs... then ended up disabling all of them... oof).
  14. -Gews-

    Status Report - July 2019

    That was a while ago, though. They no longer promise 5 years. Originally they said: "Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years" But since that, they have said: "DayZ will certainly continue with very active development after 1.0, I don’t think commiting to 5 years specifically is what we have established as a must, I would think this plan was in place when the expectations for 1.0 release date were slighly more optimistic, but we’re always going for the long tail with Bohemia games. Arma 3 is of course the example to follow." "We may as well happen to support DayZ for 5 or more years after 1.0 - what I’m trying to explain is that it’s not an established goal. As with Arma 3, we will support DayZ for as long as it makes sense to players, as well as from a development point of view."
  15. They improved a bunch of them, but only the ones that were spawning in-game at that time. Since then they've added back some "new" rounds, like 5.45mm, which were not fixed on their first pass. So 5.45mm is an example which still has the old "railgun" properties. But it doesn't matter as much if they don't lose their speed, as right now none of the bullets lose any damage anyways. That's a major factor, missing!! As for their ballistics pass this is what I had to say: The ones they did the pass on (so, not the 5.45mm) act like small arms bullets now, but some numbers are even worse than the previous numbers they had from 0.3X until 0.62. Edit: that's only external ballistics. As for damage numbers, it's not horrible?... there are still some issues... maybe placeholder? But still.
  16. "Advanced health system" What is "advanced" about it? There's 100 health hitpoints. You also have shock and blood. They are also hitpoints. Seems self-explanatory. There are no vital organs active apart from the "brain", which doesn't really count because the head is a "vital organ" in most every shooter. There are no broken bones. "Advanced system that's hard to explain". One thing that (obviously, from my post history) concerns me is this, from Peter Nespesny: "... currently there is no projectile damage falloff with distance or energy/speed drop in new DayZ. I can assure you, it's a temporary situation and both issues are on our to-do list." That was nice to hear, at the time. But he's gone now, and so are all these other important figures of DayZ. So is damage drop-off going to be left out, too? With the health system comments, and backtracking (example: deactivation of their new vital organ hitboxes), I have no confidence we'll see damage drop-off reintroduced. Maybe it will... maybe it won't. And then basically, DayZ would no longer have any "ballistics" worth noting at all.
  17. -Gews-

    Are cars simulated SERVER-SIDE?

    Yes. It's simulated server-side. A lot of stuff depends on the server in this game.
  18. There's really no such thing, although if they don't understand or can't speak well in your language they might be less likely to interact with words and more likely to interact with bullets.
  19. -Gews-

    Rifle

    A new modelling section? That "Start the first topic" button is too tempting. Small-bore rifle, made in Blender 2.79a with subdivision techniques, high-poly model. Next step, low-poly model...
  20. -Gews-

    Anti Ghosting/Server Hopping Measures

    The 2 km is fair enough.
  21. -Gews-

    Anti Ghosting/Server Hopping Measures

    But then there is the problem of starting on the beach near Berezino and by simply switching servers you might spawn in south of Zub, say, and this just saved you half an hour or more.
  22. -Gews-

    Anti Ghosting/Server Hopping Measures

    I haven't tried the patch. So if you swap servers, it just dumps you on the coast? That's laughably bad. There are a lot of reasons to swap servers apart from hopping, or ghosting, from population to night time to connection issues to simply forgetting which server you were on. That's why we have a thing that browses through them. I rarely ever play public hive, but this annoys me. If you like roaming around the northwest, this is essentially wasting an hour of someone's time. It could be improved, but why even roll it out like this? Quotes from map designer Sumrak in DayZ Modder's Discord server:
  23. -Gews-

    more military grade vehicles

    My guess, because development won't be funded that long.
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