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Everything posted by -Gews-

  1. -Gews-

    Time to run across the map?

    The sides of the map are 15.36 km, so that means a 21.722 km hypotenuse. At sprinting speed covering 21.722 km would take about 56 minutes and 15.36 km would take about 40 minutes. However, being on PS4 lacking the typical PC no-stamina servers, you can't sprint forever, and on either you won't run on a flat surface, nor in a perfectly straight line. At jogging speed it would take about 63 minutes to run 15.36 km.
  2. -Gews-

    Serious question about combat logging..

    Nope, that's way too short. Even if you sprinted towards an enemy the instant they DC'd, you still would not be able to reach someone that was only 75 meters away before he disappeared. Most combat logging seems to happen when someone is trapped in a building or hidden behind some other kind of cover. Can you reach them in only 10 seconds? You probably don't even realize they're logging off inside their room. Longer is better. It used to be 30 seconds. But even better is a decent basic time, plus a much longer combat timer when certain actions have occurred nearby/recently, such as shots fired, damage taken, etc.
  3. DayZ is unbalanced but the night vision goggles are particularly so, and I think they don't really add much of value to the game either, just lets you kill essentially helpless people. Apart from that famous "Predator" trolling video. My solution would be to find the goggles during the day and pwn scrubs at night. They removed the L85 thermal sight from the mod for balance purposes and the night vision goggles are arguably worse than this, if the target can't see you at all. They could "improve" them by making them much worse: can't aim down sights (use an IR laser instead), grainy, limited range, etc... On the other hand, it's DayZ. And that Predator situation will always be cool.
  4. -Gews-

    How is height measured?

    That's not height. Your height is 509.688 m above sea level.
  5. -Gews-

    The real reason why there won't be a Roadmap...

    Well, we already have been given several roadmaps, the problem is they got thrown in the toilet too. Actually worth it honestly
  6. -Gews-

    Nespesney just quit DayZ...

    I was told Peter Nespesny is the 5th lead designer to move on from DayZ...
  7. -Gews-

    Nespesney just quit DayZ...

    So who replaces him, and are they continuing with the same design goals? Please don't tell me we'll get some PS4/Xbox-oriented guy with a lot of ideas of broader appeal, arcade-fun mechanics and streamlining taking his place (lol).
  8. -Gews-

    Could we get working wrist watches in the game, please.

    To keep things realistic, half the time the player must find a battery, and most of the time the player needs to set the watch to the correct time himself.
  9. The problem is that this would make it even more "in your face" that there's an "artificial" light source attached to you.
  10. -Gews-


    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...
  11. -Gews-

    Engine models' similarity in all vehicles

    Found a pic of the Civilian Van (Skoda 1203) engine.
  12. -Gews-


    Piece by piece...
  13. -Gews-

    Why is it so difficult to drive?

    Here's one from Reddit just today (lol)
  14. -Gews-

    Why is it so difficult to drive?

    I don't have A3 installed but I remember I specifically enjoyed the offroad pickup and kart. The sedans were crap, turned too jerkily. You could slide the pickup pretty well, which is nice for adjusting when you only have WASD to control it, and the kart is a kart. It's not much of a driving simulator but it was a big improvement on A2. Not looking at the entire car config, but DayZ actually has the proper gear ratios input IIRC. Not that this means it works correctly.
  15. -Gews-

    Why is it so difficult to drive?

    I disagree, ARMA 3 driving has been a lot better than what I experience in DayZ. I got pretty good, I think, at driving the pickups in KOTH, entering Kavala at near 200 km/h and sliding around the streets. In DayZ I just avoid vehicles altogether. Btw, ARMA 3 does indeed have engine RPMs, torque curve, etc. Somewhat more advanced than it appears on the surface. A lot of A3 vehicles sucked, but some were pretty nice. It depends on their config. But they can work very nicely, and DayZ I haven't experienced that. And I don't expect to see DayZ kart-racing anytime soon. Feels a lot more "authentic", or whatever, than DayZ, simply because I can actually decently control my vehicles. Of course, it would be nice to have both, but having good control of the vehicle, is to me is more important than having manual transmission mechanics. By the way, sure it has the manual gear-shift mechanics, but DayZ driving really isn't very authentic in the end. Proof? Plug in a wheel, and prepare to cry...
  16. -Gews-

    Engine models' similarity in all vehicles

    I kind of doubt they will change it, because most players won't notice, or care, and it would take a fair amount of work to create new models. I could be wrong though. Apart from existing vehicles we did see the planned Multicar with a different engine. Due to the location and size, a different model was more a necessity. The Skoda sedan also has a different engine: Didn't see for the 1203 van yet.
  17. -Gews-

    Generic item labeling instead of fantasy names

    Sometimes the generic is better than the fake. Sometimes it's worse. Sometimes I wonder why ARMA 3 managed to have the proper names for not only the same weapons, but the exact same 3D models DayZ is using. Some fake names are better than others. Some fake names are fine in some circumstances. And sometimes a fake name is just as good as a real name. Think about that one.
  18. Yup, that's my rifle. Chance can be good, it's not a always bad thing, sometimes it's even a 100% realistic necessity (see: weapon dispersion) but gamers don't like much RNG, generally. And it sounds like massive importance is relying on RNG when the RNG decides whether your shot was a heart shot, or non-lethal. I'd say that one is a non-starter. Armour is tested using percent-chance measures, though. If you look up armour penetration tests you will see "V50", that's the velocity at which 50% of shots penetrate the armour. I don't think they need a V50 in DayZ, because then there's also V90, V0, all the other V%s. It's simpler just to have a pass/fail, acceptably realistic, and infinitely better than what we've got now.
  19. I don't like the Twitter stuff, either. The character limit and format is not conductive to in-depth, and persistent, ongoing discussions.
  20. I think the answer is "no" because a vest can be penetrated by one round, while remaining able to stop others. If you just want balance then it's fine merely reducing the damage, only the values need some adjusting. But whether it reduces damage or takes damage until ruined, it's not really any more "authentic" than armour power-ups in an arcade game. If you want "authenticity" then there must be new mechanics re: armour penetration and geometry. Just use real life as a guide: Helmets and soft armour should stop pistol and other low-powered rounds. Hard armour plates should stop every type of round in the game. Stopped rounds can do some "blunt", shock, whatever-you-call-it damage based on power of the round. Rounds that penetrate do more or less full the damage. Armour currently protects the entire body part it's applied to, this is okay for a soft vest covering the whole torso, but to have hard plates, you need a small hitbox for it, otherwise you would have tortoise people tanking bullets. And if you ignored the plates and made soft vest only, it would be practically useless against rifles. Armour and bullets should have some value for calculating a pass/fail to penetrate. Probably the most important single number regarding the penetration for rounds and armour in game is simply the bullet's velocity. High-velocity rounds generally penetrate armour better than low-velocity ones. After that, the construction of the bullet and its kinetic energy. They don't have any weapons that might result in extreme cases of bypassing armour yet either by penetration or blunt damage, like a 20mm round, or a cannonball, but this stuff can be present in mods and they should think about the potential for such if ever redoing or improving the armour system.
  21. -Gews-

    No Face Hitbox

    Saw this one posted to the DayZ subreddit. Seen a looot of complaints about these helmets but not yet such an explicit demonstration.
  22. -Gews-

    Who else misses bow and arrow?

    It works the same as a bullet, only regular bullet has no model, tracer bullet has tracer streak model, and crossbow bolt has bolt model. The difference with crossbow is that you should have the bullet/bolt remain after the impact, so it can be recovered. But that's the easiest feature and was already half-implemented with the bow. Real issue is animation and mechanics and mostly or entirely it's a problem for the bow.
  23. The original mod uses ARMA 2 + expansions, and we are not getting everything from ARMA 2 + expansions.
  24. -Gews-

    No Face Hitbox

    It doesn't, helmets are currently only visual. Helmet is an item that applies protection to the entire head. Helmet model doesn't exist to the bullet, only its damage reduction.