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plrsniper
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Everything posted by plrsniper
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Don't even make third-person an option for DayZ standalone
plrsniper replied to Pomegranate's topic in DayZ Mod Suggestions
Motion sickness from a game? I can't understand how it's even possible to get that but seriously, it's like asking for an aimbot in CoD because you have arthritis in your wrists and can't aim as well... Instead of having 3rd person as the only solution to your problems make it so you can disable whatever is causing your motion sickness in the first place... Like turning off head bobbing... OH WAIT, you already can! /Thread. -
I haven't had the luxury of spawning in this "wilderness" you talk of but if it's on the map (that is, not out in the far lands somewhere) then you simply run til you find a road, follow that road to a town and die from zombies or even better yet, learn to survive with your "unlucky" spawn. If it's where i think it is, in the middle of the map then PLEASE let me spawn there EVERYTIME i die...
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Talks about realism, insinuates that a man can take 4-5 shots from an assault rifle before he becomes combat ineffective... Perhaps you should do some research first?
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1. Aiming down an acog sight or scope does NOT allow you to use your peripheral vision like that. If you are capable of looking with both eyes open (like an Apache Longbow pilot for example) then you would still only see your left side of the scope and you would not be an effective shooter that way anyways. Red dots, CCO's and other variants are meant to be looked through with both eyes however and that's kinda what we already have... 2. BF3 doesn't simulate wind at all. Only bullet drop (poorly i might add) and TOF are simulated. As already mentioned, ACE does a fairly well job at simulating wind and (IIRC) even the coriolis effect. For what it does with sniping it does a very fine job even though most snipers playing ACE just ignores all the technical aspects of it and simply make a guesstimate and take a shot and adjust right afterwards. Though that isn't viable at ranges > 1,000 meters and i have landed perfect headshots with ACE at 1,800+ meters and that isn't "easy" but of course it isn't "hard" either if you know what you are doing. Players without the "proper tools". Once again, ACE has the wind direction hotkey that gives you a colored arrow that roughly estimates the wind conditions. (and that can even be applied to assault rifles since those bullets are also affected by the ACE wind) And ACE has the Kestrel 4500 which does give you exact figures of wind direction in relation to the target, both sidewind and headwind. And a proper setup would be a spotter and sniper where the spotter tells the sniper the wind speeds and ranges targets and the sniper adjust the MOA on his scope for accuracy. .50 cal bullets are not really rare in DayZ (still) and further more, .50's will eat anything within 800 meters range with or without proper tools providing the shooter zeroes his scope properly. 3. Yes, weight should play a greater role in DayZ (and ArmA in general) and there should also be a stamina system that is more in depth than it currently is. So if you are low on energy (read, haven't eaten and/or are sleepy) then weapon sway would become even worse. Bipods are likely to arrive with the standalone as they "entityfy" the weapons (allowing for a weapon by weapon differences, maintaining them, cleaning them, replacing parts, attaching different accessories etc) and once more, ACE has a very good "bipod" system where you can rest any weapon on top of any object. (hood of a car, rock, side of a tree, wall, shoulder of another player, backpacks ETC ETC) And if the weapon has a bipod in ACE you can "rest" your weapon on flat ground too. It would be rather trivial to implement the same in DayZ if the ACE developers would share their code with DayZ. As for "weight" and packpack space, you seem to get the wrong idea here. Again, ACE to the rescue where you can carry a backpack AND a secondary weapon. And the backpack has a capacity defined in CC (Cubic Centimeters) and each item weighs X Kilograms. If you load too much in your backpack weight wise you lose stamina faster, you can't run as far (or even run at all if extremely overburdened) and if you try and keep running you pass out from exhaustion. That system works beautifully so why re-invent the wheel? Everything you carry (inside or outside your backpack) is counted towards your weight. The only thing missing in ACE is bulk goods taking up a certain number of "slots". So you could possibly carry a whole assault rifle in a small bag even though the bag is smaller than the rifle itself lengthwise. Still a much better system than that of DayZ. Short of using the ACE backpack system, then yes i agree that sniper rifles should be larger than assault rifles, smg's and pistols. But that also calls for bigger backpacks that can be found because lets face it, this is still a game and we don't want to be forced into tedious running for hours just so we can have the right tools on one spot and another set of tools at a different location running back and forth like a mule to switch gear. A single person in real life can carry a lot more weaponry than your average DayZ person with a coyote backpack. 4. I feel like i am providing a selling argument here but... ACE has earplugs, if you don't use them in ACE you get tinnitus and eventually go deaf around heavy weaponry. Add this feature but also add earplugs that one can wear while taking the shot.
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Standalone Feature: Allow us to put bikes on the back of vehicles.
plrsniper replied to dollada06 (DayZ)'s topic in DayZ Mod Suggestions
I said tow truck, not towing the vehicle and yes you can tow a vehicle without a driver if you lift the front wheels. Just an example of one kind of tow truck i had in mind. Though more typical for the region would be: Minus the Veyron, you can't have that! Just random google resuts from images, didn't bother picking the best images to illustrate. -
The reason the helicopter is such a pain to refuel is to make it so it has to land at some point in time and spend some time in a less favorable location to refuel giving people a chance to have a go at it's owners and take it from their dead cold hands.
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Sounds good as long as it isn't like other games where you slide down at mach 5 and magically take no damage just because you where on a ladder. Make it so when you slide you have to control the speed of your descent or suffer damage as you end your trip and if you gain too much momentum you are pretty much f-ed as you won't be able to slow down anymore. Like the old bike brakes on a steep slope going down, if you speed up too much you are on the ride of your life going down that hillside at 100 kph... Which has happened to me with the inevitable marriage with a tree.
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What DayZ has to learn from other games
plrsniper replied to m.w. vindicator's topic in DayZ Mod Suggestions
Ok, the reason light in ArmA 2 is so clunky is because light is not a priority aspect of the game engine. This is about to change (do a degree) in ArmA 3 and seeing as how Rocket is a BIS employee and have worked on A3 i am sure a lot of the aspects of A3 is going to make it over into the standalone version of DayZ. ArmA 2's lighting system is a relic from the DX 7 to 9 days where dynamic lights where in it's infancy and pretty much all games had precomputed lightmaps (shadows from buildings etc) and didn't allow for day/night cycles. This is also why ArmA 2 can't deal with headlights not shining through walls, it just wasn't designed with that in mind in a time where such a feature (dynamic lighting and shadows) was a premium available at the very top of the line titles such as Crysis. (with their appropriate fundings) That said, ArmA 2 (and inherently DayZ) has one of the best, if not THE best, immersion to realism ratios of all games i have seen. Light actually affects you and if you lack the proper tools you are pretty much lost in the dark. It gets to a point where you have to up your brightness and gamma to be able to move about semi normally during night without proper light sources. This is a good thing (not the brightness/gamma thing, i am ashamed of resorting to it myself) as it completely changes the dynamics of the game at night time. Most other titles have too much ambient light everywhere to allow the player to see without a light source to some degree so in that sense, what we have now is much better than other AAA titles. Finally i just want to point out that running with a flashlight in DayZ is what it should be. Try doing the same in real life at the speed the character runs in game and you too will have problems seeing anything. And the same goes for walking with the flashlight in hand, you are not going to be 100% steady (like in other games) when moving about. The only reason it looks/feels so clunky is because of the limitations in the lighting engine. That i am sure will go away in ArmA 3 where we have softer transitions in the cone of light making the "jerkyness" of flashlights seem more naturally flowing. -
Standalone Feature: Allow us to put bikes on the back of vehicles.
plrsniper replied to dollada06 (DayZ)'s topic in DayZ Mod Suggestions
Totally agree, i too found a bike but i was alone with my car and i didn't fancy driving off to hide my car in whatever storage location was closest and then walking back to take the bike to another location etc. Would make so much more sense if we could transport a vehicle using another vehicle. Even tow trucks would be sweet to allow us to transport other vehicles around when you are short on drivers etc. I had, at one point in time, 6 different vehicles hidden around the map by myself. I never had far to go to grab a vehicle but it was pretty nightmareish to maintain my vehicle pool. -
Alpha, spinning your wheels in the same ditch for months...
plrsniper replied to semipr0's topic in DayZ Mod Suggestions
OP insinuates everybody enjoys the same thing in DayZ. While i can agree that the survival aspect of DayZ is broken at the current time (Food and drink is everywhere if you know where to look, hunting is just a bonus) i don't agree with "the only fun is to pick up an 1866 and PK in cherno til you die..." because my fun lies in finding good gear and NOT dying with it while fighting other players with good gear knowing very well that it's you or them once in battle and it takes quite some time to regain all that was lost. (Not talking AK's here...) Then there's the whole sandbox element of DayZ, you make it into what you want it to be. If you want to pass through all of cherno without being spotted by neither player nor zed then that becomes an awesome minigame in itself. If you play at night and sneak up on other players until you are 1 meter behind them and yell BOO! in direct chat you might find enjoyment in seeing them shit their pants before you break their bones with an axe and run off as he tries to hit you with his lee enfield only to get roflstomped by a thousand zombies. Or you can kidnap players for sport, enter them into bambi deathmatches as seen on video site XYZ. Or you can help others enjoy the game, take risks and experiment with other players trustworthyness etc. Or you can try and collect all the different vehicles in the game in your super secret base... Or you can force players out of their newfound gear without killing them, piracy can be fun too! You can drop bambis off at the far edges of the world where they have no idea how to get back to civilization... There are endless possibilities really! But aside from all the possibilities you never mentioned (and that players do all the time) i agree with your basic idea, adding more game mechanics to the game. Rebuilding infrastructure, creating items out of raw resources, maintaining your equipment, actually having to survive by finding shelter. Not just when you are logged on but throughout. Adding features that allow more RP elements to be performed without using bruteforce methods to compensate for the lack of options in the PvP department and so on. EDIT: Forgot to mention another thing you can do in DayZ... Form a team of players so you can have gang wars and claim whole cities for your gang/peers/survivors/whatever. Many servers set up two or more teams on private hives that are meant to battle eachother for dominance of the map or a region of it. Base vs Base warfare etc. -
First off, other games allow you to run and reload too. Just not sprint... How often do you sprint in ArmA while reloading anyways? (Considering the adverse effects running/sprinting has on your ability to aim and that springing pretty much doubles the rate of aim decline for a ~20% speed boost) 1. Rebind your key, make it so you have to double tap V to vault over something. That eliminates accidental presses. In other words, they already have it fixed in the game and we really don't want the game to be any more messed up by not allowing you to vault over something just because you weren't in the right spot to vault over whatever object there might be. 2. First off, third person camera should be disabled in DayZ. Even if it's enabled on the server i would never use it (for the sake of immersion) and the only use it has is to look around corners you shouldn't be able to or look over walls you can't possibly look over otherwise. So i like your suggestion if it forces you into first person camera and locks you there every time you restart... Noob! 3. I have no problems understanding it, it blinks when there's an issue that needs addressing and it does notably change color prior to the event. 4. Yes, the animations in DayZ (And ArmA in general) are not the best but if you are going to hang on these details then you clearly can't enjoy the game and are only here for the visuals. And DayZ is FAR from visuals oriented unlike other AAA (Triple arcade) titles. 5. Allow the user to specify what default channel to start in, also allow server admins to disable voip on a per channel basis completely eliminating the issue in the first hand. In fact, disable side chat entirely and remove the "XYZ was killed" messages. 6. Pretty much every single bridge in ArmA is broken in one way or another and Rocket has not control over this directly. Speak to BIS about this.
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Can't you bind the two actions (stand/crouch) to the same key and it toggles? Alternatively you can just make a macro that starts when arma is running that alternates between c and x respectively when you press whatever key you assigned it to.
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Make Zombie Slower, and more realistic.. like in Left 4 dead. or some
plrsniper replied to Symbiot001's topic in DayZ Mod Suggestions
Did the OP just use "Realism" and "Zombies" together in the same subject? The main problem with zombies right now as far as their moving about is concerned is their erratic movement and teleporting to your face when they fight you or walking through walls, objects and closed doors. The other issue with zombies is they are pretty much harmless at all times, only time they actually pose a risk is when you are fighting other players or you somehow manage to get stuck in a house/dead end. In conclusion, the only time a zombie will ever land a hit on you is when you actually fight them and they glitch about. Beyond that, they are so dumb and easy they may as well not even be there at all. However, if they had at least some amount of smartness to them so they flanked around you and tried to box you in then they would actually be a challenge and make much more sense as zombies. And there should be more diversity among them. Some are faster runnings, harder to hit and some are slower but much more deadly. Some are specialists, throwing rocks or spitting at you or breathing choking gas or whatever. All to make you more aware of what zombies you are dealing with instead of thinking "1, 2, 3 zombies or 50... Doesn't matter, I'll just walk through that building or sit in this bush and whack them with my axe" Another thing that is really missing is progression in difficulty. The more valuable loot you may find the more / stronger zombies you will face. As it is now it's as easy running through cherno / elektro as it is running about on the NW / NE airfields etc as far as zombies are concerned. The only real threats are other players in those locations respectively. -
New DayZ Combat Feature: Asssassination
plrsniper replied to ZackInGame's topic in DayZ Mod Suggestions
But if the knife was a weapon, what kind of damage would it do? Obviously i can't do more damage than the axe? Maybe make it so you perform an action with a 50% chance of success and if it fails then you have given your intentions away and you either try it again real quick or ya... Bullet(s) to the face! -
No, learning your surroundings is half the fun in the first days of DayZ. Admittedly, i nowadays use my second monitor and just have a map with all loot points on that screen. One, because i simply can't memorize every little nook and cranny and second, because my friends need to be guided around all the time and i can't navigate without being at their specific location so i tell them where to go by looking at my second screen. So either you learn the map bit by bit (i would encourage you to do that) or you go to google and search for Dayz map and voila, all your problems are solved and you won't have to look for gear ever again aside from actually going to the spots and picking it up as it spawns.
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I like this idea but it has a couple of obvious "quirks" that would need to be worked out. For instance: How do you escape imprisonment? Will you be able to log off safely when imprisoned? Will these tools/items always be available, be common or be uncommon? When can you be imprisoned? The above listed are important for such a feature to be viable. For instance, nobody want's to be imprisoned for a long time without being able to do anything. So obviously there would have to be a way to break free, like moving a certain number of meters away from the person who grabbed you or a timeout or even an active action that you could take to break free. (Possibly with a suitable animation and sound so the "guard" can see/hear you try and break loose) I would go for option 1 and 3, moving out of range from the guard/kidnapper would free you and/or using the break free option would free you after 20-30 seconds of struggling with it. And if caught trying to break free, the options lie with the guard(s) really... Kill the prisoner or knock him out? (thus canceling the break free attempt) As for logging off, as long as your character is imprisoned it will stay on the server. That means, unless you break free or escape by foot (as described above) you will not be able to leave safely. Your character will still be around, inanimate and incapable of defending itself from whatever harm there may be. Of course, if the arrester/guard/kidnapper logs off or moves away (as described above) your character is instantly freed and is released from the server. (So yeah, a server restart will release all captives too obviously) So, what about if you wanted to switch servers when arrested? How would that work then? This is a tough one really and the easiest (and possibly the most reasonable solution) would be that if you log onto another server then all gear you had is dropped (and temporarily stored) on the server you played on where you where imprisoned. Additionally, if you are killed on the server you where imprisoned on you die on whatever server you are now playing on with a suitable message. Alternatively, if you log off when imprisoned you outright die... No questions asked and no explainations given as to the cause of your untimely demise. Ok, so how do someone arrest another player? First off, there should be a knockdown action (only possible from behind with an audible *thunk* sound) when close to another player as exists in ACE. You can only arrest someone that is knocked down (same as unconscious) and you would use a piece of rope, zip ties or handcuffs to arrest the player with. All with varying strengths, for instance, ropes can be reused but are the easiest to break free from. Zip ties are single use only (and the most common found) but are hard to break free from. Finally, handcuffs are the toughest to break free from and are once again reusable and thus quite rare to find. If the prisoner escaped (without breaking the cuffs/ropes) he gets to keep them for himself. (Obviously not in the case of zip ties) And here is where i add another suggestion to the big picture, add the ability to relieve an arrested/uncounscious player of his weapons so that, in the case of him breaking free, he doesn't automatically get the drop on his captives (unless of course they don't search him properly, then they have themselves to blame for death or whatever) A freed captive who is now (inevitably) unarmed still has the option to knock down other players and return the favor. As a final option, the captive can choose to "give up" and just commit suicide. But doing so would penalize him on his next spawn. Starting with 6,000 blood instead of the default 12,000 As i see it, this solves most problems and allows good guys and pirates/bandits alike to maintain security while still keeping the game enjoyable for the captives. And as i see it, this would make it so you don't have to shoot and expose yourself needlessly and harm/kill other players you don't have any interest in. It also allows a good guy time to move away from the captive and get to a safe distance where the captive won't be able to shoot him in the back. (Obviously you would use zip ties in this case so the captive doesn't get something for free) On a final note, a captive would still be able to ride in the back of vehicles. Walk/run about and eat food/drink water, pick up food/water for consumption and nothing else and would otherwise be at the mercy of his captors. Allowing captured players to be driven to locations around the map. (Taxi service etc) A captives backpack/gear would also still be carried by the prisoner, allowing the captors to place items into it / take items out of it as they please.