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SFRGaming

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Everything posted by SFRGaming

  1. SFRGaming

    Love the New Sway

    I hope you don't expect CS:S sway when prone. The weapon sway is really good at the moment.
  2. SFRGaming

    DayZ gods is that you?

    To be fair, you can easily get on top of roofs of some buildings.
  3. SFRGaming

    Love the New Sway

    I tried it with a pistol and it's still a fair amount of sway. So no, it's all the same.
  4. SFRGaming

    Helping People Die

    From a 1PP standpoint, the slider being dead-center of the bar works best.
  5. SFRGaming

    Fed up with this game

    Working features? The debug plains are neither feature, nor bug. it's just there so you don't fall off into an infinite freefall. Oh wait, that counts as a feature. -_- I don't see why you are so mad at the game having an end to the map. Don't all? Sheesh.
  6. SFRGaming

    Fed up with this game

    *Misreads the sun to navigate to another location* *Get's lost and blames it on the game* Sorry kid, admit to yourself you ****** up and cut your losses.
  7. Ok how about this. They add fake death in. You don't use it. Everybody Happy
  8. SFRGaming

    Love the New Sway

    He might have been sprinting for more than 10 seconds ya know? I want to see you run a mile and then fire off 10 rounds @ 100m IRL, with a GoPro attached to your rifle.
  9. SFRGaming

    Love the New Sway

    YEEEEEEEEEEEEEEES
  10. SFRGaming

    Helping People Die

    How can you stand to play with your FOV so far out?
  11. It's better than running around saying FRIENDLY FRIENDLY FRIENDLY! Sure you will lose majority of your gear, but if it's a careless group of bandits, they won't check your pulse.
  12. SFRGaming

    Testing the Chemlights at night

    There's a difference between blinding light and bright light. Blinding light is (from what I remember) light so close to the white end of the scale, your eyes cannot adjust to it. The chem-lights may need some tuning but the fires are fine. In real life, if you get relatively close to a fire at night, the area around the fire will darken greatly. That goes for anything really. Find a night where there's a full moon out. Stand in a bright area and look into a dark area. You won't be able to see much of anything in the dark area since your eyes haven't adjusted to it. And for Arma 3, you probably didn't have your bloom on.
  13. SFRGaming

    Pallet transportation

    Anyone find it ironic that video was taken in Bratislava, the same place where the 2nd developing studio for DayZ is located?
  14. SFRGaming

    Testing the Chemlights at night

    Not really a bug. It's simulating your eyes readjusting to the brighter source of light.
  15. SFRGaming

    A Stupid Question

    Experimental (not the branch) animations that were present in DayZ before it was released.
  16. SFRGaming

    Print out of map?

    That's the mod map. Won't do him much good.
  17. SFRGaming

    Does anyone have smooth gameplay?

    #1: Incorrect. AMD's single-core performance (the judge of your DayZ performance) is very inefficient. #2: Buying another GPU for DayZ is worthless and won't provide any performance increase. #3: SSD does NOT increase your FPS at ALL! It will decrease the time it takes you to load objects in (about 10 seconds with a fairly decent HDD), but afterwards it has no effect.
  18. SFRGaming

    Loading magazines when opening doors/dates

    Easy way to fix, have all the same mags (alternating mag types gives you a menu prompt)
  19. SFRGaming

    Ghosts Confirmed in DayZ

    Sounds like an old typewriter, maybe morse code. Would love if it's morse code and it has a secret message.
  20. SFRGaming

    Your FPS and Optimization

    Not any intentional FPS gains until the new engine (rendering) is implemented. You will see FPS loss and gains through normal updates but they are more of side effects.
  21. SFRGaming

    SESSION LOST SINCE PATCH

    That's just a server restart. Check the same server after you lose session and it should be reset to an earlier time.
  22. SFRGaming

    Improve weapons realism

    That should be in a form of different ammunition types. In all honesty, ammunition type should be the biggest factor that determines things such as accuracy, recoil, velocity, etc. And the we should have attachments to enhance and counter-act the different ways the ammunition affects the weapon. Having ammunition packing a larger grain, and increasing accuracy, you might want to grab a foregrip to help counter-act the increased recoil the larger grain would introduce. Maybe even a longer barrel to compliment the increased accuracy. My guess at why the M4A1 has such terrible dispersion is to not introduce a super OP weapon at the start of the game, and they haven't gone back to correct it since they have had bigger fish to fry. Now with the AKM in, I can see them giving the M4A1 it's respectable stats that it needs. One thing i wish they will ultimately (notice I said ultimately and not immediately) change is having attachments such as buttstocks, forearms (not foregrips), and bipods affect the weapons initial accuracy. The only thing the buttstock and forearm should affect is ergonomics, and recoil control. Bipod should just eliminate (or reduce to a very minute level) weapon sway in prone. Ammunition should be the leading factor in weapon accuracy. A barrel should have a decent influence as well.
  23. SFRGaming

    How to get to North West Airfield!

    Oh XD I mis-typed and hit 7 instead of 8 :p
  24. SFRGaming

    Your FPS and Optimization

    Fraps is terrible and will bring down your fps. Use overwolf.
  25. SFRGaming

    Shorten handle of spltting axe, create hatchet.

    Maybe, but I see a much more beneficial way by just making a survival hatchet as its own item. From a crafting standpoint, your idea sounds cool. From an IRL standpoint, the handle of any axe acts as a counter weight. But this game isn't really about hyper-realism so why not :)
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