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SFRGaming

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Everything posted by SFRGaming

  1. I'm hoping they add a system the lowers your weapon when you get too close to an object that should obstruct it.
  2. SFRGaming

    Question about the certainty of this game

    I have a feeling I laughed too hard at this
  3. SFRGaming

    Question about the certainty of this game

    And just for the record... DayZ: Studio #1 located in Prague, CZ Studio #2 located in Bratislava, SK Employees: 70 in all. 160 if you want to count Bohemia itself. EA: BioWare in Edmonton, Alberta, Canada and Montreal, Quebec, Canada and Austin, Texas and Galway, Ireland founded in February 1995, acquired October 2007 from Elevation Partners.Chillingo in Macclesfield, United KingdomCriterion Games in Guildford, England, founded as Criterion Software in 1993, acquired in August 2004.EA Baton Rouge (formerly North American Testing Center) in Baton Rouge, Louisiana, opened in September 2008.EA Canada in Burnaby, British Columbia, started in January 1983.EA Casual EntertainmentEA China in Shanghai, ChinaEA Deutschland in Cologne, GermanyEA Digital Illusions CE in Stockholm, Sweden, founded in 1992, acquired in 2005.EA France in Lyon, FranceEIS (European Integration Studio) in Madrid, SpainEA India, Noida, IndiaEA Brazil, São Paulo, BrazilEA Korea in Seoul, South Korea, started in 1998.DICE Los Angeles in Los Angeles, California, founded as DreamWorks Interactive LLC in 1995, acquired in 2000.EA Romania in Bucharest, Romania, founded as JAMDAT Mobile Romania in 2005, acquired in 2006.EA Russia in Moscow, Russia, translate in RussianEA Mobile in Hyderabad, IndiaEA Montreal in Montreal, Quebec, Canada started in 2004.EA San Francisco in Embarcadero, San FranciscoEA Salt Lake in Salt Lake City, Utah, founded as Headgate Studios, founded in 1992, acquired December 2006.EA Singapore in SingaporeEA Sports made up of EA Canada in Burnaby, Canada and EA Tiburon Maitland, Florida, publisher of EA's sports franchise gamesEA Tiburon in Maitland, Florida founded as Tiburon Entertainment in 1994, acquired in 1998.Easy Studios in Stockholm, Sweden. Founded in 2008 developing PC games for EA's new Play4Free series.ESN in Uppsala, Sweden, founded in 2002, acquired in 2012.Ghost Games in Gothenburg, Sweden and England, UKMaxis in Emeryville, California.PopCap Games in Seattle, Washington acquired in 2011.The Sims Studio in Redwood City, California founded in 2006.Visceral Games in Redwood City, California, also has an office in Shanghai, China; founded as EA Redwood Shores in 1998.Employees: 9,000
  4. SFRGaming

    Question about the certainty of this game

    As far as I know, the 70 people that work on DayZ is the original studio and the new studio combined.
  5. SFRGaming

    Question about the certainty of this game

    Don't forget the Studio they bought out.
  6. SFRGaming

    Question about the certainty of this game

    Another constructive post! You: "They already have their money, why do they bother to keep developing the game?" 2 reasons: DayZ has BOOMED Bohemia Interactive beyond belief in Popularity and Sales. Maybe those Normal People that are helping develop the game want a nice survival zombie game to play, just like us.
  7. SFRGaming

    Question about the certainty of this game

    Something constructive. hmm....let me think. OH! I don't know what your definition of slow is, but DayZ devs are banging out updates rather quickly. Let me put it into perspective: Fallout 3 took how long? Take a guess.... 5. years. to. complete. Kerbal Space Program hasn't been updated for SEVERAL months according to Dean Hall, a frequent player. And how long was Half Life 2 in development? Exactly.
  8. SFRGaming

    Question about the certainty of this game

    And yet, you're the one whining that all of that "supposed" money was "supposed" to fix everything. Sorry sonny boy but that's not going to happen. You're trying to compare a 70-man INDIE (Indieindieindieindie) dev team to Electronic Arts....
  9. SFRGaming

    Question about the certainty of this game

    Because he expected it to be a AAA title...
  10. SFRGaming

    Question about the certainty of this game

    You are quite the fan boy aren't you? Keep going and don't mind me. I'm just grabbing screens of your comments. You guys think a "How to avoid Fanboy-ism" thread could be made with these comments?
  11. SFRGaming

    Best size squad?

    I want to have a family (eventually) where I can build PC's and play games with my son / daughter :p
  12. SFRGaming

    Improve Map-orientation

    Max, in Orienteering class, we use a PROTRACTOR to measure things such as distance, azimuth, and finding smaller grid squares within a larger. You don't necessarily use a compass for such (but I guess the OP wants to v :huh: v ) Tada: VOCAB TIME :D Azimuth = Your Direction / Heading A compass would be used to turn a Grid (Measured on the map) Azimuth into a Magnetic (Measured with a compass on foot) Azimuth. The conversion is based off of the G-M Angle in the Marginal Information. You add / Subtract that number from you're Grid (if going from Grid -> Magnetic) or Magnetic (if going from Magnetic -> Grid) depending on where you are in the world. Say this is in your Marginal information as the G-M Angle: Note how the Offset line is to the Right (AKA Easterly Angle) of the Grid North line. Now, what's your Grid Azimuth? 63 degrees. What direction do you need to head on your compass? 63 - 16 = 47 You need to point your compass at 47 degrees. Congratulations, you have now compensated from the curvature of the Earth. (Sorry if something is inaccurate. haven't taught Orienteering in over a year :D )
  13. SFRGaming

    Question about the certainty of this game

    There's a difference between gross and net pay.
  14. SFRGaming

    Location of worst fps?

    No, rather the new-ish trees in the town. The "Common" evergreen tree we have that covers 70+% of Chernarus is very simple and easy to render. Some of those big yellow arma 2 trees and the new trees they modeled just for DayZ SA have complex branch systems and are very high detail. Intricate tress with detailed branches take a lot to render, especially if you have AA and Edge Smoothing maxed. Go to that mound of yellow trees NW of Vybor and I bet your FPS will drop significantly.
  15. SFRGaming

    Location of worst fps?

    It's the trees, as well as how the engine renders the insides of buildings and the proxies within. All of that was being worked on with our current engine around the time Svet was put in, but the development halted when the new engine was decided as their new solution.
  16. Red Orchestra is nice BUT I think it's a bit exaggerated. I think it should be similar to Insurgency. Still has free aim but only when not aiming down sights. Example video:
  17. SFRGaming

    Best size squad?

    I found 3 works best. One for overwatch and 2 for breaching.
  18. SFRGaming

    Improve weapons realism

    To be fair, the M4A1 has 100m more of effective range than the AKM, as well as a lighter / faster round more viable for long range encounters.
  19. SFRGaming

    New suggestions for next DayZ update

    The dev team follows a roadmap for adding things in. They just don't release an update and then say "Well, let us see what this community wants... Cars? New graphics? Alrighty then!" They have a long line of things they wish to implement so they aren't all over the place.
  20. SFRGaming

    digital watch/compass

    I'd love to see some Outdoor / Sporting Shops in some of the larger rural towns (i.e.: Gorka, Zelenogorsk, etc...) and have similar items to this in the loot spawns.
  21. SFRGaming

    Question about the certainty of this game

    How about you quit worrying about that $30 you agreed to spend AFTER being told to not buy the game. Sorry not sorry. I don't have sympathy for people that ignore that giant DO NOT BUY sign on the game's steam page. And for the record: You buying it in early access means you will have the game when it goes full release. There is no "Discount Copy" for people who bought it now. If you buy it now, you will have it until the world divides by zero and implodes on itself.
  22. SFRGaming

    so when is the move to the new engine?

    I think we can all agree that the dev's should have been a bit more clear from the start.
  23. SFRGaming

    so when is the move to the new engine?

    Seems to me it's a whole new engine. Of course it's going to use some of the ToH engine but it's (for the most part) all brand new. It's the way he's going to implement it (piece by piece or modules) that makes it look like a new engine.
  24. SFRGaming

    so when is the move to the new engine?

    you're welcome
  25. SFRGaming

    so when is the move to the new engine?

    False. Dean made a video explaining everything. He's not renaming the current engine. There's a whole separate team working on coding the new engine.
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