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SFRGaming
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Everything posted by SFRGaming
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I looked at this seriously until I read the deterioration part. Now I have no respect for this. Guns in real life don't turn into dust after 20-40 days.
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Little tip, the ARMA 2 and 2.5 engines are all optimized for Intel/Nvidia technology.
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So if the M4 spawns are to be decreased dramatically as civilian weapons are added then...
SFRGaming replied to Jezza93's topic in General Discussion
There's a difference between how the character handles a weapon, and the weapon's base accuracy. The game currently edits your gun's dispersion values depending on certain attachments. This means a FULL pristine M4 with no added attachments may have a dispersion of 0.5 and when you add, say an ACOG sight, the dispersion changes from 0.5 to 0.3. This is a very bad way to handle weapon accuracy. The attachments should only change the avatars ability to handle the weapon. The only thing they can add that would affect the weapon's base accuracy would be different barrel types. (i.e.: fluted, comp, octagonal, heavy, etc..) -
And yet all three are major aspects to FPS loss. I will also add that there is no need to punish people with high-end PC's just so a certain group of people can have higher FPS. The recommended requirements are fairly cheap and will continue to go down in price.
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I wouldn't say 2 years. I can see a basic form of experimental base building being added at the end of 2014, right before the Beta.
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maybe in the future we should get Blank bullets?
SFRGaming replied to TheWizard14's topic in Suggestions
It'll scare them for 2 seconds until they realize there is no super-sonic crack. -
Pending Changelog: Experimental Branch: 0.33.114782
SFRGaming replied to rocket's topic in News & Announcements
It doesn't necessarily fix the broken leg. It allows you to grow a pair so you can run (with no pain) while your body does it's job of healing. -
Can anyone provide the times at which the Experimental servers are restarted? Or the general up-time before it is restarted? Thanks.
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I opinion on this suggestion...
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But a COLT PYTHON is one of the most popular double-action revolvers to ever hit the civilian market. Because of this, you can find them almost anywhere (for a huge chunk of cash). The M1 Carbine, however, was a simple short-barrel battle rifle that had the mobility, kick, and reloading style of the Thompson .45, but M1 Garand attributes as well. I own and absolutely love my M1 Carbine, but I would not want to see it in DayZ.
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It's useless to suggest things that are already confirmed by Dean and on the Development Road Map.
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The current Experimental update said that we are now able to paint the M4 Green and Black. I was wondering if any of you have painted a M4 green yet and would mind posting some screenshots of it?
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Just 2¢ from someone who has used these weapons in his day job
SFRGaming replied to Robert Allison's topic in Suggestions
Very well said. Weapons are things that should be very very realistic since its very short term, if you will. Its noticeable in a short amount of time. One thing I'd like to see is bore sighting. A simple piece that loads in like a normal round but instead of firing, it projects a IR laser to help you get the sights in the general area so fine tuning can be made. -
I have watched a few videos on people reviewing the newest Dayz experimental patch. For some reason, the game looks a lot ( and I mean a LOT) smoother as far as FPS goes. I know Dean mentioned something about a performance increase and I just wanted to ask you guys if it really is that smooth, or these vids are coming from people with $5,000 PCs?
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They were on Utes and Chernarus. Utes was a vantage point the US had to seize in order to coordinate interceptions on key Chedaki communication and torture facilities in Chernarus.
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DayZ really has no previous story, although life HAD to have some story for the darn place to even exist. The ARMA II story is the closest people can come up with for previous history. Even if the whole ARMA II story didn't happen, this part here would still apply: "Not to mention, with the M4 variants being the most user-friendly and all around jack-of-all-trades kind of weapon, LOTS of countries have used it to supply their own military/militia and also as a base for their weapon development and creation. After the Remington 870, I believe the M4 variants are one of the most commonly exported/imported weapons around the world. It would be neck and neck with the AK series."
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You do realize majority of Dean's staff have some sort of military background? Getting ammo sizes mixed up with guns is a very common mistake even gun veterans will make. Especially with the 7.62 round, due to it's multiple lengths, sizes, cartridge shape, types, etc..
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If you would have played ARMA II, then you would have seen that the USMC was sent in to Chernarus shortly before the outbreak happened when the Chernarussian war was being fought. With the current issued primary in the USMC being the M4A1 (which I think it's the M4A3 now but this was a few years back this whole plot unraveled), I can see quite a few being left behind. Not to mention, with the M4 variants being the most user-friendly and all around jack-of-all-trades kind of weapon, LOTS of countries have used it to supply their own military/militia and also as a base for their weapon development and creation. After the Remington 870, I believe the M4 variants are one of the most commonly exported/imported weapons around the world. It would be neck and neck with the AK series.
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Now hold on, I wouldn't go all "Dean and his devs are realistic except for guns cause they don't know anything about them." You have to remember Dean has priorities. Would you rather him fix weapon accuracy or attend to security breaches/gaps and performance increase? Not everything is made perfect on the first try. Weapons are going to be tweaked with when all the performance and security problems are dealt with. Hell, Dean has already tweaked the FNX .45 spread, so you know he has it in mind.
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Could be nice when you're doing rations in a large group.
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In a given light, the only way I can really see this having any major effect on a person is if their ear is right beside the end of the muzzle. When firing a weapon outdoors, you are behind the sound as it is projected mostly forward. Even 50 ft away it wouldn't really do that much damage. The most sound a gun makes from the opposite end (say if you're being fired upon) is the super-sonic pop when you're talking distances. Indoors, yes I can see that.
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Just 2¢ from someone who has used these weapons in his day job
SFRGaming replied to Robert Allison's topic in Suggestions
This has mostly been discussed before. And I completely agree with you on the AK being fucking inaccurate as hell: Barrel has no support causing it to shudder Sights have very little distance apart Loosely made for easier field stripping The M4 really needs to change. And mil-sim or not, the weapons need to be realistic as hell as far as stats go. Because, for people like myself and a few other here on this forum, weapons that aren't true to their real-life capability really take away the authenticity. -
Oh nice suggestion, I mean, it's not like it's been suggested 10+ times before -_-
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SUGGESTION: Wearing the United Nations Beret puts you into PVE-Only mode
SFRGaming replied to Charcoal's topic in Suggestions
Say you're in a hostile country somewhere and you happen to be some good in a T-shirt wearing a UN hat. Is an enemy sniper REALLY gonna care what fucking hat you're wearing?