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SFRGaming

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Everything posted by SFRGaming

  1. SFRGaming

    [SA] Stumble

    You are the 2% that did NOT read the whole OP. Did I not say I wasn't suggesting to add the Euphoria Engine? Why, I believe I did. *sigh* "Ever since I started playing the DayZ Mod, I can't help but have a puzzled look on my face when someone shoots me with an AK and my character has no reaction. Yes, the survivors in dayz are basically trained soldiers. Yet, soldier or not, you WILL do something after being shot. This is why I suggest stumbling. This will be the "reaction" from being shot. When hit, your character stumbles in the direction that the projectile is traveling. And I know some of you will say "But this is unfair, that means we won't be able to control my character and I don't wanna stumble and blah blah blah". Well, I can honestly provide 1 piece of advice to avoid the "stumble" effect. Don't Get Shot. As for an example, I can provide this video from the Euphoria engine demonstrating how it CAN look. Note that I'm not saying we should port Euphoria into DayZ, this is simply as demonstration on how it can look. :) Go to the 1:00 mark to see what I am talking about. Notice I just pulled the OP down here so you could easily see it. I also enlarged the text so it can be easily legible with your 20/400 vision -_-
  2. SFRGaming

    [SA] Getting rid of vehicle indicators

    I see where your getting at and it's a good idea, but kinda far fetched. It takes quite a while for the tires to dry-rot. I'd say approx. 1-3 months of not moving at all. Way out of reach for dayz. And the battery having the ability to die if you were to leave the lights on or any thing else that uses electricity but here's one problem. Vehicle parameters don't persist through server restarts. You'll notice if you turn your cars lights on and leave them on, when the server restarts, your cars lights will be off. In other words: Before server restart VehLight=1.0; After server restart VehLight=0.0. This means the car might not have enough time to run its battery dry.
  3. SFRGaming

    Craftable body armor

    Be able to use materials to make padding for protection from zombie hits, player melee attacks, etc. Keep in mind this should be nothing like skyrim :p
  4. Just said it WITHOUT breathing. And yes, exactly.
  5. SFRGaming

    [SA] Types of Sights

    They all need to be really really rare, yet have a large pool of types of sights.
  6. SFRGaming

    [SA] Types of Sights

    You guys are missing the point. This game would be boring with only a few types of sights. And I never said it should be fun, it just shouldn't be like "Oh look, another Holo sight. That'll be the 6th on this session :| " And just because I listed a few sights I'd like to see in SA makes this game turn into CoD/BF3-4? No, it doesn't. All these close-minded responses surprise me.
  7. SFRGaming

    Standalone: Foreign Weaponry

    Exotic? Shit my local pawn shop has at least 20-30 AK's lined up on the back wall lol
  8. The human shield has been proved mediocre and a terrible idea. The whole concept behind it is you have a valuable person with your gun to his head. When you get shot, your muscles tense for a short second and cause you to pull the trigger resulting in your "hostage" being killed. The person in front of you isnt what protects you, it's the possibility of them dying with you.
  9. SFRGaming

    Craftable body armor

    Doubt the ribs breaking. Hurt, yes but breaking, highly doubtful.
  10. SFRGaming

    Craftable body armor

    I never intended this to stop bullets lol I said it could protect from player's/Zed's melee.
  11. SFRGaming

    Standalone: Foreign Weaponry

    Regardless if western weapons should/shouldn't be available, Chernarus is a VERY small country. Having JUST Soviet weapons will make the game very boring since there is limited types of weapons. Realistic or not, I'd love to have a very LARGE pool of weapon choices. And if it is gonna be as realistic as little to no western weapons, then we might as well add the AK's inaccuracy due to "barrel shudder". :/
  12. SFRGaming

    Standalone: Foreign Weaponry

    And quite honestly I avoid AK's due to their recoil. I find the M4 currently is just the all around better weapon and the ammo isn't hard to find.
  13. SFRGaming

    Standalone: Foreign Weaponry

    Can I take us back a few months ago when dean said he's not aiming for realism, but for authenticity
  14. SFRGaming

    Unconscious

    The knockout timer will be taken out in SA.
  15. SFRGaming

    Standalone: Foreign Weaponry

    Already been suggested and discussed. Use the search bar.
  16. SFRGaming

    My Thoughts.....

    Cannibalism has been predicted to not be included since it may restrict certain countries from being able to distribute the game. I think it's a stupid idea and is frowned upon in most places.
  17. SFRGaming

    Shooting open doors in SA..

    Blow the door off the hinges? Not possible without breaching charges. One shot to the door's locking mechanism/bolt will definitely open it unless it his multiple licks or is barricaded.
  18. SFRGaming

    Idea to improve survival odds

    You used to play WarZ didn't you? I can already tell you did...
  19. SFRGaming

    STANDALONE: Traps

    This is a list of my ideas, as well as others' ideas. I do NOT take credit for every single suggestion. I'm merely putting these in a list to have some sort of idea of what people want. Bengal Tiger Trap Description: A pit ranging from 3 - 20 feet deep lined with sharp wooden/metal spikes placed at the bottom with a layer of vegetation concealing the top of the hole. (The trap in the game would only be about a foot deep to reduce performance issues and to avoid having to climb out.) Bear Trap Description: A trap that bites into a victims leg cause possible bone fractures/breaks, substantial blood loss, and limited mobility. This has already been confirmed. Snare Trap Description: Consist of a rope, tree branch as a pulley, a counterweight, and a triggering system. The victim walks over the loop setting off the trigger, thus releasing the counterweight in which hoists the victim up above the ground in an up-side-down position. Tripwire Description: A small wire tied on one end to a solid object, and the other end to a triggering system. The trigger then sets off anything from a grenade, to a pile of boulders on a cliff, to...well...anything. This is all I have at the moment. Please comment any traps I missed or ones you think should be in Standalone.
  20. SFRGaming

    Best settings for spotting people

    This is what needs to be fixed in Standalone. I'll be so glad when Dean makes some of these settings unchangeable.
  21. SFRGaming

    More Suggestions for SA

    It's not overdone. It's what happens in a car wreck. BeamNG was coded for realism, not playability. Big difference.
  22. SFRGaming

    More Suggestions for SA

    Erm, BeamNG, has the BEST driving physics that currently exist. How can you ask for something more realistic? Bahaha
  23. SFRGaming

    Attachable Flashlights

    High-Grade Flashlights that you can attach to a tactical vest and use hands free. Example:
  24. *sigh* for the last time the zombies dean has showed in his dev blogs are PLACEHOLDERS using old code. The final zombies' code is finished, but not added. He said he's not going to showcase it, rather let the community see it personally when the alpha comes out since the zombie code is the biggest thing he has redone for the game.
  25. SFRGaming

    Vehicle Interiors

    Short and sweet. The interiors for the ARMA II vehicles suck. I feel like I'm playing Need for Speed 1999. :| Please make the interiors a bit more appealing in SA.
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