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SFRGaming

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Everything posted by SFRGaming

  1. SFRGaming

    Attachable Flashlights

    There are better ways to respond to a question. One way is to not be close minded and think everyone that plays dayz understands everything dean is doing and watch all of his dev blogs.
  2. SFRGaming

    STANDALONE: Traps

    Where in Arma have they featured trip wires? I haven't seen any before in the actual game.
  3. SFRGaming

    Knife Takedown

    A stab, yes, but once your throat is slit, it's game over. Once your throat is cut open, it disrupts the pressure from the inside of your lungs and your lungs start to collapse. This can hinder you when trying to retaliate and only gives a small window for MAYBE one swing. The more you move, the more oxygen your muscles use and then you have to breathe. With your throat cut open, you can't.
  4. SFRGaming

    New building: Prison

    Don't worry man, people will disagree and agree. We all have different minds. This is a great idea for adding on to the prison.
  5. Pretty simple. You salvage a security camera, power it, and put it in your base. Should we be able to link them to tablets (or any other 3rd party device)?
  6. SFRGaming

    Knife Takedown

    Of course, unless you like it when a zombie bites the tendons out of your inner elbow. With Z's I figured it would be a simple over-hand reverse-grip stab in the neck as shown here:
  7. SFRGaming

    Is Arma 2 still laggy?

    I have an i5-3570k @ 3.40 Ghz coupled with a gigabyte windforce gtx 770 overclocked edition 2 gb and 8 g's of ram. I run the game with ever setting on high (not very high since it doesn't make much of a difference), HDR on normal, and post processes on low and my fps runs 60-80 fps constantly and in cherno/elektro I get about 40-50 fps. I don;t think I have ever seen it drop below 40, ever.
  8. SFRGaming

    Knife Takedown

    I'm pretty sure what I originally mentioned was very similar to grabbing :)
  9. SFRGaming

    Standalone River

    A large rapid river somewhere on the map. Could serve as a valuable resource, trading area, and a challenge when crossing.
  10. SFRGaming

    STANDALONE: Traps

    This makes me think you know nothing about dayz standalone
  11. SFRGaming

    STANDALONE: Traps

    I get your sarcasm and I'm not amused. And if you read the descriptions, maybe you'd see I have already acknowledged what you posted. With the new engine, we have more possibilities as far as map manipulation. It all comes down to what Dean can do with the engine. If he's able to manipulate the map, then the tiger traps will work. Any other trap I listed should work.
  12. SFRGaming

    Keep/Replace the zombies "zig zag" movements

    They have, Rocket hasn't showcased the finished AI at all. The zombies in the Devblog currently are placeholders.
  13. SFRGaming

    Keep/Replace the zombies "zig zag" movements

    No, incorrect. I want dayz to be extremely hard. I said if they serpentine in SA like they do in the mod currently, I will refuse to play SA.
  14. SFRGaming

    Keep/Replace the zombies "zig zag" movements

    Im sorry, but if zombies bob and weave or "stumble" so it makes it incredibly hard to hit them while moving, I wont play SA. In the mod its annoying as f*** and it will be in SA aswell.
  15. SFRGaming

    Keep/Replace the zombies "zig zag" movements

    They are mindless animals. They don't realize what's about to happen when you raise your M4 to project a bullet through their brain. They will run at you in a straight line because that's what they do,
  16. SFRGaming

    Keep/Replace the zombies "zig zag" movements

    You know the zig zag came from an engine limitation right? They zig zag because all the Zombies are, are reskinned soldier AI with a set mission. They zig zag due to a mechanic added into the engine which is a serpentine from soldiers to dodge bullets. Rocket couldnt take it out of the mod because it would break the AI, thus no zombies. the Zombies in SA with NOT zig zag since the serpentine code will no longer exist. Edit: And stumble or not, they will still go in a straight line. And from looking at Rockets animation sessions and devblogs, they will stumble slightly.
  17. SFRGaming

    Useless helicrashes

    The server I play on has animated crashsites that spawn (i mean crash land) anywhere in the upper 75% of the map. The crash in towns, in the woods, on the road. Hell, my friend was driving a ural and was unlucky enough to have one crash land on him. :D
  18. SFRGaming

    New building: Prison

    I really hope with the prison, comes a key system. And hopefully the razor-wire actually works on the fences. A warden zombie seemed like a great idea. But he needs to be hard to get to. The keyring he has can be a very high value item. With a very organized group, the prison could make a very good base. Using supply rooms, armories, and cells as storage areas. Would be very secure and if the power was turned back on, security cameras could be in effect. The fences on the outside would take more than an average size car to take down, and even large military truck risk popping their tires on the wire. And I know someone is gonna say "But that makes it too hard to raid! ;_;" Well, that kinda is the point. One disadvantage is another group of bandits could easily stake out the compound. Being on one of those towers, on patrol, or sitting on a catwalk can single you out easily. The Walking Dead is a VERY good example: http://www.youtube.com/watch?v=YUr5_XSkiSE
  19. SFRGaming

    Attachable Flashlights

    Well I wasn't informed of this :(
  20. SFRGaming

    New building: Prison

    I never said there WILL be a M4 in any type of establishment in Russia. I was using the M4 as an example of what type of weapon (AR) that you could possibly find. Would you be happy if I referenced the AK? Or the Sa-58 models? And I don't see where I insulted you, at all.
  21. SFRGaming

    Automatik walk button

    Ok, sometimes I do think if my life might be a bit easiers with this when walking 7km. BUT, that's what this game is about: hardship, strife, problems, challenges, etc.. The last thing we need in a game such as DayZ: SA is a CONVENIENCE. Those don't exist in an apocalyptic world. Nice idea though.
  22. SFRGaming

    Attachable Flashlights

    And I didn't intend this item to replace tactical rail-mounted flashlights, this will just add more options and variety in SA so every person doesn't have the same exact flashlight. The Handheld, Paratrooper (the one posted above), the Head-mounted, and the tactical rail-mounted flashlight could all be in SA and have their advantages/disadvantages.
  23. SFRGaming

    New building: Prison

    You fail to realise I DONT think like this. I'm using them as examples of what we could possibly see in the game. Plus, I thought this was a Zombie Survival Sim, not a Prison Sim. And I can tell by your post you don't want the M4 in SA, but fact of the matter is, it will be and it's not coming out.
  24. SFRGaming

    Knife Takedown

    This is why I said in the OP that this would work at its optimal level with a revised stealth mechanic.
  25. SFRGaming

    New building: Prison

    I understand. I know most people dont want to have a lot of guns in 1 area, or just to generally ask for more guns in outright. But if Rocket makes this prison to a large scale, then realistically there will be a gun slightly larger than a pistol within the armory. And maybe they can make the armory locked, and will require a Payday 2 style break-in (minus the cops and swat) to access the objects inside.
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