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Ham_Sandwich27

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Everything posted by Ham_Sandwich27

  1. Just as long as the zombies stay gone long enough to fully loot the area you're looting, I'll be happy. God, is that ever irritating in the mod.
  2. You do understand what an "alpha" is, right? http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha
  3. So let's say tomorrow they "lock the build", what does that actually mean in terms of release?
  4. Either that or "There's nothing stopping us releasing the alpha, but we're still not going to release it" confirmed. That'll be the object of discontent from today until release, guaranteed.
  5. That's the second stream in a row where I've seen an innocent survivor gunned down by rocket's group out of startled startled panic LOL. Remind me to give these guys a wide berth id I'm ever on the same server as them.
  6. Did anyone catch what he answered re: the release date? I think my feed lagged out in the middle of his answer.
  7. and he said there's still a lot of bugs, so don't buy it until you're sure [you want to?] That sounds pretty definitive.
  8. Ham_Sandwich27

    Auto-run button.

    ...Rocket just said he and everyone in the office autoruns and they each use their own methods to do it. Rocket jams something between the keys to hold the "W" down. But he cut himself off before saying what they were going to do for the SA. Sounded like a no because people would use an autorun key if it was implemented (i guess he meant use it too much?).
  9. I sure someone's recording it. They always do.
  10. Ham_Sandwich27

    Auto-run button.

    I actually agree with this suggestion. What effort/realism/gameplay are you really compromising by having a cruise control button. You're just holding down the "W" key for extended periods of time anyway. It's not like that takes a lot of skill. As for realism, well it's not like your left middle finger has much of a role in walking/running IRL. I for one have my "Run" key bound to a switch on my throttle. When flicked forward, it continuously runs and my left hand is now free to drink coffee, pick my nose or what have you. And if you think this function would enable people to just spawn on the coast, point themselves north, turn on cruise control and then walk away for 20 mins, I dare you to try that. Guaranteed, you'll come back and if you're lucky, you'll be hung up on a tree just a few hundred feet from where you started, but you'll more likely be dead at the bottom of a fence with zombies feasting on your entrails. I know, becuase I've tried blind auto-running and coming back later, and every time it ends up badly. So even with a cruise control, people will still have to be in the driver's seat steering around trees, fences, villages etc.
  11. Ham_Sandwich27

    Base Building - Do's and Don'ts (DayZ Standalone)

    Exactly. Anything you build is inevitably going to be broken into, pillaged and/or destroyed after you log off. A base is an attractive target because people assume there's something inside worth protecting. Hell, in epoch, you can't even leave a parked vehicle in the woods overnight without someone coming along and destroying it on general principle. People will destroy anything they find whether its of any benefit to them to do so or not. I gave up base building long ago in favour of just keeping a few well hidden lock-boxes along the coast filled with weapons/gold/supplies. At the end of the day, a lock-box hidden under a bush serves all the same practical functions that a base does (save for vehicle storage perhaps).
  12. IRL, when you add a scope to a weapon for the first time (or even an iron sight for that matter), that sight is not going to be naturally zeroed to the weapon. you always have to go through the zeroing process in order to dial scope's reticule (point of aim) onto where your bullets are landing (point of impact). The chances of you picking up a random scope, putting it on your weapon, and the point of aim and point of impact being already merged are basically, well.....zero. So for realism's sake, and to make acquiring a scope a bigger deal than just picking it up and adding it to your gun, you should have to go through the zeroing process after attaching the new scope to the weapon. I think that would add value in the following ways: - Players who spend more time/effort/ammo to zero their scope accurately (say by firing a round at a target, then moving to the target each time to see where the hole/damage decal is in relation to where they were aiming) will get better accuracy and longer range out of their scope than the player who just shoots, sees where his splash was, and roughly zeroes the scope in from there. -It will add value to the scope by making it something the player has put time and effort into making work well, adding incentive to not lose it. The dialogue i think would be fairly simple. Just menu item for "zero scope", then press [whatever] to dial scope up, down, left, right etc. The issue, however, would be how to deal with the scope being taken off of one weapon, and put on another. Even if an ACOG is taken off of one M4 and put on another, it's not going to carry the zero from the first weapon to the new weapon. It'll be off because of the minute differences between the barrels. Not by much, but enough to not be adequately accurate. So putting it on the new weapon should reset or randomize the zero. Problem is, ACOGs in particular are quite good at retaining their zero even when removed from a weapon and put back on (so long as the dials weren't messed with). So it may be a pain making a particular scope stay "zeroed" for one rifle, but not on others as it's swapped around, but I'm sure people wouldn't be too upset if a scope loses its zero as soon as its added to a different weapon than the one it was zeroed on. To add to that, don't add that ArmA range zeroing fucntion to the ACOG. They don't do that. They have bullet drop compensators on their reticules, not range dials.
  13. Agreed. And it gives the advantage to people who are willing to put in the effort and use some real skill, and takes the advantage away from trigger happy KoS kiddies who just happened to find a sniper rifle on the ground.
  14. No, the player's ability to assess the target's distance should come from the player's actual experience playing the game.
  15. I can't say I agree with that. Zeroing the scope will simply be a matter of opening a dialog form the menu, then clicking up, down, left and right to move your point of impact so it converges with your reticule. Its pretty straightforward stuff actually.
  16. I'm with you. I've been off the mod for 2 or 3 weeks now ever since I got erroneously banned form my favourite epoch server for....... flying a mozzie too fast (yeah, you heard that right). 150k in the bank, 3 lock-boxes full of rare weapons, gold bars and loot. All gone. So I gave up altogether thinking the SA was imminent. Now I'm dying to get back into it.
  17. Ham_Sandwich27

    Riding Horses

    LOL You know it would.
  18. Especially on a wet or damp day when your splash isn't as visible.
  19. Meaning the advantage goes to the player who invested the time, ammo and effort into zeroing his weapon precisely - which is exactly the point behind this idea.
  20. I agree. The chance of a scoped rifle being zeroed when you find it could depend on the context within which it was found. The one found in a gun rack above a fireplace might be well zeroed, where the one found next to a helicopter crash could be out of zero. And there's only one way to find out - by trying to fire it (if you dare). I like it.
  21. I don't know how much work it would really require. They already have the elevation/range adjustment function in the scopes at present (in 100m increments - which is more complicated than simple angle adjustments, given exponential bullet drop). It would simply be a matter of deleting the exponent function and changing the input increments to simple angle adjustments, and then copying that function for adjustments on the X axis. Most of the work to create this feature is already done. Just some very minor adjustments to the existing system would need to be made.
  22. Yeah, boresighting will definitely get you on paper out to a reasonable distance. Someone earlier suggested implementing a laser boresight loot item for this reason.
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