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AmirDayz
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Everything posted by AmirDayz
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Yet they are not bothered by the fact that every survivor is a trained paramedic. Not bothered by the fact that every survivor has the stamina of a professional athlete. Every survivor can deliver one hit knock outs like a professional boxer. (presumably) can repair and operate every vehicle they encounter. Can we have accurate rifles, please?
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The guns are pretty damn inaccurate, forums user Gews made some tests and collected data which proves this point: http://forums.dayzgame.com/index.php?/topic/157148-correcting-sa-ballistics/?hl=gews#entry1578615 Regardless, the guns are not more difficult to use than the ones in the DayZ mod yet anyone can tell they're significantly less accurate, zeroing, elevation and all that jazz exists in ARMA2/DayZ-mod, so it's not a 'learn to shoot' issue.
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I think that the train station west of lopatino also signifies another new city location. It's pretty much a school, a trainstation and a factory in the middle of nowhere.
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Added a report for this issue: http://feedback.dayzgame.com/view.php?id=4947 Hope it gets addressed.
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Regardless of the crosshairs situation, I'm pretty sure that the fact that you get better zoom when not aiming down sights than when you do is a bug. It has nothing to do with FOV as I've reset mine to the default value and I still get that issue. I'm not sure if it's reported or not. Gonna check.
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What, exactly, is the point of this game?
AmirDayz replied to Zascha-Geriko's topic in General Discussion
There are three prerequisites for winning DayZ 1. Find a Mosin 2. Find a long range scope 3. Find a good camping spot. Congrats you have won Day Z. -
In my opinion, the current compass is an example of over-design.
AmirDayz replied to ZedsDeadBaby's topic in General Discussion
You know what? It would be a nice feature if you could actually point in this game. -
The mod is a mod for ARMA2:Operation Arrowhead, during steam sales you can usually pick ARMA2:OA for about 12$, the mod features many weapons and vehicles mostly taken directly from ARMA2. The standalone is a completly new game that currently goes for 30$, its price will increase in the future, at the moment it is a very early alpha of the game where there isn't a lot of content, there are no vehicles at all and only 4 weapons are currently in the game. The map has been redesigned and is much nicer although generally similar to the one found in the mod version, however, the mod version also has many different maps and mods created by players. The standalone is more in-depth in some aspects such as wilderness survival and medical systems. Both are fun but generally I think I would stick to the mod for at least a few month, especially if you have no experience with DayZ at all. I've went back to playing the mod after playing the Standalone since its release, it's very different but for pure entertainment value the mod currently wins, this will probably not be the case in the future.
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In my opinion, the current compass is an example of over-design.
AmirDayz replied to ZedsDeadBaby's topic in General Discussion
What's quickly? holstering and unholstering your rifle alone takes something like 6 seconds (combined). If you're in 3d person perspective than yes, it takes even longer. -
In my opinion, the current compass is an example of over-design.
AmirDayz replied to ZedsDeadBaby's topic in General Discussion
I completely agree with the OP and agree that this also applies to the clunky way many items are used and to the lack of HUD even where it would be appropriate. It seems to me like Rocket and the dev team have decided on this high-concept of HUD minimalism under the assumption that it would increase immersion while ignoring the various limitations imposed by both the RV engine and computer games in general creating a massive disconnect between this approach and actual immersion. The clunkiness of the compass is indeed a great example as it is demonstrates how the high concept (no hud) combined with the limitations of the platform (limited FOV, predefined sets of animations) create a thoroughly unimmersive end-result where your character runs around like a dummy holding the compass with both hands looking completely stiff in the process forcing you to make additional adjustments to your perspective using freelook just so you could glance at it. Once we have wrist watches in the game should we also expect them to work in a similar fashion? would our character disarm its weapons/held items to play a stock animation where it raises its wrist only to hold it at chest height where we'd be forced to look down to get the hour? The devs have to keep in mind that the range and fluidity of movement in real life will always be greater and more intuitive than that which they can offer in the game, at a certain point going with a specific high concept can cause a massive disconnect between the expectations of the user and the intentions of the developers. Having a 4 second transition between holding your rifle and getting a look at your compass is unrealistic, in real life there are dozens of different ways a person would be able to both get a compass reading as well as keep his weapon/other-items relatively accesible, for instance, if you're lying prone you would be able to pop out your compass and place it on the ground next to you, quickly and easily changing your focus from the compass to your ironsights, alternatively a person will also be able to pull out his compass in one hand while resting his rifle on his shoulder and look at the compass. This applies to other things in the game, such as the way a character holds the flashlight and the lack of ability to use a flashlight and a pistol simultaneously, or the way characters have to disarm to drink water from bottles or canteens, you can even eat fruits one handed with no serious difficulty in real life. I'm ok with enforcing some limitations, i.e, you pull your compass and a small animation plays shifting your perspective towards your offhand preventing you from aiming while you look at the compass but the 'forced inconvenience for the sake of immersion' needs to be cut down from 10 second transitions to 2-3 seconds. -
It's simple, right now killing people yields zero loot, it even costs you some ammunition which you cannot magically replenish as you could in the mod, therefore the incentive to KoS should be rather low right now yet still everyone does it. In the future you'll get some loot, even if most of it will be damaged, therefore the incentive to KoS will be higher and so it's rather safe to conclude that people will not KoS less if there's more incentive to do so.
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Funny thing, given that for the past week it's pretty much impossible to loot people and people still shoot at everyone they see I think it's safe to assume that the "item damage as a deterrent towards KoS tendencies" paradigm has been proven false.
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For all of those that want to raise the player limit
AmirDayz replied to The Legit Pie's topic in General Discussion
There will still be a bunch of low population servers I'm sure. Regardless, most people playing standalone right now complain about the game being way too empty with 90% of the players centered around Balota, that's a problem caused by the currently not implemented loot spawning mechanic. One that's sorted out we might actually start seeing players spread across the map and then we'll see whether it's overpopulated or not. My guess is that with the new towns and military bases Chernarus can easily support 100 players. -
Dude that feature is already in the game right now. If you get shot with a 7.62 round and somehow magically don't die expect to have 90% of your items 'ruined'. If you get shot with a 5.56 every item in that particular slot (i.e pants/vest/backpack) will be destroyed. I think it's a bit too much really and needs some balance (i.e, how many items can a single bullet pass through really? these are not HE rounds) but I can confirm it's definitely there.
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For all of those that want to raise the player limit
AmirDayz replied to The Legit Pie's topic in General Discussion
40 players is just a temporary limit for the early testing, it's definitely getting raised as soon as the server and client softwares can support it. You do realize that each of your dots represent one person in a block of about 9 square kilometers? that's not dense at all. With the fact that zombies no longer magically spawn in the vicinity of players it means that two players can be within 100m of one another without even knowing that the other person is there. Please note that the loot and zombie spawning mechanics as well as total zombie density are also far from final, zombies are going to respawn and be far more common so regardless of the increased density of players there will be more than enough zombies and loot to go around. -
Zombies hits = Bleeding (almost everytime)
AmirDayz replied to hannibaldaplaya's topic in General Discussion
If you're getting hit by zombies that often and it takes you such a long time to bandage you might be experiencing some latency related issues, it is actually incredibly easy to avoid taking damage from zombies completely. They pretty much only get to hit me when my character gets stuck in some stupid animation loop like if I try to switch weapons while my weapon was raised. Shovels are terrible though, punching them is better than every melee weapon except for the baseball bat and the two axes. As for the bleeding chances, I don't get hit by them that often but I think that when I do get hit bleeding is pretty common, I'd say it's something like 20% or 30% chance -
http://dayz.gamepedia.com/Blood
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DayZ is the only multiplayer survivor game thing where you can't carry like 10 guns, WHICH IS FANTASTIC, lets keep it this way
AmirDayz replied to hannibaldaplaya's topic in General Discussion
You can actually carry two rifles in the game. -
Yes please. I would also like to see some lethal scenarios that are not 'instant death', it might actually make firefights more interesting and achieve that golden goal of 'making people think twice before they open fire' that everyone seems to be clamoring for. What I mean is, a person might get shot in the lungs, he's gonna die no way to save him, but he might be able to fire a few (poorly aimed) shots before he blanks out, only headshots should be instant black screen death. I would also like to see some arm injuries that might disarm a player or prevent him from using rifles at all until he gets them sorted out, may still be able to use pistols with significantly more recoil and less stability. I really hope that this sort of stuff is on the project roadmap cause it could really add a lot of spice and realism to gunfights in the game as well as to the medical system. Being able to actually perform CPR on someone would be pretty cool, heck we already have defibrillators.
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I just screwed around with my own graphical settings and I could only get a similar effect by cranking up gamma to really high values, judging by the fact that your gamma is set relatively low I still think that there might be something off in your graphics card gamma settings, but since you say you already checked that out I don't really know. I assume that you don't have any such issues with other games though? Maybe you should try backing up and deleting your DayZ.cfg and dayz profile .cfg files so that the game will recreate them.
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Did you change your gamma/brightness settings? High gamma will desaturate your colors. Did you try disabling post-processing effects?
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Removing chat function sucks for deaff players
AmirDayz replied to redfirm's topic in General Discussion
You can still use direct text chat? I use it all the time. There is no server wide audio chat in the game anyway and it was usually bannable to use it in the mod version on 90% of the servers. -
Here's another good question: Is it time that the dev team recognize the fact that the public hive was never a good idea and that servers would be better off running single server hives?
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Those rooms are guaranteed to spawn a firearm, seems equal chance to spawn either a mosin, an M4 or an FNX. There's also a high chance for them to spawn pistol holsters and a relatively low chance to spawn 7.62 ammunition and mosin attachments. The roof of those buildings also has an ok chance to spawn some ammunition, attachments or holsters. Finding a mosin and ammo in the top room and a bipod on the roof feels like winning the lottery. Otherwise Mosins are occasionally found in the back seats of cars and in beige mansions (the ones with the green balcony). The red mansions have higher than average chance to spawn 7.62 ammunition and some medical supplies.
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This game needs bicycles and biplanes ASAP. Every other type of vehicle is not important at all.