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floj

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Everything posted by floj

  1. floj

    How to make the map more engaging.

    I read this last night and wanted to say GJ - personally I'd like a big football stadium (proper football played with feet, not gridiron) on the outskirts of one of the cities, perhaps where the smaller pitch is already in Berezino. Also I have a question for any Arma vets and/or the devs - I saw this article (http://blog.moricky.com/post/59384853947/game-maps) a while back and re-referenced it since starting the SA version. It mentions that Altis has 1000km2 of environments (land and sea). Since DayZ will just be land based (I guess) - will they be able to expand the total land area to around 1000km2 for Chernarus or is there some trick in the Altis map that I should be aware of. A map 4x as big would be pimp indeed :D
  2. floj

    Where the hell am I?

    Careful with it though...it's like Pandora's box. Just whilst trying to find one of the railways last night I ruined a potential surprise that I might have stumbled on myself one day :( Usually I only use out of game maps to check roughly where a town is for meeting someone else/getting my bearings
  3. floj

    NWAF?

    Yes, still within the perimeter fencing :)
  4. For me I consider the server splitting as temporary and just a stage in the alpha. Final solution should still be to implement LOS for 3rd person. ie. Fix the broken mechanics rather than split the playerbase...
  5. I'm constantly amazed that people would give money to download an unknown .exe or .dll file - enjoy getting banned when they just steal your cd keys and steam log in details to test out their new hacks, you *might* get a working hack with it as well.
  6. Servers for everyone =/= balance for everyone. Hence why I made the last post. The game needs to be balanced PvEwise from an FPV perspective rather than a TPV perspective - otherwise it will require balancing separately for each. Zed reaction times and numbers, loot distribution, timeframe/rates of usages of food and water...etc.... FPV is slower than TPV because for each corner you have to stop, peek and then continue instead of just panning the camera round ahead of you. If I run out of water because I'm progressing slowly because I'm playing FPV, I want it to be because of my skill level, not because it was balanced for EZmode players. So although it is an old discussion, there's still new points to be discussed - which is why I posted
  7. floj

    has anyone else noticed this?

    I've noticed this as well, it affects startup times as well whilst it loads your model and the background for the loading screen (can disable that with some config tweaking). So yeah, hidden pay2win at the moment since better PC = better performance :)
  8. omg I just read a 64 page thread...things NOT mentioned so far: PvE balancing with regards to viewpoint - imo zombie AI should be harder in 3PP:On servers because they can be spotted safely from around a corner - just like other players in PvP. Obviously the AI is laughable atm in both modes, but it's something to be considered when the game is in a later state... although I guess 3PP players do just want an EZmode, so maybe they want everything easier. PvE balancing with regards to lootspawning - have already had an occurence where a pen was on top of a wardrobe and invisible to me in FPV - sure it was a pen this time, but if that had been anything else with a similarly small model I would not have been aware of it - canopeners/knife/screwdriver/suppressor/etc. This can be solved by having a tiptoe stance, but would add to the time taken to loot, which will affect survival balance. Another point I've disagreed with (in ways not mentioned thus far, not gonna respout the same arguments): TPV is necessary because IRL you can hear things nearby taht aren't obvious in FPV... solved with good sound design, see the Thief series of games - also interestingly although they didn't have TPV in the first two, they had it in the last (inferior) version, but it was *mostly* quashed for the upcoming release because of discussion on the forums http://forums.eidosgames.com/showthread.php?t=88579 - now only TPV with a fixed perspective whilst performing certain takedown actions. Personally I'd like TPV to be available on hardcore mode as well BUT with line of sight implemented so that hidden players can only see what they'd actually be able to see based upon their models headposition. I'd extend this completely to vehicle mechanics, sure you can fly your heli in TPV, but you can't see those players directly under you, only the ones visible through your windscreen. This should also be extended to loot - if your player can scan a whole room from the doorway, it lowers the time taken to scavenge, which affects the core components of survival and gear acquisition. EDIT: Just gonna add the one thing I *do* like from TPV. The game is pretty and sometimes that extra 6 foot of height you magically have gives you a fantastic view - a fantastic view that because of the contours of the ground you'd only ever otherwise see by standing on top of a hill in open ground...which isn't a great survival tactic.
  9. floj

    Where the hell am I?

    http://dayzdb.com/map/chernarusplus#6.077.029 is where CaseyJones suggests you are - just from studying the aerial shots I'm inclined to agree with him...but yeah, that railway (and I think there's another one just S of NWAF) really need to be added to the ingame map :)
  10. http://steamcommunity.com/id/brokenh3art/recommended/221100/ Gonna be so big, shame you won't be there with us big guy worolololol
  11. floj

    Where the hell am I?

    lol exactly how I ended up the other day...and no idea where that railway was. I hit the railway from the other end though, so I just stayed going west til I hit the Lopatino road. If you're going East you should see the contours of the hill with Devil's castle quite easily once you get that far.
  12. floj

    Ballistics, How do they work in SA?

    I took the risk for everyone and put penetration into my google box: http://community.bistudio.com/wiki/Bullet_penetrability Not specific info for the standalone, but comes with the engine. EDIT: Additional forum thread from the mod http://forums.dayzgame.com/index.php?/topic/5412-does-dayzarma-feature-bullet-penetration/
  13. floj

    Battleye... I'm thinking it's not good

    He hits him first at 22s, red bleed message and impact sound from the hit and then the killer one at the end, so two shots succesful. Without knowing distance from target it's difficult to quantify shooter accuracy :) EDIT I was trying to study the first hit since Im pretty sure he's looking in the shooter's direction at that stage, but couldn't make out a sniper on my screen - possibly in the tree or on the slope behind the building - too grayed out if he was even visible. EDITEDIT: I guesstimate something between 1/4-1/2 second delay between shot and impact - something around 200m range, so I'm gonna say he was by the tree on the hill EDITEDITEDIT: Couldn't resist...but if the sniper WAS by the tree, he was on a grassy knoll.... just needed a limo :D
  14. floj

    Battleye... I'm thinking it's not good

    29s you can see bullet impacts on the window to your right. (not hospital but sniping from across the road through the windows facing in the other direction) - also that's where the sound's coming from EDIT: On rewatching Im not sure if it's the bullet impact or just 1 frame's worth of seeing the bullet cross the screen since you hear the ricochet off the left wall afterwards - I think the shot hits the middle of + shape in the window and then penetrates through to hit the wall on the left so you hear two impact sounds from a single shot. But tbh, it shows the engine needs some work as 90% of the shots have no ricochet sound. Overall though, it was a fail at taking cover. Windows with elevated positions all around are not good cover if you're only crouching in the centre of the room.
  15. floj

    Are veichles in the game?

    Dammit idk if that's a typo or a really good pun
  16. True and if you're a player that knows where to look in each town (or even just recognise the major loot buildings by their silhouette), you can run in, loot and get out quickly/safely... as a freshspawn at least. If you're geared up or new to the game, it's probably best to be a bit more cautious :)
  17. Also, cities aren't as dangerous as they might seem - a LOT of it depends on how you approach areas. Run directly along the coast or on the major roads and you'll almost certainly be seen on the way in which can enable the bandits to send a kill squad to get you (they might even have lookouts on separate servers able to send a call for people to log in on you) or immediately engage if they're all within range already. Get into the treeline, possibly change direction once you're in there so that no-one who saw you enter could know which way you were headed and try to stay deep enough that you can't be easily spotted but can still navigate using roads/power lines etc (also remember to note the sun/moon location with respect to your intended destination cuz it's easy to get disorientated). Once you reach your destination, work out how you're gonna get from the treeline to the buildings. At this stage if you're in a group, send one guy ahead whilst the rest of you watch potential sniper locations, he'll have an easier job noticing enemies within the city before he's spotted himself and also can take cover if fired upon whilst you flank a sniper and melee him with your axe - also the others can spot potentially unseen hostiles approaching your pointman (whilst he's out of LOS from them himself) The solo guy should progress through as much cover (also use dips in terrain to minimise the areas you can be seen in) as possible, pausing and surveying ahead regularly (really easy with third person view, but peek around corners or from out of foliage/over fences in first person). Cross any large open areas in a fairly direct zig zag run (use the mouse to zigzag rather than a/d since it's less predictable). For each stage of movement, he should have a clear destination in mind where he has good cover available. Advance the rest of your group gradually behind him. Lots of nooby groups run around 2-3 in a nice short line which makes advancing through cover pointless, since one of them is always in front/behind the piece of cover whilst the others are in it...so anyone scanning a wide area will easily see movement and focus on it, thus seeing the whole group when they emerge from cover. Motion out of cover is what will get you seen 9/10 times. (1/10 will be stumbling on someone else rounding a corner at the same time as you) EDIT: Grammar
  18. You're so close to the answer right here :)
  19. I'd have it so you can combine multiple levels of a scope etc to create the one above it - to replicate that you salvage working parts from one to mend the other. Ruined parts have nothing salvageable left in them. Something like: Badly Damaged + Badly Damaged = Damaged + Ruined Damaged + Damaged = Worn + Badly Damaged Worn + Worn = Pristine + Damaged Or maybe require 3 of each item or require them to have a copy of the level above so that they know how to assemble it correctly? Damaged + 2x Badly Damaged = 2x Damaged + Ruined Worn+ 2x Damaged = 2x Worn + Badly Damaged Pristine + 2x Worn = 2x Pristine + Damaged Small amount of crafting time, maybe 30s-1min but quite noisy. It is still a game after all. EDIT: Added colours for clarity
  20. floj

    A Humble Request

    Do you have black and white or blurred vision?
  21. floj

    How about no private servers?

    They're writing the game from scratch. Hopefully they should be able to monitor a players movement across servers (as well as other players). If they make a heatmap, they can track your character. If the servers track joins/leaves they can also see roughly what was occuring when that join/leave occured. A simple 'only moved Xm on this server before logging back into the previous one' flag could highlight suspicious activity in the case of ghosters. If there isn't a direct anti-combat log function (30+s idle before leave) then it could also spot this kind of action (recent logs with multiple players in the area after gunfire/interaction. Likewise for players hopping for loot... Once a player is flagged, mods could watch a highlight reel of the ingame action to see what happened (if that's even needed, I'm sure the server logs would tell the whole story anyway). Punishment - inventory loss and return anyone wrongly killed back to their previous location and equipment status.
  22. Without respawning loot, getting stuff is binary. Either it's there, or someone cleaned it out before you. Walk for 30+mins to NWAF to find it empty except for damage scopes and you'd probably find all the other bases are empty by then as well. Although I personally don't jump about from server to server just to gear up as soon as I've spawned, I'll admit to having weakened at times - Last night, I had logged off nr Khelm, intending on getting some sleep when I heard a buddy on TS have their server restart on them...I was almost fully geared (mosin+pu+fnx+ammo box+multiple medkits+protective cases+fully camod) but I still wanted that hunter bp instead of the bright green mountain pack I was carrying - and the temptation was too great, so I joined their server and trekked up to NEAF, lotsa ammo but no hunter BP grrrr...then I figured since it was a quiet server that NWAF would probably still have spawns so I travelled the whole way across the map, reached NWAF and found a bp AND an M4+pristine ACOG and called it a night with both guns and a pretty much perfect inventory. I'm kinda glad that today I got wiped by a server glitch cuz that's the kinda karma I would give to myself :)
  23. floj

    map in 4 pieces is nonsense thing

    Gah I just lost my character to a server update error whilst logged out and looking for a ruler to measure more precisely :( before I logged I peeked at the in-game map and saw that at max zoom it's 3cm:200m (guesstimated on a 1080p 24" screen). which is roughly 1:5000 (6666 if my measurement was right). Chernarus is roughly 15km2so would require a piece of paper about 3x3m, not unfeasible but a pretty damn big map (smaller at 2.25x2.25m on measurement). Ordnance Survey maps of the UK countryside are most commonly available in 1:25000 which would give a map size for Chernarus of 60x60cm which probably sounds about right for a hiker, but would have far less detail available than the current in game map. I'd propose a single, less detailed, 1:15,000 global map (makes it nice and easy maths to give a 1x1m map) available as a single piece with less zoom available. Additionally I'd then add some streetmaps for the major cities as separate loot. These items could be 'merged' but would remain as separate pages that the player could flick between on the map page - by default it would open the countryside map unless you're in a city where it would open the appropriate one (with arrows showing directions and distances to other major cities on the edges) Just flew by the seat of my pants and did the math all in my head, so please double check it for me someone :)
  24. floj

    Please for the love of god don't add "Sanity."

    It's very difficult to hunt bandits since they might be server hopping in their own search for action (not necessarily as a combat logging/loot grabbing exploit) - also even if you see someone aggressing in pvp, you can't assume they're a bandit unless you observe them KOS/hold someone up or remain within the same area purely for camping purposes. It's hard enough to find players sometimes, let alone find someone who's concealed in a sniping position or track someone roaming the map until they bump into another player - that said, we all know where the banditos hang out already, it's initials are B.A. - but then what's to stop one bunch of heros accidentally hunting another there :) Not gonna comment further on sanity in another thread about it.
  25. floj

    We need

    dupe thread: http://forums.dayzgame.com/index.php?/topic/161026-bandannas-as-facemask/?hl=armband#entry1620123
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