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chambersenator

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Everything posted by chambersenator

  1. chambersenator

    Clothing logic

    Different sized people present a multitude of challenges. From my understanding, the body model, the skeleton, and hitboxes all have to be scaled individually, and then all the movement animations have to be adjusted to the new size, then all wearable items will most likely have to have a proportionally compatible model as well to use for when the character puts it on. It's a ton of labor-intensive and time-consuming work. So much so, that even the ArmA 3 dev team decided not to have any female models at all (unlike ArmA 2). The fact that we have both male and female models in SA is something worth appreciating. I too would love to see us be able to do things like combine the chest holster with the crafted leather vest, or make ponchos or improvised tents out of plastic or canvas tarps in the future. Then there is the whole clipping issue, which is why things like ponchos, belt holsters, robes, long dresses, and long coats like dusters or greatcoats are not in the game (that's why we only have chest holsters and the chest-centered ballistic vest attachment, for example). They need to be able to look right in combination with all other clothes. We may see some of those later on down the road, but probably well after 1.0 at least. You're right about this. While there may be certain things that just aren't possible when it comes to expanding body types and clothing possibilities, the vast majority of things are possible, just not practical when one is prioritizing things and looking at cost/benefit of the time involved, whether your a BI dev or a modder.
  2. So we know the RPG-7 will be in the game. Of course, the ammo will be rare, the launcher heavy and cumbersome, but who needs the launcher when the rockets have so much potential on their own? You see, the rocket for the RPG-7 has its detonation trigger at the tip, of course. There is a little protective cap that you remove from the tip just before firing, since without it, it will go off if it gets enough force applied to it. So, if all you have is the rocket, you have yourself an incredibly dangerous weapon even if you don't have the launcher. Now, what sorts of things can we do with it? 1. Throw it. If done right, this is not as suicidal as it may seem. Since you want it to land with the tip hitting the ground first (and as far away as possible), a rooftop or a cliff's edge seems a good place to throw them from. Once we can fire from vehicles, throwing them from the back of a moving V3S might be a good way to take out that car chasing you. If you're on the ground, and have no other choice, you'd want to throw it underhand with a decent arc with as much force as possible - throwing it overhand just makes it spin end over end, and it *might* not go off. Of course, there is always just taking the F11 route and just slamming it down at your feet, taking everyone else nearby with you. 2. Launch it old school via improvised ballista. A regular bow or crossbow ain't going to cut it, unless you want to have a front row seat to your own dismemberment. You need to go bigger - like *at least* 3x-4x the width and strength of a crossbow for something you could carry short distances (obviously not something you could shoulder or just carry around anywhere) and use it for a high-arc path that probably maxes out at 30ft (perhaps useful for camp/base assault/defense), or go even bigger and mount it to the back of a vehicle like the V3S, and scare the hell out of everybody. In either configuration, something like that is going to require quite a bit of crafting and materials. 3. Incorporate it into a tripwire-triggered trap. It would be hard to conceal in most situations, but as long as you have a way for the armed rocket to drop several feet once the tripwire is triggered, there's not going to be much left of anything that was there just before it went off. 4. IED. If placed properly, and covered by another object to both conceal it and increase it's trigger area (such as a car hood, log, board, sheet of corrugated metal, or something to that effect), driving or maybe even running over it could set it off (perhaps as a base defense to prevent the entry or removal of vehicles from inside). 5. Something in your way, such as a pesky wall, building, or pedestrian? Have no interest in surviving to see the next sunrise? Tell your squad to get out of the vehicle. Have them attach one or more rockets to the front bumper or hood. Approach your target at high speed. Spawn on the coast. So after reading that, one might consider that maybe this particular weapon might be just a little too OP, if we would be able to use it in such a manner. To a certain extent, I agree, but I think there are ways to balance that out. Obviously, making them about as rare as a SVD or VSS spawning with a full mag right beside another full magazine is the obvious first step. Rockets should have and 'armed' and 'safe' action to them. In their armed state, they should be incredibly dangerous to just have jostling around in your backpack, and should have a small chance of going off if you fall or dive to the ground. Even when the safety cap is on, **and** once the devs have a new system for handling inventory damage in place, there should be at least a *small* chance that if the rocket is in your inventory, and is hit by one of the heavier caliber rounds (perhaps .308 or 7.62x54r, for example), it may detonate. While this is probably an incredibly mind-bogglingly rare chance of this happening IRL, if done properly would seem to be a fairly decent risk/reward balance. I would hope that we would see at least some of these possibilities later on in vanilla DayZ, but of course, I don't think we'll see this particular item's full potential until modders get their hands on it. What do you think?
  3. I've heard that arming varies depending on the type, manufacturer, and year of the rocket, and some have a safety pin along with the cap, some only arm after the launch charge is fired, and some are fully armed once the safety cap is removed. I'll see if I can find a link to cite for that.
  4. chambersenator

    Head tracking

    Looks like there is a new exp patch released today that has a potential fix for TrackIR. Those with head tracking systems should try it out and report any issues to the bug tracker, or at the very least, post a detailed comment in the relevant thread HERE.
  5. Nothing in the OP's question says anything about asking the devs to do it, only if such a list exists. For example, it seems all the stable branch changelogs are all listed here. It's not exactly what the OP is asking about, but it's a ton of useful information that could be combined with the info on the dev blogs to create something very close to what the OP is looking for. If anyone is up for such an undertaking and has the time available to do it, I'd love to see it.
  6. chambersenator

    Player interaction and loot distribution.

    Too late. If I remember correctly, in addition to what's shown here in this trello post, I think the devs have mentioned including things like brake lines and fluid, fuel lines, and engine belts too. I don't have any problem with that, though I could see why some people could find it overly challenging. I would also favor having both diesel and gasoline fuel (which one could differentiate with a simple smell test) and consequences if you don't check to make sure you use the wrong fuel. As for the fuel requirements for aircraft like the small plane (odds are it's a piston engine, so you could probably get away with regular gas for short periods, since we don't have to worry about icing and long term engine wear) and the little bird helicopter (IIRC, it has a gas turbine engine, so it would require Jet-A fuel, or at least kerosene, but I have seen claims of turbine helicopters using gasoline in dire situations, but I can't say if that is possible), I don't think we need to take things that far. At most, if there was both diesel and gasoline in the game (but not kerosene), I wouldn't mind if those were restricted to one fuel type. If you're dislike of those things stems from the difficulty as a lone wolf to get a car up and running, consider thinking about it this way - bringing a vehicle back to a fully functional state is more of a group activity, but stealing that fully functional car is perhaps more suited to a lone wolf. I lone wolf a great deal, and when I'm in the mood to search for camps/bases, I try to pick up a battery and some spark and glow plugs along the way, just in case I happen to find a hidden vehicle. If I find a camp/base first, I can just ditch the car parts if there's anything worth taking.
  7. chambersenator

    Player interaction and loot distribution.

    Tire changes are already ridiculously fast. We don't even need to use a jack to raise the car up. Two, there's not a whole lot a second person would significantly speed up the process (other than holding an extra tire, which they can already do), except for maybe holding onto the lug nuts while the animation is in process. For more complex base building structures, that might be worth considering, but there's a fine line between 'additional players may speed up construction times' and overly micro-managing a relatively small portion of the game unnecessarily.
  8. chambersenator

    Status Report - 2 May 2017

    Once the core elements of this are completed, would I be wrong in thinking this seems to imply that some form of ArmA 3-like 'weapon resting' mechanic would be considerably closer to inclusion in DayZ? Even considering that, at least as I understand it, this part is only half of the equation - the other being adapting/checking the compatibility of various building and object models from SA and various past BI titles (which will no doubt be a very involved process in itself). Given the knowledge that an eventual redesign/overhaul of so much of the code was needed, and the fact that any work done to shoe-horn a weapon resting mechanic into the old system would be wasted once the new system was in, it makes complete sense that it wasn't worth working on. That said, since you are starting with a (relatively) blank slate when it comes to the relevant code for this, what are the dev's opinions on how to best approach finding a balance between weapon sway and (potentially) weapon resting in this new system, and what might be the most challenging elements? They seem to go hand in hand, and I'd assume they should naturally be developed together (even if sway gets to where it needs to be long before resting works reliably everywhere). To me, the current amount of sway is acceptable, as long as there will be a reasonably functional resting mechanic to balance it out before DayZ hits 1.0.
  9. While modding SA is still a long way off, an BI has not released any official info, specs, or tools for modding SA, I think there is value in having a forum category to start talking about the subject. The three main reasons I think it's worth creating now are: To have a place for people interested in any of the different aspects of modding SA (be it concepts, coding, animation, or modelling) to share ideas and info, and to bring together people with different skills to combine their efforts. Modeling discussion. Making quality models takes time. A lot of time. Why not use this time while we wait to consider what kinds of assets can be created and tested in ArmA 3 that should hopefully require little to no conversion? If one avoids weapons, vehicles, and certain types of clothing, as they are probably (AFIK) the assets with the most amount of differences in SA from A3, which would lead to a great deal of conversion/porting issues until we know more, that still leaves us with a ton of possible things to create. Discuss the topic of how the player base and BI can work out the best procedure for submitting, collecting, and distributing mods and asset collections. While the end results would end up in the Steam Workshop, figuring out the most efficient ways to get to that point is worth talking about. Take modeling, for example. If there is a way to have a few 'community asset' packs available of player-submitted models that all mods can use, such as 'industrial items,' household items,' and 'farm items,' we can hopefully avoid ending up with 10 different models of the exact same item. Not only would that make detecting and debugging problems easier, but it would also help modelers make a wider selection of items. While it's perfectly fine to have 3 different kinds of coffee pots, for example, having 16 different models for 'loose wires ripped from an old TV' is overkill. Community asset packs also may help address some of the issues/headaches that involve rights/usage/attribution.
  10. chambersenator

    POLL: Most Desirable Function Vehicle

    The fuel truck will be really valuable for those lucky enough to have a helicopter or the light plane when that time comes. It's the time when the they both are at their most vulnerable. A wise squad would place it far from their main camp, so that their landing and takeoff does not reveal the location of their main camp to nearby players. Given that the rate of petrol consumption has been brought to a much more realistic rate (a decision I am very happy about), they will be less useful for cars and trucks, at least until we have to deal with leaking fuel from damaged petrol tanks and bad fuel lines. Additionally, I really hope that if it was added to the game, you would be able to do two other things with it - fill both jerry cans and barrels from it, and if you so choose, empty the tanker and fill it up with water to fill containers with water as well. This increases the need for players to be able to do a 'smell test' action on the containers to determine what's inside, so that if you're not careful, you might end up ruining your vehicle's engine by filling your petrol tank with water. That said, the vehicle I have always wanted to see see in DayZ for years is an Ice Cream Truck. So I can go around the wreckage of civilization, playing creepy Ice Cream Truck music, and become known as "The Bad Humor Man"
  11. chambersenator

    Future of public hive servers

    If there is nothing preventing separate, unrelated people to share a single private hive across different hosting companies if they choose to do so, I don't have a problem with the idea of restricting player-run servers to private hives. I disagree that the majority of private hives are whitelisted and require applications. There are many that do, but unless I see actual numbers, I cannot buy the idea that they are the majority. There are plenty of private hives that are open to all, and some that only have restrictions at certain times. Why exactly would this not be possible if both of the servers were private, and sharing the same hive, with one open to all and the other whitelisted/passworded? This way, players who want to become more involved get to keep whatever gear they have from the open server and move to the 'member' server. If a server's existing community is at risk of being ruined just because they have to re-gear (if you end up having to move that server to a private hive), what's going to happen when the next server wipe comes? If you've managed to create a place that has a reputation for the quality experience it offers, do you really believe they will abandon that just because they can't loot other servers when they can't find the particular loot they want? Even if the doom-and-gloom scenario of public servers being a KOS-fest and drive off those who like the RP aspect happens, wouldn't that actually help drive players to servers just like yours, as it makes what you are offering all the more valuable? As for the promotional/marketing point you made, I understand the difficulties of marketing a server and attracting new players. All server admins have to deal with it, whether or not they are on the public hive or not. If it was just your server being restricted to having a private hive, I'd agree that the change would make things very difficult. However, if all player-run servers are on private hives, I see it having more benefits than the way things are now. I see it leading to more cooperation and cross-promotion events between different server communities, and higher player population for all involved. Lastly, I would strongly recommend to the devs that if this did come to pass, that it would be done at the same time as a public hive reset. To do this change without wiping the public hive would unduly penalize the server owners that have to switch, as it would make some of the public hive players have to decide between their gear they have on the public hive and the particular server that they enjoy playing on. I would hope that would be a non-issue for most players, as a well-admined server is 100x more valuable than whatever loot you may have on the public hive.
  12. chambersenator

    Future of public hive servers

    They can, and many do (at least when they are all run by the same people) . Though I don't know if there would be an issue with servers are using different hosting providers. I know in the past, the Gents of Novo had linked their hive to at least two separate, unaffiliated groups. The hives would have to be all wiped and then linked beforehand into a new hive, as AFIK, two existing hives can't be merged/combined into a third one.
  13. chambersenator

    [POLL] Old Chernogorsk vs New Chernogorsk

    Whoops, my bad. To make an actually relevant comment: I prefer the new Chernogorsk, though the industrial areas on the east side of town, and the area on the northern side of the main coastal road still needs some rework and rearrangement. Right now, it feels about 85% of the way to being really good. Those areas in particular still don't 'feel right' in a way that's hard to describe. I don't think it's a priority thing right now for them to go back and give the town a once over. To me it feels like the devs should take a look at it after all the other map stuff is done. Out of all the cities in Chernarus, I think Chernogorsk will be one of the most difficult to really make it as great as it can be, as a lot of it boils down to a lot of little changes in concert with each other, as huge chunks of the city are perfectly fine. My issue with it is how all those parts of the city work with each other so that it has both a realistic feel and offers a balanced, wide selection of ways it can be used by players. Another thing is, that even though it's on the coast and for the most part would not see the kind of high-end PVP in "vanilla SA," that doesn't mean it shouldn't be deemed "not worth" designing it with that kind of thing in mind. TL;DR: It needs work, but I like where it is going.
  14. chambersenator

    [POLL] Old Chernogorsk vs New Chernogorsk

    - comment removed by me as I totally goofed and misread the original question -
  15. chambersenator

    Store Red 9 in stock

    When the time comes to let the stock be a holster (which is probably waiting for the player controller to be put in, which should provide a better way for it to be handled with the improved inventory handling features), I don't think it should drop to 2x1 - that's the same size as a derringer, and that makes no sense. It should stay 2x2, but I'd like to see it be able to be used in one or more of the following ways: Attach it to the crafted leather vest in some fashion (either at chest level like the plate carrier or on the side at waist level). Combine it with rope (threaded through the belt hook built into the stock) to make a simple shoulder sling that could occupy the vest slot, and it would hang at waist level, or allow us to create an improvised chest holster that can only hold the C96. Attach it to a large backpack that includes a belt strap (like the ALICE and the Coyote backpacks) Or, add the stock to the "top inventory row" (alongside the hats, shoes, etc - sort of like treating it as an A2 'belt item' ) or turn it into a piece of clothing with inventory (like the military boots that can hold a knife) Additionally, if its possible to do with the new controller, the stock by itself should be allowed to be used on its own as an improvised container for 9mm ammo. Not a lot, maybe just 25 rounds, but it would be worth it to be able to put that hollow space inside it to use, and free up a single inventory slot. Of course, as with many things in DayZ, the devil is in the details when it comes to making things both work and look right. Belt holsters of any kind will have issues with the model clipping into various clothing models (which is probably why holsters in SA are on the chest, and in ArmA they hang low on the thigh), and they will have to consider the cost/benefit of spending the time to make the holsters look right with all clothing combinations. Then there are the potential issues with item classes, given that it can be a container, a holster, an attachment, and a piece of clothing (sometimes several of those at the same time). Don't be discouraged by that last paragraph, though. It may be a tricky problem to tackle, but it would seem a very interesting experiment for the devs to see just what can be done with the new controller and the new ways it can handle items and inventory. Off the top of my head, I can't think of another item that's in the game now that has as many possible ways for a player to use it in the future.
  16. chambersenator

    Historical Data on Infected Population

    The actual count of infected depends on how you are counting them. As I understand it, and I fully acknowledge I could be very wrong in this: When it starts up, the server might be ready to spawn in infected at 1000 different places, but there's little reason to actually spawn them into the game if there are no players around for miles. The server is essentially "saving their spot" - so that when triggered by an approaching player, it knows whether or not to actually spawn a zed. This way, the server only has to track that one piece of info, and doesn't clog up the net traffic with the client/player with unnecessary data. Once a player gets within range of an area with infected, the server actually places them and starts tracking them and sharing that info with the client/player. So if the player goes into a town and kills all the infected, those spawn points are set to deactivate for X amount of time before a player will trigger those spawn points. So while you may see only 100 at any given time, that's only a snapshot of that particular moment. If it was possible to add up all the infected the players on that server had spawned as they moved through the map, the numbers would be much higher. On a single lone player's walk on an empty server from the Svetlojarsk to Tisy, if they stuck to the main roads the whole time, the total number of infected they have encountered is easily over 100. As long as the server is managing and spawning the infected as intended (spawning, de-spawning, etc), the actual count at any given moment doesn't really mean much. It would be interesting to organize a stress-test event, though. Fill a server up with players spread over the coast, and have them progress through the server in waves (perhaps 10 min apart) toward the NW corner of the map, with the players near Elektro swinging westward before turning north. Some should stay in towns along the way, to keep as many infected spawned and active as possible. No infected should be killed if at all possible - just trapped in buildings. Unfortunately, actually making a test like that happen would make herding cats look like the easiest thing in the world. However, if it could be done, we might be able to see how many infected the server could handle at the same time.
  17. chambersenator

    imagine this map in DayZ Standalone

    Even if it's just a theoretical mock-up, I thought it would be cool to see what Central Kopec and North Trikani areas might look like if one expands out from the real-life area of the Czech Republic on which Chernarus is based. So here it is, as a 3 image set - one as the basic map, the second that includes the real-life satellite view of the Czech Republic that is used for Chernarus, and the third is a hastily and badly animated GIF that transitions between the two. (note that this does not take into account the fact that Takistan has a significantly different terrain and climate.) Link to imgur album here It's not inconceivable to imagine at least one of those two regions becoming a new map made by a group of people running a long-term project in the community. I'm fairly certain the game is capable of handling a map the size of the Central Kopec region - a rough estimate would put it about 35% bigger, making it just about the size of A3's Altis map. Given the optimizations and advancements since Altis was built, I'm pretty confident that as long as one doesn't go hog wild with large, sprawling urban areas, one should hopefully be able to avoid performance issues and having to resort to aliens coming and stealing all the furniture (for those unaware, apparently Altis was a bit too demanding on ArmA 3 at the time, which was resolved by removing furniture from buildings, and jokingly blamed on aliens in the game - newspaper images here and here, or at least, that's what I had been told). With the increasing density of once-populated areas in Chernarus+ compared to the original map, the Central Kopec region could be a way to get some of that true feeling of wilderness back, with the side benefit of that being a way to offset some of the demands that a larger map would bring.
  18. chambersenator

    imagine this map in DayZ Standalone

    From what I know of the mapmaking process, and from talking with a few map makers over the years, the process could be described as "Climbing a mountain in your underwear to get to a little store at the top, specifically to buy a pill that gives you migraine headaches, but the store may or may not be open when you get there, and even if it is, the guy who runs the place is a total asshole. But if you make it back home in one piece, oh man, all of that pain was worth it." Taviana, a player-made map that is often praised for its design, versatility, and beautiful environment, took over 3 years to create (IIRC). It's one thing to make a map that is functional and relatively bug-free, but it's another thing entirely to do that and make it a beautiful, exciting, and believeable place to set a game scenario in. Creating a map for use in ArmA or DayZ is not something to be taken lightly - it takes a serious amount of work and commitment to get to the point where it's worth sharing with the community. --- It's important to keep in mind that when the DayZ mod arrived in early 2012, ArmA 2 had already been out for 3 years, and though it had a relatively small player base, there was (and still is) a very dedicated segment of that community focused on creating and sharing content, code, maps, and assets going even further back, probably all the way back to Operation Flashpoint (I say probably as it was well before I learned of ArmA). So when the DayZ mod brought a huge wave of people to ArmA, those interested in modding had all those years of community assets to draw upon, allowing them to focus more of their time on other aspects of their mods. Since nearly all this community stuff was already compatible and/or designed for A2, compatibility issues were much less of an issue. The changes that came in ArmA 3 usually required A2 assets to be converted in some fashion. That takes time - a lot of time, and a lot of work. ArmA 3 came out of alpha in Sept 2013, so we're just a bit past the 3 year mark. While I don't have the data to compare the number of community-made assets available then to the number available now, it feels like we have a fairly respectable amount. When modding comes to SA, I think it's not unreasonable to expect that it will attract not only DayZ players who have been eager to make their own mods, but it will also attract a number of ArmA modders curious to see what can be done in an Enfusion environment. All in all, I see a lot of good things ahead.
  19. NOTE: this question is specifically about the PSO-1. I'd like to avoid talking about the PSO-1-1, as mixing the two scopes will lead to unnecessary confusion. I'm a big fan of the PSO-1 scope from years ago in ArmA 2, in both the DayZ mod and vanilla ArmA. My experiences with the PSO-1 in SA since it was added to the game have been a mix of good and bad. It's not been easy for me to do a lot of rigorous testing with it, given the amount of luck and effort needed to collect all the necessary gear to do a series of proper comparative tests in a variety of conditions (especially since I rarely have someone with me to act as a spotter). There's been a number of things written and videos made about the PSO-1 in SA, but a great deal of what I've found is either outdated or based on somewhat unverified information. So I have a few questions I'd like to ask, and to avoid as much confusion as possible, I ask that those responding to try to separate and/or mark their comments into one or more parts: how the PSO-1 works in real life, how it works in SA right now, and/or how it should/may work in the future Questions: IRL, the PSO-1 is calibrated for the 7.62×54mmR round. In SA, if attached to an AKM, AK-101, or an AK-74, one would expect it to be less accurate the further away your target is, since the ballistic characteristics of those rounds are significantly different. In SA, does the PSO-1 account for these differences, and if so, how well does it compare to what one would expect IRL? Now that FOV no longer is adjustable in the in-game settings, does the PSO-1 behave correctly at the default settings? I prefer to use the chevrons for zeroing rather than adjusting it manually through the keyboard. Can all the chevrons be trusted in the current patch? If I do all my zeroing inside the PSO-1, what should the manual zero be set at? I would assume it should be at 300m for the SVD, but would that still be correct if the scope is on an AKM, AK-74, or AK-101? I would assume that there is a certain amount of accuracy penalty with a 'worn' scope compared to a 'pristine' one. Usually this is not much of an issue for me with other optics, but considering the long shots one can make with a SVD, even a small modifier would have a much more noticeable effect at longer ranges. Is there any known data on this? One last request (thanks for reading this far, by the way). I'd like to keep this discussion focused on the mechanics and ballistics, and avoid getting into things like the merits and problems of long-range sniping as it relates to gameplay, hit detection, and desync. My primary concern is getting the bullet to go where I expect it to - what happens when it gets there is a whole different discussion.
  20. chambersenator

    The PSO-1 scope: A few questions about its current state

    Gews, your comment contains an incredible wealth of information. I truly appreciate the work you put into it. It puts my understanding of the peculiarities of the SA ballistic and optic system miles ahead of where it was before. There's a whole lot more ahead of me to learn, but it's a lot easier to move forward now that I have some empirical data to use as a reference rather than just my own tests and assumptions. The point you made about the PSO-1's zoom being correct (or at least reasonably close to it), and it's the reticle that is not sized properly and exactly by how much is incredibly helpful. I had been looking at it as a combined zoom/reticle issue, and that assumption was screwing up my previous tests. I wasn't sure which factors were due to the optic issue, and which ones were due to the ballistic aspects, and if there were others I just might not be aware of. I've always been a bit frustrated by how SA's ballistic/optic system as always felt just slightly off compared to A2's system, and it's compounded by not knowing exactly why that is so that I can adapt to the differences. I felt much more confident in A2 because it was so much easier to learn what was going on 'under the hood' given that there was considerable documentation and in most cases, one could expect the simulation to be close enough to real life that one could use the actual manufacturer's and military reference material and be reasonably confident that it would apply in A2. In SA, aside from it being in mid-development and there will be things that need some minor adjustments, there are additional factors that may be affecting things as well, but one is rarely 100% sure that they apply or not. I have little doubt that once modding is permitted, and a firing range mission/mod is available (with features like trajectory lines and color-coded velocity tracking, like the ones in ArmA), that I'll feel much more confident about what will happen when I pull the trigger. While there's often the danger of learning too much and end up "playing the code" instead of playing the game, when it comes to this particular aspect of DayZ, I feel that knowing information like this actually makes focusing on all the other aspects of the game significantly easier and enjoyable.
  21. chambersenator

    Gear durability question....

    You CAN put an AK-74U on your back. Also, I'd say you are carrying WAY more mags than the usual player needs, but hey, that's just an opinion. It really comes down to how you use the weapon, and how long your character lives on average. If you're putting that AK-74U in your pack, that means you already have a primary on your shoulder. If you're primary is a long range, scoped rifle, (I'm including scoped M4s, FALs (lucky you), and scoped AKM/AK-74's in this too), then I assume your AK-74s is either for clearing buildings or as a holdout weapon if your primary hasn't killed all the threats from a distance. In that kind of setup, I'd say you only need two mags for the AK-74U, with one in the gun. Three seems overkill to me. By all means, if you need to have extra ammo, put it in a container and fill the mags as you need it. Extended PVP combat in DayZ often happens in a series of engagements - first contact, firefight, find cover and/or re-position, another intense firefight, then if there is anybody left, one side waits for the other to be the first one to do something stupid. I'm having a hard time remembering a time when I have ever seen someone need 7 mags at once for an assault rifle in SA. If this was ArmA, it would be a different story, but in SA? No. Try this - 3 for the primary, 2 for the secondary, and see how that works out. If you are go through all 5 of those 30 round mags and remain alive, then odds are your victims will be your source of ammo. If you need to consistently burn through all those mags just to take out 2-3 guys, you might want to consider working on your aim and trigger discipline. I don't mean that as an insult at all. You want to lay down some suppressing fire? 3 round bursts work just as well as a 10-15 round burst. By carrying 5 mags total instead of 10 (one in each gun, the rest - 2 for primary, 1 for secondary in your inventory), you have just freed up 12 slots for other gear. In any case, if you are going to be shooting that much, you're going to need that space for weapon repair kits, as those extra mags aren't going to do jack if your rifles are ruined. A Fishing Hook. Well, to be more precise, an EMPTY fishing hook.
  22. chambersenator

    Gear durability question....

    In regards to your first question - it takes a little time to learn what's worth keeping and what to keep an eye out for to increase your inventory. Much of it depends on your playstyle, but here's a few basics. Rope + Burlap bag = improvised courier bag (12 slots). Cut a branch into 3 sticks, and upgrade that to a 20 slot improvised backpack (just as big as a tanloon backpack, but much better for concealment). Cant find rope? Make your own out of rags. Two stacks of 6 rags combine to make rope (also, guts of large animals can also be made into rope) Check deerstands for hunting clothes - shirts and pants each give you 6 slots Crafted leather clothing and gear all got their inventory size increased across the board in .61 - if you're willing to spend the time on it, they are very much worth it. Are you carrying around a bunch of guns in the hope that you'll find ammo? Try this - collect ammo and magazines instead. It's a better use of your inventory. Matches? Don't bother. When you need to make a fire, combine a piece of bark and a stick to make a bow drill firestarter, then after the fire starts, break it down into parts to use as fuel for the fire. Knives? Why give up two slots for a hunting/steak/kitchen knife when you can just make a stone knife that takes up only one spot, and make a new one when it wears out? That's just a few off the top of my head. Read up on crafting - there are several sites around that will help you get the most out of your inventory. As for your second question, I think the devil is in the details of the words 'simply traveling.' The only ways pants are going to get ruined is from getting hit by bullets, weapons, infected/zeds, wolves, or falling damage.
  23. chambersenator

    Items That Don't Spawn Anymore

    As someone who likes to do a lot of rabbit trapping, I really miss having it around. Once I gave up looking, I kept seeing things that would give me the wire I needed everywhere - cars, televisions, electrical boxes, telephone poles, etc. and no way to get to it. Reminds me of this little bit from Airplane 2 What? The cooking pot is almost OP. Not only does it hold water, cook food, and make a surprisingly decent melee weapon, it's protective qualities alone make it amazing. Other than hold water, the only other things a PET bottle can do are be a temporary suppressor, or be used to catch tiny fish - both of which have only a few uses before being useless. I'll take the cooking pot over the bottle every time. I get 2 liters of water and don't lose any inventory slots. If by ridiculous you mean that it can somehow be put in your pants or shirt (is that a cooking pot in your pants or are you just happy to see me?), or the fact that the water remains in the pot no matter where you put it, you have a point. There's a fairly straightforward way to address both of those issues, and I hope one day the devs can do it once they get to the 'addressing the little things' stage. All they need to do is make it a pressure cooker to address the spill issue, and restrict it from being put in places where there is no logical reason for it to be possible (essentially restricting it to backpacks). On multiple visits on several different experimental servers in the past few days, I've come across both crossbows and bolts spawning in the wrecked civilian cars on the road just outside the Evacuation Point/Military Camp west of Kamenka. It's quite possible that they also spawn there on the stable branch as well, but I haven't been there myself on stable to confirm that.
  24. In regards to their inclusion in future mods: As a weapon optic thermal vision would be extremely OP, especially in a format like DayZ. However, in their binoc form, they would still be OP, but far less than a weapon-mounted one. They would be one of the most prized endgame possessions if their rarity was properly balanced for it's usefulness, but in a game like DayZ, they would carry with it a nasty psychological side effect for most players. It would be sort of a variant of Thanatophobia (the fear of death), but more focused on what happens because you die than the death itself - the loss of that item. It can affect almost every choice they make: "Do I take it with me today or should I leave it in my hidden stash? Is my stash really that well hidden? If I was able to find this great hiding place, that means someone else could too. What if some script kiddie found it? What if there's a persistence wipe I didn't know about? If I leave it, will I have time to go back and get it before I finish playing, just to be sure? Screw this, I'm taking it with me." "Ok, so I have it with me. Now, if I just play it safe, I'll be fine. I just don't do anything stupid. It's ok, you're running with a good squad, they'll be as interested in keeping it safe as I am. I'm just doing overwatch, the others are taking the real risks. With this thing, we'll have the upper hand no matter what." - Thirty minutes later, his buddies are wiped out in an ambush in a large town that turned into a long, drawn out fight that attracted at least two other groups. Only the guy on overwatch remains, mostly because he decided against helping his friends, despite their requests for him to help. He knows he made the right decision, as it was a lost cause, and their gear will be easy to replace, but not these thermal binocs. One grazing shot by a sniper, and he ran for the woods. "OK, still alive, still got the binocs. They wont be able to catch me, as long as I put enough distance between them and me." - A few minutes later "I need food and water, but I can't risk hitting up this town, it's far too popular a place. I can take some damage from dehydration, I'm not that badly hurt. One more town over should be fine. Did I just hear a wolf?" - 5 minutes later, he's dead. Maybe it was the wolves, maybe it was risking cholera to prevent dying of dehydration, maybe it was from a freshly spawned player who beat him to death with a can on tuna while he was drinking from a well, maybe he misjudged some rocks that turned out to be a cliff and fell 20 feet to his death.
  25. Night vision is fine by me (with the proper complications to balance it, like requiring special batteries). I'm talking about thermal vision. - Night Vision - Thermal Vision Ideally, I would prefer the night vision to be restricted to goggles/binocs. I'm fairly certain they have no plans for an NV weapon optic.
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