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Everything posted by fig0451
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I would love to see mortars with range tables and what not! Oh, also this:
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Seems to take 6ish shots to reliably kill someone, though that may be due to server lag. IMO should take 2-3 shots to the center of mass to kill someone. Accuracy is ridiculous, dispersion is way too high. Iron sights and the holo should zoom the same amount (barely anything). No idea why the holo sight gives you telescopic vision,
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Playing this game as an FPS is the worst.
fig0451 replied to scaramoosh's topic in General Discussion
I am literally baffled that half the people in this thread cannot navigate doorways in first person. Do you guys have trouble going through doors in real life? And the entire peripheral vision argument for 3rd person makes no sense. Change your FOV if you must, oh and hold alt to free look. Thank god for 3PP:OFF servers. -
You'd get murdered while you were asleep.
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Compiled list of implemented features and their status
fig0451 replied to knar33's topic in General Discussion
Ding Ding Ding! The buttstocks and bipods should affect sway and maybe recoil, not accuracy. The suppressors and compensators should affect recoil, not accuracy. -
My current look: Need me an ACOG. Also, gotta find a magpul stock... and a goddamned can opener.
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So people getting kicked and banned by Battleeye are hackers?
fig0451 replied to crazyandlazy's topic in General Discussion
The Arma engine, written as a milsim thus not geared toward worrying about exploiters, takes a whole lot of liberties with the whole 'client-server' relationship thing, and works in ways that are basically an exploiter's dream. Note that I say 'exploit' not 'hack' because most 'hacks' are not really hacks, they're just taking advantage of a glaring design defect, as opposed to actually engineering a clever way to get their instruction set completed. In most video games, the server is god, and the client is just a little dude that runs around and asks the server if he can do things, or tells the server that something is happening to him. The server is the boss and decides what is actually going on. In Arma it's nearly the opposite, and the client can often just literally assert that something has happened to it, or that it is currently interacting with something, therefore it must exist, therefore it exists for everyone. The architecture is just vastly different, as I understand it, this is part of the reason the game is able to be as vast as it is. Honestly, probably most of what the dev team spent their time on last year was recoding the entire engine to be more secure/traditional while keeping as much of the large scale functionality as possible. -
*Long Post* The Intuition System and how it can work within DayZSA (Read before flaming)
fig0451 replied to Slyguy65's topic in General Discussion
This is a pretty good idea I think. I hope the devs look at implementing something like this. Another way you could do this is by linking reputation to steamid as opposed to the current character. Would be more robust, harder to spoof, but arguably too meta-gamey. -
Look, the major reason why player experiences with KOS are so shitty is because there is literally no way to to know who will kill you and who won't, so it quickly devolves into a stable solution of both parties attempting to kill each other as the most logical response. Basic game theory. Game theory can also offer some insights into how to potentially solve the problem; basically, costly signalling and reputation. Costly signals: The best I can think of for this is something like putting your gun on the floor, putting your hands up, approaching someone with your weapons stowed, things like that. All of these things, to some extent, sacrifice the ability of the player turn and murder you, while giving the other party a relative advantage. If both parties reciprocate with costly signals, you're got a pretty good chance of things going smoothly, although someone could still always pull out a concealed pistol. Reputation: Technically reputation is a costly signal, but it gets its own category here due to the way the game works. As it stands in the game currently, there is no way to have a reputation as there is no real way to distinguish one person from another. There's nothing like a badge you can put on your arm. The closest proxy is judging people by what they are wearing, which kind of works, but isn't really that full proof. A model of a good reputation system would include a system of distinct identification combined with some kind of ability to rate player interactions. Say if you had a good experience with someone, you could basically upvote their reputation. How would something like this ever be implemented in DayZ? I have no idea. Further, from a gameplay perspective, it doesn't help that life is unfortunately worth very little, as anyone with a few days experience can go from newspawn to fully loaded out in about 3 hours max. Possibly the only thing that makes any particular life intrinsically valuable is if it is O- or O+ blood type. Many things could change this, such as zombies becoming a legitimate threat for people with guns and lots of ammo, making certain useful game activities only possible or feasible with multiple people, etc. Also, keep in mind that nothing that I've mentioned will fundamentally break the ability of KOS to exist. Even with costly signals, some kind of robust reputation system and more game features designed for multiple players, somebody could always turn on you at any moment. You can never be 100% sure.
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As I believe is mentioned in the video, you have to recover all of your blood before you start recovering health. And I believe recovering health actually takes away some of your blood, so basically you have to stay well fed and well hydrated for possibly a few hours if you're pretty wounded.
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Light RP, Community Growth, Private Server Discussion
fig0451 replied to Katabasis's topic in General Discussion
Highschool teacher? I salute you, that is just unimaginable amounts of bullcrap I could not put up with. -
Light RP, Community Growth, Private Server Discussion
fig0451 replied to Katabasis's topic in General Discussion
Kata, do you have any experience with moderating a forum or running an rp community? If not, expect all the bullshit you could ever imagine, multiplied by one hundred. If you're gonna do it through a whitelist, that will help, but expect everyone to bend the rules to the breaking point literally all the time. That said, I applaud the effort. -
Hate to tell you but it might be your last. You need some blood, buddy.
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When a player dies it would be cool if their corpse turns into a zombie
fig0451 replied to darklynx's topic in General Discussion
Wait is that actually true? Somebody better tell the Massacre Division ... I mean Medical Division. Jabs aside, it doesn't *seem* like it would be incredibly hard to at least spawn a zombie when a survivor's body despawns... then again, I'm not coding the game. -
When vehicles / cars are added.. Vehicle Damage Balance?
fig0451 replied to hannibaldaplaya's topic in General Discussion
Assuming this isn't a joke, bullets and gasoline don't work that way in real life. If we had tracer rounds then that would be a thing, but otherwise, no booms. -
Suggestion to get more night time play
fig0451 replied to DevilDog (DayZ)'s topic in General Discussion
I'd like to know if there is anything they can do to fix dynamic light sources projecting through objects (buildings) before I'd want to force people into night. That and, from my experience, everyone who plays at night just dials up their gamma and brightness, and if that doesn't work they just don't play on night servers as running around with a flash light is a giant 'please shoot me' beacon. Shorter day night cycles, having a loot system with respawns, penalties for hopping servers and fixing the bugginess with the lights going through objects will probably be enough to get more people playing at night. -
Fairly sure the zombies, when working correctly, actually operate on line of sight, in addition to sound awareness. This is why you can sneak up behind them, and why they'll charge across a field to get you. Given the updates we've been told are coming, I'd say the zeds are working just fine, aside of their obviously bugged ability to walk through objects. Infact, on rare occasion, I have actually seen a zombie navigate up stairs to get to me.
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The Angels of Death invite you to a Naked Boxing Battle Royale!
fig0451 replied to caledric's topic in General Discussion
Well, Caledric got killed. Stream is off. Looks like no boxing match :C -
Yep, completely agree with this. Iron sights, holo sights and reddots shouldn't give you any zoom at all. Utterly baffled as to why they do at the moment. You'd think that the only noticeable difference would be that your head moves forward a bit as you assume a firing stance. Perhaps 'hardcore' mode will remove the gray dot that currently acts as our crosshair. It is also baffling that scopes would act as a multiplier on your current FOV and not just instantly snap to the correct FOV for that scope.
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I'd love to be able to do some CQC :P
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It seems like the best thing to say here is stop running on roofs with no railings.
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DayZ Sound Design Test - Part 3 Final Added
fig0451 replied to fortran's topic in General Discussion
yeah, kinda sad that I'm still waiting for ACE and JSRS to get over to ARMA3 before I'll start playing that again. -
If anything, the game should take into account how much stuff you are carrying when figuring fall damage. Sure that 125lb (spitballing a guess here) girl can fall off a roof and seem relatively ok, buuut she's probably a bit drunk, and probably tore or at least damaged some tendon in her knee. She's also not carrying 40+lbs of gear.
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Ok RPers, lets see your characters you like to play
fig0451 replied to DevilDog (DayZ)'s topic in General Discussion
I'd love to rp as a survivor with some humanity who helps people when he can, but at the moment that pretty much only applies to people without guns, as approaching someone with a gun is not worth the risk of dying. That being said my 'character' has had some development: Saw multiple mass graves on the coast on the roads outside of Cherno & Elektro, hence he doesn't go there any more. Doesn't trust anyone with a gasmask, motorcycle helmet or clown mask in any situation do due some previous ... 'poor' interactions. Tends to move at night. -
The reason you didn't hear the gun shots is because right now the game is incredibly inconsistent when it comes to hearing gunshots fired from other players. Half the time you just don't hear anything.