Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

pilgrim*

Members
  • Content Count

    4736
  • Joined

  • Last visited

Everything posted by pilgrim*

  1. pilgrim*

    Pu Scope on the sawn off mosin

    Just for fun, checking around - An Obrez owner on youtube says when he starts firing the people on both side of him leave the range - he can only fire about 5 rounds because after the first five the over-pressure on his sinuses is so bad he begins to get headaches. A blog comment - " We're talking about dumping half of the powder charge. The Obrez wasn't the most fun-to-fire piece ever, and a substantial reduction in powder charge is necessary to keep it from flying out of your grasp when triggered. Even a half-charge 7.62 x 54 cartridge is more than stout enough to put a hole clear through somebody (along lots of powder burns) at typical obrez ranges of <10 feet. In use the obrez was a very close range weapon. "
  2. pilgrim*

    REMOVE ''Player Kill Count'' from newui

    semantics are irrelevant and your argument is therefor invalid That is truly a beautiful statement you should get a prize for that, it's beautiful. On the strength of that one phrase I now swear I agree with everything you have said up to this point. Take all my beanz dude. I agree with you. I'm sorry I ever doubted you. I'm outclassed and I am not ashamed to admit it. Live long and prosper, Killawife & May the Force be with you with respect - Pilgrim
  3. pilgrim*

    Headbutt while handcuffed

    Well - In my time i've seen plenty of broken noses on Saturday nights.. so there is something to the headbutt as a technique, I know, and it seems it does NOT require hands ?.. But I'll let the OP and the experts argue it out if you don't mind. There are other youtube discussions and demos, I just thought the one above was interesting and fun. And that's all I know on the subject (sorry)..
  4. pilgrim*

    Question about barrels

    I can only speak for myself : I am not better than this : xx
  5. pilgrim*

    Question about barrels

    I grasped your question (an easy question) and noted that it has been asked and replied to 3 times already on this thread. I replied again in case you had missed the first couple of detailed replies.. As you say yourself << Such quality response and contribution was greatly needed.>> When I said : << you are one Bad sausagekingofchicago and you ought to hang your head - Bad! Bad ! Now roll over and play dead ! Go back in your basket. Go ! >> this was intended to be a JOKE between FRIENDS .. I am sorry you did not get the point there = I was JOKING. If I had wanted to be unpleasant and crude I would have said stuff like "leave your shit talking at the door" and "why does everyone think being a dick makes them cool" - ya know, that kind of low level stuff. But this was not my intention, and I don't ever express myself that way. Read around the subject (if you want to) and check the forums AND this thread - EXACTLY your concern has been addressed fully, in words that are easy to understand without too much technicality. Everyone else who raised the question has understood the answer, even including the possible effects to individual servers. Note - Linguistically a "negative impact" cannot "have bugs", and a "negative impact" cannot be "abused" - but I know what you mean anyway. I don't know what you mean by "the public wreck of a hive" but I guess you are going to explain. Moving barrels from one private server to another on a shared shard has also been discussed - there is a possibility that this might lead to "a memory problem" according to one SP employee's reported comment. You can find that topic on this forum too if you want to look for it. Do you have any remaining questions on this topic of barrel movement between servers that you feel require a more complete answer ? :) enjoy xx pilgrim
  6. pilgrim*

    Pu Scope on the sawn off mosin

    I think a sawn off Mosin - as used and made popular by the Cossacks - is really a heavy duty horse pistol. the range and accuracy is minimal - also you wouldn't want to have your face anywhere near the back end when you pulled the trigger But as someone said: "If you want to put a hole the size of a fist in the guy's chest AND set fire to his clothes at the same time - an Obrez is what you need"
  7. pilgrim*

    Mass Suggestion List!

    ( 3 ) There are quite a number of good threads about alternative camping and shelters, improvising and crafting them, different types, and the conversations spread out into crafting, re-using technologies for survival, living rough, and primitive techniques here are just a couple of examples among many.. do a search, there is a heap of useful info and ideas and suggestions already on the forum xxp
  8. pilgrim*

    Headbutt while handcuffed

    Headbutting is an effective and extremely useful technique. It is outlawed from nearly all contact sports because it really works and it can do serious damage (to the other guy or to yourself). .. don't try it at home, kids.. boom like this - you gonna enup lookin Tooo Ugly - problem! xx
  9. pilgrim*

    What Enfusion really means for DayZ.

    grass (the green stuff) does render at all distances - the fact is that different textures are used to represent grass at different distances, from your feet right to the far horizon. Same for leaves, same for brick walls. etc.. I agree -totally- that the current system is not a good way to camouflage players at a distance, and in fact it does exactly the opposite. It would be great to have a dynamic relation between the player you see at a distance and the environment you see at a distance, so that the middle-distance player in that middle-distance environment would be MORE difficult to see than a close player in a close environment. That would be realistic, and it would be great for gameplay, obviously - right? I don't know any games that deal with this, and I don't know how to do it - but a player who is easier to see because he is further away.. is just Not Good - in a game that is supposed to include use of concealment in middle-distance combat. It makes open-country and woodland firefights Just Plain Silly. Imagine the whole campaign across France after D-Day - played out on a lumpy golf-course with bare sticks to represent trees ? xx = Instead of altering the observed texture of the environment at a distance, how about altering the observed texture of the player at a distance depending on the environment he is located in =
  10. pilgrim*

    Would you play on this server?

    hi - so where does a player get his gold coins from?
  11. pilgrim*

    What Enfusion really means for DayZ.

    It is true that a lot of technical stuff inside the game software is difficult to describe and not interesting for non-technical players to be told about. BUT from time to time something comes up that has an effect that can be seen by even the least technical player. An obvious example is - a player is in a house with a spotlight, he realizes that his spotlight shines out through the walls and makes weird lighting effects that other players can spot a mile away. In that case it is useful to have a little non-technical explanation (as non-technical as possible) of why this is "a big problem" for the devs and why they can't just "seal up the cracks and repaint the walls so the light doesn't get out" Sure, it can be difficult - and programmers are USUALLY not good at non-specialist verbal communication (I've worked with them !!) but a couple of pointers are always useful, and shows good will, And there are other technical folk and scripters etc on the forum who can pick up on a couple of lines of explanation (just a pointer) and run with it. Irishjake is an example of a player who has used the info and explanations he has found, and used his brain, and come out with a pretty decent run-down on what is going on. Worth reading. A little help from the devs, a little thought and some good questions from the forum folk, and we start to have a good idea of what is happening technically AND in the play you see in the game instead of moans groans and ignorance it's kind of like in a democracy - you tend to get the Devs you deserve xx & "If you treat your beta-testers as if they're your most valuable resource, they will respond by becoming your most valuable resource."
  12. pilgrim*

    What Enfusion really means for DayZ.

    DIFFERENT TEXTURES are used on the SAME object depending on the object's DISTANCE from the camera this has nothing to do with "rendering" ok - I've had enough tonight of explaining "simple ABC concepts" So as the good book says - "let the blind bury the deaf". I guess the less the players know what's going on, the less they can tell if the game's playable or not. And that's as it should be. [sorry] = = = Back on topic, all you guys need to know about the engine is - the game engine can only run the assets that are in the game - if you want new functionality you have to create new assets for the game engine to use - otherwise it runs legacy assets until they are replaced xx p
  13. pilgrim*

    What Enfusion really means for DayZ.

    ^ Emuthreat, you just said say that grass-render-distance is "greater or equal to" infinity, so do a reality check (or a virtual reality check?) Well you aren't the first to <not-quite-understand> the concept. DIFFERENT textures are used on the SAME object - depending on the object's distance from YOUR eyes. Sorry - you'll just have to work this out for yourself, It has zilch to do with how you mess with your settings at home. xx
  14. pilgrim*

    REMOVE ''Player Kill Count'' from newui

    Hey - excitable person - I thought you said "I am certain this won't change the game in any way whatsoever" Hey In fact you DID say that !! If something does not change the game in any way whatsoever - then having it in the game or not, will make no difference whatsoever, so no one will be able to spot any difference whatsoever (because there won't be one) , and no one will know if it is in the game or not.. In fact - if it makes no difference whatsoever - no one will even know what it is.. right ? I hope you follow that? I am glad to see you've left behind the stuff that makes no difference whatsoever, and gone on to say "the kill count wont make this game worse .. and the reason is not only because I don't believe the people playing it are snotnosed kids" .. etc.. that's an interesting viewpoint. And I'm also glad you say "we dont agree on anything at all'" because it saves me saying it for you and it's one more thing that we both agree on.. xx pilgrim
  15. pilgrim*

    What Enfusion really means for DayZ.

    ^ I definitely tend to agree with that philibur - for instance: when I play night on an SA server I leave my gamma settings exactly as they are for normal daylight play - I never touch them. they stay the same day and night. And at night, sure, it's dark - it is supposed to be. I have FUN doing this. Enjoy xx P
  16. pilgrim*

    Limping

    It would be nice to be able to use any decent length rifle - any hunting rifle for instance - to make a combined splint and walking aid (or same for a spade or a pickax handle or a fire axe, etc) I know this has been done with a game rifle in real life. You tie the rifle to your leg ( at hip and ankle) so one end takes your weight on the ground and avoids your foot bearing the weight, you hold and lean on the other end the way you would walk with a stick; and then with care you can move along with a bad break worse than a "fracture" and the leg is held rigid. This should at least get you to the nearest tree. AND it is more realistic than the hassle you'd have to go through cutting and shaping a suitable stick while (still) suffering from a broken leg. Even just using a rifle, a spade, a hoe.. etc as a solid walking stick should definitely give you a real advantage. I would do this without the slightest thought if I was in the situation, it is the natural thing to do.. Who would crawl if they had ANY kind of viable alternative? Finally - rolling with a broken leg should cause unconsciousness through excessive pain after the second roll, max. (don't try this at home).
  17. pilgrim*

    What Enfusion really means for DayZ.

    The team of experts are ALL ME - Of course it doesn't show, because we are THAT good - but I hoped you'd like my short technical Paper from the Small Unit Advisory to the Joint Committee on the DayZ Military and Survival Zone Multinational Oversight Group (Executive, SUZMOG-Advisory); (I wrote it and you read all of it) the source is right above here in the thread with my moniker signed to it. I use "we" because,.. well, I'm too much to be one person. - This is my Qualification for knowing if a bunch of grass I'm hiding behind Exists Or Not.. We (the high-level think tank of ONE person) analyze the situation by playing the game, and spending 1/4 of a lifetime writing up the technical in house team-communication specs and tech parameters for a number of other games, amateur & some pro (unfortunately) programming and reverse engineering, in-house technical feasibility meetings, mockup runs of pre-play dynamics, remembering what has been said previously on these forums and elsewhere by the devs, and by players, checking US army and Brit combat statistics and reading their training manuals, leafing through old NATO tactical dogma on cold war defensive scenarios, casually discussing training exercises with a cousin officer in the Brit army, wagaming, going to ground unseen, camouflage, ArmA and arma blogs, living rough invisibly, reading autobiographies, noting statistics on standard fire-exchange distances, research into the German 2nd war army sergeant-led unit (in this case particularly in open country and enemy-in-vicinity conditions), textbook leadership advice for tactical fire suppression, crossing open ground under presumed observation, WestPoint advice on frontal assault, hunting and trapping small game, sniper and ambush awareness, perusing sniper manuals, philosophizing on choice of position for fitness of purpose, awareness of cover, consideration of aerial reconnaissance photos, guerilla tactics in various publications, documentaries and recorded lectures.. and.. and.. whatever.. and .. also.totally whatever..(as it comes up and interests me, ya know?) I just wanted to generally set the scene, to give players an overall impression of what COVER is about and how much real cover is UNLIKE the cover in DayZ which is dependent 95% on game mechanics COMPLETELY OUTSIDE player control, and has VERY little at all to do with what any military personnel would consider cover IRL when the outcome of firefights victory/defeat/survival and individual lives depended on it. At the Moment DayZ takes those IMPORTANT aspects right away from your control and BINS THEM.. Hence (re the thread and expectations ) there are only three things that count in THIS summary to a topic intro: - the situation as it stands - from the players point of view and from the technical structure of the game limitations/parameters - what can be done about it . - what are the deficiencies in the game-play/realism of this one aspect that can be improved, what are the technical deficiencies and possibilities to solve them ? - what is the intention/plan (if any) to go in this direction ? - does the new renderer affect this hypothetical intention, make this in any way easier, or even ensure that it remains impossible ? Seriously - it is a big technical problem and I do not know of any game that has addressed this integration of complex depth rendering of alternate multiple textures with in-play concealment factors affecting players on a case-by-case environmental analysis basis.. (ie the ideal is - the better the dude hides in what he sees around him, the more difficult he is to be seen from a distance) - this is in NO game as far as I know, because of the excessive processing required. BI's "military accuracy" focus make BI a good candidate for fielding a novel and effective solution, a first in the genre - But that's not to say it will even be considered. I think it HAS been considered at BI and (my guess) dropped from any agenda (and at the best, shelved indefinitely). As always... if I'm wrong - My Bad. xxp
  18. pilgrim*

    Limping

    Yep - serious limping, staggering from side to side, losing your balance and crashing into things, tripping up, shouting in agony, falling down, falling over backwards, doing yourself more damage,and having to pull yourself up using a building or tree etc.. yes that would be better .. using a rifle or a stick to help you walk instead of making a splint .. then walking really slowly, half crawl speed with an occasional collapse and a scream .. and .. also crawling
  19. pilgrim*

    What Enfusion really means for DayZ.

    Subject : rendering and visibility : A report On distance-rendering, examining unit-visibility and use of ground camouflage in standard middle-distance mixed countryside, non-urban contact and observation, in the context of small-unit armed confrontation. thanx - P
  20. pilgrim*

    What Enfusion really means for DayZ.

    Well - the grass will still be as flat as a golf green at 40 meters. Middle distance trees will look like bare telegraph poles, You will still see straight through a forest from one side to the other. And there will be zero ground cover - that won't change. am I wrong ?
  21. pilgrim*

    REMOVE ''Player Kill Count'' from newui

    Well shucks that could explain why I haven't done well up to now, for sure, even if I can hardly see the damn things in the long grass.. But I've had better luck in melee with wild boars. These are serious wins and should be recorded. Scoring player kills is for the WEAK - unless you subtract 3 points for every fresh-spawn victim, for unarmed, starving, wounded or handcuffed players, and for all shootings in the back. AND your kills are reset to zero if you kill someone with a sack on their head.. Killing armed players and Unarmed players should be scored separately, so the vigilantes can see it. Hanging a player with unarmed victim kills from a streetlight should add his kills to your own score ( Crafting = Killer of unarmed victims+Rope+Bible+Tree or Streetlight= Hanging ) :) xxp
  22. pilgrim*

    REMOVE ''Player Kill Count'' from newui

    OK - so it won't change the game in any way whatsoever so HEY - let's NOT do it.. that won't change ANYTHING, right?, So that's just exactly the same as wasting time NOT doing it, and it will be less effort all round. NO effort = No effect .. and ... Effort = No Effect.. so let' so for the No Effort and then we get the "No Effect" totally Free then we can save our time and effort for doing stuff that actually DOES change the game - even a tiny little bit. Glad we sorted that ! Otherwise we might start doing all kinds of stuff that wont change the game in any way whatever - no one would even notice, and the whole development effort to produce no change would produce ZERO change! I'm glad you brought this up - stuff that doesn't change the game in any way whatsoever is kind of a 100% waste of time for everyone, We all agree on that. Of course we do. And the worst is - no one would even notice it had happened (... or not) wow - good save! ============================================== If we HAVE to have Stats - seriously - I'd like to see a klick counter to show the distance traveled by a player. (and chicken headshots, natch) xxp
  23. pilgrim*

    Completely random spawns

    You say: << I feel the biggest area for improvement in the game is the flow of players, and use of the full map.>> << I .. fear that the devs might be looking at the heatmaps, and seeing a good spread of players. But in reality, its just solo people on empty servers looting military locations and doing heli runs >> Well - Devs are not so dumb: In reality, it's the many people on full servers looting military locations and doing heli runs who fill in the heat maps 20 or 30 times faster that the 'solo players on empty servers' doing the same thing. That's how statistical heat maps work. I understand what you are getting at, but .. - you are mixing up your own level of play and your experience of the map with other people's level of play - Some folk don't know the map at all and some players know it inside out. I've crossed the map quite often at night on foot with my gamma set exactly the way it is in daylight (I don't ever touch it) and I've gone from the South West corner to the mid northern border and back, and from the East coast to the West edge with zero artificial light at all. For me that's fun. Plenty of players always know their location - eg, Tatanko & Irishjake & OdinLowe (to mention a few among many) Spawn me anywhere on the map and in 3-4 minutes I'll know exactly where I am and exactly how to get to every loot spawn. I'm not the only one Spawn a beginner anywhere on the map and in 3-4 minutes he'll start suiciding until he finds a big town, or he'll freak after the 4th suicide when he's still lost, and he'll give up playing DayZ for good. xxp
  24. pilgrim*

    REMOVE ''Player Kill Count'' from newui

    Kill Count = Well there goes knocking people out, helping them, handcuffing, being friendly, bandaging strangers, reviving with transfusions, and leaving fresh-spawns alone ..
  25. pilgrim*

    Completely random spawns

    I don't even know if it is technically possible for a player to spawn into an area of tree cover. That would be a useful thing in itself, you spawn in a woodland border, you are not visible for miles and exposed, you can see a town, a river, a main road, or a feature (a castle for instance) or a dock down below you.. I don't think there should be "more" spawn points, but with the growth of towns in the north and spreading to the North West, it could be possible to widen the dispersion of spawn points to other interesting locations on the map. - for instance in sight of Severograd - woods overlooking Zelenogorsk - north of Novaya Petrovka - in sight of Stary and Novy - above Gorka - the Topelka Dam - northwest of Kraznostav - Zaprudnoe lake - those kinds of places may be moderately difficult locations for new spawns, but not impossible ? And reducing east-side spawn points by dispersing them to the west would make it less easy to suicide-travel to the popular "key play" areas (there would be less spawn points around there).. say - everyone spawns with a compass instead of the old pocket torch they used to be lumbered with - to encourage travel and direction finding ? Just floating an idea..
×