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xRann
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Everything posted by xRann
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attachments should not affect accuracy to the degree, if at all, of the firearms. period.
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I like puppies and fervently dislike kittens, and now you ;p
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Things we can interact with in the environment
xRann replied to Death By Crowbar's topic in General Discussion
Shadows. -
A spike and high threshold bandwidth would be a sign that you and the server are having much more communication, when you consider how items are processed it very well could be a noticeable result of proximity to another player. I don't think you'd be able to narrow it down and have near identical bandwidth and use that to find who you're near because usage is not cookie-cutter per client but situational for each client. *edit I have no gear but you have a fuckton. You wouldn't need much in terms of information sent to you for my state. I would need a bunch of information and would experience higher bandwidth while being updated with that. **edit This is also related to http://forums.dayzgame.com/index.php?/topic/180088-desynclag-in-game-solution/ I can't remember if Rocket was talking about it on twiter or reddit, but as more work continues on the net bubbles we should see less bandwidth usage and desync due to the way items and whatnot are processed and distributed.
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Desync will continue to happen regardless of your connection in some cases just due to the way the game processes inventory other things. Rocket made a comment a week ago or so about working on it. Until it's fixed serverside it's not something you can try and fix from the client, it is what it is. It can come and go, hit you hard, or hardly ever. Bandwidth overusage is also related to this so it can be a persistent issue.
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Can you die for an injury to your ... backpack ?
xRann replied to tmbt's topic in General Discussion
Also, the backpack counts a part of your torso as far as the game is concerned when processing damage. So, a shot to small piece of your bag showing results in damage directed through your clothing->items carried->torso. Shooting someones weapon can have the same effect, save some of the melee weapons which block bullets. So if you can see someones rifle sticking out around a corner or something, shooting it will result in damage to that players clothing->items carried->arms/torso. Makes sense when you understand how the damage is dealt, but doesn't really make sense in any realistic way. Ballistic and melee damage are dealt differently. Melee is through the arc of the attack, whereas ballistic is direct point. I know Rocket was talking about having ballistic damage deal through the ballistic trajectory but I don't know if that was ever implemented. By that I mean, if you were directly above someone and shot them on the top of their head in a direction where the bullet would pass through and out somewhere near their legs you would deal damage through all clothing->items carried->entire body. -
While you're still learning, use the map but I'd recommend using it sparingly. Terrain features, towns, hell even shrubs become easy to recognize as you play more, learning the map is well worth the space it eats up in your brain. One area I know I need to work on is the inland road network, that takes a bit more but also good to know once vehicles hit. Not having to stop and recheck directions will save you a bunch of time.
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who plays stable? that place is for chumps.
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If we can have spoofed soft drinks and an army of books we can have our "knock-off" cap'in crunch too damnit! I fully support this endeavor. *edit yeah, Admiral Crunch works too.
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But you're able to manage it through positioning, bipods, breathing, and all that stuff. Sure, if you want to dump a mag at a target it's going to be a crap shoot.
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Completely off topic but you brought back some very fond memories and made me a little wet. Oh man, back in my WolfET days every fuckin' day...man, I wish I would have saved my recordings. Anyone who thinks snipers are cheap in this game never played against me in my heyday and would be crying in the fetal position. I fought every ban tooth and nail and even taught some people how to emulate what I did...damn that was fun times, noquarter was just fuckin' epic sniper domination for me. You've got me grinning ear to ear remembering that shit. Fuckin' awesome.
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They really need to make 0 blood fatal...so silly that you survive. No blood, no oxygen, no livie. You didn't ask, but rags can be made pristine with alcohol tinctures, I forget if disinfectant spray improves the quality though...
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Only thing we put the international signage on now are vehicles and buildings really, same with almost every other modern army. Medics generally have a "personal protection weapon" so we can't bare the emblem unless it's in an aid station or humanitarian help where we're tasked to treat and you can bet your ass I'd carry mine if I was tasked out to Chern, that's all really irrelevant to the game and atmosphere though. That aside I'm down for entire "costumes", would add some spice.
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Suggestion list, Improvement and (fixes of current things)
xRann replied to Meenos's topic in Suggestions
play experimental. melee was changed. paintable weapons are being added. -
The truth about heroes, bandits, survivors, KOS, and friendlies.
xRann replied to Etherimp's topic in General Discussion
Carrying anything extra is just a situational thing. So, if you dig carrying extra for others, do so. Just be aware you do become a honeypot to some people. Bend and/or break all but #20 ;p -
Google ACE mod. There is a prime example and implementation of windage. The weapon dispersion, even as jacked as they are, isn't the heart of the matter. It's that it is completely random and nothing can mitigate, change, or alter the randomness as it is now. Nothing you do will affect the random cone of fire in game right now. That's is the problem. We all expect some dispersion, to a mild degree anyway. Implementing weapon sway, heavier breathing, fatigue, encumbrance, and injury affects are well within the ability of the game engine. Adding wind is also within the engines ability, but this is more of a polishing affect because it realisticly wouldn't affect most shooting done, under 300m, and really only affect long distance shooting. Gews even pointed out that Arma values were off...I fuckin' love that guy.
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http://forums.dayzgame.com/index.php?/topic/178381-smells-odors-sugsmells-gestion/ related
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I think a large problem is many, if not most, of the players didn't come from the mod so the cone of fire seems "normal" to them, much like how weapon attachments make the weapon more accurate. Frankly, it's horrifying to me that someone "green lit" this mechanic and the way attachments affect the weapons. I'm on the fence as far as expecting mod level firearm, ballistics, and weapon behaviors. I'd like a return to that but I just don't see that happening so I'm hedging my bets and seeking more of a middle ground. I was a bit pumped that Gews's work was used, to some extent, to adjust some ballistics but it wasn't enough.
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We NEED some way to identify heros and bandits.
xRann replied to 1S1K-Airborne's topic in General Discussion
mullraugh, you're going to turn blue before they understand this concept...If they didn't get it after 44 pages of crazy you think 45 is going be the "sweet spot"? ;p -
Bipod or not, accuracy of the weapon doesn't change. The idea that adding attachments to the weapon makes it more accurate is a misnomer. All a bipod would do is reduce the weapon sway, which could in turn allow you to be more accurate, but by no means does it somehow make the weapon more accurate. Again, I don't want a military shooter sim, if I did I'd play arma2/3. I would like firearms to function close to how they function in reality and not rely on a shitty game mechanic to dictate accuracy. Sway, breathing, fatigue, position, encumbrance, and injuries allow for plenty, plenty more means of affecting accuracy than the cone of fire and weapon attachments. The random nature of the dispersion with no discernible cause is the issue and needs to be addressed.
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You cannot even hit anything consistently within 100m. You have no clue as to what you're talking about, and that further proves that point.
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It *can* take, I've seen plenty of people very surprised with their first time shooting after what boils down to a five minute brief and sending rounds. The world is a bell curve, some find it easy others need practice. I'm not implying everyone without training could sit and pop headshots at 300m, but most people could hit a man-sized target at 100-200m with minimal instruction.
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I'm not going to address anything else other than this sentence because you still cannot see how ridiculous the magic cone of fire is. Inside 30m and you fired second, I assume because you didn't instigate it. So that means one of two things about the other player. One, they couldn't aim for shit no matter how much practice they got. Or two, they had you dead to fucking rites and the cone of fire luck wasn't on their side. I'm leaning to the latter, and that makes for terrible gameplay and is a completely absurd mechanic.
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I've only had one questionable encounter, can't say for certain that it wasn't a desync but distance traveled up three flights, no audible footsteps, short time my back was turned...fishy, but nothing that screams hacker.
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Clouds always move from west to east.