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JohnFromTeamSpeak (DayZ)

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About JohnFromTeamSpeak (DayZ)

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    On the Coast
  1. JohnFromTeamSpeak (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    can you cancel those stupid experimental servers? i really don't see the point of it."stable"build has tons of bugs,why call it stable?
  2. JohnFromTeamSpeak (DayZ)

    handgun flashlight hold?

    this would be cool :thumbsup:
  3. JohnFromTeamSpeak (DayZ)

    Rolling Changelog: Stable Branch: 0.32.114557

    yeah,only for the bolt...but my character's hand is still on the trigger.
  4. JohnFromTeamSpeak (DayZ)

    Rolling Changelog: Stable Branch: 0.32.114557

    the poor performance engine is the biggest problem,when rocket said oh that's a good idea but .... it's probably because of the engine. just look at arma 2 after 5 years,this game still runs like shit. and the realistic part?i just can't feel it,zombies clipping through walls,no pull bolt animation for mosin. and the explosion looks like crap,no transition between before and after explosion. i think immersion was not what they were aiming for when they created this engine, they put all the effort on things we can't see,like the way how bullets fly and idk...
  5. JohnFromTeamSpeak (DayZ)

    i think object detail and alpha to detail should be removed from graphic setting menu

    i am not talking about grass density,building detail loss is the problem i worried about.if you set OD to very low,it can give your fps a huge boost,but you can't see through the windows on buildings either. lets say a sniper is hiding in a building shooting at you,if you set OD to very low,you won't be able to find him,because your graphic setting is too low,because that building is covered with blurry decals.
  6. this two options are just too op imo. anyone who don't want to be vulnerable in pvp situation would at least set object detail to normal and turn off alpha to coverage effect. so what's the point to leave them in graphic setting menu?
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