

TomJeff
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Everything posted by TomJeff
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I'm down with molotov grenades. Just so long as they explode on contact as well as have a chance to be "duds" (glass didn't break) that can be picked up. As far as flame throwers, I think the issue is more "how would they work within the confines of the engine" more than anything else. Also what kind of flamethrower are you talking about? Good luck building a ww2 style napalm thrower. And even if you could, using one would be suicidal. If its essentially a giant acetylene torch, well, yeah, sure. But thats barely better than a melee weapon. I don't see whats overpowered about either.
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Spare Parts for weapons! Upgrade the condition of your gun.
TomJeff replied to Syphax4Ever's topic in Suggestions
Maybe you could combine 2 guns into one pristine one? -
Heck yeah I'm all for it. Just know its going to be ruined and unfixable real quick. maybe convert some of the damage not inflicted onto the char into shock? I imagine if you take a few 7.62x54R rounds to the chest you wont get up very quick. (lol, j/k mosin would penetrate most trauma plates) Probably because even without penetrating your ribcage might be mush. this could be simulated by going unconscious just like a punch to the head does. few seconds. Sure that may spell death too, but may would still make the weight worth it. Maybe it should slip into the inventory slots of the vests? Like a 2x2 item, leaving you with 2x2 space for magazines or a sidearm.
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Try to reproduce this bug. Then file a bug report. List the exact steps and your tech specs.
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non-night vision alternative (light up the town)
TomJeff replied to commanderbash's topic in Suggestions
If they implement road flares and glowsticks then I am all for keeping night as dark as it is right now. The only reason people are complaining is that they don't have that yet. Also getting the power running is a great endgame goal. Equivalent to fixing a car in both difficulty and usefulness. Beans to you. Edit: also needs fuel because this should only be doable by gas(or diesel) generators. Also gas and diesel need to be distinct fuel types just because. -
Gradual Degrade of FPS over time, variable. Appears to not be due to my hardware.
TomJeff posted a topic in Troubleshooting
This is a repost of my bug report. If anyone has any ideas that would help, let me know. When I first load into any game, I get perfect FPS, faster than I can see, and perfect mouse movement. This was accomplished only after making standard config changes (see below). My gear is below minimum specs. I get consistent perfect performance out of DayZmod no matter the load on similar (but higher viewdistance) config. All config info appended below. Anyway, in SA, my initial perfect FPS degrades over time, usually when running from place to place, but then again thats mostly what I do. Havn't extensively tested it, but standing still for a while appears to remedy. Can sometimes remedy for no appreciable reason. Appears to be worst in wooded areas. Least effect in cities. By the way, if possible, send me an email if I have overdone my lowering of settings, such as things I can safely increase without degrading performance. Ive just hit everything as low as possible to try to solve my issue. Also Send me an email or otherwise contact me if you need any further info concerning this report. I'm sure I've missed giving you some critical info needed to debug this issue. Please let me know. Actually find it sort of funny that I perform amazing on the Arma2 Mod, no issues at all, when that is supposed to be even less optimized. I really hope this is fixable. Best of luck tracking down root issue. I will help however I can. constant effect. Havn't tried lowering resolution. Probably should though, but considering good initial performance I am led to think this is an optimization issue rather than a hardware issue. Distance of Drawn Objects and ammount of objects appear to have direct impact on speed of effect/degradation, but initial performance usually the same. Not sure true cause, whether my side, or server side. Not sure what effect zombies have on this, probably none, as effect can occur in middle of forest with no chasing zombies. Occurs equally on empty servers. Game otherwise totally stable. No CTD or anything. PC Specs: CPU: AMD A4-3400 APU with integrated Radeon HD Graphics, 2.70Ghz GPU: AMD Radeon HD 6410D MEM: 8gb HardDrive: FUJITSU MJA2250BH FFS G1 SATA 0000239:0000250(232)GB capacity DayZ.cfg: language="English"; adapter=-1; 3D_Performance=48387; Resolution_Bpp=32; Resolution_W=1280; Resolution_H=1024; winX=16; winY=32; winW=800; winH=600; winDefW=800; winDefH=600; refresh=60; Render_W=1280; Render_H=1024; FSAA=0; postFX=0; GPU_MaxFramesAhead="1"; GPU_DetectedFramesAhead="1"; HDRPrecision="8"; lastDeviceId=""; localVRAM=517058560; nonlocalVRAM=2147483647; vsync=0; AToC=0; SWLayersCount=0; PipQuality=3; PPAA=0; Windowed=0; DayZProfile: version=2;blood=1;singleVoice=0;anisoFilter=0;TexQuality=0;TexMemory=4;useWBuffer=0;tripleHead=0;useExtendetInfoType=1;class Difficulties{class recruit{class Flags{Armor=1;FriendlyTag=0;EnemyTag=0;HUD=1;HUDPerm=1;HUDWp=1;HUDWpPerm=1;HUDGroupInfo=1;AutoSpot=1;Map=1;WeaponCursor=1;AutoGuideAT=1;ClockIndicator=1;3rdPersonView=1;UltraAI=0;AutoAim=0;CameraShake=0;UnlimitedSaves=1;DeathMessages=1;NetStats=1;VonID=1;ExtendetInfoType=1;};skillFriendly=1;skillEnemy=0.55000001;precisionFriendly=0.99999994;precisionEnemy=0.19;};class regular{class Flags{Armor=1;FriendlyTag=0;EnemyTag=0;HUD=1;HUDPerm=1;HUDWp=1;HUDWpPerm=1;HUDGroupInfo=1;AutoSpot=1;Map=1;WeaponCursor=1;AutoGuideAT=1;ClockIndicator=1;3rdPersonView=1;UltraAI=0;AutoAim=0;CameraShake=1;UnlimitedSaves=1;DeathMessages=1;NetStats=1;VonID=1;ExtendetInfoType=1;};skillFriendly=1;skillEnemy=0.69999999;precisionFriendly=0.99999994;precisionEnemy=0.45999998;};class veteran{class Flags{HUD=1;HUDWp=1;HUDGroupInfo=0;Map=0;WeaponCursor=1;ClockIndicator=0;3rdPersonView=1;UltraAI=0;CameraShake=1;UnlimitedSaves=0;DeathMessages=1;NetStats=1;VonID=0;ExtendetInfoType=0;};skillFriendly=1;skillEnemy=0.89999998;precisionFriendly=0.99999994;precisionEnemy=0.81999987;};};showTitles=1;useImperialSystem=0;vehicleFreelook=0;showRadio=1;customScheme=1;trackIR=1;freeTrack=1;controller="Default";sensitivity="Medium";vibrations=1;class 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keyVehLockTargets[]={704643087};keyVehLockEmptyTargets[]={486539279};keySwapGunner[]={};keyHeliManualFire[]={40};keyTurnIn[]={45,46};keyTurnOut[]={44};keyCancelAction[]={};keyCommandWatch[]={};keyGear[]={15};keyGetOut[]={};keyEject[]={};keyLandGear[]={-1660944350};keyLandGearUp[]={-1660944350};keyFlapsDown[]={-1660944347};keyFlapsUp[]={-1660944346};keyHelicopterTrimOn[]={-1660944308};keyHelicopterTrimOff[]={-1660944301};keyBuldSwitchCamera[]={210};keyBuldFreeLook[]={76};keyBuldSelect[]={57};keyBuldResetCamera[]={82};keyBuldMagnetizePoints[]={63};keyBuldMagnetizePlanes[]={64};keyBuldMagnetizeYFixed[]={65};keyBuldTerrainRaise1m[]={24};keyBuldTerrainRaise10cm[]={22};keyBuldTerrainLower1m[]={38};keyBuldTerrainLower10cm[]={36};keyBuldTerrainRaise5m[]={25};keyBuldTerrainRaise50cm[]={23};keyBuldTerrainLower5m[]={39};keyBuldTerrainLower50cm[]={37};keyBuldTerrainShowNode[]={35};keyBuldSelectionType[]={31};keyBuldLeft[]={203};keyBuldRight[]={205};keyBuldForward[]={200};keyBuldBack[]={208};keyBuldMoveLeft[]={1048576};keyBuldMoveRight[]={1048577};keyBuldMoveForward[]={1048578};keyBuldMoveBack[]={1048579};keyBuldTurbo[]={42};keyBuldUp[]={201,16};keyBuldDown[]={209,44};keyBuldLookLeft[]={75};keyBuldLookRight[]={77};keyBuldLookUp[]={72};keyBuldLookDown[]={80};keyBuldZoomIn[]={78};keyBuldZoomOut[]={74};keyBuldTextureInfo[]={20};keyDiary[]={};keyUser1[]={};keyUser2[]={};keyUser3[]={};keyUser4[]={};keyUser5[]={};keyUser6[]={};keyUser7[]={};keyUser8[]={};keyUser9[]={};keyUser10[]={};keyUser11[]={};keyUser12[]={};keyUser13[]={};keyUser14[]={};keyUser15[]={};keyUser16[]={};keyUser17[]={};keyUser18[]={};keyUser19[]={};keyUser20[]={};keyItem0[]={2};keyItem1[]={3};keyItem2[]={4};keyItem3[]={5};keyItem4[]={6};keyItem5[]={7};keyItem6[]={8};keyItem7[]={9};keyItem8[]={10};keyItem9[]={11};keyItemsShow[]={41};keyAltTab[]={939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679,939524111,704643087,905969679};revMouse=0;mouseSmoothing=0;perspective=1;masterVolume=65535;maxSamplesPlayed=32;battleyeLicense=1;lastMPMission="DayZ_Auto";class MainMap{class WalkieTalkie{inBack=1;position[]={0.093999997,-0.043000001,0.25};positionBack[]={0.28,-0.155,0.625};};class GPS2{inBack=0;position[]={-0.056594975,-0.12885471,0.22};positionBack[]={0.044100013,0,0.12};};};browsingSource="Internet";class Filter{serverName="";missionType="";missionName="";maxPing=300;minPlayers=0;maxPlayers=0;fullServers=1;passwordedServers=1;battleyeRequired=0;expansions=1;};shadingQuality=10;shadowQuality=0;class JoysticksList{};playerName="Tom Jefferson";headBob=0;mouseSensitivityX=1;mouseSensitivityY=1;floatingZoneArea=0;fov=1.5999999;lastMPServer="173.199.95.197:2302";lastMPServerName="KK Gaming - Chicago - 24/7 Day - Fast Loot // Hardcore 114557";sceneComplexity=50000;shadowZDistance=0;viewDistance=1200;preferredObjectViewDistance=900;terrainGrid=12.5;volumeCD=6.5;volumeFX=8.5;volumeSpeech=5.5;volumeVoN=6.5;vonRecThreshold=0.029999999;gamma=1;bloom=0;rotblur=0;brightness=1;fovTop=0.75;fovLeft=1;uiTopLeftX=0;uiTopLeftY=0;uiBottomRightX=1;uiBottomRightY=1;IGUIScale=1; -
Gradual Degrade of FPS over time, variable. Appears to not be due to my hardware.
TomJeff replied to TomJeff's topic in Troubleshooting
Update: I am currently defraging the portion of my harddrive containing DayZ to the outer edge of my HD plate. I am using Ultimate Defrag 4, which can be found at http://www.disktrix.com/ as a free 30 day version which is all you will need. If you research you will find that this is CRITICAL for performance gains. Launch it, in defragmentation mode, set to consolidate; in options to the right of consolidate, check on "respect high performance", "complete high performance then stop"(only if you don't want to wait, I recommend a full run later), "put directories close to MFT" "Very Fast Placement" Below that, click settings In the performance box (top) check files and folders. Then select your entire DayZ folder in steam commonapps Check Installed Programs also, and select DayZ lastly check Very Fast Placement Then START. And wait a few hours. The reason this is a necessary step is that the .pbo files, particularly plants2clutter and plants2trees are referenced by the engine CONSTANTLY. Which means your HD has to go get them physically, CONSTANTLY. Which means lack of speed. Yes, this is an ass backwards way of doing things. Yes, it would make much, much, much more sense to just preload all of this into RAM (its only 5.62 gigs). But so what. The engine is what it is so deal with it. The way that you deal with it is by reducing the time needed as much as possible for the HD needle to read that info. You do this by defragging your hardrive and moving DayZ to the outermost edge. IGNORE THIS IF YOU INSTALLED DAYZ ONTO A SOLID STATE DRIVE. IF SO, YOU ARE GOOD, YOU RICH BASTARD. More config file tweaking will be forthcomming. I trust that this thread will be useful to others on low end PCs like me who want to have the best performance/quality mix they possibly can. -
It is a valid point that the very essence of DayZ is that it very slowly gives you things and very quickly takes it all away. Some other posters have just pointed out that the OP being emotional is ludicrous and many people look on such sentiments with disdainful scorn. That being said, he is at least reporting the facts of HOW a bug occurred, so even if its a known issue at least he reported it here.
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Gradual Degrade of FPS over time, variable. Appears to not be due to my hardware.
TomJeff replied to TomJeff's topic in Troubleshooting
I made the following adjustments: in config: language="English";adapter=-1;3D_Performance=48387;Resolution_Bpp=32;Resolution_W=800;Resolution_H=600;winX=16;winY=32;winW=800;winH=600;winDefW=800;winDefH=600;refresh=60;Render_W=800;Render_H=600;FSAA=0;postFX=0;GPU_MaxFramesAhead="1";GPU_DetectedFramesAhead="1";HDRPrecision="8";lastDeviceId="";localVRAM=517058560;nonlocalVRAM=2147483647;vsync=0;AToC=0;SWLayersCount=0;PipQuality=3;PPAA=0;Windowed=0; Player Settings: playerName="Tom Jefferson";headBob=0;lastMPServer="173.199.95.197:2302";lastMPServerName="KK Gaming - Chicago - 24/7 Day - Fast Loot // Hardcore 114557";mouseSensitivityX=1;mouseSensitivityY=1;floatingZoneArea=0;fov=1.5999999;sceneComplexity=100000;shadowZDistance=0;viewDistance=1000;preferredObjectViewDistance=1000;terrainGrid=50;volumeCD=6.5;volumeFX=8.5;volumeSpeech=5.5;volumeVoN=10;vonRecThreshold=0.029999999;gamma=1;bloom=0;rotblur=0;brightness=1;fovTop=0.75;fovLeft=1;uiTopLeftX=0;uiTopLeftY=0;uiBottomRightX=1;uiBottomRightY=1;IGUIScale=1; _______________ What I did was basically reduce resolution. This did not fix the underlying issue. What it did do, as far as I can tell, was reduce the burden on my graphics card. I just tested with an hour or so in elektro, doing pvp with other lunatics. Performance again, started at 70+fps and then degraded, however, with the current settings it degrades down to a wholley playable 30-40fps instead of 10-20fps. Because of the improvement Ive scaled back to more scene complexity. I am still of the opinion that there is some kind of "leak" somewhere, that stores too many objects or textures than it should for too long. You will note that scene complexity, the thing that SHOULD cause higher/lower FPS, is NOT the problem. Regardless of scene complexity the performance degrades from an initial good performance. There is a leak somewhere. Anyway. These settings might be useful to anyone with similar hardware specs. I will tweak it a bit more and post my results as I search for an ideal balance of "human eye" (roughly goal of a stable 30-40fps) together with the ability to see as far as I would need to for PVP, and lastly as good graphical niceness as I can get, although thats of the least importance. These current settings seem to be good though. I'll see if I can make them better. -
Gradual Degrade of FPS over time, variable. Appears to not be due to my hardware.
TomJeff replied to TomJeff's topic in Troubleshooting
I just ran a test with varying scene complexity; 50000, 20000, even 10000 appear to have no effect. they all eventually degrade down to pretty much the same 20fps or so from an initial faster than i can see. also i edited the first post to include my profile correctly. I realized i accidently mis-pasted. -
I see no reason why head torch should be incompatable with any headgear. Well, maybe helmets because they arn't designhed for it. Its just an adjustable band. I would think the easiest way is to make it take up a different slot than headgear.
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PPS43 would be even more common. I'd like to see that ingame too if PPSH41 is.
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I'm not sure I understand how cranking volume to the max and playing music is "abuse". It isn't. That's something you should be able to do.
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could you post your adjustments so this thread might be useful to others later on?
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I want to bump this thread and hope for the best.
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Get rid of the m4...and replace with period and place apropriate weapons.
TomJeff replied to Armadyl's topic in Suggestions
One of the other good reasons to have m4 ingame in PMAGS (CMAGS ingame) which are 556 magazines that fit a variety of common 556 firearms. I'm pretty sure devteam intends to have the CMAGS be interchangeable for all 556 assault rifles. For this reason they needed to test their implementation. Thats why you have so much focus on them in re sizes and colors. -
@BigMike - Sure, but theres a gameplay difference between 357magnum and 9mm makarov even if they have similar diameters. Also, I prefer the Taurus Circuit Judge over the pisol variants, makes more sense and the longer barrel improves accuracy.
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Biggest reason to prohibit this is that it allows you to spot players you might have missed by sight alone. Not worth it to compromise gameplay just so "hackers" can then change their names easy as pie. Also false reports. Basically useless all around.
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A thousand times yes. Nagant Pistols should actually be fairly common so far as firearms go. Also, i don't know if you know this, but the nagant's nearly unique gas seal cylinder and "unique"(read: annoyingly complex to manufacture and pathetically underpowered) ammunition (its ammo sucks and is about as powerful as 380acp if not less so. Better than .22lr though) allow it to be suppressed. You read that right, despite shooting a stupidly weak caliber round, the nagant pistol is the only revolver in the world that was produced in sufficient numbers that can be effectively suppressed. See the following video. http://www.youtube.com/watch?v=vvF4yurWSc0 Beans this post. Not sure if DayZ devs know about this.
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Get rid of the m4...and replace with period and place apropriate weapons.
TomJeff replied to Armadyl's topic in Suggestions
You know, I always imagined Chernorus (a play on Belarus) as being Ukraine. Its geography actually matches sort of with the coast near odessa. Then again I'm biased on that. edit: On topic, I'm positive the only reason the m4 is ingame is to tweak how attachments work, since the m16 chassis is pretty much synonymous with tacticool aftermarket attachments and parts. Expect to be able to do this with AKs and plenty of other stuff. Its Alpha people, the guns that are ingame are only ingame for testing purposes. Once tweaked, all other guns are modifications of what already works. The only difference between the m4 and the ak or whatever other gun you want is a model mesh and texture. The important part is the code that makes it work. -
Zombie children,Dismemberment,Burns/Scars
TomJeff replied to stielhandgranate's topic in Suggestions
DayZ zombies arn't dead. They are infected. This is by body trauma kills them. -
IEDs would be so great. But by "radio controlled" I hope you mean anyone who hits the right frequency will set it off, not just you.
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Frankly I think the option to have third person should be removed altogether. Giving people the "option" to have non permadeath just gives people yet another crutch to avoid enjoying the game to its fullest extent. watch this. Just watch it. http://www.youtube.com/watch?v=v7zoVIsIT2A
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I'm going to say "no", its not really necessary. Also I'm not sure how I feel about it from a PR standpoint, especially to an american audience. Think about this: Murder by dragging behind car is a real thing here. And it has occurred in racial/political related crimes. Particularly horrifying crimes that happened in real life. From this angle, I don't think recreating these sorts of horrors is amusing. Also some could harp on it to unfairly accuse the developers of making a torture/murder sim. Yes, I agree that the handcuffing and shooting in the back of the head thing is 100% equivalent. However, handcuffing has a gameplay usefulness. Particularly restraining folks without having to murder them. There is no purpose I can think of for dragging people behind cars to murder them. On the other hand, towing is legit. You should be able to hook up towing cargo hitches, both the normal kind and ramshakle craftable ones. Also, being able to skateboard ski behind a car would be sort of cool. maybe. Not down with implementing gruesome murders that have no purpose other than to be gruesome.
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One thing, I think for gameplay reasons, the best way to implement a bindle is to make it take up a primary weapon slot and otherwise function just like another backpack type of gear. That way it still looks like a stick with a bag on it. No way should it tie up your arms. Although, I also agree that essentially tying together plastic bags to a stick frame held together with rope is an awesome idea for an improvised backpack. Extra points if you can customize the color by using different color plastic bags.