TomJeff
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Everything posted by TomJeff
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Fail To Feed/fail To Eject On Semiauto/auto Weapons Suggestion (Long)
TomJeff posted a topic in Suggestions
I'm pretty sure this is already on the agenda, but these are my thoughts on the subject: SemiAuto and Auto weapons have a change of improperly feeding and ejecting ammo in real life. The causes are myriad, from poor magazine fit or spring to mistimed gas ejector to internal parts misalignment and others. The solution to the less severe of these problems is to pull back the extractor manually, which ejects the current object in the round, and chamber another round. I think this can be simulated in DayZ rather easily. Every gun and every magazine has a condition. This condition is directly related to the chance of a "failure". For magazines, "Failure" is always a FTF/FTE. A FTF/FTE in game terms is effectively the same as running out of ammo, your gun goes click no matter how many times you press LMB even if there is ammo in the magazine. To fix this, you press reload, and on your scroll wheel menue all reload options are replaced with "clear jam". This makes the players hands do the racking animation already ingame when reloading, just now the removing and inserting magazine animation. This subtracts one bullet from the magazine currently inserted in the weapon. Thats the most reasonable way of simulating it. Additionally, weapon condition ALSO affects chance of FTF/FTE. However, I think there should also be a secondary, smaller chance, related to a weapon's condition, that the weapon will become "ruined" ie: a jam so bad that racking the slide won't fix it. Such as a stovepipe, or internal explosion. I think this chance should vary for each gun for each condition, which certain firearms being inherently more reliable as they become worn (ie: ak47 vs m16 would have different "ruined" chances) I think that absent battle damage, regular wear and tear should not "ruin" any firearm. Only the mechanism described above. Furthermore the "ruined" mechanism should affect bolt action and break action guns as well, just with different odds. (yes serious problems can occur to even break action shotguns and mosins, its exceedingly rare and hard to without serious intentional mishandling, but possible. Particularly stovepiping after the barrel becomes clogged with mud.) Discuss. -
Fail To Feed/fail To Eject On Semiauto/auto Weapons Suggestion (Long)
TomJeff replied to TomJeff's topic in Suggestions
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Zombies need to be made more dangerous. as it is now, being swarmed by even a hundred zombies is no challenge if you have either axe. You just circle strafe and swing while looking at knee level (increased range). I was able to gather and kill 10 zombies simultaneously attacking while taking no hits. For this reason zombies need to be made fundamentally more dangerous somehow. Numbers alone arn't going to do it. As far as numbers, thats a technical aspect that we testers have no control over.
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Fail To Feed/fail To Eject On Semiauto/auto Weapons Suggestion (Long)
TomJeff replied to TomJeff's topic in Suggestions
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I literally cannot disagree with you more. I think your opinion is wrong and I argue against it pretty much diametrically.
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Fail To Feed/fail To Eject On Semiauto/auto Weapons Suggestion (Long)
TomJeff replied to TomJeff's topic in Suggestions
bump really? no thoughts on this? -
In theory, and you can find this online, you CAN make a bullet from FMJ to "slightly more horrible wounding" by cutting off the tip and maybe also drilling in a cavity. HOWEVER, this would likely affect trajectory and would not be optimal in reducing penetration. What absolutely DOES work, however, are "cut shells" shotgun shells. Which CAN be made in the field. Basically you take a pellet shell, and make a specific cut in the plastic wad. This causes the pellets to bunch up and deliver their impact very much like a comparable weight slug. You can look this up. Aside from cut shells, FMJ/Hollow Point should be separate ammo types that are only looted, not crafted.
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NOPE. edit: Also, use the search feature; million threads; etc.
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i agree.
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100% agree that using direct chat should alert the zombies in range. Merges well with the tactical hand signal suggestion.
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Possible "stutter" Reduction - Unparking Cpu Cores.
TomJeff replied to terminal_boy's topic in Troubleshooting
nope, it handles multiple cores. The issue is that it is inefficient. -
Fail To Feed/fail To Eject On Semiauto/auto Weapons Suggestion (Long)
TomJeff replied to TomJeff's topic in Suggestions
bump -
handcuffs were a practical implementation for restraining people you arn't sure about. Just to give an option to shooting in the face. DayZ is not a torture simulator. Thats emergent gameplay, not something the devs encourage. That being said, greater reprecussions for being wounded has its place. Maybe even amputation to prevent infection, and positional wounds/infections.
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Possible "stutter" Reduction - Unparking Cpu Cores.
TomJeff replied to terminal_boy's topic in Troubleshooting
Please post a follow up on whether or not this works. -
want to see something interesting? http://www.thefirearmblog.com/blog/2011/02/17/izhmash-%D0%BA%D1%80-22-nagant-revolver-carbine-in-22-lr/
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Make It A Serious Survival Sim. + Hate Speech Against slow Zombies + Loot Spawn Positions
TomJeff replied to King of kong's topic in Suggestions
There won't be infection. Survivors are immune. The Devs have made that clear. That being said, I am all for zombies knocking you unconscious in 1-2 hits, then slowly finishing you off as you bleed to death. -
This is the same as my current issue. I am currently working through mine to get optimal settings. If you look at what I wrote you will probably find something helpful. However, my work is imperfect. Once I have perfected optimization of my own settings for my own pc, I will post everything. These may be useful to others in your situation later. This is a classical issue BTW and you can learn a lot by searching. My thread is just an abbreviation of the research I did, and is not yet totally complete for usefulness to others. Go here: http://forums.dayzgame.com/index.php?/topic/168762-gradual-degrade-of-fps-over-time-variable-appears-to-not-be-due-to-my-hardware/ Good news is: Its not your hardware, its that ArmA engines are all non-optimal for the types of computers we have. The engine is designed in such a way that the best computer for it would basically be a super fast ghz multi core processor like a server, with hundreds of gigs of RAM, with a nearly vestigial graphics card that just renders texture and AA effects. The good news is you CAN achieve a totally playable state which is a perfect balance of decent graphics, further than you can shoot visibility, and 40+ FPS. Unfortunately you just need to do this optimization manually. Also, thats your job as a tester and its pretty much your duty, when you get to that point, to post your results. If you don't, being a tester is meaningless.
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Hello, I wanted to take a thread to discuss my interpretation of what Rocket and Dev team have outlined as the eventual design goal of how many guns there are to be in what calibers and in what quantities of each. Guns: Guns should be rare, but much, much, more common than ammunition. They should be chambered in a variety of ammunition types, and in fact I would support having real ammunition types, such that 7.62x25, 7.62x38R, 7.62x35(.300 blackout), 7.62x39(ak47), 7.62x51(.308win), and 7.62x54R just for example should EACH be separate and distinct ammunition types that can only be chambered by the particular weapon that can feed such an ammo. This means you will very often have a gun or three available to you (in terms of you know where they are, not that you can carry them all) but have ammunition for none of them. This puts you in a tough spot as you can only carry 1-2 primary weapons and only so many concealable weapons; but you don't know what kind of ammo you will find next. MEANINGFUL PLAYER CHOICES MUST BE MADE AT THIS POINT. Do you leave the other guns? form a cache somewhere? Ruin the guns with your axe so nobody else can have them and use them against you later? Types of Guns: A bunch. A bunch of different types. I'm all for having as many different guns as there are different colors of clothes. All in different ammunition considerations. Many requiring specialized magazines or else being loaded one round at a time. Ammo: As stated above, ammo is varied. But it is also scarce. Very scarce. Why is this a good design choice? Because it forces player interaction. Discuss.
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As I said before, I'm all for it, except that there has to be tangible drawbacks. The reason you can't carry around a bunch of primary arms is for gameplay, not realism reasons. For this reason I think, as suggested above, guncase instead of backpack is a fair trade. Or you could carry in hands like you can currently.
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I'd be up for it. Its essentially like a more tiring, less efficient bike that can only be used on the official concrete roads and not dirt roads forests or plains that make up 99% of the map. The advantage is portability. edit: also, obviously either longboards or classic cruising skateboards from the 70s. Trick skateboards are impractical for travel.
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Hey guys, I wanted to tell you about an oddball gun. The Philips & Rogers Medusa M-47. It is a revolver that was designed to chamber and fire 25+ different caliber pistol rounds out of the same cylinder. No switching cylinders. You can load a 9mm parabellum, then a makarov round, then a 380cap, then a .357 magnum and shoot each in sequence no problem. This is the wiki page: It only has one in spanish for some reason but you can translate it http://es.wikipedia.org/wiki/Medusa_M47 It can chamber and fire the following calibers: .380 ACP.380 Revolver9 x 18 Ultra9 x 18 MakarovPatronen Browning 9 mm (long)9 mm Glisenti9 mm Largo9 mm IMI9 mm MauserParabellum 9 x 199 mm Rimmed9 x 23 Steyr9 mm Win Mag9 mm Police9 x 23 Winchester9 mm Federal9 x 22 R Japanese.38 ACP.38 Super.38 Long Colt.38 Short Colt.38 S & W.38 SpecialTS & W .356.357 Magnum Notably, several of these calibers are, or will be ingame. The biggest use for it is to save space. Now, instead of having to have 2 sidearms firing 2 ammo types, you can have 1 that fires both depending on what it available. Realistically speaking it will be able to fire just about ever pistol caliber bullet that could be put ingame except .40SW, .44, .45acp The downside: In real life it is super rare. The company that made them gave up on it as they just didn't sell and it was super complex to make the cylinder so that it wouldn't explode when using all this different kind of ammo. They did at one point sell a cylinder conversion kit to allow S&W revolvers to do the same thing, but they were discontinued as well. Maybe an upgrade attachment for the Colt Python that is ingame? Here are some cool Youtubes http://www.youtube.com/watch?v=s49-iKC7_pA http://www.youtube.com/watch?v=UaNoDR1MMCQ http://www.youtube.com/watch?v=fkY_5Nz649s Anyway, Let me know your thoughts. As for why it makes sense to put it into DayZ, I figured that literally speaks for itself as it is the ultimate survivalist pistol. Super rare, of course, but I can't image any pistol being more treasured in the future game that Rocket envisions. Beans this so Rocket will see. I'm sure that as soon as he reads it he will agree.
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such magical things exist. Check out the Baikal combination guns (5.56 over 12ga; 308 over 20ga.; etc etc etc) http://eaacorp.com/portfolio-item/mp94-series-combo-shotgunrifle/ Thats not getting into german drillings and vrielings
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I'd agree with this but only if it takes up the same slot as the axe. Thus forcing you to put your axe or meele weapon in your backpack.