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Everything posted by KarmaCoin
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I would much prefer this suggestion as it does not break the immersion of the game
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I've got a good post about a way to help id teammates on the suggestions forums, here is a link if you want to take a look.
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I kinda see what you're saying but I still don't follow why GPU usage drops. I understand how a city may take longer to draw than a forest of identical trees but I don't understand how this results in lower GPU usage. At any given time the GPU is either executing code or not. To calculate GPU usage you ask the GPU if it is executing something 1000 times a second. Then take the number of times it was executing something and divide by the total times sampled. So if it was executing something 580 times out of the 1000 you sampled the GPU usage would be 58%. So in the video when he is looking at the houses the GPU usage is like 40-50% which means that the GPU was not doing anything most of the time. To me this suggests some sort of bottleneck in getting to the draw calls. They seem to not be getting called as frequently as they should be considering the GPU is mostly idle. Seems like something needs to be better optimized because the game is not fully utilizing the resources available during harder frames.
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I think it would be nice if the surrender animation made players lootable. That way I can check for weapons and items on surrendered players and remove them without killing or handcuffing the player. Because sometimes I want to rob you without shooting you first. And other times I just want to make sure you're not going to pull out a knife and stab me. I don't think I would ever group up with a random person without this feature. But with it, I might.
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I think a sub-machine gun should be the next weapon because it would add more new functionality than a weapon of the existing types (shotgun, rifle, assault rifle, pistol) For instance the sub-machine gun could be a full auto weapon that is small enough to carry in a backpack thus making an excellent secondary weapon to compliment the rifles in the game. It would also be a great weapon to pick up for a friend as it is a bit more capable than a pistol or sawed-off shotgun.
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I'm also looking forward to bows and more survival elements. But at the end of the day the PvP aspects are what make this game special. Think of it this way. Even if you are not running around looking for a fight, if they turned off friendly fire this game would be pretty uninteresting. Intentional or not this game creates fantastic and intense player encounters. And in my opinion it is these player encounters which are the magic of this game. The devs may not have intended this but I would like to see them expand on it, hence the suggestion. I should add that I think the survival elements also contribute heavily to why the player encounters are so intense and they should absolutely expand on them as well.
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Surrender Animation should make players lootable
KarmaCoin replied to KarmaCoin's topic in Suggestions
I am a bandit looking to steal gear. I just don't think I need to kill you to get it -
I don't think they should stop any current development. I want this to be the thing they work on after they finish what they are currently working on. As for the backpack part, clearly it would have to be less effective than an assault rifle. Less accurate, less powerful, shorter ranged. I also don't see how an MP5 in your pack is crazy OP either. You're likely already carrying a more impressive primary weapon. If anything it just means you have less space for other essential items like medical supplies, ammo, food and water. I currently use a mosin and pistol but would swap the pistol for a 2x5 slot sub machine gun for a little extra room to room capability. It's really not that different than equipping a mosin and carrying an m4 in your hands which you can currently do.
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Not sure why you would want to carry two full auto weapons. I'd rather carry one and something with some range like a mosin. Plus you can already carry two m4s. Equip one and put the other in your hands. No reason to do so though because they provided the exact same functionality.
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I kind of follow what you are saying but I don't understand why the frame rate also decreases when rendering the objects since the GPU is clearly not under stress. Also the GPU was at full utilization when just looking at the ocean which has no foliage
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Very interesting video. Clearly something is messed up because GPU usage should not decrease when rendering objects. If anything it should increase.
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Surrender Animation should make players lootable
KarmaCoin replied to KarmaCoin's topic in Suggestions
I totally agree. I think I would actually kill less unarmed people if I could frisk them like this -
I don't believe there is one currently.
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Surrender Animation should make players lootable
KarmaCoin replied to KarmaCoin's topic in Suggestions
Handcuffs disable a person from performing actions, surrendering doesn't. Also you can't force a person to surrender but you can forcibly handcuff them. So there would still be a difference. Also, I can frisk a person in real life without handcuffing them. -
Yes, yes and yes! Many beans to you sir. Also here is a link to the multi-funciton stance key thread
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Games like this don't hit the CPU as hard as you are thinking they do. They primarily hit the GPU which is why your frame rate is lower in cities than it is in the wilderness. The CPU is not working much harder in a city versus in the wilderness but the GPU has to render a lot more objects. I would guess that some combination of the following things are why frame rates are low in DayZ: Objects' polygons count are too high, Object density is too high (especially is cities), Draw distance is too high, Rendering algorithms may be slightly dated (I'm assuming DayZ uses DirectX but which version I don't know)
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My character has been shot and recovered around 25 times. I'm fully healthy again and have all my blood back as far as I can tell but now when I login my screen flashes red and my character lets out a painful scream. I've taken pain pills, morphine, saline bags and pretty much any other medical supply I could find but the problem persists. It only happens right when I login. Any one know whats up? I'm wondering if this is a known bug or just something I'm not aware of?
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Can't really say I'd use the extra ones much if at all but I could be wrong. I didn't play Arma 3 so I haven't used these before.
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I'd like it if they added a multi-function stance key like some other game have. Keep the current stance buttons too for those that prefer it that way. when pressed it would do this: standing goes to crouch crouch goes to standing prone goes to crouch when held it does this: standing goes to prone crouch goes to prone
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Thank you
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Shoot! I wanted pink too!
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Why is der a F****** hide body function!?!?!
KarmaCoin replied to Fre4krider's topic in General Discussion
I think they should replace hide body with drag body and actually make you hide it somewhere.- 46 replies
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I don't think anyone is denying that. The point is more that by the time you find both rope and a burlap sack you will have already found a regular backpack.
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Yea, I'm not sure the markings on guns would be that helpful for identification either as a lot of the time not everyone even has a gun. But a simple single colored (of your choosing) armband would be incredibly helpful. I know some military units use these during war games to distinguish teams because they all wear the same uniform.
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It's less a matter of "getting used to" and more a matter of z is tough to hit for some because you have to bend the ring finger down. I've been playing PC games for nearly 30 years, I'm used to using z, x and c but because of genetics some people's ring fingers do not move independently of their other fingers. The other easy access keys are all bound to useful things so simplifying the stance bindings with a multi-function key allows us to easily use all three stances and opens up two keys for other functions in what is becoming a crowded keyboard setup. You could even use a double tap instead of a hold for the multi-function key. People don't seem to mind the double tap w to sprint. I think it'd be bad design to have a separate key to sprint forward and a separate key to move forward even though if you "got used to it" you could in theory start sprinting a fraction of a second sooner. I get that some people wouldn't use this key but I think a lot of us would. And lets be honest, it would take about 15 minutes to add.