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Everything posted by finnpalm
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This video is great. He lays out his opinion in a humble way and still acknowledge the opposing opinion's merit. Arma 3 has an excellent sollution to peeking around and over things instead of the regular three different static poses. Too bad that system isn't in DayZ. Still he fails to notice that moving the camera backwards does indeed broaden your field of view. Just as he says that it doesn't you can clearly see on the edges of the screen that a tree is fully visible in third person perspective, and only a third of it is visible in first person perspective. It's amazing how someone could think that this video somehow makes my opinion invalid. As if an opinion can be invalid. - "What's your favourite ice cream flavour?" - "Blueberry." - "Wrong. You're dumb." How is it uneven when everyone has access to it? ;)
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
finnpalm replied to alexeistukov's topic in Suggestions
I'd like to see the H&K G3. Maybe. But personally I'd like it if the different firearms in the game are kept to a minimum. Military normally only have a select few models that they employ. A standard assault rifle for regular troops, with maybe some small modifications for special forces, one or two different sniper rifles, one to three different machineguns, a few pistols or revolvers, and the rest will be heavier stuff like anti-armor weaponry and upwards. Police will have one pistol or revolver, maybe some model of shotgun, some sort of submachinegun for swat personel and so on. What will exist in many different variants is "civilian" weapons, for hunting mainly, and self defense depending on gun laws. A few different common illegal weapons will exist as well and those can of course be of different types, but are normally of the "civilian" sort without a license, with the exception of smuggled AK-47 and such. -
No but I realize how ridiculous you look when you're making up standpoints for me instead of actually trying to comprehend what I'm writing. Not to mention you're aggressive and insulting. But since you're incapable of understanding, or even ask for a clarification if something seems vague and instead burst out in your prepubescent internet rage, I'll try to comfort you by explaining. I didn't complain about the ability to turn your head (which is in pretty much every respectable game these days. I don't know what games you play to be honest). I pointed out that it's not as easy to turn your head in-game as it is in real life. This makes you lose some of your ability to perceive your surroundings. Moving the camera back indeed broadens your view somewhat. You also see more if you freelook backwards in third person perspective than in first person perspective. And not only that but third person is a good substitute for peripheral vision since it allows you to see the immediate surroundings without having to freelook. When I stand up and hold my arms out in front of me I can see my shoulders. I don't know about you, but I can definately see parts of my body, other than just my hands. Yeah, if they had only been arguments instead of me just presenting my reasons for choosing to play on a regular server. I have played a couple of video games in my life. I'm old enough to remember the Commodore 64. It's not an excuse to corner camp. I play friendly so your theory fails. It's a matter of first person perspective only, breaking immersion for me. In combination with third person perspective it works for me. But running around with constant tunnel vision doesn't feel right to me so I choose to play on regular. Now, if you weren't such an angry person who blatantly attack me for not sharing your view, we might have had a good discussion about this. But I'm not really interested in talking to you anymore, so I'll leave it at this post, and you can rummage around in your precious hate-thread with others who hate the same things you hate, and scare off anyone else coming to interrupt your hate fest. You're a muppet. EDIT: Look! I even made you a fucking diagram. :lol: The blue circle symbolizes the game character. The green angle is first person perspective camera and the red angle is third person perspective camera. The black line is a wall, or terrain or whatever fucking object you enjoy looking at in-game.
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While I'm not saying that the dispersion in DayZ is good, I would like to point out a couple of things. I'm pretty sure "effective range" means the range at which the gun deals substantial damage to the target, and not the D-max. I can lob a bullet really far with a weapon, but at some point the air resistance will have taken away so much of the projectile's force that it will bounce of it's target. Try measuring what distance you can make out a human sized object at. 100 m is not as close a range as one would think. Shooting at 100 meters isn't necessarily going to net you 100% hit ratio. There are a lot of factors that matter here. A common rough estimate used in the military (and I might not have the numbers exactly right here but they are along these lines) is that it takes one 30 shot magazine to take out a standing opponent, two magazines to take out a crouching opponent and four magazines to take out a prone opponent. And that's for a trained person shooting.
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I started out on regular servers, and then went over to hardcore servers, since I at first felt it was more realistic to play in a first person perspective, and thus more immersive. Eventually I realised that it wasn't at all realistic to play in a first person perspective. The reason for this is that in reality you can turn your head at a moments notice as a reaction to a sound for example. It's an intuitive action, that in the game has to be performed by first pushing a button, and then moving the mouse around. Well, fine. That's the same on both regular and hardcore. But then comes the real issue I had. Your field of view is unrealistically narrow in first person perspective. It's like tunnel vision akin to after having driven a car in 150 mph. In real life we can move our eyes without having to turn our head, and that coupled with our peripheral vision gives us a pretty big field of view. Compare how much you can see of your own body while standing up straight and not moving your head, with first person perspective in game in which you can only see your hands. So since that revelation I only play on regular servers. And on the matter of peeking around and over walls, in reality we can look with one eye around a corner, only revealing the side of the head and cheek. In the first person perspective we have to lean over in a 45 degrees angle and stick our whole head out to see around a corner. And what about standing on your toes to peek over a wall? In my opinion third person perspective is a good substitute considering the limitations of the engine. My conclusion is that regular servers are more true to life when it comes to field of view because the third person perspective compensates for the limitations in the game engine. I still use first person perspective on regular servers however. Mainly when moving tactically, or when hiding in a bush or sitting close to an obstacle.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
finnpalm replied to alexeistukov's topic in Suggestions
Hm, you've got a point, although the Carl Gustaf was a bad example. :) The sharpshooters carry around both their assault rifle and their sniper rifle, right? -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
finnpalm replied to alexeistukov's topic in Suggestions
Well, the Carl Gustaf is not a primary weapon. Also different people carry the weapon and ammo. And finally it's not normally carried around, if you're not planning to use it, but transported in a vehicle. -
The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
finnpalm replied to alexeistukov's topic in Suggestions
You can already. Just pick up the second rifle you want to transport into your hands. -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
No, you don't have to ask those questions. The reason for that is, they have already been answered several times in this very thread. What makes you think you're entitled to a personal answer? Do you think the answer you get will be different? Like previously stated, different people work on different things in the game. Those working to fix bugs are not the same as those working on creating art. There is your personal answer. And you can find about twenty copies of that answer to that same question in this thread. Please, next time, read the thread first. Or at least use the search engine. It's getting tedious answering the same questions and clearing up the same misconceptions over and over and over again. -
It's an interesting idea, but I would not want it scripted that way. I do however see how it can become practice among certain groups to hole up in a church and enforce a safe zone in game, which would be perfectly fine for me. When it comes to respect and what is offensive in a game such as this there are so many things that can be considered offensive that I think it's best to drop that subject. Or would you like to discuss how it can be offensive to be able to kill another person in the game? I think not. So churches are sacred to some people, and if they (or people playing a character that considers churches sacred) want to get together and enforce a safe zone in a church, more power to them. And on another side note, there are extremist buddhists in the world already fyi.
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Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
Maybe they should just make characters server specific? So every time you join a new server you spawn fresh? Anywho.. I'm glad to hear physics are coming along. They will enable rag doll, which in turn will allow dragging bodies, which is one of the most anticipated things for me. -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
Maybe you're right. I haven't used one in a while. It should be fixed on experimental, but hasn't been deployed to stable yet. I might just be mixing up experiences from the two. -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
They are working on loot and zombie pathing though. ;) Ah, ok. So you're just impatient then? That explains a lot. -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
Welcome to the forums. As said before, this game has bullet drop, and you need to adjust the zeroing on the weapon based on the distance you're shooting at. EDIT: Some people are concerned about the bullet spread. This is being discussed in a different thread. Check it out and join in. The long range scope is bugged which is why the bullet goes to the left. They're fixing that. As for the "clunky" controls, it's a matter of taste I guess. I like them. Others don't. But then again, I also liked the negative mouse acceleration. :rolleyes: You still don't see how it's an unrealistic expectation for a game developed from the ground up to go as fast as a mod for a complete game? -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
My friend had that problem. Although it arose when he spawned off the coast, under the water. He managed to walk like ten meters closer to the coast before drowning. Then respawn, walk ten meters, drown. Rinse repeat. Until he finally got back on shore. It took him like 50 lives to get back. Is this the problem you're referring to? -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
You're welcome. :P -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
Well, good enough. :) -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
Can it be camo-painted? -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
It's a sickle, but yeah. Now both will be in game. ;) -
I've been thinking for a while now about the different consequences of the different available playstyles in the game. Here is what I've come up with so far, but I'd really like to hear your input on this. Please understand however that "I did this once and that happened" is not the kind of consequence I'm talking about (that's a consequence of action). What I want to talk about is the "I play like this all the time and almost all of the time this results in that" experiences (consequence of playstyle), so let's try to keep this somewhat pseudo scientific, please. ;) Oh, and do understand that anything we come up with here is subject to change as the game development goes on and the game changes so this is only relevant to the current build of the game. Let's start with being friendly: When I play "friendly" I avoid people. Why is that? Because I'm aware that the majority as of now shoots on sight, which means my chances of survival are slim if I approach them, even unarmed and hands above my head. So basically if I see someone with a gun I'm getting the hell out of there. Even if I am armed as well. If I see someone with only a melee weapon or unarmed I will just keep my distance, and if they get too close I back off to keep that distance. When I don't see people I'm still extremely paranoid, and peek around every corner. I run short distances at a time and stop, hide and scan the surroundings before I move forward, basically avoiding people preemptively. And I kind of like it like that. The paranoia. It's one of the things about zombie movies I really enjoy, since I'm normally not into horror movies with their prevalent jump scares, and zombie movies that mostly build on uneasiness and paranoia is an exception to that. Consequence: I get to interact with very few people. The few times I get to interact at all (not counting shouting "don't shoot" over the VOIP and running away) it's usually very brief, exchanging a few sentences and maybe trade an item or two, and then split ways. Because of the paranoia I really can't trust a person even though they're friendly initially. Now let's look at killing on sight or "KoS" as it's usually abbreviated: This is a playstyle I have yet to try all out, so basically I'll instead analyze my experiences from getting shot at on sight (note that I do not include people stalking me for a long time before opening fire into this. You may argue that I can't know if that's the case or not, but as I know under what circumstances I have been shot at, I can say with certainty that the people attacking me have not been following me for a long time. They either happen to see me and decide to shoot, or they have been waiting for someone to show up that they can shoot at). This playstyle can be adapted for several reasons. Of the more relevant to this discussion, I'd like to point to a few. The above mentioned paranoia often makes people open fire reflexively and afterwards saying "Sorry, you scared me" and then turn out to be friendly people. When I'm ambushed on the other hand, the people shooting at me are clearly out to just kill. Not interested in getting any loot from it since they ruin it with their shots. In the latter case the people ambushing me seldom interact at all. Only once so far have I been spoken to, by someone who opened fire at me, and what he said was "Hey dude" or something like that, and then shot me dead. Apart from that time no-one that have shot at me (no matter if they've managed to kill me or not) have said a word. It doesn't seem to matter if I speak to them either. I never get any replies and even if I did I'd still be on my way out of there, or dead. Consequence: No interaction. Next I'd like to look at banditry, but as I have yet to experience getting properly robbed without being executed, or being captured and tortured, I can't really go into detail on this one. Consequence: n/a. Summary: I'd like to add that when playing friendly I often fight the urge to start shooting other players. This urge is clearly a product of them shooting at me, and it's not that I feel like shooting indiscriminately. It's that I want revenge, payback or to get even. This does not apply when I get killed, which would obviously make me a griefer, and I prefer to keep my character lives separate in my mind. Anyway, my observation when it comes to this is that killing on sight spawns more killing on sight, because that's currently the most safe way to stay safe. The likelihood that someone you see will kill you if they see you is so high that you're often in the right if shooting them preemptively. My second observation, and arguably most important, is that interaction between players in this game is going down the drain. Since the majority is hostile people stop interacting, even when they have nothing to lose, and instead play with their friends over teamspeak or the likes. This creates a "we or them" mentality separating players, as opposed to a "we or them" mentality separating players and zombies, with the "psychotic murderer" players being the exception. --------------------------------------- Anyway, I'd appreciate if you would discuss this and preferably add some notes about banditry to fill out the list above. My guess is that playing as a proper bandit (not murdering people) is among the more difficult playstyles to pull off since holding someone up most likely results in them trying to run away, and after you cuff someone and take their stuff, if you release them most likely ends up with them attacking you since they will "have nothing to lose". Oh, and please do not derail this into a "KoS sucks" thread. Try to stay objective. Thank you.
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Ok, thanks for the advice. I will post here when I have more experience to base observations on.
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Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
The weapon duplication glitch has been reported and the devs are well aware of it. It is currently labeled "Acknowledged" on the feedback page. -
Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
I use this: http://www.issteamdown.com/ -
And do you ever rob people in-game, in the way I think of banditry? Or do you shoot first, and maybe take their stuff later? See, I'm testing out currently how to go about playing as a bandit (gotta try different things to know what you like, right?) and although I haven't been at it for long, I'm having a hard time figuring out how you get into a firefight unless you approach a person or persons openly, out of cover. Either if you try to rob someone you would want to get up from one of their dead angles and tell them to not move. Alternatively if you play as such that you shoot first and then maybe loot them, you would want to stay at a distance. Either way, I don't see how a bandit (my definition) gets into firefights. Now, if having a KoS-like playstyle I can totally see how one would get into a lot of dangerous situations. Since you'll probably take more chances to attack someone than a bandit (again my definition) would. If you're after loot, you'll choose between the people you meet and might not bother trying to rob a fresh spawn, while if you're in it for the kill thrills you'll pick a fight with more people.
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Pending Changelog: Experimental Branch: 0.42.116002
finnpalm replied to rocket's topic in News & Announcements
I think you're right. Most of what they're doing right now are changes or fixes that only have a subtle impact on the visual part of the gameplay, unlike the visual differences that new items have. What I mean is for example, if you as a player don't experience a lot of dsync and they make that even more stable for those who have problems with it you won't really notice. And it will seem to you as if the new patch only had more hats. We as humans use our sight as our primary sense of perception, and that means visual changes resonates more with us than for example audio. I mean, I'm pretty damn sure most of us spun around to see where that zombie was at many times before realising the zombie sounds on experimental were bugged. The sound made sense in the context. Something that frame skipping doesn't do. So we react to that immediately.