kylesaysthings
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Everything posted by kylesaysthings
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What are the cons of having higher Field of View
kylesaysthings replied to crazyandlazy's topic in General Discussion
I play at 75. Once you start getting closer to 90 the camera starts to look like a fish-eye lens, which is unplayably awful imo. I can't even tolerate watching youtube videos of people who play with the FoV settings like that. It just looks terrible, regardless of how much it benefits you. -
I've found no difference in accuracy between the 1911 and FNX. Now that's obviously just my personal findings in the minimal testing I've done. I agree with you about the FNX though. It's still my personal favorite side-arm.
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Mostly likely the case, or something similar, leading to a similar outcome. Even the stock m4, in its terribly unrealistic state, is more accurate than the 1911(as it obviously should be). I'm just hoping that the current dispersion settings are a placeholder, either in absence of better accuracy impacting mechanics, or to provide some control and reduction of engagement ranges while weapons are still available in great abundance.
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From my experience, like the rest of the pistols, it's laughably terrible. There's some video tests floating around these forums somewhere.
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DayZ at Rezzed 2014 // Dev Sessions Livestream // Roadmap
kylesaysthings replied to SmashT's topic in General Discussion
Okay, Andrew. -
Do you make it a habit to "almost always" go for headshots
kylesaysthings replied to crazyandlazy's topic in General Discussion
This is about how I feel. Though for whatever reason, I have a gift for shooting people in the ass, or groin. -
Pretty much this. I feel the current server reporting process is unacceptable as well. I've yet to see a server I've reported be taken down, plus I see plenty of servers with passwords up already. Maybe I'm wrong in this assumption, but I feel like nobody is actually enforcing the current server rules. BIS has, for whatever reason, put that duty in the players hands, and the server host companies benefit more by pretending to enforce these rules, than actually enforcing them.
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mp buttstock badly damaged or standard worn?
kylesaysthings replied to Tikka (DayZ)'s topic in New Player Discussion
Not sure if you were directing this question towards me, but I'll just assume you were! I haven't been using the SKS or the m4 lately. But in the past I wouldn't even bother with an m4 unless I had MP parts for it. I'd usually use the RDS, or a BIUS(whichever I end up finding in decent condition), though I don't mind using the ACOG either. I generally use the PU scope with the SKS unless I'm certain I'll end up in a close-range engagement. I loved the SKS when I first picked it up, however the first few fire-fights I ended up in while having it were <100m, so the dispersion wasn't really noticeable at that point. After using it as my 'go-to' gun for a week or two, I started to get annoyed by missing shots that I felt pretty certain were on-point. It's still a far cry from the laughable accuracy of a non-MP m4, but for now I'll stick to a Mosin whenever possible. -
mp buttstock badly damaged or standard worn?
kylesaysthings replied to Tikka (DayZ)'s topic in New Player Discussion
This is not the case. Even when appropriately zeroed the SKS's accuracy is unpredictable beyond a certain distance. I'm not saying it's impossible to hit people beyond 300m, however the dispersion can make it quite unreliable in engagement windows which it should really shine. -
mp buttstock badly damaged or standard worn?
kylesaysthings replied to Tikka (DayZ)'s topic in New Player Discussion
But they're also hideously inaccurate beyond like 200m. Or at least they were before .42 hit, haven't used 'em in the past week or so. I've heard the non-MP m4 parts were ninja nerfed to and even more pathetic point this patch, so chances are even poor quality MP parts are vastly superior to the standard parts. Only way to really know for sure is to test 'em both out though. -
Correct, if you point your cursor at a drink, and use the scroll-wheel, or your 'use' key, and select 'Drink' from the scroll menu, it will cause your first available inventory slot to filled by an invisible 0% remaining version of whatever you just drank. Drop whatever item the bugged slot is in, pick it back up, and it should be fixed. You can also log out and into a new server, and you'll see that the 'dead spot' is now filled by a visible 0% remaining version of whatever you consumed. I'm not entirely certain what happens when you directly drink like this with a full inventory.
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Not sure if you're referring to 'dead spots', which I've found are caused by directly using an object, like a drink for example, without picking it up first. If this is indeed the issue you're having(what you said about the med-kit leads me to believe it's a different issue though) then you can fix the 'dead spots' by dropping whatever piece of equipment has the problem on the ground, and then picking it back up.
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To the guy I killed just south of the NE Airfield.
kylesaysthings replied to TOPMO3's topic in General Discussion
Agreed. Killing someone because you couldn't make contact with them, and you don't want to leave them to possibly shoot you in the future isn't 'friendly'. I'm not saying I wouldn't do the same thing, however I don't necessarily call myself a friendly player. -
To the guy I killed just south of the NE Airfield.
kylesaysthings replied to TOPMO3's topic in General Discussion
Entirely possible. Having not seen it first-hand, or in a video recording, really can't say either way. The players head tracking onto the OP leads me to believe they had just logged out though. -
To the guy I killed just south of the NE Airfield.
kylesaysthings replied to TOPMO3's topic in General Discussion
Only when you first log out. This doesn't continue for the entire 30 seconds. -
To the guy I killed just south of the NE Airfield.
kylesaysthings replied to TOPMO3's topic in General Discussion
But then he wouldn't have this amazing story to share on the forums. :< lul. -
To the guy I killed just south of the NE Airfield.
kylesaysthings replied to TOPMO3's topic in General Discussion
Probably just logged out, if he was looking left and right over and over. -
well if it isnt a speed hacker its a jail floor glitcher
kylesaysthings replied to Sgt.BigBeasty's topic in General Discussion
I've only been playing DayZ for a few weeks now. However in the first 2+ weeks the only sketchy thing I encountered was a player suddenly appearing in a room of a house(the room had no outside door) I was holed up in with a few friends. There were no loading sounds, or anything that is usually indicative of someone ghosting. I chalked this one up to him somehow passing through the wall, and I still attribute it to that, though I don't really know. Two nights ago I encountered something different. I was in the two story green building just east of the school in the lumber mill at lower Berezino. A player approached our area, he was on the opposite side of the wooden fence between us and the school. He poked his barrel through the fence and killed one of the people I was playing with, who was located on the other side of the fence. Odd, but given the desync in the game, certainly nothing we could deem impossible without cheats/exploits. After this he moved to the beige house next door. I watched him, in a crouching position, slide through a wall of that house, through the fence between the two houses, and alongside our house. Again... sketchy, but I've accidentally passed through fences and doors before(not a wall though) so I figured maybe it was just a bug. Anyways, the player was jabbering on direct chat, saying he was at the front door and asking us not to shoot. I was sitting on the staircase, more than halfway up, watching the entrance. Suddenly I saw a helmet and a barrel poking through the outside-wall-side of the staircase, about halfway up the stairs. Needless to say he killed me before I could try to move away. Now the only person left from our little trio was in the second story bedroom with only 1 window. I couldn't witness this part obviously, but from what I was told, he again poked his head and barrel up, this time directly through the floor beneath my comrade, and shot him dead. Up until this point I just assumed he was glitching inside of buildings, however the amount of control, and ability to move in any direction he wanted, to the exact place he wanted, really leaves me thinking this was indeed an encounter with someone using cheats, rather than just exploiting. Obviously this alone is nowhere near enough to say "OMG DayZ SA is full of cheaters now!". However, given that I feel I've seen an increase in people posting about encounters with suspected cheaters, and an increase in videos wherein the recorders obtain video evidence of someone cheating, I felt it couldn't hurt to share my own experience. Hopefully we'll see updates to BE that will track usage of these cheats, or they'll start performing ban waves on accounts already caught cheating more frequently. Also, I truly hope the current state of the military jail buildings, and the hanger in NEAF, are of the utmost immediate concern to BIS. From what I'm hearing, those bugs have already been around entirely too long. -
I close pretty much every door that I open. If I'm gonna be in an area for a little while, I'll close doors other people left open as well. As you mentioned, this obviously includes closing the doors of the buildings that I'm inside. However, keeping that in mind, if I'm in an area with lots of buildings that have open doors, and then I find 1 building with closed doors, I'm especially careful when I go about clearing that building. Basically, like plenty of other people, I want to leave as little possible trace of myself when I move through an area. Couple this with using doors as a sort of 'warning system', to see if someone else is in your immediate proximity and not closing doors, and you can really get the jump on someone.
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Let's talk about the Long Range Scope.
kylesaysthings replied to Zjasuu's topic in General Discussion
Same, though I guess it should be mentioned that when I come across them, it's usually on the corpse of a fully kitted server hopper. I think I've only found one that wasn't in someone elses possession. It was on the balcony of the ATC at NEAF. Already had 2 at that point, so I picked it up and dropped it outside the door of one of the military prison buildings. Next fella there was either really happy, or really suspicious of a trap. -
Don't bother trying to reason with the unreasonable. Just apply George Carlin's(or Mark Twain, or Greg King) "Never argue with an idiot" quote when it comes to dealing with this user in the future.
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Arma3 Third person fix mod...thoughts?
kylesaysthings replied to OrLoK's topic in General Discussion
I've discussed 4th wall with my brother a bit, as we both would love to see something implemented to prevent the silly 3pp corner peaking(like most people who play regular). My reservations against it are pretty much what you mentioned here. The sudden popping of objects into sight would be somewhat irritating, especially when you start thinking about finding people in forests. Trees would constantly be breaking your line-of-sight with the target, so if you're both on the move, it may lead to other characters flickering. A slow fade would certainly be less abrasive than the sudden apparition depicted in the video, but that delay period while it's fading would just serve to further reduce the time in which you can see your target. While that reduction in visibility time might be very brief, it may still prove to be bothersome in heavily wooded areas. Not gonna really mention the impact on performance. As of right now, we don't really know how SA will run once optimization changes have been made. Nor do I personally know the significance of a script like this on the overall resource tax of the game. Definitely something that should be kept in mind though. -
A cover system would be awesome. That being said, I'm guessing it's very difficult, if not impossible to implement on this engine. Even most games, that are built from the ground up with a cover system, struggle. It almost always seems to be glitchy, or problematic at times. So I'm afraid that this will probably never be seen in DayZ.
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Erm.. it takes all of 3 seconds to look at how the ship is placed, and the things around it, to come to the conclusion that it did not break in half there. As it stands it looks like some giant being came down from the heavens and rended it in half. Far more realistic to assume the ship was damaged elsewhere and came ashore where it lies, in which case the two separated halves most certainly would not lay perfectly next to eachother. Edit: Just for the sake of argument, we'll pretend that it IS possible the ship was broken completely in two on the rocks there. If the waves were strong enough to snap it in half against those rocks, then they are DEFINITELY strong enough to pull one of those halves away, or at the very least tip it on its side, or something. It simply would not look like it does.
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Respawning loot should indeed be a priority. However, I really couldn't care less if zombies respawn currently. As I see it now, zombies exist solely to keep people from complaining that there aren't any zombies in a zombie game. Their place-holder code is so broken that the game honestly wouldn't be any worse if they were left out all together(jk, it'd be better). Now that's not to say that BIS shouldn't be working out a way to make zombies spawn in an immersive fashion, but I don't see what the appeal is to having completely broken zombies everywhere.