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Your DayZ Team
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91 GoodAbout moeb1us
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Disappointing report/road map and I hope you add something to it Adam. Especially DayZ with its long history of pretty subpar communication strat should be more aware of the feelings and expectations of the community. A post supposedly overviewing the whole year should be more extensive and cover more areas of the game. Otherwise it is no surprise what the result will be: people will naturally assume that topics that were not addressed are unknown and/or ignored and/or deliberately not-touched upon. Which invites speculation and is almost always pretty bad PR and hurting you. Considering that dropping Namalsk was a boon for the franchise, it is especially notable how little actually happened besides that. And several posters already mentioned the so called "elephants in the room". Of course these might vary from standpoint to standpoint, but a couple of them always reappear. If you do not want to listen to forums or "normal" community, maybe start a poll or do a small workshop with key people "in the know"? You need serious guidance through the jungle of DayZ bugs and help to find the correct course.
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moeb1us started following question regarding modded weapons and weapons/projectiles stats
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question regarding modded weapons and weapons/projectiles stats
moeb1us posted a topic in General Discussion
Hey guys, would you mind helping me out with a couple of questions that bug me since foreever. So we know there are some issues with the weapon and projectile stats that should be balanced but aren't, and are instead dragged from update to update, even when fixing it would take not more than one hour or so. Examples: 1) 7.62x39 mm airFriction and base damage 2) airFriction of 5.45 versus 5.56 3) rate of fire of M4 versus the AK variants etc Questions: a) can mods correct this? That is, could a mod be created and installed on a server that fixes the .pbo (and config.bin) of weapons and projectiles? b) how are these handled in currently modded in weapons from let's say Mass? Stuff like the Kar98a with 7.52x57 mm round, it's not in vanilla. How is the damage handled? Does it use an already existing .pbo/config.bin or a new one? Thanks mates! moe -
Internal testing of the new content update 08/08/2018
moeb1us replied to ImpulZ's topic in News & Announcements
I would like to see something similar to bugsmashers from CIG. -
[Dev] Eye zoom 'probably' being removed entirely
moeb1us replied to -Gews-'s topic in General Discussion
I 100% agree with Gews on this and am dumbstruck why Peter would even consider a removal for one second, out of the lowest of reasons, technical stuff. He is a designer for christ sakes. Why would they do it? Consoles? And who will need to get involved in this to get an official response in here? Brian? Do we need to call a streamer or what? -
Hi Adam, question regarding the satellite image: will we get an updated one? the current one has a lot of wrong colored forests on it
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This was adressed in the last few status reports. Yes they will up the object count and make the forests denser with more younger trees, underbrush etc. And yes, the north-west area was completely redone as well.
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moeb1us changed their profile photo
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Enfusion Q&A with Lead Engine Programmer Filip Doksanský
moeb1us replied to SMoss's topic in News & Announcements
Greetings Filip, I am mainly interested in the visual aspects and the so called visual parity of old and new renderer pipeline: 1) Can you comment on the impression that in the new renderer, trees and bushes seem to change their level of detail model significantly earlier than in .59? For me trees and bushes look very low res, even on max settings, starting from maybe 300 m out 2) Can you tell us some info if you plan to improve on the texture flickering and LOD switching? Will LOD textures be redone, especially for buildings? 3) On a scale from 1 to 10, how far do you think is the enfusion engine, with 10 being completion? Thanks, and cheers! -
Without telling you more, I can confirm that barrels (and it should apply to all containers) now last eight days. It is unknown and fully possible that it applies only to newly deployed barrels/containers. And it appears it was an unannounced change done by the CLE/database team. I will wait if Brian announces it in the coming SR, if not I will make a PSA thread in the subreddit.
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I am quite astounded to read Hicks' statement regarding the funding, and EA having no effect on it. In fact, I'm quite sure that it was stated earlier in a different way. IIRC it could be shown on multiple examples and I suppose Brian meant it a bit different than written here. example: light going through structures, walls etc. Community complained it would break night play and immersion. Devs said something along the lines of 'we looked into it and it's impossible to fix, sorry.' Fast forward and the scope changed, a complete rewrite of multitudes of engines is now on the table and it is worked on for many many months, in parallel to the rest of the development. Switch to dx11 and probably even dx12 down the line. With new effects, shaders, particle effects and lighting possibilities. The only logical explanation would be that the funding influenced that decision, what else? Isn't this one of the major purposes besides very efficient bug hunting? What about Bratislava team? BI would have bought a hunting game specialist for ArmA franchise anyway, regardless of money earned? What about the art team in the east, where was it, Thailand? Vietnam? Surely BI wanted to have an outsourced art studio all the time. Brian, what in seven hells? (to give two statements like this in such a short time. second one being the 'barrels last eight days' one. sigh.rough holidays?)
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The soft skills are a feature that borders on the brink of usability IMHO. Balancing is very hard, it mustn't impact anything important really and then on the other side of the medal they are useless or unimportant and will be ignored for the most part. Like the blood system. Or the izh18.
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Could someone please further explain how the vision Peter described with the raising weapon works exactly? How will it interact with aiming down sights? How many fingers will we need in the end? What about the movement/strafing/stance/leaning/hold breath? Sounds like it's a bit much tbh...
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I asked Brian about it in this thread earlier (one of the first questions) but unfortunately he chose to ignore the question and said DayZ has no hip firing since the avatar in the gunsound video has his weapon shouldered. Yeah sure. So we can only assume: it's intentional and here to stay. You can shoot quicker, move quicker, and have good accuracy without aiming down the sights. What a great thing for a game coming from a mod of an military 'simulator'.
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Brian, please don't focus on calling it hip fire or shouldered; it's not aiming down sights which was the key of the question. Together with the crosshair showing off the alignment of the gun. I am really disappointed that you ignored the question over semantics :(
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One question/concern I would love to see addressed Brian: In the gunsounds video, the players moves around and fires his submachineguns. He does it while hip firing and via the use of the newly introduced crosshair. The crosshair shows the exact movement of the sway, like the old dot did for a brief period of time. Luckily, you got rid of that, but now reintroduce it in a even stronger form? Why? This really negates the need of aiming down sights. You can perfectly shoot from the hip, it's faster and you can move quicker and the aiming is totally sufficient. Is this the direction you deliberately aim at, by design?
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Hi, I don't get how you don't link the ingame Object Detail with the config SceneComplexity. It doesn't help with the rest of the guide 'credibility' if you overlook this. Those two are the same setting, identical. Makes no sense to recommend different things. Then the terrainGrid. AFAIK it was discovered quite a while ago, that this setting is fixed server side. Why mention it then? And would you kindly explain how a storage system change (ssd) can improve FPS? Loading times, yes that's clear, but influence the rendering? WTF?