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Everything posted by FlimFlamm
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try removing the cpu related parameters in your launch parameters... that worked for me...
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https://forums.dayzgame.com/index.php?/topic/225409-how-would-you-feel-if-1st-person-perspective-was-mandatory/ I made a thread which asked this question. Out of 328 votes, here are the results - 60% of people voted "in favor of" mandatory 1st person perspective. 35 % of people voted "against" mandatory 1st person perspective' 5% percent of people felt neutral about it. ------------------------------------------------------------------------------------ The 35% disapproval rating seems to like up fairly well with the poll result of 33% in this thread. In my thread the people who were infavor if it were categorized as 50% outright in favor, and an additional 10% not opposed to the idea. The remaining 5% was neutral. Interestingly, the banna statistic of 15% correlates well with the results of my poll, presumably containing the roughly 5% neutral and the 10% who are not opposed to it but also not as enthusiastically for it as the 50%.
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Yes you did. " Mods such as different maps, clothing sets, weapons, food items, backpacks, animals, infected are good". Creating new content has the same meaning as adding extra content. If you want to debate semantics I can deal with that, but you should probably acknowledge it is not an issue and instead try to comprehend my point; you don't object to mods in and of themselves, you only object to mods you personally dislike. What I'm trying to tell you is that saying no to mods is a bad idea because you yourself are going to benefit from them in ways you have already admitted If what you say is true then people will simply quit DayZ rather than play a game they cannot handle. 1000 car servers were a problem in the original vanilla and the only thing that solved thjat problem was constructable vehicles and/or vehicle vendors. It turns out people quit a game where after many months of lone play they still have almost zero chance of experiencing content like aircraft, so servers jacked their car and heli spawn rates and attracted a shit ton of players. This generally occured after the initial phase of DayZ, which had novelty, which we all grew bored of. Mods which added more and more weapons attracted players because they got bored of the limited available content. This is why saying thins like "extra (meaning additional variety of) maps and clothing is good" feels right. On the issue of sky bases, it is a completely unfair assumption to make that modders will make the same mistake of allowing floating cement. That said, the devs are implementing base building on their own, so modders probably won't even need to add much, certainly not sky bases. What you're really saying here is that you know what's best for the DayZ community as a whole, and that like it or not, they should play the game you envision and not the one they envision. I still don;t know what your point in this thread is beyond you not liking epoch, but I'm not sure because you still have not answered the question of what your actual position is. Are you for or against modding? Actually Epoch brought a whole new level of challenges to the game. On servers that had admins to prevent duping and hacking communities would emerge and do war with one another. You needed to actually be in a clan of people for this to be effective, so perhaps you never got that chance, but building bases as protected as possible required a serious amount of effort and sky towers were always big targets unless they had a community alliance. You toss aside epoch like it was some shitty easy to play game, but it actually required a lot of time and effort and cooepration to succed in, which is something that DayZ vanilla always was, and still is, lacking. This horse has already been buried 8 feet in the ground... There will always be at least one vanilla server where you can go, so I guess all you need to worry about is getting a bad reputation on that one remaining vanilla server... You will have to accept the community of this server for what it is, like it or lump it; you will have no other choice. You might want them to change their ingame habits but you aren't likely going to convince many of them to change their behavior. After not too long of being restricted to this one server, unless it is the perfect one for you, you are going to quit DayZ. But what if there was a plethora of mods available where people like yourself could all go to play the way you like to play? Are you going to lament that a bunch of people who would otherwise have quit the game are not going to be experiencing the exact same version of the game along side of you, so as to benefit them or yourself through entertainment? Probably not, you're going to find the mod that suits you, or vanilla, and there are going to be a bunch of people playing along side of you, regardless of how "thin" the playerbase is. It will get even thinner if you try and dictate what is good and what is bad like some great arbiter of value. Mods, if anything, will increase the playerbase by large margins, IMHO, because of all the extra content that purchasing the game will give you access to. So I ask you again, are you for or against modding in DayZ SA?
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"Creating other items" has the same meaning as "adding extra". I never said that you said that you wanted extra, I only said that you do in fact want extra, by the reasoning that "creating other items like maps and clothes" is in fact, "adding extra". :) The formal way of describing what I've done (per your perception) is called the "straw man fallacy". If you do not hold the position that DayZ should not be moddable, then my criticism of that argument is irrelevant in our discussion. The straw man would be to attribute an argument to you, and then to attack it, when you do not even hold such a position. If you no longer hold this position, or never did, and my entire interpretation of your ideas/opinions is based on miscommunication, then I will happily shake your hand, agree on the issue that DayZ should be moddable, and we can move on. If however you still or do hold the opinion that modding access to DayZ would be a detriment to the game, and therefore should be disallowed, then we can continue where we last left off, which is stuck at the issue of exactly how mods ruin gameplay. A sloppy version of minecraft? This is where I typically use words like flabbergasted or gobsmacked, but I'll spare you all that ;). Epoch was very much a survival game. You had to survive the zombies, which at least were stronger than vanilla zeds, at the time, and players themselves posed much more of a risk. You had disease and hunger requirements, along with environmental effects. It certainly was not a sloppy minecraft. It was vanilla DayZ with more vehicles, weapons, clothes, and outlandish base-building options. You can take an aesthetic issue with giant cement walls and skybases, but that is entirely your own opinion, and it is an irrelevant one because nobody wants to see sky bases in DayZ; mods which enable skybase mode won't be too popular i reckon. You keep repeating the same basic mantras and platitudes, and I keep having to remind you that you need to go farther and actually type out an argument. Premises and conclusions, not just statements and appeals to your own emotional feelings about what DayZ was, is and should become. You say epoch detracted from the game (without explanation/demonstration/evidence/reasoning), but it was very popular and constitutes a significant era in DayZ history. DayZ has transcended your own petty notions about what it ought to be, whether you like it or not; they liked it; I liked it. It will continue to transcend all of our notions about what DayZ is and should be because that's the nature of a game with as much emergence as DayZ. I have a soft spot for the argument which says keep DayZ difficult, keep it player skill and experience based instead of level based or soft skill based, keep it de-militarized... etc... You could do a whole lot of good on the forum if you separated your ideas about what DayZ should be from your fears about what direction some of the mods might take. The devs in the end are not going to be able to cater to you specifically, but if you convince enough people on your actual ideas about the game, and they get support, then you might have a shot at influencing the devs to create a game that more closely resembles your dream vision about what it ought to be. Short of achieving total success and getting the exact game that you want, your only chance afterward to "get your 30$ worth" out of DayZ will be to rely on modders. Many modders are going to mod in exactly the sorts of thigns you desire; more maps, more clothes, deadlier zeds, deadly animals, all the stuff you have wet dreams about. And yet you persist in this thread with objections to mods, seemingly in support of the OP. I really think you should take some time to reconsider your strategy in sharing your ideas in threads like this. Your goal should be to share your opinions as clearly and convincingly as possible, and if you value the internal consistency of your opinions and your ideas, you need to be able to reproach them in order to improve them. Are you willing to state that you think DayZ should be moddable? If so we can agree. If not, what is your point in this thread beyond "I don't like epoch".
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Your inglorious entry into this thread made it unambiguous what your opinion on mods are (or were, naturally opinions evovle and change, and so this is just based upon what you have written) "I bought the SA because I was under the assumption it would be DayZ, un-modded. Now learning that they will allow modding to be a thing the game DayZ as we know it will disappear and be overrun with it's bastardized child called Epoch. Epoch SA.... lovely. Well the game was only $30 at release of the early access and I got my hours of enjoyment out of it at least." Nowhere except in your most recent two posts have you made a distinction (a vague one at that) between some possible "mods" like clothing and maps, and other possible "mods", (epoch I assume). You entered this thread unequivocally opposed to mods and I'm not going to allow you to question my ability to read the english language. Forshame! Hicks never intended for his sales pitch to be used as some sort of authoritative basis for navigating the issue of whether or not DayZ would be better with or without mods. It might just be a bit of sales rhetoric, not the ultimate truth about what DayZ is or should become. You have begun to relinquish your position and "push back the goal posts" as it were. So far as I can tell you're no longer against mods even though any rational reader would likely conclude this. You want mods for extra maps, extra vehicles, extra weapons, extra everything. You want mods galore don't you?! ADMIT IT!!!!!! :D You just didn't like epoch for whatever reason, so really the total sum of all your communications in this entire thread amounts to one simple statement: "I didn't like Epoch". P.S, telling me to go look at mods like epoch is useless. You need to explain what about epoch is crap. I played thousands of hours of epoch. Loved it.
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But it was DayZ; it was modded DayZ. You can state your definition for DayZ (along with sloppily pasted sales pitches), and all I need to do is state the contrary, and we reach an impasse. DayZ is not just one single thing; it's obvious.
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Well at least this is a start. You have provided a source (well done!), even if it is just a sales pitch that might not constitute meaningful information, at least we have something! Now if only you took the time to explain how this quote indicates that mods will detract from the game, we would have an argument going! I'll work with what I'm given though, I'm not a greedy person... So given the bolded red, it seems that "survival" is your asserted main focal point of the game... Absolutely nothing inherent in "mods" will alter survival as the number one objective in DayZ. Survival is required for everything else. The idea of DayZ is not just to survive, but to survive while experiencing "powerful events and emotions" which come from "emergent game-play". It's not the surviving that is in fact the focal point, it's everything. There is no singular way to play DayZ, and yes, most of them involve survival, but if all we did was "survive" then there would be no actual events or emotions that arise from evolving gameplay. We know DayZ is a survival game, we know it's a horror game. We know it's open world; we know it's post-apocalyptic. Where exactly is the logic that says gritty survival post-apocalyptic open world horror games will be detracted from if modding is permitted? All you have done is copy pasted some sales literature which gives a brief and vague description of what DayZ is, bolded the word survival, and concluded by saying that this is the evidence/logic that shows/demonstrates how and why mods will detract from the game. You've already begun to slide back down the slippery slope you have erected. First it's extra clothing and such that you're O.K with, then it's extra vehicles, and before you know it you'll be playing the most heavily modded variations of DayZ with absolutely no memory of this curious interaction in this podunk backwater thread of bias and juvenille greed.
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It looks to me like you're unable to answer a simple question. That's O.K, I'll answer it for you. For some people the focal point of the game is on cooeprating with groups, for others it's travelling alone and killing doing PVP. Some people want to basebuild, some people want to construct and drive vehicles. Some people just want to meet a friend. Some people want to survive, some people want to kill. Some want to create, others want to destroy. Some people want to feel elated when they find beans; others want to make a generator and power a town. These are all focal points of the game, and saying that the focal point of the game is "[b, the focal point, c, spawn rates, d, loadouts, e, and item rarity] says absolutely nothing about what the focal point of the game is supposed to be. If I had never played DayZ, and this was the explanation of the focal point that you provided to me, I would be quite confused, wouldn't you think? Words for the wise: When people try to defend a position or claim which comes from their own biased and emotional perception of things, they tend to become dogmatically entrenched in their own ideas and are thusly unable to comprehend the ideas of their opponents. The emotional and cognitive dissionance that results from conceptualizing ideas contrary to one's own when in this state makes it almost impossible to put forward a rational objection. How can I convince you that mods are a good thing when if I ask you a simple question like "what is the focal point of the game" (a question relevant to the discussion of mods) you simply call me a troll and deliver a non-response, devoid of any rational argument whatsoever. If you're done with the discussion "because i'm a troll" then that's fine with me. I'll be here if you change your mind.
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a) What does it mean to moderate a mod? Racist, prejudice, or secually explicit content will be disallowed in the steam workshop, I'm sure of it. b) What is your version of "the main focal point of the game" and why do you believe mods will threaten that? Are you aware that for different people, different aspects of the game make it attractive? c) Spawn rates for various items will be able to be turned on and off, raised and decreased, and this won't be an issue. Moded servers will mostly be private hives; the public hive will be fine. And if you want a server with default spawn rates, there will be plenty of them. How does adjustable spawn rates in mods ruin DayZ? d) Starting gear on public hive will always be the same. Starting gear on private hives and mods is completely up to the server hosters; there is no issue here. e) public hive economy will always be standard, private hives will have the option to customize everything. How is this an issue? You have to realize that the "good old days" were back when the game was buggy and basic and utter crap compared to what it is now. It's just that the concept and gameplay of DayZ were so revolutionary back then that we all instantly fell in love with it. By the time the mods started getting released, the novelty of DayZ had already subsided and people were looking for newer and better games, games with similar but more features and less bugs. The mods were really the onyl thing that gave the game longevity. I'm sorry that your group couldn't decide on which mod to play on as a group, but it was either that or everyone stops playing DayZ alltogether because we run out of content; there are only so many times you can kill players before you ask yourself what the point is.
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The concept for this idea begins with a wooden stake that can be made from a log and driven into the ground with a heavy meele weapon. A rope can be fashioned into a leash, and here is where the new tranquilizer gun comes into play. We should be able to tranquilize animals, zombies, and potentially even players. Once we have them tranqed up, we can tie a leash around their neck and have a way of controling the creatures movement when they wake up. (Or drag them to death from a vehicle?). Then we can tie the end of our leash onto the stake that we have driven into the ground. It may seem stupid at first but this mechanic can be used in many ways and potentially for future features. Firstly, we can capture animals this way. Cows for milking, pigs for breeding and slaughtering, goats for milk and meat. This can be a rudimentary first phase of animal husbandry. If horses ever get added in then this could be an easy way of capturing your first horse. The uniqueness to this feature would bring something totally new to DayZ. Next I envision the capture of zombies, and using them as hidden sentries to guard your camp. (a zombie who lives in the bushes for example, and lashes out at people who pass by it.) Having Zombies on leashes even if it is utterly useless would still be quite the hoot. This next tidbit might be too awesome for you all to handle or imagine, but once we have a zombie captured, why can we not modify and dress them?. First we restrain the zombies arms with quality rope or chains. Next we put a muzzle on them, we don't want them biting us afterall. Finally we dress them up, give them all the fancy clothes and backpacks we can find. And what do we get? A pet zombie that can be taken for walks. Make sure to keep them tied up when not in use though, as they will wander. The benefit of owning your own pet zombie is that you have the ultimate pack mule. I will admit at this point that I stole the idea from "the walking dead", but who cares. Good ideas needs must be stolen. Finally there is the entertaining matter of tying up actual human beings. Humans are smart enough to eventually escape their restraints and their neck leash (after they free their hands), but man it would be incredibly enjoyable to teach that backstabber a lesson by chaining him up naked and attracting a bunch of zombies to him :) (or any other number of sadistic slow forms of torture that can be concieved of). The tranq gun facilitates the required unconsciousness but can also become a popular gun for many sorts of uses. So, tranq gun, neck leash, and tie-on stake.
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This isn't torture this is imprisonment. That said players can already torture other players... When you capture another player with restraints, there is no way to force them to move where you want them to move. Not only should we be ablle to grab them and force them around but we should also be able to confine their movement in the way this thread describes. It's not to give players the power to torture other players, it's to give them the power to capture someone without needing to then shoot them in the brain for convienience. Taking control of another player needs to be possible, and if anyone disagrees, just think about how instead of being captured you just get killed, and try to imagine what the experience of getting captured might have been like.
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Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm posted a topic in General Discussion
// Is this the section for guides? Well shoot, I'm committed now. Here goes: Nobody expects the Improvised Bow! Our chief weapon is stealth; stealth and skill; skill and stealth. Our two weapons are skill and stealth, and devastating accuracy. Our three weapons are skill, stealth, and devastating accuracy... And an almost maniacal devotion to the Bow!... Our four! No... Amongst our weapons... Amongst our weaponry, are such elements as skill, stealth... I'll try this again.... Nobody expects the Improvised Bow! Amongst our weaponry are such diverse elements as skill, stealth, devastating accuracy, and an almost maniacal devotion to the bow, and nice leather hats.... Oh damn... What is archery? Is it useful? How can I be good at it? These are all questions that demand answers, luckily this thread is here to provide them for you! Firstly, what is archery? Archery is the phenomenon of using the tensile strength of some cordage in order to propel shaft like projectiles into the bodies of your target. You may have encountered the implement known as "The Improvised Bow" in game, which has been specifically engineered facilitate archery, and so we shall begin by exploring the process for creating an Improvised Bow. Acquiring the Improvised Bow: Improvised Bows are made from any long wooden stick and some sort of cordage. Long sticks can be found by applying any kind of knife to most trees and selecting the "cut off branch" option. Ashwood sticks and generic long sticks can be stored in the melee back inventory slot and on their own are deadly weapons, considered by many to be the most powerful melee weapon available (as of .58). Your first action if you need to construct a bow should be to craft an improvised knife. This can be done by gathering a stone by any rocky terrain and then crafting the stone into a knife by reapplying it to the same rocky terrain from whence it came. Rocky terrain can be found near costs, lakes, river beds, most industrial buildings, most houses, and many other places. Improvised knives are easy to get and are very important for the needs of archers. Your second objective will be to get a long stick. It doesn't matter whether or not is is an Ashwood stick or a generic long stick, as long as it is gathered from a tree with a knife it will suit your needs. Once the stick is acquired the final ingredient is cordage. Cordage can come in the form of rope, improvised rope (created by adding two stacks of 6 rags), or animal guts* (2x1 inventory size guts). Simply add the cordage to the stick and select the Improvised Bow option. Incidentally this is also the same way to craft a fishing rod, but that's a lesson for another time! Congratulations! If you have followed the directions successfully you will be the proud owner of a shiny new Improvised Bow... What's that? " How do I get arrows?", you say? Arrows: We begin by acquiring piles of short sticks, which can be found by cutting down bushes with a knife (improvised knife makes it easy) and making piles of 5. Once you have a pile of sticks you can sharpen them all at once with a knife (improvised knife comes in handy, once again). The final ingredient to creating improvised arrows are feathers. Feathers can be acquired by repeatedly searching through the small chicken coops located in every town, or by killing a chicken and skinning and quartering it. You get 20 feathers for killing a single chicken which would probably take 5-10 minutes of rooting through chicken coop to gather, so if chickens are available it is preferable to using coops. Once you have some feathers and some sharpened sticks, simply add the feathers to the sharpened sticks and one by one your improvised arrows will be added to your inventory. Make sure you have room in your inventory for the newly created arrows, you might need to stack them as you are creating them to save space. Arrows can be made into stacks of 5, and loaded as a stack into the bow itself. Improvised Arrows can be upgraded into Bone Arrows. Simply add bones to improvised arrows and one by one bone arrows will be added to your inventory in the same way improvised arrows appear from sharpened sticks. Bones can be gained by skinning and quartering animals and humans. The larger the animal the more bones you will get; 2 bones per chicken, 4 per goat, 4 per pig, 5 per human, 8 per deer, and a whopping 10 per cow (unsure about exact bone numbers here). Bone arrows fly a good deal faster and farther than improvised arrows, and they deal more damage. Often times a bone arrow will kill a human in one shot along with small game, up to and including pigs. Bone Arrows are not guaranteed kills but deal a significant amount of damage none the less. Composite Arrows are the pinnacle of arrow technology; put simply, they are the cat-bee's knee-pajamas. They fly very fast, meaning you need to lead moving targets less. They fly farther, meaning you don't need to raise the aim of the bow as much to hit more distant targets. The damage is superior to even that of the bone arrow. I have always killed players in one hit when I manage to strike them with a Composite Arrow. Unfortunately Composite Arrows cannot be crafted and can only be looted. Their loot location is currently unknown and their loot prevalence I would consider rare. If you find composite arrows, a screen shot of their spawn location would be much appreciated for the purpose of tracking their spawn rates and locations. "So now we have a bow and some arrows? So what? How do we use them effectively?". Well let me tell you... Becoming an archer: The first step to firing the bow is to load arrows into the bow. The Improvised Bow can be fired accurately from both first and third person perspective views, but we will focus mainly on first person perspective style shooting which is the easiest to master. While in 1pp mode, equip your bow and bring your character into a raised weapon stance (not "looking down the iron sights mode", but rather simply "fists/item raised mode") which by default is the space-bar hotkey. Once in this position, the actual zoom of your character can be altered with the FOV slider or by pressing, holding, or double tapping the + and - keys on your numpad. By double tapping the + key, you will bring your character to maximum zoom (outside of FOV alteration). By holding the right mouse button you will also activate the zoom function like the + key does, but you will also begin holding your breath. It can be desirable to use the + key because you can zoom in without holding your breath for too long if you want to take your time on a shot; ideal for target practice. You will only need to hold your breath for a few seconds max right before you take your shot so that you can stabilize the natural weapon sway of your bow. In order to fire an arrow from the 1pp/bow raised position, press and hold the left mouse button and your character will draw the back the arrow. Once the bow is fully drawn releasing the left mouse button will result in your character releasing the arrow and the bow firing. If you draw an arrow and decide you do not want to fire it, pressing R will remove the tension on the string and allow you to release the left mouse button without firing. If you do decide to fire, the first step to hitting your target is to understand the secret of hidden bow sway. This is a mechanic that occurs when you have an arrow drawn and a secondary sway can be observed on the bow itself and some parts of the environment. This sway follows a pattern of movement: "RIGHT-RIGHT-LEFT" in an endless loop. The secret to making your arrow fire straight is to release the arrow at the exact moment this secondary bow sway reaches the left most point of the sway loop. If you release the arrow at the correct moment in the sway pattern, then the arrow will go perfectly straight according to wherever your onscreen reticle indicates, if you release the arrow to soon or too late, then it could fire wildly to either side. Luckily, once understood this mechanic is quite easy to master and presents only a small hurtle in mastering the bow. Here is an example of 1pp/weapon raised stance which has the bow-sway clearly visible and also shows the correct moment to release the arrow: Once you are able to make arrows go straight, the next skill to master is judging distance, and raising the aim of your bow accordingly. Arrows follow a parabolic curve, like all projectiles, and so the farther away your target is the higher you need to aim. It's hard to say exactly what the maximum range on the bow is, but I've been able to repeat accurate shots (on a level range that I have already practiced on) at at least 125 meter distances. The effective max distance that I would personally try and engage targets at ranges from 75-125, depending on arrow quality (75 for improvised, 100 for bone, and 125 for composite). I cannot give you any great rules of thumb for judging distance and appropriate angle of fire as bow technology is relatively new and undeveloped in the world of DayZ. Short of some sweet GIF examples the only way to learn ranging is to try it out and learn through experience. Here is a 100m shot in a barn: The third important skill of an archer is an ability to judge elevation difference between you and your target, and to understand how that will affect the appropriate angle of fire. Generally the more elevated the target is, the more you will need to raise your angle of fire to compensate, and the farther away an object, the more this effect is compounded. The reverse applies when your target is lower than you. You don't need to aim as high as you normally would at a given distance is your target has a lower elevation. The way elevation affects appropriate angle of fire is tricky and myself am still learning. Here are some GIFS which show shots with varying elevations: That's it! Understanding bow-sway/release mechanics, some experience with angle of fire (aiming higher to compensate for distance) and elevation, and you're on your way to becoming a bona-fide archer in the world of DayZ! Tips and tricks: Firing arrows into an open or closed door makes for an excellent target. It is roughly the size of a human and when it is filled with arrows, you can open the door in order to view the arrows in "vicinity" tab view. Collecting arrows from target practice is possible, simply have an unloaded bow in hand, and look at the arrow or view it in "vicinity" then right click the arrow and select the"load into bow" option, then eject the single arrow and stack it with the others, and repeat! Firing while looking over your shoulder is possible but you get less zoom. With experience this can be quite fun and accurate: Carrying a stack of 20 feathers is convenient but carrying various piles of bones is not because they cannot be stacked, upgrade your improvised arrows to bone arrows as soon as possible to potentially save on inventory space and acquire spare arrows! The bow is very silent, making it very useful for killing zombies. An improvised arrow to the chest should take out any Zed. There is a way to quickfire the bow and to release the arrow before the bow sway loop begins. It requires precise timing on the release as soon as the arrow is fully drawn. I am practicing this mechanic myself and so I leave it to you to discover more! P.S: please share any bow related media or knowledge! It is your personal duty as all archers are champions of the people!- 16 replies
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Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
Glad I inspired you to try it out! Regarding the reloading bug, I have never encountered that before. I shove stacks of 5 arrows into my bow and it lets me fire 5 in a row without needing to manually reload. Regarding shooting to the left, I know what is going on there. You are releasging the arrow at the incorrect moment. If you look at the GIFS and study the "becoming an archer" section it will explain the precise moment you need to release you arrow to fire accurately. The bow sway pattern is "RIGHT RIGHT LEFT", you release the arrow the instant your bow arrives at the left most position! :) -
I didn't suggest full blown animal husbandry really, and I understand that sort of mechanic would be complex and take a long time to implement. What I did however suggest is a mechanic that lets you drive a wooden stake into the ground and to then tie ropes around the necks of players, zombies, and animals, and to then tie the rope to the stake in order to limit their movement. Beyond that, something like "milking a cow" might not be too complex. Really what I'm interested in is increasing the ability of players to interact with one another in a form other than lead to the brain, even if that means sadistic imprisonment.
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Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
Thanks, I'll see if I can download it and extract any useful info! -
Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
A2SM? I tried deciphering this acronym but to no avail :(. The reason why I ask is because I'm working on a rangefinding technique based on thumbnail (from thumbs up animation) height and so I need some precise standard distances to calibrate the rules. -
Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
O.K I understand the image now, thanks. Regarding barns, they tend to come in various sizes, I'm not exactly sure how many variations there are but the ones I typically use are like the long one in berezino at coordinates 122 062. Also, what method are you using to measure distances? I was using DayZDB itself but if it is innaccurate at least I could get some sort of ratio which I could use to correct some old numbers. Have not had a range finder in quite awhile, perhaps I should begin hunting for one. -
Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
Not exactly sure what the numbers on your screen indicate, but I get what you mean about distances not feeling correct in game. The very long barns are reported to be 100 meters long but they only feel like 50m. I think that composite arrows might currently be over powered but the current range of the bone arrow feels right to me. If it was lessened very much then it would be useless in almost every situation. Currently I tend to stay behind tree cover or near buildings in towns so I can get close enough to make a kill shot, but with the current range that means quite close. They could hit me with a magnum at around 100m, surely I should be able to reciprocate if my archery skills are up to snuff. Not exactly sure what sort of differences the recurve bow should have, and how much the regular bow should get nerfed (whether just the composite is nerfed, every arrow, or if at all), but if they are going to be in game then they need to at least be useful in some situations for the sake of gameplay. -
Your argument here is quite weak. An ouroboros, a self defeating argument; a snake that devours itself from the tail. If everyone is playing on the mods rather than vanilla servers then we can conclude that mods are better than vanilla, but this does not necessarily mean that the vanilla game itself is bad, just that the mods are even better. Furthermore you failed to address the main point and genuine issue with your objection, which is that there will always be vanilla servers regardless of how good or bad the mods become. However your assertion that vanilla will be abandoned leads to conclusions which contradict your own premise (that mods aren't in fact a good thing) when in the unlikely scenario where vanilla is in fact abandoned, it's because the mods are better, hence we ought to have them.
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Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
I think they actually toned down the arrow speeds a bit, you should do some re-testing! Back when I announced that the bow had suddenly been buffed, it seemed like arrows were flying way faster and farther than they do lately, although I may have just gotten used to them :/ I could deal with slow arrows, just as long as they have an effective enough range! -
"The idea that vanilla servers will be empty is a self defeating argument; a genuine ouroboros. If all the vanilla servers are empty that simply means that the mods have surpassed vanilla in terms of enjoyability, and you will all be playing the mods too, looking back on this thread as a regretful blip of ignorance. To repeat, if mods become more popular than vanilla, then that means that the entire argument of this thread, that modding should be disallowed or is of negative or no benefit, will have been wrong. Furthermore, the desire to prevent other people form playing what they want on their own servers is unfair and greedy. People who do not want to play the game the way you imagine it aren't going to play your imagined "vanilla" for very long are they?"
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Introductory GUIDE to the Improvised Bow and Archery Mechanics
FlimFlamm replied to FlimFlamm's topic in General Discussion
Thanks! That means a lot to me :) I did my best to cover all the basics and hopefully it will spark some interest in the bow! I have never encountered another player wielding the bow, and this is something I aim to change! I hope to release an advanced bow guide once I have the required knowledge, skills and footage. The Recurve Bow is going to be released soon enough, and this has me quite excited! -
Actually if you had bothered to read about the details of planned mod support you would know that modders will be able to release their modded content directly through steam. Additionally, a robust modding community will emerge around DayZ mods and many different mods will be accumulated together into mod packs that will rise and fall in popularity depending on quality. It will literally be a click and play scenario where you click on the mod or server you want to play and if you don't have them the game files will be downloaded onto your local machine. Then it is actuallly a matter of click and play. The game engine is being designed with modularity and modding in mind so that modders will be able to implement diverse content with a great deal of ease and compatibility compared to many other games. Literally everything you have suggested is far from the likely truth. There will still be vanilla servers. If you want to just load up a random server and get into it and enjoy yourself then there will always be vanilla servers that cater to you. If you want to be a more dedicated player on a specific server, then a brief "waiting for resources to download" screen upon initial entry is insignificant.
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TIL that DayZ runs much smoother on Windows 10.
FlimFlamm replied to Grimey Rick's topic in General Discussion
Here is a quote from microsofts FAQ: " "Is it really free to upgrade? Yes. Windows 10 is a free upgrade for qualified Windows 7 SP1, Windows 8.1 Update and Windows Phone 8.1 devices. This free upgrade is offered for one year after Windows 10 is available. After you upgrade, Windows 10 is yours to enjoy." The wording here pisses me off because I'm not sure if they're offering the upgrade only for one year or if they are offering to give away windows 10 copies for a year until they start selling them... -
According to some in this thread, modding means that everyone will play on skybase vehicle bonanza servers with VTOL jets and APCs. They say that there are going to be zero players on anything other than "sky commander and the world of tomorrow" servers. (which incidentally means that they themselves have abandoned their own values and have simply followed the mainsteam :) !) I really tried my best to squash the foolishness of this thread, but people are really hopped up on their idea that the modding community is going to completely usurp what in their mind is some divine and immaculate vanilla experience. (that they have not yet even seen, and have no clue what the final version would look like, nor the mods). These people (you all know who you are :) ) need to understand the fact that vanilla servers will always exist. DayZ SA vanilla is going to be one hundred times better than the original vanilla, so people aren't going to need to rely on mods for content. If the only remaining argument is that vanilla servers will dry up then not only is it naive but it's juvenile and greedy. Other people bought the game too, with the understanding that there would be modding, and complaining that not everyone will be playing what someone wants them to play is blatantly self-centered.