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Kathosky

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Posts posted by Kathosky


  1. I welcome a lot and even love the inventory size reduction across clothes and backpacks. To point out, the T-Shirt was reduced in the first exp patch, but it should have been reduced to zero slots in my opinion, it's such a starter clothing that change in the first few minutes after spawning and doesn't have any pockets or much identity to justify even the fewest of slots.

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  2. Excellent amount of very good changes and additions. This update looks very promising!

    Regarding inventory sizes reduction, I really welcome them, and furthermore the T-shirt shouldn't have any slots whatsoever. At the end, it's a piece of clothing that changes in the first few minutes after spawning, so wouldn't be harsh for fresh spawns to reduce its inventory size to none. T-shirts don't have any pockets at the end.

    And regarding this from Adam's article:

    "We’ve also taken a deeper look at the item distribution in Sakhal and applied a kind of regional theme to each map, which will mostly be noticeable through the firearms you’ll find lying around. Livonia will primarily host western-made firearms, Sakhal will mostly host eastern ones, and Chernarus will continue to offer a mixture of both."

    From the point of regional theme, could you consider removing dynamic gas from Chernarus and keeping it only in Livonia so that not on every map there is dynamic gas? The dynamic gas gets old really fast and is too frequent and prevalent everywhere you to.

    To clarify, I would still keep static gas zones in Chernarus. I only mean removing the dynamic ones that become very frequent and prevalent in any playthrougt of Chernarus.

    Keep It Up and thank you for all these years!

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  3. My feedback, to add to Paul's (which is quite complete), is about dynamic gas, which ruins immersion in the quiet Apocalypse experience that characterized it before the gas update. The gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14.

    They are too prevalent/frequent, which makes them to play a huge part in any play through.

    As skies look like a thing unique to each map, why gas is in both official maps? I hope they remove them from Chernarus, or at least reduce immensely their frequency because they are in every adventure all the time. And please don't add them to Sakhal.

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  4. TRMZ posted and open letter of feedback for the developers in twitter:

    "An open “letter” of feedback for the @dayz @adamfrancu and the devs on a few things. Sorry, I usually send it in private but kinda feel like this one merits some conversation. To any followers and fans of DayZ, please feel free to chime in and say what you think. You don’t just need to agree with me, trying to keep things polite and having an open discussion would be cool if possible.

    I really feel like some of the recent changes have been to the detriment of the game and what makes it so amazing. Just wanted to go over a few of them (it’s mostly the infected but not just their hearing). I almost wanted to make a video on this subject but I don’t really want to occupy my channel which is meant to be for entertaining people with more of an essay style vid. Instead you get the essay on Twitter!!! 😉

    For the last few days I’ve been playing Livonia official, one day on 1pp and one day on 3pp and these are the few things:

    The spawn system is broken: the “everybody spawns in the same area for 6 mins” (I think it’s 6) experiment just hasn’t worked for me. The spawns are a mess and it feels utterly forced and meta’d now. You spawn in and there are three dead bodies, two people at the well and one mad player running around killing everyone with an axe or sledge hammer. This may seem fun but every life is the same, and some people just do this. Knowing that every time they spawn other players will be there and when the spawns move to the next location they can just spawn there and carry on the fight. It’s not fun. It may have the benefits of spawning close to your team mate if you’re in a duo/trio etc. But for everyone else it’s a meta’d clusterf~~k. It feels like every spawn on a full pop server is like hot dropping into a popular area of a Battle Royale. Most people are out for blood and there is no loot because everyone has run through. In the early stages of a run inland you mostly feel like you’re following someone always because you usually are. It’s changed the game for the worse IMO and if we must pander to groups then please can we have a choice when we join servers between the “group spawning” and a random spawn for a none meta’d DayZ experience? It was better before IMO and not by a small amount.

    The Zombies/infected are broken: it was planned to work on the AI in 2023 in your roadmap and it turned out not to be possible. They don’t pathway very well, they get stuck in doorways and wont run into containers. They do laps of an open doorway sometimes for what feels like minutes before they come in. Then one will come in and another 1 or 2 get stuck on a door so that you are stuck inside and cant trap them. The idea of zeds being harder is a good one and I would like to see it. But this to me needs to start with the pathing being better, maybe some zombies being able to force doors open. Id love to see all military zeds be able to break down doors do within a fairly short space of time and in spawn areas perhaps only firefighter and maybe police zeds doing it. In the past we were shared animations by you guys of this! The zombies are how they are, but the decision to massively increase the rate at which they ruin clothes when they hit us, how often they make us bleed when they hit has become really annoying. It’s not hard, it’s not to me compelling gameplay. It’s moved into being tedious. Regularly I go to kill a zed with a melee and while it's facing completely the other way, it hits me and causes a bleed without turning. The zeds aren’t just annoying atm because they can hear from miles away and stealthing seems to be not an option unless it’s heavily raining at night or something. They are annoying to deal with in general anyway, they are like a dripping tap on your forehead all the time you play. You spawn in, don’t have a melee, find gloves and then have to take your gloves off to punch zeds. If you kill even 3 or 4 zeds with gloves on the gloves are damaged by it. So we have to keep taking the gloves off to kill zeds, if you find a pristine kitchen knife and kill 10 zeds with it, it is now likely badly damaged and you need to find another until you get a sharpening stone. These aren’t hard things to do but they are very repetitive, this isn’t hardcore survival it’s turning the game into a plate spinning exercise in some ways and it’s not just the zeds.

    Plate spinning: there are so many examples of this. Some I can see making sense like suppressors needing a lot of maintenance because of how powerful they can be. But many of the others I just don’t get. Why is wringing out clothes even longer now? As one example. It feels like there is only limited development options available for the game atm and you are experimenting with moving dials on existing features in order to try and change the gameplay. I feel a lot of these are not making the game better. Your tag line is “this is your story” but where is the story in maintaining every miniscule aspect of things that don’t really matter for your survival every life over and over again? I’m sure this makes me sound like I don’t like DayZ, I love it and believe it or not I am keen for it to be harder than it is right now. I want DayZ to feel like a compelling survival game. On Tuesday I was on a hardcore night server and stepped on a bear trap at a hunting area at night whilst starving, I struggled like hell to survive, I had to collect up rags with a broken leg in the dark to make a splint, limped to the next town, stuggled to find food, cooked a chicken to eat something, just about turned the corner and then got gunned down by a geared guy just after my leg healed. That is compelling DayZ survival story. Constantly mending your jacket, constantly fixing a bleed, constantly mending gloves because you slid down one medium sized ladder is not fun. We need an element of this and we have it with how much the characters need to eat and drink etc. I loved the changed to bandages needing to be disinfected and what that means. I really like the changes when there feels to be a reason for it. If you aren’t prepared and you have to bandage with an unclean rag and then you need to go off looking for meds that is a really cool mechanic of a survival game. These reward players for staying where they spawned (if they made it through the battle royale stage) and actually looting the medical areas in Berezino, or found that alcohol before moving on. If you don’t search for the stuff you need, it could bite you on the ass later and then you need to search for meds then.

    However carrying 6 bandages (im known for this already), 3 sewing kits etc because you are forced to isn’t feeling very fun to me. Constantly having to mend my clothes while I’m in a town, or look for a new jacket after I’ve dealt with 4 zeds is becoming brain numbingly dull to me. Please can we have a rethink on the “punitive simulator” direction we are headed in? There is no choice in dealing with zeds, we all have to handle them and they are a needed part of the game. They are vital to it. But every time I’m in a town right now I find myself really annoyed by the experience and it repeats over and over again until you are geared enough to shoot them suppressed pretty much. There is no “survival mechanic” in having to fix your trousers and jacket every 5 mins, and bandage multiple times. I guess it slows the players down but I think the balance feels off with this massively.

    Rain on official: There is just no let up. It rains on Livonia so much. It feels incredibly atmospheric but there is no counter to it. It rains, you get wet, you get heavier because of the water, you get cold and sick because of the water. It then stops and you dry yourself off at a fire and then 5mins later it starts raining again. Why did we change the wringing out of clothes to be longer? You wring everything out, and then it rains again. There is no counter for this, there is no “if only you looted xxx you can deal with it.” Such as a rain coat that keeps you dry, or soft skill that means you can handle cold/wet conditions better as you live longer etc so you don't get sick or as cold. All there is atm is “you are going to be cold, wet and heavy and there is nothing to do about this, oh and when you sort it out and dry up, it will be raining again in 15 mins.” We need survival features that we can prepare for, that we can counter act. Not punitive ones where there is nothing we can do about them and then to top it off we make drying take much longer both at a fire and by hand and now it seems if you’re by a fire you get red heat in seconds too. Please can we have a look at balancing this a little?

    I know some people will want to be telling me that I should go and play an arcarde game. That DayZ clearly isn’t for me cos I should just get gud. But I really enjoy DayZ and I play mostly DayZ survival, I didn’t shoot anyone all day yesterday for 8.5hours on official and I still enjoyed it loads. But the game is not offering enough compelling survival mechanics for us. It is turning into the ugly sister constantly pointing a finger into our chest screaming “fix the jacket cinderelly, mend your gloves cinderelly, you need a new knife cinderelly, you may as well pick up all the knives cinderelly, don’t slide down ladders cinderelly, its raining and there is nothing you can do cinderelly, carry a bag full of bandages cinderelly!” You get the picture!

    If you want to make the game harder make it harder to carry more guns. Make only one gun go on your back again. Stop fully working full size guns like M4s etc fit in so many backpacks and still be fireable, make the SMG class needed again. Make the large guns collapse so that they can be carried for storage in bags but not whipped out in a firefight in half a second. Reduce the spawning of shotguns and take them away from tier 1. Increase the spawning in tier one of the likes of the sporter and repeater (and importantly the bullets) and make one tap shotguns spawn a bit further in land and make them rare, I know they are really common IRL but they are really OP in DayZ. Maybe don’t make the zeds brain gnawingly frustrating in so many ways while they just don’t really work so well.

    Sorry for what is meant to be feedback and maybe has turned into a bit of rant. I love DayZ. My story on official seems like it is turning into a bit of a maintenance exercise lost in a sea of kinda dull mending moments rather than in the compelling survival of being forced to hunt for food because I am starving or run away from someone trying to hold me up or shoot me. I feel like it’s being set up for me to be punished for just playing the game but not with compelling survival mechanics but with “go in that house, start a fire, dry your clothes, mend you bleeds, lose you flu with meds and get back to looting.” Only for the first zombie to ruin my jacket, make me bleed just as it starts to rain again for the 5th time that hour. Help us out a bit and have a think about spinning a few of the dials back a bit and maybe dial the rain down a touch. Or give us ways to counter act these, the current soft skill in vanilla is not that used other than by the odd hardcore baser perhaps. How cool would it be if we had a version of the Namaslk frost resistance but for cold and wet? It could be more subtle but would feel like a nice reward for living longer.

    Also footsteps of our own player are deafeningly too loud and the other players are like ninjas who can run right next to you and you only hear them if their stomach rumbles! ❤️

    Sorry for the rant, Paul."

    @scott.bowen @merropa93

    I agree with Paul, it's a good thing such a big guy of the community post this. I think it is a good opportunity here in the forums to post each other's feedback and your opinions on this. I ping some active people around here, sorry if I left someone, I have been out for a while.

    @Derleth @Riddick_2K @nemorus @JerseyD @DefectiveWater @Astalonte @Sid Debian @Pyongo Bongo @faltodeimaginacion @blueshorts44 @ChicagoFaucet

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  5. Dynamic gas hits, gas grenades and artillery sounds at the edge of the map are not interesting, in fact they become annoying very quick and don't add to (they worsen) the quiet Apocalypse experience that characterized the game until they were added in 1.14. They are too prevalent/frequent, which makes them to play a huge part in any play through.


    In the other hand, Static gas zones are interesting to have as an endgame contaminated area with unique loot.


    Maybe I love this game too much and for too long.

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  6. I return to this post since finally we are getting an improvement in the skybox, and night one too!

    I think the new skybox is close in terms of immersion to the old one. Even look as volumetric clouds, and I hope that devs can add a bit more variety in skies in future updates. I am happy! Thank you developers

    Although it would be nice if sky was not spinning around the character/map, anywhere you look sky and clouds always go from left to right.

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  7. 55 minutes ago, Kyiara said:

     

    On 10/5/2023 at 6:33 PM, Kathosky said:

    The new daylight skybox in Chernarus is static most of the time, at least the 30 minutes I played. It felt as a static texture. A step backwards from the old one, even though the texture is better definitely.

    In Livonia played for another 30 minutes and the day skybox with fluffy scattered clouds were moving which is great, but they were moving in circles around my character, feeling like the world clouds (sky) is spinning around Livonia. I didn't feel right to me, very weird indeed.

    Even though I thought the skybox needed a rework, this is a step back. It feels either too static, or very weird when see the sky spinning around your character point of view.

    I was very excited about the rework, I feel there is still work to do. I would not even push it to stable in this state.

    I could not experience night skybox, will update in once I have the chance.

    Hi, this is being looked into.
    There is still plenty of work to do during the Experimental stage, that is why we have it. 😉 

    Perfect. I was just about to update my feedback when I saw your answer, and so I just did in the ticket. Thank you. I hope it helps.


  8. The new daylight skybox in Chernarus is static most of the time, at least the 30 minutes I played. It felt as a static texture. A step backwards from the old one, even though the texture is better definitely.

    In Livonia played for another 30 minutes and the day skybox with fluffy scattered clouds were moving which is great, but they were moving in circles around my character, feeling like the world clouds (sky) is spinning around Livonia. I didn't feel right to me, very weird indeed.

    Even though I thought the skybox needed a rework, this is a step back. It feels either too static, or very weird when see the sky spinning around your character point of view.

    I was very excited about the rework, I feel there is still work to do. I would not even push it to stable in this state.

    I could not experience night skybox, will update in once I have the chance.


  9. 22 hours ago, Kyiara said:

    1) What did you like the most about this update?

    I have to agree with @DefectiveWater that "PBO data is now verified before entering the login queue (PC)" is huge even that for me, I mostly play in vanilla.

     

    22 hours ago, Kyiara said:

    2) What did you like the least about this update?

    Damage from infected to clothing. I believe it is too much and makes it annoying. I would have left it as it was or increase it but not this much, now it feels that one every two hits from infected gets one piece of clothing wear.

     

    22 hours ago, Kyiara said:

    3) Which newly added bag you like the most?

    I like all of them, I think that apart from the sling bag, which right now I cannot recall which one is exactly, I have tried all the other five. Variety is always welcome, and I agree with devs that there was a gap in backpack progression.

     

    Please, for the future consider making differentiated group slots in clothing. E.g. in pants have side pockets and back pockets, 1x2 and 2x2 respectively, according to what that piece of clothing really has. Similar in jackets, vest, etc.

    • Like 1

  10. After having played exp and then stable, I feel this is a solid update not only because of the crossbow but for various quality of life improvements. To me, the crossbow is huge, taking into account it's been reintroduced very well simulated and better than what it used to. Bolt interaction with the world is amazing. Watching an infected running towards me with a bolt attached to its back and moving both together, one attached to the other, is very pleasant. That's just one example of many that shows how well the dropoff, penetration, deflection and interactions with doors, surfaces, objects, infected and players have been made. Congratulations because feels very good to have this crossbow in the game.

    I hope this is the first step to reintroduce the improvised bow, which I hope it's not as easy to craft as just spawn in and assemble it. I hope it requires a bit more items, finding luck and/or progression, because this way it will feel more rewarding while using it. What I mean is that not just straight after spawning in the coast you go to a bush, find rope and vualá!, you got the bow. I wish it's a bit (only a bit, not meaning having to go to Tisy :D) more elaborated to craft... all this if it makes sense of course because I could be mistaken, and maybe it should be that easy to craft taking into account that afterwards some improvised arrows will require a knife, and they will be inaccurate as hell.

    BTW, when I was a boy, my brother and I crafted an improvised bow from a stick of a bush (kind of elastic type bush) and rope, and used some "fireworks sticks" as arrows (those that are straight long cylindrical sticks). I have to say it worked kind of good, but didn't have much power and the arrow could travel about 30 or 40 meters away at most. It didn't have accuracy at all past 10 meters or so. Just if it serves as an idea.

    I am not going to write about the quality of life improvements because I feel this post is long enough now, but just say that being able to ADS straight in slope terrain is fantastic after years not being able to.

    Finally, just write that I would remove the medieval armor, just my opinion. I have seen a couple of people using parts of it, and It's cool looking, not going to lie, but doesn't fit the world. I don't know, how many amor replicas should be in a post apocalyptic life? Maybe a very few, I hope that is the case, and they are extremely rare. Maybe create a new unique building medieval history museum that goes into Cherno and Topolin, only one building in each map, and put its spawn there in the central economy, just like the luna parks but extremely localized and rare at the same time. Well, apart from that, very solid update!

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  11. On 5/26/2023 at 3:49 PM, Kyiara said:

    1) What did you like the most about this update?

    The crossbow and being able to craft improvised bolts in case don't manage to find better ones.

    On 5/26/2023 at 3:49 PM, Kyiara said:

    2) What did you like the least about this update?

    Medieval armor and especially the possibility of it spawn in hunting type buildings in Livonia. Make all and each set of the armor extremely rare in the CE, please.

    On 5/26/2023 at 3:49 PM, Kyiara said:

    3) What community mod is your favorite and why?

    Most of the time I play in vanilla unless a friend wants to play modded, which in that case I remember one mod that I very much loved, and it is DOJ's "Better Snap Sounds". Allow me to write another one because it almost feels as it's from the base game, and that is Sumrak's Namalsk island and survival.

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  12. 6 minutes ago, boggle said:

    What? It's not really the control scheme, it's the physics of inertia in game that causes the delay when turning or strafing. 

    Inertia has been a great addition. Think about carrying 20 kilos in your backpack plus a weapon in your hands and some other weight added from other parts of clothing and gear, let me know if you think you should move as arcade as before the inertia update. I don't think there is anything wrong with this system, the opposite, it's one of the best features of the game that perfectly fits and enriches it

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  13. Those who think crafting of bolts is tedious and should be in stacks. I agree, it takes a long time but what you want for infinite ammo that once finished exp phase they should be recoverable almost every time, not like now that it's not working as intended as they have said.

    In my opinion, the crafting time is as it should be. With 3 or 4 improvised bolts (even with 1 if you think it) you are set for killing a whole town of infected if you recover one by one. Said this, using the crossbow is not silent at all for infected, they agro at the minimum and first shot. I think that is what needs to be changed.

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  14. 27 minutes ago, Kyiara said:

    1) What did you like the most about this update?

    Weight carried impacts inertia movement. I like this kind of stuff that forces the player to make decisions. Inertia in particular was a great addition, something IMO needed from a long time ago. I can choose more changes I like from this patch, but I stick to the rules and just write that one.

    27 minutes ago, Kyiara said:

    2) What did you like the least about this update?

    Mmmh, I don't know, maybe the bugs that came with the update, although they are getting fixed eventually. I could say mime masks, although I think they are cool they should be very rare. I don't want to see everyone wearing one because I am going to have to KOS them even if I don't want to.

    28 minutes ago, Kyiara said:

    3) What would it be if you could add anything to the game?

    Add real values in all weapon ballistics; muzzle velocity, air friction, travel time, sound, subsonic distance... https://forums.dayz.com/topic/253674-why-dont-use-real-values-in-weapon-ballistics/

     


  15. Immersion always has been such an important aspect in DayZ. If the volumetric clouds cannot be reimplemented at least improve the skybox (specially at night looks horrible) as Derleth also suggests naming some example mods that already do something about it.

    By the way, first post reminded me to a one I made some months ago that starts the same way 😂

     

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  16. Hey devs, I hope that you retrieve the approach to use real values for ballistics and balance weapons using instead the CE and other subjective aspects of the game, not the objectives aspects that are how much velocity, energy, aerodynamic... has for example 7,62x39mm, 5,56x45mm, 5,45x39mm, 7,62x54mm... and so on real bullets/weapons used in the game.

    There are multiple threads along the years, but here I leave one that started a few months back and was very informative thanks to some experienced users that have been around for a long time.

    To end and get straight to the point, here I leave a message from that thread that @-Gews- wrote (thank you again Gews!) and was very informative to get an idea of how many the inconsistencies are in almost every weapon/caliber actually used in the game.

    Quote

     

    It's bizarre, because in many ways the game is very hardcore. The permadeath was always "hardcore" but it's also the mechanics. For one example, loading ammunition round by round into your magazines, having to take the magazine into your hand to do it? Even Tarkov doesn't have this.

    Then you look at the weapon ballistics and it's just complete nonsense, hardly based on real life at all. Same or worse as in games like PUBG and Battlefield 1. Both those titles have correct muzzle velocities, by the way. Why do they make some stuff so "hardcore" and other stuff you would expect to be "authentic", like ballistics, it has no relation to real life? And by the way, it used to be realistic values. The development direction is extremely inconsistent!

    From data on WOBO's tools, left some out...

    Pioneer 977.5m/s this weapon has a shorter barrel than "AUR A1", but it's shooting 255 m/s faster. Over 800 feet per second. In real life this would result in 83% more kinetic energy. LOL!
    CR 550 Savanna should be about 860-865 m/s.
    M 70 885.5m/s should be about 870-875 m/s.
    SSG 82 880m/s should be about 980 m/s. It's right there on Wikipedia.
    AUR AX 850m/s too slow, should be about 940 m/s.
    LE MAS 850m/s should be about 940 m/s.
    M16 850m/s why are they all so slow? Should be about 940 m/s.
    Mosin 9130 824.25m/s should be about 860 m/s.
    Blaze 808.5m/s slow, should be about 860-865 m/s.
    VSD 785m/s too slow, should be about 835 m/s.
    CR 527 768m/s too fast,18.5" barrel, should be about 730 m/s.
    KA 101 765m/s again so slow. should be about 900 m/s. Extra couple inches barrel vs the M4.
    M4A1 765m/s sloooow. Should be about 880 m/s.
    AUR A1 722.5m/s this 5.56 weapon has a 20-inch barrel, why did the devs give it AKM speed? Should be ~940 m/s.
    KA 74 704m/s should be 900 m/s. 
    SK 5966 704m/s should be more like 750 m/s.
    LAR 693m/s extremely slow! should be more like 840 m/s.
    BK 18 672m/s extremely slow! should be more like 760 m/s.
    Longhorn 616m/s extremely slow! should be more like 780 m/s.
    KAM 576m/s crazy slow. Some air rifles are faster. Should be 715 m/s.
    Repeater 550m/s this one is actually correct for 158 gr ammo.
    KAS 74U 501.6m/s should be 735 m/s.
    Deagle 440m/s this is not bad.
    Sporter 22 425.5m/s not outlandish, but pretty spicy, I would put about 375.
    Magnum 396m/s again not bad.
    Derringer 352m/s and again! it's not bad!
    Sawed Off Magnum 352m/s should be NONE. The existence of this weapon is moronic.
    CR 75 350m/s not too bad.
    Mlock 91 350m/s not too bad.
    CR 61 Skorpion 345m/s too fast compared to IJ 70, barrel is not that much longer. Maybe +15-20 m/s.
    VSS AP 320m/s not a big deal, should be more like 290.
    P1 Pistol 315m/s it's way too slow, longer barrel than "Mlock 91" or "CR 75" but it's 45 m/s slower...
    MK II 314.5m/s way too fast, this pistol actually has a very short ported barrel under that silencer... it should be around 260-270 m/s, IIRC.
    IJ 70 300m/s not bad.
    VSS 280m/s not bad, would put 290 again.
    USG 45 273m/s not bad.
    Kolt 1911 260m/s not bad.

    But then if you sort that out you can examine "authenticity" problems with the health damage, SHOCK damage, armor damage,  air friction (ballistic coefficient)... oof.

     

     

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  17. Suggestion, make a separate bar for breath that controls how much time holding breath you can achieve:

    1. If you run for a prolonged time, it slowly goes towards a minimum capacity.
    2. If you are standing still, stays or goes towards the maximum capacity.
    3. If you are walking, it stays near the maximum capacity.
    4. If you carry too much weight, the negative effects above multiply and the gains are penalized.
    5. If you are lightweight, the opposite; negative effects are not that bad and positive ones are better.

    The actual capacity you have at any moment is the one depleted when using holding breath.

    The stamina bar would control the same as now, except for holding breath time.

    • Like 4

  18. On 12/5/2022 at 2:05 PM, Tonyeh said:

    Hi,

    So I changed the voice command to double click in the code in the dayz_preset_User.xml to what you see below...

    Untitled-1.jpg

     

     

    In my commands in the game, it now looks like this...

    Untitled-2.jpg

     

     

     

    But double tapping Caps Lock still doesn't seem to work?

    Your settings screen and txt have a few differences to mine, which I leave here too so you can compare. I just checked if my "VOIP double tap to leave it open" works and it indeed works in the game. I suggest changing to the txt I show here and see if  it works.

    unknown-2.png
    unknown.jpg

     

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  19. 4 hours ago, Tonyeh said:

    Yes, I know the switch is there.

    However, I used to be able to double tap and leave VOIP on permanently. I cannot do that now. I don't want to use voice activated VOIP because it's unreliable and people cannot hear me a lot of the time, even when the threshold is set high. But I don't want to have to hold caps lock to talk either because that means I lose the use of a finger. I'd like the old system back where I would be able to leave VOIP on.

    Is there a way to return to that option?

    The doublr tap to leave Voip open is still there. Check control settings and search for something like "VOIP (double tap)" or similar and check if Caps lock is assigned to it. If you dont find it let me know i search it and let you know where it is exactly with some screenshots. I am not in my PC now.


  20. After playing in stable (1PP vanilla only) for a time and now that there are a few hotfixes, here I leave my two cent of the patch:

    1. Inertia: Took me a couple of days to adapt to but now thinking of, it is such a great addition that makes movement less arcade and more appropriate for the game, apart from the bugs remaining that I am sure will be fixed eventually. I personally haven't experienced any major one, as I have watched in some videos.
    2. Damaged state: At first I thought it was too harsh to find most of the stuff damaged, but now I think it is just right because it is not that difficult to find reparable items (they have been increased I believe). Also makes you have to choose wisely what you need and carry. My theory is that in the apocalypse, only the crappy and damaged stuff was left behind and remains in the world. Very good change.
    3. Impact sounds: Little great detail. Thinking of nades they are perfect for this. I even tried to confuse a survivor to make he thinks I was trowing a nade inside, and it was actually something else.
    4. GPS receiver: It is good apart from that I think the coordinates should be made a bit more immersive as I posted in this ticket https://feedback.bistudio.com/T167801
    5. Slowed sun rise and dawn: This is from a few updates ago, but just wanted to say it is great. Before it used to be very fast. Now, rising and dawn of the sun and the light feels more natural.
    6. Bunker and darkness: Perfect, I think underground stuff is what was needed. I hope for the UAZ and underground bunker in Chernarus now. I have to say I haven't got the opportunity to explore the bunker yet, but I will keep trying. Livonia new locations are also a welcome fresh air to the map.
    7. Color variants for plate carrier: We need this not only for plate carriers but for other gear stuff (clothing, weapons...) Spray paint and proper leather tanning please!
    8. Bleeding indicator in HUD: I dislike it and have it turned off, thank you for making it an option.
    9. Ballistics: Very bad, worse than before. It's still going back and forward in changing the values, distancing even more from real ones. Just one example: doesn't make sense that 5,45x39 mm shot from a AK74 is 704 m/s and from the AK74U is 501 m/s when this bullet should have its real base velocity of 914 m/s with a slight variation between AK74 and AK74U because of barrel length. This is just one example, and almost all calibers/guns in the game have very fake values. For someone interested, here I posted a thread about it a few weeks ago. https://forums.dayz.com/topic/253674-why-dont-use-real-values-in-weapon-ballistics/

    Thanks and keep it going!

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  21. Thank you, @-Gews- for taking the time to put the comparison between in game and real life velocities. Kudos to you. This gives an actual picture of how bad and inconsistent ballistics are right now, and is perfect for the tread.

    I really wish developers read this and retrieve the approach of use real values for ballistics and balance weapons using the CE and other aspects of the game. Maybe not damage, penetration in plates... since I think in the game they can be subjective at some degree, but velocity,  drop, aerodynamic... and other ballistics values should be made as real. A man can dream...

    2 hours ago, -Gews- said:

    LAR 693m/s extremely slow! should be more like 840 m/s.

    Holy shit! I didn't know it was this bad for such a weapon as the LAR aka FAL.

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