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lev

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Everything posted by lev

  1. lev

    How "safe" do you play ?

    Better to take a wedge formation as a diamond allows you to take enfilade fire from more directions and makes it harder to form a line. Diamond is more for situations where you know the approximate location of enemy forces and you are trying to keep the guy in the back alive.
  2. I can't believe people are still dying to zombies. They have become as easy as heck to avoid now considering you can actually lose them vs the previous zombies which would chase you across the map even if you drove a car away. If anything zombies need some sort of a buff so they are actually a threat instead of being able to PvP in CQC situations while ignoring the zombies entirely. I've taken to picking up gear with zombies on my tail because of how easy they are to avoid now.
  3. lev

    M4A1 CCO's Aimpoint not accurate

    I'm pretty sure that no ballistic curve in real life has a subsonic round or any round for that matter arcing above the angle of the barrel bore. If someone can find proof that in real life this occurs please show me. If this is just a temporary solution by the devs (which I don't understand their logic for changing the ballistics to affect a sound/zombie aggro issue) then I guess its acceptable for now.
  4. lol, do you even know what you are saying now? Zeroing occurs by changing the angle of the scope/sight. So when you aim, the tilt of the optics causes you to tilt the barrel so that the reticle/chevron/what-not is placed on the target. Zeroing has nothing to do with why a subsonic round seems to be hitting further than a standard round fired from the same rifle with the same optical settings.
  5. @spectral, just edited my post to include an image of ballistics of subsonic vs standard ammunition (they also have some sort of hyper sonic rounds but not sure what that is)
  6. How the heck do you "zero" a bullet? Zeroing is a term applied to the sights/optics on a weapon. The bullet always exits parallel to the barrel bore which means the bullet can not arc upwards out of the angle the barrel is pointed at. If anything SD ammo, being subsonic ammunition has a lower bullet velocity which means it can not travel as far as standard bullet. This means if you optics are zeroed for 300m a subsonic round should hit lower than a standard round under the same firing conditions, not higher. This, fyi, is what the ballistics of a subsonic vs standard round should look like:
  7. lev

    DayZ on New Maps (When?)

    DayZ in Fallujah would be pretty cool considering how urban it is. Clafghan would also be fun though I image it would be terrible for the noobs since the micro-terrain makes landnav quite difficult.
  8. If you don't trust rocket to handle building the foundation' date=' then you probably ought not to be playing DayZ. There's not much we as a community can do to facilitate 1.0. It's technical stuff. Making the database work. Preventing hacks. Fixing exploits. Stopping dupes. Getting collision to work. We can point out issues and say "Look! Icky stuff!" but how much of a help do you really think that will be? If he can't make it to 1.0 without us holding his hand, we're lost at sea anyway and DayZ will die on the vine. [/quote'] This is not at all what I was suggesting. Perhaps you should reread my post and try to understand the point. I was merely refuting your statement that: ' 1.0 is the easy stuff. The must-have's and the gimme's. The "of course's." ' Of course I trust Rocket's ability to build code. If not I would not even be on this forum right now. Also you seem to be misconstruing the community's role in the development process. To suggest that we are or should be "designing" the game is to undermine your own statement about Rocket's competency (considering he designed the entire game that we are enjoying) and grossly over-inflating our roles in development. We're the testers of his game. We're not game designers. Rocket is the game designer and developer. We're not creating a vision, we're helping him achieve his so we can enjoy it. The role of the tester is to find the bugs, exploits, what not so that Rocket can fix them. If we had some coders in the group, then suggest or discuss potential fixes/implementations. We're also his customers so we can request and suggest features we'd like to see. If you think our job is any more than that you've been deluded. Back to the article on hand. I don't see the need for new maps for the players to progress onto. I think what the author is actually seeking is more content to play with. One possible solution is the chance to "rebuild civilization" and after that, power plays to manipulated aforementioned "civilization". DayZ is somewhat similar to EVE in that, there is no end state to the game besides the ones you define for yourself. Currently the lack of infrastructure to support features that could constitute "rebuilding civilization" makes it very hard to achieve that goal beyond rudimentary steps but I think this is what the author is looking for.
  9. lev

    Coop? Why the hell coop?

    And here we can see another new player who doesn't know how Arma's game mode system works. Coop is a large blanket mode for basically any scenario type mission. DM is a specific type of game mode where the mission ends after x time limit or y score limit. TDM same thing as DM but with teams. As you can see those limits would prevent a sandbox game so yes, the game was placed under the coop mode. In Coop type missions there does not necessarily need to be any coop at all, it all depends on the scripts used to run the mission. And on your other point about difficulty. There's a ton of threads on making the game harder. I tend to agree with this sentiment.
  10. I don't see an issue with letting friends spawn together, though it should be implemented in such a way you can't choose the location to spawn, rather just at the same random location. To the authentic/realism crowd: please don't get started, the settings in DayZ are far from realistic and there is nothing unauthentic about letting friends spawn together.
  11. lev

    Will Arma 3 actually be optimized?

    What are you talking about? You can use the GPU for calculations, it's more so on large scales but it's great for handling a bunch of tasks or a really big task. I do some map making and I have a piece of software setup to unload most of the stuff onto my GPU with OpenCL. ATI cards are great for this area and many others involving GPU based calculations. Pretty sure Arma2 came out before or just slightly after OpenCL and CUDA was introduced to industry. That means that had basically no time at all to work with it or integrate it into the engine which existed way before any of that GPU tech was conceptualized. On top of that with no idea how Arma2's architecture is designed you really can't say you that offloading some calculations onto a GPU is a simple matter or is even a good idea.
  12. You know if you posted about things that aren't actual problems with the game then maybe this would be satirical. Instead it just makes you look like an idiot who doesn't know the difference between a bug that needs to be fixed and annoying complaints.
  13. lev

    DMR ?

    @ BlackAlpha Oops disregard, misread your post. Can you give me the height in mils of your target at 400m so I can do a mathematical check on your test?
  14. This thread is too funny. I am sure Rocket is being disciplined for making Arma2 sell thousands of new copies, basically resurrecting its sales, and propping it up to the top of Steam's top sellers list.
  15. I would add make ammo and weapons even more scarce. Make melee weapons a bit more common. Imagine the following scenario. You've only got a makarov with a single magazine left and that's all you have had for the past week. You see another unarmed player. Yeah you can waste your last eight bullets on someone who most likely has very little or maybe it would be better to save your bullets for when you really need it. As it stands right now the choice presented in that scenario is not possible because you can simply find a new weapon and/or a good deal of ammo the next time you find a building. This change wouldn't eliminate banditry but at least it would give bandits more to think about and reduce the amount of killing for fun game-play that marginalizes the survival aspect of this mod.
  16. I prefer wind not because it makes sniping harder but because it is more realistic. As long as it is done in a manner that does not cause latency and is not inconsistent (player A and player B at the same position receiving different wind speeds or direction). Perhaps it may be possible to borrow the feature from ACE but we'll see what the devs decided with regards to this.
  17. Admittedly I have never fired a gun in real life so I don't know if the handling is realistic so I will give the BIS guys the benefit of doubt here. We'll need an actual expert in guns to weigh in on this. However, with regards to how bullet physics work in Arma, I can give some info. All bullets have bullet drop and different weapons suffer a different amount. Pistols are very accurate up to ~40m and then hitting targets become much harder. Assault rifles (most are zero-ed at 300m) are good up to about 400m where it becomes more difficult to hit targets. Sniper rifles are good for up to the range they can be zero-ed at and then afterwards it becomes harder. Edit: I should probably clarify what I mean by "good up to". I generally mean this for a stand still target where you don't have to compensate much for the zero-ing on the sights. So you can put your cross-hair or iron sights directly on, or covering the target and rest assured that you have hit your target. Above the ranges I specified above, you will have to watch where the bullet hits and then compensate. @Sidwulf: I have not found the M9 to be that inaccurate. At close ranges the iron sights are basically dead on. As far as I know RBS is not implemented for any gun. Even if you do not sight in, the bullets land where the gun is pointing; it's just harder to tell where you are aiming without sighting in.
  18. Uh, I don't think you quite understand the what the "hardcore" crowd of Arma2 is. Hardcore in Arma2 is playing on expert settings, with ACE ACRE and any other realism mods available. It's learning how to: -land nav with only a map and a compass while being dropped in an entirely random area -properly execute fireteam, squad, and company sized tactics to accomplish the objective. -use proper radio protocol with radio discipline so you can communicate effectively at range. -how to perform all roles of a company so that you can do what the team needs (JTAC, FO, FTL, SQL, 1IC, 2IC, RTO, etc) -etc Unlike other games a lot of games, hardcore in Arma2 is the skill set you develop from playing the game. It doesn't matter what mod or difficulty or set of features you are playing with, these skills translate across. If anything, the game only gets easier by removing harder elements (absence of stamina in DayZ, absence of wind, being able to meta game, etc). Too many new players are joining DayZ, thinking they are "hardcore" or understand what "hardcore" means in an Arma context because they are used to conventions used by the rest of the gaming industry. There is nothing related to "hardcore" about having the best gear, sociopath like PvP, gamma exploits, duping exploits, disconnecting on contact, etc. Those are merely ways people play the game; some choose to kill everyone, some choose to cheat. There is no mechanic that a real hardcore player exploits; they simply know how to play the game. I would also like to clarify the difference between elitism and elite. Elite players can execute any of the skills sets and more that I identified above. You don't have to be an arrogant jackass to be an elite player. Elitism is being an arrogant jackass regardless of the reason.
  19. Wow players are finally starting to pick up on this. I've been asking for some sort of anti-connection mechanism from way back and at that time players thought I was the one whining about a "legitimate feature". The best idea I've came up with for this would be to have the player joining in emit an audible ping noise that can be heard up to an 30m radius away for humans and zombies. In addition, players that are within 200m of the joining player should receive a text message on the lower left side of the screen that a player has connected in their area. This may sound like overkill but remember that the player joining in usually has a huge advantage in terms of the element of surprise as long as they weren't idiots and spawned in exposed areas. In close quarters, the ping would notify in-game players and in longer ranges, the text notification would allow players to be cautious and re-scout/clear areas previously cleared. For the joining player, they should accept that there are risks to disconnecting in "unsafe" areas and try to disconnect in more isolated areas if they don't wish to alert others.
  20. Err has anyone actually read the OP's post? Hes asking for multiple bandit topic posts to be merged or have one stickied. He hasn't actually advocated for or against banditry... Are you guys just posting to get your post count up or something?
  21. lev

    Another tent question

    General advice for tents: Don't leave anything in them you can't bear to lose. Besides people looting them, tents have been known to disappear off servers for no apparent reason. Some bug with the server not shutting down properly or something and tents/vehicles disappearing. I've had tents that lasted multiple patches up to the tent reset and I have tents that disappeared after one server restart. Right now they are kind of finicky so only place stuff that you won't mind losing.
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