scavenjer
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7 NeutralAbout scavenjer
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15 round magazines actually. The are kind of supposed to be specialised anti-zombie weapons (making up for a lack of bows....), yet are not only quite distinctive and obvious when fired, they also really suck against zombies. Each gun has a role to play, .22s should be dedicated zombie killers and small game hunting guns, currently they can't really do either and when comparing to a 9mm (which is already pretty poor against players mind you) they have no benefits at all, even the sound when supressed is far more distinctive and easy to recognise. Pretty much this.... I am completely OK with body shots taking many, many hits, but a HS should really do the trick. That explains a lot, thanks for the clarification.
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Having played for a couple of days now (same character) I'd like to point out some issues I've noticed, they might not be exclusive to this update, but this is the first time I have noticed them. I had a Mosin with PU scope/comp and a Vaiga with drum mag, both of these guns weighed 9(!) KG for some reason, this might have happened after it rained and soaked me (the guns obviously don't display being "soaked" and even after having taken off the attachments and unloaded both, it remained this way). This mean that despite having wrung out my clothes and limited weight in the rest of my gear, that my character's stamina was down to a sliver, which prevented me from sprinting. This eventually got me killed as within ~20 minutes my character died of hunger (going from full food and health to 0 health). The new cooking system is quite nice though, but you are still exposing yourself a lot when cooking over fires due to the lighting going through houses at longer distances. .22s are almost useless as firearms since they take two headshots to down a zombie which often means you have to get quite close, defeating part of the reason you use a firearm in the first place to take out zombies.
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I meant empty as in not finished, apart from that one military compound with the destroyed tower it doesn't feel like a zombie apocalypse. There's no sign of hasty retreat or that something bad happened. The bases feel almost pristine and untouched, as if nothing bad happened, some roadblocks near them or leading into them would alleviate this, they're also pretty much all in one single strip below that large down and aren't spaced out more, the whole western section of the big forest is empty and while that sounds great, it's essentially just for people making their own bases there to hide them, which could lead to some servers having little to no good loot as it's all in bases in that section. Maybe this could be resolved some other way.
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Thoroughly enjoyed the map and new features/content, despite some of the bugs. Some things to note though: While making water scarcer through less wells is excellent and refreshing (no pun intented), I would love for there to be more ways to obtain water in improvised manners, such as catching rain with any container and possibly even making a funnel out of a jacket or something (piece of plastic/waterproof clothing with a hole in it, four sticks for the corners and a container in the middle to catch it, you would set it up a like a trap). The ruined buildings seemed to have lots of loot in them, but I think this is largely because so few people made it south and even fewer checked these ruins (ruins on Chernarus don't contain loot). Storms are epic and properly scary, they disrupt traditional gameplay and force you to think about actually moving from cover to cover. With boots, raincoat or other form of waterproof clothing (Gorka?) you shouldn't get wet very fast and even if you do, it shouldn't go past "damp" (except if you go swimming ofcourse). Fishing rod should be attachable to your backpack or equippable like a melee weapon (can't recall if that worked). Cold/hot mechanic needs refining as others have pointed out, bit like food and drinks it should probably have 5 states instead of the current 3, with health loss only occuring with the extremes and some kind of "discomfort" associated with the other two states (cold -> more vulnerable to disease, hot -> more water/energy drain). You should not have to drink for multiple minutes at a well to go from red water to white water, it should honestly take about a minute max unless the person is severely injured or sick. I still have a hard time finding berries or other plant-based food, maybe it's just me but even checking an entire orchard I could not find more than one apple. The loot type being "spread" out to neighbouring buildings makes some sense, but perhaps it's a better idea to have the loot in dynamic spawns like cars etc around that particular place (eg. military cars outbound from a facility). Many melee weapons degrade too quickly, but I suppose it's aggravated by not finding the equipment to fix them up. Loot still seems to "bunch up", often you will find very similar items in a certain town or even server, for example, I found many KA-101 magazines in one of the southern compounds and lots of 556, but no 545 or even 762x39. Many problems could be alleviated by forcing loot to be more diverse or set some kind of limit of a certain kind of item for a given area (city or base wide), this would also mean you can't stack up on the same item and walk around with like 300+ rounds of 556 just from one base. As others have mentioned, the south feels a bit empty at times, perhaps it's the giant forest or the fact that everything seems to be more or less laid out in horizontal strips, but it doesn't feel as "organic" as Chernarus. Some more dynamic loot or mini bases/camps/roadblocks would definitely improve on this. Some buildings don't contain much loot at all, despite being quite large (the large barracks from Arma 3), while others are relatively small but contain quite a lot of loot. It's almost as if every building is hard limited to like 2-5 items. Many items still don't have logical inventory sizes (how much space they take up) or even weights, the biggest offenders being guns, many of which have folding buttstocks and should be smaller (but larger if equipped with non-folding stock), even others seem to be solely based on how they look from the side, not their actual dimensions (Amphibia is quite thin but somhow takes up more room than an FNX-45) Overal this update was definitely good and you shouldn't take the above points as "negatives" perse, but more as points of improvement and refinement. PS: Can we pretty please fit more fishing hooks on the boonie hat? 😛 Like so:
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HDDs still do need defragmenting, and most people actually still use HDDs for large storage such as games. Besides, with most SSDs, it shouldn't allow you to "degragment" it anyway.
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Adding to the weight discrepancies: https://feedback.bistudio.com/T141854 I'm sure there's more of it.
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Thanks for the update, it's actually quite good and a step in the right direction. Mostly talking about the way health/blood works now in combat, much more immersive and lethal, bleeding out is now an actual threat. However, it would be nice if we knew how much bullet damage was reduced (just give an example at a certain range), I frankly didn't really like how previously it would take 5 hits or sometimes even more to kill someone with 556, though there may also be some accuracy issues at play.... Still, anthing that makes combat less extreme, either getting one shot by 762 even at 800m or taking 5+ 556/545 hits and getting away without serious injury, is good in my book. In regards to the other new mechanics, the vaulting is definitely great and long awaited, the VoN change is quite welcome and unexpected, improving the throwing physics is also awesome. The Amphibia is also quite welcome, a new caliber or type of weapon is a lot more useful and refreshing than getting another 9mm semi like the Glock. Perhaps the crossbow would've been a better addition at this point, kinda making the theme of this update about actually surviving (silent weapons, more lethal combat, disease etc etc....) It's just a shame we don't get to know what you guys are working on beforehand.