EzyStriderPS4
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Everything posted by EzyStriderPS4
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I shot the bald, unarmored, CUU-wearing military infected with the UMP-45 (suppressed) in the dome from 3m away. He tanked the round and proceeded to turn and tank 2 additional rounds center-mass before the 4th round dropped him. What world does DayZ take place in?! You guys can’t be serious with this [expletive deleted]. Weapons don’t need to be balanced. Real world ballistics are NOT balanced. Please research muzzle velocities and barrel length and why it matters. A 7.62x51mm should end unarmored targets at 600m, no questions. Buff suppressors by 200-300%. (Hint: suppressors affect barrel length.) It makes no sense to me that a player can ruin a normalized suppressor from worn condition before emptying a 75rd drum. It’s just tacky, please address this glaring issue in immersion. (It would even be acceptable if the badly damaged state had a larger reservoir as compared to the other conditions, say... 45 rounds? Discuss.) Remove wear and tear from reloading magazines... it is wildly unnecessary. Seriously, please—I beg of you—put yourselves behind the “mouse and keyboard” for a moment and be conscious instead of digesting statistical analyses. Finally, please nerf shock damage to acceptable levels and stop listening to idiots with gear fear. When infected knock you out, they should finish the job, like it was originally. We played like it mattered then. Improve immersion. With Honest Appreciation for Your Dedication and Time, —Strider
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Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
EzyStriderPS4 replied to Buakaw's topic in Suggestions
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My vote is definitely Heli-Trash. @brunonogueiraprata NVG are definitely more rare than guns IRL. Not sure if you were a bit biased in that statement... My thoughts on rare items = Rare items should be very rare so that there is a real sense of thrill or accomplishment in finding them. However, they should not be inaccessible through the use of CE “count_in” flags. In the case of night vision goggles, the Nominal count per server should be 1; I’m willing to concede 2, maybe. They should be available as DE loot (heli), and at toxic zones ( rify+pavlovo) only. This way, there is guaranteed to be one pair on the map at most times, the question will be where to look and how much risk to undertake.
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Thank you greatly for your work, and more importantly, your time in updating DayZ. Big thank you for implementing the zoom change on console. Though, did you have to change the entire controller map along with it? (I know I am a full update late on this everyone.) Please consider fully customizable key bindings. Thanks development team!
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Hey bud, sorry I’ve been away. What is your PSN name @Tommygunz89? I’m EzyStrider. Add me.
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I’m looking to build a trustworthy community of independent explorers and adventurers, that will comprise a common militia, and which will share intelligence and provide strength in numbers. I’m not looking to build a common base, or anything that requires high maintenance. The main objective will not be to raid others’ bases and be bandits. Basic Goals: 1) Maintain survivor independence without compromise, and at the same time create a framework that allows for teamwork and comraderie. 2) Find dupers and deliver justice, helping to rebalance CE. 3) Establish a social club with a firm code of ethics that engages in sharing ideas and projects, never shying away from spirited debate; and though views might differ, a mutual respect for other members is central to the social club’s growth and enlightenment. 4) Share information about resources, survivor activity through map exploration, and keep an up-to-update iZurvive. 5) Actively trade resources and supplies in-person, or through drop boxes/caches and create a real barter economy. Desirable Prerequisites: 1) Self-sufficient with solid DayZ experience/knowledge. 2) You would rather hold up another survivor or mess with them, rather than KoS. 3) Strong environmental communication skills. 4) Capacity for teamwork. Sometimes you will be in a position of leadership, sometimes you will be in a position to respond to instruction. 5) You’re a badass, and you know that the only rule of being a badass is that the more badass you are, the less you talk about it. I play on 1PP USA server, because 3PP looking around corners/windows/doors is garbage PvP reserved only for the weak-minded, insecure individuals. Private message me for details / add me on PSN: EzyStrider with message text “DZ SC”
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@-Gews- Imagine if every time you found a weapon in DayZ, the rate of fire was randomized to that particular weapon... 10 m4a1’s on the server and each one has differing rates of fire between 700-850 rpm; furthermore, maybe rpm would be affected by the condition the gun spawns in.
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Instead we have holiday events put on by invisible little elves, gnomes, and the like. Who decorates that tree in the town square, then takes it down? And while I’m at it, what about that cool bonfire? There are already Xmas lights, a multitude of tools, wire reels, and generators already in the game. Why can’t players have systems for these things? Resources + Time = DayZ Updates P.S. Shaving should have options as well.
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Fucking cancel culture! Makes me puke. No actual solution to the problem, let’s just paint over it.
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Is that going to stop Russian misinformation across social media? Will shutting Russian DayZ servers down force Putin to reinstate and stop censorship of independent news on Russian television? What logic was used to devise your request? You just want to put Russian people in time-out so they can think about what their psychotic president—whom they most likely don’t agree with but won’t speak up against out of fear—has done without their own consent? There are people in Moscow that don’t believe there is a war because of the propaganda the state is feeding them!
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You’re talking about magic, or telekinesis. Most of us still use our hands. Have you become a higher order sentient being before the rest of us?
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Any interest in balanced, less lag, harsher DayZ experience?
EzyStriderPS4 posted a topic in New Player Discussion
I have been considering starting a hardcore, optimized performance NY server (closest ping to me). Please let me know if this would interest you, because vanilla DayZ is too easy. Immersive first person experience (So... no sneaky peeking my unrealistic, paranoid friends!) Optimized server to client performance improvements Base Buff by massive reduction in ammunition and grenade spawns No tacky seasonal events, or arcade mods, or NPCs, just PURE DayZ No rules The server would be optimized for performance by cleaning up the Central Economy—let’s face it: nobody needs 120 different collared dresses on the server—and removing infected inventories (except certain military) in addition to tastefully tweaking spawn areas. There will be no craftable crates (lifetime ~3 seconds). Many desirable items and weapons will be rare, but never unavailable because they are in a private stash. PvE: The idea is to create brutal survival. Less food and animals. More infected with occasional hordes. Less tools, but balanced with repair items. Less highest tier clothing. PvP: It’s DayZ. No extra rules here. Decrease in ammunition will put premium on decision making. 1 of each grenade with delayed respawn will buff bases tremendously. All guns will be rare but never unavailable. Highly modifiable weapon attachments and colors. Always 1-2 NVG on map. Finite number of dry bags. No crates. Bases and Buried stash last 21 days. Tents, barrels, and sea chests last 30 days. Flagpole = 60 days. A shorter day-night cycle than official (about 2 hours instead of 3). Dark nights. No personal night light. No wipe unless advised by developers with new version. Survival should feel like an accomplishment. Let me know if this would interest you and I will work on this vision! -
Lightly modded? This is a different game.
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Since the devs are probably never going to add vitals, here is my proposal for more sim damage numbers. Shock needs to be nerfed quite a bit in my opinion also. We don’t have time for that here. Format = Damage from 10m or less (center-mass) to Unarmored/Stab/Press/Plate — Caliber and weapon. 140/135/95/90 — 7.62x54 Mosin and SVD 130/120/90/85 — 7.62x51 Tundra 120/110/80/55 — 7.62x51 FAL 105/100/65/45 — 7.62x39 SKS, BK, and CR-527 100/ 90/55/35 — 7.62x39 AKM 55/ 55/50/45 — 9x39AP VAL and VSS 50/ 40/25/18 — 9x39 VAL and VSS 105/100/60/35 — 5.56 Scout 105/100/65/40 — .357 Repeater 75/ 70/55/30 — 5.56 M-16, AUG, and Famas 50/ 45/40/24 — 5.56 M4-A1 and AK-101 40/ 35/30/20 — 5.45 AK-74 35/ 33/25/15 — 5.45 AKS-74U 50/ 40/30/18 — .45 UMP 33/ 30/20/13 — 9X19 MP-5K 33/ 30/20/13 — .380 Skorpion THESE NUMBERS ARE APPROXIMATIONS BASED ON AMMO CALIBER AND BARREL LENGTH. PISTOL DAMAGE SHOULD BE SCALED ACCORDINGLY. Heavier, less aerodynamic rounds (9x39, .45, .357, 7.62x39, etc.) will be less effective as range increases than more high-power and aerodynamic rounds (7.62x51&54, 5.45, 5.56). Rounds that should cause the most severe bleeds = 7.62x51, 7.62x54, 5.45x39 (axes should possess similar bleed statistics); second tier = buckshot; third tier = 5.56 and slugs (not sure where to fit these shotgun rounds in?); fourth tier = 7.62x39, .45, .357, and 9x39; fifth tier = other pistol rounds and knives. A professional suppressor should buff weapon damage because it increases barrel length, thus increasing acceleration and energy. I don’t care if you are McGeyver, an improvised suppressor should decrease weapon damage because of craftsmanship and fitment. Furthermore, suppressors should be varied by caliber not gun type. P.S. Newbs, please stop referring to suppressors as silencers.
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Dayz's Flawed Foundations: Movement and Gunplay
EzyStriderPS4 replied to lakevu's topic in Suggestions
After much anticipation, I started playing DayZ the week it came out for ps4. From my perspective, the first couple years of development after console release were productive. The last year and a half has shown a clear deviation from the original vision. The systems were intuitive, but lacking complexity. Of course, this was from the engine swap, and no one will argue that it was better before. For example, the inventory. But since only recently has the lack of handholding intended by an old school feel become undesirable for selling units. The development team is small, and many original members are gone. One could argue the soul of the project is fading. I would be surprised if management is not driving most of the changes, which, it seems, are geared toward accessibility, and unfortunately game system simplification is the ugly byproduct. Shock changes (1.14), ballistics changes (1.14), accelerated metabolism (1.15), and hit markers (1.15) are poor development choices from my point of view as a hardcore gamer/simulation enthusiast. A large amount of content has been reintroduced, but little of it has benefited the diversity of player choice, which after all, is the primary function of a sandbox. Most of the additions have been proper and in good taste. (Rubber slugs, garden plots, trip wire traps, fishing, plate carriers on infected, and broken legs just to name of few.) I hope the game model does not compromise the original idea further than already has been: Freedom of choice and consequences steeped in rationale. My wishes for the future development of DayZ = spray paint, bow, bicycle, helicopter, diverse clothing options, and improved item usage and wear system such as bullet condition. Many problems can be fixed by the CE: no more crates, massive decrease in ammo and grenades on the server means base walls get a buff (like one of each grenade with lifetime 24 hrs and restock 8 hrs), less food and animals, no infected inventory items, less tools with better durability, less backpacks, finite number of dry bags, decreased amount of highest insulating clothes. Fix the cars please. Expand the base building tremendously. CONCLUSION In my experience, this has been true each time I play DayZ: the less gear you have, the more likely you are going to cooperate. The focus of future development should be on hardcore survival aspects and applying intuitive thinking. DayZ expertly simulates a Shit Hits The Fan scenario and it has been made evident through the changes in development that most of us humans would not survive like we thought we would, which hurts our feelings. -
@DefectiveWater I wasn’t assuming the inside was hollow, sorry bud, I had a different design in mind. So in that case, yes, I would leave it alone.
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@General Zod Drop off in damage is due to barrel length, Winchester is 24in or 28in, FAL is only 16in. The shot is coming from 10m or nearer, in my mind I thought plate would affect that statistic the most.
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@DefectiveWater You ask me how so? (About improvised suppressor.) I quote, “an improvised suppressor should decrease weapon damage because of craftsmanship and fitment.” The gun barrel is metal. It is oiled and bored. The bullet will accelerate. Then, it reaches plastic and duct tape. Do I have to keep going?
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@General Zod That effect you are talking about with AP rounds slipping through targets is something the 5.56 round is notorious for in cqb, the boys call it ice picking.
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Excellent discussion! Love all the input. I am no expert. So thank you for all the insight. @General Zod Thank you for bringing the knowledge about AP rounds, that is a great point. Maybe those numbers should be in reverse. @-Gews- I know 5.56 has a very decent wound channel, and I rated it higher up than AKM round for bleeding, but slugs and buckshot (if most pellets hit) within an effective range seems more damaging to me. One thing about 5.45x39mm that most people don’t know is that the bullet is guaranteed to tumble on impact, I believe the term is yaw, thus effectively acting as a buzz saw in soft tissue. The wound channel is absolutely devastating. This is the reason I included it with the largest rounds. I suppose slugs could be in this bleed category as well. @DefectiveWater barrel length has very much to do with energy output. M4-A1 has 14in barrel, aug has 20in and so does M16. AKS-74U has a 9in barrel, similar to MP5. There is research on this topic from many sources. Also, I don’t insult you, let’s have a discussion. Be honest with yourself: does the little tube you put on the end of a muzzle to reduce sound and flash “silence” the weapon? Or does it reduce the sound, in other terms, suppressing the weapon decibel output? You wouldn’t necessarily know this without experience but a bright bulb such as yourself can deduce the information. (Again I am not trying to insult you, I do believe you are bright.)
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Since the devs are probably never going to add vitals, here is my proposal for more sim damage numbers. Shock needs to be nerfed quite a bit in my opinion also. We don’t have time for that here. Format = Damage from 10m or less (center-mass) to Unarmored/Stab/Press/Plate — Caliber and weapon. 140/135/95/90 — 7.62x54 Mosin and SVD 130/120/90/85 — 7.62x51 Tundra 120/110/80/55 — 7.62x51 FAL 105/100/65/45 — 7.62x39 SKS, BK, and CR-527 100/ 90/55/35 — 7.62x39 AKM 55/ 55/50/45 — 9x39AP VAL and VSS 50/ 40/25/18 — 9x39 VAL and VSS 105/100/60/35 — 5.56 Scout 105/100/65/40 — .357 Repeater 75/ 70/55/30 — 5.56 M-16, AUG, and Famas 50/ 45/40/24 — 5.56 M4-A1 and AK-101 40/ 35/30/20 — 5.45 AK-74 35/ 33/25/15 — 5.45 AKS-74U 50/ 40/30/18 — .45 UMP 33/ 30/20/13 — 9X19 MP-5K 33/ 30/20/13 — .380 Skorpion THESE NUMBERS ARE APPROXIMATIONS BASED ON AMMO CALIBER AND BARREL LENGTH. PISTOL DAMAGE SHOULD BE SCALED ACCORDINGLY. Heavier, less aerodynamic rounds (9x39, .45, .357, 7.62x39, etc.) will be less effective as range increases than more high-power and aerodynamic rounds (7.62x51&54, 5.45, 5.56). A professional suppressor should buff weapon damage because it increases barrel length, thus increasing acceleration and energy. I don’t care if you are McGeyver, an improvised suppressor should decrease weapon damage because of craftsmanship and fitment. Furthermore, suppressors should be varied by caliber not gun type. P.S. Newbs, please stop referring to suppressors as silencers.
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Find two car or truck batteries. Find two to four 9V batteries. Acquire handheld radio. Acquire backpack. Acquire radio transmitter. Put battery in transmitter, turn on transmitter and place into backpack. Drop backpack at PA system. Power PA system with other battery. Have some fun with the handheld transmitter and maybe that tundra...
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Decrease grenade and ammo spawn, simple solution. Fine tuning the CE could solve so many issues that are being poorly solved through systemic balancing. Imagine one grenade on the entire map, one mine, one NVG, no count in flags, 6-8 hour restock. Very basic, but makes items more valuable yet still realistically attainable. Grenades are too easy to gather in large quantities. Even solo. You are correct that base walls need to be buffed. 6 grenades destroys a wall on official. It should be 10 with the system I describe, and 12-18 (2x-3x like you said, @General Zod) in the current system. I also like the fortification you describe with a second layer. That would work nicely in combination with the sheet metal, or a double plank layer.
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WOBO released a good video about the change, and now that I know how it works, I agree, the energy consumption change is terrible. Initially, I was excited about the change. But it penalizes you for being more prepared, and in better health consequently. It’s a misguided attempt to indirectly increase illness chance. The whole thing needs to be re-worked. It is incredibly disappointing to see DayZ get less and less sim, and more arcade-like. Over the last two years, the trend is unmistakable.
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Balancing is not realistic. Also, balancing is bad for DayZ. Ballistics should be imbalanced. In my opinion, damage numbers are too high for 5.45, 5.56 and too low for 7.62x51 and 7.62x54mmR. What this game needs is damage according to limb and actual vitals that function like the multiplier for headshots. Then we can discuss damage numbers.