Officer Failure
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Everything posted by Officer Failure
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Have you opened the ports on all routers for Dayz? Check out "portforwarding" for Dayz https://portforward.com/dayz/
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Balancing melee damage system and adressing some other problems via bone stat
Officer Failure posted a topic in Suggestions
So in 1.22 they tweak around with shock and health damage of melee weapons. But i guess a lot of people won't be happy again because some weapons are getting weaker and being as weak as fists. Within shock and health you can't show stuff that hurts - but don't kill. To be beat but not dead, fist fighting is a good example. Why do you die so unrealistically fast? The game lacks a way to simulate pain. But the game has already introduced a good possibility to simulate pain. The bone stat, which heals faster than health but slower than shock (right now bone stats regens at 0,334/s which are 5 mins when its empty*). Unfortunately so far its only used for legs. And not really properly imo. It does only show you leg damage (icon) and when it reaches 120 then you get the leg break. What it should do is in the first 1/4 nothing then up to 2/4 show icon(warning) up to 3/4 slight consequences like no high climbing, more shock damage on fall (imagine jumping with a sprain ankle), no heavy lifting, slightly slower movement (like yellow health) and 3/4 to 4/4 walking like red health and when it reaches 120 leg break. With all this negative consequences for this body part it's reasonable if you don't loose much health -which is already the case. That's for the legs. If you roll this out for all body parts you can lower health damage on most melee weapons (again - stuff that hurts but don't kill) and bring consequences for each body part by a high bone damage. The game already collects bone damage stats according to these videos Some examples Head It should build up tunnel vision (screen) like when you have high shock damage. And when you have 100 - uncon and concussion (which lasts a little longer). Imagine getting head shot with a helmet on. All you get in 1.21 is getting uncon and a quarter health loss- which is so far reasonable. But you wake up and run away like nothing happened. With the use of the bone stat you could trigger the concussion. Hands You can do the math but that's the trickiest one to balance since, well, hands are crucial. But at the end - arm break. Body Basically parallel consequences like what you get from health, when its full you should get uncon or fall in pain and be locked for some seconds. So if you take the fists for example where with 1.21 it has 10 health and 15 shock damage. With all these bone changes you could change them to 2 health, 12 shock and 10 bone damage - a fight between players would be pretty much the same - one would fall uncon from either shock or bone but the health would still be 3/4 full with health. They would be beat like with yellow or red health but regen in a few minutes. There are a lot of good examples what it could balance - shots at plate carrier vest (you get little health damage, but that's still gotta hurt!) - rubber shells - taser and cattle prod (all bone damage from extremities should get to the body bone stat) *after the legbreak, you regen slower 0,06/s -
Experimental Update 1.22 (Change Log)
Officer Failure replied to Kyiara's topic in PC Experimental Updates
Yo guys! There seems to be a problem with playing experimental (both builds) on windows 7. At least three people have this issue due to https://feedback.bistudio.com/T174350 (myself included 😄). The question i like to ask is: Has someone got this 1.22 experimental running on windows 7? What happens is, that the .exe crashes instantly when you start the game (or join a server) thru the launcher (at "Battleye: Starting the game") . If some people have it running we could exclude that it has something to do with this ass old operating system. It would suck if this experimental would go live stopping the win7 support (at least without warning). -
Dayz's Flawed Foundations: Movement and Gunplay
Officer Failure replied to lakevu's topic in Suggestions
No don't give up. This is an important matter. Because how do survivors die? Yea gunshots, probably 90% and that's why Dayz needs a good/better combat mechanic. Dayz is very good in a lot ways but combat sucks. A couple months ago a friend started with dayz (we played arma2 dayzmod a lot together) and he automatically kneels down or goes prone when he spots a player. Like in the old days(z) because that's how you got good shots. I had to learn him to shot straight away standing up with hold breath for those "point click kills" and its just supersad. There are all those great things like sway, dispersion, weight properly adjusted and effected with a decent stamina/breath system we could have the best gunfight mechanic what a great open word game like Dayz deserves. But whats best right now? Hard and heavy plate carrier + mosin (hello dispersion?) tldr More Arma2 less Cod -
Me and a couple of friends changed from Arma2 Dayz mod to the standalone 1,5 years ago. The game is in about 98% of its content very very much better but in one aspect it really got dumbed down. The gunplay. There are some goos threads about movement and it's great that they're about to fix the sprintleaning but the most proplematic one is in our opinion the "no sway" breathhoding (i call it weaponfocus). It's not just super unreallistic it also leads to ridiculous behavior. You get benchrest shooting conditions just by honding a button- in every stance! The devs made the prone stance very nicely but most players never uses them. Youtube or reddit show lots of those 750m free standing shots vidoes. You can race across the map (by foot) and if you spot someone you just need about 5 seconds to regen enough stamina and you're ready. Like the other day someone was cutting a tree. I stopped - below 100m - pulled out the bottled mosin - strg and pop. Poor fella didn't got a chance and you can easily go for the head since you don't have to "wiggle" in. And it doesn't matter which weapon. What's the point of the pioneer rifle? I mean it's an excellent choice very lightweight, light caliber, precise, optimiced for getting ready quickly up to intermediate range - a police rifle. But everyone i met ingame was dropping it for a mosin since it deals more damage. I fear if they ever bring 12 kg Machine guns or some heavy sniper rifles (they have a bypod for a reason!) in to the game (i hope they never do) everyone will use them free standing which is very very unreallistic and bad for the weaponbalance. Everyone would go for the biggest damage since aiming is this easy and there would be no differece between a 3kg scoped scout and a 12kg scoped machine gun. The easiest fix would be if breathholding (weaponfocus) reduces sway and not eliminating it. And making it dependable by the stance of the player. My example: Reduce sway by breath holding 25% when standing 50% kneeling and 80% if the player goes prone. Those are just example figures but i think you get the idea. (and increase sway by+100% for leanshooters - it's not that steady) In the earlier woodchopper headshot example it would so far only change that i wouldn't be so accurate and maybe searching higher ground so i could shoot prone. It still would take only 5 seconds to regen stamina for breathholding (15 seconds for the bar to fill entirely but you always can't hold breath longer than 6 seconds (ish)) That leads to second part - beeing out of breath (exausted) Arma2 had done it very nicely - if you ran alot you would breathe heavily for quite some time and the sway was increased - not good for precise shots. I would suggest to seperate breathholding (weaponfocus) from stamina (sprinting, heavy melee) and make two bars. Breath should only regen when stamina is full (or 3/4). And when you sprint (if you carry no weight it's about 25 seconds) breath bar drops quickly - like in 5 seconds empty. And when you jogg stamina should dropp slowly (like 1minute) to 1/4 but not further and breath should empty out in 20 seconds of jogging. In that case you can still sprint about 5 seconds and the sprint jogg cycle would be the same as original(5sec sprint - 4 secs jogg). Again - it's more about the idea not the exact figures. And with this stamina bar implemented you can increase sway and heavy breathing noise within it's quarters. And back to that woodchoper example this would change alot. If i ran for very long i couldn't get a good shot right away and for breath holding (weaponfocus) I would've to wait at least 30 seconds(maybe to less?). More chances to get spot and worse accuracy. So what do you guys think? Thanks for reading!
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Experimental Update 1.20 (Change Log)
Officer Failure replied to Kyiara's topic in PC Experimental Updates
sadface.jpeg I understand that they needed a nerf but they sound like regular shoes now - noise and sound - is this intended? I mean shouldn't they be as loud as "athletic shoes" but with the "rag shoe" sound file? (which is the "no shoe" sound file i guess) -
I remember that i got worms from drinking water of clear rivers and little springs when i was on vacation once. Since then i very much understand this chlorine tablet thing and drinking from water pumps only in dayz.
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Dayz's Flawed Foundations: Movement and Gunplay
Officer Failure replied to lakevu's topic in Suggestions
I still don't get why people aren't bothered more by the "hold breath" function which eliminates sway. It makes kneeling and going prone absolute pointless. It ruins gunfights (mid range and long range) by instant super accurate shots. I still think that the gunfight fun would profit from reducing the sway to 50% (instead of the actual 100%) while holding the "hold breath" function. Perhaps you would finally need that third magazine... -
It sound reasonable but you would have to get that guy down somehow, like what, chopping down the tree?
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It would be nice if you would still take a little damage when blocking, something like 10%. When playing with friends i noticed that this happens a lot and they just wait blocking in the corner until you help them. Or something like a additional zombie attack where they knock you on the floor - you cannot fall uncon there.
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The thing is You define your own goal - if you wanna cause havoc on the coastal freshies, building bases (ugh), stroll around bear hunting or playing the police officer and help out on the coast - you can do it all. You forget where this game comes from, Arma 2, you basically held a weapon in your hands all the time and there were no clothing at all (well 8 skins). Totally agree with that. That's not what i said - this is the official forum for the vanilla game - suggestions section. Where you discuss suggested things, new things, tweaks etc. for the vanilla game. And I tried to point out why money doesn't fit for the vanilla "hardcore" survival game (mind the double quotes) - my opinion. I play 90% modded servers btw - with mods you find your liking (at least if found mine) but i don't run around and say "yes the vanilla game should be like hardcore namalsk". It sucks that there are no Mods for console - hopefully one fine day Yea when I put my holey socks in the washer at home they also come out without holes ... they would have to add old babushkas for sockrepairing. 9 years and still ongoing. You have to be more realistic. Sure all those ambient stuff (people like me would say useless) would be nice but would overload the CLE, a lot of servers struggle already with 50+ people and their stored stuff. Power plants, restoring electricity, water pipes great - but you're talking about a different new game. The cow has been milked - you can only expect little. Basically all future updates are bonuses (maybe not the car one - or hacker security ones).
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So would toothpaste, nailpolish, staplers, pc monitors; lets see what else lies around ... But those things contribute nothing to satisfy the needs in a "real" zombie apocalypse - nothing for survival, crafting or fighting - just more useless stuff spawning. Roleplay and their elements doesn't really fit for the official zombie apocalypse servers. Some community servers offer that, others offer deathmatch and basically all things inbetween. The thing is 95% of inland deaths (at least mine) are from player gunshots- thats why balancing and bickering about it is important - it's a key element.
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Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
After doing this about 30 times (it's not getting boring yet) i can say below 20m almost always hit 20 - 30m 1,5 bullets per hit 30 - 40m 2 bullet per hit above 40m I still hit quite some but i may need to test this on static dummys but I had some zombies hit on 80m tho. After using the search function (wasn't sure what you meant by aimcone) I saw that you posted about this some time ago, I guess this is still up to date It sucks that other games from the same studio do it better, it's like eating soup with a fork while there are spoons in the same house upstairs. -
Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
Something about hip/shoulderfire -
Trying to use a two handed weapon should cause shock damage - like jogging with a unfixes broken leg. Crafting should still be possible, but maybe not all actions or taking twice as long, i mean you should be able to craft a sling - if needed I would add falling from height too, if people fall from a ladder or something they sometimes break an arm or shoulder- it depends how they landing. So like in one of three cases a survivor should break an arm instead of an leg. But a bit more specific on how to get your arm broken from hand to hand or ranged damage. Copy paste leg break? 75 Shock damage on arms may seem to be the easy route but a bit unsatisfying imo.
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This one I like. It would be great to get rid of the jackets and vests slot and have three slots for the upper body instead. And therefore being able to mix and match certain clothing. Vests only outer slot; Jackets and Raincoat middle or outer; dresses, pullover and hoodie middle or lower slot - you get the idea. Like T-shirt < Pullover < Hunting Jacket or Tactical shirt< Pea coat< Rain coat or Pullover< M65 Jacket< Press vest. Chest holster idk, outer or middle? And since you would have more inventory slots i suggest to lower or get rid of inventory slots for clothing that actually don't have pockets! And by the way maybe split the inventory space in pockets, i mean big stuff belongs in backpacks not in pants (speaking of car batteries and small assault rifles). Maybe this would need some tweaking on the insulation values or/and better - to add sweating (getting wet from the inside). Talking about adding zips, you could then lower your insulation on jackets by opening them. I rather like to see a pistol slot for the back of the pants, but only for the smaller ones. Maybe slightly visible would be cool.
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Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
I like this one very much. Back in the old dayz you had to open your backpack every time you want to manipulate stuff from the backpack. Imagine western movie standoffs where they look eye to eye and pull their revolvers from backpacks this quick. Pockets! But my Pants usually have 4, with knee pockets 6. I often think if you sew all pockets together to one bag you could theoretically put a car battery in there. So it's not (so much) messed up in size but well - that size is split to pockets. The big stuff would get straight in the backpack and then it would be a bit less messy. T-Shirts shouldn't allow any storage - some community servers do that along with size adjustments of a lot of basic inventory objects (they're mostly getting smaller). Yea inventory overhaul When you're loaded (weight) there's almost no stamina bar and a short heavy breathing from the fast recovering . If the stamina bar would stay in size but drain faster depending on weight it would be way smarter and easier to implement heavy breathing sway. Or splitting stamina from breath (still logically dependent) like in the post i linked here earlier. That would be freaking amazing and fitting for a open word game, but i have never seen it done well in any game. That's why i like so much you are not laying flat even on a step hill, but you're right on the second part, i guess it's a bug. I can't think of a logical intention for this. -
That's a tough one. Basically the "F" to open it's inventory/storage is a great idea, I guess everyone had inaccessible zombies - but what about walking ? Because the the "tab" character inventory + vicinity window allows to walk and checks the vicinity as you move. So it either the "f" opened storage closes as you start walking or the character walking is locked while in this window. Or better, the game is smart enough to measure the distance and closes when 1,5m away. I more favor if you hit "F" on the pointed container/body and it would open like the existing "Tab" character inventory + vicinity window and it displays the pointed container on the very top of the vicinity and open. Not a separate one that differs. And ofc all other containers/bodys and stuff on the ground like normal but closed. So you can still open and close in the same menu like normal. In the character inventory double click puts it in hands, strg + double click in the vicinity (on the ground), those are the existing ones (of i know). So shift click would perfectly fit for that and yes that would be a very nice feature. But how does the game knows in which container (if there are more than one) to put it in? The suggested "f" inventory basically marks the pointed one so in that way this one seems natural. I don't like this one this would slow down my looting - but i guess that's my liking. If more players like to open all containers/players separately maybe this should be a option to choose of in the main menu (like a "see all body/containers closed" option ), that doesn't seem to hard to implement.
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Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
Well I do write in the perspective of a pc player, Kudos to people who can play a game like that with a controller (I could never master any controller past the n64 controller). But since there is no crossplay, why have console and PC version be identical in terms of gunplay? (that's what the title of the thread aims to I guess?) Is it any harder compared to pc? But besides that do the above statements and suggestions not apply for consoles too? Do people more likely dump a mosin for a pioneer when playing on console? All rifles behave the same on aiming when breathholding is in action. Do they have to go prone when sniping? (the prone stance is very nifty btw) And therefore move likely get to higher ground so you can see the target when lying (and can be seen when moving)? Or is it handled like usual on a random encounter 150m and you can just stand still, pull out the rifle and deal guaranteed death within seconds if the target isn't moving? Or aren't there no close combat encounters where one is running aimless zickzag like a weasel and the other one is emptying his magazine, and then change of roles and this carries on until enough loose rounds finds one to end this ridiculous scene? I mean this still can be fun but isn't much suitable for a "hardcore" game. It can be better. Sorry if I repeat myself. -
Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
Well there isn't much of a complicated weight system, i mean the only thing it got an impact at is the stamina bar. I would say it should have an effect on the lower body turncap (when you hear the feet tabbing). But well, i don't know how this would impact on running. But I can go talk more complicated: with the from my side earlier mentioned pain system you could go as far as receiving pain damage from being overweight to a certain point (like up to a quarter from little overweight and half from high overweight) which would slowly lower your walking/running speed. But that might be too far off... If you had contact on an open range in arma 2 and there was no cover, the first thing was to kneel down or get on the ground to make yourself smaller (as a target) and for better aim and even then, the bullet exchange took quite some time since aiming was not this easy. I miss this stuff. Not this zigzacking or freestand 500m no sway "skillshots" -
Major changes to gunplay are necessary. De-console-ify the game for PC, NOW!
Officer Failure replied to Buakaw's topic in Suggestions
1 is alright 2 3 haven't noticed - i guess a lot people haven't too so that's why they don't care much (me too) 4 5 yes 6. Is important and should get a better look at. It would be great if this gets more weight dependent. So like moving inertia yes, weapon inertia no, turncap weight dependent 7. I think meele is fine or sufficient, sure it could be better but it seems to me not much important. You can't run and swing the sledgehammer like you can't run and swing the knive, theres just one system. But in terms of gunplay i miss here the biggest point: Breathholding You hold one button and you have a 100% sway reduction. Something like 50% would be allright as a kind of weaponfocus. But no sway in every stance? You see somebody and you are immediately ready sniper. No need to go prone, positon yourself, it doesn't matter how far away - if the poor sucker stands still you hit no matter what. Pionier is lightweight and has little sway? Everyone picks the mosin, you hold that button and they're both the same in terms of aiming. I tried to point that out here (+ a moddel to divide stamina from breath) -
Experimental Update 1.18 (Change Log)
Officer Failure replied to lynn.zaw's topic in PC Experimental Updates
Grenades are meant to be thrown at each others head and not as a explosive to destroy walls. There weren't any proper explosives before and the grenades were the placeholders, I just assume that. I myself raided most bases with sledgehammer&co and that didn't change. The main change of this is the low effort raiding. If a group of three geared players are roaming around and they came across a base randomly they could just open it up right away quickly cause they carrying the raiding material on their vest all the time, without wasting any inventory slots. ^ this. Like small dynamite bars and time string (igniter cord) attached detonator -
state of shock damage and "uncon meta"
Officer Failure replied to Buakaw's topic in General Discussion
Absolutely, I may have put it in too hardcore way previously. But Modders could tweak values more in the hardcore direction. Besides, with a pain mechanic the devs (or modders) can bring in stuff like tasers (shooting or non shooting ones) or the cattle prod more easy. Stuff that hurts but doesn't kill (like getting shot while wearing a protective vest), to break the edge from the shock values where almost nothing happens to a certain point (in terms of movement) and all of the sudden you fall into sleep. And rubber slugs would be more useful too. -
state of shock damage and "uncon meta"
Officer Failure replied to Buakaw's topic in General Discussion
The current shock damage problematic and seems like a makeshift. On a deathmatch server it's like you're shooting sleeping pills (at least for those vest protected). Imagine movies would behave like that. But just lifting the uncon barrier higher would lead into superunnatural behavior since - staying in the mosin/plate situation- you would be in yellow health and could just run away. Yes you run a little slower on yellow health but not much. I mean, there must be something when you're shot at (knockback for every round didn't work either but yes 7,62x54r still has it). Just lowering the max running speed on yellow health would be unbearable for non fighting situation. With my mechanic you can lift the uncon barrier higher and hear the shot, fight back (on the ground), pull a grenade, scream in the mic. You can do something and you know at least what hit you. But yes maybe falling is too much but stuff like this must be tested a lot if ever implemented anyways -right now it's just in my head. With complexity comes possibility imo. Long range shots are a separate problematic, I wrote my 2 Cents about it here -
state of shock damage and "uncon meta"
Officer Failure replied to Buakaw's topic in General Discussion
When you get shot by a mosin while wearing a plate carrier (100m) you get 90 shock damage (75 to fall uncon) - you fall uncon 41,31 health damage - so you're on yellow heath and suffer just little movement speed but after a short period of time your health will get 3/4 and then you suffer no movement speed restrictions. (all figuers from wobos damage drop off tool - it's great) With my pain mechanik you would - fall, being immobile 10sec, moving speed limited like with flashing red heath - and that for one minute. After this minute, the restrictions from the yellow health would be the same. This mechanik should bring in the pain aspect - which should hit harder than the health restrictions but for a shorter period of time. Edit: I couldn't find exact health damage values for leg shots but as far as I remember, it's half or even less compared to chest shots wearing a plate carrier. So with a pain stat for the leg you can reduce movent speed even if you loose litlte health from leg shots. So basically limping from getting shot in the leg.