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Everything posted by Xeonmeister
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Please reset the changes that make tops take 3x more damage. You can't get hit by zombies anymore otherwise your shirt becomes ruined in a matter of seconds. This doesn't make the game harder, it just makes it really annoying.
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Is there a chance to get a real Melee mode, someday?
Xeonmeister replied to uedel-fa9bd22be9105471's topic in General Discussion
Interesting how you're only addressing 1 part of a 'problem'. While it's strange you can survive a 308 round with a stab vest, it's somehow not a problem for anyone that you go uncon from 1 hit while wearing a platecarrier. Also, lots of plates are able to completely stop a 308 round, yet you still take damage with platecarriers. DayZ is not a simulator. It's trying to be a somewhat realistic game. With that said, a better melee system would be nice but i really doubt we will get it in this dayz. -
So to answer why this player didn't unjam his gun way before or why the devs overlooked it/haven't fixed it (or why even i didn't know this was a thing) is really simple: this is really easy to overlook. If you think about it, how many situations are there when you are unjamming your gun and need to drop it? I would say it's so rare that not only players haven't found out about this on experimental when it was added, it even took a few years before someone reported it. I've been doing game development and modding for a while (even did a few mods for dayz) and when you add new features you just simply can't test every scenario. You try to think of every edge case/exception and assess them for example like: can the player start the unjam action in a vehicle? And you'll be like s**t i forgot to add that condition. Constantly debugging, fixing something, compiling, testing until you end up with something that looks kinda bug free, and even after that you put that on a testserver where players play the game how they normally would and can easily detect bugs that were overlooked by the devs. Except this is a bug which is insignificant 99.9% of the time. You simply don't even try to drop your gun or switch it when you're unjamming.
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The accurate stats are the one i said and what you also linked from the wobo site. I have the dayz data extracted to my P drive for modding purposes so i could directly read the stats from the config files. Btw if anyone wants to do the same look up dayz tools on steam and/or search for a tutorial on youtube how to extract game files.
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Lol. Taking into account bullet protection now means that you play DayZ like it's Battlefield or COD. The platecarrier has the highnest item hp and highest protection (70%) against bullets but it's also the heaviest. The stabvest and pressvest (ballistic?) both have 50% but the stabvest has such low durability that some higher caliber guns can ruin it in one shot. The chestplate also has 45% protection but i wouldn't call that a vest. edit: i forgot the helmets The tactical, ballistic and assault helmet have 75% protection but the assault has slightly higher hp. I think in most cases they get ruined in one shot and you take full damage but i've been able to survive single headshots with an assault helmet on against cr 527 and akms. Also one thing to keep in mind is that if you want a headpiece with best insulation and you have the choice then always go for a tanker helmet instead of an ushanka. The ushanka is just a piece of clothing but the tanker helmet offers a low (10%) protection against projectiles resulting in you being able to survive a single headshot from .22 or 9mm rounds.
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My man, it's not like every single bug in this game was decided to be like that. They developed a feature and just overlooked some things. This one is basically the result of the shitty action system dayz has that doesn't allow you to move inventory items when you're being fed or when someone is measuring your pulse for example. What's most likely is that when they implemented the jamming/unjamming features they just didn't think to make it a continuous action like eating. Not being able to stop an animation like this is neither realistic nor authentic.
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Even if they don't check for it regularly they could sync it when it happens. Like when im desynced and have a weapon in my hands on my client but serverside im empty handed and i try to shoot the server could sync me, remove the weapon and put the gun where it is on the server. Or when you have an invisible item in your inventory. I just can not understand why the server doesnt tell the client that there's something in that slot when you try to put an item there. For sure the server handles this bc you cant put the item there, but thats it. You try to drag the item there, server checks, and then sends packet: fail. Why can't instead this be like: trying to drag item, server checks, sends packet: fail, sends item info on that slot.
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Since you seem to answer a lot of questions i'd love to get an answer to this: Why is dayz so keen on trying to synchronize things only once and then trying to keep it that way and never re-sync unless the character relogs? If for example the ammo pile amount wasn't synced only once but instead synchronized every single time someone picks it up then such bugs couldn't even appear. There are also bugs when you have something in your hands on the server but the client thinks it's empty and it's not letting you switch the item out from your hands (well, not until you relog). Why can't instead the server just put the other item in your hands and synchronize with the client what happened to the other thing, which was in your hands (which you couldn't see clientside).
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Experimental Update 1.21 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
I mean 5-10 would be good for hardcore servers i guess or servers with more focus on survival. However, on the more casual servers, this is really low durability. And keep in mind im talking about the normal bolt that you can find. Crafted bolts lasting 5-10 shots is all good because they are made of wood and you can craft them any time, but finding even 5 normal bolts takes a lot of time. Having such a low durability makes them useless compared to the wooden ones. -
Experimental Update 1.21 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
Bolts now go to ruined in like 10 shots, you cant be serious about this. -
How difficult is it to make the world's greatest survival game?
Xeonmeister replied to DINHOVV's topic in General Discussion
Imagine this, imagine that... imagine all the 5 fps you would get in that environment. I loved warz and/or ISS but in the bigger cities (campos and boulder for example) there were only cubic buildings. You had the same amount of interiors that you have in chernogorsk or novodmitrovsk. Creating an environment like that would take a lot of optimization, tons of new assets (with geometry and fire geo fine tuned on all of them) and the devs would also need to implement various systems (like creating interior lods or zone based culling). On top of that someone would have to actually create the city. Mapping a level like that (if you want to make it look good/realistic) takes a lot of time. And all this for what? I think majority of players actually enjoys the actual open environment with fields and forests and overgrown locations.- 1 reply
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Experimental Update 1.21 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
You shoot at the wall from 10 meters with an acog zeroed to 100 meters and you wonder why it's 'extremely inaccurate'? -
Experimental Update 1.21 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
My brother in dayz, it literally takes the same amount of time to assign anything to any of your quickslots as before. This small improvement just saves a little time for example when you want to bandage after being hit the first time. Dragging an item into an empty slot or dragging it to one that s already assigned literally takes the same amount of time. -
Experimental Update 1.20 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
Love the update and cars feel much better now. Still wish they had more traction and maneuverability after slipping a little. One thing i don't like is how much slower the character gets by carrying more weight. If I have 50% of my stamina it feels like I'm heavy as a truck. -
I would say the bunker is big enough. Could always be bigger, they might add more to it in the future. Right now i think there's only 2 bad things about it: Being able to camp bc no gas mask is required. It would be nice if they officially made this a gas zone where a gas mask only is enough and it would also prevent people from building a base inside and walling the bunker off. The concept of getting trapped on the 2nd/3rd floor. I like the idea that you need a teammate to get to the other levels but it's so unfair that either you or your teammate has to wait at the valves. I guess the trap mechanic was made so people will want to leave as soon as they looted but this would be solved by making the area gassed. Maybe they could make exits out of level 2/3 that are one way only so even if you are left alone after getting in you can get out.
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Why don't use real values in weapon ballistics?
Xeonmeister replied to Kathosky's topic in General Discussion
They are using fake values as a tool to balance different guns. You want different guns to have different strengths/weaknesses. And even tho this is not a deathmatch game it's still a game; if the m4 deals the same damage as the aug for example then the aug is obsolete. True and that should be changed. -
Why don't use real values in weapon ballistics?
Xeonmeister replied to Kathosky's topic in General Discussion
Care to explain why open-world survival games can't have stuff that's balanced? It's not a deathmatch game but you can still balance a lot of aspects of the game to make it... balanced. I mean the devs balance loot rarity too. While in real life it would probably be likely to find for example a box of duct tapes, in dayz you usually only find one in one spot. Which is done to balance the loot economy. If you create a game and implement a lot of stuff with only real life values you ll soon find imbalance - which means the game will be broken in some aspect or just not fun for certain ppl. When you say not to mention balance it kinda just reads something like "plz dont disagree, only agreeing comments thx". -
no drama starting here lad lol <-> Very controversial post
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Experimental Update 1.17 (Change Log)
Xeonmeister replied to Kyiara's topic in PC Experimental Updates
"Cookware is slowly getting damaged by being used" Why? To whom does this even make sense? We still have plates, cooking pots and even wooden spoons in my home that are 20-30 years old and they didnt slowly get damages by being used. So strange to me that sometimes you want to make this game as realistic as possible and sometimes you just introduce mechanics that are not realistic at all but are there for balance purposes. Otherwised the patch looks good, although the spear movement feels clunky atm. -
Did it bother anyone when it was 600 rpm? It was one of the best, arguably the best gun in the game. And now it suddenly got a 50% damage output buff and it ridiculus. The famas is fine at 900rpm because it only has 25 rounds in a mag so you have to choose the moment carefully when you want to spray that. Being able to spray a 60 round mag at 900 rpm might be a normal thing in other shooter games but here it s just broken. Also i dont get why people say it s not realistic to nerf it back to 600. This is not a simulator, it's a survival game which should be balanced. You could just give people tanks and let them destroy an entire server and not consider nerfing it because it s realistic. This is stupid. To make the game enjoyable you need to balance its features.
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I ve been thinking about this for some time now and im kinda curious what other people think about it. Every single time there is a change (nvg more rare, hit indicator, some loot becoming more common/rare etc) there are always people saying it doesnt really fit in dayz because it s a survival game or whatever reason. Like the topic of how rare food should be. Some say it's perfect the way it is and some ppl say it's too common for a 'hardcore' survival. So my initial thought was what if they made the 2 game modes (hardcore and non-hardcore aka fist person/third person) a bit more different but i think actually 3 modes would be perfect for the whole dayz community. First of all you need to understand that whatever dayz means to you might be different for others. Some people get annoyed by the fact that there are too many guns or whatever type of loot spawns and it just makes the game a generic shooter. What you should realize is that some people like the idea of a 'generic' shooter in a more survival kind of environment. So the 3 modes would be: 1, Hardcore: it would have the current dark night setting, a bit less loot than normal and only first person. I'm not really into the 'hardcore survival' aspect of the game so im not really sure how this would differ from the current HC but the devs would probably have a good idea for it. 2, Normal: this is the current third person server. The idea would be that you have a bit more loot than on hardcore, the brighter night setting (or maybe a setting that s between the current dark and bright night preset), maybe heli crashes could be a bit more common than HC but the most important thing is they should add first person servers, so not all of the non HC servers are third person. 3, Casual: Again it would be really important to have first person servers too with this game mode. The main concept of casual: There would be either more food or it would just decrease slower, more guns (civilian and military), more heli crashes, more guns spawning with mags, more ammo, military vests would be easier to find. Some other things im not sure but COULD be included in casual: more car spawns (preferably also spawning with less missing parts), less shock damage from guns and maybe some mechanic which allows to regain HP faster (like in other shooting games; maybe an injection that triples the normal hp regen rate for example). So short version: HC would be good for people who just like going around the map, dont always shoot on sight, like the survival aspect of the game and for example happily look for rope+stick or a normal fishing rod to be able to gather some food but dont like that some military guns, food or even pvp are too common. Normal would be good for people who like the game in it s current state but dont want to play hardcore just to have first person and also dont like to spend that much time on the survival side of the game. Casual should be the perfect game mode for people who think of dayz as a survival SHOOTER with much more focus on the shooter part (or veterans who just want to take a break from the survival game and want to run around shooting ppl). What do you think of this?
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Did you also pay attention to WHY it's not the 'best' gun now? Or just came here crying immediately? All the guns there were ranked by dps/dpm meaning you are in a *slight* disadventage in cqb but this gun is basically a tundra that s automatic so you can fight close too. How did you come to the conclusion that is sucks now?
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The overall system is pretty good and shouldnt be rebalanced - except for two: 1 - wound infection You get it immediately after bandaging with something not disinfected and i think its ridiculus how quickly you can die from it. All other aspects of it are ok but there should be a timer like 30min or 1 hour before you get the infection. 2 - cold Again, ridiculus how you can get a cold EVEN IF YOUR TEMPS ARE GOOD if u have red blood and/or health (im not sure which one s causing it). It s fine that you have a weaker immune system with very low health/blood but you shouldnt catch a cold unless you re literally cold.
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I understand that the m4 and some other guns' firerate is realistic but dont you think an m4 with the fire rate of 900 is just too op? Of course it s not like this in every situation because it s hard to hit every single shot but in most close quarter situations you now basically have a scorp or mp5 which just has 1.5x the damage output. Yes, you run out quicker, you have more recoil but you can just shred people with these too effectively i would say. With these changes added i feel like the game just reached a point where you dont even want to chase high tier loot because it s just too rare and you can kill with some small smgs with ease now. You go to a gas zone, find a vss, an asval and an mp5 and you ll just take the mp5 because the other 2 'end game' rifles are sh*ttier than a smg you can just pick up at some military or police location next to the spawn. What are your thoughts on this? I think a gun like the current m4 shouldnt be allowed.
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Tbh they should just remove some of these flags completely. The count in cargo flag might still be useful but even the existence of the count in player and count in hoarder flags is a sin.