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Everything posted by 7-75 callaghan
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Variation of Crashed Helicopters: Military Tents & Other Things
7-75 callaghan replied to Merk1b2's topic in DayZ Mod Suggestions
I'm fine with other sources of loot, but i'd like to see more of them being event-based. Check out my heli-crash-site improvements thread to see what I mean. The same concept could be applied to active and dynamic shipwrecks, ambulances etc. But they really should be events. (Again, see the thread, linked below). -
Nooooo! No, no aaaaaand - no. Sorry, but no. Edit - ok look, because I cannot think of anything less desirable. An infection which causes what we have in the mod is plausible in a far fetched way, ghosts are truly paranormal. If ghosts were introduced, i'd laugh at the silliness of it all, and not be scared.
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Which is the better graphics card?
7-75 callaghan replied to TheSneakySpy's topic in New Player Discussion
I built my system 2 years ago specifically for ArmA 2 (there are quite a few of us out there actually lol) and get great results. I find ATI to be more efficient with ArmA. Btw, when most people say 'max settings', they mean 'very high', which isn't max settings. In fact, because of the view distance limit in the mod, it isn't possible to have 'max settings'. It also isn't necessarily a good idea to have true max settings (i.e. 3D resolution 200%) because unless you have a very large screen, it will be less pixels per target. This is a discussion that can go on forever so i'll just post my specs and the settings I use, that look excellent, and are competitive in terms of easy target spotting and acquisition. This is based on years of experience with their games. Phenom 2 X4 965 BE Overclocked to 3.8GHz 4GB DDR @1600 (GSkill something) 1TB WD Caviar Black (system drive + storage) 120GB Corsair GT SSD (ArmA drive) - this is important! 1Gb ATI Radeon 5870 Overclocked to 900MHz/1250mem Fan set @60% Viewsonic 21" Screen at 1980x1080 res. X-Fi Xtreme Gamer 850W modular power supply (for future proofing) With this screen size at this resolution, you get a very sharp image. Everything is set to very high, apart from HDR which is the next setting down, view distance doesn't matter in this mod, and is overridden by server settings, as is terrain detail. 3D resolution is at 100%, for the perfect balance between target size on screen, and graphics fidelity. AA is on normal, as on 1920x1080 you don't need 8x AA. Post processing is on low - because on very high it only looks good on 200% 3D resolution - this setting was designed for the beautiful screenshots of the game you see everywhere, and for future PCs, any other setting and PP on anything other than low will be a combat disadvantage, but it is a matter of taste too. Took me years to find this perfect balance. Important - the modern equivalent of this system would include a newer series graphics card, so if you really must have that 8x AA and full HDR (which honestly is a distraction). With ATI, you really want to be going for the --70 or better. Arma doesn't like multiple GPUs, so really a 6870/7870 is perfect for this game. The Phenom II also has better versions than the 965 now, not sure of names though. There isn't much benefit in going for a x6, as the engine cannot utilise it efficiently. Wait for arma 3 to see the benefit of one of those maybe. -
Let's just stop pussy-footing around and get some full-time admins to find them and global ban them.
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What's the point in having silenced guns?
7-75 callaghan replied to Pomegranate's topic in DayZ Mod Suggestions
Look, I have been editing for 10+ years, I don't need to do your little experiment. I know what the AI hears because I have torn apart the configs, so just trust me on this. Both the gun AND the ammo matter to AI AND players. End of story. It's funny that you said that, it's just the same for me ;) Well you are obviously lying, because if you had opened the configs you would know that there is a separate AI sound detect value for the launch/shot, and the bullet type itself. I actually uploaded a file to OFPEC for ArmA a while back which dealt with exactly these ideas, in particular for sniper-demoralisation scripts and pinpointing target locations. Search for files published by me and you will find it. I distinctly remember the Javelin being easiest to detect on launch, but the rocket having the same detect value, as well as SD rounds having less detect value and less damage. -
What's the point in having silenced guns?
7-75 callaghan replied to Pomegranate's topic in DayZ Mod Suggestions
Look, I have been editing for 10+ years, I don't need to do your little experiment. I know what the AI hears because I have torn apart the configs, so just trust me on this. Both the gun AND the ammo matter to AI AND players. End of story. -
The grouping system is ArmA, not from 'domination', it is present in every mod pretty much, and the Vanilla game itself. Radios is a separate discussion that is on other threads. If they can implement the grouping mechanic, great, group leaderboards for the upcoming factions Rocket has referred to. The reason it currently isn't in there is largely because of the way data is saved from leaders/groups/individuals.
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Cannibalism and extentions to chernarus,
7-75 callaghan replied to mr_plores's topic in DayZ Mod Suggestions
http://www.pcgamer.com/2012/06/23/day-z-arma-3-interview-optimization-map-design-radios-porting-day-z-into-arma-3/ By this he means attaching existing maps together across servers, think in the style of planetside. He does not mean adding terrain to Chernarus, this would mean the entire map would have to be redownloaded specifically for the mod, several gigs, and would no longer be compatible in the same way. This wont happen in the Alpha stage, because of the way the mod is implemented currently. It would be easy to add ready-made maps to other servers, that you can only access by leaving Chernarus across one or more borders, such as the upcoming map for the Czech Armed Forces DLC, the PMC DLC map, and perhaps Takistan (honestly though that will be boring). I think remakes of the original Operation Flashpoint maps - Everon, Koljugev (or whatever), Nogova and 'that other one' are better suited to the mod, and easily ported/updated with new textures + buildings. Actually, I guess Utes would be easy to add, accessible by boat. -
READ: Non Lethal / Lethal weapon Suggestions
7-75 callaghan replied to Dalton (DayZ)'s topic in DayZ Mod Suggestions
In terms of non-lethal defensive weapons, for camps and sniper/shooter positions. I'd like to see trip-flares with moveable trip-wires (see ACE mod), maybe player made using an m203 flare/roadflare and scrap metal, as well as bear-traps, maybe player made if using the toolbox in combination with 2x scrap metal or something. And maybe a lethal version using a hand-grenade and 2 x scrap metal + toolbox item. But that might be too much. These would all have to be visible, so that only careless players are caught out. -
Cannibalism and extentions to chernarus,
7-75 callaghan replied to mr_plores's topic in DayZ Mod Suggestions
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Helicopter Crash Site Implementation Change - More immersion, realism, fun.
7-75 callaghan replied to 7-75 callaghan's topic in DayZ Mod Suggestions
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What's the point in having silenced guns?
7-75 callaghan replied to Pomegranate's topic in DayZ Mod Suggestions
To both above points - some suppressed weapons can use both ammo types, this is realistic. Making it caused only by the gun is unrealistic, we don't really want the mod going in that direction. Re-read what I wrote, the Zeds (ArmA detection AI in general) detects both the shot and the bullet flying through the air. -
Cannibalism and extentions to chernarus,
7-75 callaghan replied to mr_plores's topic in DayZ Mod Suggestions
Cannibalism + Kuru yes, great idea. Map extensions no. Due to the way it is implemented in the game, missions and mods. -
Helicopter Crash Site Implementation Change - More immersion, realism, fun.
7-75 callaghan replied to 7-75 callaghan's topic in DayZ Mod Suggestions
Well there has been nothing but positive support for this idea so far, hope Rocket sees it soon. -
Too many watches, not enough compasses
7-75 callaghan replied to highwaystar's topic in DayZ Mod General Discussion
but you can also find out bearings with a watch. It actually works - only at night you still are without bearings. Actually you can find your bearings at night with great ease so long as the cloud cover isn't too thick. Just find the north star as per real life. -
Guys, heads up, it's "you're", not "your" in the instances you use them e.g. You're an idiot, for saying 'your an idiot'. e.g. You have no clue unless you're on the team...
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Electric and Natural lighting's V 4.0
7-75 callaghan replied to [email protected]'s topic in DayZ Mod Suggestions
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Ignore Lachmayne, that he cannot oppose your opinion without calling you an idiot only goes to show he lacks the maturity and intelligence that is wanted in anyone making a suggestion to the community. It is a nice suggestion, but perhaps it would be better to have servers that limit players who enter, PvP could still happen, but you would be kicked out if your humanity was below a certain level. New-player friendly, but without removing the occasional necessity to kill someone out of basic need, i.e. starvation. Most PvP kills are not done out of need, but panic or immaturity.
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Redundant point. I think they should add ALL soviet weapons that are already present in the game.
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Redundant, there are already servers at all locations with a time offset, so it is always possible to play during daylight.
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Congratulations... 1,000,000 Murders
7-75 callaghan replied to CrimsonBlade's topic in DayZ Mod Suggestions
The sad reality is, people mostly don't kill to survive, there are plenty of resources to go around - that is objective fact. And you are missing the point and potential by suggesting that the banditry system needs to be reintroduced. The option to reward good behaviour as opposed to punishing bad behaviour always exists. -
What's the point in having silenced guns?
7-75 callaghan replied to Pomegranate's topic in DayZ Mod Suggestions
Bad suggestion due to bad understanding. That isn't how it works, in terms of both AI and player audio detection. A weapon suppressor quietens the retort, the actual shot being fired, making it harder to pinpoint your position, regardless of ammo type. SD rounds, i.e. subsonic rounds, do not produce the supersonic 'crack' as they fly through the air, making it harder again to pinpoint the direction of fire. The price of this ammunition is that because of the lower velocity, they inevitably do less damage. Besides, 'silence' doesn't come into it at all, it is about sound suppression AI can hear suppressed fire AND supersonic cracks, so there is a reason to use them. If it isn't to your taste, then don't use it, but don't ruin the realism and variety in the mod for the rest of us just because you don't play as stealthily as others. -
Congratulations... 1,000,000 Murders
7-75 callaghan replied to CrimsonBlade's topic in DayZ Mod Suggestions
This is really sad. For a game that Rocket clearly stated was 'not Pvp'. Some clever mechanics are going to have to be introduced thick and fast. -
M4 and M16 variant sights
7-75 callaghan replied to damonxwind's topic in DayZ Mod General Discussion
Learn how to compensate when you can't zero. Not that hard. -
IF this was an actual game...
7-75 callaghan replied to rocket's topic in DayZ Mod General Discussion
DLC for arma 2/3 Single purchase fee. Kickstarter. Keep it in-house. Or the soul will be lost.