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Everything posted by jubeidok
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I think you misinterpret what kind of testing we are doing. They have internal testers that will test the functionality and stability of the items in the game. We're here to give them gameplay metrics like average life spans, looting paterns and stuff like that. We also help with testing server load and economy as they would otherwise need a massive test team. I think your "suggestion" is really about making it so that "you" can find the things that "you" want, but have yet to find. Nice try though.
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Turn that lil flashlight on that you spawn with and you can see. Sound logic bro.
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Nope. Pitch black is only unplayable to people who are pussies and too scared to use their light sources. It's a game, it's not real, it's ok to take chances.
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Used to be the L shaped unsearchable mil building. In the mod it was a dead end road leading to a lil grey shed. I was always hoping they would change it up to something searchable. They finally got the wall collisions in on 47, but the doors are locked. I really dislike the internet for stuff like this though, go out and discover the world for yourselves. It's so much more enjoyable. And man do they need to secure their files or something. This whole idea of checking the code for what's going to be there before it's even there is f n retarded and in my opinion, just a little bit sad.
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As we all know by now, the jittery scope bug has been fixed, but since I hadn't really noticed anyone talking about it, I thought I'd let you all know that the bullet impact FX for long range shots is back in the game. Here's a lil proof, a cap of an 800+ meter shot on an idle zed. Now, get back out there and start sniping!
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Exactly, on a full 40 player server there is 30 players behind low cover camping in third person while the other 10 are the only ones running around playing the game. What makes it even worse is that those 30 campers all geared up or server hopped on a 5 player sever, got to their fav spot and then logged into a full 40 player server and waited....and waited....and waited. I'd like to see you disagree with that. =P
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Bah, so many pretenders here. I'm pretty sure what you're all really using for reference is how dark you room is at night when you first turn out the lights and how after a few minutes you eyes adjust and you can now see everything in your room perfectly. What you don't understand is just how much light is actually still there and how small your pupil is while the lights are on. Not as much light is needed so the pupil is small so not to let too much light in. When the lights go out the pupil size is greatly increased to absorb as much of the light bouncing around as it can. When there is no light bouncing around, there is no light to absorb, therefore you don't see shit. So distance form any major city center and the materials around are major contributing factors to how well you will see at night. Starts do no light up our world, so a clear moonlit night is your best chance in the environment we have in the game. This should cause great contrast, bright white light and really black shadows with not much in between. Pretty much how it was in the mod's early days.
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The fix is really quite simple. Just have it like any other gfx changes, force the user to restart the app to apply the changes. This would also do away with FOV changes on the fly that allow people to get better "zoom" out of their scopes.
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Here's a good example. This would not have been nearly as intense if I had chose to use 3rd person...
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It's funny seeing so many people hating on the idea of pitch black nights. How on earth did the mod hit such a level of popularity that eventually lead to the standalone? Because that's what the start of this game was and it was also the most intense moments of the game I have experienced to date. Pitch black nights. Zombies everywhere. Flares everywhere. Makarov shots going off left and right. Chemlights were an upgrade from flares as they couldn't be seen from as far away. The night was even a bit of a relief, as the zeds couldn't see shit either and they weren't agro'd by light so you got a chance to get your ammo stores back up in prep for the next day. It was brilliant. It's such a different game now, it's not even funny. But I'm addicted, so I'm still here, still playin. =P The one thing I will give you guys though, is that night time gameplay is irrelevant until zombie numbers start to match what they were in the mod and have a proper AI ruotine. Cause night without zombies is just plain boring.
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Awe yeeeaaahhh, drunken loot runs for the win! =) Was always a blast doing drunken police chases in GTA IV.
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You just can't say it, can you? When I go to the Battlefield or CoD forums, I don't see a single person bitching about the first person view. Not a single post about how the game should have a 3rd person view option. The point is you are given the option to use a security blanket or not to. You choose to use the security blanket. Way to go, Linus.
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3rd person is a crutch. The FOV argument is a pile of shite, it barely changes. You get to see everything without exposing yourself. That is the only reason and you know it. If you're going to use the crutch, at least man up and admit that you use it cause you like being able to see things without exposing yourself.
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No, much much lighter. A really light grey scale. Maybe I'm just seeing things, but I'm quite sure than night in 46 was lighter than 45 and now 47 is lighter than 46. They even shifted a lot of the servers from a 15:00-17:00 cycle to a 16:00-18:00 cycle in an attempt to showcase the change. Anyone else find this to be the case?
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No, one you have "met" a player they will no longer red chain for you. So I think that means once the player is drawn for you, line of sight, but I'm not 100% on whether or not they can ever be a red chain for you again if they go out of your range and then back in range.
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I see guys doing that all the time. I'm convinced there is something cheap centered around doing it. The first guy I saw doing it was waiting at the control tower of the old NEAF, guarding a friends body. There was three of us outside and he was up on the upper level doing that crap, no fear of being shot. My best guess is that it's some weak sauce shit that efs with your collision box. Or, it's a recurrence of a bug that was present when the alpha first came out, and that is that on his screen he actually had a gun out and aimed at you. Just waiting for you to do something aggressive towards him and catch you off guard since you don't think he has a weapon out. Anyone other thoughts?
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Ya, I suppose that one too. It's pretty sad if so though. I mean, it's not really that hard to hit the space bar and both sides are dealing with it, but ya, they introduced some new bugs that can lead to frustration. You can still crouch run however, if you drop into the crouch from a run. So there are workarounds.
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It's not a rumor, it is fact. Good squads could even tell which direction you were coming at them from. So if one of your squad is say 50 meters to your north and calls out a red chain, then a few seconds later you get the red chain, you would know that someone is coming in from the north. I learned this from a very well known streamer and DayZ'er and they are a very tactical squad.
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Why you don't need to server hop to get geared.. ever.
jubeidok replied to Irish.'s topic in General Discussion
As long as gear continues to spawn in a predictable manner, server hoppers will always be there. The only way to stop it is to make actually playing the game the more efficient way of gearing up. Everything must be able to spawn anywhere. But then there will still be reverse server hopping, which is what I call people who server hop to find action and get kills. Just as dirty in my opinion. -
Damn, I thought injecting a lil logic in this thread would put it to rest. =( OK, OK, let's try this, the other solution to this problem...
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Ya, I'm starting to believe my character is equipped with repulsor technology.
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Where did you get the winter mod?
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Maybe you never snipe, but before this last patch, the particle FX where the bullet lands wasn't drawing at distances over 150 meters. So sniping was just a big guessing game. The video was to show that it is once again possible to track your shots and adjust your aim accordingly. The scope is zeroed at 800 and the target is far beyond that, so I now have to start guesstimating at how high above the target I need to shoot in order to hit. The impact FX helped me do that. I'm sorry if you though this was an "OMG look at this awesome snipe!!!" kind of thread/vid. It is not.
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REALLY NEEDED Opening and close Door Sound Effect !
jubeidok replied to NINJAHITAM's topic in Suggestions
Yup, I had suggested this before too. Would be so cool and very fitting for this game. -
REALLY NEEDED Opening and close Door Sound Effect !
jubeidok replied to NINJAHITAM's topic in Suggestions
Dude, I've been campaigning for this since the mod. Now that there's a standalone, I would imagine this is inevitable. No way you could get away with no audio for such a thing in a game built in this day and age. Also, let's not forget about all those rusty, banged up vehicles with the stealthiest doors/boots in existence. Audio overall is severely lacking right now and I eagerly await the first big audio patch for the game. Ghost Recon and Rogue Spear on the PC would be some excellent reference material for this type of thing, Those game's sound design saved my life so many times. =)