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bazbake
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Everything posted by bazbake
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I wouldn't be surprised if there's a bit of ambivalence about the very concept of trading right now from the higher-ups. Especially since all it will do is encourage loot farming and server hopping in the first place.
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Profound. Let me rephrase that: M107 and AS50 kept all of the plusses and erased all of the minuses when DayZ's devs rescripted them. The question is, "Why? And where are the bodies hidden? Or are they all just secretly snipers buffing themselves?"
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Dear Rocket, Reset please.
bazbake replied to Strategos (DayZ)'s topic in DayZ Mod General Discussion
bump. Also, can a mod sticky this so we don't get fifteen million of these polls? It's pretty obvious where the forum's head is at on this issue, so it would be pretty useful to just keep it at the top of the forum whenever this discussion comes up. -
Finding good gear isn't that hard. Why do people not understand this? Finding good gear is fairly easy if you're smart/lucky/metagaming with a loot map in an open browser window. The problem is that this gear never goes away. Ever. This isn't about picking on you for being an uber leet super gamer, it's acknowledging that most of the people who think they're really good at this game are riding on a series of easily-exploitable unintended consequences with the Arma II engine and think they are entitled to ignore the concerns of game balance and structure because they just got back from Mists of Pandaria and think every game works that way.
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Until they fix that tent thing, people will have to deal with permadeath. I don't know how long that'll last, but if it makes you feel better most people used to experience permadeath every single time they died. Somehow they kept playing.
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All tents and vehicles have been completely wiped...after the hive crashed.
bazbake replied to [email protected]'s topic in DayZ Mod General Discussion
The hell? Are you telling me this game has permadeath now!?!?!?!? Rocket, please stop this shit before people lose everything when they die! You're destroying entire clans by forcing them to play by the rules if they want to play this game! -
In another thread it was suggested that melee weapons get treated like grenades and thrown weapons allowing you to cycle through them with the f button. Or alternately to access them with a tool menu button like the watch or compass.
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Chernarus. Where point blank shotgun blasts hurt as much as 7.62mm rounds and anti-material rifles weigh as much as shotguns and fit in your backpack. You just know a lead on the development team is a sniper.
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So the only reason M107's and AS50's and Mk48s are in such heavy use is because DayZ rescripted the guns to not replace your backpack? ... Da fuq?
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.50 caliber rifles. At some point we need to have a serious talk about this.
bazbake replied to bazbake's topic in DayZ Mod General Discussion
@JimmyJames Videogame LogicTM ignores Actual Logic. You can do anything you want with Videogame LogicTM. You can create a military base full of cyborg chimps that escape every night to chase players down and call it Videogame LogicTM. Resident Evil is filled to the brim with Videogame LogicTM. When you involve Videogame LogicTM you enter a completely different discussion that involves game balance, design, and loot tiers. And this is typically the motivation behind the damage tables for most sci-fi FPS's, fighting games, strategy games, etc. Videogames rarely use Actual Logic in their game design, and when a videogame relies on Actual Logic and then shapes its world around Actual Logic, it's an impressive feat and it deserves to be seriously praised if it also happens to be fun. The thing is, sometimes it's easier to just lie and say "Oh, yeah, we love Actual Logic. We've got tons of Actual Logic!" when what you have is a new kind of Videogame LogicTM people haven't gotten used to yet. Actual Logic has an in-built balance and design to it. What you put in and leave out is governed by some pretty self-explanatory real-world accommodations that are hard to argue against. But Videogame LogicTM has an agenda. It's biased and motivated by something other than the things which motivate people to make real-world decisions, so it undermines real-world decision-making. And the question becomes, what exactly is that agenda, why exactly are the developers undermining real-world decisions to favor one choice over another. Does it increase game balance...? If so, then that is an accommodation that most players will accept as necessary to keep player engagement high. If it decreases game balance, then you have to ask, "Why would you abandon Actual Logic for Videogame LogicTM just to make the gameplay more awkward?" Side note: Also, here's video of a point-blank shot from a .50 caliber rifle in real time for some perspective on real-world performance. It's hard to get a sense of scale since you only see the tip of the barrel and no ruler marks, but pause at 0:05. Notice the small wound channel in the first block of ballistic gel and the huge knock-back and large tearing of the second ballistic gel. Also notice how the first block of ballistic gel barely twitches until the second block bounces into it and knocks over the table. The first ballistic gel block is closer to what happens to a soft target shot by a .50 caliber rifle. Notice the small, straight wound channel. The second block is a description of all of the energy that passes right through the target without doing damage and is a good example of why kinetic energy is a poor measure of ballistics trauma. In order for kinetic energy to impact the target, it has to be stopped BY the target which just won't happen with a high-velocity round against a soft target, especially a human-sized one. -
.50 caliber rifles. At some point we need to have a serious talk about this.
bazbake posted a topic in DayZ Mod General Discussion
Now is that point. Arma II, your damage tables are bad. And thanks to you, DayZ's damage tables are very, very bad. Your weapon mechanics are bad. You should feel bad. This is a post about .50 caliber rifles, the myths surrounding them, and to question why the developers just went ahead and threw all of the rules out the window when designing anti-materiel rifles. This is about Videogame LogicTM in a game that purports to represent "authenticity." It is about some basic failures in weapon mechanics and how they led to some severe game balance issues. 1. These are really big fucking guns. Did someone not get the memo? The Recoilless Rifle, aka, the M136 rocket launcher, has a loaded weight of 14 lbs. This is larger than the average size of the smaller caliber sniper rifles but not larger than every smaller caliber sniper rifle in the game (the fully equipped M14 is 16 pounds), but it is considered so large that picking one up causes you to abandon your backpack. The M107 and AS50 both have a weight of 30 lbs and are about as long as a 12 year old kid is tall. But they fit neatly into your backpack. In fact, they take up the same amount of space and cause the same encumbrance as the 6 pound M4A1. ... What. The. Fuck. No. Seriously. Whatthefuck. P.S. You can fire this thing standing up? Have you seen what happens when someone fires a .50 caliber weapon standing up? http://www.myspace.com/video/craig/50-cal-sniper-rifle-standing/22174791#! 2. And they turn people into paste now? Somewhere someone came up with the idea that high-velocity rounds kill better than low-velocity rounds. As Martin L. Fackler, MD, one of the creators of ballistic gel said on page 7 of the paper "Effects of Small Arms on the Body:" In his conclusion he states: "But" one might protest, "the pressure wave of a .50 BMG is so high it can snap the back of a sheep just by passing near it!" Where the hell did you hear that? In his paper "What's Wrong with the Wound Ballistics Literature," Fackler says on page 2: He continues: There are two types of damage: temporary cavitation/stretching damage and permanent cavitation/crushing damage. The first is blunt trauma, like a baseball bat. The second is wounding trauma, like an ice pick. The human body is a shock absorber. Often to exaggerate a bullet's shockwave you'll see people shoot watermelons and blocks of wood. The problem is, if you've ever dropped a watermelon from two feet off the ground, you realize how useless it is to substitute a hunk of fruit for a hunk of meat. The human body is more like a rubber ball than it is an apple. Showing pictures of bullets passing through apples tells you nothing about how bullets interact with people. In article "Wound Ballistics: Analysis of Blunt and Penetrating Trauma Mechanisms", on page 230 of the "Health Science Journal, Volume 4 Issue 4 (2010)," Christina–Athanasia Alexandropoulou, and Elias Panagiotopoulos are a lot more specific: To put a fine head on it, here are the holes a .50 caliber weapon makes on impact with a target. The slow-motion images of ripples rolling through ballistic gel or watermelons and barrels of water exploding are used for exaggerated dramatic effect because they look really cool. That shit is stage dramatics. "But rifle rounds are designed to tumble," one might argue, "and this gives them their incredible lethality." Well, yes and no, but mostly "maybe." As Fackler elaborates on page 6 of "Wound Ballistics": Okay, you already know that the entrance wound for the .50 caliber is a 1/2 inch hole. Well, Here is the rest of the wound channel for a tumbling .50 caliber BMG round. Notice how the first 8 inches of the wound involve an inch diameter of temporary/stretching damage while the permanent/tearing damage is equivalent to that of a 1/2 inch icepick until it goes eight inches into the body. You know what parts of the body are shallower than eight inches? A human arm. A human leg. A human hand. A human foot. A human neck. An average woman's torso front-to-back. The bullet has to go at least 8 inches into the human body for it to even start tumbling and cause the gruesome wounds you expect because it's really damn big and it takes a lot to knock it off course. The stories of legs getting blown off and people being torn in half? Not a very realistic display of the .50 BMGs single-shot killing potential. In fact, it's more likely to overpenetrate your target and make a 1/2 inch hole smaller than a AA battery. Or as put on page 227 of the Health Science Journal: In other words, if you fire a .50 caliber bullet into any part of the human body that is thinner than eight inches, it passes clean through leaving a hole the size of a AA battery. But, dude, it's a VIDEOGAME! Oh, so this isn't about realism or authenticity or the boundaries of common sense. This is was done because someone wanted a really big gun to kill people in one hit 3 to 20 times over without sacrificing mobility or storage? Then stop lying about it and just say that folks are just making another generic videogame so people will stop complaining when they get confused or angry at horrible failures of physics and ballistics design. Problem solved. I'll know exactly what the design goals of this game are and go back to Team Fortress 2 where people don't pretend they're being realistic. -
AS50/M107 used against light armored infantry?
bazbake replied to Darkwater (DayZ)'s topic in DayZ Mod General Discussion
27 pounds, or the weight of the M107, is equivalent to the weight of three Dragunov SVDs or two rocket launchers. If anyone seriously thinks this gun should be in the primary weapon slot or taking up the same room in your backpack as a shotgun, you seriously haven't been paying attention. On size alone, there's not a single backpack in the game that would be large enough to hold that thing. Arma II's inventory system is nonsense and people defending the game's mechanics for this weapon are bad and they should feel bad. -
Standalone: Magazine in gun doesn't use inventory space.
bazbake replied to Yatagan's topic in DayZ Mod Suggestions
With all of this talk of webbing, has no one wondered what you're using to hold those 12 slots of equipment, secondary weapon, and 8 tools? Just saying... -
*HISSSSSSSSSSSSSSSSSSS!!!!!*
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Fear is a zero sum game. Snipers need more of it every time they pull the trigger and bullet indicators, at the very least on impact with the person being hit, are not just more realistic but force snipers to aim better.
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You fail at ballistics. http://ammo.ar15.com/project/Fackler_Articles/effects_of_small_arms.pdf The pictures included show you a map of what ballistic damage actually does. Tumbling and yawing don't cause a significant increase in wound trauma. 1) Flesh, organs, and muscle are elastic and recover instantaneously from the stretching caused by temporary cavitation, 2) bullet yawing in flesh isn't predictable, 3) bullet yawing/tumbling is a process which starts and ends so the entire wound won't be increased. Read up on what bullets actually do and try again. Anyway, there's already a system in place for reviving fallen survivors. It's called bandage, bloodbag, epi-pen. Only teammates and friends can apply bloodbags. The rest of this is self-described OP. The people discussing bringing people back from the dead through magical handshakes seem to be ignoring the advantages that teamwork already provide. Seriously, it sounds like you're more motivated by a desperate need to ignore battlefield dangers and hit a pause button on your friend dying in the middle of a firefight so he doesn't bleed out before you can get to him. If you want to save your friend, keep him from dying by using HEALING ITEMS, several of which are ONLY USABLE ON OTHER PLAYERS.
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I just want them to stop treating the shotguns and handguns like peashooters.
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"If you don't get the joke...it's probably on you."
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So I'm stuck at 2500 humanity. Haven't gained any humanity after hours of playing since the update. Which means it looks like I've never gained humanity since playing this game. But here are the stories I hear. I lost 5000 humanity killing someone but gained back to 2500 in a few hours. I gained 150 humanity by killing two zeds. My humanity dropped below 0 to -200 but in a few hours I had gotten back up to 2000. So, have we figured out what's true or not? I don't mean the specific numbers, I just want to know what exactly people are doing to earn any humanity and how exactly they know it's working? I haven't had the opportunity to heal anyone or shoot any bandits (the one person I tried to heal after he was eaten by zombies took off running into the woods and the only bandits I've seen are hackers or on servers where I keep getting kicked for some unknown reason) in the last two days. Is my humanity bugged or are there specific conditions for when and how you can earn humanity that are different based on how much humanity you have at any given time?
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Dogs don't make you live longer or avoid permadeath. They don't even let you kill enemies more easily. In short, they don't break anything, so what's the problem?
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Why Punish People for a Certain Playstyle?
bazbake replied to bazbake's topic in DayZ Mod General Discussion
Exactly! If they want to stop cheating, they should make the game easier. How hard is that to understand? -
Let me translate that for the audience.
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Some newbs just want to watch the world burn.
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Sometimes tents accidentally duplicate your items...all the dupers are doing is intentionally trying for it.
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Calculate how long it took between you accidentally clicking female and that happening to you. Now imagine how long it takes for every woman who plays DayZ. Every single one every single time.