Bororm
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Everything posted by Bororm
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That's pretty impressive shooting even with the crosshair like that haha. Good demonstration of how ridiculous they are though. I liked playing the mod with them off, but I can appreciate if some people like them on. Personally I don't find them necessary, even for picking up items. You quickly get a feel for the center of your screen. A server option would work best. That really should be the go to for subjective changes to the game, just make them server options.
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There needs to be the ability to pull unconscious or dead players out of vehicles. Currently there is no way to help an unconscious friend who in a vehicle, you can't bandage them or administer aid. Getting in a vehicle and occupying the same seat kicks dead players out (have not tested on unconscious) but that is more of a glitch than a feature. It is also not useful if you don't have the required amount of players to fill the available seats (for instance the back of a truck, the upcoming bus etc). The ability to administer aid/interact with a player who is in a vehicle without them needing to get out (provided you have direct access to them) would be nice as well.
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I don't think server owners are supposed to kick people without cause, especially if it's a public server. So you could probably report it.
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DayZ is a game of multiple inconsistencies across clients
Bororm posted a topic in General Discussion
So I was recently thinking about how I stopped trusting any sort of concealment in this game quite a long time ago (in the mod) as people playing with different settings see things differently. The cover you might think you have in a pine or bush when you're playing with full foliage may as well be transparent for those on low settings. What I began to think about last night was all the inconsistencies between clients due to both settings and bugs, that pretty much result in nobody actually experiencing the same thing the majority of the time. A lot of these things are being addressed as they're due to bugs/lag, but others I think should be standardized like foliage. I figured I'd make a bit of a list: 1) Graphic settings: Turning your grass/trees to low gives you a vastly different experience than turning them on max. I personally run with mine on full grass/trees, because I don't want my game to look like shit and I'd feel like a sleeze ball to change it just to get an advantage. However, the reality is that most people turn theirs down on purpose. There's also those who can't help it due to their performance. Shadows also play into it, along with object detail and all sorts of other settings. Basically the higher your settings, the harder time you'll generally have actually seeing people. Either way, I think a standard should be set and I hope they can do something with the new renderer to work on it. 2) Desync/lag: General desync and lag cause other players to perform animations/stances they actually aren't. This was addressed recently to an extent, but the other day I still saw a prone player sliding around who was undoubtedly actually sprinting. There's also just general rubberbanding, and normal lag. A player will probably be turning/moving/performing an action on his end well before it actually registers for you. It's pretty common to have situations where you spray some one down at the same time they do you, you die and think "bullshit!" as you see them keep going, only to have your friend check and tell you "oh you got him too." General lag issues are probably here to stay, stance/animations are hopefully going to be cleaned up further (at least I haven't seen anyone dancing lately). 3) Sounds: This has supposedly been addressed but I haven't noticed any difference. "Did you hear that shot?" "no" "it was right by us." The inconsistency between hearing sounds and especially shots is ridiculous. Beyond that bug, there's the general inconsistency between headsets/speakers and what have you. The latter probably can't really be helped, but perhaps a boost in important sounds or more sliders would be useful. There's people who will hear your footsteps a long way off just because they've got a better setup. There's likely a few more things I can't think of off the top of my head. My main point is that by the time everything is said and done, we're all basically experiencing a different game than each other. In a game like this that can be a bit of a problem, as a large part of it is based off observation. -
DayZ is a game of multiple inconsistencies across clients
Bororm replied to Bororm's topic in General Discussion
Here's a nice animation discrepancy that got me and my buddy killed today: We were holding two guys up on the airfield, a pretty rare event. Typically I don't like to take much from people when I do hold them up, because otherwise I might as well just kill them. I had these guys drop their primaries and unloaded the SKS at this guys feet. Took the UMP from the other guy, but it had no mag any ways. Any ways, back to the topic, guy in white had also dropped his pistol at his feet. I didn't unload that, which I should have I suppose but everything was quite friendly, and he apparently picked it up and shot us. On my screen, the weapon never left the floor or entered his hands, as you can see from the screenshot (he is actively shooting in this shot). I actually thought it was a third party showing up from outside. My friend confirmed it was white jacket guy however, and it was further confirmed when the second of the two (a little kid) talked shit over our bodies. My buddy did take white jacket guy with us though. This old gem also happened during this encounter. Where he was on the ground for me, then warped back upstairs. I could have shot him on the ground and for him I'd be aiming in totally the wrong spot: Similarly, the old warping through the walls as you run around is still alive and well. Floating up ladders/stairs too. -
I can understand why people like the blaze but I still prefer the winchestor personally. I don't snipe as much as I used to, and I'll freely admit my accuracy aint great any more. As a result, I just find having to reload the blaze so often, too much time out of the sights. Which leaves plenty of time for people to just run away. I suppose if you're a crack shot you're getting that second shot off before they have time to react to the first.
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I haven't even seen an AKM this patch. You're going to die and lose either one any ways, so I'd go with the AKM just because it's fairly rare. Ammo is actually easy to find in tents.
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DayZ is a game of multiple inconsistencies across clients
Bororm replied to Bororm's topic in General Discussion
That's an interesting idea. To my understanding, the ability to change the terrain detail setting is actually a server option currently. -
DayZ is a game of multiple inconsistencies across clients
Bororm replied to Bororm's topic in General Discussion
I think a creative solution needs to be reached or at least to set a standard, even if that standard is lower. It should be something taken into account when designing each prop. Pine trees in arma/dayz are obviously the biggest example. I'd say you have roughly 2/3rds more coverage with trees on higher settings compared to low. The model itself should just be redeveloped to something that provides the same concealment regardless. Hopefully as mentioned the new renderer can provide an option for that. I'd love to see the trees and bushes reworked. -
The one I'm experiencing a lot of is dropping items for friends, then they pick them up but the "ghost" item remains on the ground. Manipulating the item on the ground directly manipulates it from their inventory. So you might pick up some ammo only to have some one else remove it from your bag. My friend found a makarov in the street today that was chambered. He couldn't pick it up, but he could eject the round. After some time a new round would appear in it. Clearly it was in some one's inventory some where, and he was ejecting the rounds out of the guy's gun. Items disappearing when you drop them usually happens in buildings, so I would recommend being away from structures and especially off roofs or upper floors. If you lose an item in a building, check all the door ways and outside, often times it goes there. Some times they do just straight up disappear though. Inventory is still a huge mess.
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Explosions in general seem missing. Camp fire explosions don't seem to work either. I miss grenades and they are useful for clearing people out of stuff. They were hard to pull off. I miss smoke grenades from the mod as well. The game needs more than just guns.
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You actually take shock damage from near misses. I don't think it's much, but you could potentially be knocked out from a miss.
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DayZ is a game of multiple inconsistencies across clients
Bororm replied to Bororm's topic in General Discussion
I just did some quick google searches because I'm a bit lazy to take my own at the moment. You can easily see the effects with trees if you just look at a heavily wooded area and toggle your trees from "disabled" to "all trees+grass." It updates it instantly. Maybe it's because I have a decent computer, but I actually notice no frame difference at all between disabled and all on, which makes me wonder about actual performance impact. These are from the mod but it's essentially the same. Here's a decent one demonstrating the difference at close range: So I guess the SA actually does force a standard for terrain settings which is what this first screenshot demonstrates. I'm gonna leave it any ways though, because I still feel it's a good example of what I'm talking about. Obviously anyone in the foliage on the left of the wall there is going to be a lot harder to spot with the higher settings. Here's a shadow comparison. Notice the ghillie in the middle particularly, but also the other on the left and how much easier they are to spot without shadows: As you say the difficulty is in allowing people to run it with lower end computers. They need to come up with a creative solution however imo. I hope the renderer can improve performance enough to possibly allow them to set some sort of standard. -
I actually thought this might make an interesting premise for a game to be built around, while experiencing all the ghosting in the mod =P Where ghosting was actually a core mechanic and balanced. As for the topic, I think it really does more harm than good having their server setup. There's always private hives like has been mentioned though. At this point I can't really fault people for server hopping for loot, it's pretty much part of the game.
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Are vests required for maximized bullet protection?
Bororm replied to jayfkay (DayZ)'s topic in General Discussion
Wobos videos are informative but they aren't exactly scientific. There's so many variables at work with DayZ's crazy damage model, and the devs have confirmed items accept some damage. -
Are vests required for maximized bullet protection?
Bororm replied to jayfkay (DayZ)'s topic in General Discussion
Hit boxes are also wonky. I think the lower abdomen is actually considered part of the legs or something. There's also the situation where when you are carrying something, particularly a rifle, your arms are raised. So while you may think you're nailing a guy in the chest, you're likely hitting his arms. There's also "spinal damage" which can only be inflicted on some hit boxes. So again, I believe it may be the upper arms don't take spinal damage, so you have to reduce some one's blood entirely if you're hitting there as opposed to hitting the chest where a person can die from spinal damage a lot quicker. Combine all that with so many other variables like range/ammo type and there's tons of inconsistencies. So it may be that you still end up dead while wearing a vest in some situations, but there's plenty where it's going to save your life as well. Layer on as much shit as you can. -
Are vests required for maximized bullet protection?
Bororm replied to jayfkay (DayZ)'s topic in General Discussion
The more stuff you have on any slot provides more protection. -
I think that the comparisons of rocket being a grenade are pretty apt and apply here. I don't disagree with what you're saying, but I do think even with him adding things willy nilly, he still had a general vision of what he wanted the game to be, even if that idea was more of a concept than any specific thing. I think that's where the current team is having difficulty, is there wasn't really a solid goal for DayZ as a final product and it feels very much like they continually flip flop on what they actually want it to be. Namely, how loot distribution keeps changing constantly, and how it is hard to pin down what the final goal is there. Whether a can of beans actually is supposed to be rare or not. A large amount of that is still due to unfinished mechanics of course, but there is a very real feeling that the team is still indecisive on what they want the end product to look like. I've actually thought about it before, that likely the SA would be perpetually in alpha essentially if Rocket were still in charge of it because he'd want to constantly be adding new weird things. I have a great time with the alpha and while I'm not a fan of incomplete products (early access in general has become a blight) but I do think that we would have probably had a more interesting game if it was still under his development. So I think when DayZ lost Rocket it lost a bit of its soul =P Now BI is trying to make a finished, marketable product out of it. We'll have to wait and see how Rocket's new game turns out. He left of his own accord, and it was best for him and likely best for BI but I'll always remain skeptical that it was best for DayZ.
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https://forums.dayzgame.com/index.php?/topic/224386-dayz-sa-hud-concept/ Stamina bar is a part of it. No ammo or health bar at least, but there is a lot of information there. I was not a fan of the inventory mockup either, as it also was giving a lot more information than necessary. We also haven't heard anything in regards to going with the plan of not showing ammo counts at all, and having to manually check your mags. Not that it means that idea is scrapped, and of course it's not a priority, but little things like that seem to have taken a back seat imo. It's a bit hard to clarify specifics of why I feel that way about development, as it's a lot of subtle things over the course of the last year or so. The last point you bring up is one of them imo. I agree that the better loot should be inland, and map flow was something I brought up even early on in development when they decided to make Balota full of military grade loot and put a spawn on it. However, it seems really forced the way they are trying to get people off the coast, because it's not restricted to just putting the "higher end" gear inland, they are creating scenarios where the coast just becomes all but barren of loot. That's a really forced way to get people to move from the coast, rather than letting progression happen more "naturally" by player motivation alone (like the mod). In the mod we had players who were happy to stay on the coast, and I really don't see a problem with that. So forcing scenarios where you have to move from the coast is what I'm talking about in trying to force a more specific experience. I'm not going to bother to look up the direct quote, but at one point Hicks said players need to get off the coast to "start experiencing the real DayZ." That sort of thinking really rubs me the wrong way, because the team shouldn't be trying to dictate to me what the "real" dayz experience is, that should be up to me in a sandbox. I do think a lot of the problem there though is just an incomplete loot system still. They released a map with an intended design of how loot "tiers" should work and I agree with it. Essentially what it comes down to for me personally is that I believe Rocket had a vision, even if it wasn't clear or perfect, and like anything at all, when some one else takes over, no matter how clear you try to make your idea, it's going to shift. I think overall, it's still roughly on track, but they just need to be careful that all the little things don't add up. Actually to add one more thing. I think part of the problem with the development is that they don't actually seem to have a real grasp on what they want the game to actually be. It seems like there's a bit of a lack of real leadership among the team any more, and it's just bouncing ideas off each other. Which isn't necessarily bad (but leads to stuff like the UI mockup) but goes back to what I was saying, about how at least with Rocket there was some sort of goal he had in mind.
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I think there's a noticeable shift in BI to try to appeal to the mainstream. ArmA 3 is a lot more arcadey than ArmA 2 was. A lot of shift is coming to the SA as well. Don't forget that initially the plan was to have no UI, and now they've gone 180 and are showing us mock ups for a UI with even more on screen than the mod had. Besides that, there's a general subtle shift in the direction of development since Rocket has left. There's become a lot more focus on trying to create a more specific experience, where as I think Rocket's approach was just introducing interesting mechanics/ideas to the game. I think BI still leans more towards simulation than most mainstream games, and I don't necessarily agree with DanicaHamlin 100%, but it's not entirely unreasonable.
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Veteran walked Cherno to Kamensk. Low loot in .58 - The Good and Bad
Bororm replied to venkman302's topic in General Discussion
Nonsense, having some drinks makes gearing up all the better. -
how are helicopter crash sites working in 0.58 stable
Bororm replied to claws4life's topic in General Discussion
Is it 4 or 3? -
He's interesting in that he has a more old school take on what makes a game fun. In an industry full of hand holding, on rails games where the player is restricted from making his own mistakes at every turn he wants to make games that allow people to do what they want. He thinks emergent gameplay trumps scripted events. His ideas aren't unique or new, it's just that he was put in a position where for the first time in years they were recognized as still being what a lot of people want.
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Veteran walked Cherno to Kamensk. Low loot in .58 - The Good and Bad
Bororm replied to venkman302's topic in General Discussion
I think the loot isn't too bad but I think there's some issues with it. Loot respawn is the problem I have. I'm not positive about the system at this point, but my understanding was taking an item from one location causes it spawn in a different location throughout the entire map. The result being, coastal towns end up barren and places like the mil bases get picked of their weapons quickly. Only encouraging picking a very low pop server to gear up, or server hopping. I don't expect to find what I want every time I go to a location, but what I want is the feeling that I have the potential and if I don't, that I can leave and come back later and reasonably expect another chance. Right now it doesn't feel that way. The other thing I greatly dislike is looting multiple completely empty buildings in a row. That just ends up feeling bad. I'd rather find gear I don't want/need than nothing at all, even if it's a single item. To that end I wouldn't mind if things like empty cans were reintroduced and maybe some more "trash" items. Basically, I am fine with having to take time to gear up, I just want the experience to be hopeful rather than random. -
There's plenty of info on why rocket left and what he's doing now. He didn't vanish, he did start his own studio, he's working on a new game. It's not a mystery, it takes 5 minutes to just go check his twitter or google it.