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Bororm

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Everything posted by Bororm

  1. Bororm

    RTX 2015 Presentation Slides

    Bases look pretty much like I was expecting, given the info we've had in the past. Will be interesting if there's any actual new information or solid details with the audio. My only concern with that sort of set up, which is really just a fortified camp, is how vulnerable it will be to helicopters once they're in. Guess we'll have to wait and see how that's handled. ** Thinking about it a little more I guess there's some solutions to helicopters, like being able to build posts (could be light posts even so they serve a greater function) to make landing/hovering over the camp difficult. There's also presumably the ability to just build your camp in the woods, which would make a pretty good defense against them. Assuming you'll still be able to parachute, I reckon people will still find their way in though and then shennanigans will ensue even if they're locked in, of stuff like just throwing items over the fence then suiciding =P Base building is just one of those extremely difficult things to balance, but hopefully it'll be more than just tents with a wall so you can actually secure your stuff better. It should of course always be vulnerable, I'm just spitting ideas of how helicopters potentially make this style too vulnerable.
  2. Bororm

    Streamer tears in exp.

    I think the general goal should be loot distribution similar to the mod. I think it's a dangerous topic because people swing too far in either direction, and like patches in the past people say others are just crying when in fact the mechanic is broken. I'm not saying that's the case this time, but being a zealot in either direction doesn't help the game at all.
  3. Bororm

    base building concerns

    I think the solution is just finding the right balance. If it takes a lot of effort then you deter people from griefing/trolling. I think that's a better route than what most games take any more where they just say "nope, you just can't build here or do this." I think players don't like to take responsibility for themselves and want mechanics to do everything for them. Instead of dealing with a roadblock, they'd rather the game just doesn't allow them to exist in the first place. The example of sniper nests in Cherno is perfect. The guy doesn't want some one sniping fresh spawns (or more accurately: HIM as a fresh spawn) from a fortified position, but it ignores the flip side of the coin where he'd be perfectly capable of setting up the same sort of fortification to counter snipe those types of players. People get too hung up about what other players are doing with their freedom so they want to take it away. If some one is griefing/trolling you, then deal with it. Just to be clear, I want "realistic" building. Not floating ugly structures that don't make sense. But with creativity I don't have a problem if some one wants to create a giant cock tower out of the tools we're given. You can always just tear it down.
  4. Bororm

    base building concerns

    These are the things I want to see. If you don't like them, then destroy them. Building blockades and sniper nests and stuff sounds awesome. Creativity shouldn't be limited just because some people are going to use it for "bad." That's what a sandbox is about, giving players freedom.
  5. Bororm

    G.P.S.

    I started pretty early in the mod (couple months in) and they had GPS, so while I do partially agree with the sentiment of gamers wanting everything handed to them any more, I gotta disagree that this particular topic applies. You only really need to play the game a few weeks and if you have a basic sense of direction you learn the map really quick. It's not actually that large, and there's tons of landmarks. As was mentioned in this thread already, finding a gps in the mod for people who know the map wasn't much of a benefit. Those people who just have an inherent difficulty in navigation get the benefit of another type of valuable item to search for. Which at the end of the day, is a large portion of what DayZ is all about, finding particular items you want :)
  6. Bororm

    Ghillie suit

    I find this is true in general for camo. The khaki/yellows etc are usually better camo than the greens. This is doubly true at night (not that many people play night) as things are pretty much black and white and light colors stick out less. I think the only exception is if you're right on top of some one.
  7. Is it because they present a wider target due to being squished? I wish adjusting settings didn't have such an impact on gameplay.
  8. Bororm

    Wednesday maint?

    They said there's gonna be a wipe in one of the recent status reports.
  9. Bororm

    Sidearm Wielding Stance

    I liked the old stance better, a toggle would be cool.
  10. Bororm

    Hotkey to unequip items in hands

    Press G. Joking aside, I personally think it's fine. There's a real danger to streamlining too many things, where actions become trivial. If anything, I'd sorta like to see the opposite where the player is more involved in performing more actions. That's where the tension arises imo, is when you are trying to do a process in the middle of a fight or zombies.
  11. Bororm

    Food Priority / Devblog 29th of July

    Because those patches were broken. And people like you who think they weren't do the game a disservice by brushing off legitimate claims as people just wanting it "easy." Even Hicks is guilty of this and initially said everything was fine, then finally admitted that the loot distribution was straight fucked up. Entire towns devoid of any single item at all is not a feature. It has nothing to do with pvpers.
  12. Bororm

    New distant lightsource mechanics?

    Good work Zombo. I'd be interested in how far a truck's lights go too.
  13. You must have read a different status report than me:
  14. Bororm

    New distant lightsource mechanics?

    Considering how garbage the regular zoom is now you can barely make out people at 300m any more. Your player render distance is affected by your object detail I think, but again nothing renders at all past your network bubble (1km) because your client isn't receiving that information at all. Also, fireplaces don't register past about 100-150m in my experience. You can't see them from even half of one end of the airfield run way to the other (talking width, not length). Admittedly that was months ago though. Do test it all though, if I'm wrong that's great.
  15. Bororm

    New distant lightsource mechanics?

    Hate to burst the bubble but stuff just doesn't render past the network bubble so you're probably mistaken on the distance. Especially if you weren't using a scope, you weren't seeing anything that far away. The majority of Kras from black mountain is less than 1km.
  16. As others have said, the ambient music, more/creepier zombies. The mod color scheme was also a lot darker/more washed out in general. I like the SA, but it's definitely brighter and more colorful. Some other differences are the mod was clunkier, adding an extra sense of dread to any action you performed. Things were less floaty as well which I think is really important. The SA does not feel like anything is solid, especially players. I think ragdolls really detract from player deaths in comparison to the mod. They aren't terrible, but ragdolls never actually feel convincing to me and the corpses in the mod were more compelling. Coupled with the flies and the gnarly looking blood/gore textures, corpses felt more visceral. The mod also had less places to hide, so the constant threat of being sniped was always there. Moving through the countryside actually felt risky for the most part, and player encounters outside of towns were more common. There's a lot at work but I think the SA will never really recapture that. There's also the issue of us as players just getting used to the game, so those early mod days of being paranoid/scared of everything are never coming back in the same way.
  17. Bororm

    Anyone else excited for persistence and barrels?

    Not trying to be a downer, I hope they get it working properly, but I'm not going to trust it any time soon. I think they should have worked harder on persistence a long time ago, it's core to the experience. Without it, long term goals just don't exist.
  18. Bororm

    UN Helmets and beret spawn fix info ?

    The armbands don't even render in past a pretty short distance. They're pretty garbage for identification unless you're on top of some one :[
  19. Bororm

    zombie targeting system.

    It's not really a zombie game any ways so it's ok.
  20. Bororm

    Sidearms vs SMGs?

    My reply was a bit disjointed I guess. Camo and profile are separate things (though related). The rendering issue in terms of camo is that camo designs don't actually render in past certain distances. And some colors are actually a bit contradictory to common sense in terms of how visible they are in game. For instance, some of the lighter colors actually blend a lot better at distance than the greens. There's a decent amount of factors that go into it, but just because a backpack is green doesn't mean it's good camo. As far as profile goes, it's your character's actual silhouette or bulk. Having a backpack increases your character's size, so regardless of how well you think it blends in, it's still creating a bigger object for people to spot. Unless your backpack happens to greatly mimic a rock or log or something, I think it's pretty self explanatory that no backpack is always going to be superior for concealment. I personally haven't paid much attention to whether this is still true in the SA, but in the mod your character sorta sunk into the ground as well when rendered at distance. Having a backpack increased your profile and I can't count the amount of times I spotted people like that. There's also the issue of backpacks clipping through walls etc in an urban environment, or protruding from trees. It's a bit hardcore to go no backpack, but it's just common sense that not having one makes you harder to spot. There's also ghillies.
  21. Bororm

    Sidearms vs SMGs?

    Even camo backpacks increase your profile, which is arguably more important than the color scheme. Pretty much anything, camo or not, sticks out a lot in this game just because of the way things render in at distance.
  22. My experience with the plate carrier is it is as effective as any other vest. I don't think the vest itself spawns at the nwaf, I've only seen it on prison island.
  23. Bororm

    Sidearms vs SMGs?

    I don't bother with any weapon you have to carry in your inventory rather than a holster, because assuming you don't have it out and get shot you just wasted your space and time and now have a ruined piece of junk. I prefer a holster and a pistol. I am in the vast minority on that stance though, and it probably isn't actually an issue 99% of the time =P
  24. Bororm

    Let's talk bout them Chainsaws

    Chased this guy for like 20 minutes, he ran out of ammo I guess. Chainsaw seems to be 2-3 hits without gas. Way better than the sword =P This guy got me but I at least got a good hit on him. Might as well share my thoughts on it as an item: It's rad obviously but I have to wonder about the drawbacks. You have to carry it in your hands, which makes doing simple things like using binocs etc a bit of a pain. I'm not really opposed to it being that way as it makes it interesting, and once vehicles have inventory then transporting it/using a car won't be as big of a deal but at the same time the clunkiness of dropping it/picking it up makes simple tasks overly cumbersome imo. It also seems to run out of gas very quickly. It chops trees down in a single click, which is very powerful if harvesting wood becomes a big deal (base building?). But I think I'd rather see a longer gas time, and some sort of animation for chopping trees instead of what it is now.
  25. Bororm

    svd or winchester 70 or blaze

    You sound legit.
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