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Bororm
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Everything posted by Bororm
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This is what the default third person was (a good thing), yet people didn't go for that argument and now here we are with the devs trying to defy logic. Third person by definition means you see more than your character, you can't "fix" that as it isn't a problem. None of these changes are going to stop looking over/around things, because they're inherent to the perspective. They'll just change the way it's done, people who have a problem with third person from the start will still bitch and complain and those who never had a problem to begin with will now have something to bitch and complain about. The latter will re-adapt like they did in the first place and the former will continue to bitch forever because they don't understand the problem is themselves and not the mechanic. It's a waste of time and effort. It's equivalent of people complaining about KOS. People are having a subjective negative reaction to a scenario that they perceive to be out of their control when they should be asking themselves how they can improve instead of wanting the game to change for them.
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This first response sums it all up.
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NEAF Sniping Spots and View Distance with Optics/Binos
Bororm replied to LigerNoir's topic in General Discussion
I'd like to see it increased, though performance is probably an issue. Really long range shots were a lot of fun in the mod, and I find the visibility in the SA to generally be better than the mod (less fog) and it makes me sad that we can't take advantage of it =P I'm curious what happens when you shoot past your network bubble. Does the shot just disappear? -
This is pure speculation on my part but I think essentially it will be similar, but with the focus changed from trying to hide tents/bases to defending them with mechanics that work while you're not online, such as traps and barricading/locking. We've seen some traps already implemented and there's models for trip wire grenades and the like. With the size of tents being what they are, there's no hope of ever hiding them. Again, without glitching them in the mod, it was essentially impossible to hide a tent in the mod for any extended period of time and the ones we have in the SA are way larger and more obvious. They've also introduced things like a canopy to park vehicles in. They've mentioned being able to add foliage and camo these things, but let's be real, anything like that is going to still stick out on the map because it's static. So I could be wrong, but it seems likely that in the SA you'll end up with something like player built encampments. Protected by some sort of fence/gate and various traps and locks (with countermeasures). I believe they've mentioned smaller stashes that are camouflaged to look like stumps or something so that will probably play into the lonewolf thing. Not to mention world containers (cabinets/etc) Any ways, it all remains to be seen. I strongly believe they should have started work on this already and even earlier because I think base building in a game like this is the one of the most difficult things to balance. Look at a game like Rust, which is basically built around it and they are still constantly tweaking it. It's something that will never be perfect, so waiting till the last minute (it's slated for Q4 right now if I'm not mistaken) is a bad idea.
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The problem with this is all the grey area it creates as a result. For instance, ok the tent/body is visible to no one but the guy who died but what happens when that player tries to occupy the same space as the tent? What's to prevent his team mate from just grabbing the stuff off of the tent/body for the person? New contrivances have to be thought up which come with their own new issues and it's a bit of a rabbit hole. I understand what you want to accomplish, and maybe with enough thought a system could be worked out but it's very hard not to end up with really weird situations. Many which break immersion even more so. I believe that the point of tents and base building is supposed to be a safety net to an extent. It's something you have to put time and effort into for the long term, but something that can be compromised by other players at any time. Think of tents as extended lives, essentially you're regearing up multiple times. Your tent can still "die" and you potentially lose even more. In the mod I had periods where I didn't bother with tents because it was too much effort. Besides glitching, your tent never lasted long on a populated server. The ones in the SA are even more obvious and it'll be interesting to see how they address it.
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People say this but it makes no sense to me and largely defeats the purpose of the tent. It also ignores the fact that tents don't fill themselves, it's not free loot just because you have a tent. You still have the potential to lose your life and all the work you've put into your tent at any moment because some one might find it and loot/trash it. Consequence is still there, and it's long term consequence. If tents die with you, that's still short term consequence and why even bother?
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These new bugs are the real game breakers!
Bororm replied to battlerhd's topic in General Discussion
It does confuse me when patches spend weeks on experimental but things like this aren't addressed. As said, you figure it out in literal minutes of playing. -
This is a good point and ties into my previous post about how other things need to be addressed before sway can be fully adjusted. If you are encouraged to move cover to cover due to weapon sway, and to stay put for 30 seconds to recover yet can sprint at current speeds there is little incentive for the person being attacked not to just run away. Trying to balance sway with current sprint speeds is probably a backwards way to go about it. We need to have a standard pace set first, then balance sway to that.
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batteries batteries. Where art thou batteries?
Bororm replied to 97ADU Doug's topic in General Discussion
In my limited experience with them, you get a glare using them and they're actually worse than ironsights. But I admittedly have not tested it much as I don't care for those sort of optics any ways. -
Can you sneak/make no sound when walking?
Bororm replied to marcusostl's topic in General Discussion
Yeah rolling makes a lot of noise for yourself at least. Haven't tested if other players hear it, but I'd assume so. In the mod that was the way to go though. -
batteries batteries. Where art thou batteries?
Bororm replied to 97ADU Doug's topic in General Discussion
The people saying radios spawn, do you mean the walkie talkie radios or the actual radio? Not that it really matters without batteries. -
Persistence probably should have been one of the first major systems to be implemented considering how important it is to the game. Same with the loot system, and base building. I think they've made a mistake to wait so long to work in these major systems, but hopefully they figure it out.
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Thank you devs for an explanation on the FOV/zoom mechanic changes and the reasoning behind them in the first place. Looks like it is improving from what it is currently, so that's great. In regards to hold breath, one thing to keep in mind is that there is a point where having too much sway just encourages players to sprint really close and spray each other instead. The idea of course is to encourage players to slow down, but the opposite effect can easily happen. In my own experience, that's the case of the SA overall and how fights often break down unless some one is sniping. It's due to a variety of factors besides sway/hold breath but that is still a part of it. I don't really have much to contribute on how to avoid that, without other things being finalized first (sprint speed/zoom probably being some of the most important).
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I get what you're saying but at the same time I think that it is just the drawback of dragging/picking up an item instead of manually picking where to put it, which you can do. So if I have 4 slots in my pack for my pistol, and I'm just picking up an item and dragging it to my general inventory/double clicking it, then that's the equivalent of just shoving it where ever it fits even if it would be stupid to do so irl. Manually choosing to put it in my vest pocket instead or whatever is the equivalent of me deciding to do that irl. An option to choose which bag gets priority might be nice though. So I think if you just didn't automatically drop what's in your hand simply because it doesn't fit, it would be a fine solution. The slots don't need to be reserved specifically for the item, but you aren't in the stupid scenario we have now where your character just goes "OH WELL" and drops it. It's like the scenario I quoted, you find some sticks and just shove them in then realize oops I need to fit this other item in there and rearrange. Having to manage your inventory is a good thing, items disappearing is the bad thing.
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This raises a good point and I like it better than having a "phantom" item reserving the slots, the game should simply just not let you put the gun away until you have room or you purposefully do an action to drop it. That way, it's still a matter of if you throw things randomly into your inventory and don't have space, then that's your fuck up but you aren't going to straight up drop whatever is in your hands because of it.
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I think it's slightly unintentional. They redid the way the inventory works, and in a way it's better but this is an unfortunate side effect. The way it is actually better is, it's no longer a "phantom" object in your hands. Previously, if you had a pistol in your inventory and put it in your hands, getting shot would ruin it in your inventory and consequently ruin it in your hands. Suddenly you're stuck holding a pistol that doesn't function, because your backpack happened to be hit. Holsters were the only way to avoid this. The only good part of the new system so far is that is no longer a possibility. However, a way to reserve those slots should be created. Essentially, the reverse of what it used to be, the "phantom" item should be in your inventory. As for inventory order, I think it's dumb and they need to just let you order it yourself by either dragging things up/down or having a little button/arrow to do it. Having your primary always at the bottom of your inventory because it's always being put away/taken out is really annoying. This seems like it shouldn't be that difficult to accomplish and I don't know why they didn't implement it already. Basically they reworked the entire inventory and the result is a lot of stupid bugs, but hopefully the end goal is to sort it all out and things will actually work better. Like most of the systems they keep gutting. It would have been nice if they'd put in a little more work to it first though to avoid these inconveniences.
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Emergence in DayZ; What is it? Is it good? KOS'ing?
Bororm replied to FlimFlamm's topic in General Discussion
Look to Ultima Online if you want more insight into a true sandbox mmo, and the first real one at that. A lot of the spirit of the game carries over into games like DayZ, and you can see similar themes in player behavior between the two. In fact, a lot of people seem to think these sandbox survival games are something new, but they're basically just a resurgence of the original direction of mmos before they branched into being essentially theme park rides as they're often described. I think if there's any one thing that DayZ should get praise for, it's showing the gaming industry that people still want that type of experience. I think it was Rocket's best trait that he understood the concept of giving players tools to create their own experience, rather than creating experiences for them. -
All I know is they better not do a straight stamina bar because that's the most annoying form of stamina possible in a game like this, where you have to run so much. It's also the laziest solution possible.
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This is another good point, and I kinda wish they'd implement a volume slider specifically for vehicles. I always have to turn my volume real low to hear anything my friends say.
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There's a lot of differences between the vehicles in the SA and the mod. 1) they had to be redesigned because the character model is different, every animation for the character had to be redone. there are videos of the mod cars in the sa and what happens? the player sticks out of them because there's no animations to support it. the player model would have even more clipping issues than it currently does if they simply used arma vehicles. 2) cars in the sa are modular where the mod wasn't. doors/hoods open. that might not seem like a big deal, but it adds a lot of immersion and it also offers a lot more possibilities. we've been told we're going to be able to change out the doors/hood/other parts of vehicles in the future. armoring vehicles, "mad maxing" stuff to an extent, actually getting visual representation of stuff like changing/fixing the engine. this all adds to the simulation and opens up a lot of possibilities. 3) I don't know the full details of the physics of the vehicles in the mod/arma but they were replaced with something that will hopefully once again give better simulation/immersion/handling. You can clearly tell the difference already. It doesn't make all that much sense to open up modding to a game that isn't even finished yet. Have some patience and you'll end up with something completely better.
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I hope you can use megaphones from trucks once they are implemented. I also think they should have radios, like music radios but also perhaps some could have walkie talkie style radios too by default.
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I find all the sawn off variants too inaccurate to be effective. I don't see a point in using any of them rather than a pistol. As for using the mosin until you find an SVD. I've seen a single SVD so far so I think that's a bit of a pipe dream. You're likely better off finding the gun first then the ammo, or just holding a few stacks of ammo doesn't take up much inventory. Don't get me wrong, I don't think every weapon needs to be "good" and I really enjoy using the ones perceived to be crappy. It's just I think some of them fall into the crappy category due to other mechanics more so than the weapons themselves. Like again, as per my earlier example, the enfield was an awesome weapon in the mod and presumably you'd expect the mosin to fill a similar role but it just can't as is.
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The mosin feels a lot like a bit of a "pointless" weapon now, much in the same way that the cr527 did before it could accept the hunting scope (and sorta still does because its buggy) or when mags were rare. The problem being, you can find something better than the mosin in the same amount of time and it offers nothing interesting. An sks with a pu scope is arguably better than a mosin, as it's more versatile for shorter ranges as well. "Sniping" at the ranges where a pu scope is effective, you are still at a basic disadvantage to anyone with an aug, or acog/ak sight. It also ties in with the regular zoom changes as well, where medium range engagements are pretty much obsolete without a good scope. The acogs/pu/etc are pretty garbage in terms of magnification and at the distances you're dealing with at that point, you can close the gap quickly turning it into a short range fight. For comparison, in the mod the enfield was a very viable weapon if you had good aim because of the higher damage and the ability to shoot some one effectively out to about 300m due to the higher base zoom levels. I'm not at all saying it's an ineffective weapon, every weapon is viable, but it just feels like it's fallen into that niche of why bother using it?
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I think there's an issue here where the excuse of "things are going to change so fix it later" gets used as a blanket statement for all things in the SA. There are bugs that could and should be fixed when they pop up. And a lot of them are! But not all of them are, and making excuses for it doesn't help anyone.