Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
Bororm
Members-
Content Count
2131 -
Joined
-
Last visited
Everything posted by Bororm
-
I submitted this bug a few months ago. Inconsistency between clients is pretty bad for a game like this, yeah. I really hope they get that stuff worked out.
-
Persistence to be disabled on next stable update
Bororm replied to Beizs's topic in General Discussion
I think they made a mistake trying to do persistence and the CLE at the same time with .55. So turning it off makes sense to me, as it really wasn't ready yet. This patch seems like they're trying in a way to get things back on track, and maybe appeal to all the folk that got turned off again. It'll be determined by how the loot actually is, but if they can provide a higher performance experience (turning off zombies) and introduce people to the CLE in a way that makes more sense it'll be a good thing. I think the CLE and persistence should have been done very early in development personally, so that we could have avoided this problem at this point. That's my only gripe with the development of the SA, is that they choose to do things in a way that isn't convenient for us/isn't smooth. It makes sense, because they don't care about us as they shouldn't, but it would make things run a lot smoother if they'd plan better. There is just an overall sense that they don't plan things out very well in general. -
The "problems" inherent to third person are the definition of what third person is, seeing more than your character can. They can't "solve" that without making it ridiculously convoluted (like making things invisible that aren't in LOS, but still showing the terrain, which makes no sense). You are right that they shouldn't bother. Uhh this is the exact reason why they are changing it to begin with, because a small amount of people apparently couldn't adapt after literal years now. Most people did adapt and have no problem with 3pp, but some people just can't seem to do it and want it changed. It's not "me me me" to not want the standard changed. It's the opposite. You can't adapt, and want the game to change for you.
-
Thanks for making that easy. See ya!
-
-
-
Hicks tweeted there would be a report every week, which makes it seem like he meant to get one out. Just say you're not going to do it, if you're not. There's about 3 pages worth of gossiping/arguing/chatting with people on his twitter feed since that tweet too, so the idea that he doesn't have time? yeah... sure. Actually here we go, just found this one So since he has no news, and people get "angry" when the report reads the same thing, he's just going to avoid the situation altogether and not do one. Nice.
-
People cry about a lot of things in DayZ, doesn't mean they are "right." This topic has been beaten to death though and it's up to the devs at this point.
-
The obvious answer is to just make it a third option and everyone wins. If they force it, I'm gonna be super disappointed.
-
Hunting Scope Replacing The Long Range Scope?
Bororm replied to Weyland Yutani (DayZ)'s topic in General Discussion
Most games don't handle FOV with an on the go slider like that though. -
Hunting Scope Replacing The Long Range Scope?
Bororm replied to Weyland Yutani (DayZ)'s topic in General Discussion
Thanks for the comparisons Gews. Also sorry to derail a bit, just seemed the topic was diverging to sniping in general and it's something that always bugs me. It's interesting that they nerfed it again. I hadn't checked out the SA in a bit to be honest, but I did about a week ago and I noticed an extreme difference after having played a good amount of arma 3 lately. At first I thought it was just more severe than I remembered, but that makes more sense, especially if it had previously been the same as arma 3. The thing about arma 3 in comparison though, at least from my very limited experience of mainly playing koth/epoch, is that even mid range optics like acogs are a lot more prevalent in it and function better. There's another elephant in the room in vein of this discussion, in that they also have yet to address the FOV exploit. I don't use it personally, but in nearly every video I watch people do. -
Hunting Scope Replacing The Long Range Scope?
Bororm replied to Weyland Yutani (DayZ)'s topic in General Discussion
Been playing the mod again while waiting for the patch. Here's some one I shot tonight, firestation to firestation in elektro. This is what I mean when I say I wish you weren't forced to use a scope for even that sort of distance in the SA. I really don't know why they've made the zoom levels what they are. As for the SVD, I know people who liked it in the mod but Gews's points are pretty spot on for why most people didn't. I was never really a fan of the DMR myself, since it was the go to weapon of everyone. The SVD was nice for range finding, though personally I used to just like the m24. In any case, I think it will be popular in the SA if people can find it. It's the only semi auto of that caliber right now. Do agree with all your other points again though, Weyland. There were periods where you couldn't even see shot impacts at all past a certain range, and while that wasn't a sniping exclusive problem, it mainly affected it and took a back seat to being fixed for a long time. There's also the much reduced impact graphics in general from the mod, so even when they are working it's incredibly difficult to see them at range on most surfaces. That's besides the awful jump on vision too when ever you shoot. I don't think anyone can argue against the SA trying to force short range engagements, between a ton of changes over the mod. I don't like it personally, most people who play in my experience resort to short range engagements even in the mod. Most people aren't confident in long range shooting, so why punish those who are or want to take the time to practice? There's room for both play styles. -
Hunting Scope Replacing The Long Range Scope?
Bororm replied to Weyland Yutani (DayZ)'s topic in General Discussion
There was some clear sniper hate for a long time by the team, they've said as much in either streams or posts that they were afraid of people sniping fresh spawns getting out of hand (something they should not try to regulate at all in a sandbox). Does seem to be improving finally though. I still think they should bring back the zoom levels of the mod however, for normal looking/sights. Medium-long range fights in the SA still pale greatly in comparison to arma/the mod and it's a shame. I don't want to need a scope to have a medium range engagement. I could happily shoot guys with ironsights at 200-300m in the mod. -
Again, the people defending it would have a valid point if they weren't consistently late so often. At this point, they need to just admit they can't keep a schedule and say as much.
-
I care about accountability. I care about people saying they are going to do something, then not doing it. That either shows they are lazy at best, or a liar at worst. It's the principle, if you can't understand that I don't know what to tell you, guess I just hold people to a higher standard than you. If you wanna criticize me for that, I'm afraid you're wasting your time.
-
I dunno if it's still the case, but there was a point where different servers were running either "hot" or "cold" presumably because they had different seasons set. Some you'd constantly be heating up, even in starting gear and some you'd be cooling off.
-
These would be valid if they weren't consistently late on them. What if you had an employee who is just consistently late to work? A friend who consistently shows up late to whatever? Punctuality matters, especially if you want people to take you seriously professionally. Like others have said, if they aren't going to be on time, don't set a date to begin with. Saying you're going to do something, then failing to do it, a lot, which is the case here, is completely fair game to be criticized. If they've got nothing to show, just say as much and then include the things they missed in the next one. There's no real excuse, it's a few paragraphs. If they don't wanna do it on time, don't say they're going to be X day. Us paying to test their game is the only courtesy around here. I'm not trying to come across as some entitled gamer, but that's the situation. If they can't have the decency to follow through on something simple like a status report, then it's only fair they lose some respect. It's not the end of the world, but why defend laziness? Think about how many tweets and stuff they throw out, if they just focused that energy on writing a couple paragraphs instead it would be a non-issue. Hell they could compile their tweets and make that the report. The point is to get something out because that's what they said they were going to do.
-
Because in all likelihood they test them in third person. When ever they've ever shown us testing footage of anything, it's always in third person. Third person is the default view of arma, whether it's a conscious decision or not.
-
I have a theory it's why they keep changing the day they come out. It was what, fridays? Then they kept missing it, so it was tuesdays? then they kept missing those so wednesdays? Communication has never been the team's strong suit, which imo is the reason for a lot of frustration with development. They have improved significantly from when they started though, I'll give them that. But it would be nice if they could consistently hit their deadline for something simple like a status report.
-
It's because the game was designed in/for third person whether people like it or not. All servers are super empty any more though regardless.
-
It might be helpful to wear the most waterproof stuff, so a rain jacket and what not.
-
I missed your point because your point has no relevance to my original post. You also don't seem to understand what the CLE is actually supposed to be/how it is supposed to function. I suggest you reread the post about the m4, and do more research. You took a single sentence out of my post, pretty much out of context, and are trying to start an argument about it. My point was the old hot spots are gone, so I'm not qualified to tell the OP where the new ones are, if there even are any. It's funny that you talk about trolls then proceed to troll the forums. If you wanna talk about the CLE take it to one of the other million threads beating that dead horse, or PM me about it. This thread isn't for that.
-
Have you looked at the "heat" maps of player activity before and after the patch? The CLE isn't complete, they are going to assign items to buildings eventually with a rare chance of stuff spawning outside those buildings. Which sounds good. What I don't like is that you're as likely to find grenades in an outhouse currently as you are in a mil tent/base. Mil bases should have more military gear than civilian places, that just makes sense. Creating points of interest in terms of loot dictates map flow in a way that makes sense, not "hey maybe I'll find a plate carrier in any one of these houses, so why should I even bother going to vybor base?" or whatever. That's not how it's supposed to be, pretending that the system is complete and jumping to the conclusion that I don't like it is pretty ignorant.
-
I think ArmA 2 did blood a lot better than ArmA 3, impacts aside. The blood fountains may not have been realistic, but they were a lot more satisfying. It's something I didn't actually realize was missing in arma 3 till I read the OP, but that I always felt something was off. That and the stupid jerk animation when people get hit. I'll also say that arma 2 had a really satisfying hit noise, there was often a distinctive "kerthunk" when you hit people, which is lacking in both the SA and ArmA 3. The fountains themselves in comparison to the SA were better as well, at least from a distance. Maybe they had larger particles? They seemed less floaty in a way, and the color in the SA seems a lot more muted or something. Up close there's some impressive fountains in the SA, but overall there's something about the mod that is superior. The blood on your character after being wounded or on corpses was also a lot more gruesome looking in arma 2. It doesn't help that both the SA and ArmA 3 use ragdolls, which just look and feel worse than canned animations as well. It felt like you were actually hitting something with mass when you shot people in arma 2, where as in both the SA and 3 there's a really floaty feel to everything. All factors combined, the actual act of hitting some one in arma 2 was more satisfying than both other games. And the corpses themselves were more traumatic, especially with the flies =P
-
Step #1 is to stop caring about your gear. Get the bare minimum and consider anything after that just gravy, don't get attached to it. Step #2 is to just pvp more. I haven't played the recent patch because it's shit, and to my understanding loot is just randomly spawning now making particular hotspots of old less attractive at the moment, but I'm sure there's still some. Figure out what the hotspots are and just go straight there. I always preferred the places that were close enough that they weren't a total pain to run to after respawning, but were also far enough that you don't have people immediately back when you kill them. That way you have a chance to recover your stuff/revenge, but don't have to deal with situations like the coast where it's just nonstop. PvP in the SA is a bit funky. People play with different graphic settings so it's hard to really depend on your concealment in stuff like bushes/trees. In my experience you were almost always better off constantly moving since the game has ridiculous sprint speeds (unless you're sniping of course). You should be going fast but slow, and what I mean by that is constantly sprinting around but taking it slow to actually engage. Keep multiple things of hard cover between you and whoever you're trying to kill, until you're actually ready to kill them. So for instance, don't just stand behind a single wall from whoever you're after, get multiple walls/houses between you until you're sure you can get behind them. And in the mean time just constantly be moving and trying to see them. You don't want to engage anyone who knows where you are. Unfortunately, creeping around is a great way to just get shot in the back by some one doing the above. It's about maneuverability rather than stealth most of the time. Obviously every encounter is different, some times being sneaky is the way to go and it depends on the situation. That's just how a lot of pvp breaks down in my experience once a fight actually starts, there's little incentive to stay where you are unless you're holed up in a building, because you can just run so fast.