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Bororm
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Everything posted by Bororm
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Time to reduce run speed with vehicles inbound?
Bororm replied to Bororm's topic in General Discussion
On experimental right now at least they said there are a lot of vehicles spawning for testing purposes. I kinda expect stable to have a large amount of spawns initially as well, with them reducing it later. It could make the transition easier for those who would complain though. This is something that didn't bother me much, until I went back to the mod and then back to the SA again and realized it really is a bit painfully slow going uphill. Although a portion of that could also be related to run speed as well, where the difference is just perceived to be much greater because you run so fast normally. It could probably still use a bit of tweaking though. -
Lead Producer of DayZ says, "1PP is better"
Bororm replied to rickyriot's topic in General Discussion
Could there be a forum rule against the whole 3pp vs 1pp thing? Nothing good ever comes of it. It should just be a banned topic like talking about hacking is now. The point is the thread title says lead programmer, when he's not. And the opposite is also true if you take that approach, you could also say 3pp has a large impact on how people approach the game. Neither is better, and Brian Hicks isn't saying either is better. So the thread title is full of shit. -
Personally one of my favorite parts of using the double barrel is reloading it "manually," so I disagree about just being able to hit R without a speed loader. I think reloading with R should only be reserved for magazines/speed loaders. I do agree the speed loader should just return empty to your inventory though after reloading with it, and then you should be able to drag some ammo back onto it and have it ready to go from there.
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It's not that they are tweaking it though, it's that they royally fucked it up out of no where and then subsequently started trying to fix it. It wasn't perfect when it was first implemented, but it wasn't terrible. Then later they messed it up hard by causing it to shoot a single pellet for a single pellet's damage. Afterwards they caused it to shoot a single pellet for a shit load of damage. Then they messed with the spread and retained the damage, then they reduced the damage and they just keep fucking with it. I don't see what the difficulty is, go back to the baseline and tweak it from there if they want, but the way they are screwing it up just indicates to me that there are some serious mistakes going on. And not to mention at one point you couldn't reload the thing without shooting off all the rounds, because shells couldn't be ejected any more. Perhaps most annoying of all was that since the double barrel wasn't/isn't a very desirable weapon for a lot of people that even with people making reports these issues early on went multiple patches without being addressed. You could bet if it were the M4, mosin, or akm behaving absolutely ridiculously that they would fix that shit asap (early dispersion issues aside, which were a blanket problem of all guns). This is not typical nerfing/buffing/tweaking, this is them fucking up lol I'm not really mad about it, but I am genuinely curious how this sort of thing even happens.
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I hadn't played for a while, just started again yesterday. As some one who uses the double barrel near exclusively I grabbed the first one I saw and used it a bit. I think the issue now may be slightly less the damage, and more so the spread is just too wide again. Here's a guy I shot (it's actually two shots), and while my aim wasn't the best for various reasons you can see that even at such a close range the spread is pretty wide: Even then you can see at least two shots did hit him, albeit in the arms. He ran away, seemingly fine for the most part. I was also shot today by the pump shotgun, by a friend. Besides ruining my shirt I basically suffered no damage. Not sure how many pellets he hit me with. He also unloaded the pump multiple times on a guy to little effect, I think the likely scenario being that the majority of the pellets had missed. Basically, I guess there's two ways to approach it. A spread similar to the current one, but increase individual pellet damage, or make a tighter spread and then the damage would probably be OK. Personally I think the spread should be narrower. Also, why the fuck can't they get the shotgun right? It was seriously in a pretty OK spot at one or two points, and then they just constantly fuck it up. Like every single patch they are fucking it up. I don't understand it, set it right then leave it alone.
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I have killed many a duper, and you know what I do as soon as they are dead? I hide their body. I don't take their stuff. If I see obviously duped gear on the ground I'm not touching it either, unless it's to throw it in the ocean or something. It's this crazy concept called integrity. You are using duped gear, just because you aren't doing the act of creating that gear doesn't change anything. You are perpetuating it, circulating it. Let's put it this way, if only one player in that group of dupers is actually duping and just handing out the gear to all the others is that ok? No. You're doing the same shit. What do you think the person who kills you is going to assume you were doing when you have a high cap vest of grenades? In all likelihood half these "dupers" you're killing fall under that same category as yourself. As far as I'm concerned you're all fucking dupers if you're going to use the gear. Seriously pathetic. This part is incredible btw. You do understand how incredibly idiotic this line of reasoning is right? I mean holy shit how dumb can you be?
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So... Bitch about duping, then post screenshots of all you guys grabbing duped gear to use... I know there's not a lot of options to get rid of stuff, but I don't see how you can bitch about duping then use said items yourself.
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I dunno, I think it's a fair point. Just because other programs do it, and potentially worse, still doesn't make it any less right. It just means they're all wrong. Personally I don't care, but invasion of privacy is a thing. "If you aren't doing anything wrong you don't have anything to worry about" isn't an excuse for an invasion of privacy, even if it is for security. The whole "you don't have to play games if you don't want to" thing is also pretty bullshit. Doing something or not at all isn't much of an option, when it's something you want to be doing. Putting in stipends, especially after the fact (we didn't buy this game knowing this would be the case), is sorta a shitty thing. Again, I personally don't care but these are all perfectly valid points and concerns and writing them off with tired sayings isn't bringing anything useful to the discussion.
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I'm not trying to argue, you said you wanted to discuss so I'm discussing. You said you aren't complaining, but all you're saying is "stop catering to the community." I'm pointing out reasons why this isn't just that, why there's multiple valid reasons for them to implement persistence right now. You are not providing any evidence to the contrary.
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I think the mistake you're making is assuming they are only pushing persistence to appease people. I don't really know where you're getting that from. Almost every single thing is affected by persistence, it's something that needs to go in. Again, vehicles and barricading, two major aspects of the game are largely depended on it. Even things like weather and as a result sickness/medical systems, farming are all going to be affected by it. Not to mention again performance. I mean you're sorta contradicting yourself, you're saying they should stop listening to the community but then complaining yourself that they are doing this too soon. Why is it too soon? Because it's crashy/buggy? That's unavoidable. There is no amount of internal testing they can do to prepare this sort of thing for a stable release, the scale is just completely different. There's too many variables. Stable is testing, stable is alpha. Why spend tons of time trying to perfect something on 3 different scales? Why try to perfect it internally, to have it break again on experimental, to perfect it on experimental to have it break yet again on stable? I mean to an extent, yes, you get it working and that's exactly what they have done/are doing but you don't try to make it perfect. It's going to be quicker in the long run to get it on stable as soon as possible to find all the problems than trying to completely perfect the thing multiple times first. It doesn't matter what they call the alpha or what definition they're going by, this game is in development and it's extremely early. We're not even half way through to release.
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Stable is still alpha, it's still testing. IMO they should push shit onto stable faster than they are, because they usually try to get things working on experimental for a month before throwing it on stable just to have it break again. I think the devs already make a huge mistake in not treating stable as a real testing ground, and trying too hard to make things "nice" before putting it on there and I think as a result players have adopted a bad attitude of expecting things to work once on stable. It's a completely different beast. I know it gets thrown around all over to the point of not carrying any weight. But this is what the alpha is for. It's not like they didn't do what you're suggesting. They tested it internally, they tested it on experimental and now it's being tested on stable. Because they have to do it sooner or later, it's going to break things regardless of when they do it. Why not do it now, when persistence is such an integral part of the experience. Barricading and vehicles are reliant on persistence to be meaningful in any fashion. Loot economy is also heavily affected. They should have had persistence in even sooner honestly. Alpha is for throwing systems in, later they refine them. Those basic game play mechanics (I assume you mean stuff like zombies/melee and all those sorts of "little" things) can all be tweaked down the line. A lot are also heavily influenced by server performance. What's the point of optimizing systems around server performance just to throw the entire thing heavily out of wack with the introduction of persistence at an even later date? It hurts, but it has to be done. Get the hard shit over with now, not later.
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Don't need to be a housing contractor to make a shitty house. And who's to say my character isn't a carpenter? This is supposed to be MY story. We're just people surviving an apocalypse, we're getting farming, there's hunting and fishing. Why am I supposed to be some lone starving guy?
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We knew they were coming so it's not a surprise. Whether they are needed or not, I sorta lean towards no but we'll see. Personally, I think it would have been a lot cooler if they left the areas open for players to build their own structures/towns instead and given us the tools for that purpose. I think that would have been much more fun/interesting. Alternatively, instead of towns I would have liked to see more diverse wilderness added with points of interest to make it worthwhile. Maybe a big plane crash in a new type of forest or something, or some sort of interesting ruins. Things like the shipwreck etc. The problem as it stands is there's a ton of towns and they really don't offer anything different between them.
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I like the leather sack a lot, it looks super gross the way it wiggles on your back =P
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Like all things DayZ it's all so very contradictory and hazy when ever the devs say anything. I mean, here's hoping that thing makes it in but I underlined/bolded the relevant part of the quote. He likes these types of weapons, but he doesn't like what players do with them. Nothing is set in stone, but the point I'm trying to make is I hope bias against particular play styles/payer behavior doesn't start influencing design decision in a significant way.
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Except that's an extremely one sided view of the situation. It doesn't force interaction between the sniper and the fresh spawn, but it creates other interactions between players. It's an extremely common scenario in dayz to spawn in, start getting sniped at, and team up with other new spawns to take them out. This happens, this happens frequently. Those experiences are valuable.
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The point of a sandbox is freedom of choice and I think when the devs introduce personal bias it suffers a bit. There's obviously some bias here considering the language he's using of 1337 snipx0rz or whatever, and their decision to exclude long range sniper rifles is a bummer for a lot of people. Regardless of people's personal feelings, it's a valid playstyle and one that offers a fun challenge to a lot of people. When Rocket made the mod he seemed to hardly play (he still hardly plays the SA as far as I can tell) and he admitted to only ever having killed a single person. I always found that sorta funny considering how pvp focused the game is, but it was also something that I thought made Rocket a great designer. Even though it wasn't his cup of tea, he allowed open pvp because he recognized the value of the experiences it creates. This is true of sniping as well, it's not all just shooting fresh spawns. You can shoot fresh spawns with any gun. We're also limited now to 1km shots maximum due to the network bubble. I think 75 round drum mags are more detrimental to fresh spawns than a guy 1km away who's probably going to miss the majority of his shots on any moving target. Pretty disappointing if they hold to that decision.
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Yes, they all do. Even WoW suffers from duping. Which is why I don't think it will ever be completely gone. It's just the nature of the beast. I don't think that's a reason to just give up though. It's just something they need to monitor and actively police like hacking. Hacking will never be gone either. They can make it harder to do these things though, and easier to detect.
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I haven't played in a while myself, I'm curious if duping is still rampant? I don't ever think it's gonna be gone, but their fixes make any impact or do you still find guys with boxes of grenades and other stuff? Did the wipe at least put an end to infinite ammo mags?
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When will real ballistics and penetration be implemented ?
Bororm replied to anotherdeadhero's topic in General Discussion
If this is true it's a recent bug. Because penetration was definitely a thing last time I played the SA. You could shoot through most thin walls and doors. Bullet type matters. Stuff like the wood barn walls, metal/wooden fences, hangers, wooden doors, metal shacks all these things you can shoot through. -
Who hates this "hugging myself like a maniac" bug?
Bororm replied to yazar8's topic in General Discussion
At one point they had it sorta fixed. Wish they'd focus hard on desync and performance in general. This sorta stuff really makes pvp shit. -
As far as recognizable to my buddies, it's not wearing shoes (we'll see if that changes with the footwear changes). As far as personal favorite item of clothing, it's probably bright blue check shirt.
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Requiring particular tools to harvest is probably a good way to help curve griefing crops. If you need to have a sickle to do it, most people who aren't actively farming aren't going to be carrying one around. Time to harvest could be also fairly time consuming, so you can't just mow through some one's field if you do decide to be a cock and carry one with you for that purpose.
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Raising animals would be cool but you're going to log on to all dead animals pretty much every day. To a lesser extent, the same thing is gonna happen to crops if you can harvest/destroy them sooner than they're ready. I think this stuff needs to go hand in hand with proper base building for it to be worth while. If you can't protect it, people are just going to destroy it. This map isn't big enough to keep these things hidden.
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Private Shard Pricing is Outrageous
Bororm replied to Weyland Yutani (DayZ)'s topic in General Discussion
I don't care for the rest of this discussion but I do agree BI are becoming a bit of money grubbers =P ArmA 3 is in no way worth 60 dollars.