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Bororm
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Everything posted by Bororm
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Should walkie talkies have text chat?
Bororm replied to leefriendfield's topic in General Discussion
It already has this, as said above. I really don't mean to be a dick, but, why not actually try things out in game before commenting on them? =P -
I use the shotgun a lot, it's finicky but it's not useless. You're either going to basically out right kill a guy or else unfortunately tickle him currently. I wouldn't use it past about 20-25m though, some times you can get lucky past that but usually not. I shot a guy at 40 the other day, one shot him, but that's not the norm.
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Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
Bororm replied to SmashT's topic in General Discussion
Some of them have always done this. -
FOV shouldn't have an affect. Zeroing is a lot more finicky/matters a lot more in the SA than it did in the mod imo. Haven't checked out the new little patch yet though.
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EDITED - PETITION: Should a sound be made when we log on and off?
Bororm replied to Grimey Rick's topic in General Discussion
I'm not even talking about the please wait screen, your character is in game before your screen fully loads regardless of if you get that screen or not. Get a friend and test it out some time. In fact, I'm pretty sure it's after the "please wait" screen. It's only a few seconds, but some times that's all it takes. I'm not opposed to a sound for logging in, I already suggested the Yawn for both scenarios. All I was saying is that I think it's far more useful for people logging out (to stop combat logging) than it is for people logging in, because as I've said I think there's already plenty of risk involved with logging into a hostile area. I don't see how it's exploiting to log out in a high risk place in the hopes of logging in on some one, you have to log out some where regardless. It's not like ghosting where you know there's going to be some one. And again, you're pretty much fucked if anyone is paying attention. To be fair, both scenarios are sorta similar. If you combat log there's an even longer period of your character staying in the game. However, I think combat logging is more of a pussy way out, and logging out in a high risk area is pretty much the opposite, and a more ballsy thing to do. Again though, I've already suggested it be for both and don't really care either way. -
EDITED - PETITION: Should a sound be made when we log on and off?
Bororm replied to Grimey Rick's topic in General Discussion
Personally I'm more concerned about people logging out, than in. It sucks to have people log in by you for sure, but at the same time if they chose to log out in a risky place to begin with then that's the risk they took for the reward of hopefully catching some one off guard. Your screen is blank for a bit, while your character is already in so if a person is attentive enough they'll see you any ways. What I'm more concerned about is combat loggers, and how you just don't know if the guy has been sitting in some room for ages or if he pussied out and logged. A yawn for logging out, that again, is fairly subtle so you have to still be attentive, would go a good ways for that. -
Good luck man, my group has done this before and it's good fun. I suggest making use of pen/paper, and writing tickets or giving people gun licenses or w/e too for extra fun =P Don't get discouraged when ya die a lot though haha
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No worries, I can see how my post could have been taken that way, I shoulda clarified better.
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Make 15%ish chance for pistols to spawn with magazines
Bororm replied to Bruce of Wayne's topic in General Discussion
I'd be ok with it if the mags weren't loaded. I don't think you should find loaded mags in general personally. I agree that pistol mags specifically should spawn more in some way though, for sure. Whether it's in the pistol or just more spawn locations. -
I wouldn't want to see them quite exactly like the third party maps, showing loot and what not. Marking fountains or some of the more prominent buildings might be nice though. As for measuring distance, maybe a compass (mathematical) could be added to the game, that you could directly combine with a map (so as not to have to waste even more space) which would allow for that or something. I just don't want to see it become too gamey or trivialized but it does need to be more functional for sure.
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https://www.youtube.com/watch?v=es42HrtPB3I#t=1564 Around 26:00 if the link doesn't skip for you
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I'm not referring to waypoints. I'm talking about using the grid to estimate range. Something you can still do, but it's just not as convenient any more as checking an outside map. I preferred veteran servers as I found waypoints trivialized navigation/range finding and I don't like third person crosshairs. I disagree, he's asking for added functionality to make them worthwhile. Walkie talkies have that to an extent, you can lay traps with them by leaving them on or whatever. They aren't fully finished yet, but you're supposed to be able to listen into areas as well with them (don't think that works yet), as well as listen to internet radio channels. Giving these items a bit extra in game, will not necessarily replace the 3rd party alternatives, but give incentive to use them at all. It's not required by any means, but it would be nice.
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Yeah I'd like to see something done with it. In the mod, I routinely used my map to range find, as it was more convenient than alt tabbing for dayzdb (which didn't offer that distance tool at the time either). I picked up a map the other day just to check, and while it does have a bit more detail now and would be good for the purpose (even includes a scale now), the fact that it's a bit of a chore to find the right map and that it takes up inventory space means I still probably wouldn't use it. If markers were persistent as suggested above by Katana I think that would go a decent ways. I often scribble down ranges on a notepad irl when I'm sniping, but I might be inclined to just put markers on the map if I knew they were going to stay. Maybe some other tools, like being able to actually draw on it would be incredible but I dunno if that's feasible. I'd like to see it refined a bit in regards to opening it too. It loads a bit slowly and is awkward. Basically it takes about as long to load as it would for me to check the dayzdb.
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EDITED - PETITION: Should a sound be made when we log on and off?
Bororm replied to Grimey Rick's topic in General Discussion
It was a bug. I'd rather see an actual sound effect like a yawn added for logging in/out. Something subtle so it's not a dead giveaway, but something noticeable if you're being attentive. -
Guy, the SA hasn't hardly been out 5 months, what are you on about? Any ways, their goal these days is a stable branch update towards the end of each month but nothing is set in stone.
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I don't think hackers can actually create items. When I looked up videos about hackers to see what the fuck all they could actually do, since I've been seeing an increase in them, it seemed like one of the things is a "loot magnet" to basically loot things out of sight/in the vicinity very easily. From what I could tell (admittedly just a few videos) hackers still gotta go around and gather up shit, it's just 1000x easier because they can grab everything town. This coincides with a teleporter who I killed. He had an infinite ammo m4, I killed him, and a couple minutes later he teleported back with a mosin and killed me. I'd expect he'd have picked another m4 or something if he could just spawn it in. Not definitive by any means of course. That said, duping is a possibility if some nerdberg is out there duping the things from before they were removed. Any ways, people still have legit items like that vest. A guy I play with logged on the other day for the first time in months, he still had shotgun slugs. Those were removed even before the shotgun was implemented. That vest always sat really high on the male model too, so I think it wasn't only removed due to how it fit the female model.
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Honestly, very little isn't placeholder haha. Maybe your foot got hit? I'm not entirely sure what order things get damaged in, but shirt/vest/backpack are all considered "chest" slots, but act as layers so one will be damaged before the others.
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I joke about this with my group often, about just wailing on some one's knee with your fists. Not to refute Mr duke above, maybe it is possible, but in my attempts I've never been able to do it. I also wacked a guy in the legs with a bat for ages and didn't break his legs. I have a feeling blunt damage won't do it, but again, I can't be certain. Maybe arms are easier? Would make sense I suppose.
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Are snipers the most harmless thing in DayZ?
Bororm replied to bauertschi's topic in General Discussion
Sniping in SA is a bit more difficult currently than the mod. Right now, the reload animation and the lack of being able to see your impacts past something like 300-400m means adjusting your shots is extremely difficult. You basically have to trust fully in your zeroing, which takes a fair amount of skill/practice, especially with the lack of mildots. Aside from that, it's still more difficult than the mod because of the way the new server architecture works. Lags/desync are a lot more prevalent, characters slide around and move oddly more than the mod, because in the mod a lot of this stuff was calculated client side (I think?). This makes leading shots very difficult. The way players render in also has an effect. You also typically have to hit a player 2-3 times with a mosin, where as in the mod many of the sniper rifles knocked out in one hit. Since the SA has a ton more enterable structures, the window of opportunity literally becomes windows in many instances. You have to be extremely quick and precise if you're shooting at people in an urban environment compared to the mod. Bullet speed is also a bit slower than the mod, so leading long range shots is more difficult in that regard as well. There's a lot of differences really, but it just takes practice. Usually the only time I've been sniped, or at least sniped and killed, is when I am sniping myself and mostly stationary. Snipers are pretty predictable, a good sniper will have some pretty sneaky spots but the majority of people use the common ones. That's not entirely the result of being bad at sniping though, it's just making that decision of going for the best angle/largest field of view on an area, or going for the narrower but also safer one. I often just pick stupid spots because I'm lazy and have a bit of a death wish, but if I'm being serious about it I like to find whole new places. My typical rule of thumb though is, you find the obvious sniper spot, and set up slightly differently. Like, I really do not advocate sniping from a radio tower as it's super exposed and obvious, but if you're going to, snipe from one of the lower platforms and not the tippy top =P Same with buildings, don't go on the roof, hell don't even go on the top floor, pick one of the other floors that's a bit less obvious. If you're trying to be for real sneaky though, don't pick those tall structures or obvious hills to begin with. Sniping is probably 50/50 on your position and your ability to actually shoot. Bottom line is, if some one is really good at it, they're extremely dangerous, otherwise not so much. I am not a very good sniper, but it's something I like to do and practice at. To address this specific point of the OP, it depends. Long range sniping imo is easier on first person only, the advantage goes to the player way back in the hills because any player in the town/area he's sniping is going to be forced to expose themselves constantly. For instance, any players on roof tops must be standing/crouched, same with players in windows etc. When I play arma 3 and snipe I choose hardcore for this purpose. I prefer long range sniping (600m+) and it just makes it super easy to sit way back and see everyone. However, for the person close range, on a third person server they have a better advantage, because they are capable of hiding behind ledges etc, peeking through windows without being exposed. So it really just depends what kind of sniping you're doing, each has pros/cons. -
In arma 3 I like to snipe, so I choose hardcore servers. Makes it so easy to pop dudes, as they're forced to either be standing/crouching in windows/roofs. As for shotguns. I'm a fan. It's a fickle beast and sometimes you'll one shot guys and sometimes you'll tickle them.
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Rather than a system message I'd rather see something more "immersive" like a yawn sound or something, both for logging in and out. Doesn't even have to be terribly loud or anything, so you actually have to pay attention. Hell, people could even try to mimic it to trick you =P I don't really see what harm it would do, it helps you combat the combat loggers and it potentially fucks you if you're logging in. But if you chose to log out in a high risk area any ways, that should come with the territory While I usually don't wait that long myself, there are situations in this game where people in a building have the supreme advantage. Assaulting them without something like grenades/flashbangs or some other tool that doesn't exist yet is pretty much futile unless you get lucky. Patience pays off in DayZ. The choice is either to wait them out, leave, or go for it. None are wrong, but the guy inside shouldn't be able to log out without any indication imo.
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Patience wins fights in DayZ for sure, this is probably the best advice. It's something I'm good at solo but in a group I usually break this rule and often pay for it.
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Fog looks cool, my only concern is if it ends up being foggy the majority of the time, sniping will get dull. We had a saying on the private hive, bmrf, we played. "If it aint raining, it aint bmrf." It was through no fault of their own, but it always seemed to be raining. I notice it rains a ton in the SA currently too. I like weather effects, I just don't like them when there's less clear days than affected ones. This game is too pretty to be looken gloomy all the time =P
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The only times I've rage quit are when I lose fights due to something really stupid, usually my own fault but I don't want to admit it in the moment. I'm not talking about normal fights, but squad fights or ones that are at least a little more in depth. 99% of the time I absolutely don't care, but I'm sure people know what I'm talking about, some times there's just that death/loss that rubs you the wrong way differently than the rest. When that happens I'll rage quit in the loosest sense, but then like 10 minutes later I'll get back on =P
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You're right that the appeal is the pvp/looting etc. I wouldn't necessarily call it griefing. The freedom of the open world sandbox is the draw though for a lot of people, absolutely. It's not something new to DayZ, the first major mmo Ultima Online had a very similar appeal, though much more complex in all aspects. However, I feel DayZ borrows a bit from those earlier games, when responsibility was still on the player for determining his own safety, instead of tons of systems in place to hold his hand. I've been really hoping the popularity of DayZ proves to people that there was always a market for this type of sandbox experience, and that we'll see some more true mmos follow in the same vein. There's been a few over the years, the most popular probably being Eve, with some not quite as successful ones like Darkfall etc, but no major studio has really given it a go so hopefully we'll see a trend back in that direction. I've always been a firm believer though that good pve compliments good pvp, so I'm hoping DayZ itself becomes really fleshed out and something even more awesome.