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Bororm
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Everything posted by Bororm
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Is 3x20+15 not 75? Sounds like they didn't make the same mistake they did with the m4 of letting ammo stacks go higher than they're intended, just because you stuck them in a mag.
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Yeah, I'll be honest, I'm not trying to be elitist or anything like that in the slightest but it kinda trips me out how many people haven't played the mod. I mean it's to be expected I guess, but it's like, come on guys. Trust us, this shit is not an issue. There's close to 2 years of the concept in practice to reference.
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The way it currently works is general hit boxes. head/chest/legs/feet/hands(?) It is important to know that the backpack is considered a chest slot item. So a shot to the chest from the front will still ruin a backpack. Head shot will ruin all head gear etc. I'd imagine hands is a hitbox since there are gloves, just as feet are. All items in the clothing will be damaged, but the damage has a bit of a random value to it seemingly. So not necessarily everything will be ruined every time. Each item of clothing (backpack included) also functions as a separate layer of protection. So your vest may be ruined, but not your shirt/backpack.
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Not really, for pvp you're better off with nearly any other rifle than a sporter. In the case of pistols, unless you're clearing a house and you only have a mosin, you're better off using an sks/assault rifle. It has very little to do with finding the mags. Players gravitate towards the "best" weapons, as it stands that's m4/mosin/sks, with m4s and mosins being more prevalent than SKS. M4s are pretty much the current king of close and midrange engagements due to high capacity mags, mosins are for sniping, and the sks is a nice alternative for some people. I am talking about kitted out players here, not people grabbing whatever they can at the moment.
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List and description of new craftables in EXP
Bororm replied to gianni001's topic in General Discussion
I haven't tried it as I don't play experimental but http://www.reddit.com/r/dayz/comments/265442/new_fire_places_in_experimental_night_time/chnpwoz?context=3 -
Yeah we're not doing bad, and we've got some pretty cool and distinct guns so far! Looking forward to some higher end stuff getting added personally. I really love the civilian style weapons, and mainly use them myself, but fighting guys gets a bit dull when they're all running either m4s or mosins. Soon it will be AKMs and Mosins I guess, but I'd just like a wider variety of military grade weapons to go up against. So for instance, while I think the longhorn is cool as shit and I am 100% glad they're adding it, it's not going to change the pvp scene much. We'll get there eventually though, and I'm perfectly willing to wait. They're on a decent pace of adding guns. I look forward to having to fight against a variety of different weapons like the mod with my double barrel =P
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Most games don't actually use realistic optics though. Like, what other game besides the arma series do you even need to range find in? Battlefield? Pretty sure battlefield doesn't actually use optics that function "properly." They just need to lock the FOV in the scope, or make it scale. Locking it would be better since it's a pretty cheap trick to get some extra zoom.
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Hey can anyone confirm if you can see your shot impacts at range again? Been trying to snipe lately after not sniping for a long time and man, it just feels awful not being able to see your impacts at all. I can't trust zeroing that much!
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I'm nearly certain I saw them mention before that they intend to make all the scopes 3d eventually. I think they were trying to decide on whether to do picture in picture or not or something. So it's likely placeholder really.
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Should be the same damage as the SKS as they're the same round, right? Maybe you'll be able to get a different handguard that allows the bipod attachment eventually.
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What about vehicles in test servers? Its just for test...
Bororm replied to kircheschm's topic in General Discussion
How can they test something that doesn't exist yet? When it's created and ready to test, it will be tested. -
Meh I went ahead and made a video just for you Irish =P on the LRS one, I'm already zoomed in completely on the scope itself for reference. You can see how I'd imagine that the scale of the range finder on the PSO would become out of wack by changing your FOV, because it does not scale with the zoom.
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the acog and pu and the red dots are all 3d scopes. The LRS isn't a 3d scope, it's 2d and on the LRS changing your FOV will zoom signifcantly. From the screenshot I saw, it looked like the pso scope is similar to the LRS of being a 2d scope. It increases your zoom with the 3d scopes as well to an extent, but I'm not entirely sure how that affects their reticles either since they are 3d. I mean this is all operating under the assumption you don't play with your FOV very low to begin with, most people turn theirs up if anything in my experience. I've always left mine pretty close to default. I can't find a video, I swear I saw one some where but I've tested it in game and so have some friends. If you really need me to I can make a video =P
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You can set your FOV all the way down, and increase your zoom significantly, it's pretty cheesy I personally don't do it. I think as a result it has an effect on the scale of the reticle, but honestly I'm not totally sure. I'd just imagine that if the scope is designed for a default distance, of a target being a particular size, then zooming in through adjusting your FOV would throw that out of wack.
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I haven't used the SA one yet, but if you can still zero the gun you probably don't need to worry much about the additional chevrons. Use the scale on the left to find the height/distance of your target and then just adjust the zeroing. The chevrons are still useful for a reference point on adjusting fire depending on your impact though. The akm probably has really bad dispersion so I doubt you'll hit distant targets consistently with it. The chevrons correspond to the set ranges, so that you don't need to zero manually/quickly adjust but as you're saying I don't know what those would be on the SA version. Typically I believe they correspond to the iterations on the scale, but since there are only 4 and there are 5 iterations I would imagine that either the first or last is skipped. Likely the last, being 1000, as I think it far more likely that you'd be engaging targets at 200m than 1000m. So center being 200, then 400, 600, 800, obviously if you adjust your zeroing on the gun itself, that throws everything off. ********EDIT**************** So I looked it up and you're right, the chevrons are just 100ms each, meant to be used after zeroing to 1000m. In the mod they used a different one, where the chevrons did correspond to each range, but dialing in zeroing wasn't possible. http://en.wikipedia.org/wiki/PSO-1#Bullet_Drop_Compensation_elevation_turret For reference I'm just going off this screenshot The scale might not even work if the thing is affected by FOV, I really don't know. Sorry I guess this post is not so helpful and mainly rehashed what you already know =P I'm curious about the nuances of it in the SA myself, it is an extremely useful scope. I miss normal mildot scopes as well, and hope they return. I don't like not having any real frame of reference for where my shots are landing with the current long range scope, to make adjustments.
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Found the quotes by him I guess that means they are only on restart at the moment, which is a bit disappointing and I hope changes. The mod was like that initially but I think the community changed it, so they'd spawn through out up until restart. It would have been a nice addition currently so as to actually have some form of loot "spawning," since now it will still be first come first serve. But oh well, I think they just wanted to get it in at this point so I'm sure things will change. In the mod I think they were basically random in any field, except some of the southern ones (never saw one close to cherno or elektro, or basically along the coast) and probably some of the far northern ones.
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Am I the only person not looking forward to private hives or modding?
Bororm replied to Lady Kyrah's topic in General Discussion
I really don't understand the complaints about splitting the community. This community is big enough to be split. If anything, splitting the community actually creates better, smaller communities. Such as the case of private hives and eventually being able to recognize those who play there, instead of dealing with random passer throughs constantly. What other people do really has no bearing at all on your gameplay, so why should people care if some people prefer a mod better than the vanilla version. If we were talking about a super niche game here, with a tiny playerbase I would agree but we aren't. -
Does anyone know how the helicopter crashes currently spawn? Is it just at server restart they all spawn or is it random intervals or what?
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Am I the only person not looking forward to private hives or modding?
Bororm replied to Lady Kyrah's topic in General Discussion
The private hive I played did a very good job of making sure people who were accused of cheating, were actually cheating and there was also an appeal process in place. The benefit of a private hive was that they had access to all the information, so could see the actual data/evidence to make conclusions. You are right though, humans are flawed which is why I'd rather not rely on players to counteract cheating, but as mentioned there's really no current better way to police things. For instance, the current state of the SA has a lot of dupers and wall glitchers. I'm not sure battleye and vac even register these as cheating. If I could play a server where the admins could actively deal with wall glitchers /dupers on the spot I would, because it is extremely prevalent. -
Experimental patch being released as stable?
Bororm replied to HecticKris's topic in General Discussion
Yeah, this. Their new policy seems to be to aim for the end of the month for stable releases. Anything is possible though. -
Am I the only person not looking forward to private hives or modding?
Bororm replied to Lady Kyrah's topic in General Discussion
I hope there will be a separate server browser entirely or something for mods, because I agree that trying to find a server of a heavily modded game really sucks. This was a huge issue with the DayZ mod and also one I see with games like Rust, where every server is running some goofy ass options I have no interest in. If they can keep things completely separate where I don't have to be bothered, I don't see an issue though. -
Am I the only person not looking forward to private hives or modding?
Bororm replied to Lady Kyrah's topic in General Discussion
It's a mixed bag for me. I don't see anything wrong with mods, I just don't really have much interest in them. Nearly every mod of the mod I played wasn't as fun to me as the vanilla version of DayZ. That changed as the vanilla version got handed to the community and became basically a mod of the mod itself, at least in my own view, drifting further from it's original purpose. In that sense, a more "vanilla" mod of the mod would have been of interest to me at that point. As for private hives, I both like and dislike them. In the mod, cheating/hacking was rampant and finding a good server really blew. It took me a good while before I settled on a certain private hive, which required a whitelist and had active and fair admins. However, they did offer items for donations and there were changes to the servers (I thought the changes were better personally, but I could see how others would not). I'd rather just play a standard, official server than a private one with potentially corrupt admins, however, I believe there is no way to actively police hackers without actually having admins with the power to do so. Anti-cheat like VAC and BattleEye act too slowly to keep gameplay fair at all times, often banning in waves where as active admins with the tools can be there on the spot. The problem of course is probably close to 99% of the time, you're going to have said admins, at some point, use their power in a biased manner. TL;DR: I think there's a place for private hives and a place for mods. I'd personally rather just play the standard game on official servers, but it comes down to where I can get the best experience and if that's on a private hive or through a mod, I like having the option. -
I am 100% for this, I made posts today about this very topic and tried to start a reddit thread in the same vein, though not the exact same example. http://www.reddit.com/r/dayz/comments/265gzh/make_new_weapons_exclusivemore_prevalent_to/ Very very happy to hear this.
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The problem with this is, assuming you can't put items into the tents of "strangers," surely you can still take them out. So what is to stop my group of say 12, from just setting up their tents so that the other 6 can take stuff out and vis versa. Regrouping people as they respawn. If you can't regroup people to preserve the same tents, then a group of 6 now has a clear advantage over say a group of 3, as they've got 3 more lives to keep it going. Another thing to consider with the idea of tents being persistent till death, people will buy extra copies of the game, set up a tent and then just not play that character thus bypassing the system. In the above scenario, one of the 6 players in a group could just be a dummy account, that the other 5 pitched in to buy. This is common in games that have things tied to an account, and I've seen it in numerous mmos. You can say, well they have to pay for another copy, that's their deal, but that's a pretty distinct advantage and essentially a version of "pay to win." Another thing to consider is how many bugs and also occasional character wipes that may occur. DayZ is not a game without random deaths. So then what's the purpose if you're told where it is? I thought the purpose of repositioning it is to keep the items in play while trying to simulate you "forgetting" where it is. Let's pretend for a moment the majority of people have tents (unlikely but entertain the thought as the potential is there). Considering how often people die, imagine how randomized tents would be. They'd constantly be switching positions over the map. There would become a decent likelihood of a tent popping up in some "unwanted" position. What if by chance a tent spawns on a position a player logged out? What if one spawns right outside some one's base, or next to a spawn point? What about running through an area just to see a tent pop into existence in front of you? I know it's generally frowned upon but it's common practice, what of people suiciding for spawns? Their tent will be ping ponging around the map. The safeguard against people storing tons of items, is the ability to loot and destroy other players' tents. In the mod, on a healthy populated server, unless glitched, a tent did not last terribly long. We don't know what form persistent storage will take in the SA, so it is hard to speculate at this point how easy it will be to hide your loot. That is something that should be considered upon creation of whatever they have in mind, and is important to balance.
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For some background on myself, I find a lot of comparisons in DayZ to Ultima Online, pretty much my favorite game of all time, in terms of the risk/reward and freedom of the sandbox environment. I enjoy pvp, but I feel a more rounded game in general leads to an even better pvp experience so I'm looking forward to the crafting/building and all that sort of stuff. I get where you're coming from with the hardcore aspect and respect that playstyle, but to me base building and storage however are similar to housing in UO. It gives me something to work towards long term through all the deaths that result from just playing and having fun, while still carrying the risk that some one's going to come and wreck it all =P It also serves an important function for me personally to give me an attachment to a specific server. If my storage deleted upon my death, I may be much more inclined to care less about which server I get on when I die.