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Bororm

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Everything posted by Bororm

  1. Honestly I find it offensive that people think I should compromise the way I like to play just because they don't. Quite frankly, your problem with 3pp is your own, not mine. So quit trying to change the way I like to play this game, the way it's been since I started playing. I adapted (and so have TONS OF PEOPLE), if you can't that sucks. It is not my problem though, so why should I "compromise."
  2. Bororm

    Your fav sidearm

    The magnum for me. I just find revolvers much more stylish typically. Hope they add more. The 1911 is sexy too though.
  3. It's already a server option, what's the issue? Don't like 3pp play 1st person. Want a third option? Make a third server option. Why change what lots of people like, just because some people don't? More options the better, it doesn't have to be an either or debate.
  4. Again though, it's not that the flashlight is attaching to the handguard in terms of the interaction between objects, it's that the handguard is allowing the flashlight to attach to the gun itself. However, after some thought, the RDS now require a battery which seems to function similarly to an attachment. There's no visual representation however, so it may just be that what Torchia meant was none of the current attachments are configured to be able to attach other attachments, and they have no intention of designing ones that do. I dunno, I just think he made the comment without the expectations that it would be picked apart as much as it is and I'm willing to remain optimistic that it doesn't mean we won't see some interesting attachment combinations, even if it's not in the form of attachments with slots of their own. BTW a foregrip could also take the bipod slot as another option, instead of a built in combo of handguard+grip. I also like your suggestion of just "crafting" attachments together as an alternative.
  5. They weren't overpowered, the people who complain are people who got their tent or vehicles spotted or whatever, but that's bound to happen regardless. Either that or they got rocked by a clan, which could also have happened any ways. But heaven forbid some other people invested more time/effort into getting an advantage over them and that the game isn't about perfectly fair fights. Helicopters are already confirmed, so I'm looking forward to it once again!
  6. Bororm

    M4 Silencer

    You're only going to notice a difference at really long ranges, as the mosin is pretty accurate regardless.
  7. Wow I'm surprised to see you advocating dispersion modifiers for sights. Any ways, I think they should make it so you can't zero the gun without a back sight. It wouldn't be a total fix since people who do that typically are just spraying at close range any ways, but would be a step in the right direction.
  8. Bororm

    M4 Silencer

    Compensators will reduce spread on the mosin. As mentioned above they're similar to a bipod, without needing to be prone. Bipods make a big difference btw, just make sure you deploy it. A damaged compensator is still better than none as well. Use both.
  9. Bororm

    Torchia's Mega Vest Sneak Peak

    The lack of belts is probably more to do with having to add another inventory "slot." I mean I suppose you could make it take the same one as vests/holsters as a chest slot, but then you're going to be able to wear belts but not vests which wouldn't make a lot of sense. Rocket has said in the past they can actually add as many different slots in that regard as they like, but while I forget his reasoning precisely, I think it was basically along the lines of having to draw a line some where. You never know though.
  10. What I'm saying is that his initial response makes sense in the context of the current system does not support actual attachments of attachments, in that attachments don't have "sockets" as it were, the same way that a weapon does. He's technically correct in his response, attachments do not currently support attachments as a game mechanic. Think of it like Diablo or WoW, where an item has X amount of gem sockets. You can stick gems in them, and the gems could have multiple functionality, but the gems themselves don't have sockets. You're right that the same result can be obtained in the form of having premade attachments with multiple purpose, but his other comments demonstrate why it's not necessarily practical.
  11. He gives multiple reasons for why it wouldn't be done, including: Which is a good point, a m4 carry handle with an already attached acog or whatever would only be useful on that gun or the variations of that gun. This post reads sorta weird, but he's saying it'd be purely cosmetic in this example. I think you are just getting a bit hung up on that one post in response to that one specific example. At the end of the day it's a matter of priorities. They want to create attachments that can be shared between as many guns as possible to save on time. It doesn't mean we can't see things like scopes with ironsights on them or whatever. Again, that's already how it works in arma 3.
  12. Bororm

    Torchia's Mega Vest Sneak Peak

    So far, backpacks aside, the inventory space of an article of clothing is however many pockets it actually has. So I'd guess 10 on that thing. Personally, I'd rather see less straight military gear, I never touch the vests but it's still a cool addition. Would personally rather see some more holsters, or a bandoleer or something though =P
  13. Bororm

    UN / PRESS Gear Neutrality!

    Considering the press vest is the only ballistic vest currently in the game, good luck with this =P
  14. Just a design decision I imagine. They need to draw the line some where. I think foregrips could easily take the handguard slot. It would just be a handguard with one "built in." Likewise certain optics could come with the extra sight attachments already on them. Much like we see in arma 3.
  15. I think the flashlight thing is different because as far as I know, it's not actually attaching to the object of the handguard. The handguard is just allowing it to attach to the gun. What I mean is, you don't drag the light onto the handguard, you drag it onto the gun itself and then it takes up another attachment "slot." Think of it in those terms, the gun has 5 slots or whatever, the attachments themselves don't have slots. That's what he's trying to say I believe.
  16. I'm sorry Nex but you seem to be too inexperienced in regards to the mod based on what you've said to have a valid discussion about how map flow actually worked in it and how that pertains to the SA. You are also being too narrow minded in regards to the future of the SA to have a valid discussion in that regard as well. You're clearly hung up on the fact that the current state of spawns in the SA are a mess (something we can actually agree on) but you aren't thinking clearly in regards to why that is the case. You'll need to look at the bigger picture and get a better understanding of what I mean when I say map flow if you want to engage in a discussion with me on the topic. If you don't want to talk about map flow, and only want to talk about changing the current state of spawns, I've already made it clear that to me it is pointless as they are interconnected. I'm not sure why you responded to my earlier posts to begin with, as it seems to be the case that you care nothing for what I'm discussing. That is the reason why I said I did not see what you were trying to argue. I'm also not entirely sure why you've decided to dig up this topic again after so many days. Feel free to respond if you must, but I don't see much value in continuing so I'll likely not reply again.
  17. Bororm

    Witnessed an epic showdown at NEAF

    Sounds like just another day at the neaf!
  18. Bororm

    Zombie pushing player through walls

    If you don't like the glitches I suggest waiting longer. They are currently working on this very issue. In the meantime, I've heard logging out while running/holding forward while logging in works. I'd suggest just trying to vault and run into the walls a lot. You could also get a friend to lure a zombie and hope it comes through the wall at you. Or perhaps you may be able to pick up some disinfectant or something through the wall and poison yourself. Otherwise, you could wait to starve. I believe you can submit a ticket to have your character moved as well, go look into it. Or quit for another 5 months. It is still alpha after all.
  19. Is it really worth having exotic ammo for "rare" guns if the guns themselves don't really offer anything interesting? Obviously the VSS is a pretty cool gun with the added benefit of being suppressed, or a .50 cal has has a pretty big role it can play for anti material purposes and long distance sniping, but in regards to guns that simply use different rounds but for all intents and purposes function as a normal assault rifle or whatever what would really be the point? Basically what I'm saying is, if they are going to go through the trouble of creating rare guns with rare ammo, those guns should serve an actual purpose otherwise it doesn't seem worthwhile to me. On that front, I think they will be adding .50 cals and honestly I think even though Chris Torchia made that post now it's really not outside the realm of possibility the VSS will get added down the line when the general arsenal is more rounded out. Mags seem like the best way to limit functionality on the rarity of guns in game as already suggested. They're eventually implementing their system where the central hive dictates how many of an actual weapon are in game as well, but I think with server hopping that's going to be a sorta stupid system and I'm skeptical.
  20. Bororm

    Why did you buy DayZ?

    I watched some videos and dug it (the mod). It seemed to capture the spirit of the type of game I'd been waiting for since I started playing UO 17 years ago, of an open sandbox with full loot/pvp. I'm not really big on zombies, so that part doesn't matter to me much. Pretty much played it more than anything else for close to the past 2 years. I wrote a steam review for it, it reads: "The best game since Ultima Online" =P
  21. Bororm

    Another first - did I just witness a zed kill itself?

    NP, it's a pain considering how important it is to be able to tell where shots are coming from.
  22. Bororm

    how do YOU use the...

    Been killed by them multiple times. I usually use a double barrel so I'm usually up close and personal with dudes, and I've been out shot by crossbows 2-3 times. It's a one hit killer, there's a psychological aspect to that knowledge as well. It's sorta down right fucken scary going against one, unless he misses that first shot. I think bolts should be craftable or more common though.
  23. Bororm

    Remove night-time for now, until it's fixed?

    It's an option so I don't see the point of removing it. It doesn't need to be "fixed" they just need more light sources. Flares, chemlights, campfires are all coming so that will be helpful. There's little incentive to stay on one server right now as well is the other thing. Once there's a reason to stay on one server people will be more willing to put up with night. Accelerated time will get put in as well, so those who don't like 12 hours of dark will be happier. I'm one of them =P I like a little night, but truth be told I don't play it right now. That doesn't mean I want it taken out though, it means I find a day time server.
  24. Bororm

    Another first - did I just witness a zed kill itself?

    Sounds are just fucked up/buggy. If you aren't facing the direction of a shot, often times you can't hear it at all. There's also some bug going around where some people can hear shots and others cant. Had a person shooting about 40m in front of me one day, my friend right by me facing the same way and he couldn't hear it. It's just a mess, they'll sort it out eventually.
  25. Bororm

    Why do YOU prefer SA over the mod?

    I played the shit out of the mod, like a ridiculous amount, and I haven't gone back to it since the SA launched. I knew the SA was going to be way behind in content (vehicles, amounts of weapons, etc) for a long time but that stuff doesn't really bother me much. They are laying a good foundation to expand on all those aspects of the game, and will be able to do so much more in the long run. I play the SA knowing full well what it is, but to me it's still better than what was left for me with the mod. I didn't like the direction the vanilla version of the mod was going. The journal (glorified achievements, forced narration into my gameplay), the infection mechanics, even the ui changes all rubbed me the wrong way and I felt a lot of it was diverging from the spirit of the game, of trying to force too much onto the player. I should be able to take a blank book, and write my own journal, not have the game arbitrarily fill shit out for me. There should be less UI, not shit drawn in crayons etc. One of the last things Rocket did before he left the mod was take out bandit skins, one of the first things the community did was put them back in. The humanity system was garbage. So the vanilla became as much of a mod, as a mod of the mod to me. In terms of other mods, my group kinda dug dayzero, but I really didn't like it. The weapons felt really odd to me in the way they handled, and I didn't care for many of the map changes. Too many little things added up to turn me off from it, like not being able to access gear in vehicles, and not being able to split/stack ammo (I liked using a double barrel, and this meant splitting shotgun shells was fucked for me). It seemed like they tried to remedy many glitches that were only a problem 1% of the time, by turning them into an inconvenience 100% of the time. A good example is changing clothes, you had to relog just because once in a while you break your legs. I'd rather take my chances breaking legs. So I also played some epoch. I actually enjoyed epoch quite a lot, but my group didn't get into it and it's a very group focused sort of affair. That was the appeal to me, I was bored of regular dayz and I would have loved to engage in some end game type of content, of building an awesome base and having squad fights daily with my neighbors etc. But my group wasn't digging it. Later on they started to, but by then I was already over it. So the SA to me is the closest thing I can get to a vanilla dayz experience with the most convenience. I feel all the improvements to inventory and to the map are just amazing and I look forward to what they will do with vehicles and base building and all that sorta stuff. I can live without vehicles for the time being, usually finding them results in a "now what do we do?" conversation, and they just make the map smaller. I can also do without tons of guns for now, I usually ran a double barrel in the mod any ways and do the same in the SA. So when all is said and done, I don't feel the SA is lacking for me personally, and already gives a better experience on the most basic gameplay aspects. Once persistent storage of items and loot respawn get put in I'll be really stoked. If I could go back to I think 1.6 of the mod, on the BMRF #4 server I'd dig it on the side, but it's in the past so I just gotta look forward to the future.
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