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Bororm

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Everything posted by Bororm

  1. Bororm

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

    I saw one do the same thing, it looked like he ran into the wall of the house and died. However, I'm all but certain it was just that it jumped off a small ledge near the house and died from that fall. still looked funny though
  2. Bororm

    Snuck behind a Hacker Sniper at NEAF

    Ammo duping and wall glitching are the only cheats I run into, and I wouldn't really classify them as hacks but rather glitches/dupes. Wall glitching is being worked on and is supposedly even fixed (not yet implemented/tested) according to a tweet by Rocket today. They've also already identified how duping occurs and are fixing that as well (ammo/mags were being calculated clientside they are switching it to server side). As for teleporting etc, I'm skeptical as I've never run into it and I think most cases people talk about are actually lag/desync/that sort of thing. I don't deny that actual hacks exist, but DayZ is wonky enough on its own that I'm hesitant to believe all the claims. And as to a personal story, yesterday I was at the docks in berezino and heard a sniper. He was in one of the cranes on the dock, so I got into another one to try to shoot him. Long story short I didn't manage to, but what I'd assume was one of his friends tried to assault me in my crane, I killed him as he came up the ladder and he had an sks clip with about 7304 rounds or so. I hid his body, and ended up running out of ammo (I had an m4 with about 20 rounds) trying to shoot the sniper in the other crane. Then I just jumped off myself. Point of the story is I could have easily grabbed the guy's duped ammo and not run out, maybe even got the sniper but players need to show some integrity and not perpetuate this shit. As mentioned above, I bet a lot of these fuckers with duped ammo got it off some one else. Hide the bodies, do your part. OP you shouldn't have even tried to pick up that m4.
  3. The SA view distance is a thing of beauty. It constantly makes me wish I had an m107 from the mod. Only thing is players don't even render in past the network bubble, which is some where around 1000m. Game looks gorgeous in general though compared to the mod.
  4. Bororm

    In case no one heard

    I'm going to hijack your thread because I don't feel like making a new one and I think your title will draw attention any ways, but here's some good news even if the above is not. https://twitter.com/rocket2guns/status/466236697240694784
  5. Sorry but it doesn't matter how good you are, if you are regularly in fights you will end up dying. Unless you're just sniping at dudes and running away at the first sign of trouble. If that's what you're into that's fine, but I wouldn't call those fights. I mean it's not difficult to stay alive if you avoid confrontation, and there's nothing wrong with that, but I'm going to go ahead and say bullshit on never even dying once if you regularly engage in actual fights. It has nothing to do with going in spraying and praying or CoD. You simply can't win them all.
  6. That sounds more like you just rarely engage in actual fights.
  7. Well then I apologize, but the way you initially phrased it didn't read that way =P You've since clarified however, so again, my apologies.
  8. Ok, you didn't use the word obscure yourself Katana, but you implied all we will see is "common weapons" in the foreseeable future and I don't think there's anything overly common about the Blaze or incoming Longhorn. Any ways, as I said I see where you're coming from and I pretty much agree, but I think we will see some of these guns added down the line so I don't see much sense worrying about it now.
  9. Try to just have fun, but while still not being overly dumb. I like to try to analyze fights after the fact and learn from them (I had my group draw out maps before, to show where they thought each member of the group/enemies were during a fight so we could improve our communication/awareness. It was interesting), but in the end my group isn't all that serious and I like what we've got going. None of us really care about dying at this point, because there's hardly anything to lose. So if the decision has to be made whether to engage an enemy who has better odds we go for it. I think real world tactics can work as a good base line, but there's also the issue of at the end of the day it's still a video game and people are going to react differently in game than they would in real life, as well as the limitations of the game itself, so I think it's important not to get too hung up on things. I've looked up shit like how to clear rooms, but honestly it's not very helpful in game beyond the common sense aspects of it. Most real world strategies at this point involve tools specialized for the task. Try doing a button hook entry in DayZ against a known enemy and watch as your guys just get mowed down as they come in the door. That shit is initiated by a flashbang or grenade in real life, if you know some one is in there pointing a gun at the door. Or it devolves into a long standoff, and personally I'd rather take my chances than sit around waiting for some one to give up or leave. So I try to learn from each encounter and develop my own strategies that fit within the game and what I can actually do. I've actually been improving a bit with clearing out the jails at the neaf.
  10. Uhh are you guys forgetting that they just said this not long ago? Or that they have a blaze double rifle in the game? I think you guys are sorta being overly dramatic to say we won't be seeing any "obscure" weapons. Any ways, it was easy to tell from the start that they prefer to add in guns with a type of ammo that's commonly shared, so as to not just have to introduce new types of rounds with every single gun. For instance, they added the 9mm pistol and it was easy to guess an smg would be next. Then they confirmed the mp5 is in the works. I'm not disagreeing with the topic, I think it would be great to have more variety, but I don't think it's far fetched to think we'll get it eventually. At the end of the day we've hardly got any guns in the game right now compared to the mod. It makes more sense to not have to design entirely new ammo every time they add a gun at this point in development. Wait till they actually round out the arsenal a bit, this shit will come even if it's after release. Also, get used to server hopping. I personally agree that it's a sorta shitty game design and detracts more than it adds to gameplay, but Rocket is adamant about how it's a "pillar of DayZ." Eventually there will be less incentive to hop though at least, and things should settle down a bit.
  11. Could people stop saying things like this, and change "everyone" to "I," please? I've seen it multiple times now. You do not know what I or everyone else wants, you know what you want. Speak for yourself.
  12. Bororm

    Love How Everyone Is An Expert

    http://www.reddit.com/r/dayz/comments/255iw0/dayz_standalone_closed_test_last_year_with_huge/chedewn?context=3 It's sooo hard to keep up to date on all this info, it's sooo much easier to just complain and nitpick. They don't make deadlines any more btw, Rocket learned his lesson on that one in 2012. The sooner you accept the fact that shit will get done when it's done the better off you'll be. Settle in for the long haul, or come back when it's done.
  13. Bororm

    Love How Everyone Is An Expert

    It's pretty bananas, I could spend the entire day looking up quotes and shit to people's questions because the majority of shit has been answered. The bottom line is exactly what the OP is saying, and it's amazing people can't grasp it. I get frustrated too, and I think there could be tweaks to the development process to make things better for everyone, but at the end of the day you just have to come to the realization that the devs do not give a fuck about the players right now. We are testers, and for that purpose we're essentially stress testers more than anything else. But balance, and bugs that don't directly affect the stability of the game don't matter at this point in development. People were begging for a release and they gave it to us. If you don't like the state of the game, wait till it's final. This is what an alpha is, most people (myself included) are used to betas and most betas we're used to any more are nothing more than demos. This is a legit alpha. Also, this shit wasn't a kickstarter, you didn't pay your 30 bucks to fund development, you paid 30 bucks for the final game and access to the alpha and beta. They could take that money and do jack shit with it, and it wouldn't change what you paid for. The self entitled bullshit about how "we paid 60 million dollars" is ridiculous. You paid 30 dollars for a game that isn't out yet. The truth is though, that they have not only expanded their dev team but reworked their entire roadmap with that money in mind, complaining that there's been no change is idiotic. There's simply no excuse for the stupidity that goes on around the community's view of the development of DayZ. 99% of complaints I see about the game stem out of ignorance.
  14. Handguard slot will likely be the same slot used for underslung grenade launchers I bet. It already is a requirement for using the flashlight attachment that you have some particular hand guards, so there's a functional use already besides the arbitrary spread reducing nonsense. You guys are too caught up on the now, and need to think about the later. The point is the slots on weapons not necessarily what currently occupies them. Think of it this way, what offers more potential for opportunity? Not having attachments/these slots at all, or having them with currently unfavorable attachments? Again, it's about laying a foundation.
  15. Bororm

    The TANK Thread

    I'd only like tank like vehicles under two conditions. That you are able to shoot out the occupants, even if through extremely narrow slits, and that you are capable of disabling them without needing an AT missile. Not destroying, but disable. Say, throwing some grenades at the treads or if it has wheels being able to shoot them out. Ammo should also be incredibly rare for any sort of main cannon. Just something where it's not impossible to contend with one without an AT launcher, because I think then it just becomes extremely boring.
  16. Bororm

    surrendering

    I was at the neaf a while back by myself, near the atc and turned around to see a guy down by the hangers looking at me. I had a double barrel, and he was well outside my range but it looked like he was lining up a shot on me so I fired in his direction as I tried to get out of the way. To my surprise, he immediately threw his hands up. I approached him, and he apologized to me. It was kinda crazy, but I didn't kill him. Another time I was sniping at the nwaf, happily KOSing. I missed a shot on a guy and he went around a corner, then he came back out and put his hands up. I told him he could go loot the other end of the airfield and he ran off. So nah, I don't shoot people who surrender. I'm sure there's some circumstances where I would, like if I really couldn't afford having some guy running around in the middle of a bad situation, but normally I would not.
  17. So play the mod till the SA catches up to what you want it to be. They're laying in the foundation to improve on everything the mod did, that doesn't mean it's automatically better. Personally though, I think the SA is a vast improvement so far in all the departments that matter, to the point of where I haven't once gone back to the mod since the alpha launched. And that's as some one who easily must have put close to 1000 hours into the thing. I felt the mod was heading in the wrong direction myself, the community started adding a lot of things I didn't approve of to the point of the vanilla experience feeling like a mod itself. With only mods of the mod left besides that, I felt I couldn't get a vanilla experience out of DayZ any more. While I did enjoy some of the other mods, like epoch, I felt they were too divergent as well. The SA feels a lot more to me like what vanilla DayZ was like when I started, just lacking in content. But hey, they both exist, there's tons of options, so play what you like. Eventually the SA will support modding as well. Everyone wins, it doesn't have to be an either or fiasco.
  18. Bororm

    ballistics protection

    My anecdotal experience is the more layers of clothing you have the better. A backpack/shirt/holster or vest. Any sort of hat+glasses/mask whatever, all seems to stack to a degree. I personally go for style rather than protection, but it's just my experience from shooting people. They all offer some sort of protection so if you can stack them, then you're better off. Items in inventory do seem to affect ballistic damage as well, as the guys who take the most shots usually have a lot of crap. I die pretty fast usually, wearing a minimum of gear. It would be nice if some one did some official tests though, I agree.
  19. Bororm

    Bicycle Suggestions/Discussion [Official]

    What's your goal? I think anything that prolongs the effort to reach your goal in this game is a good thing. That's the whole problem with the mod and current state of the SA is the "end game" comes too quickly.
  20. Bororm

    More fun at berezino than I ever had

    Pretty much sums it up haha I'd say the realization that the fun parts are all the funner because of the down time/shitty parts is a factor in there too though.
  21. It's more stuff to collect which means more gameplay opportunities. The current implementation currently isn't so great, but it's going to be tweaked down the line. It's better than the mod's method of "heres an m16 acog, heres an m16, here's an m16 gl, here's an m16 red dot" all as separate items. Saying they should scrap attachments entirely is ridiculous. Could people please actually understand what is going on in development? They add in systems/mechanics and then move on to the next one. They've created a foundation for a weapon attachment system and thrown in a few examples to make it "work" and then move on to the next thing, say hunting or vehicles or whatever. They'll do the same there, they'll throw in a very basic vehicle system and it will probably be shit as well, then they'll move on to base building and it will be shit too, then they will move on to aircraft or whatever the fuck and so on. They don't care about perfecting these systems yet, that comes later. Just because something doesn't work exactly as desired currently doesn't mean it won't be properly built up later, that's the entire point of the alpha process. Just because attachments and weapons function like shit now doesn't mean they can't tweak this shit later on. Do you really think they give a fuck about weapon balance right now? All they care about right now is getting a working prototype of these mechanics in the game. Look at the grand picture. You don't scrap a piece of art based on the rough sketches, you build up from them. It's a process. When the game actually releases, and if these systems still suck, then complain.
  22. Bororm

    Bicycle Suggestions/Discussion [Official]

    Maybe they'll allow the server option like they did in the mod to decide which vehicles spawn, then everyone can be happy.
  23. Bororm

    Bicycle Suggestions/Discussion [Official]

    I'm not really opposed to them, but hang gliders seem really silly to me. DayZero (mod of the mod) had ultralights which seem more practical. I just can't think of many locations where it would make sense to hang glide on chernarus. You need a decent amount of space and elevation I'm pretty sure, for it to be practical. Besides something like cap galova, there aren't actually a lot of tall mountains/hills that aren't almost completely wooded. If you're talking about things fitting the setting, hang gliders would be pretty low on the list imo.
  24. Bororm

    They really need to fix the duping bug

    I'm tired of digging up the reddit post by Rocket saying they were assigning people to this and wall glitching this past week. Please trust me when I say they do know about it, they are working on it, and if you don't believe me go search reddit for his post or else one of the other recent threads on here, I think about wall glitching, where I already posted it.
  25. Bororm

    Parachuting...

    Used to parachute often in the mod. Some time's you're over a forest and there's no place to land. I don't wanna start a discussion about how your parachute should get caught in the trees or whatever either, because I think that again that's taking things too far. The typical strategy is to paradop some one/multiple people just out of view (behind a hill, out of the draw distance, whatever) and have the helicopter circle and spot. The guns were pretty shit in the mod for actually killing anyone unless you were super ace marksman (I killed some folk, I'm not saying it was impossible just not practical) so it worked well to use them simply to suppress and have people move in. If they see you landing off in the distance it's really obvious, especially by the sound. I actually parachuted less out of crashing helicopters than functional ones, because when we were crashing we'd typically be too low to parachute any ways and you could often times survive the crash. Also, go play some arma 3 king of the hill, people parachute into the city all day long now because a big ass transport helicopter landing with 10 guys getting out is sorta a bigger target than 10 individual guys bailing out. Personally, I'd rather land, just in a good spot because as you said you're a sitting duck parachuting, but it doesn't mean you never make it and it's safer for the pilot really. Little birds are good for doing quick inserts, bigger helicopters not so much. I agree rotors should kill you, the opposite was actually true in the mod where a parachute would often times fuck the helicopter. I doubt it's very good for a parachute to get stuck in a helicopter's rotors either though to be fair. Also, that was part of the issue of the mod is parachutes were automatic, so as soon as you jumped they were deployed.
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