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franzuu
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Everything posted by franzuu
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Rolling Update Rev - 0.43.116251
franzuu replied to Hicks_206 (DayZ)'s topic in News & Announcements
I played for a wjile in the 100 person server (55/100) performance was excellent. -
I think that chernarus could use a theatre building. A theatre could serve as a spawn point for some of the sillier and otherwise out of place items the devs choose to create. Library - In my post soviet republic there are libraries in a lot of bigger villages (few hundred people). Just something to add "life" to the post apocalyptic Chernarus. Post Office. I don't think there is a post office in Chernarus right now. Would make sense. Museum - somekind of a war or natural history museum would be great for Elektrogorsk or another big town. Again a possible spawn place for some of the unique loot. Some sort of a shipyard or dry dock where ships are built. Maybe for when they decide to extend the coast. Lumber mill. Could serve as a point to capture/hold to make planks when they add building to DayZ. A weather station. Clothes store. Hunting/outdoors store. Air defence and radar bases. You know, to show that this was a place where people actually lived.
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A rain poncho would go over your clothes and backpack and keep them dry. It Would make sound when moving around. It has a distinctive sound when rain hits it, to put that in though you'd need rain sound for all kinds of surfaces and clothing so that it wouldn't be too easy to pick it out. camo rain ponchos clear rain poncho and different color clear ones [imghttp://i.imgur.com/DMlMV7l.jpg i fked this one up and can't edit it to be correct "You are not allowed to use that image extension on this community." solid color rain ponchos Clear rain ponchos would be plain neat to see. Clear material and how the wet texture would look like with droplets running down the surface. Also when the weather/temperature/wetness system gets improved this stuff would fit right in. Rain ponchos are different from raincoats. Other Ideas: ACOG Backup Sights, Pistol Optics additional functionality
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The only things you can't do in a video game as far as wind is concerned is windchill, feeling the wind on your skin, hair, whereever. What you can do that can scale with the wind speeds and indicate direction. Swaying of the trees (you'll have to redo the rubber trees of arma that tilt at the root). Also sustained bending of trees during gusts of wind or very strong winds. Sound of wind as it blows through tree leaves, grass and the rest of the terrain. Waves on the ocean and ripples on small bodies of water/puddles. Flying debrees like trash and leaves. Dust and sand. Loose snow. Angle that rain and snow falls at. Swaying of bushes and grass (grassy fields actually look like waves in strong winds). Doors/windows slamming shut in drafty conditions. The bigger the bang the stronger the wind. Could also cause some jump scares. Flags, banners and signs waving and swaying in the wind. How wind affects your clothes and hair (bullet physics idea?). The ear that is towards the direction the wind is blowing from should have a stronger turbulence sound in stronger winds. Wind socks at airfields. Are there any wind socks naval ports? Wind socks at weather stations (I posted a building ideas thread and that is one of my suggestions). People will just have to get a feel for the DayZ wind speeds and apply some Kentucky windage. Also when weather and ballistics stuff is added, please change the first shot accuracies for pristine guns to what they are in real life. Then you can increase the disperion for bad ammo and dirty guns. And add a zeroing error for banged up gun (not increase in disperion). The stocks, handguards, rails, flash hiders, verical grips etc. should not have an effect on first shot accuracies. I'm out of ideas, post more.
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In the settings FOV should have a numerical value attached to it. You should be able to change it by editing the value too, not just a slider. You should be able to link X and Y mouse sensitivity sliders so you don't have to fiddle with them to make them equal. It'd be nice to have values for those too. I know that the menus are extreme wip but still worth making a thread. If you have suggestions for the settings menu then please post them.
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Proposed changes to weapon handling, debuffs, accuracy, tradeoffs etc.
franzuu posted a topic in General Discussion
Right now the way they are going about this is all wrong. Rocket said that the they want to do things so that they are intuitive, well there is nothing intuitive about it. Its sloppy game dev magic. There has been whining on this but not many alternatives have been suggested on how to balance the game and keep it interesting and hard. I'll just start off 1. Make bullet ballistics reasonably close to real life Here is a good thread on it, I don't have much to add right now http://forums.dayzgame.com/index.php?/topic/157148-correcting-sa-ballistics/ 2. Remove mouse smoothing handling debuffs from longer weapons and add back weapon collision (CQB stock vs standard on the M4 for example) instead 2a Add back weapon collision into the game. A longer rifle, an attached bayonet, stock, short stock, no stock, folded stock etc, it all changes how well you can maneuver in tight spaces. 2b Add inertia to swinging around your weapon. A weapon that has more attachments near the end is front heavier. Shortening the stock and removing attachments from the front (flashlight, bayonet) makes the gun easier to handle. Its shorter and less front heavy. Making the back end more heavy can make it easier to handle but adds other problem, but is still part of the equation. A front heavy guns' muzzle will lag behind on a fast swing and overshoot its target when the person stops at it. This would add an element of skill to the game. An experienced player will be able to fight the inertia by: 1. Stopping before the target. 2. Actively fighting the overshoot inertia by dragging the mouse in the opposite direction. 3. Lowering their weapon on the swingaround. I don't know if this condition is worth adding, seems more of a hassle and we don't have so much control over our characters for it to be worth it + any benefit would be lost on the muzzle lag on the upswing. Main benefit would be that you don't get caught on stuff. Muzzle lag on downward swings should be counteracted by gravity. 3. Remove bullet accuracy penalty from weapon attachments and their condition or state 3a. Deployed bi-pod in non-prone unsupported position - remove the penalty. Instead make the bi-pod collide with geometry. Rattle when moving around if damaged (some rattle when they are new). Ability to damage them if violently bumped into something from the wrong angle. 3b. Suppressor adds front weight and length, nothing else. 3c. Damaged scopes and sights. Wrong zeroing that the shooter will have to correct for himself, nothing else. 3d. Flashlight, front weight. 3e. Damaged bi-pod in supported position. Slow downward drift that the character will correct when you jolt/move your gun up. Left/right downward drift when bi-pod legs are unevenly damaged. Might not be the most realistic thing in the world but its better and predictable. Could be accompanied by creaky sound or sand crushed under teeth sound or whatever. 3f. No rear sight, only condition where I can accept increased random bullet wander. 3g. No stock, single shots are accurate but burst and auto has higher recoil. Sore shoulder that can have a negative effect for a while. 3h. Damaged handguard. Single shots accurate but increased recoil with burst and auto. Rattle when damaged and running. 3i. Bent barrel, predictable zeroing error. 3j. Worn barrel, random bullet wander accepted. 3k. No random bullet wander for attached bayonet 4. Increased breathing sway and shaking 4a. Increased breathing sway for longer weapons and front heavier weapons. 4b. Increased shaking for front heavier weapons and heavier weapons. 4c. Breathing sway and shaking modified by player position (prone to standing) and condition: hypothermia, cold, overheated, winded, weak, hungry, sick, injured, pain, whatever. 5. Recoil changes5a. Increased recoil to Arma3 levels 5b. Recoil that doesn't fully autocorrect 5c. Recoil doesn't correct during burst, auto or sustained single fire, you'll have to fight it yourself (like Arma3 but Arma 3 has no autocorrect at all) 5d. Recoil correction after shooting has ended: prone supported 100% vertical corrected 90% RIGHT recoil corrected. Crouch 50% both corrected. Standing 25% corrected. 5e. Recoil increased when player isn't healthy. 5f. Realistic base recoil for the different stances. 6. More bi-pod changes6a. Ability to use bi-pod on geometry in crouched and standing position (engine changes? Fixed and predetermined locations?) 6b. When player is using bi-pod while prone and moves it off the ground he loses the increased stability. This entails reduced downward aim while prone and weapon collision with ground. For loss of benefit while aiming up perhaps have a base aim angle in relation to body and it stops when going too many degrees down and loses benefit when too many degrees up. Also it is really hard and awkward to shoot up while prone. Should have some major recoil, sway and shaking penalties. For the prone bi-pod upward thingy you'll have to keep in mind that irl there are multiple prone positions like resting your rifle on your hands. This should be represented in animation when going from bi-pod support to hands. 7. More affect on weapon handling from player condition (melee and firearms)I touched upon this before but wanted to bring it out individually. Weaker swings when weak/injured. Sight shake, sway and recoil affected by player condition. 8. Melee weapon collision and tight spaces.Instead of taking a full swing and hitting the wall, can't you just start the swing past the post/shelf and give a weaker blow or take a closer grip towards the end of the weapon or don't make as wide of an arc by limiting your hands. No idea how to do this, probably very hard. 9. More ammo variants and grades (conditions?) in the same caliber.9a. Ammo variants: Subsonic, Sniper grade (very accurate - less random bullet wander, smaller muzzle flash), hollow point (no armor penetration more lethal), armor penetrating, hot loads (bigger bang, more range, more damage), surplus ammo (low quality, less accurate, jams etc). Whatever you can think of. 9b. Ammo condition old - hangfires or not workingat all, weathered, beat up, corroded, dirty (jams and less accurate). Players should have the ability to clean dirty ammo and improve them somewhat. All stacks of ammo from the same caliber should be stackable, independent from their condition. Reverse should be possible too, to pull out the ammo that you want/don't want. Say you see someone far away and need your sniper grade bullets but they are in with all the others. With so many different types of ammo for same calibers and different conditions there should be a different system for managing it. Or they should take up significantly less room. Perhaps have a stack for "Assorted ammo". I think ammo conditions will add a lot to the game. 10. Remove the precision/random bullet wander penalties from all of the weapons.Currently a pristine M4 is useless at longer ranges, starting at about 70m, which is actually really close. I suspect that a lot of this stuff was done to make killing harder and to combat kos. Instead make weapons more complex (made up of more parts) and spawn weapons in worse conditions, on average. This way people will have to work for good weapons and the more they have to work for them the more likely that they are going to get themselves in trouble which will give them more sway, shake whatever. And if a part of a weapon is damaged then don't make it give a BS penalty, have it affect the stuff that it would affect in real life. Other Suggestions:Rain ponchos- 13 replies
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Proposed changes to weapon handling, debuffs, accuracy, tradeoffs etc.
franzuu replied to franzuu's topic in General Discussion
As per the latest Dev Blog the devs have decided to implement part of my suggestion #2. I feel accomplished even though they probably never even saw this :) -
Visual and auditory wind effect ideas. + first shot accuracy made authentic when weather effects for bullets added? plz?
franzuu replied to franzuu's topic in Suggestions
Mhhph.. any more ideas guys? I'm certain there is some very obvious stuff I'm missing. haven't had any feedback on this either. -
Ah shoot, this should be in the suggestions subforum.
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I watched some bullet physics cloth demos and wasn't impressed, disappointed to be honest. Anyway, plastic doesn't act like cloth in the wind or with a living thing moving around in it. Wondering if they will add this stuff in the future? Maybe a job for PhysX? also, move to suggestions forum?
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Chernarus needs a theatre building + other building ideas.
franzuu replied to franzuu's topic in Suggestions
Got another idea, Chernarus doesn't have a water station (Is that what they are called) or the building that provides central heating to all of those apartment buildings. -
Chernarus needs a theatre building + other building ideas.
franzuu replied to franzuu's topic in Suggestions
Right, cultural center. That what they were called. What I want is for one of the bigger towns to have a theater like this -
A new Item that I would like to have.! Camouflage gloves
franzuu replied to dutchhell's topic in Suggestions
top tier gloves (Arma 3 has them, just port them over) -
Every game that I can think of has done crouching and proning differently. Press crouch while prone you go crouched. Press crouch while crouched you stand up. Press crouch while standing you go crouched. Press prone while prone you go standing. Press prone while crouched you go prone. Press prone while standing you go prone. Why does DayZ need a stand key? Why can't I change stances like I've been doing it for the past 14 years? At least have the option to change between the 2 modes. This way I can have an extra key and play more comfortably, how I'm used to. I can't think of a reason why there needs to be a separate stand key. Maybe I'm the only one who has trouble with this.
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I was just wondering wether this weather the current weather system allows for extreme weather conditions like storms? Since it is autumn in chernarus and it is on the coast, autumn storms should be fairly common. When winter is added then blizzards. HEAVY downpours. Other weather conditions? Hail? Ideas?
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shoot, we made the same thread on the same day I think I have some good ideas http://forums.dayzgame.com/index.php?/topic/184304-chernarus-needs-a-theatre-building-other-building-ideas/
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Don't freak out, this is a topic from before the time of the suggestion forum. Because I want to maintain this topic I'd like for it to be moved to the appropriate section, thank you.
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Variable run speed depending on terrain, momentum loss on inclines.
franzuu posted a topic in Suggestions
Just a small idea, have variable movement speed depending on terrain. Speed in this order, paved roads, unpaved roads, short grass, long grass, forest floor (branches, tree roots, moss small trees/bushes), dry sand, rocks (like the granite around railroad tracks), water. It would force people to choose between easy terrain where they are quickly spotted and terrain that is hard. Right now when you hit a small incline your momentum loss is immediate. It should be fairly fast but gradual. Right now there is a jarring drop in speed when you hit a small bump. Feedback on this? -
Variable run speed depending on terrain, momentum loss on inclines.
franzuu replied to franzuu's topic in Suggestions
sorry, I didn't know a suggestion forum was added. last time I ventured out of general discussion there was no suggestions sub forum and all suggestions were supposed to be there. -
Currently locked doors (rooms not hollowed out), question.
franzuu posted a topic in General Discussion
Are the currently non-functional doors going to be opened up? Perhaps when performance is increased? It would suck if they are done with the current house models. When more loot items are added and different types, possibly even junk items then those extra rooms could come in handy. I have a separate idea relating to this that I'm going to post too but in a separate thread. -
This body hiding is BS. It has no place in either Hardcore or normal. Replace it with hitman style body dragging. It should be possible with zombie corpses and animal corpses too + severely injured, restrained and unconscious people. Container body hiding only that the bodies should be retrievable. You can scatter the loot by throwing it around or into inaccessible places. Ability to bury bodies (alive people too?) but should take a considerable amount of time. Recovering a buried body should take half as long as it takes to bury it (loose earth, tree roots broken, etc.). After 4 months the grave should have degraded so much that it is gone. 4 months being derived from how long it takes a person to turn to a skeleton on the ground. If it takes 5 weeks to skeletonise and the 5 weeks are represented by 5 hours then a grave will disappear in 4x5 hours. Some loot should degrade as it sits on a degrading body (as I understand body degradation is going to be added). Clothes on a rotting corpse should be ruined and some items in its pockets too. Stuff in backpack should be okay. Perishable food belonging to a decaying corpse should go bad too to represent the time that has passed. Guns could get a little water logged, books and notes ruined. Clothes in their backpacks mouldy. Stuff like that. Depending on location person died of course. Zombies should be attracted to fresh player corpses and feeding sounds should attract more. Zombies will eat the meat, destroy the clothes and scatter the loot in the pockets. Thoughts on this, improvments?
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Fix for the Mosin and all other future bolt action rifles.
franzuu replied to franzuu's topic in Suggestions
In real life snipers have spotters because the recoil is strong and will hinder you spotting your hits. Though if you are prone with bipod deployed the recoil should settle instantly. No swaying or other nonsense. -
Empty backpack models + different carriable containers.
franzuu replied to franzuu's topic in Suggestions
I don't know how well that will go through retro19, Rocket didn't even want sock slots. -
Backpacks and clothes + other containers should spawn with a chance of loot.
franzuu posted a topic in Suggestions
Backpacks and clothes should spawn sometimes with some loot. Like a magazine in a military backpack. Some ammo in an ammo can. T-shirts and soda in a backpack. Battery, matches, cigarette lighter in pockets. Stuff like that. I don't know how much complexity and strain this will add to the servers, the contents could be created the first time someone looks inside. Same thing for zombie loot and world containers. Thoughts? -
Backpacks and clothes + other containers should spawn with a chance of loot.
franzuu replied to franzuu's topic in Suggestions
Its not about finding more loot, its about having a more believable world.