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gibonez
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Everything posted by gibonez
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Test Rambo simulation is exactly what helps prevent the type of gameplay that you seem to fear. Realistic simulation will make getting killed harder due to the shooting mechanics being much closer to real life, a 200 yard shot will no longer be as simple and easy as it is in game now. Your character will not magically hold the rifle as steady as a dead person would like he does now, he would have to account for sway, sight alignment, wind, and many other factors. More arcade elements simply make it easier to KOS.
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Yea your solution would be fantastic however it would require substantial blurring in order to obscure even player movement. The camera does need to be repositioned so any blurring or character popping would not be so noticeable. I am surprised the camera has not been changed yet seems like an easy fix.
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Arcade gameplay and dayz just do not fit. The only reason the mod did so well was because of the reaslim. Guns reacted how you expected them to, the mil sim aspects is what set it apart.
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Hope they fix that in the future. Mounting a scope should atleast require a rail to also be found.
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Characters do not fade in or flicker out in the distance I believe they slowly fade in at a rate that it would be nearly impossible to tell if its a player or not. As far as it not being a practical fix for the problem I have to ask what is then ? Is it not more practical to adopt this fix or to allow players to continue to see what their character cannot physically see.
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Third person view is not the problem but corner peeking is I should have been more clear. Even with hardcore mode existing 3pp is still fundamentally broken because this crutch is possible. I would have figured they would have atleast changed the camera to a different position as a stop gap measure to attempt to fix it.
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Truly cannot comprehend how this is not the #1 priority in dayz right now. This hurts the gameplay so much more than any other broken gameplay element.
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JSRS helps with the #1 problem in stock arma sounds. Positional audio. I find it impossible to pinpoint exactly the direction of a gunshot in dayz but with jsrs i can tell exactly what direction and usually how far.
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Now that the item damage mechanic has been in place for quite a while we can form an educated opinion on it now. So do you guys now like or absolutely hate the item damage mechanic, the mechanic where gunshot wounds ruin everything on a players body. The mechanic initially was added as a deterrent for banditry but lets be honest it did no such thing and nothing outside of removing all guns in the game would do that. I personally find the mechanic absolutely useless and more importantly is detrimental to gameplay. It is imo detrimental to gameplay merely because it punishes a certain style of gameplay while promoting another. This is something that really should not happen in a sandbox game. The other reason why it is bad is that it makes certain weapons absolutely useless, shotguns are downright useless for me because they destroy every single piece of equipment a player I shoot with has. As a bandit these are my opinions but how do you feel about this mechanic ?
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That is quite an elegant solution. I am in favor of anything that does not give someone who cranks his settings down to the lowest an advantage.
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Would you like "high grade stuff" be spread more around the map?
gibonez replied to St. Jimmy's topic in General Discussion
Complete removal of military loot near spawn areas would fix that too. -
It will not increase lag at all. The vegetation side rendering will be done playerside not server side so no lag will come from it.
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Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
Bullet impact dust is not a core mechanic. Items not spawning, players not being able to spawn, those would be core mechanics. -
Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
Learning anything in game should never be easy. Especially something that is pretty hard in real life such as long distance shooting. The game already makes the 2 most important aspects of that easy ( trigger pull + sight alignment) Why should range estimation and finding a dope continue to be easy. Making the impacts less noticeable helps to increase the difficulty of sniping, that being said the markers should not completely disappear, they should just be made much smaller and harder to spot especially if it hits things such as buildings or soft dirt. -
Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
Because thats our job we are testing. The alpha has no responsibility to be enjoyable or even function correctly. To be honest as far as the pegging order, bullet impacts are probably far far in the rear atm there are bigger fish to fry. -
Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
Is the lack of bullet splashes crashing your game, is it making the game not boot up ? No so its not a game breaking bug. Like many things its not important to fix right now there are more pressing matters such as zombies and hunting. -
Yea and military surplus 7.62x54r is crappy. The heavy ball ammo was more accurate but that stuff is all but dried up all that seems to be left is 147 grain light ball crap.
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I never said the energy would be anywhere near the same past 500m or if the m4s 2 moa accuracy would ensure consistent shots past 500m. I merely said a bone stock mosin with crappy surplus 147 grain ammo will have considerable spread at 400m+
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Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
It is but it is a bit exaggerated in arma and stand alone. At extended ranges its nearly impossible to even see where your shots hit especially without a spotter. It means its not a priority right now as it shouldn't be. It is not a game breaking bug therefore it goes in the back of the line in fixing order. -
Incapacitation/ Kinectic knockdown discussion
gibonez replied to gibonez's topic in General Discussion
The clunky animation is the incapacitation animation it simulates being hit in a critical area, going into shock and just being immobile and slowly dying. The kinectic knockdown animation is something else you can recover immediately after that. -
Incapacitation/ Kinectic knockdown discussion
gibonez replied to gibonez's topic in General Discussion
he got shot with 11. -
A bone stock mosin, firing military surpus ammo does not have any advantages over anyone. good luck hitting something at 500m with a 3 foot spread.
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Will the late May update fix the broken distance rendering?
gibonez replied to Rick1633's topic in General Discussion
You guys have grown far too dependent on the bullet impacts. How about you actually know your shooting distance instead of relying on huge fake ass bullet impacts to help you walk your shots in. -
Why does the cross bow do more damage than the m4?
gibonez replied to taco86's topic in General Discussion
M4 should be a 1-2 hit tops to incapacitate people. -
There should be 0 situations where an sks, or a mosin nagant is picked up in favor of a m4. Absolutely 0. The m4 is the better gun, it is more accurate than both guns, is flatter shooting than either guns, and overall a more lethal package.