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gibonez
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Everything posted by gibonez
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Why are there basically no 3pp:off servers - grow a pair.
gibonez replied to dubghall's topic in General Discussion
Good compromise. Have a dedicated 3pp mode where there is only 3pp even with you aim it merely zooms in over the shoulder. Then have the regular first person mode. -
So they added realistic sway ? awesome
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That's the best thing to happen. Mods will probably fix everything wrong in dayz. Everything from dispersion to 3pp wall peeking will be fixed with mods
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Why are there basically no 3pp:off servers - grow a pair.
gibonez replied to dubghall's topic in General Discussion
Another such solution could be to remove 3pp when crouched or prone. This way people can still use it to travel but not to peek over walls or camp roof tops. That is with an adjusted position so its much lower than now. -
Why are there basically no 3pp:off servers - grow a pair.
gibonez replied to dubghall's topic in General Discussion
Pretty much this is the ultimate solution and any amount of glitchyness brought forth by this mod is worth it since it would improve gameplay ten fold. Not really sure why the devs are skirting around the subject. What are they so afraid of ? -
If it is anything like the ACE mortars nobody I mean nobody would use them it took alot of homework to even understand how to get the mortars working. Combine that with sparse mortar shells that could double for crafting recipes and you have a balanced game mechanic. Mortars would not be a problem if there is a stamina system too, its a what ? 80 kg weapon and each mortar round is what 5 kg ?
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Is weight ever going to be introduced if it is will it affect stamina.
gibonez replied to gannon46's topic in General Discussion
Looks pretty daam stupid if you ask me. Why are they bothering with stupid stuff like this ? Why cater to the mall ninjas and the tacticool douches ? why not be authentic? -
Is weight ever going to be introduced if it is will it affect stamina.
gibonez replied to gannon46's topic in General Discussion
Hopefully weight is added soon not only do I hope it affects player movement speed and stamina but hopefully also the heavier the gun via attachments the more weight it takes to swing around and less effective it is at cqc. -
So long as it takes skill no ? https://www.youtube.com/watch?v=Y84kW-rN61o Such a mortar in game would be completely fine and would problably be mostly used for base defense like it is used in FOBs now. No stupid click on map mortar shit we see in arma 2.
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
Yes it is possible and more importantly they could do it without little trouble and ultimately long term it would be the ideal spawning solution. Pretty much they could plot or run a scan of the entire map, ignore plots on the map that have a tree, or any other object and then mark them as an appropriate spawn point. The player is then given a randomized number that in turn decides where in the map he spawns. No spawning in a building no spawning inside of a tree or cave if done right. A random spawn is not about making it easier or harder for people to travel to NWAF it is about populating the map in a way that feels more natural and at the same time creates fluid experiences for the players. Each death , each spawn would feel completely different as each has its own set of problems that must be solved. What is going to stop people from suicide is the sheer fact that numerically it would be pointless to continue to kill themselves to find a better spawn as it is far too random to feasibly control where you can spawn at. The other big factor stopping suicide is the fact that most of the map is wilderness and open land not affording the player an easy way to kill themselves. Suiciding would take far too much effort with a random spawn system so it would be more time efficient to just deal with your spawn once you know your location. -
Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
Was it though ? The mod had little more variety than stand alone when it came to player migration but at the end it still was plagued by player suicides for better spawn position still plagued by predictable player encounters in the same 3 or 4 locations while the rest of the map was empty. Nothing felt natural or fluid and player encounters were always expected. -
Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
Well that is one way to prevent spawn ghosting behind players. If they miss the giant parachute and player falling from the sky they probably deserve to die. -
Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
The incentive is to explore the map by will or force due to the situation you are put upon when spawning. This would be true if people were constantly dying and moving about and this is assuming the map size stays the same. The map is an evolving environment one that is constantly increasing in size the map is big enough for a dynamic spawn system especially at those 100 player counts you suggested. You under estimate the number of potential spawns that would come from a procedural system and how big the map is. You could theoretically suicide 50 times and still randomly spawn within 1 mile in the east this is how random such a spawn system would be. Having the spawn system be random would even eliminate the though of killing your in game character for the chance to find a better spawn such a thing would not even be time efficient anymore. #1. I traveled 10 minutes to find out I am at berenzino do I kill myself for the potential 1 percent chance I spawn on the west ? and then if I do spend another 10 minutes orientating myself and finding my bearings ? or do I just tough up my spawn and muster supplies and equipment now that I know my location ? Don't follow you here can you rephrase for me if you can . I suppose map flow could be seen as important in a huge map too and there was map flow in the mod as well. I fail to see how spawning people on the coast helps with this map flow as it literally spawns everyone exactly where their final destination tends to be anyway. This does not promote map flow but does the opposite it bunches people up to predictable spawn locations. Keep the static spawns in Berenzino and 90 percent of the maps players are in berenzino pvping. Move it to Novy sobor and 90 percent of players will be there next. Such is the beast with static spawns keeping it fluid and random would map it impossible to have such situations and player distribution in game. Even with goals such as base building and homesteading , player flow will remain mostly the same and heavily dependent on the static spawns. Even the mod suffered from the same laments as the game. Sure few people traveled north but you must admit the grand majority of players stuck to Cherno, electro and the North West Airfield. This happened even with the diverse spawn locations the mod had. This will happen so long as static spawns remain and thus 90 percent of the map will be ignored. I must ask what of the benefits a dynamic spawn system would present ? what of the Reduced server strain due to slower rate of player suicideInability or extreme unlikeliness for a player to die and then run straight to his body to recover itThe potential for bodies and corpses to stay on the ground longer due to the reduced server strainMore dynamic and random player interactions whether they be friendly or hostile having that sense of danger when you enter berenzino or the north west airfield all over the map would be far more tense than it is currently. -
Key word is was. Not sure what is has turned to or is turning into.
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
You know statistically how unlikely it would be to get a spawn you want with a completely random spawn system right ? If they randomize the spawn system in such a way that every square inch of the map that is not a building is a potential spawn point there would literally be hundreds of thousands of potential spawn locations. Even if you managed to suicide 30 times statistically the chances of you finding a spawn location close to your desired one would still be far too great. This is actually a relatively valid grievance. I can see how this could be a potential problem but once again the likelyhood of someone spawning right on or near your base with a totally random spawn system is far too unlikely to consider. Once again think of the maps size and how unlikely this is to happen ever in your total gameplay time. Will this happen to a few people across all servers sure perhaps but overall would not be a problem. Not a valid concern, everything and anything should be a pain in the ass . Grouping included. None of the games decisions should be made to make group play any easier than it already is. That is where you are very wrong. It adds something this game sorely lacks it adds random events and a sense of danger at every square in of the map. No longer would you have to rely on coastal locations to encounter a player it can happen and will happen anywhere on the map. Sure some people will attempt to suicide to hot spots but lets be honest how much longer will this process take ? how fast could you suicide when you spawn in the middle of a Forrest or in a cornfield with nothing to kill you or jump off from. Eventually people will realize how much of a waste of time suicide for better map position is and will just accept their spawn and try to find their way. There does not need to be any sort of map flow this is not a small map where map control and map flow are important. This is a sandbox game with a huge map a map where 90 percent of the map is wasted due to players not traversing the map in a more realistic and fluid manner. The maze analogy does not work because there is no set paths in the map its a wide open map. There is no goal and with a dynamic spawn system people would flow the map more naturally. A great idea. I agree right now it is. The best way spawns could be used at the moment is to nudge players into areas of the map the devs want tested. Create a new town up north then remove old spawns and push people towards spawns closer to the new towns. However the end game should be a procedural and random spawn system this would encourage people to traverse the map in a fluid way something that does not hurt the game but empowers it and bolsters its survival aspects. Doing anything other than that just encourages the game to continue to be a team base pvp game where people deathmatch on the coast. -
I can't help but feel that there is a missing weapon at the moment in the game. There is no civilian firearm in 5.56 / .223 one of the worlds most popular calibers among hunters and civilians. So let's explore what could be good potential firearms that could be added in that fit this role. Immediately the first weapon that came to my mind as a suitable firearm that is a civilian rifle and fits the role was the. Mossberg MVP rifles These rifles are unique in that they are bolt action rifles that take any ar15 magazine. This would be important because they would make the m4s various magazines that much more useful. These rifles would also be suitable because they come equipped with iron sights negating the need for the weapon to come equipped with optics. Savage hog hunter Another suitable civilian bolt gun that comes with a good set of irons and an internal 4 round magazine. Ruger mini14 This civilian rifle is also a suitable weapon it is a handy rifle with good accuracy however it is nowhere near as modular as an m4 forcing players to use the weapons excellent iron sights. Now it is your turn I wan't to see what .223/5.56 nato civilian rifles you can think of that would fit this missing category.
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In video game terms the piston operation and the minute differences between the 16 inch ar you own and the 14.5 inch m4 in game would not be noticeable that is unless they make gun cleaning important and add a stamina system. The most noticeable and very immediate difference would be muzzle velocity the muzzle velocity between a 14.5 inch 5.56 rifle and a full length 20 inch or 24 inch rifle is pretty noticeable.
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
How so I am actually interested in how a more fluid and dynamic spawn system could have adverse effects on the game ? -
A 16 inch ar 15 such as the one you own is far too similiar to the m4 in game. If they do decide to add another ar into the game it should be radically different from the m4 in terms of characteristics and performance. Thus is where a Varmint rifle would work best. Longer barrel = more muzzle velocity, and more power at extended ranges. a 20 or 24 inch varmint rifle would be a better choice.
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
There is little to no lore atm. Lore and backstory is yet to be created and has a year until it can be done. -
WHUT ?
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Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
That is part of the problem the fundamental problem is not the number of spawns or adding or removing spawns. The problem is the spawn system in itself having set static spawns creates soo many problems and hurts gameplay. Completely random spawns would either remove or reduce the following problems. Would remove the concentration of players on one of two coastal townswould eliminate if not slow down massively the rate at which a player can commit suicide spawning hundreds of meters away from any high object or suitable suicide location would reduce server strain and allow for bodies to stay longer.It would help populate the map more as people travel to and from their random spawn locations to the more desirable loot locations. Simply upping the spawn locations means the problem is not fixed as people could just adapt to these new locations and figure out the fastest way to get to their destination right away. -
Removing spawns is making this game bad
gibonez replied to leefriendfield's topic in General Discussion
Yup the only solution is completely random and procedural spawns. No more coastal spawns. Completely random chance to spawn in the wilderness or in the far north woods.- 83 replies
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Yea nudity will not happen. People are stupid and have some sort of problem with anything regarding the naked body and sex. Remember rust , rust tried to be realistic by having naked cavemen with their jigglybits showing and boom people complained so they added pants when nude....
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Yea If the sporter spawned with even 1 or 2 magazines it would already be far more useful than it is now. This is probably why all civilian and military firearms that require magazines should spawn with atleast 1 or 2 empty magazines. key word is empty.