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Everything posted by Dreygar (DayZ)
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Suggestion that may stop deathmatching.( Spotting for data view )
Dreygar (DayZ) replied to Serious Stan's topic in DayZ Mod Suggestions
I tried to make a post via mobile but it got deleted. Simply put, no. The only true way to avoid deathmatching is to remove PvP completely, and no one will go for that. If you want to avoid deathmatching, use stealth and stay away from high traffic areas. A player will always kill another player, because that is their choice. That is what makes DayZ great and I hope they also do away with experimental bandit skins, humanity, etc. Those things do nothing for the game play, and I will continue to play the game how I want to play it regardless of what "consequences" they decide to put on me. This suggestion is no different then the otherwise unpopular "kill cam" threads. Like the previous posted above me, stop whining and play the game. Please let these "kill cam" threads die already. -
Haha, right. Please, again... give me instances in console games where players have the accessibility to do the things they do like in PC games. Players don't have the easy accessibility to access game files on consoles like they do on PCs. Game files on consoles cannot be modified like that on PC games. I have never experienced any "hacking" other than exploits of game design which generally get patched in consoles... unlike the deliberate security flaws of hacking while playing PC games.
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I've noticed, just like what happens IRL, when rounds are headed your way there are a lot of things that can happen. You may freeze, panic, or otherwise not get off good return shots. I really like advancing on a player while they are trying to hit at me, placing well aimed slow shots compared to their rapid firing at range. I may get winged, I may die, but usually it intimidates them to the point where it gives me the desired effect.
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Shotgun damage should be instant kill, and potential for multiple kills.
Dreygar (DayZ) replied to JimJam (DayZ)'s topic in DayZ Mod Suggestions
I had a friend who purposely shot another friend. I had an 870 I believe and while he was hiding I snuck up behind him and unleashed about 6 shells of buckshot into his back before he finally went down. Very under powered in my belief. Same note it sometimes takes two shots to take down a zombie in center mass. -
You still fail to acknowledge that bullet composition, type, powder charge, etc all affect ft/lbs energy and velocity of each individual cartridge. You can see in the examples I gave above how bullet types affect cavitation, etc.
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You're right. It's a very effective program. Note the sarcasm.
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You are right, it was just a guess, a hope, a wish, a whatever you want to call it. It was also not limited to just Rocket in making a game like this, but someone in the gaming community capable. I have played the other maps, and to be honest they aren't that interesting. This is all my opinion so no need to take offense. I'm not impressed by any of the patches either. This is simply from my perspective as a gamer. The mod itself is completely riddled with issues, but its the concept I'm craving and not the execution. I realize "modding" is important in PC gaming, but it also brings with it an immense amount of bugs, issues, hacking, etc. I'd prefer a polished game that wasn't moddable. Like I said, glad you like it. I don't. The better question would be have I played a decent flight sim period. In the end I think the consoles hardware, albiet outdated can still handle a full scale version of Day Z. I think the only thing holding it back is server capacity/cost. Normally MMOs charge you by the month, or now do their "Pay to unlock" features via in game stores to rake in even more cash than one would pay with a simple $15/mo fee. This, on top of services like XBL makes it even more difficult to ask from the gamers.
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You posted this on another thread, so I will post my reply here. All in all, while well thought out I do not like it. The reason why is simple. Much like the bandit skins, I do not think a players choices within the world should affect gameplay in any way shape or form. If I stumble upon a tent I feel like I won the lottery; I do not feel guilt. If I encounter another player and decide their valuables are more valuable than their life and I take it, I may feel bad but short-lived as I now have some needed things for me to survive. My character is the avatar, I am the player. Any psychological effects would be against me. Just doesn't work for me and it would probably frustrate me to the point of not playing if anything. I play this game because I can do whatever I want to do, it is my world and my story.
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I didn't mean to imply that you said "skill trees" I'm just trying to tell you that what the op and others have suggested is pretty subtle and not a skill tree system. Judging by the "spirit" of the game, it is meant to be hard. I think there needs to be a large learning curve in some aspects of the game. Whether that be repeition using your character or some other form. I don't think a player should just find a work bench and craft a sword, or find a toolbox and some parts and fix a vehicle, or even how to properly administer an IV (via Blood bag)... So I think it is well within the spirit of the game, but again that's just my view.
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Again, no one is asking for skill trees. Though to my knowledge things like this are "wait and see" and haven't been talked about by Rocket. Just like the crafting system, etc. The only thing Rocket has mentioned, that I know of, is that he is against having "classes" and that it is up to the player to determine the type of character they want to play.
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All in all it's a worthy consideration and it will be interesting to see what the development team does to separate the mod from the actual game. Suggestions like this I like, and it shows people want something more than just what the mod is offering.
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A comparison with a .50 BMG. Note that the projectile fragments, and you can see the massive damage that ensues. This was done using Hornady's A-Max ammunition. I'm not really familiar with that and how those rounds are designed. All in all, energy, velocity, bullet construction, etc... They all play important factors on what you want to engage, and that is why there are so many variations of ammunition.
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This is a full metal jacket, designed to penetrate. These are jacketed hollow points, designed to expand. Also note that while expanding these bullets are still rotating and basically lacerating everything in their path. Just showing the differences in what a bullet can do.
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General game performance?
Dreygar (DayZ) replied to [email protected]'s topic in DayZ Mod General Discussion
Load times for me atleast haven't changed. If it's a low population server I generally load in pretty quick. If it is a high population server it still takes ages. -
Hopefully the SA experience won't be ruined by cheaters and hacks. If this VAC is everything you all seem to think/know it is, then I welcome it. Battleye is simply garbage.
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So I guess you're opposed to having some ingame created clan patch to put on your clothing to signify your clan? No one is suggesting that the game be run by anything other than the players. Though it needs depth, and tools to make it even better than what it is. On that same note there should be some player progression/skill involved with certain activities. Just finding a tool box and engine parts should not be the extent of difficulty needed to fix a car.
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I have a i7 with a 1gb graphics card. I get pretty bad frame rates, I turn the graphics down and I get around 20-30. Lag can sometimes have a big outcome, especially if someone's shitty connection is ruining it for everyone else. The game is not optimized to use a controller. Simple as that. Gamepads, when optimized can do more than you think. This button might do this when you're on foot, but when you're in a vehicle the game mechanics uses that button for another function, and when you're in the menu system it uses those buttons for another feature, and so on. What is complicated about Arma 2's controls? Move, Aim, Shoot, Enter vehicle/drive vehicle, Inventory system. Like I said, the controller has plenty of buttons to do the job it's just a matter of the game properly utilizing those buttons. Please tell me what hackers can do on a console? Most I heard of in any game is "aim bots", something I have never seen for myself.
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Except the game doesn't have a crafting system in place (Suggested for SA) and the current vehicle repair is pretty silly. Some things do not require artificial mechanics as you mentioned and should be left to trial and error. Though some of the more advanced things should have a degree of individual character progression. Crafting, Repairs, and Medical being some of the top things. Edit: I'm sure you've used the DayZ Wiki at some point, so I highly doubt you learned every aspect of the game from the game itself.
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The bullet has a lot to do with it. There are way too many variations of bullets, compositions, velocity etc to go into detail. Whether a bullet expands, fragments, or stays together upon impact plays a huge role in the damage done. (also to include yawing and tumbling) Also pistols chambered in .50 caliber are the same diameter of a .50 caliber rifle round. They do not however have the same length, cartridge powder, or fired from a long barrel like a rifle. .50 Caliber Pistol rounds will fire around 1200fps. .50 Caliber Rifle rounds around 3,000 fps. It is an incredibly lethal weapon either way and there are instances of people having surviving after being shot by them, but it all depends on where they were shot I would think. Not really something that is designed to fragment, so if it goes in and doesn't hit any vital organs, bone, etc... Then it should be all tissue/muscle and back out again with little resistance and thus survivable. I would like to see better hit detection in this game. A shot to the shoulder will not break your leg, and as mentioned a shot to the foot shouldn't kill you. Though I don't foresee your foot surviving a .50 BMG hit, and I doubt this game will adopt an amputation/etc path but would rather just have your character die and restart.
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I dunno. Then people will just do the whole.. run to a zombie, die, respawn with something else (that they do anyway to spawn at their desired location along the shore)
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I don't think any information on how the inventory system will work in the SA has been released?
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Backpacks should also affect your movement. Giving you advantages to not having one versus having the largest in the game. Not saying you would move to a crawl using a "coyote" sized backpack, but there would definitely be some modifiers involved.
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People cry about anything/everything in this game. This is unfair, that is unfair... blah blah blah. I really hope they just make a genuine game and people can cry all they want and no one will listen.
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I would go as far as to say most backpacks would never handle the torture of an apocalypse. Whether they fall apart from weight, abrasions, weather conditions, etc. Even the crap they would issue us in the military would get ripped, clips break, fall apart, etc. There are higher quality bags available that I don't think many would have in their home. All in all I think you're missing the purpose the op is suggesting. Backpacks might be pretty commonly found item, but I agree they shouldn't be some starting equipment. I would even go as farther as to say your character would start with zero equipment, but that's just me.
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