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Everything posted by lex__1
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On the top of the ACOG sight (above the optics) there is an iron sight. But I do not know how to switch to it or it does not work yet.
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If you often have a problem in the gestures menu, you need to create a ticket in the correct section. https://feedback.bistudio.com/
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Why click on the selected section of the menu? Press the button to call the gestures menu, select the desired gesture and release the gestures menu button.
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Fully agree, a lot of Tetris confusion in things and equipment. Things do not comply with the registration of their places, after the rotation of objects through the hands by means of shortcuts. Try to shoot from the sight of the sight. The crosshair on the screen does not give a good idea of the exact shot. One bullet in the head of a zombie and he will fall. Need step by step instructions on how to reproduce it.
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The atmosphere in a game beautiful. What potential when is absent the role scenario in a game? As PvP, very long or very short. As survival, infinite and senseless. It reminds me the movie "Groundhog Day", each come morning everything since the beginning and without significant progress.
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Who actually build bases and repair cars?
lex__1 replied to Evilsausage's topic in General Discussion
Would add bicycles to a game better -
- After death to appear with new forces ashore Jokes proceed....
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1. If game conditions on the server are directed to survival and progress of the character, when there is no PvP collision - then yes, spam of objects excessively often. 2. If game conditions on the server are directed to survival and progress of the character when collisions of PvP are not forbidden - then spam of objects has normal rate. There is no sense to complicate survival conditions in the environment when on the server there is more risk - to die from actions of other player. I do not know the server where there is no risk to die from actions of other player. Death of the character - is followed by total loss of progress of the character. What sense to create the game parameters complicating progress of the character? I know that there are dishonest players who use others (game bugs) ways for reproduction of objects - spend less time for reproduction. It is perhaps necessary to decide how to close such ways?
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Then it is necessary to provide that players did not revive from one marching point several times. What sense to play on the server where everything will be plundered, and you have no chance to survive with initial equipment?
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I can assume, it is frequent, some players follow in the tracks of the predecessor. To catch up and kill the player who robbed everything and left nothing? Why the player following in the tracks of the predecessor has to see empty locations? Ask a question about another. It is possible to raise a question on another - each player activates a location and objects in it will appear once in a session of each player of no more than 1 times.
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I can assume that some irritation of players lies more deeply than release of new DayZ. The game DayZ on the basis of VR and in the game Arma2, players had less problems and critics. The release of new perspective Arma3 in the 2013th year generated expectations of players to receive more stability in game process. Since then there passed five years. All understood that their expectations, cannot be fully realized on the old VR engine. The new engine in DayZ gives rise to new expectations of players which begin with old five-year problems. I do not play more than a year Arma3 and I have no expectations there. Now I try DayZ and my expectations in many respects find the realized outlines of former expectations from Arma3. I not really like style of game process DayZ, excuse for my preference in a game. I received more good impressions, my expectations beat less before I tried DayZ. I hope my expectations will not be less. Guys, it is not necessary to be upset strongly and to belong with patience. I think all "not with pleasure" from such long way of search of the solution of a big problem. Tests and tickets about problems are necessary, it will accelerate the solution of questions on elimination of problems.
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Before updating and emergence of a problem with field-glasses, there was no problem with optics in Mods.
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I only wanted to add a question of a problem with optics. The problem with optics is wider than you wrote it.
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I will show the video where there are transparent textures of equipment, after use of a view of rifle optics. To return to textures color it is necessary to look in other type of optics. Any optics on a rifle does transparent textures of a part of equipment, and any optics without rifle will return color to texture. On video a scene on the server with Mods. But I checked it without Mods, the effect was confirmed. https://youtu.be/kboIEo5y9WM
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In DayZ, in the most part, there is no game culture. Players have more chance to get a bullet in a back, than the help from players in fight against the zombie. In DayZ there is not enough karma parameter which defines visibility of the player for the zombie and the probability to meet them even in the forest. The more the player accepts such nature of behavior as murder of other players, the more difficult to it has to be in the world of DayZ. I think, any progress \regress of the character will stimulate players. Conditions on any penalties when the player can keep or lose the equipment after murder by players or zombie are also necessary. To fall from the top point of the card to the bottom - makes exhaustion in this game. It is a lot of players on servers which seek for "murder trolling". Such players wait for the victims in secluded places, near places where the player can receive equipment. Why to look for the equipment in the cities, it is necessary to hit the guy who already collected everything, made this work instead of you. The player has to have an opportunity to change "karma" - to receive the task "exempt any city from the zombie", the big city that it had to ask for help of other players. BIS, only you do not say that to teach players to game behavior, you do not want that it has to occur without your participation.
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In DayZ, in the most part, there is no game culture. Players have more chance to get a bullet in a back, than the help from players in fight against the zombie. In DayZ there is not enough karma parameter which defines visibility of the player for the zombie and the probability to meet them even in the forest. The more the player accepts such nature of behavior as murder of other players, the more difficult to it has to be in the world of DayZ. I think, any progress \regress of the character will stimulate players. Conditions on any penalties when the player can keep or lose the equipment after murder by players or zombie are also necessary. To fall from the top point of the card to the bottom - makes exhaustion in this game. It is a lot of players on servers which seek for "murder trolling". Such players wait for the victims in secluded places, near places where the player can receive equipment. Why to look for the equipment in the cities, it is necessary to hit the guy who already collected everything, made this work instead of you. The player has to have an opportunity to change "karma" - to receive the task "exempt any city from the zombie", the big city that it had to ask for help of other players. BIS, only you do not say that to teach players to game behavior, you do not want that it has to occur without your participation.