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Everything posted by fluxley
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According to the roadmap http://forums.dayzgame.com/index.php?/topic/215848-dayz-moving-into-2015/ Q4 of 2015 when we get into Beta, so most likely wont be fully integrated until 2016. Also, they've said before that it wont be just like the mod, will most likely be more limited to prevent abuse.
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Problem with this merge is that I don't think the game is shit and want my money back.
fluxley replied to Barbosa1955's topic in General Discussion
Player/zombie models and even the skeleton used is 100% not from the mod, Not even sure how you can think this, they're nothing like the old arma models. Most Building exteriors are from the mod with a few interiors, but the rest were also made just for the standalone. Health system, zombie AI, crafting system, damage system, modular weapons, all made just for the standalone. Weather system uses the same as Arma 3, though not a straight port. The engine was from Take on Helicopters, though thats not much different from Arma 2, but has had pretty huge changes since, Network bubble, most actions server side rather than client side, guaranteed messaging, 64bit server. The Terrain was taken from Arma 2 but even that has been completely redeveloped north of Gvodzno, plus most of the towns to the south were redone/added to. -
A question about renderer and the scope of the game
fluxley replied to cuartas's topic in General Discussion
When we first heard about the new renderer thay hadn't yet announced the PS4 version, But then afterwards it turned out that they could only justify the huge expense and amount of work it would take to separate the old renderer if they could expand the games market by porting to other systems. So without the PS4 the move to dx11 (and potentially openGL) probably would never happen. -
The servers have had this for months now. don't recall them ever saying when the clients would get it. you got a link?
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Totally agree it still needs fine tuning, but thats probably not going to happen till beta, for now the system is pretty manageable.
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Actually,The server date does effect the temperature, so it will be much colder during winter, its just there's no visual representation of this in game, yet.
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There's your problem. i don't think they've ever intended for players to be sprinting all the time, it's only been that way until now because of missing features, temperature, carry weight, stamina. It's time for us all to slow down.
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Only had a problem overheating in stable if i've been sprinting, overall the temperature system seems fairly well balanced right now.
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Make either more experimental servers, or lessen the restart time of experimental servers.
fluxley replied to cheeseburger8's topic in Suggestions
Persistence affects all loot, not just items dropped by players, so everything stays until either someone picks it up or until the server cleanup system removes it, cleanup is based on type, age and possibly condition of the item, and whether its in a container such as tents or backpacks. At the same time the loot spawning system monitors the amount of loot on a server and respawns new gear as needed. -
Make either more experimental servers, or lessen the restart time of experimental servers.
fluxley replied to cheeseburger8's topic in Suggestions
With persistence, server restarts make no difference to loot spawning, it all just spawns in over time as needed, The system is incomplete at the moment though which is why you'll find some areas completely empty of loot and others with countless items all in a few buildings. -
What version of the game are you playing?
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Prion Disease = " Zombie infection" ?
fluxley replied to Private Evans's topic in General Discussion
That was the original backstory from the mod, though it could just be referring to the brain disease we get from eating human meat. Here's the original intro found in the files of older versions of the mod Could be that they want to link the cannibalism brain disease to the infection. would explain why they suddenly stopped calling it Kuru. -
On a persistent server your backpack will still be there after the restart. problem solved.
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Combination of a bug: excessive loot spawning and loot cycling.
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I predict it shall be out today! Hicks mentioned it earlier on the live stream
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You can repair an axe from badly damaged to damaged with a stone, just dont let it get to ruined status.
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Hey! what about two girls?!
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She's a beauty, put a lot hours in behind the wheel of the V3S in the mod, great old truck.
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Hmm, not sure then, Have you tried verifying the game cache through steam? Also maybe check that your config files are not set to read only, though i doubt that would cause the options to not show up. Short of purging all dayz related files and reinstalling thats all i can think of i'm afraid. Might be best to create a report on the bugtracker before that though http://feedback.dayzgame.com/view_all_bug_page.php Maybe someone on there can sort you out.
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Even exp doesn't really compare to the full hive for testing, especially for something like persistence which is all about getting a database to work over thousands of servers. Saying that, Wouldn't surprise if it pressure from the players had some influence on the decision to go ahead with, seeing as the patch was already delayed. Also, and this may be a bit far fetched, but all those extra items spawning in will be giving the servers one hell of a stress test right now, though i'm sure there's better ways they could achieve that.
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I guess they feel that internal testing wouldn't get the same data that testing across the public hive would.
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You need to upload the file to either steam or a third party site such as imgur in order for people to see the image.
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I'm fine with that, but i wasn't referring to the new menu as we don't know how it will work yet, though they do say in the status report that it will be modular so it should be possible to have your mags right next to your weapon. Thats an issue, maybe they could allow you to assign mags to the hotbar to reload from there. Whatever they decide, i just think the scroll option isn't needed, theres better ways to go about it.
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Do you use any startup parameters? I think having -NoWorld can cause this issue.
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Personally i think it makes sense that it would take more time if you want to load a specific mag. If it automatically reloads the first mag in your inventory then that simulates you being prepared and having the next mag you're most likely to need ready to hand. But if you want to use a different mag, the extra time simulates having to fumble around in your bag or a less accessible pocket to get it.