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Everything posted by CapricornOne (DayZ)
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Quick update for 4 December 2013
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
Sounds like a disclaimer for "Imminence" :ph34r: -
If you read Rocket's post on reddit it seems that the poster you quoted may have taken him up wrong. I think he was reffering to the technical side of the spawn mechanics rather than changing the locations of spawn points. I may be wrong though as he did say "they are working on spawns" before his technical blurb
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DayZ SA: Steam Community Chat Questionnaires
CapricornOne (DayZ) replied to TIC's topic in Mod Announcements & Info
As in DayZ will have it's own set of controls, with it's roots being that of the Arma/DayZ mod layout. The controls won't be exactly the same as the mod/Arma 2. *I think the Qs and As got mixed up. The answer given seems like it was taken from a control layout question. Possible mistake by OP during formatting? I noticed the same issue with a few of the other Qs. -
Hence my op :lol: It's nothing to do with a soft launch or even a hyped release, it's basic functionality.
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The "tweaking" is so we can actually test the game. Isn't that the point of a public alpha? :huh:
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He'll have to when he loses his internet :thumbsup:
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Did you write that? :huh: Lol :lol: :thumbsup:
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Except they couldn't have for the very reasons Rocket detailed the other day :huh:
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One day they'll be right...and then BOOM - insanity becomes relief/arousal/*insert whatever here*
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Quick status update for week 8 November
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
Nah, I doubt the engine will actually support that. Games like Metal Gear Rising, etc, pretty much build their engines around that feature. It's not that easy to just "tack on". -
:lol:
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Quick status update for week 8 November
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
Hence why getting 20 fps minimum is the final obstacle in the way of release. -
Quick status update for week 8 November
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
Ah, scratch that so. :lol: However the post is still relevant to a lot of people who have been voicing concerns recently. -
Quick status update for week 8 November
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
From what I gathered it was minimum -
Quick status update for week 8 November
CapricornOne (DayZ) replied to rocket's topic in Mod Announcements & Info
Rocket has not said one word about client-side fps except that "the general consensus is that it's greatly improved from the mod". Why is everyone getting their panties in a bunch? :huh: -
I'm not sure if I agree. Bar perhaps a graphical update, what else would there be to accomplish in terms of gameplay that you wouldn't just end up with a rehash?
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Because he's not responsible for the final bit of optimization that is necessary for release? :huh: But let's burn him at the stake anyway right? :rolleyes:
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Nope but server performance will
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It's also quite a simple solution. Chooooooochooooooo :ph34r:
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http://netdna.copyblogger.com/images/spoon-boy.jpg http://www.pcgamesn.com/sites/default/files/DayZMotionCapture.png ^^^ Photoshop plox :thumbsup:
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Where the hell did you pull that from? :huh:
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Again, just please try reading for a change. The information is out there..
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As mZLY said, you could have a solid 120 fps client-side. They're two completely different things.
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Ffs sake, learn how to read :rolleyes:
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The same way as any game can benefit from SLI'd 780ti's. :thumbsup: