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sniperdoc

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Everything posted by sniperdoc

  1. sniperdoc

    Rolling Update Rev. 0.30.114008

    I didn't realize it was 800K units. I heard the news from a friend of mine, maybe I misunderstood. But, if he moved that much I could definitely see a faster development cycle, however, people do need to be trained. I think the easy stuff is done... coding is not so easy. Modeling/Textures... little easier imo.
  2. sniperdoc

    Rolling Update Rev. 0.30.114008

    Hmmm... I don't honestly know how many are working on the game already... but think about the fact that each person, to have a fair salary, would be making around 50 to 60K. That means he'd have about 12 people right? How much did they make from the Steam sales? 800K? That wouldn't even include incidentals like the PC's, monitors, office equipment, licenses for all the software (Maya/3DSMax/Photoshop ain't cheap you know), then (if they're working in an office) bills need to be paid for the utilities, rent needs to be paid for the space, ISP's need to be bribed, etc... I think they're doing just fine. Personally I think they really made the game cost prohibitive and could have reached WAY more people if the price point was lower. After all, it is an alpha product. To charge $30 is pretty outrageous to some and probably alienated a lot of additional players. (I mean... I'm old school and played the original Wasteland and loved it... did you guys see the $59.99 pricetag for Wasteland 2 and it is an alpha??? I certainly wouldn't pay that for an alpha, and so those guys lost out on my $$$) If they'd have done their research, they'd know that Gabe Newell said in a statement from like 2010 or 2009 that when they discounted a game on a sale by 75% they saw a 3000% increase in profit off the game than if it was full price... sometimes the logic of publishers/developers kills me...
  3. sniperdoc

    Rolling Update Rev. 0.30.114008

    Hmmm... how about people where the service provider has issues, or we had a situation like last night where DayZ caused my friends computer to reboot while at the Airfield. We had just taken out 2 really well stocked guys (ammo cans and medic kits galore). All we had was one 30-round clip for an M4 and one .45 with one clip. He was looting one of the guys, but then he dropped from Skype. Battleye then said he timed out, I heard shots in the area my friend was at, noticed someone else was there, took him out, only to hear my friend contacting me on skype again to hear a "NOOOOOOOOO!!! I'm at the beach!" and when I walk up, I see three bodies, one of which was his. He didn't want to log, he and I didn't even know the other guy was there... Funny thing is, right before we killed those two guys, the server had just rebooted. When I killed some guy that was REALLY REALLY stacked with stuff, and I mean, some really nice loot, silencers and massive amounts of ammo, I started doing runs and offloading stuff so when my buddy got back we'd have a stockpile to re-outfit him. Well... the server rebooted again. My guess is that I took out an admin and he watched me unloading my backpack and pockets on an rcon interface maybe? Got pissed and rebooted the server? I mean... the server just rebooted, what's the chance the server would reboot again...? What can we do against that?!?
  4. sniperdoc

    Rolling Update Rev. 0.30.114008

    I just want to reiterate that I'm NOT AGAINST a log-out timer at all... it's just way too soon to implement. I hate cheesy people that log out to escape their predicament... I'm totally 100% there with you... but a timer 3 weeks into public release... honestly... it's stupid. We have well over a year left with testing this... If they can't figure out a log out timer in the last 6 months or even last month of the game... there's a problem. xD
  5. sniperdoc

    Rolling Update Rev. 0.30.114008

    They're not difficult to implement. As I said, they either work, or they don't. There's way too much other, more important stuff wrong with the alpha to worry about that yet and I'm honestly very surprised that the devs would even think about implementing it already. It's not even been out 3 weeks yet and they're wanting to add that? In my opinion as a beta tester, it's a terrible idea. I already go to low pop servers for this reason and I shouldn't have to. A lot of the testing also depends on stress testing on servers at FULL capacity. SO... again... irresponsible on the devs if they add a timer 3 weeks into the alpha's availability. Respawn should be at CONSTANT availability as well.
  6. sniperdoc

    Rolling Update Rev. 0.30.114008

    If i recall the timer is still there. I've never played when it wasn't...?
  7. sniperdoc

    Rolling Update Rev. 0.30.114008

    Did you forget this is an alpha? This isn't a full fledged game yet and the features that RESTRICT access or RESTRICT respawns should NOT be implemented. It only helps to slow down testing. Just because you are a bandit and get deprived of your kill, taking advantage of the fact that there may just be people trying to test the game. A count-down timer is easy enough to add, it either works, or it doesn't. Someone may be trying to test all the things in his backpack and, I'm sorry for the harshness, but arsehats like bandits and people that just like to fudge with people and kill them... really just impedes the process. So, giving those players a reprieve to allow them to disconnect, is actually better. So, I say again... DO NOT ADD A TIMER YET and REMOVE THE RESPAWN LIMITATION so you can do it at ANY time.
  8. sniperdoc

    Rolling Update Rev. 0.30.114008

    I think sometimes people (including my friend) seem to forget, that despite the game running PHENOMINALLY AWESOME for an alpha, it is still that... in alpha. So, complaints should just be moved into another forum. Constructive Criticism on the other hand... should be reviewed. This brings me to the comment by one of the devs/mods about adding a logout timer already. Ummm... no. This is an alpha. Why add something that would just hinder testing? As a matter of fact... Add a friggin' respawn option outright, no waiting till unconsciousness to be able to respawn... just let people suicide and respawn. When the game is ready to be released, do those changes... Add a timerRestrict RespawningRestricting the ability for people to respawn just makes it harder for people to test. This is, not yet, a full game people. It's a massive test platform for the time being.
  9. sniperdoc

    New spawn points. good or bad thing?

    Yep... totally watched a guy at the spawn near the factory above Solychni run to one of the smoke stacks with the ladder and jump off of it. Some people are always going to abuse the system to try to min/max... :(
  10. sniperdoc

    Rolling Update Rev. 0.30.114008

    I would like to say the patch seems to have fixed the rubberbanding for me, HOWEVER I noticed something else crop up: When I'm on a server for a little bit, maybe about 5 minutes, then I can't run anymore. I double tap my shift key or just press it down, and my character just walks. I try crouching, proning, swapping weapons, going fists only, etc... no dice. I can sprint (double tap W), but my character won't run. I'll log off and log back into the same server, and it'll be ok for a few minutes, and then bam... he/she goes to a walk again. Any idea? Also, PLEASE for the love of GOD... remove the damn zombie sounds from the animals. It's driving me insane and really is pissing me off. I chased two rabbits yesterday that had zombie sounds. Freaked me the hell out!!! I'll do some more testing later today with this "run" thing. It worked for some, not for others. Make sure you have a good connection and a decent server. Try a 0 player server and try a high player server to see if it has to do with the amount of people in it. I was in <10/30(40) player servers and was fine. But that could have been because nobody else was near me.
  11. sniperdoc

    Rolling Update Rev. 0.30.114008

    This patch fixed the rubberbanding for me. Great job guys.
  12. sniperdoc

    New spawn points. good or bad thing?

    I personally feel that the old spawn points were better. Like in DayZMod. Getting up north/north-east really meant you had to prep a bit before hitting major weapons. So, it took effort to travel to the northern regions. The way it is now, it's really more of a TDM and no one gives a crap whether you're a bandit or friendly. I don't know how many times people just kill for shits and grins. It is aggravating and really makes you not want to play the game. I understand that DayZ is an acquired taste, a niche game. But, there has to be something to help offset when people start getting frustrated... Maybe adjust the spawn system that the more often people die, such as in the 1 hour 9 minute average, if it is anything less than that, adjust spawn locations to more... ummm... lucrative locations. Because, when it comes down to it, DayZ has always been a Running Simulator, and helping people that die more often, to be able to get more competitive... I think is worth a shot? No? I mean, you don't have to adjust them to spawn at the NAF, but maybe closer to the larger less populated cities so people don't spend hours running around trying to put supplies together again. Maybe have them spawn in or near Pustoshka, Vybor or Stary/Novy Sobor. Away from the new player kill zones such as Cherno, Elektro, Balota and Berezino.
  13. sniperdoc

    Rolling Update Rev. 0.30.113953

    Actually, it's a lesser but more aggravating version of it. It is small warps after, what appears to be, walking, running etc. The game seems to get this lag spike, the character warps through walls or even floors and sometimes falls to his/her death. Happens A LOT.
  14. sniperdoc

    Rolling Update Rev. 0.30.113953

    Hmmm definitely still rubber banding. Not so severe as it was before, but it appears in the game like a lag spike and causes small distances of teleportation/warping and can cause players to sink into the ground, warp through walls or floors. This happened to a friend several times,which caused him to warp out of a 2nd story building, to fall 2 stories, only to break his legs and then have to wait for someone to kill him since you can't suicide or respawn if you don't have the tools to fix your busted legs. This, is a HUGE problem, in my opinion, and needs to get fixed asap. My friend is pretty laid back, and by the time he broke his legs for the 5th time (the last time he wasn't even moving, was on the 2nd floor of a building, and he sank into the floor, heard his legs break, and then sank through the rest of the building) he was about done playing this game... :( Respawn needs to always be available. Not just when unconscious. Otherwise it just gets more annoying to have to wait for a mercy kill and really doesn't make us want to play anymore. We understand it is an alpha game... This alone should mean the respawn button should ALWAYS be available.
  15. sniperdoc

    DayZ Standalone Confirmed

    No respect these days. Do you talk to your mother that way? If you do, I pity you.
  16. sniperdoc

    New Dev Blog Report: November 2012

    Do you mean "Ye of little faith..." ?
  17. sniperdoc

    New Dev Blog Report: November 2012

    I totally agree. I think a mechanic should be implemented that the more gunfire there is, the more Z's get involved. Like a bandit/survivor shoot-out should result in a randomized HORDE of Z's. I'm not saying EVERY TIME there's a firefight, however the frequency should increase the closer you get to a town. A sniper on a hill-top shouldn't get free reign to just pop off rounds at-will. That would just continue to go down the death-match paradigm. if a sniper takes a shot, it should come with the caveat that he may just have called a (few) Z('s) to his/her location. This increases the need for Operational Awareness, and could actually increase the need for teamwork... i.e. the need for spotter(s) to assist the sniper in keeping zombies off him. Or the need to switch locations after popping off a few rounds to prevent Z's from over-running the team. Maybe a Zombie spawn radius around a town. Within 1km of the city border, a rifle shot has a 40% chance to spawn a zombie that will start running to the shooter's last known location (i.e. where the noise came from). Within 2km, 15% and zombies just walk to the last known location. Three km's maybe 5% or lower walking to last known location. Something like that anyways.
  18. sniperdoc

    New Dev Blog Report: November 2012

    Well that would pretty much point to that people would prefer to have their cake and eat it too...People seem to want realism, yet want to be able to do whatever they want, which isn't very realistic? I think limitations are good. In this particular case, however implemented, classes would be beneficial for team play purposes. Skill trees and adding/removing points... I'd prefer it to be passive vs an active system where the player decides. Then you fall into the min-maxing paradigm, which in my opinion removes the whole role playing aspect. As far as WoW... I've never played WoW so I can't comment. I guess you might be referring to the whole fighter, cleric, mage thing? Again... goes back to having your cake and eating it too. That's called min-maxing and everyone wants the best of both worlds. To put it in Newtonian terms, for every action has to be an opposite reaction. Players can't just be these John McLane/McGuyver/Doogie Howser runabouts, fixing cars, healing people, flying planes and choppers and shooting people. There should be a drawback of some kind. At least that's my thoughts on those wanting realism.
  19. sniperdoc

    New Dev Blog Report: November 2012

    My recommendation didn't say anything about deathmatch...? I also never said they wouldn't have the capability to do anything. You need to watch your absolutes and borderline condescending tone... Having classes actually makes being a certain class viable in this situation and makes it a benefit and a downfall. Lets say you play a farmer, you can find hatchets, food items, matches, jerry cans and other items that spawn in the barns much easier than a Military guy would be. But a soldier would have a harder time finding those items (maybe because they don't know where to look properly). So a soldier and farmer could team up and it could be an interesting dynamic. Maybe with a farmer around farm animals have a higher rate of spawning near them... thereby making food more plentiful. However, the farmer can't shoot but a simple Lee Enfield or use maybe use a Makarov, pretty much making him vulnerable... this is where the soldier comes in. He can use all weapons, but doesn't have to skill to find a lot of things, except maybe at a supermarket which is a general area that everyone is allowed to use or has the ease of using. Following? This doesn't hardly it a death match, it actually forces team play. Now, people can still be loners, they'll just have a harder time doing it depending on the class they're playing. Play a lone solder, you might be able to use all the weapons, but forget healing yourself (save a bandage), or finding plentiful food in a farm. Maybe you're locked down to only finding food at a supermarket, this puts the soldier in a predicament. Expose yourself and your better armaments by entering the store, or be a bandit and rob/kill someone that just left the store carrying the goodies you needed? Personally, I think it adds an extra dynamic with Pros/Cons to the situation. 1 soldier allied with many non-combatants? Pretty hard to protect, but he'll eat and live. I also never said that classes were locked down to performing certain actions... I said they'd have a more difficult time finding or using things if they're not related to their class This doesn't mean a soldier would never find a cow or a goat... I'm saying that the chance for him to see or find a goat would be much lower without a farmer around. Or if a farmer tried using a M249 he'd have a hell of a time hitting anything or using a smoke grenade properly, or have difficulty figuring out how to use and take care of a set of NVG's. As far as the food/health/drink meters... I still think my above statement holds true. Make it too realistic and it loses its viability as fun. Make it too "cartoony/gamey" and it also loses its appeal. There's a fine line. "Is my idea thought out? Yes it is!" Really? Who talks to themselves on a forum...? Lawl
  20. sniperdoc

    New Dev Blog Report: November 2012

    What about reducing the complexity and just keeping the game fun as is. Adding too much complexity and realism isn't exactly where it's at either.... What about character classes... Civilian, Soldier, Medic, Mechanic, Farmer? Each class has a higher chance of finding specific drops in their respective building types (Residential, Military, Hospital, Industrial, Farm)? Each class has pros and cons regarding weapons and what types they might be able to use. I wouldn't expect a civilian to be able to figure out an M249 or how to properly shoot an M24, yet I also don't expect a Soldier to know how to fix a vehicle or administer an Epi pen or properly dose antibiotics. I could see hunger/health/fatigue being made a bit more realistic, but I wouldn't spend time making it so complex that it ruins the fun. I would love to only be required to have 3 square meals a day vs 45 cans of food or 17 steaks in 3 hours. Liquids, sure, maybe that one's a bit more accurate. I wouldn't mind seeing "rest" as being something included. I.e. if you're infected actually taking antibiotics and having a "sleep" option, however, implementing that would be tricky as no one would want to sit there for 8 hours just watching their character sleep. Maybe just sleep for 5 mins... enough to get something to munch on, a bathroom break, or getting something to drink from the kitchen while you wait.
  21. sniperdoc

    New Dev Blog Report: November 2012

    Or YOU could get off your high horse and stop invalidating people's issues with Steam. Their issues are no less relevant... that's like me saying DayZ Commander or Six is just fine and you need to quit whining about it/them. Maybe it'd help to actually read and understand what their issues are instead of grouping all Steam-"haters" into one definition... :-/
  22. sniperdoc

    New Dev Blog Report: November 2012

    Then you have never crawled in a prone position for extended periods of time. It can be exhausting and can destroy your intercostal muscles, pretty much incapacitating you the following day. Take it from someone that low crawled quite a bit, with a lot of Turkey peekin'... ;-D
  23. sniperdoc

    New Dev Blog Report: November 2012

    For the sake of the Steam discussion I've started a thread here: http://dayzmod.com/forum/index.php?/topic/109460-discussion-regarding-digital-distribution-platforms/ For those genuinely interested in understanding what makes Steam, Origin or uPlay a bad choice for consumers, please visit and comment. Again, I also reiterate to keep things humane and lets not turn it into a "you whine too much" type discussion. People have opinions that makes them neither wrong or right, but invalidating someones opinions or views serves no purpose other than to grow your own e-peen.
  24. sniperdoc

    New Dev Blog Report: November 2012

    First off I'd like to say I'm not just picking on you Rooneye, the following comment is directed at anyone using phrases like "whining", "childish" or any other condescending terminology. Just because some people actually care about something, such as their rights as a consumer, or any other VALID concerns, doesn't give you the right as an individual do put those people down, be condescending towards them, or invalidate their concerns/questions. It is because people invalidate other people's concerns that discussions escalate to rants or flame wars... so I'm just asking people be civil (and humane) and act like the adults they profess to be. Thank you Rocket... I didn't intend for you to expound as much on the issue as you did, but it IS appreciated and I fully understood all your points before you even mentioned them and I also completely understand your reasoning for using the Steam platform. I have nothing against Steam itself as a content delivery platform. It is a solid, efficient and very user friendly system. I personally just do not like their policies towards consumers (as you've already covered as well). And really I was just voicing a concern, maybe giving alternatives, but not really asking you to change providers at all. I don't work for you, nor do I have any right whatsoever to alter your decision/choice in any way. :) Again, I would like to say that I highly appreciate your interaction with us, the gamers/consumers. It shows you are of a different caliber and breed than most other developers and I really want to thank you for that. Please see my responses in this thread regarding Steam. xD
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