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rossums

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Everything posted by rossums

  1. rossums

    [Help] Addons

    Go to the Main Menu -> Expansions and deselect '@DayZ'.
  2. rossums

    November Round-up

    That's a cute little knife you have there ;)
  3. rossums

    November Round-up

    Fraggle has been dealing with some personal stuff but he is most definitely alive - he just looked into the 'Off-topic' section and now he's too scared to come back. Orlok? Possibly dead. There is still stuff being developed so the more time that is put into devblogs, screenshots etc. the more time is taken from development and testing - that seems a little counter-productive for the goal that everyone is trying to achieve in getting the SA released.
  4. rossums

    November Round-up

    Yes, but they switch them around - it's the Dev only server - the active server for the testers is not always up and the devs have to test individual components from time to time. Sometimes they move things around.
  5. rossums

    November Round-up

    It's a different server.
  6. ..and your post was a shining beacon of hope and logic. The fact is that any results you get here won't be representative of anything. It's like going to an Apple forum and saying 'Hey, what's better, iPhone 5S or Nexus 4' -you know before you even ask that the answers will be heavily skewed in a specific direction - players that aren't going to play won't exactly be sticking around in droves on a DayZ forum.
  7. rossums

    November Round-up

    Many people just keep it running constantly - sometimes the servers go up and down so they are disconnected. Sometimes the server is being sorted so only the devs are on. It could be many, many things.
  8. rossums

    November Round-up

    The big DayZ Steam chat provided more entertainment.
  9. I'm not really sure the purpose of this, players that DON'T want to play it anymore probably don't frequent the forum anymore - it's going to be overwhelmingly positive for the 'I'm buying it' camp.
  10. rossums

    November Round-up

    You should take into account that due to their only being a certain number of items included in the game at this precise moment some of the 'rarer' weapons might be a tad more common than they otherwise would be. As far as pistol modifications are concerned, you will have to wait for Rocket to disclose that information as testers aren't allowed to discuss internal info that hasn't already been released to the community.
  11. rossums

    November Round-up

    The M4 really equates to 3 or 4 mod weapons purely with the available scopes. That's not including other available attachments. Same with multiple scopes available for the Mosin. The attachments can completely change the dynamic of the weapons.
  12. rossums

    Melee, reddit post from rocket

    Not to mention it doesn't run on fresh air! You'll need some fuel to keep her purring.
  13. rossums

    it'll never happen but....

    The game isn't even out yet and you're talking about DLC? It's players like you that ruin the gaming industry by being willing to buy utter rubbish that should be included in the main game if it's so important, that just encourages them to release half-assed games and sell the rest to you after you've bought the main game. Crap like that does nothing but fragment the community and kill the game a lot quicker.
  14. rossums

    Melee, reddit post from rocket

    Or you can use it to dig your grave while I go splitting some skulls with the ol' hatchet. And yes Fluxley, even the chainsaw.
  15. rossums

    Melee, reddit post from rocket

    All of the other melee weapons pale in comparison to the might hatchet.
  16. rossums

    melee weapons

    Plenty of them are.
  17. rossums

    November Round-up

    Testing is ongoing and server pretty much always up unless they are specifically sorting something - it will go up and down for no reason other than they want to restart it.
  18. At an average of 5FPS it is playable but it's definitely not to the level of performance that the team wants and comes with a few problems. There is definite rubber-banding by the zombies when it goes that low which the devs don't want, it's not always noticeable but when it does happen it tends to ruin immersion a bit and they want it to be smooth before it is released. The performance target quite hasn't been reached yet, as Rocket said though it's close - just not quite to the level they want. I don't find it bad at all but Rocket and the devs want a solid 15FPS average before they kick it out the door and I think it's a perfectly achievable goal that is a big difference when compared to ~5FPS.
  19. rossums

    November Round-up

    The devs understand that there are certain standards and expectations they have to meet, that's why it's taking so long to go out the door - they want all of the obvious bugs and problems ironed out before they get it out of the door. It's an alpha, it's going to be the base foundation of the game and will be missing a lot of content - there will be bugs too, internal testing can only do so much, especially when it comes to heavy load testing and other testing that can only take place after a release.
  20. rossums

    November Round-up

    The Mod and the Standalone use completely different architectures - they aren't comparable at all - in the mod all the computation is done by the client rather than handled by the server. For the server 20fps is more than enough, it won't affect you as a player at all - your framerate on the client machine will not be affected - the server FPS is only for objects held server-side like zombies.
  21. rossums

    November Round-up

    If the server is struggling only server-side objects are affected - in this case the zombies have problems with rubberbanding. Your character shows no signs of slow-down though. Overall for me the performance is quite a bit better than that of the mod, as Rocket just said this is the general consensus so far.
  22. Currently work is being done to get an increase in server FPS to make sure there won't be any problems with stuttering zombies etc - it's going pretty well atm, the devs just have to make sure it will remain smooth enough for a proper launch though. Since that's more about tweaking, testing, tweaking, testing they aren't really able to give a specific time frame (They also don't WANT to give a timeframe in the event that anything else crops up that they have to deal with.)
  23. BiS will host some servers through a provider (There will be a number of servers in at least Europe, The US and I think Australia). The provider will also host a number of servers around the world too. In total the servers will hold up to around 100K concurrent players. Compared to the mod though ping isn't anywhere near as big of a problem - since a lot of calculations are done server-side there is no need to pass as much data between the client and the server which means better performance.
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