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Everything posted by Dr. Goner
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Just a congratulatory post to the devs. Can't wait to play, even with all the bugs.
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I haven't been on the forums in a while, but started playing DayZ again with .58 It's coming back!! Makes me really happy. Persistence is a bit buggy but it's given this old lone wolf a lot of joy already. I would really like to hear a more detailed account of the zed situation at some point. I play as a survivalist, hoarder, etc. most of the time. The zeds are extremely important to my play style as I don't go looking for other players so they represent the only real threat that I face other than starvation or sickness which I would also like to see developed further. Anyway, here's to the forums! See you again in a few months.
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Exp Update: 0.55.126884 Discussion
Dr. Goner replied to eugenharton's topic in PC Experimental Updates
So new zombie animations = yay! But now there's no loot, horrible rubber banding, and constant server restarts. I might be missing something but why update experimental and hype it, if you know it's going to be totally broken. I'm trying here I really am. -
Just checking in. It's been a long time. Hope the game is as fun for everyone now as it was for me a couple years ago. I miss this community a lot but my life has changed and I can't really participate anymore. It's great to see that SA is taking shape. Hopefully I'll play again soon.
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Did you meet someone in the wilderness who didn't kill you but you didn't happen to catch their name? What about that jerk that shot you as you gazed carelessly across the fertile green fields of Chernarus? Let's try to rekindle those connections here.
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Sorry, I haven't posted in a while. I was hoping that someone could pm with the reason that Rocket quit reddit. I haven't been on in a while and didn't want to start a whole thread for fear of drama. Thanks!
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Experimental Branch: 0.49 Discussion
Dr. Goner replied to haknslash's topic in PC Experimental Updates
You make no sense sir. -
Experimental Branch: 0.48 Discussion
Dr. Goner replied to Super_Duty's topic in PC Experimental Updates
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Experimental Branch: 0.48 Discussion
Dr. Goner replied to Super_Duty's topic in PC Experimental Updates
How does this explain the giant piles of loot that everyone is posting? It looks like they're just taking it outside of the structure and more is appearing. Not trying to be contradictory, I just haven't seen anyone explain how this actually works. I've heard so many varying accounts from 20 meters away and it respawns instantly to your estimation. -
Experimental Branch: 0.48 Discussion
Dr. Goner replied to Super_Duty's topic in PC Experimental Updates
That's good, but I was under the assumption that loot didn't respawn if there was a player in the area. Am I wrong on this? I thought the parameters were 1. Loot has to be removed 2. No players in area. Which would explain the difficulty of finding loot in spawn areas but other places should have stuff. I could be wrong though. -
Experimental Branch: 0.48 Discussion
Dr. Goner replied to Super_Duty's topic in PC Experimental Updates
Just played a little .48 I don't think loot is respawning. If it is it's going very very slowly. I was on a server with like ten folks and couldn't find anything. I died of hunger for the first time in a LONG time. Played nicely though. -
But guess what does work?!? The official bug reporter!! Great news right. Now put it where it belongs like a big boy damn it! http://feedback.dayzgame.com/my_view_page.php
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If someone hits you with a head shot, you will not hear any sound. I think this does happen but I think people are being killed more often than they think.
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So was the 0.45 that just got pushed to stable on Wednesday rolled back before it was pushed? If so, what was taken out and will those "features" be included when the new 0.45 is pushed to stable?
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The engine has really just evolved into another engine, this is how engines normally change. It's not like they are moving to something completely different and rebuilding from scratch.
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It would be much worse if that were the case, but the server is still loading all of the objects within each individual network bubble. Also, the zombies brah. The animals. Everything cuts into the FPS. EDIT: I guess we could always go back to scripted loot spawns.
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The FPS problem in DayZ is due to the number of items that exist at any given time. Each loot objec, zombie, other player etc. all contribute to lower fps. This is why even in ARMA 3 I get great frames until I get on a full wasteland server.
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So Altis is double what we currently have. It seems so much bigger to me. What he has proposed would be a little over 4x what we currently have.
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Well, to be fair his map size is similar to Altis which works fine for multiplayer in ARMA III.
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This doesn't work for me. I get moved back in time, similar to Rocket's explanation, just walking from place to place. The further I get away from other players it seems to get better. I have abandoned the game for now.
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Is experimental shit right now or was it just me? I couldn't even play. Rubber banding and total crashes. Anyway, see you in six months. I hope.
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The Current State Of Development - DayZ - Understanding the Development Process
Dr. Goner replied to Irish.'s topic in General Discussion
Where the hell is Fraggle? I haven't seen hide nor hair of him since just before the release. EDIT: Fraggle is gone dudes. Fraggle is gone. -
The Current State Of Development - DayZ - Understanding the Development Process
Dr. Goner replied to Irish.'s topic in General Discussion
Is this right? I thought I remembered them saying that the goal was to be in beta after six months and the game wouldn't release until the one year mark. -
The Current State Of Development - DayZ - Understanding the Development Process
Dr. Goner replied to Irish.'s topic in General Discussion
It just sucks that Arma 3 had such a swift and precise develoment and DayZ is exactly the opposite. I purchased the DayZ alpha thinking it would develop at the speed of Arma 3 (my fault I know). There's no way this game will be beta at six months let alone fully released like Arma 3. -
Sorry not sure where else to put this. I didn't want to start an entire thread on it. Wasn't there supposed to be a dev rush to get hunting in by the end of April? Just curious I haven't been on in a while. What are the most important added features from the last month? I'm not talking weapons and stuff but real features, loot respawn, zombie ai etc. Thanks!