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13 NeutralAbout exogravis
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haven't seen it download yet and no info from dayz twitter\dev tracker
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they will eventually implement a weight system that may limit what you can carry at the same time. Will most likely work with vehicle parts so your not sprinting from Cherno to Stary with a car door in your backpack.
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Experimental Branch: 0.49 Discussion
exogravis replied to haknslash's topic in PC Experimental Updates
It is a bug. all the spawn locations are filled ... it would seem. And not sure how the loot cycling works. I tried taking one item out of a trappers hut and nothing re-spawned in its place. So I'm sure they changed the system so it can't be abused all that much. -
Experimental Branch: 0.49 Discussion
exogravis replied to haknslash's topic in PC Experimental Updates
thought the farming "thing" was cultivating crops from already existing gardens you see around the various houses. -
One weird trick to avoid upcoming character wipe
exogravis replied to kakysas666's topic in General Discussion
Tomorrow ? or maybe that is just an update to Experimental. -
would like to see the PSO scope used as a standalone option. use it as a form of range finder.
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Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
just FYI its called "Tildy" -
Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
concerning this ... the food meter should not tap out for a least 2 hours. As long as hydration if a factor. people have survived days without eating but always keeping hydrated. I think this should at least be looked at for consideration. -
watching a streamer on twitch (zSmak) playing on experimental and all the guy found was a radar cap. I think the loot re-spawn system is too complex for its own good/. the system should be more cartoonie than survival and omg look at what we can do with the system. basic system should be - weapons (melee, firearms), containers, backpacks, tents and military gear (eg.. assault vest, ect ...) should be persistent. - items dropped anywhere in the world should just despawn after 10 minutes. - loot in buildings should just re-spawn every 15 minutes or so regardless if there are items in the area that were dropped and\or if players are in the vicinity. Personally think they are going too complex with the system when it should be the simplest system to implement
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Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
Hit boxes are bugged. You'll have better luck hitting AI\players from behind. 100% success rate. -
Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
Figured out that if you hit the zombies from behind the hit detection works. From the front is futile. -
ok ... its just when the the update came out I took some items out of a building and waiting but the items never "respawned".
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Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
in transit -
Experimental Branch: 0.48 Discussion
exogravis replied to Super_Duty's topic in PC Experimental Updates
haven't received the update yet. -
what is Dynamic Loot Respawning?