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Everything posted by Funkmaster Rick
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There is a large amount of failure present in this thread.
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Looking for tips for a really good DayZ PC setup.
Funkmaster Rick replied to Mortenzoni's topic in Technology/Programming
You can't build a computer that runs DayZ well at the moment. The best computers around seem to run DayZ at a low of 30 FPS inside any town or city, about 45 FPS in the villages, and 60+ in the wilderness. Until the fabled New Renderer comes into being, and various optimizations are implemented, you should expect 10-20 FPS inside cities - as far as I'm aware, there is very little you can do about it at the moment, and I'm not well versed with the current range of client-side optimizations that work. -
If they release singleplayer, a small but noticeable chunk of the community will drop off the map and stop playing multiplayer. There are a lot of people who are either fed-up with the KoS dynamic or simply have no desire for player interaction - these people would stop providing input, feedback, and data to the developers, who are working on a multiplayer game. Given that they require such data to make informed development decisions, releasing a singleplayer would, logically, delay progress on the game itself. There's also some real concern about the modding scene getting too big before the game is released - I'm sure we all remember what it was like in the mod days, when for vast swathes of time the only populated servers were those that promised extra, extra loot, hundreds of vehicles, and spawn loadouts; there's a lot of temptation to mod out the annoying bits, which someone will do, which could critically collapse or segment DayZ's playerbase before the game has even been finished.
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This might sound silly at first, but I think umbrellas could be interesting, especially if you needed them to keep your weapon dry and in trim firing condition.
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Looking at patch .58 In General, What has changed?!
Funkmaster Rick replied to venkman302's topic in General Discussion
The way all of those things relate to the zombie is in terms of server resources. The new CLE takes more resources than the old loot system. A lot of the things they've been adding take more resources. Removing the zombies is why things didn't get worse when they made these changes. -
Silicon spray to make regular clothes more water-resistant would be cool.
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OP still has a point. The entire Western edge of the map is a hotzone because of the military bases, truck spawns, and nearby towns. Even the parts you wouldn't expect to be hotzones are constantly travelled by people moving between milbases and truck spawns - the treeline between Myshkino and Sinistok is thick with looters on a daily basis. The entire Northern edge of the map is cities. Even the Northeasternmost bits are common grounds for base-hunting, have been since the mod days, probably will be forever. On the Southern edges, the only places you can really expect not to be bothered too often are the section of woods between Staroye and Mogilevka, maybe some of the wilderness around Msta, and possibly the area around Rog. Everything else is a common treeline route between population centres or other major points of interest like water pumps and trucks spawns. Now, along the East, there are some options. Black Forest seems not to be travelled too often, though it would not surprise me to learn that vehicle-hunters consider it a regular stop given how there's basically a ring of V3S spawns around it. While the forests immediately around Rify and Klen are common treeline trails, Black Lake seems mostly empty - nobody really stops there, I've even gone fishing for hours and never been disturbed on 50/50 servers. But that's about it. Everywhere else is a link between notable places and lootzones. Keep in mind that almost nobody travels purely by road these days - you don't even need a compass and map to traverse the majority of the map without making a mistake if you've been doing it since summer 2012 like I have. Much of the map is simply not suitable for hiding a base, not even a sedan in a tent, for more than a couple of hours. Places like Devil's Castle and Black Mountain are common grounds for bandit firefights, as two reasonably clever groups using treelines to mask their movement run into eachother. Nothing within 3km of the NWAF is even remotely safe. The rocky cliff walls in the North are regularly patrolled by snipers who will stumble across your camps. Everything in the South, even Windy Mountain, will be picked clean - between the freshspawn camp-hunters looking for a jackpot and the geared-up bandits coming back South for some shitty PvP or perhaps just to resupply on food, you can't leave anything lying around. The entire Western and Northern bits of the map are traditional hiding/hunting grounds for bases, so a base will never last longer than a couple of days there. For all the wilderness and forest on the Chernarus+ map, the devs have done a very good job of ensuring that there's a reason to at least walk through just about anywhere. As long as people move through the trees to avoid bandits and mask their movement, there will never be a safe place. Until you can put a combination lock on your door and be reasonably certain that bolt-cutters are hard to come by, there's really very little point in building bases; you're just looting gear for someone else. Personally, I'd like Chernarus+ to be about four times its current size, but that's simply not realistic. DayZ already pushes a lot of limits.
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Perhaps the new animations and avatar control improvements will fix this, but at the moment I see the crosshair as a necessity to maintain proprioception, at least in 1pp.
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What if I want to march shirtless in the rain from Elektro to Stary as a display of manliness and intimidation? I don't have time to stop and light a fire every ten minutes.
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I gotta say, if the only solution to dead bodies blocking your path is to fillet them like you're in a Dexter re-run, it's an issue. =p Would be nice to be able to pick bodies up, especially if it's your unconscious buddy and you want to extract him from a firefight to provide medical aid.
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Looking at patch .58 In General, What has changed?!
Funkmaster Rick replied to venkman302's topic in General Discussion
I haven't played this patch yet, but if the ghost sounds were finally fixed, this is perhaps the most anticipated patch in DayZ SA history, with the possible exception of the new renderer yet to come. -
As interesting as this idea may be, at the end of the day, everything is worth exactly one bullet. =/
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DayZ is a game of multiple inconsistencies across clients
Funkmaster Rick replied to Bororm's topic in General Discussion
I agree this is an issue, and that it needs to be resolved. Personally, I am more than willing to wait for the new renderer to drop before such changes take effect. Till then, I will not trust shadows or foliage to hide me. It's noteworthy that certain settings can be reduced to make the game run faster, but that turns otherwise-transparent windows into effective concealment for your enemies. There are a variety of issues in terms of consistency. I anticipate a clever solution. -
Good on you posting this. I don't think it'll make a difference to any of the whiners - when they whine, it's not actually about the game 80% of the time. Maybe the 20% will learn something - here's hoping!
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Questions About The Current State of DayZ
Funkmaster Rick replied to jovlon's topic in General Discussion
If DayZ is dead, that just makes it a zombie. Zombie game becomes uber-zombie, eats all faces. Makes sense to me. -
The problem with this is that when your nearly-full server empties out and your and your friend want to keep playing, you'd have to start over. Puts a big damper on lengthy gaming sessions - given that DayZ has a longer minimum playtime to enjoy a run, it would become more than a little bothersome.
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What are your thoughts on the state of the game?
Funkmaster Rick replied to reiber's topic in General Discussion
I'm kinda worried that the loot-tier system will remove some of the personality from the many towns and villages. I like spotting a well-known town on the horizon, a place I've been before, whose loot spawns and firing lines I know well. Each population centre has its own feel. As long as the game doesn't lose that, I see no issues at present. -
SMoss, thanks a bundle for throwing that one out there for us. I think there are quite a lot of us DayZ players who've seen how the PvP playstyle forces nearly everyone to adopt it in order to survive, we see the Twitch streamers largely streaming combat since it's the most obviously entertaining feature to watch - we've seen how the streamers can indirectly reinforce the PvP playstyle simply because their viewers find it entertaining and want to try it out. I, for one, still harbour fear that DayZ will end up being little more than a shooting sim by release, and greatly appreciate your response.
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When DayZ going to have good performance?
Funkmaster Rick replied to SneakyBeaky's topic in General Discussion
Well, we can promise that DayZ will probably have good performance before the Rapture. Anything more specific is just crazy-talk. =3 -
Remember when one bullet killed you?
Funkmaster Rick replied to Grimey Rick's topic in General Discussion
I think what's happening is the bullet ends up ricocheting between your cans of beans half a dozen times before popping back out the front of your shirt - the damage indicator isn't telling you that you've been shot, it's telling you that you've suffered emotional damage from losing all those goddamn beans. =( Seriously though, it's been a long time since I used a Mosin or anything else running 7.62 ammo. Remember, on the modern battlefield 7.62 is meant to kill, everything less than that is meant to wound, so don't be surprised if an AK-74 doesn't kill in one shot to centre mass. There definitely seems to be a heavy luck factor, perhaps leaning a little too far in the defender's favour. That being said, when I get shot (which, frankly, is rare these days, so I might not have the most useful data) I've always noticed a high likelihood of bone fracture or break if it's in a limb. Not so much in centre mass. Perhaps we need a bit less bouncing about inside your inventory before doing actual damage, maybe some additional health factors on a gutshot or organ wound. -
Jails: banditry and PvP would be interesting if there was actually an incentive to capture people alive, at least for purposes other than torture. Perhaps if there's no guard nearby, the jail will eventually allow escape - this would force a player to stay behind and guard the jails, thus providing the captives with roleplay opportunities instead of just sitting there bored, which is what would happen otherwise. Printing Press and Radio Transmitter: I'd like to be able to disseminate propaganda, or maybe just entertain the other survivors with a regular radio show or something. Traps: I recall an old book series written by a man claiming to be a mercenary from the '50s, under the name Ragnar Benson. It was titled 'Mantrapping' and included a lot of traps and triggers that would be familiar to many trap-hunters, modified to be useful against people. Perhaps a good source of inspiration for base-defending traps. Siege Weaponry and Other Advanced Weapons Crafting: it would be totally goddamn bitchin' if I could build a deployable ballista in base. And then me and a buddy could carry pieces of it into the field, and lay siege to our enemies' bases. Flamethrowers would be great, too, especially as base-killers. All kinds of catapults, preferably with the ability to launch bovine corpses. Perhaps this would also be a good place to re-purpose ammunition for guns you actually have. The Porn Room: really just a fancy name for a toilet with lots of magazine racks. Enough said.
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The Zombie Hunters: DayZ's least acknowledged play style.
Funkmaster Rick replied to ☣BioHaze☣'s topic in General Discussion
I hope multiple styles of play become possible in the future. At the moment, only the hermit and the psychopath are viable; when a certain threshold of killers is reached in the game, the only viable survival methods are completely avoiding people or shooting them as soon as you can. PvP style literally forces others to adopt the PvP style to enjoy the game, assuming one ever gets bored of being a complete hermit, which I think is inevitable. Until that balances out, which I do not think it will do on its own (at least not with the current metagame wherein the vast majority of successful Twitch streamers and YouTube uploaders focus heavily on PvP). Kill all the zombies you want once they're reintroduced, but I recommend counting other players as zombies for your purposes; you'll die a lot less, and hear a lot fewer racist twelve-year-olds shouting Allah-u Akbar through two-dollar microphones after they've killed you. -
Dynami.... Scratch that, static truck spawns.
Funkmaster Rick replied to emuthreat's topic in General Discussion
Google, friend. There are maps with the sites marked. -
Persistence, and Weekly Maintenance.
Funkmaster Rick replied to brswing's topic in General Discussion
Oh shit, I think I find my calling in DayZ: finding random camps and taking nothing, but leaving a bunch of uncooked human flesh behind. -
Persistence, and Weekly Maintenance.
Funkmaster Rick replied to brswing's topic in General Discussion
... on purpose.