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dph314
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Everything posted by dph314
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
I can't pick up the ax or hatchet. I've updated the files multiple times and am running the 93825 beta. Tried multiple servers. Tried completely empty inventory too. So, question from before that I don't think anyone responded to yet (sorry if I missed it), but has anyone glanced at their monitoring programs during DayZ? Anything wierd happening? I've had VRAM usage at +2000MBs after playing a little (when I start it stays at ~900MBs for a while). Then, when using a single GPU, usage is maxed but the framerate, even though there's not much on the screen, drops down to around 30fps (without any aggro'd zombies on me). Are these issues from the Arma2 engine or new to DayZ? -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
Sorry if you see that as elitism and i dont want that thread to be a flame-duel. But we just played 4 hours straight running from Balota Airfield to Green Mountain' date=' to the north-western airfield, to stary sobora and we were doing fine. Prone did work for us and so did shift-crouchwalking. The people complaining must do something terribly wrong or we were playing a different game. [/quote'] Is it possible you're playing on a server that's running an older version even though it's CLAIMING in the title that it's running 1.7.1.4? Rocket already said not all the servers are running it even if they may say it in the description.... -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
Rocket: Is it possible that there's a memory leak that is affecting the framerate? After I'm logged in for a little while, after the framerate starts to get worse, I'll look at monitoring utility and I see that my GPUs are using over 2GBs of VRAM, and then I minimized DayZ to check out the Task Manager Performance Tab and the game is using 6GB of RAM! No game uses 6GB of DDR3 RAM, and I wasn't even in game (at the server list). Is this normal? And if not, is this DayZ related, or the Arma2 engine and it does this during Arma2 vanilla as well? -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
We know. New ones only! -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
possibly, just a suggestion, just throwing it out there! The functional crowbar was an awesome idea. I wonder if we'll ever get to use it in ways other than melee :huh: -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
What about the many people stuck out in wilderness without anything in their inventory and no way of getting back? Just run east. If you keep spawning there, revert back to non-beta where you have side channel chat, ask someone what time it is, and then use the sun to run East till you're back on the map. Then, you can go back to the beta version and be all set :) -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
There's no schedule for the updates' date=' so I can't blame them too much. However, what is most annoying is the servers who updated the normal mods to 1.7.1.4 but didn't include the dayz_server update. [/quote'] Oh I know there's no schedule :) I was just trying to joke around a bit, because I can't wait to play the patch while it's fully working. Keep up the amazing work :heart: -
Making 230k people and thousands of servers update so that you can find out that you fucked up some of the most basic shit ever? Are you seriously going to defend that? When this could have been avoided so easily. Sure, the more rare bugs you won't find during 1 hour of trouble shooting with 50 people, however, you WILL find missing food bugs, hatchets crashing servers bugs, etc.. It's quite laughable how you try to pass everyone else of as being stupid as fuck, when we are simply trying to make the alpha testing more efficient. No one is making anyone update. People voluntarily paid to be a part of this and run a server. Too many people enjoy playing it. Not the dev's fault. It's been said MANY times that even though you may THINK that a bug is easy to spot, it may have to be mass-tested with many different servers and players. Some don't even happen for hours or days. Food spawn being bugged may not have been noticeable right away due to the same reasons. Alpha testing would be more efficient if people stopped making these stupid threads and reported bugs in a single short paragraph IN THE CORRECT THREAD, instead of posting pointless stories that are 99% BS with a single sentence of bug-reporting.
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
Come on admins! Do your thing already! -
I somewhat agree too, zombies have too good of vision now. But he just needs to wrap it up in one sentence and post it in the correct '1.7.1.4 Update' thread, which would actually make his observations USEFUL.
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But that's the whole point I'm trying to make. There should be ZERO complaints about testing new features and saying that your done playing it and all that crap. Just say specific features you don't like and in the correct threads so that Rocket can actually see them without a wall of text and full of biased opinions. Every single value and feature in the game now isn't going to be in the final version. Testing them is the whole point of this game now, and making pointless threads about the game not being fun anymore isn't helping and is also COMPLETELY missing the whole point of this game being released potentially YEARS before it's officially done. People need to realize, like I said before, FUN IS A SIDE-EFFECT. This is testing. All testing. I'm having a ton of fun while doing it, but I don't make a new thread every other day about how I'm going to uninstall it just because there's a new feature being tested that I don't like.
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indeed' date=' devoid of opinion (there own that is) ready to automatically shove their noses up his arse, nice job guys. [/quote'] Are people retarded? Do people still not know this was released with the SOLE purpose of being a test? This isn't a full-fledged game (yet), and it isn't here ONLY so that you can have fun. It's here to test and that's it. Fun is a side-effect. He's doing us a favor by releasing it for mass-testing like this. Not only will he be able to get the final version done a lot quicker by having so many people test it, but we also get to see the game early-on and have some fun with it while giving our input. If you were't such a dick you would realize that it's not simply blindly defending someone. It's the fact that MOST of us understand why the alpha version was released and what we signed up for when downloading it. So maybe it's not blind ass-kissing, maybe it's just the fact that we have some common sense and know what it means to test an alpha version. Go be assholes on some other forum, there's a lot of them out there. This one is for testing a product that will be a complete game SOMEDAY. No. It didn't. That's the dumbest thing I've ever heard in my entire life.
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Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
1) Couldn't pick up a hatchet. Tried many spawn points in many different servers. I also redownloaded the equip.rar file to make sure. And I run the beta with latest 93825 build. I get the error message almost all the time saying "couldn't find hatchet_swing.config" or something like that? Shouldn't be getting this error message all the time should I? 2) When picking up or dropping a primary weapon into a loot spawn on the ground, all the clips I have in my side-arm slots are also automatically dropped for some reason. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
More observations- 1) Zombies chasing you causes the framerate to drop down to unplayable level, usually in the 20s or below. 2) Zombies see you from insanely far distances away when crouching or standing, and are next to impossible to lose without running through a building 3) Zombies will stand still once you lose them (i finally lost my tail by running onto a pier) 4) Ax cannot be picked up. Gives me a message saying my inventory is full, even though I literally dropped everything I had when trying to pick up several different spawned axes, still wouldn't work 5) Zombies can still hear and see amazingly well through walls 6) Crouching walk is very slow. Maybe it could be sped up and the Visibility bars nerfed a bit? Love the direction the game is going Rocket. Keep up the great work. Hope I helped. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
dph314 replied to rocket's topic in Mod Announcements & Info
Well just got done with my first run of 1.7.1.4- The zombies do seem to have amazing sight now. Crouch-walking gives you 3-4 Visibility bars, which is rough. They are aggro'd, so I run into a apartment building in Berezino, and die from having no ammo. And I had a lot of ammo. Zombies just kept coming and coming. Are they still respawning when killed? Because it looked like a section of road was PAVED with zombies there were so many. Initial thoughts- Zombies aren't too attracted by sound, but visibility seems a bit too much now. Item spawn seems better. Zombies kept coming and coming, and coming. They are not easy to lose at all now, unless running through a building. Running around corners to lose them is almost impossible now that they head in that direction to 'investigate'. They always see/hear before I have time to run away from the corner I rounded. -
Melee weapon takes up the main weapon slot? I would think it would be the side-arm slot.
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Rocket, with all the money you make off this game when it's done, please use it to take a long vacation. I'm sure you will have earned quite a good rest. Keep up the good work. We're all rooting for you ;)
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WE are the testers
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DayZ 1.7.1 Discussion - Others will be locked/deleted!
dph314 replied to Tigerr13's topic in DayZ Mod General Discussion
Nobody will miss you. If you were dumb enough to buy something you were gonna hate so much then I'm glad Bohemia took your money. -
DayZ 1.7.1 Discussion - Others will be locked/deleted!
dph314 replied to Tigerr13's topic in DayZ Mod General Discussion
I've found food and I believe drinks on dead zombies. I would kind of like it that way better. Like some things, like food and water, spawn less in buildings and more on zombies. That way, there's more of an incentive to kill them. Right now there is ZERO incentive to kill them if you can get around them. But if they were the primary source of essential items, then people would stop wasting their ammo on the first person they saw and maybe try to team up with that person in an attempt to kill some zeds and split a few cans of food. Teamwork encouraged and mindless killing of everyone people see discouraged. Bam. -
Are zombies really that easy?
dph314 replied to Jex =TE= (DayZ)'s topic in DayZ Mod General Discussion
True, yeah I've been in that situation where once in a while they see you from too far away. But breaking line of sight is a good thing now, because even if it isn't perfect, we need some way to lose them because 1) there's no melee attacks, and 2) the zombies are insanely fast. So, something has to give. Might as well be line of sight being broken to lose a trailing group of those bloodsuckers -
Are zombies really that easy?
dph314 replied to Jex =TE= (DayZ)'s topic in DayZ Mod General Discussion
Yeah there have been some things that've gotten better and some worse. I remember seeing somewhere that the crawlers are programed to head in your general direction. I've seen people say that, even though a crawler wasn't aggro'd, it was crawling in a circle to slowly follow the player around. Maybe Rocket to use something like that, and after a zombie loses its aggro when you run around a corner, it could use the same code for a bit that the crawlers use, where it will more or less slowly go in the direction of the player for a bit. That would work right?