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The disease that ravaged everyone else except us survivors, left us with porous bones. I'm just pulling crap out of my arse, but realism in a zombie sim is never a strong argument.
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I dont understand why there is no AUTO RUN KEY!!!
Kra replied to Bohannan (DayZ)'s topic in Suggestions
Filthy casuals, I believe we should remove the auto-stepping feature from W where when you are holding W, the avatar does each step for you. Not hardcore enough. I want to make it so that every time you press or hold W, you only take one step forward. That way sprinting between towns becomes a marathon not only for the character, but for the lazy prick behind the keyboard as well. You want to sprint? MASH THAT BUTTON FASTER, BITCH. This also has the added benefit of breaking every single stuck key macro/coin wedge going. -
The idea behind the locked 60fps thing is that when you shift your viewpoint and frames skip/stutter/pause, for some people this can cause a range of feeling from "oh, that doesn't feel very pleasent" to "oh god, someone just teleported a needle into the middle of my brain". For some people it doesn't affect them at all, but consistent frame rate is the key. 60 is just where things get buttery smooth. For me personally 45-59fps is completely bearable, but getting down around 30-35fps input lag just doesn't feel good. But there is work being done to make game fps separate from viewpoint fps. Listening to Oculus CEO talk at recent AMD developers conference, they're pushing the idea of having separate rendering pipelines so that the headtracking will always update and keep a consistent 60-90fps but will allow the game world content to lag when things get bogged down. Instead of our brain being forced to endure visual lag, it will just appear that the game world has stalled. Think server lag in DayZ where character models move about a little stuttery crossed with the smearing that those 120hz TVs do. Or when you can still move your mouse around when everything else is completely frozen. That kind of thing.
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Smells like self-entitlement in here. https://twitter.com/Hicks_206/status/415729660731727873 You're perfectly fine to do what you want on your server, but then DayZ dev's are just as equally able to do what they want with access to their hive server. Your server will not function without hive access. Grow the fuck up. Do whatever the fuck you want on your private server, but until those are available, you're providing a service to the community so pull your head out of your arse and start playing by the rules or be faced with wasting your hard earned cash on a server that doesn't function and you'll only have yourself to blame. Take your point of view into your server provide forum and let us know how you go with that. Everyone else, get proof, screenshot, record, get your phone out and vertical shoot your screen, whatever. Don't be relying on already overworked staff to go through a lengthy process to check someones logs.
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I'd like to see labourers tool belts as well, not all the good stuff has to be military gear.
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Haven't confirmed it for myself, but I'm told that there is a belt in the plan, its just down the queue a bit.
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Haven't done it myself, but I've seen others using OpenTrack which allows you to take Rift tracker input and emulate TrackIR. Not the impression I took from that video at all, 15 mins of harping on about how bad the screen is, but we've already acknowledged that this point is pretty much irrelevant. And the only other issue I hear him talk about is no positional tracking which is also solved. "I think it's really cool, this is worth supporting. The only thing that is negative about it, is the screen. All the core tech [...] is awesome." -dslyecxi http://youtu.be/NxCWwa7u7uM?t=27m
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Those are just order numbers, no correlation to actual units shipped unfortunately. 40k figure given from Oculus employee about 1-2 months ago so most definitely past the 50k mark, but can't find a source :\
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Because of being unable to disable acceleration, I've put a bit of smoothing back on, and its bearable for me now. Just have to get used to it. The engine this is built off has never had "standard" movement mechanics. Also when configuring mouse, use ALT look for checking speeds. Depending on what you're carrying your avatars movement will be affected as such.
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Welcome to the world of no self-control where if games don't make your teammates invulnerable, we all shoot each other dead. Unless you know them IRL, or at least before DayZ, don't trust them. Ever.
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Stop living in the past. Ignorance is a terrible thing so I'll help alleviate you of that. We are finally at the next stage in Virtual Reality technology, and some of the best brains in the business are currently working on it. This is nothing like the gimmicks from the 90's or early 2000's. Yes the developers version has poor resolution, because it was never intended for mass marketing! Demand at pre-kickstarter and during kickstarter meant that they had to shift from a kit of parts intended for enthusiasts to build themselves, to having to tool up a factory for 20,000 units (last I checked there are about 40-50k units in the wild atm). The only screen available in that demand for a good price for a startup was not ideal and they made that clear from the start. Prototype was a 5.6" screen, Developers Kit 1 is a 7" screen, bigger and heavier than they wanted, but people needed this thing in their hands to start making content. It is adequate at best. Most likely at the end of next year we'll be seeing the proper Version 1 Oculus Rift, and they've already reported getting the latency from input to photon hitting eye in 5-15ms. Which is insane. Confirmed details of whats coming will be announced at CES in January. But distilled from hints and leaks we're looking at least 1440p(2k) screen at release, 90hz refresh rate, absolute positional tracking (not relative), and other features they're keeping a tight grip on until CES. Oh and apparently the simulator sickness plaguing the devkit has been somewhat solved. Their CEO (who is particularly sensitive) couldn't last 2mins in the devkit, yet reports spending hours in the latest prototype. Where 1 in 5 would get affected from devkit, its somewhere around 1 in 100/1000 people now. 1080p was thrown together as a prototype using the devkit optics to help quell the naysayers saying that it won't work. They've always said that 1080p will not be enough, 4k still won't be enough for fine text detail and 4k is a couple of years away, but screens will keep getting better, and we'll keep getting better VR because of it.
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Imo they shouldn't of allowed the public to hire servers in the first place. Not to mention without any solid rules or policies outlined before you purchase the server. It's obvious as to why they had to, but after the BRMF drama I would've thought they'd be a bit more tenacious with giving public control of hive servers. And if you think you have any rights hiring slots from a server provider, HAHA man how long have you been on the internet?
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Like combat logging is fixed? Like zombies running through walls is fixed? Like unconsciousness being permanent without another players intervention? You're right, this is a game in alpha stage. So it's up to us when to recognise that something we exploit could be affecting more than just ourselves. The whole point of people playing games with other people is so we all have a fun experience. This includes getting shot at and shooting back. But when you server hop between multiple servers of 40 people looting in the best places, you're affecting every single person in all of those servers. 5 hops x 40 people = potentially 200 people missing out of those bits you looted, each hop making it worse. You selfish pricks.
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Afaik the commands are manually entered, there is no auto kick. They can't really do much if they are constantly typing. Just putting that out there.
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Taking stuff way out of context here. First of all the PVP slider in Star Citizen doesn't determine how often you will have combat. Only how often encounters will feature real players instead of NPCs. The PVP slider is not intended to reduce chance of conflict.