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Everything posted by kapnobatai
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Pending Changelog: Experimental Branch: 0.33.114782
kapnobatai replied to rocket's topic in News & Announcements
50-80 ping on various servers with 30-40 players. on lower populated server it s not that noticeable but on crowded servers it s a nightmare. for example, seeing a player shooting towards a position where your character previously were (turned even more than 90 degrees from your character) but still killing you, it s like fighting ghosts. in a game where the player is encouraged to avoid even the smallest mistake, pvp encounters become useless and pure random if desync is so high. and without pvp, this brilliant-thought game will be only a perverted Sims with pitiful, retarded zombies. but hey, the pedophile backpack is finally in the game, who cares about pvp lag, right? :)))) for sure not the guy who was willingly singing yesterday "alle meine Entchen" to passers-by in Kamyshovo =))) -
Pending Changelog: Experimental Branch: 0.33.114782
kapnobatai replied to rocket's topic in News & Announcements
Not necessarily, just died yesterday from a fall. @rocket: desync and pvp lag should be of top priority. postponing this while spending even a minute of devs time on enabling f*ing notes it's a mocking to dayz player community and in half a year will conduct to a player pool consisting only in shit-eating-hungry kids who force-feed each other rotten fruits, any serious gamer will drop it. FIX FPS AND PVP LAG -
Pending Changelog: Experimental Branch: 0.33.114782
kapnobatai replied to rocket's topic in News & Announcements
is there somewhere a comprehensive and serious review of the update? 'cause I found only bits of feedback but most important, I didn't find anything about fixing fps, pvp lag and desync, which is a pain in the ass issue on high populated servers now, making the other issues not count. for real, no glitchy random character deaths, no phasing, no pvp lag, no server hopping/clog first and then you can paint your fucking mosin, ok? -
Rolling Changelog: Stable Branch: 0.32.114557
kapnobatai replied to rocket's topic in News & Announcements
overall a nice patch, although a hard one. still, the random sounds (opening soda cans, interrupted zed screams) are still there, and IT IS an important issue and maybe not that hard to fix. just a reminder. -
I confirm press vest spawned at shipwreck, can someone else confirm train station elektro also for it? maybe other places? thanks.
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Does any one else feel burnt out already?
kapnobatai replied to scaramoosh's topic in General Discussion
well, had to share my opinion. 57h in sa, who s counting in mod. roamed all map, discovered all militaries, got amazed by future-to-be cities infrastructure, got geared-up, got killed, killed and so on. well, for long-time dayz players, it s time to raise the stakes. i don t know anything about rocket s marketing plans, but the game is ready to be upgraded. as you see, i didn t use 'burnt out'. 'cause it ain t, and it won t be. but, for example, after getting geared up, explored the whole map (the buildings provided by dayzdb, tnx a bunch!), the only thing remaining is to camp and wait for some encounters. weeell, in other words, it ain t so much to do anymore. in mod, we played for tens of hours on pvp servers (many thanks to dedidayz), holding up a position, up to 8 players squad, but still always waiting for sa. it came and it s gorgeous, more stable than any mod patch, brilliant immersion due to the lack of any visual indicators (it hurts, but i have to admit it s great) but we reached its potential so far, and, xmas or not, rocket&co should bring out the big guns, we re ready. we re missing a purpose, like repairing a vehicle or a heli, like crossing the whole map for a slight chance to get a rare gun and so on. i know it s an alpha, i am grateful that they released it, but it s time to step it up. at least for the old dayz fans. even a new 1.8 infection patch :))) but promise us the reward! ps: i m sure it s a progressive development and i m sure it will be unbelievable (as the first day sa got released) but as long as the patches are often, i think we can deal also with the wrong ones. Lutz over and out. ps2: merry christmas ps3: did anyone tried to wield 2 weapons and an axe? -
+1 for VICINITY CHECK, great idea and could be the solution. in the mod, the players were also not alowed to log out when a zed or a player were in the vicinity, not to forget if one shot his weapon delay
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very good patch but bodies disappearing if disconnected 'too fast' is still not fixed and it s one of the major bugs and annoyances. please fix it, it ruins the whole idea of killing someone if they can t be looted. fps is great, game is very fluid and balanced, no other major complains (other than the biggest: find a solution for this server hopping pain in the a** thing, 5-10 seconds in surrender position after disconnecting should be enough, everybody is a clogger). slowly also new items and buildings should appear, aswell as stashes and/or tents, i explored the map and left wanting more. still supporting the "move balota mitary tents to east or even to NEAF" request but looks like they re goin' to stay there. maybe a suggestion: make rify mil high value, it s a great spot, but only for cans and cargo pants it s maybe not worthy taking the risk (still, i got my only press vest there). overall, it doesn t feel like an alpha, i think it runs already more stable and fluid as the mod. ps: the deserted castles/ruins were a bit of a dissapointment, but thanks for the extra barracks/ mil high value
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Servers not showing and waiting for host
kapnobatai replied to Mori (DayZ)'s topic in General Discussion
yup, same thing here. for over an hour. (not the canada thing). any official information on this, please, anyone? -
=)))) still, i admire the tenacity of stefaan, endja and oz coming back, server hopping or not... sorry for the multiple posts but as long as no side chat and they re still coming back using same server hopping spawn i really have to inform the admins about their server..it s a nice one, keep it up and clean...and of course, thanks!
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tried it also, same. other than that, very good fix. one thing: isn t a way to leave the character for let s say 5 seconds inert in the game after aborting in order to prevent combat logging? it s very frustrating to engage in a combat and your opponent dissappearing with high chances coming back behind you after server hopping. just 5 seconds. and relocate if player changes the server :D spawn in a tree but some km away. my 2 cents maybe for a future fix..
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hi guys, i just got kicked today, over and over for a "addmagazinecount cargo" error, 6-7 seconds after spawning in, does anyone know what s that?
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looks like a nice fix, good luck! although may be not the place to ask this and hope I ll not get tins thrown at me but: is it hard to insert the melee weapons in the scroll cycle? default, it stays attached to your toolbelt (machete, hatchet, crowbar etc)and at mouse-scroll, you have the possibility of choosing between the 3 categories: main weapon, sidearm, melee, if equipped. I know it has been talked about, but I could only find very old threads and I think it can be the perfect addition to fight with the new infection rate, viral zeds and bandits, and still keeping it real. if the loot is anyway so spreaded and a good backpack so rare, at least to have the chance of searching for items without making gunshot noises but still be able to carry a fire-weapon. I am sure this change will come someday, why not implement it earlier..because, in these days, and I think I m not the only one, as long as I don t have a slightly bigger backpack, there s not need to pickup any main weapon, I need to have my hatchet or machete in hands..
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hint: if you crouch into a low pine, the zeds don t attack you even if they come to half a meter, stop being aggro and roam away. !devs: suggestions for a quick 1.7.7.1 (before anything else, before everybody s losing interest): - fix zeds going through tents walls - fix the massive fps drop - fix zeds sight: if their sight is limited to 100m, how the fuck are they following from 200m; either are they closeing up or they should suck a dick - fix loot table do that and we ll deal with the infection/antibiotics issue I ll still play but my teammates are slowly abandon it, so I guess I also eventually will
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can someone please confirm that if infected, zeds don't attack you? 1.7.7., the zeds patch :))
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played couple of hours, with the squad. so far I like it a lot. impressions: - although I understood zeds sight s limited to 100m, once they saw you, they ll keep running, not even the crouched running through thick pines won t help in most cases - nice addition of the map item graphic. found cards and nails, did someone found a way to use 'em? - lots of zed phantoms: 1/10 of a second zed s appearance; although not dangerous, distracting - zeds doing their roaming in markets, not seeing me/us crouched at 1 or 2 meters. i can adapt to that :P - zeds knocked me down several times; guess I ll have to adapt the passing-by/through distances; nice change, before 177 I could move between them, nothing would happen, but now I ll have to be more careful - loot was very rare and cheap; markets, factory, hospital (this one was really worrying); still, lots of cans and coke on zeds - got infected; great addition of the visual indicator for infection; I find welcomed the infection higher threat, cmon, they re zombies.. - got hit a lot of times by zeds, only couple of bleed, lots of knockdowns, one infection, but no broken bones, no unconscious; found it legit so, conclusion, spent much more time escaping the zeds, spent much more ammo. I think this will surely influence the players interaction. can t wait to see in which way :)) felt muuuch more secure without the as50 threat. didn't die, so no opinion as a fresh spawn, but I think the first hour will be much harder. fine with me. can t wait for tomorrow to try the rest of the changes; congratulations to the devteam for putting up the patch! I am sure that devs will balance all the feature, this patch is a proof they re a part of the community. I am thrilled and not worried at all, great game.
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it s on! 1.7.7 in day z! long night ahead. great work, guys!
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Maybe an interesting addition, mainly for the multiplayer future of Dayz, would be a way to write notes and leave them or use a marker or paint spray on walls. I know this could lead to visual chaos, but as long these items will have a reduced chance of spawning as well as a blocked animation for doing this (proportionate with the length of the message), I think people will be cautious to use them. for example, same way you choose your chat, it may be an additional one for mark/write channel, where you can type short phrases, and, if you have the marker or the paint spray in your main inventory or toolbelt and the wall at the proper distance, a writing or spraying animation can begin after you hit enter. Finding personalized weird messages in strange places can be very interesting. server resets can delete them, though. just an idea, waiting for feedback
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Suggestion: adding writing tools/ paint spray
kapnobatai replied to kapnobatai's topic in DayZ Mod Suggestions
Not necessary the graphics, stencils or CS clan logos, but the messages people decide to leave behind seem an interesting subject to me. what would you write and where? in a post-apocalyptic world people will definitely feel the need to publicly leave messages. mostly will be TTP and rage but still interesting. dayz has an important human interaction factor so maybe this can be tested some day. thanks for replies.