andro_dawton
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Experimental Update 1.22 (Change Log)
andro_dawton replied to Kyiara's topic in PC Experimental Updates
@Kyiara Typo in first line: PC Experimental 1.22 Update 1 - Version 1.21.156458 (Released on 27.07.2023) Should be "22" -
Experimental Update 1.16 (Change Log)
andro_dawton replied to lynn.zaw's topic in PC Experimental Updates
Is it just me or is it harder to sneak to a Z and kill them silent with a knive? They seem to hear you way faster. Even slow croching seem to alert them. Dont like it. If you mange to kill them silently - the "slash" sound is way quieter. This is better than before. -
Cheating has reached critical mass
andro_dawton replied to THEGordonFreeman's topic in General Discussion
The problem is serverside. Mass killings of the whole server pop - documented on stream (TRMZ, AmishZed,...) several times for example. Blackmailed server owners - its serious this time. -
edit: wrong thread
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As far as we know about the security breach of the windows dayz server (which is how a group of hackers are able to blackmail server owners) how about Linux servers? They seem to be more or less on the go in 2022. https://linuxgsm.com/servers/dayzserver/
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Disagree about how often cars fly. If you dont know the basics and warning signs about how to mange the buggy cars in DayZ (and when to stop the vehivcle no mater what) driving is to be suicide in DayZ. Allways! How many bugs and weird things are NOT fixed in 2 years of trying to fix cars is a shame. Example: Every time TRMZ is bored and is driving its ends this way... very soon he knows again why he usually dont drive. https://www.twitch.tv/therunningmanz/clip/FrailLittleDogeKlappa-kksH4RJzLcC86YGX https://www.twitch.tv/therunningmanz/clip/FrailLittleDogeKlappa-kksH4RJzLcC86YGX btw:
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Experimental Update 1.14 (Changelog)
andro_dawton replied to Kyiara's topic in PC Experimental Updates
This is bad news for me. 😞 -
Experimental Update 1.14 (Changelog)
andro_dawton replied to Kyiara's topic in PC Experimental Updates
Wow - Thats a nice one. 🙂 Hope there is a big performance boost! -
Thx. God Job Devs! :)
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Experimental Update 1.13 (Changelog)
andro_dawton replied to lynn.zaw's topic in PC Experimental Updates
Love to hear that. Shouldn`t it be a part of the changelog? Very cool feature. My dream DayZ would have doors which open and close random in very bad weather conditions, too. Would add scarry athmospehe. 🙂 -
Experimental Update 1.13 (Changelog)
andro_dawton replied to lynn.zaw's topic in PC Experimental Updates
Some thoughts (imho): Depending only on your loot luck to be able to desinfect is not a very good mechanic. Is it possible to desinfect rags in a cooking pot on a camp fire or ofen? Z blocking should only work for Z in front of you. Otherwise its kinda silly op. Plate Carrier need a nerv. Balancing by making it harder to find (is it?) is not the best idea. -
Experimental Update 1.13 (Changelog)
andro_dawton replied to lynn.zaw's topic in PC Experimental Updates
Special thanks for fixing my reports 🙂 -
It was shown as fixed in the Experimantal Fix 6 1.12.153895: But with Stable Hotfix 2 1.12.153895 it is not shown as fixed?!
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No Game fix for the Queue?
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Experimental Update 1.12 (Changelog)
andro_dawton replied to Kyiara's topic in PC Experimental Updates
I was today on the public Exp. playtest session. The door state was wrong for me / the infected. About 6 infected vs me in a corner - a very short fight. I was uncon in secounds. Before they knocked me out a third time I was bleeding to death - fully geared. They was going through doors which were closed for my character. This was scarry and intense! I respawned and was forced to stealth kill infected to survive. This was fun. I learned 2 things. 1. When the door state is all over the place - never attract more than 1 infected. 2. I have a Feature Request: Infected should be able to break through closed doors fast. This would make the game alot more intense. No easy escape in buildings. Also for balance - players should be able to open and close doors silent without attracting invected.