andro_dawton
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Everything posted by 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. -
Experimental Update 1.12 (Changelog)
andro_dawton replied to Kyiara's topic in PC Experimental Updates
Some real feedback (only caliber discussions are way to theoretic). After a few hours playing and watching streams ... maybe something is going on with the shotguns? One extreme example from my own gameplay: One guy was fighting Z with a meele weapon. His shock value was raised allready and I could sneak up on him. I hit with rubber slugs about 1-2 meters away, 2 times. He tanked the rounds without body armor and runned of. And here an example from TRMZ about shootguns, he has loaded buckshoot and slug - guy is tanking: "https://www.twitch.tv/videos/977398996?t=00h39m32s" Some of the new food itmes took way to long to eat compared to the time it takes to eat fat for example. Wolfs still not howling from time to time. I dont think this is intentional. The game (and the Ai) should allow decisions and avoid dead ends. Example: I was low on health and was just ready after cooking and eating and was about to travel in the next village. About 100 meters from the last building there was a sneak attack from wolfes. This was an encounter I had no chance to make a decision. They bit me 2 times. The last hit was my head - "you are dead". You should hear them 100% if you are in their dangerous radius to have a chance to avoid such encounters. On a server with high population many Z was stuck often in corners of buildings. About the Z rebalance and stealth attack the changes are graeat. Maybe a "stealth open doors" machanic would be a nice addition. Things wear out fast. Its more annoying than challenging to reapiar cloth after every Z encounter and clean the weapon after every few shoots. -
They got striked when the modders are using files which are not part of a free licence. Like files from other games for example. Even files from Behomia games (Arma series) are not allowed to be used in public mods for DayZ. More Info here: https://community.bistudio.com/wiki/Licenses https://community.bistudio.com/wiki/Category:Public_Data https://www.bohemia.net/community/licenses https://www.bohemia.net/community/licenses/arma-public-license
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Very nice that you communicate with the players. And a big thx on Dayz Dev / Bohemia supporting the game till now. But I wounder why you are just making a "sunshine" posting. Guns? Animals? Z? Balancing? I know these things are not beeing coded by engine Devs and all Devs need something to do, too... But adress the Elephant in the room. We do not need more guns or animals. We know that you are aware about the real problems. We need better core engine features. Even when it will last a whole year. Getting physics , duping and bouncing/flying cars fixed should be prioity. And you should communicate that. Not mentioning the physics is a mistake, imho.
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Experimental Update 1.11 (Changelog)
andro_dawton replied to Tom_48_97's topic in PC Experimental Updates
They seem to expand on the 9x39 mm ammo. 🙂 The ammo used to be less important (be useable one gun only). It will be even more usefull if we would get the SR3-M and SR3-MP with 30 round mags, too. But not some other 9x39 weapon like the Ak-9. It would add a new mag. Which is not compatible with the vss, afaik. -
Experimental Update 1.11 (Changelog)
andro_dawton replied to Tom_48_97's topic in PC Experimental Updates
Like this: https://www.amazon.com/gp/aw/d/B0836DN7Y5/ref=sspa_mw_detail_0?ie=UTF8&psc=1 https://www.amazon.com/Recon-Medical-Lightweight-WaterProof-Registration/dp/B074HJXPCW I think we will see broken arms in the game eventually. -
Experimental Update 1.11 (Changelog)
andro_dawton replied to Tom_48_97's topic in PC Experimental Updates
Little fixes here and there, too. Some small things are not listed in the log (as I recall) For example putting up a fence-kit has a new sound. But there still some missing soundeffects. Like opening tuna with a can opener is silent. But I think there is no need to report, or? Would be nice to see the not priotised version of the to do list about fixes... 🙂 -
Experimental Update 1.11 (Changelog)
andro_dawton replied to Tom_48_97's topic in PC Experimental Updates
Thank you very much for this change. 🙂 -
The problems with deleted items which was inside nested containers was mentioned in the forum and feedback tracker since 1.09. The pan problem (nested in a kind like a container attached the stove and/or gas bottle inside the player inventory) started in 1.10 Experimental and was mentioned in the forum serveral times, too. Saddly there was no response from the Devs about it (as I know). You could now mod (and fix) the problem as a modder (changelog about the now moddable clothing class). But on Vanilla: Instead if just deleting items (when the player char is relogging) it should not be possible to store all the different problematic items attached to eachother inside the inventory in the first place. @lynn.zaw any info about this?
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Experimental Update 1.10 (Changelog)
andro_dawton replied to ImpulZ's topic in PC Experimental Updates
The topic is not about discussing bad performance (server, cars, ... ) all day long. The Devs understand this kind of problems better than most of us. Feedback about the broken bone mechanic: The meachnic is very nice. The new model of the improvised rail ist looking better than the first one. But the shock value is not visible enough when you try to move / interact with a broken bone. For example the player is going uncon after a few "fast" steps. But how far and how many steps can he risk? Maybe he is under fire and want to evade it... uncon. Idea: The post processing could indicate more intense that the players is going uncon soon when he will moving on. Or a new UI element should warn the player that the shock value is dangerously high. -
Experimental Update 1.10 (Changelog)
andro_dawton replied to ImpulZ's topic in PC Experimental Updates
I think is is sadly not high enough on the priority list - even it is a small fix as modders are saying. I wounder why? Probaly no Dev is playing the game as a "Base Builder". 😞 @lynn.zaw Since Arma 3 2.00 having a Dedicated 64 bit Linux Server. Is it possible that DayZ benefits from that code base to get a DayZ Linux Server in the future?