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Your DayZ Team
RedDogMT
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Everything posted by RedDogMT
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Pending Changelog: Experimental Branch: 0.42.116002
RedDogMT replied to rocket's topic in News & Announcements
I don't see why 'it is the right and proper way'. The first thing I look at when I come to the forums is the DevTracker. It keeps me up to date just fine. In fact, sometimes there is even extra crap that I don't even need to know. ◔_◔ -
Why is der a F****** hide body function!?!?!
RedDogMT replied to Fre4krider's topic in General Discussion
Denying gear to other players in a game with limited resources is a viable tactic. If you say that it is a form of griefing, then you really haven't played enough DayZ yet...this game is full of people griefing in all sorts of ways. They are usually called bandits. I would not want them to get rid of the 'hide body' function. II would like to see them add body dragging (like the mod) as well as give the option to bury the body using a shovel (but it should have a long animation). -
Dude, it's a bug.
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Leave the medi kits as they are. Decrease the current protector case capacity from 6 slots to 4 slots. Add a large protector case that takes up 6 inventory slots with a 6 slot capacity.
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Pending Changelog: Experimental Branch: 0.42.116002
RedDogMT replied to rocket's topic in News & Announcements
As far as the melee stance, I would have liked to see something similar to what they did with guns. You should be able to attack whether the weapon is raised or not, but an unraised weapon takes longer to complete the swing and is a little less accurate. As someone commented above, it would be cool to see a melee block move when the character has the weapon raised. -
PvP is a core element of DayZ. The game is not for everyone. Don't listen to the trolls. Try it again in a year when the game is close to release and private servers and modding is a thing. You may find a server you like.
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Remove BattlEye messages in the bottom left corner (Devs please view for consensus on this)
RedDogMT replied to omgwtfbbq (DayZ)'s topic in General Discussion
It would be nice if their was a server side parameter to let the admins make the messages show up for everyone, admins, or no one. -
Sounds assets will be addressed later on down the road. There is a lot of agreement that they do need to work on them.
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Hotfix changelog: Stable Branch: 0.35.115188
RedDogMT replied to mattlightfoot's topic in News & Announcements
I just got done playing for an hour and the game plays fine again. The thing with development is that any time you introduce new content/mechanisms/etc, you are going to break other things. The QA process generally does not catch everything. It is true, that a dedicated QA team can do a good job finding bugs before an update is released...but some always sneak through...and some bugs just don't crop up until an update is released to the masses. Some people complain that others keep crying 'alpha', but that is what it is. Just because they have a foundation does not mean that the game is close to being completed. We are helping test new game features as the game is being made. I am ok with the progress. -
Locked doors do make sense, but so do doors that are smashed down or just flat out missing. For locked doors, players should have the option to pry them open wooden doors with the pry bar, smash them apart with the axe, or shoulder smash them from the inside (in case someone spawns inside a house that is fully locked). Of course, any method of opening a locked door should make noise, with the pry bar being the least noisy and the axe or shoulder being very noisy.
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I have not read the last 10 pages of this thread, but if there are enough players that want a PvE option in DayZ, I don't see any problem with Rocket including is an option for the game for non-hive servers. The big question is whether zombies alone could be enough of a threat to provide good game play for players. Personally, I want PvE and PvP to both be strong factors in DayZ.
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The OP has a good point. For a game that likes to use realism, a weapon held in hand should not be damaged unless the hand is hit. The fix would likely be pretty easy. Even if a pistol is stored in a backpack, it is flagged as in-hand when it is in hand. As damage is done to the backpack, it should be easy enough to exclude damage for an in-hand item. Now, I do not know if weapons have hit boxes in DayZ. If they do not, it should be easy enough to include any in-hand items in the list of items to be damaged if the hand/arm is struck. All that would need to be done is to update a flag/pointer whenever an item is place in the hand.
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I can't agree. If the process was automated, there would be too many trolls that would upload stupid things. ...perhaps I can see it if uploads were done manually by the server operators side. In other words, a player submits a pic and name to a server admin and they rename the file to the user's steam name. Then the file is thrown into a folder so that when the player logs in, the custom pic overrides the profile pic. However, I don't see the majority of server operators wanting to do the work to review uploads.
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It is an interesting idea, but I don't think it adds to the game play. For example, when I played yesterday, I found a badly damaged hoodie about 45 minutes after coming in as a new spawn. I was like 'Yes!' (more inventory slots)...but if I were to run across several pieces of clothes that I could not wear because the size was too small, it would become more of an annoyance than anything. Currently, loot is rare enough that finding most anything useful is a minor treasure and I am liking it that way.
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Changelog: Stable Branch: 0.34.115106
RedDogMT replied to mattlightfoot's topic in News & Announcements
All of the guys in our crew experienced some very bad frame loss around Cherno. Prior to hitting Cherno, several of us were scattered around the map. We decided to meet up in Cherno. When one of the guys hit Cherno and started to look around, he died unexpectedly (either death from lag spike or ladder slingshot). About that time, the rest of us arrived in the Cherno area, and that's when the problems really started. Two of the guys made it to his body at the firehouse and started to pull the equipment from his body to redistribute or to save for him. Within a few minutes, they started experiencing frame drops. Around this time, I arrived just north of Cherno. For me, merely looking in the direction of Cherno would start to tank my frames. I decided to skirt the north side and try coming in to the city from the east. Looking at the ground instead of the buildings appeared to keep the frames up for a bit, but every once in a while, they would suddenly dip by 15 or 20. A few times, I attracted some zombies and then my frames would tank to 1 or 2. Several times, my video locked while I would hear zombies shrieking around me. Since I figured I was dead, I logged out and jumped servers. To my surprise, when I logged on to the next server, my guy was alive and unwounded. I actually locked several times when zombies came at me while around Cherno and each time I exited and logged back in, my character was fine. In the end, we made it in to town, grabbed the gear, and made it out, but a number of us went through several lock ups, restarts, etc before we made it to the woods between Cherno and Balota. The frame drop was manageable when we went through small towns or stayed in the woods. Electro did bring frames down, but was still manageable. Of course, Cherno was horrible. Unfortunately, the frame drop for one of our crew was so bad that at one point, for about 45 minutes, he was constantly experiencing extreme frame lag or locking. At this point, we are considering the current version to be unplayable. I understand that they pushed the latest patch earlier than expected because of the "infinite death" bug that was introduced by the previous patch, but it's too bad that this issue popped up. It's all part of the dev process. :) Hopefully they devs are able to find the solution for the frame drop issue next week. -
No, you are the real joke in that you think you purchased a fully released game. The description of the game on steam still reads: WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING. I am very familiar with the alpha and beta process when it comes to software development, so I knew full well what I got into when I bought the game. However, you appear to think that you are entitled to a fully released, bug-free game before they even advertise it as such. As I said before, if you cannot deal with the pace in which the game is being developed, save us all some head aches and uninstall the game until it is advertised as release. And please stop 'spewing ignorant replies'. We don't need to know any more about the kind of idiot you are. What you have said so far shows what little brain matter you have.
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I love your signature. It's a great way to try and justify your crappy comment. The joke is that you are complaining about an ALPHA!!! Just uninstall the game until they announce it as a release.
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I can't see how 3rd person is helping this game..
RedDogMT replied to infiltrator's topic in New Player Discussion
Sometimes I just like the survival aspect of DayZ and 3rd person is a much more enjoyable way to view the game when I am running around the world or hunting for resources. When I am looking to PvP, I prefer hardcore servers. Both views have their use. -
What. Achievements totally make sense. Every time I finish a project at work, I always hear music playing and a small popup box appears above my head...It would be JUST like real life! /sarcasm Sorry, but achievements are stupid for a game like DayZ. I am glad that rocket is not on board.
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Yes, please add a feature that helps griefers grief...
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Pending Changelog: Experimental Branch: 0.33.114782
RedDogMT replied to rocket's topic in News & Announcements
I don't see any problem with a disconnect timer...but if it's purpose is to combat ghosting, it won't impact it much. The only thing I can think of that would deter ghosting would be a loooooooong reconnect timer if a player is recognized as a server hopper (5 min?). I would not mind if that was a thing. Aside from that... Thanks to the DayZ team for their continual (and speedy) updates to the game. :thumbsup: -
I would definitely like to see a hip holster and leg holster. Drawing a weapon from the holster should be much quicker that getting it out of a pocket. I would also like to see holsters/sheaths for knives that allow them to be drawn quicker.
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No drops. It does not fit a survivalist civilization.
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I think the idea of classes is a good idea, but more like project zomboid (which I know that Dean is a fan of). However, I would call them professions instead of classes. I would also suggest that there be NO military professions. Since this is a game where guns are so prevalent, having a military background would give a player too much of an advantage. Keep the professions limited to civilian professions such as construction worker, med-tech, cook, police officer, fireman, park ranger, school teacher, baker, banker, bank teller, security guard, etc. The professions would give one or two advantages in certain areas either based on the profession or just two random perks (such as running endurance, treating wounds, building structures, etc). The only advantage that should be left out is any sort of shooting benefit.
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The idea of having masks is fine, but I would rather have them be extremely rare. Instead, I would like to see ski masks and hockey masks. Of course, you should be able to paint the hockey masks.