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agentneo
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Everything posted by agentneo
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your probably right ^ ^ I have also googled a lot and some people seem to be using tunngle to create a LAN game of Day Z . SOmething i really want to be able to do is just explore on my own or with a couple friends on local or private so that would be ideal for me. I dunno how to do it but yea the info is out there, I assume that would be breaking all the rules..
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i wanna start hoarding ! whats up with persistent storage?
agentneo replied to brumey's topic in General Discussion
Nice so he has zombie pathfinding under Q2? i thought it was q3 so thats somethin to hope for i guess. Q2 must run until June ? Q1-jan feb march, Q2- April may june, Q3 -July, Aug Sep, Q4-Oct Nov Dec -
Saw a video a while ago which said while the zombies are initially dumb (aggro only on people within 100m) and dont aggro from behind, the respawned zombies can aggro from 4000m and from behind, so maybe the coding is still different for normal zombies (that spawn on server restart) and respawning zombies that spawn 10m behind the player constantly.
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well breaking Point is a good example of quite an intensive mod that runs 50 person servers on Altis with a lot of AI And spawned loot and is multiplayer so i used that for MP example. I think if people use the start up parameters, reduce the view distance and object distance to about 1500. it will run alright on most set ups..I didnt know about the AMD issue. Also Arma and day z could do with some sort of automatic installer/ optimiser. Because having to do all that launch options, and change max frames ahead to 1 etc, could have all been part of an option in game rather than having to essential 'recode' parts of the game ourself. Same goes for DayZ standalone, my FPS went up about 10 frames when i changed my max view distance down to 1800 I think it defaults to 3000 which is further than a mosin can even zero. I have heard people are only visible within 1000m in Day Z standalone? So anyway i think they should have more user friendly optimisation
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Dont know what shit servers your on about, but on my medium machine (660 and i5 4670K) i am constantly playing at 60FPS with my view distance at 1500m and most settings High. People do not have a clue about how to set up Arma and I have only had a pC for one year. BReaking Point for example gives me a solid 60FPS on a 50 man server on Altis in towns / cities still Arma 3 campaign also 60FPS throughout the only servers that dip are crap Life / Wasteland servers I love the PIP it adds a lot of immersion and sets the game apart from other games
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well cannabis would be a more useful substance in an apocalypse situation as it has stress relief, pain relief, helps you to sleep and helps nausau/ stomach upsets. Where as nicotine is a fairly pointless drug without much effect., tobacco would still be sought after in this situation, as its rarity and demand for it is high. Maybe they could implement some small 'herb ' gardens as not to be too obvious ? Tobacco, cannabis, batteries, alcohol, matches / lighters and even papers and pens would all be quite rare and sought after items.
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When the game is "finished" (out of Alpha|Beta)
agentneo replied to Raoul9753's topic in General Discussion
Altis is my favourite map in the series of Arma, hope they can use that one day. -
how about swap your melee for a second one? Seems like an easy way to balance it
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The challenge and saga of Zombie Pathfinding
agentneo replied to SmashT's topic in News & Announcements
I hope they fix it before the real apocalypse. -
the eternal wait for zombie pathfinding continues. Praying to the god's of AI.
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so opening the map in editor if you own both games and playing offline without releasing any content or mod, is technically within legislation?
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i use it for all my games for about the last 10months , i like the FPS indicator and seeing whos speaking at any time, I never saw a warning for it either.
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when you check your mic in windows there should be a test option where you can speak and see the level lights flash green as sound inputs or your welcome to test it later i will be online
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I dont know if it is fair to say no one moves like this. most people dont stand completely still if they are in imminent danger. If you were in a combat zone you would be constantly looking around 360, keeping your head down and moving between cover. If there were bullets whizzin by constantly you might be more inclined to move slowly in cover and not stand straight up like a lamp post
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i do that on pretty much every game i play online, that is a very typical FPS shooter tactic...never stand still As for speed i think take it down to like 11 if its 14. Additions -Roll/Dodge -Climb/Vault -Drop n Roll for big drop off's
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All the stuff is usually already ruined! With the fact that one bullet in the back can randomly ruin your entire inventory of backpack, vest, coat and shirt. i would say we dont need anymore ruining. Zombies could go for a dead body to make it harder to loot. Fair enough
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I have said many times i would love the game to be more focused on PVE, and create a world like the Walking Dead or World War Z. The number one threat should be zombies and they should be a constant death threat. I have said many times how I think they should be hordes and kill in one or two swipes, and also carry an infectious bite attack. I would love to see dodging, push backs, zombie lunge bite, and more dynamic combat system. Basically project zomboid has the difficulty level perfect
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Death still means everything- just you have a minor chance to make it back to your body- as i said with the 15 minute timer and likelyhood your body is still in a hostile zone its unlikely but to me it adds that extra bit of realism. Permadeath is great but its even better when you have that slim chance to return to the corpse and risk dying again to get the loot back, dark souls, and a couple of other games do this and it is a much loved system
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Disagree, it already dissapears in 15 minutes, should stay till restart. one of the best things about Day Z is making it back to the corpse
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A very busy couple of weeks for the whole team has just ended....
agentneo replied to SmashT's topic in News & Announcements
some better management with climbing and falling is really needed. We should be able to vault small walls, climb onto roofs, and roll on a big drop for less fall damage. I haven;t seen any of these functions mentioned on any road maps so i hope character movement improvements is somewhere planned? -
Took a break ~3months ago, came back today and...
agentneo replied to Kushko's topic in General Discussion
I said the zombies are still a joke after 6 months, after before the Alpha they said they were completely re worked, yes < I still think zombies are a joke and taking the piss after 6 months since the alpha launched (not three). When Was i screaming? I often write long and thought out comments with many ideas how to fix the issues of KOS and easy zombies etc. if you don't want to debate then don't reply to me, I didn't ask for your holy opinion, and don't miss quote me. Your a forum admin team your job isn't to defend the game 24.7. You should keep order in the forum not constantly Trolling people who have critism. We have been waiting a long, long time for the zombies to stop runnign through the walls, which is a gamebreaking issue and kind of makes Day Z pointless in some regards. Annoyingly, the devs have made several changes to zombies (speed adjusting, head damage) but haven't given any date or aim of when the absolute main problem will be addressed Yes, we have heard about nav mesh etc and i hope to see that come through soon. So frustrating trying to have a civil debate and then admins come and troll because apparantly its Alpha no one is allowed a damn opinion on the game if it isn't smelling of roses -
Took a break ~3months ago, came back today and...
agentneo replied to Kushko's topic in General Discussion
No they haven't . they have said they are working on it and they give no indication of when that work is aiming to be complete. The current dev blog sounded great and so positive but actually has no real dates , aims, or statements about when the notes will turn from ideas into Stable Update Actions. -
Took a break ~3months ago, came back today and...
agentneo replied to Kushko's topic in General Discussion
I agree with the OP, sorry fanboys. 6 months to fix zombies coming through a wall is a joke! -
The challenge and saga of Zombie Pathfinding
agentneo replied to SmashT's topic in News & Announcements
You should have said No, then, because Soon means nothing with this game. If you are proposing a piece of work it typically has an estimate of completion. anyway Iwill keep looking forward to it good luck in Chernarus everyone -
The challenge and saga of Zombie Pathfinding
agentneo replied to SmashT's topic in News & Announcements
A specific target month would be nice to know., although i think this was mentioned in the Q3/ Q4 Section of the spoken interview (so might not be too soon, as we're just entering Q2, correct?) , and I'm not too sure how 'current' that interview is. Anyway it would just help our gaming communities and planning if we knew what month or date they were aiming for.