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alleycat

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About alleycat

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  1. Attempted to complete the "first mod" tutorial. However the game won't load. It packed without script errors. All files mentioned were created and the code pasted from the tutorial. Then I set up a batch file with the path: ......DayZDiag_x64.exe -mission=pathToMission\myMission.ChernarusPlus -mod=P:\FirstModPacked When loading, the load bar gets stuck at 40%
  2. alleycat

    Stable Branch - 0.60 Discussion

    Just spawned in as a new player. I logged out without any injures, behind a door I locked. With a full suit of Ghillie. What the hell is going on? Is that a bug or is it a common issue where the game randomly skips the character? All on stable.
  3. alleycat

    Experimental Branch: 0.47 Discussion

    Why does the server browser only show very few servers and why are those showing always around 17:00 and WHY ON EARTH IS IT PITCH DARKNESS AT 17:00?. I am tired of only beign able to play DAYZ on black and white gamma.
  4. Weather is way too dark when overcast. I was playing on an experimental server, 15:00 server time (and if it is synched to real world astronomical data) then the daylight should be way way brighter, even if it is fully overcast After all it is May. However the lighting condition was so dark on 1.2 gamma and 1.5 brightness I had to increase gamma. Overcast weather is darkening the game way too much
  5. Can you stop treating experimental players like people that just tried to break into your home? from the experimental forum: Quote Not possible? Patch notes? How about possible? After all the volume of $ and units moved you sure can afford one guy to sit down before each experimental patch throw a basic patchlog so we players can tell if it worth trying it. I dont want to waste hours "working" to find new stuff in a patch. If there is a new weapon or item, mention it in the changelog. That simple. It is kind of rude going for this "this is experimental so dont expect having fun". If you dont want people to have fun because the game is not ready yet, dont release it at all in the state. And I dont believe the whole "dont buy if" warnings. because that huge fat DAYZ showing up on the steam store front slide does cost some serious money to be there I would assume. So the intention is clearly to get people to buy it. So yes how about changelogs so I can tell before booting the game if the patch brings something I want to play with or not. Finding out after many hours wether there is something new is not fun. I dont want to gamble my gaming time on the prospect of perhaps something interesting showing up in a patch because developers are too lazy to write a change log.
  6. Can you stop treating experimental players like people that just tried to break into your home? from the experimental forum: Not possible? Patch notes? How about possible? After all the volume of $ and units moved you sure can afford one guy to sit down before each experimental patch throw a basic patchlog so we players can tell if it worth trying it. I dont want to waste hours "working" to find new stuff in a patch. If there is a new weapon or item, mention it in the changelog. That simple. It is kind of rude going for this "this is experimental so dont expect having fun". If you dont want people to have fun because the game is not ready yet, dont release it at all in the state. And I dont believe the whole "dont buy if" warnings. because that huge fat DAYZ showing up on the steam store front slide does cost some serious money to be there I would assume. So the intention is clearly to get people to buy it. So yes how about changelogs so I can tell before booting the game if the patch brings something I want to play with or not. Finding out after many hours wether there is something new is not fun. I dont want to gamble my gaming time on the prospect of perhaps something interesting showing up in a patch because developers are too lazy to write a change log.
  7. alleycat

    Question about experimental

    I am playing experimental. So far I only noticed zombies being faster and more of them in towns.
  8. alleycat

    Rolling Update Rev - 0.43.116251

    where to find changelogs on experimental? from what I can see the current experimental is a few weeks old. And where do you guys confirm loot respawning?
  9. alleycat

    Question about experimental

    Is there a changelog for experimental? I hear players stating that loot is respawning on experimental
  10. I am watching this right now: Rocket mentions to check out the latest experimental early in the video. Does that mean some of the new features will trickly into experimental unannounced before the complete full patch is out for non experimental? Or is the current experimental a few weeks old?
  11. I am just going to skip over the whole mosin argument because american firearms users will obviously trash talk about the mosin because it is a russian weapon. The game would be a lot more fun if pvp encounters would be exciting shootouts on short range instead of the usual sniper hiding near a highly visited loot spot. And it would be a powerful deterrent against shooting on sight if you have to risk something when you do it. Using a rifle on 200m is no risk, while using a pistol on 50m opens a lot of possibilities for things that can go wrong. The game needs more risk to the reward of shooting and looting other players. No matter how rare a mosin is in the game loot, there will be a few on every server because a 5 minute connection delay wont stop me from server hopping airfield, because that still beats running an hour to the next high end loot area
  12. There is no black or white in dayz, only pure black without any shades. You have no choice, either you shoot on sight or you will decide to do it after regretting trusting some other guys a few times. As for the reading or understanding impaired: If you have to use a pistol to shoot on sight the chances of it turning from leet sniper shot to panic shootout are much higher. And a player with expensive loot will be DETERED from doing it. And it would encourage forming groups and not shooting on sight and actually approaching players for social interaction would be more viable. The point here is to put some risk to killing on sight. Right now there is only risk and no reward in not shooting on sight, while shooting on sight has all the reward and none of the risk, especially with a weapon that can accurately shoot from 300m. Most kill on sight kills are actually kills where the target never saw the shooter. and players who disagree with sniper kills being overrepresented are players who are not bored yet with sitting on a camp spot near an airfield
  13. This should be a good shoot on sight deterrent: Remove all ranged firearms and increase the availability of pistols. A player with a pistol will be able to easily kill another lone player if he can sneak up on him, however a group of 2-3 is far riskier and therefore a deterrent. And if there was no way to snipe players from 100+m with a rifle most kill on sight would disappear because of the added risk of close combat. I ll happily lose the mosin in exchange for a better shoot on sigth deterrent and some pistols. Because the developers fail to see the glory of nametags (which would add consequence to KOS), no available rifles would be a softer deterrent because there is far more added risk opening fire on 3 axe wielding players on 20m range than it is with a rifle 200m away. Making rifles only rarer wont work. No matter how rare mosins are, there will be at least one guy sitting on a default sniper spot per server.
  14. Actually its the masochistic alpha fanbois ("We are unworthy!") that damage the game because all they do is clog up topics where people complain about things they dont like with "How dare you!" or "you entitled *expletive", making it harder for the developers to see what players do not like so they can take in that feedback. So if I or someone else complains about the last patch having none of the fancy stuff they advertise in videos and we get hated on for actually wanting stuff that matters instead of 5 firemodes for defibrillators which no one needs because every shootout ends with a deadly gunshot wound that kills instantly, we get hated on for being unthankful because we dont accept the "gift privilege" of playing the early access alpha. And the same fanbois encourage the developers with limitless praise no matter how much delay happens on features that matter (anything that adds something to the game that changes it from a pure deathmatch box). So here is my entitled complain worth 22€ ->Add more zombies and drop everything else. I dont need the 2 zombies per town to perfectly navigate each fence, I rather have 50 zombies that warp through these fences because then the game has actual zombie threat in a supposed zombie game. ->Stop wasting time on anything night time, because no one will play during nighttime because you just increase the gamma, making it all look green grey and visible. So we dont need more fancy shader work for that. Unless you get nighttime to be equally dark for everyone (splinter cell black list has it) you might as well code out any daytime change. ->Game needs more PVE stuff that works. Zombies, Actual survival that matters. My character does not care about being wet, ridled with cholera because it will likely die sneaking into an airfield building to find a gun. Average survival time: Time it takes to run to an airfield from spawn. Also fanbois are giving developers too much slack on basically anything. They delay stuff for weeks and fanbois praise it with "take your time" while at the same time dragging in some hyperbole comparision to any ACTIVISION or EA title which are solid working products even on release day with a few tiny bugs that get blown out of proportion.
  15. I would disagree on that. The game is not designed to be this slow. The current slowness is caused by still incomplete features and/or design flaws. There is no respawning loot yet, no proper zombie respawning and no large zombie numbers. Zombies being dangerous was a working PVE part of the game that made it fun even if you avoided other players because looting was dangerous, since you have to sneak past or kill zombies. Both were very tense and dangerous. But this part is not present right now. So we have 2 gameplay choices. Meet other players which means combat 99% of the time or avoid them and be doomed to run through the woods for long distances. And dont start on these esoteric concepts on how that game was designed. it was not. The only reason we have no real player interaction after shoot on sight is because the developers dropped the ball on a real bandit system or bad consequences for killing all the time. It is a flaw because of a bad design decision.
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