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WilliamTheConqueror

DayZ Supporter
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Everything posted by WilliamTheConqueror

  1. WilliamTheConqueror

    Rendering Glitch in Berezino

    Small issue, but I did notice it in a couple other buildings throughout the map
  2. WilliamTheConqueror

    Head tracking

    I have run into this issue as well. TrackIR is not working in any capacity in DayZ after the update, whether in 32 or 64 bit. In the settings under controls, there is an option under devices that says Xinput, and it is unckecked. No matter what, if you check it, and hit apply, it will remain unchecked if you open the settings again. I know of no possible fixes.
  3. WilliamTheConqueror

    A Stick Up

  4. WilliamTheConqueror

    Zombies still definitely need some work

    Hopefully this can be fixed soon
  5. WilliamTheConqueror

    Zombies still definitely need some work

    Oh I would have done that anyway :P Plus, that invisible zombie had been following me for the past 15 minutes before pushing record, I honestly don't think it's possible to escape it.
  6. WilliamTheConqueror

    New Melee when new animation system/player controller arrive?

    Wasnt one of the things talked about in an early devlog the mechanic of moving your mouse in a certain direction affecting the swing of your weapon?
  7. WilliamTheConqueror

    The Frequency of Updates

    I see the points about not releasing any stuff that will just get replaced, but are there any small changes that could be released in between releases of major features, with minimal effect on development of said features? I.E a quick update that adds a few new items or some map changes etc that are already done, and would not have to be completely rethought with future changes in the engine. How dependant to the major systems being implemented are these smaller changes?
  8. Isn't having players killed on the list encouraging kos? "Look how many kills I have!" It shouldn't be on the list at all, and time survived should be on the top, as that is the main focus of the game.
  9. WilliamTheConqueror

    Player stats shouldn't show players killed

    Hicks has spoken! We can all go home now. (Also, I think Pilgrims idea of having blood type in the stats sounds useful. Have you considered something like that?)
  10. WilliamTheConqueror

    About the new .60 performance comparison

    I completely understand that the game is CPU heavy. That is why I am in the process of building a new computer (which will use the same GPU as the one in my current pc) Going Intel this time. And for other CPU heavy games, I also play Cities: Skylines, and of course, the prime examples, Arma.
  11. Ha, because the place is already a wasteland
  12. WilliamTheConqueror

    About the new .60 performance comparison

    Theres nothing to tweak. I have an AMD Anthelon II 645 x4. Apparently, it's not very good with DayZ. I'm in the process of building a completely new computer right now. But for the next few months, I'm stuck with what I got. I can get 60fps in basically any other game though. Only Arma and DayZ is low.
  13. WilliamTheConqueror

    My Gear-Goal in DayZ - What is yours !?

    A Mountain Dew
  14. WilliamTheConqueror

    About the new .60 performance comparison

    I'm just looking forward to the day that I can get above 5 FPS in cities. I listen to people complain on only having 20-30 fps, and I would kill for those frames.
  15. WilliamTheConqueror

    Player stats shouldn't show players killed

    But the second modding comes, the majority of the playerbase will be playing DayZ SA Epoch.
  16. WilliamTheConqueror

    Vehicle Flipping

    Go outside and try to flip your car over, right now. Should be easy, right?
  17. WilliamTheConqueror

    Player stats shouldn't show players killed

    That would be hard to do, as it would only count kills after you have been hit. Any other circumstance would be counted as normal kills.
  18. WilliamTheConqueror

    Player stats shouldn't show players killed

    I just don't want people to view it like people view k/d ratios in other shooters.
  19. WilliamTheConqueror

    Player stats shouldn't show players killed

    I will concede the idea of keeping it, but it the main focus on the list should be the passive stats of your current character, such as how far you have traveled and how long you have survived. That to me should be the real focus.
  20. WilliamTheConqueror

    The Friend of My Enemy is My Friend

    This is so far my best video ever (in my opinion) I'm still new at this, so feel free to point out any problems.
  21. It's slow, hard to use, the menu is nearly impossible to work with as I can't even see what the population of the server is without going through a bunch and clicking the "details" button for each one. The old inventory UI was better in almost every single way. The only reason I use the new one is the fact that it apparently improves frames by a couple (though I haven't noticed it). But I haven't heard anything about it from the devs after its implementation. Hopefully after the engine stuff is sorted, they will return to it. I'm just surprised they made a big deal out of it, but haven't talked about it since. I want to know what they have planned for it, because if it involves the current system in any way, I'm worried. I know, I know, alpha, work is being done. I get that. I just wanted to bring this up so it can be addressed sooner, rather than later. The whole point is to bring up what we think are design flaws, right?
  22. WilliamTheConqueror

    Is anyone else concerned that the NewUI is a big step back?

    I am sorry. I didn't see today's. Never mind then. I am glad to see "New UI skin Prototype". I think the current design of NewUI Is pretty horrible. I like the simplicity of the old one. I guess the mods can go ahead and delete this thread now.
  23. Also, an idea for you're lives system. How about a limited number of lives per team, instead of a limited amount per player. Say, there are 40 lives for 32 players, that number would go down, until less and less people are able to respawn. Basically, people have a chance the first time they die, as long as they die when there are still extra lives. Alternatively, have an unlimited amount of respawns for a limited amount of time. After a timer goes down, the max amount of players possible goes down, and when people die, they are out, but when the new number has been reached, the remaining respawns again. This would have to be a fast timer, or just go down in large increments, to keep the difficulty.
  24. I think this is an idea that while benifit from a smaller map han what we have at the moment.
  25. WilliamTheConqueror

    First vs Third Person Discussion (Dslyecxi video)

    You can turn off head bob. It is a slider in the menu.
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