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Everything posted by odin_lowe
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Updating!! Gonna check it out as soon as possible, and report some new findings! ;) Cheers!!
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Crafting Improvised Fishing Rod/ Improvised Bow
odin_lowe replied to Draxis Wyrmtail's question in Troubleshooting
Fishing rod and improvised bow are not in 0.63, and won't be in the game for a while sadly.- 1 reply
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This is brilliant. I will follow this progress closely!
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This one has a ladder for easy access. ;)
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Really liked the q&a with René (Barely Infected) and I'm glad he was able to spend time with you guys and share his time there. Having lots of fun in the recent stress test and looking forward to what's next. Keep it up fellas!! Cheers!! See you in Cherno! Oh, and yes, there's at least one friendly in Cherno... ;)
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Just saw that you're on Xbox right? I think you need to hold "x" button on your controller. What's your key for reloading? Try to hold that key too. Test out different buttons and check the bottom left corner to see which one switches the firing mode.
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Press X (default key) to switch between firing modes. Check the bottom left corner to see if you're in single fire (semi-auto) or full auto.
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There is no current Stress Test, you can't play with Stress Test enable right now. Switch to 0.62 or Experimental 0.63, otherwise you won't be able to find any servers until the Devs do another stress test.
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It's the first time since 2012 I'm taking a break of DayZ... never thought I would, but I am. Bug/exploits or not, as much as I love DayZ I think the current state of the game is the worst it's ever been. Really hoping for a turn of tide, soon. As far as I see it, the current "melee" is the exploit.
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That parkour!! Wow. Really looking forward to being able to repair clothes again! :D -AI sensors : seems like stealth will become important for PVE as much as for PVP. It's a good thing. Very nice status report. Cheers fellas!
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Ok
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The DayZ devs are from Bohemia Interactive, but they ARE NOT Bohemia themselves. The executives who takes the big decisions behind projects. The devs who are currently making DayZ, are they the ones who made ArmA3? Argo? Take on Mars? And what about the new game Vigor? No. There's about 250 employees at Bohemia, and they don't all work on the DayZ project, that's just not how it works. At the start of the project, Dean Hall wanted a different engine than simply use 90%+ of assets from ArmA2, but Bohemia executives didn't let him, so they had to make their own from scratch, all the while they provided an "alpha" build of the game to consumers. But all this time they knew they would eventually switch, as the first time I heard about the splitting of the team to create the "new" engine and getting rid of the legacy code was from Eugene, back in early 2014. VBS3 would have been very interesting to use for the core DayZ engine, but BIS didn't want to. You know BIS spun from BI Australia right? Anyway, we know the story. We're here today, and that's what matters.
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Total misconception of what the DEVs had to deal with. When I first played DayZ, it was a simple mod for the game ArmA2, but it was a unique experience. We had the chance to have an independent game made from it with the Stand Alone, but Bohemia screwed the DEV team a bit by making them create their own engine for it instead of providing a better platform from the start. So when I first tried the stand alone, with the 0.18 Alpha build, I wasn't too surprised to see it was basically the mod with a different inventory system, which was already light years better than in the mod. Don't get me wrong, I loved the mod (about 1500 hours in it) but the clunkyness of it was atrocious. If the DEVs have had the option to simply build their game instead of making everything, things would have been very different. The process was very interesting, but I think we had access to the project way too early. Although I'm at 2874 hours, and loved every minute of it, I think the overall reception would have been more positive with the current build of the game, and it would have taken a lot less time since they had to fix so much stuff that is now gone. (the legacy code, and everything related) TL,DR DayZ is life. Long live DayZ.
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2 comments above you had the same issue, with a provided fix. Restart steam and check integrity of files for DayZ, it will download the missing files you need.
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Very nice! Another ambiance upgrade with the changes to the rain effects. Not much on the sound side though. I know that players sound effects are important, but I truly hope the streams, rivers and ponds get proper sound effects eventually, not just the coast with it's "ocean" sound effects. Cheers fellas! Keep it up!
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The ballistic vest is heavy indeed, but can save your life vs an AKM right now. It's a compromise. The current experimental is identical to the last stress test we had, so most of the content will be added eventually as they focus on stability and performance first.
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Adapt, or die. You can go prone. Jump or "vault" is automatic right now until proper animations are implemented. You can carry 2 "big" weapons", but this isn't PUBG or Fortnite, it's a more mature games where most kids seem to cry and whine a lot... You get heavy, you have less stamina, simple. Adapt, or die.
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Hmm, so far the comments are mostly focused on "guns" and "kos", but what the main complaint was is that players right now on experimental are not interacting other than punching or attacking others every time they encounter someone. I understand that all debate on KOS and whatnot, been here long enough for that, but what I see here is just a genuine complaint about the current "experimental" branch compared to what previous experiences were. To be fair I haven't joined the new experimental branch yet, as I don't see the point since the stress tests are still going, and they should be the main focus. I love experimental, and it's been like that since the very first one. Many of my memorable interactions and encounters were on experimental, and I met players that became friends and that I still play with today, but the current experimental is different, and quite frankly unnecessary. Once the stress tests are shut down and focus gets directed towards bugs finding on new features on Experimental Branch, than I'll consider it "real" experimental, and we'll see how interactions goes from then on. KOS have been part of the game since day 1, but "freshspawncrazypunchoutpartyallthetime" is no fun, not KOS in my book, and not in any way how interactions should be limited with.
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So much content!! Thanks! I really enjoy the Status Reports. Keep it up fellas!! Going back in for more Stress Test vol.18 !! Cheers everyone! Edit: R.i.P. Jen. :(
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There will probably be persistence eventually, but right now the only way is with some editing of how files are stored. There's a workaround on Reddit about how to make offline mode "save" your character and gear, but it has flaws and you usually lose some items when you log back in, and the base character changes too. Also, there's no real persistence like tents staying there and such. Hopefully we'll get a real single player mode when it's ready.
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Still hoping for many features that were announced a while ago to make it into the game eventually. Different kind of smoking and alcohol were announced but still haven't made it past the items/textures in the game. The files are there, but no effects are programmed yet.
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I really enjoyed the week-end long stress test #11 and I really feel DayZ is moving forward at a great pace right now. Fantastic fellas. Cheers Devs! Cheers community!! Thanks for everything!
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Pressing X changes the fire mode by default in 0.63
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Farewell Brian. Thanks for everything! See you in Chernarus! Looking forward to experimental. A lot of tweaks are needed, but keep it up devs, we're getting there!