Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

odin_lowe

Members
  • Content Count

    2864
  • Joined

  • Last visited

Everything posted by odin_lowe

  1. odin_lowe

    [REVIEW] Dynamic Spawning of Infected

    I've played a lot of 0.61 experimental, and the dynamic spawning system is exactly has Weyland describe it. Currently, when you scout a city or town from 500-600M +, and there's no infected roaming around, it simply means there's no player there. When you get closer to the town, you can actually see them spawn right before your eyes. In 0.60 or before, the infected were there, but stationary, and only started moving if a player was in the vicinity, but right now, it's much more similar to what we have in the mod. Even though I really like how many there are when you start shooting weapons and a few players are in the area, it's still too depended on players and gives away too much info about players in a certain area. Also, right now you can't clear out areas, the infected will respawn endlessly. They just kept coming... Of course, we all know it's still a work in progress, and I'm looking forward to the changes for the forests, new vehicles, new animations and player controller, refined lighting and shadows, the rest of the animals coming back, etc. But I would love to have an independent system for the infected spawning that doesn't rely on players in a certain area.
  2. odin_lowe

    Weapon Swapping - "Dude, where's my gun?"

    @BeefBacon Sorry man, but it just don't happen to me, like, ever... (I don't remember the last this happened to me.) The way I place items in my inventory, the way I pick items and interact with objects in the environment makes this "issue" null to me. I remember the days when the inventory used to reshuffle itself when you logged out, and while we waited for a fix, we knew how to distribute items so it would not "flush" items out. Currently, it's only logical that if you have a 3 vertical space left in your inventory, have an hatchet in your hands, pick up an item that takes one space, making your available space and position insufficient to place the hatchet back, it would get thrown on the ground. Thus why I said being conscious about your inventory management, as it seems the problem originate from a player picking up an item while the space he had left to replace the item he had in hands, insufficient. Why do you pick more items if you know you don't have the space to replace your "in hands" item back? For me, being conscious about the inventory space is also about knowing where the items I pick up go. Let's say I have pistol in my hands (2x2) and I still have a 2 space left in my vest, and 1 space left in my check shirt. I decide to pick up a can of food, and instead of placing it in the vest or the shirt, it places the can of food in my 2x2 slots that was used for my pistol, in my backpack. Then, before removing my pistol from my hands, I move the can of food from my backpack, to either my shirt or my vest. Only after that will I remove my pistol from my hands, making it go back to it's "designated" location in my backpack. So you see, the way I use my inventory prevents me from loosing any items do to this. Sorry I don't share this experience, I wish you get a fix for this eventually. But for the time being, I'd say maybe be a bit more careful??
  3. odin_lowe

    Weapon Swapping - "Dude, where's my gun?"

    You need to be conscious of your decision and inventory management. Eventually, with the addition of the weight system, we might see less and less "one man army" carrying a main rifle, a hunting rifle, an SMG and pistols... At least I hope so. Double carrying is horrible in player interactions. "Please put your gun away while we interact." "I can't, I'm double carrying."... gets shot... Quick tip though for those who like to double carry and don't want to lose their weapon while switching items, etc, you need to put both weapons on the action bar, this way you can easily switch between the two without any risks of loosing one. Honestly, I haven't lost a gun that way for the past 1000 hours... When you can familiar with the mechanics, you get almost glitch proof.
  4. odin_lowe

    Who Needs GUNS??

    Good job Neo.
  5. odin_lowe

    More freshwater fish

    Hello survivors, and devs. Recently with 0.61, I've notice my enjoyment factor went through the roof. Even though I already have 2000 hours + in DayZ SA, this patch caught me off-guard with joy and fun. So I started thinking about what could make me love the game even more, and even though I'd love for changing seasons and snow, it's been already on the subject multiple times, and is already something the devs are considering. So what's next then? For me, fishing. Fishing as been a passion of mine for the past 28 years, and with the addition of the telescopic fishing rod with the spinning reel, I've been really exited to see if they would add more fish or even lures to the game. Sadly, alas, I never heard anything on that subject. With many animals already in the game or planned, and with the recent addition of predators, I think it's time the streams, ponds and lakes of Chernarus get some attention. So with that in mind, I did a bit of research on the various freshwater fish species that can be found in Czech Republic and the surrounding areas. http://fishinginprague.com/fish-species/ <--- This is a very good list with many species much tastier than carp, trust me. The list is pretty big, but I think 5 to 10 new species would be great. Trouts, catfish (bullheads), walleye and pikes would be amazing. We'll see how it goes, but fingers crossed at least a few new fish species make it into the game! Safe travels all! Cheers!
  6. odin_lowe

    Lets post some screen shots (Standalone)

    Some few additions all about fishing. (In concordance with the recent suggestion I made.) Gotta love fishing! (But carp taste not so great in reality....) Fair warning, do not go fishing when there's a storm. ;)
  7. odin_lowe

    Wolves are Dangerous! (Player Kill) 0.61 EXP

    I really like the wolves, and for their first iteration, they seem very decent!! So far, patch 0.61 is my favorite DayZ patch since 0.28!! (the first time I got the stand alone)
  8. odin_lowe

    Status Report - 08 Nov 2016

    Wow! The new forests of 0.62 will be absolutely amazing... :-O Really looking forward to this!! Immersion will crank up a notch!
  9. odin_lowe

    Post Your Gear So Far

    Acquired all the clothes I needed to make my "hero" skin look-a-like in experimental. Compare shots from the mod and the standalone.
  10. Hi fellas. Haven't seen this posted here before, and saw it on the Devs Twitter feed. Quite an interesting Q&A session. Also, it seems like Chernogorsk is gonna have another small update. Mostly surrounding the Town hall. Looks pretty nice in my opinion. I don't think this is gonna make it in 0.61 experimental, but we never know. (Haven't been able to test 0.61 yet.) Stay tuned!
  11. odin_lowe

    Enfusion engine Q&A and Cherno sneak peak

    Feel free to merge or delete this thread mods, but the main reason I started it was just to ask/talk/show the modified Cherno.
  12. odin_lowe

    Enfusion engine Q&A and Cherno sneak peak

    Yes I did! Updating a thread from August 8 wasn't the greatest idea for making it visible though, thus the reason why many missed it, as we would have seen many asking about the new modifications to Cherno inside the experimental thread. The fact that it was omitted in the recent status report showcasing all the new modifications to towns, village or locations around the map might indicate that it's not finished yet. A bit weird non-the-less.
  13. odin_lowe

    Wanderer - Day 1 [8:33]

    Very nice new series you just started René! Cheers! P.S.: You mostly play on DZU EU or US? I'd guess EU. I play on both, and met many players, but haven't met anyone has famous as you yet. ;)
  14. odin_lowe

    Impossible To Have Fun Anymore

    If you've been following development so far, you would notice that they are trying to complete the big task at hand first: Finishing the core mechanics and engines for the game. Then, we'll see some balancing being done. If you really think the map is too big, I don't know what to say. The map is pretty small to me, as we can get from spawning on the coast to the NWAF in 25 mins... on foot... It might be impossible for you to have fun, and that's pretty sad, but I'm still enjoying the game as much as I did, even more, than when I first started. I only have 2000+ hours in game, and I don't stream or do videos, but mostly play on private hive servers either for RP or PVP. To each his own. Safe travels survivor.
  15. odin_lowe

    Status Report - 25 Oct 2016

    Very nice!! So many changes around Green Mountain!! Can't wait to check it out in details in experimental!! :D Farewell to SMoss. Cheers and have a good one!! And welcome to Baty!! Keep up the good work fellas!
  16. odin_lowe

    Moving from the A2 Mod to Standalone!

    Welcome, and enjoy your stay! Safe travels survivor.
  17. odin_lowe

    Post Your Gear So Far

    Black slacks and a black M65 jacket looks great! Fancy, and not so much "tacticool".
  18. odin_lowe

    Post Your Gear So Far

    Chop chop those infected!
  19. odin_lowe

    Status Report - 11 Oct 2016

    Great Scott!! Awesome news about the new launcher, streamlining the modding process. Looking forward to this in the future! Keep it up fellas! Slash down those last blockers! We're all with you!
  20. odin_lowe

    ZOMBIES!!

    The new sound engine will come in 0.61, as well as dynamic zombie spawning. As for the AI, it's been worked on, but there are priorities first. Work in progress.
  21. odin_lowe

    favourites list wiped?

    I used to have this problem quite often around 0.50. My favorite list would randomly just wipe itself. I never figured out why it happened, but it hasn't happened for a very long time now.
  22. odin_lowe

    What Makes PVP Fun?

    A lot of good opinions here, varied too. This is what makes DayZ special. It's different for everyone, and in the end there is really no "right" way to play. But there is a wrong way to play: implying "your" way is the right one. Safe travels survivors.
  23. It's the same video I added on Weyland's post from May 14th 2015. Although we need to use the search function to avoid double posting, it seems we can't "revive" old topics as the mods have said, so in the end I think exwoll didn't have much choice here but to post again. I think it's a bit confusing to have two opposing rules: We can't post a topic that's already been posted, and need to use the search function, but we can't post comments on old topics as it "revives" them. Makes no sense. Besides, I think this particular topic should never die in the first place...
  24. Very nicely detailed suggestion. I would be interested to see how this would play out in game, but seeing the status of the game as it is, I fear if we ever get something slightly similar to this, it would be very far down the line. Like you said, maybe when we get mods someone could try making this if we never get an official mechanic like this.
  25. odin_lowe

    What Makes PVP Fun?

    I mostly play as a lone wolf survivor type, and similar to you I fix my own goals and such. But I have to admit that I like PVP from time to time. It gives a great adrenaline rush that I've never had in any other online fps/tps game. Of course, I often find the pvp silly since the net-code is all over the place, and too often you kill or get killed because what you see on the screen (client based) isn't what's actually happening on the host. (server based) We'll see how it turns out, with the new mechanics, new predatory animals, new player controller, new weight system and stamina system. We'll see, as for now, we're in a placeholder software that still needs lot of love and caring to take shape.
×