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odin_lowe

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Everything posted by odin_lowe

  1. odin_lowe

    Experimental Update 0.63.149597

    Why the hell did you do that? We all know it's bugged and doesn't work right now, and it's been that way since 0.63 and the base building came out! Nothing changed!!! When the base persistence gets fixed, you'll read about it in the patch notes, then you can try something small, wait a few server restarts and check if everything's fine, if it's still bugged, you just report your findings and wait till the devs make another patch to fix it. That's what beta testing for flushing out bugs is really. This is experimental, wipes are frequent, as well as bugs/glitches.
  2. odin_lowe

    Experimental Update 0.63.149597

    The only thing that bothers me so far with this patch is the rooster. He's just too much. He. Never. Stops. Each time I hear one I feel the urge to simply dispose of him as soon as I can....
  3. odin_lowe

    Addressing the most pressing issues #2

    Fixed: Able to walk through base building elements after a restart
  4. odin_lowe

    Addressing the most pressing issues #2

    It's all good Paul. If you were not whining, and was simply stating your opinion, then it's all good. From your perspective, it was game breaking. From my perspective, it wasn't. It just felt like most bugs of the past, and nothing constructive was being said yet again, as the devs knew about the bug and were actively working on it. As of when I noticed and was annoyed by a lot of post simply stating the obvious : "bug A is really annoying, fix your game, bla bla bla " it was already being addressed, and when you replied, the patch was already out. I went in and tested a few weapons and so far, I didn't experience any issues. We are weeks away from the "release" and issues are being worked on. My point was that it was simply a temporary issue, and I was noticing a lot of panic and anger, largely unjustified for a simple bug that already is gone.
  5. odin_lowe

    Addressing the most pressing issues #2

    Sorry Paul. But I disagree with you here. I play everyday on various servers like DayZ Underground, DayZ Colony, and have fun with PVP on the "Trump's Wall" 110 players servers. There was a bug a while ago that made gunshot sounds inaudible, every shots, not just the ones you fired, and that for me was an issue. But as long as I can hear shots from other players, I don't mind, at all. Like you said mate, "It's a big deal to me personally man." It's ok, I understand this. But overall it's not a big issue, it's not game breaking in any way. If it was a game breaking bug, I would not be able to play 3-4 hours a day. Even if a million players are frustrated by this, it doesn't change that it's not a game breaking bug. I've been participating in the Experimental branch since it was first introduced, and played DayZ mod before the stand alone came out. I love DayZ. But I have to admit that it's been like this for EVERY single bug, glitch, problem, etc. It's just how humans are. The game is being released in a few weeks, and this doesn't change anything. It's still going to be DayZ. We're currently in the beta stage, the stage where the fix most of the bugs. Since some mechanics are still being implemented, bugs are still being created and/or discovered. That's just the way it is. When this bug is fixed (Experimental update 0.63.149597 Nov. 28th. Fixed: Gunshots not being heard properly) it will all be a thing of the past.
  6. odin_lowe

    Power Generators

    Did you find a jerry can and filled the generator with gas?
  7. odin_lowe

    Addressing the most pressing issues #2

    So, I've read the posts so far in this thread, and the recurring theme seems to be "no gun sounds". Guys, post your finding for bugs on the bug tracker, and please, stop whining about a KNOWN issue that is being worked on. I play DayZ everyday, and this is really not an issue for me. When you fire your weapon, just think that every time you shoot it, you make the gun sound. Voilà. Cause let's face it, if it was "no gun sounds" it would be an issue, but it's just for the player shooting, so other players can still hear your shots. Anyway, it's going to be fixed and players will stop whining about it, just to whine about another issue. I remember when they added blur with zooming and ADS for the gun you have in your hands. Players went insane and asked for it being removed. It was tweaked, and now no one even mention it.... It'll pass, just like everything else.
  8. odin_lowe

    Addressing the most pressing issues #2

    This is a known issue for every base that were built prior to the recent patch. It was already stated. When the servers are wiped, players will be able to build bases with "solid" walls that won't let you go through.
  9. You did good. There's been server hoppers for as long as DayZ exists. Was like that in the mod and still is like that in the Stand Alone. What "fixed" it for me is private hives. I play on full pop private servers so I can avoid this, and most hackers/cheaters too. Official servers are a hazard and sometimes a plague.
  10. odin_lowe

    Persistence wipe?

    Wait, since when did the persistence for barrels was activated? I've stashed cooking pots, protective cases and waterproof bags, and still have all of them buried (make sure to check and manipulate them once every 2 days) but the barrels are not persistent for now. Just as the tents and other old persistent items. Base building is simply to try out and test, nothing stays for long right now.
  11. odin_lowe

    No more new items?

    That's false.
  12. odin_lowe

    Addressing the most pressing issues

    Quick question about those key binds: In the last stress test jump was changed to spacebar (default now) and hold breath was on left ctrl, but now in stable /experimental it seems hold breath on left ctrl isn't working anymore. Anyone know the new default key for hold breath? I went to the config file where the keybinds are in, but can't seem to find it. There's this "tactical view" near the change optics, but that's it.
  13. odin_lowe

    Experimental Update 0.63.149358

    Cheers! Brilliant!
  14. odin_lowe

    Status Report - 23 October 2018

    The assets are in. The modders will make it happen when we get horticulture back in. Fingers crossed. :)
  15. odin_lowe

    M4 scope?

    You need to remove the "handle/ironsight" to put the ACOG or other scopes on it. You can simply switch it too.
  16. odin_lowe

    Night Time is Garbage

    At least this is just for Xbox players, as I'm very pleased to see darker nights come back in DayZ. 0.63 as much better nights than 0.62 and before that. Games these days don't know how to properly "light" the nights, or not to actually. Nights are far too bright in most modern games. A quick example : Back in the days there was a game named TES3 : Morrowind that had great nights and dark caves/dungeons that required you to use the game's light source (torches, lamps, candles, light spells, etc.) to light your way, but as soon as we got Oblivion or Skyrim, the need to use lights sources at night was useless. This might be a good thing for the light sources in DayZ, as the need to use a torch, flashlight, flare, weapon attachment flashlight, etc. will become relevant, instead of totally useless. But, as long as this is for consoles, this doesn't concern me much. If the change lighting for the consoles, so be it, but don't touch on my PC version. Or, let the modders do their stuff...
  17. odin_lowe

    Status Report - 23 October 2018

    The compass is already in the game. (0.63) And they said they were implementing the binoculars and scopes for use in hand. Check the "Optics" section of this status report.
  18. odin_lowe

    Status Report - 23 October 2018

    Personally, the thing I hated the most of DayZ mod was when Epoch and all those "base building" mods came around. I really didn't like those, and stuck with the vanilla DayZ mod, so the base building in the Stand Alone is my least important feature, one that I would've liked never implemented in the first place, and left to the modders... I would've really liked to see the baseball caps, engraved 1911 and fishing back in the game instead. Like, 1000x more... Keep it up devs! But honestly disappointing Status Report. :(
  19. odin_lowe

    It's Been 6 Years

    DayZ has been part of my life since day 1, and I still love it. I'm almost at the 3000 hours milestone, and I'm still enjoying it. Although I have to admit I miss some features, it's still DayZ. I really like how the game changed many times with mechanics, visuals, audio, etc. For many years I thought the audio part wasn't been worked on enough, but now it's very cool and I like the direction it's taking. It's been a bumpy road, and still is, but it's by far my favorite early access road I've taken, and I've taken many, many... Cheers to DayZ, and to Dean Hall! Now if they can simply add back the baseball caps so I can get my beige one, I will be the happiest lad there is!!
  20. Sadly I don't. I've seen the devs mention they are tweaking AI and infected spawns in the recent Status Report, but I haven't seen any workaround right now for the privately owned servers. Good luck!
  21. In 0.63 currently there's a lot of content missing. We don't have access to spray paint or netting. They will be added back eventually. As for the infected spawning problem, I have no idea.
  22. odin_lowe

    Experimental Content Update

    I understand. It's just that since I try, test and play most, if not every, versions of the game, I thought that the "content" patch was somewhat different. It was my mistake.
  23. odin_lowe

    Experimental Content Update

    :D I know. I've participated in the very first experimental branch years ago, and been helping with the stress tests ever since they were available. My point was that many players were asking what was new in this "content" patch, as it was called like that, but since it's exactly the same thing as the stress test patch being pushed to experimental, or experimental being push to stable, and nothing new, I was wondering why they were calling it the "content" patch... Back in the days when a big experimental patch was being pushed to stable, with lots of new features, it wasn't called anything other than the number of the patch being pushed to stable, so there was a lot of confusion about this "content" patch. Shouldn't been called like that really. At most, "private server 0.63 patch" would have been a bit better imo, or nothing at all, like in the past...
  24. odin_lowe

    Experimental Content Update

    So far I didn't see anything new from Stress Test #45 and up. The "content" patch was probably to give players the chance to rent private servers and make their own, cause it's not different than the most recent stress test build.
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