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solodude23

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Everything posted by solodude23

  1. I think a large part of the problem is the engine/renderer which from what I recall renders EVERYTHING within a certain radius despite whether it needs to be rendered or not. (I.e. a water bottle 6 blocks away in a building) This is very taxing on processors.
  2. solodude23

    Your fetish item

    Always gotta have my brown hunter pants. Best pants in the game. Usually pair it with a beige baseball cap.
  3. solodude23

    The Welcoming

    Nice vid
  4. solodude23

    [Geoponics] The Art of Horticulture

    Haha, this is the same place I decided to setup camp & plant my garden in Southcentral 0-12. Nice work!
  5. solodude23

    Eating and drinking system - Please, just give it up.

    Same can happen in real life. If your body is extremely low on energy and you haven't eaten for days (much like our characters spawn) then you can stuff your stomach and still be far from energized. You might be more energized, but still not energized. A malnourished person isn't healthy after one meal, naw mean? That being said, I think hunger/thirst is working well in the current experimental and definitely and upgrade from stable.
  6. Good video though, I enjoyed watching! Once you were at the barn I was like "NO DON'T SWITCH WEAPONS HE'S PROBABLY COMING!!" haha. Then I see him in the doorway and I can only imagine the adrenaline rush while you attempt to switch back weapons. :D
  7. solodude23

    SNEAKY ATTACK...

    Hahah good video.
  8. Chill out man. If you don't like the video there's no need to spam his thread.
  9. solodude23

    Locking doors in experimental.

    Agreed. Whether or not the punching is eventually replaced with kicking or something, it properly resembles breaking through using brute force. One hit from the axe seems much too easy though - it should take multiple hits for both the axes and the sledgehammer to properly resemble either making a hole big enough to get through or disabling/disconnecting the lock.
  10. solodude23

    Persistence question.

    This has been going on for a while and I think it's more likely to be a loot spawn issue. Plenty of pics and threads on it. Same thing yesterday in experimental; every single room/building at the Kamensk military base was packed with loot.
  11. solodude23

    Improvised bandages

    As others have said, bandanas can already be torn up on to rags, just remove it first. Really? I've always found that I have to remove the shirt first.
  12. solodude23

    Status Report - Week of 27 Oct 14

    Can't wait for injuries (limping) and sickness/sickness symptoms. Sounds great! Since it's modular it sounds like you'll be able to set it up pretty much like before if you want.
  13. solodude23

    thoughts/discussion on NPC's

    Definitely a no from me; NPCs will only detract from the unpredictability and tension of the game. Increased server pop, more zeds, and more (types) of animals is all I need.
  14. Sure you can! I've stacked up to 8 so far. Just drag a feather over another and a dialogue should pop to offering to group the feathers.
  15. The point is that the bow is capable of the range despite how practical it is to fire at something that far. Absolutely. But as it stands you can't make an arrow go 30m (perhaps exaggerated, I'm not positive on max range) with the improvised bow and that's the issue.
  16. solodude23

    Shoes in experimental

    Pretty sure regular illnesses are already being planned, though I'm not sure how specific they're going to be with it. And as Tatanko already stated, no one is going to be dying due to ruined shoes or running around barefoot unless you REALLY are trying to (and even then I'm not sure). To answer a realistic question, yes, I absolutely have had problems with shoes and boots alike from less than a year of age to several years of age, depending on the type of shoe and use - and I haven't even been in an apocalypse. ;)
  17. solodude23

    Need motivation to play 3p view servers

    No reason! None at all! Long live 1PP.
  18. Dunno, but I'm feenin' for my next experimental fix!
  19. solodude23

    zombies no clip - sorry if already done

    Either some of you have horrible luck or you're just way over-exaggerating. For me, doors, fences, and walls stop zombies at least 80% of the time, if not more. I lock zombies in houses more often than I melee or shoot them and it works reliably enough to be worth it.
  20. solodude23

    Stuck and i cant respawn or kill myself

    You can try vaulting (default v key) in all directions if you haven't tried already.
  21. solodude23

    Less KOS in Hardcore servers?

    Both in a sense, though I'm not sure it has to do with maturity. In 3PP it's easier to secretly stalk players from behind cover and thus ambush/KOS them without them ever knowing what hit them, making KOS a more likely scenario. In turn, this probably makes it more attractive to those who wish to play in this manner. Overall in 1PP the "situation playing field" is more fair and balanced and thus players are less likely to be confrontational off the bat. Before people jump all over me and say, "But everyone can do it!", I mean that 3PP gives players who are behind cover a huge advantage over those who are not behind cover, making it easier to pop out and shoot without much risk. In 1PP cover still has an advantage, but it is not amplified to the extent that it is in 3PP because in order to stalk someone you have to at least poke your head out, likely more than once. Does this mean 1PP is harder? Not necessarily, but I believe it gives combat a more realistic feeling and gives a greater advantage to those who move tactically. In playing 3PP I am more likely to spot others, but I'm also more likely to be spotted (without having a chance to see the guy). In 1PP I'm almost never spotted and nearly 100% of the time I see the other player before he sees me. :)
  22. solodude23

    Where the F#%@ am I?

    I usually stop and ask for directions.
  23. solodude23

    Zombies and rarity of guns

    I meant 1 hit KO; I should have been more clear.
  24. solodude23

    Well, I combat logged.

    Look, I don't even remember the last time I was a, "toy for some sick psycho," but if it happens to you so often may I suggest that you change your playstyle? If you're able to get yourself into such a situation is it really that horrible for you to face the consequence? We're both playing the same game here, the difference is I don't combat log when I get myself in trouble. I wasn't going to search all over for you, but since you genuinely don't seem to know that it was added on purpose, here's a link to the changelog in which the logout timer was added (below). The login delay has always been there and is due to lag or whatever you want to call it. The logout timer was intentionally added after everyone was complaining about combat loggers. Of course you'll be happy to point out that it doesn't say anything about combat logging in there, but is it really that hard to deduce?Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safehttp://forums.dayzgame.com/index.php?/topic/169526-pending-changelog-experimental-branch-033114782/ Oh man, you went there. :huh: For one, Duncan wasn't in combat. Second, he wasn't hand cuffed or being held at gunpoint. Third point you already covered; it's in no way comparable when it's not nearly as simple as disconnecting. Vietnam? None of them were actually in combat yet. In the world of DayZ, this would be more comparable to going off into the woods and living like a hermit to avoid other players; a fair and valid way to play. (Not a bad way to play either, I always travel in the woods)
  25. solodude23

    Well, I combat logged.

    Absolutely not, hence me cheery tone! :) I just don't like it when people make wild accusations, especially when they are based on a (rather baseless) stereotype. That's where you lose me; you call people "back shooters" because they don't support a practice that is clearly frowned upon throughout the community and is obviously not intended as a valid tacit. Plus your little stereotype doesn't really even make sense considering that if you're truly killed on sight, there's no time to log. Hell, if I KoS'd I'd accept it as my own fault if I couldn't finish the guy off. :D I don't like combat loggers because they (in my experience) leave a situation before it has a chance to develop. After hours of running around and seeing no one, I was elated to see someone else and have a little human interaction! But NOPE! Logged the second they saw me. That really sucks to hear man; you robbed yourself of one of the true "anti-game" aspects that makes DayZ what it is and in the end, you died a coward. Just like SkyPig said in the post above you, you didn't rob them of any satisfaction; if anything, you increased their satisfaction by running away from the situation. Last time I was handcuffed (long ago), I was robbed of my weapon and set free. That's not to say every situation goes that well, but that was a mechanic that the game is intended to have and you skipped out on it by use of a method that is not intended. Pretty ass backwards if you ask me. Not to mention it was your fault for getting handcuffed to begin with. :P Is the combat log timer not enough for you? It's a mechanism designed directly for the purpose of thwarting combat loggers. Absolutely not, but I sure as hell know people wouldn't be combat logging. That being said, it surely wouldn't be pretty in real life. There are some sick fucks out there as it is, I don't want to imagine what it'd be like if everything went to shit. I'm sure killing on sight would be a thing (not to the extent at which it exists in DayZ), but I still imagine that that frequency of KOS will go down as DayZ develops. Well fuckin' said! :beans:
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