Bulletsponge (DayZ)
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Everything posted by Bulletsponge (DayZ)
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Debug Monitor disappearing randomly while playing
Bulletsponge (DayZ) replied to XAM's topic in DayZ Mod Troubleshooting
Disappearing debug monitor heralds a host of problem for me. Apart from some of the other mentioned above, like interacting with things not working or having a horrible delay including looting filling waterbottles gutting animals etc, it also is a precursor to warping. I've noticed that when my debug monitor disappears I will start warping back to previous locations within 5-10 min. Relogging does not solve the problem, it only postpones it. It usually starts after playing for an hour or so, and relogging lets me play for another 45-60 mins before the problems start again. It is very annoying to be warped back to previous locations, I've had a bunch of deaths due to warping back to a previous locations and ending up infront of a bunch of nmes who promptly shoots me dead. Also getting warped out of firefights is annoying as well since it puts my group in a vulnerable state loosing a significant amount of our firepower. On top of that I get accused of cheating when that shit happens etc with all the associated static that results from that. That, with the non-persistency of things with the tent/vehicle problems, gear resetting problems, cheating problems etc, I have given up for the time being. There are so many problems making it impossible to report it in a meaningful manner, as I no longer know how things are interconnected making reproducing faults nigh impossible. Provided you are unmolested by cheaters long enough to actually be able to do any meaningful testing. I'll check in every now and then to see if they manage to get a handle on things, but I will be spending my time elsewhere for a while until they sort out the most glaring problems. -
UK 117 BAN/ADMIN ABUSE
Bulletsponge (DayZ) replied to jason_crosby@hotmail.co.uk's topic in Mod Servers & Private Hives
I would not hold my breath, with the rampant cheating, broken Battleeye, even more broken features and other shit that were not broken but they decided to break for shits and giggles, last thing on their list of worries are dickhead admins who can't play nice. -
All your hacking problems are due to this and NOT the DayZ dev team....
Bulletsponge (DayZ) replied to Dirty Rotten Scoundrel's topic in Mod Servers & Private Hives
Both VAC and PB are horribly broken. There are, to my knowledge, NO working anti cheat on the market atm. -
FR59 ( OSHISEVEN)
Bulletsponge (DayZ) replied to DemonicSkiller's topic in Mod Servers & Private Hives
Apparently not. Might though be that they have their hands full with new, broken, features though. I dunno. I love this mod, but I am beginning to feel a bit weary and find my lack of enthusiasm... disturbing... -
When refilling from a pond I usually have to wade out until the water reaches my waist. But on the other hand, as I crouch down to fill them I disappear under the water which acts like camoflage. Kind of...
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Whats being done about all these cheaters then?
Bulletsponge (DayZ) replied to albinorhino's topic in Mod Servers & Private Hives
Please, do you honestly believe these tards paid a dime? They just sit there and spam their keygen. -
FR59 ( OSHISEVEN)
Bulletsponge (DayZ) replied to DemonicSkiller's topic in Mod Servers & Private Hives
Yeah, I was watching the stream as it happened, most certainly something fishy going on with FR59. -
I believe there was a post from ages ago where the creators of ACE said that it would never show up in dayz. Can't remember the reasoning behind that decision though.
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If Rocket Didn't Push Out The Patch, Surely There's Some Way He Can Un-nerf/Reason With The Devs.
Bulletsponge (DayZ) replied to Chewbacca Jesus's topic in DayZ Mod General Discussion
M9 SD > G17 > 1911 in my world. The M9 SD suits my play style better, but since it is fairly rare I usually run around w/ 1911, and I usually try for the head shot anyway. -
how is this not passing the system req's?
Bulletsponge (DayZ) replied to sxcblood's topic in DayZ Mod Troubleshooting
Also, I read a write-up on arma graphics settings. Apparently arma graphics settings is a bit of a strange beast, if you lower your settings too much ends up dumping all the work on the cpu. Bumping up the graphics settings moves more work to the GPU freeing up the CPU for other stuff, giving you a noticable fps boost. Google around. -
Video of guy alt+f4 from his own POV
Bulletsponge (DayZ) replied to CrimsonGrim's topic in Mod Servers & Private Hives
Just a big circle jerk. Arma2 engine is way too modable/open, which was a good thing once as it allowed it to create wonderful user created content including DayZ, but once the "lol hax" crowd with zero integrity jumped on the band wagon they turned that strength against the engine. BE is woefully inadequate to deal with the surge of script kiddies piling on to the game. I am not well-versed enough with regard to the underpinnings of the engine, I only made basic SP and MP missions and am not totally fluent in scripting, but I can not really see how they could plug these holes without major re-writes and patching. And I have a hard time seeing they would put too much effort into this with the dead-line of Arma 3 looming on the horizon. -
Spawned to message - "Watch me hack servers on my livestream (twitch)"
Bulletsponge (DayZ) replied to ☣BioHaze☣'s topic in Mod Servers & Private Hives
That is because back in the day arma/arma2 was seen as a demanding game, demanding on players, pc's and servers. Now hardware has caught up. Regarding the players it previously demanded a certain amount of dedication from the players to get the most out of arma/arma2, which in turn created the great community ofp/arma/arma2/OA enjoyed for a long time with great user created content and eventually led up to DayZ itself. Most of the attention deficit "lol hax" crowd did not bother since it required a certain amount of effort to get into it. Now with increasing popularity and lowered threshold to get into the game the swarm finally got clued in. The moddability of arma, which previously in the hands of intelligent individuals with integrity was its greates strenght, is now its greatest weakness. -
Zombie respawn time too fast
Bulletsponge (DayZ) replied to Frosty-nee's topic in DayZ Mod Troubleshooting
Had an interesting encounter in a city. There were five of us, and we decided to go scrounging for tents and tools in a large-ish city. Made it to the supermarket without incident, but it was totally empty, no loot, not even empty cans, totally barren. This is something we have experienced in the latest hotfixes, if you are first to a loot site it WILL be empty. You will have to leave the premise and stay, I don't know, 30-40 meters away for anything from five to fifteen minutes for loot to spawn in. So if we were first to a site we went through the desired loot spots, exfil and wait a while, and then back track the same route to loot the stuff that spawned in. So, leaving the supermarket heading for a large, red brick building to trigger the spawn there we accidentally drew aggro. We quickly took refuge in the large brick building and insanity ensued. The gun fire drew a constant stream of infected, they spawned UNDER the building shambling towards us with just the torso sticking up from the floor, I don't know but I looked like some phased through walls but that might have been as a result of the lag the amount of infected caused etc. Facing a seemingly endless stream of infected we decided to try to break out. Having two exits from the building we concentrated our effort on the side of the building that seemed to have less infected and shot a hole through the hoard and made a break for nearby buildings. It seemed like we managed to ditch most of the infected, but then suddenly a new group of infected spawned practically right on top of us. The ensuing gun fire generated even more, and we ended taking up refuge in the supermarket. Rinse and repeat of the brick building stand-off, getting hit through walls, infected phasing through walls etc, but again that might just be due to lag but unpredictable and annoying nonetheless. Again, facing a seemingly endless onslaught and running low on ammo we eventually made a break for the hills and killed off the infected we did not manage to ditch faaar out in the wilderness to avoid spawning in more infected. Net result, burned through a large chuck of our ammo supply, a stack of bandages, pain pills, morphine injectors, epi pens, and blood bags, for absolutely sod all. No loot spawned anywhere, not in the brick building, not in the supermarket, not in a small house we passed on the way to the brick building from the supermarket, no nothing. At the end of it all we all had between 30-60 fresh zed kills. Now, the point of this long diatribe (gratz btw if you've read this far) is not the spawn rate itself. What bugs us is that if you are first on a location you will have to pass through it twice in order to get something to loot, which increases the risk of drawing aggro from both infected and other players. Also if you are mobile when you draw aggro the infected might spawn practically right on top of you which kind of negates the whole breaking LOS to lose aggro idea. But what is most annoying ties into this; It has not killed PvP combat, PvP combat has evolved. For a while it was great, you bump into another player you will have to make a quick decision, do I take the shot or not, if I take the shot can I deal the infected that will come to investigate? I've had lovely nerve-wracking encounter with other players in cities where none of us wanted to take the first shot... :P It added another layer to the decision process which I personally loved. As a new spawn hot off the beach I have managed unarmed save for a few empty tin cans drive away potentially hostile players by chucking cans and whiskey bottles towards their location, prompting the infected to investigate. However, lately I have encountered a different tactic, the hostile player will take the shot regardless, immediately d/c and leave me to deal with the aggro. Then spawn in a minute or so later presumably hopeful to loot the remains. In closing, the spawn rate is not the real problem, it only exacerbates other problems, like increasing the risk when you are forced to go over loot spots several times to spawn in loot, or abused by d/c'er to proxy kill other players, either to get their gear or just to grief, etc. All the other issues regarding spawn rates can be worked around with a bit of planning and forethought, it also makes the suppressed weapons even more desirable and we always make runs to equip atleast the point man with a suppressed weapon to clear the way for the others. TL;DR; spawn rate is ok as it adds another dimension both to scavenging and PvP, spawning infected on top of you is not ok, d/c'er using current spawn rate to proxy kill others is not ok. /// Bulletsponge -
Rocket: Come and watch your baby in the hands of some capable streamers
Bulletsponge (DayZ) replied to ahyokata's topic in DayZ Mod Suggestions
Yup, I try to catch their streams whenever possible. They usually end up in some epic shit, accompanied by fun banter. -
Thedukey3 playing with hacker on stream
Bulletsponge (DayZ) replied to franco's topic in Mod Servers & Private Hives
Cool, I must get me one of these hacker stalkers to help me gear up. -
Got Banned on FI 2
Bulletsponge (DayZ) replied to Domenico (DayZ)'s topic in Mod Servers & Private Hives
I want a left bottom massage as well. Happy ending? -
A List of Passworded Servers
Bulletsponge (DayZ) replied to bchimself's topic in Mod Servers & Private Hives
How long do you observe the locked servers, to rule out any "false positives" so to speak? For example, the servers I frequent restart every 6 or 12 hours on the dot, and they lock the servers just prior to server shut-down, presumably to avoid unnecessary complications relating to players, and unlock it when the server has restarted and is up and running again. Usually they are locked about 3-5 minutes, a few minutes before restart and a minute or so just after the restart. During patching the servers can be locked/down for a bit longer, I think the longest time I've personally experienced was around 10 minutes. Surely that can not be considered malicious behaviour. -
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I'm a hipster, and I couldn't be more happy of the way I am.
Bulletsponge (DayZ) replied to richard_b's topic in DayZ Mod General Discussion
You and I both. But I don't want to feel left out. And to continue; Bloody good yarn, kinsman. -
Teleporting back to a previous position
Bulletsponge (DayZ) replied to The Manager's topic in DayZ Mod Troubleshooting
Ugh, it finally happend. I teleported back 1-1,5k right into the gun sights of a dude less than 10m away. When I popped into existens, going "WTF mate?!" he shot me in the back. Fortunately I was carrying alot of high end gear, the dude stuck around to loot me and do a little celebratory dance around my corpse, which gave my friend time to back track our steps, find my corpse and shoot the dude in the face. Net result, no gear lost, some gear even gained. Really irritating none the less. -
Date/Time: Noticed it 120629/0500-ish CET, might be pre-existent. What happened: I was out exploring with a few friends and we decided to set a RV point/time when we noticed that everyone showed different time on their in-game watches. It differed +/- 30 or so minutes between all of us. A disconnect/reconnect resynched all the watches. Where you were: N/A What you were doing: Exploring *Current installed version: 1.7.1.5/Beta94209 *Server(s) you were on: SE9 *Your system specs: N/A *Timeline of events before/after error: We had been playing for 3-4 hours when we decided to split up to cover more ground exploring. When we checked time/place for RV we noticed that everyones in-game watch showed different time. A disconnect/reconnect synched up all the watches again.
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Teleporting back to a previous position
Bulletsponge (DayZ) replied to The Manager's topic in DayZ Mod Troubleshooting
I've started warping back in time as well. For me it started with 1.7.1.5/Beta 94103. -
Wire fence artifacts at night
Bulletsponge (DayZ) replied to dooks's topic in DayZ Mod Troubleshooting
Yup, I and the crew I am playing with experience this as well, regardless of nVidia/AMD gfx cards. Really annoying when getting close to areas where ppl spam razor wire, like AF/cities etc. We are running latest drivers/Beta/DayZ. -
Pending Update: Build 1.7.2
Bulletsponge (DayZ) replied to rocket's topic in Mod Announcements & Info
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Pending Update: Build 1.7.2
Bulletsponge (DayZ) replied to rocket's topic in Mod Announcements & Info
Mmm, ran into a similar situation. Found a deer stand in the middle of nowhere. Staked it out for a couple minutes to get a head count on infected and possibly get the drop on some hapless survivor looking to get their grubby hands on what is rightfully my loot... :P Long story short, I observed three infected ambling about near the deer stand, alas no survivors, made my way over, lost sight of two of the infected while I crawled through some vegetation and of course one of them stumbled over me. Sprinted up to the deer stand and went up the ladder as if belzebub himself was on my tail. The infected chasing me poked his head over the edge and was greeted with a load of buckshot in the face. Suddenly there was 3-4 infected at the base of the deer stand scrambling to get their pound of flesh. It seemed as if every bang of of my trusty boomstick heralded, not the death (this time permanent) of an infected, rather the birth of 2-3 new infected. After what felt like an eternity the noise finally stopped. The area around and the deer stand itself was knee deep in bodies. I had gone through all my buckshot, and most of my slugs. There must have been 15-16 bodies, if not more since bodies seems to vanish rather quickly these days, littering the area. I looked over the siding of the deer stand into the desolate wilderness, scratching my head; where did all these infected come from?