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Everything posted by Zer0HD2 (DayZ)
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Experimental Branch: 0.45 Discussion
Zer0HD2 (DayZ) replied to SmashT's topic in PC Experimental Updates
Just a few of the bugs I came across while testing: - When you chamber load the AKM, the round hovers below the gun. Facing backwards. - MASSIVE rubberbanding (took me 53 attempts to leave the firestation. I counted). This was both walking and running, and each time it teleported me inside the wall of the firestation and I had to spend ~30sec trying to get out. Makes it pretty much unplayable, so I can't test any more. - Took a drink of soda while standing on the first floor of a barn. It broke my legs. Wonderful. - Ran over a rock in the forest. Insta-killed me. I'm talking a tiny pebble. - Possible to fire the AKM with no handguard or buttstock... -
All my yes. And my beans.
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I honestly don't know why people dislike the crossbow. It's a fantastic stealth weapon, so long as you're patient and wait for a shot you are almost guaranteed to hit. I quite commonly grab one and clear out sniper hill in Elektro, since there are usually about 5-6 bandits/groups up there who are completely oblivious to the others being there. None of the normal 'take one out, then hide because everyone else heard the shot', you can take them all out without any of them hearing it. Groups get tricky, but as long as you're in a position to take the shot then hide, it once again comes down to patience. I agree that the bolts are pretty rare, but you only need one to take down a zombie or a player. As soon as you're able to retrieve them from bodies, this won't be an issue at all if you're using it properly.
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It's probably due to the way most players browse the servers. They just sort by player count/time, scroll down until they see a title they like, and join it. They don't wait for more servers to load. If I were you, I'd talk to Vilayer about sorting the load time out.
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As Boneboys said, it's mainly in the server title, and the lag may be due to switching player count. The group I'm part of (UGA) runs three servers, two 1-hour restarts and one 2-hour restart. They both attract different types of people, the 1 hours are pretty much deathmatch servers where you have to constantly spam it to join, and the 2 hour restart attracts more slow-paced players who actually want some form of interaction. We host with GamingDeluxe, as they offer good performance and BEC (Battleye Extended Controls), which allows admin messages, such as restart warnings (I believe our servers were actually among the first to implement this). TL;DR: Make an interesting title, decide what sort of players you want on, and speak to your host about stuff like performance and messages.
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4K Resolution + Ultra Settings + scenecomplexity = 4.000.000
Zer0HD2 (DayZ) replied to sulpi's topic in Gallery
Well judging by the specs posted in the video description, I doubt it's running natively at 4K. It looks no different to mine too. -
New YouTube Channel, Amazing videos. Need help getting on my feet
Zer0HD2 (DayZ) replied to Caz1402's topic in Gallery
Sorry, but between you blatantly exploiting wall glitches and charging into buildings with no regard for planning of tactics, as well as shooting people on sight without even trying to talk to them, that video was unwatchable for me. -
Kickass PC setup and weird performance
Zer0HD2 (DayZ) replied to pabloottawa's topic in Troubleshooting
The performance in this game won't improve much if you enable SLI. In cities I get similar performance to JonEllisDee above (90+ in forests, 40-ish in small towns, low-mid 20s in large cities), and I have a significantly more powerful setup (4770k @ 4.5GHz, 2x 780Ti). If it uses the same rendering method as the mod, then your CPU is more of an issue in towns. The fact that it renders buildings that aren't in your line of sight doesn't help either. In other words, nobody gets good performance in cities in this game. If they say they do, they're lying. -
It seems possible, but quite a bit of work for something that would probably be removed after alpha/beta is over.
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Yes. Just... yes.
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I would be ok with this to an extent DURING ALPHA. That is, no names, no information to feed back to team mates other than what form of damage killed you (gunshot, melee, fall, etc). However, if they do implement this, it should be removed the moment it's out of the testing phase. After that, you should have no indication of how you died (obviously unless some guy pointed a magnum at your face and you watched him pull the trigger, etc). But, like it was said above, the server currently does not store what form of damage killed you - it just takes health away depending on what hit you until it reaches 0.
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When they fix loot sinking into certain surfaces, sure. Until then, it would be impossible to loot some areas, as you literally have to walk around with vicinity open to see if anything is there.
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Honestly, a distant indication wouldn't work. However, the coloured rag on the arm is an interesting idea. There was also a suggestion a while back, where when two people are close enough, they can do a "handshake" animation (that they both have to agree to), and after that, if they come withing a certain range and you're looking directly at them (say, 50m), you are given some sort of indication that it's them. In my opinion the coloured rag idea is better, but they both have some good points.
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Can't wait for this, we've had so many situations where we run into another player and let them join us, and have to tell them over direct to be quiet when we see somebody else, alerting the other person and usually ending with one or more person dead.
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Yup, it was pretty annoying to finally shoot the pilot out of an attacking helicopter, just to see the rest of the people inside parachute out. Maybe give the option to re-pack the parachute on the ground (takes time, could be shot while doing it), or just dump it and run.
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I'm assuming you don't read the forums much, since this has been posted everywhere. The people who make the hats are not the same people who fix bugs, implement new mechanics, etc. They make hats. Fancy hats.
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Just don't take risks until you get the healthy status, no matter how long that takes. It should be the first thing you do when you spawn, before finding weapons and before going to high-pop areas. If you do that you shouldn't have a problem, zombies still aren't a threat unless you fire a weapon and open the portal to the magical zombie-realm, or try to punch a group of 5 of them. And as somebody said above, the effect should be obnoxious. You're close to dying, you should be able to see a whole load of fuck all.
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I think the current solution will work better if they remove the login timer for logging back into the same server. Stops people having to wait 5 minutes if they need to log out for a minute, or if they crash, yet still has the timer for people trying to hop or ghost.
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It is available on public hive servers. Again, our servers have it.
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Actually, our servers do. They have 10, 5 and 1 minute warnings.
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I did read, but people seemed to ignore it. Just like they seemed to ignore it when I re-stated it. Oh well.
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Now before everyone rages at me for this post, I did search and although I found a suggestion to add a delay to reloading magazines, I didn't find any posts related to what I'm suggesting. Does nobody else think it's strange that when you have an empty mag, you just drag some ammo over it, and boom, it magically fills itself, without you having to take a hand off your rifle? Surely there should be an animation, requiring the mag to be in your hands, and varying in length depending on how many rounds are in the mag already (we know this is possible; see the animation lengths for 'eat all'). Judging by the posts I've read on the forums, I'm in the minority here, but I think they need to make firefights significantly more difficult and risky, and something you should never initiate unless you have no other choice. . This would encourage more player interaction that doesn't involve bullets, since there's a higher chance of an all expenses paid trip to the coast if you get into a firefight.
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Ah yeah, sorry about that. I only read the initial suggestion post, didn't read the entire thread. Just took a look at your idea for reloading, and I really like it :P As I said above, they need to implement features/mechanics that make firefights more risky for both sides.
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That's what I was getting at :P On another note, you could even take it a step further (too far?). Somebody suggested a while back that reloading is way too easy, so when you hit R, you should go into "reloading mode", where the keybinds change to various actions related to reloading, which you have to perform in the correct order (mag release, bolt, etc). If that got implemented (doubtful), then the same could be done for mags. Personally I think that's a bit too far, but it would add another level to immersion (if you're panicking, you fuck up and this reflects on your character - dropping rounds, etc).