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
rotteck
Members-
Content Count
257 -
Joined
-
Last visited
Everything posted by rotteck
-
AKM same damage as sks, full auto. definetly better if you have the magazines. oh, and the akm has almost no spread. and with the folding buttstock it has spread with negative numbers, so its the most accurate gun in the game :D (by the way, hope this gets changed asap) can also equip the PSO scope and shoot up to 1000 metres (due to no spread) but PSO scope (and i think LRS too) is bugged atm and its very hard to shoot with it mounted M4 ridicoulus spread with stock gun, only found at crash sites not that rare magazines (but also only at crashsites i think) if fully pimped out it can shoot up to about 600 metres with ACOG and mapgul parts (they increase accuracy A LOT) and definetly throw away the crossbow, i think it needs about 8 seconds to reload not very accurate (40-50 metres ?) medium damage, but with the addition of the long reload time, i would call it a very bad weapon
-
got it http://www.reddit.com/r/Games/comments/27uf74/rgames_rdayz_ama_with_rocket_dayz_is_moving_to_a/
-
thank you, take my beans !!! Looks pretty cool
-
wtf ? thats kinda weird...
-
you should report it here: http://feedback.dayzgame.com/my_view_page.php oh, and search if somebody else has reported it already.
-
yea, can somebody post any screenshots ? PLEASE ?!!! :D oh, and maybe that will reduce the gigantic hacker-wallglitcher-koser clusterfuck that was going on there, which everyone was talking about but that never happened to me :)
-
i think rabbits are client-side. if you can see them, only you can, also they are not kill-, cookable :)
-
yesterday i got hold up by two guys in balota. they were actually pretty nice. we had a conversation, and then we walked away :D
-
holy shit that would be amazing. no seriously, i actually like it. wow. im speechless :D edit: wohoooo 200. post !
-
but in what would you collect the milk ? and in what would you mix it with cereals to eat them ?
-
left or right field ?
-
you guys are so fast !!! :D everytime i updated the map and uploaded it, there are already more animals to add :D replaced the old map with an improved one
-
found a file i created to write down the most important things, so my friends wouldnt have to read through a giant text, i think i will just copy it in here: I guess the big news that we’ve been telling here at E3 is that we’re actually moving to a new engine. It is called infusion. So that is going to allow us to do DirectX 10 and 11. It is going to allow us to do dynamic lighting, which means no more flashlights going through walls, proper dynamic shadows, stuff like that. So it really kind of opens a lot of possibilities for us and I think it is going to allow us to deal will a lot of those issues. 64 Bit does really necessary help us with performance. It opens the doors for once we deal with the performance issues we can then triple the number of loot spawns, triple the number of zombies and animals. The AI pathfinding has been written. We’re using an open source solution, navmesh along with …detour. It’s a very, very smart open source solution that’s been developed. I think the guy who is developing that now works for Star Citizen, so he’s pretty good. That is actually done. What we need to do now is writing the routines that allow the zombies to use that navmesh system. We’re also wring in that their navmesh system…so that dynamic objects like other players, zombies, and physics can actually be included in that navmesh. We’ve been looking at doing doors in DayZ and how we implement them. I think probably Project Zomboid has a really good implementation of doors and windows. So the Zombies will path through door and the window, but they will sort of pile up around the door and bang at the door until it breaks. We are looking at how we work in lockable door and lockable containers as well. Persistent items has been something we have been prototyping. We’ve prototyped the a couple of times and tested them on the experimental severs. That will continue. It is something that we have tentatively planned for the end of June update, but we just need to see how we go with the current bugs with the current build that we have. Drugs are still planned. Same with Alcohol. I think barricading is going to add a massive amount to the game. So that’s something that I really want to see come through. Traps are planned pretty much in line with what we have got with the mod. Edit: made the cool things bold, italic and underlined,
-
dont know if it has been said yet (didnt want to read through everything) but this info is from the devs on reddit: ragdoll is being tested on, 64 bit is almost finished, persistents objects are being tested on as well as world Containers, because the one has to do with the other one. oh, and ai pathfinding got a big improvement in 0.45, sorry that i cant give you the link, i cant find it in my browser history :( i will post it if i find it again
-
thats not completely right, also hoodies, bandanas, and check shirts.
-
hi guys, i was just wondering: if you get "no message received for x seconds", due to the server restarting, but you dont disconnect. will you be able to continue playing if the server goes up again ? or do you have to reconnect ? like you get the no message received notification, wait 1-2 minutes and are able to continue playing just like before that message ? rotteck
-
lol, that was funny :D
-
first pig anyone here has seen :)
-
how did you not die by that nuclear explosion ? :D
-
i know, i dont really like it as it is now too, because random heli crashes should be random. but as long as they arent random (or only partially), i will have them on my map :D
-
hi guys, Servers are finally up, just logged in and saw, my stuff seems to magically glow :D it finished after about 10 seconds after joining the Server. here is a screenshot lol. do you get this bug too ? rotteck
-
ok, i will add the helicopter Locations you guys stated above now
-
^^^ I was at an already looted (saw the Guy Running away) heli Crash, and found 3 m4, some attachements and about 5 40 round mags. Didnt want to change my AKM though, so i took nothing :)
-
Why we should embrace "R" to chamber. [Take your time to read please.]
rotteck replied to Pliskinki's topic in Suggestions
but how should the game know, from which stack of ammo, it should take it, and will it ignore ammo in their boxes ? and again, i think the biggest and best argument against it is that its supposed to be a disadvantage when using guns that need the rounds chambered -
Why we should embrace "R" to chamber. [Take your time to read please.]
rotteck replied to Pliskinki's topic in Suggestions
i wouldnt even be upset if the "r" reload gets removed, but you could do many cool things with it, like, by tapping the button, old mag will fall on the ground and new gets loaded, and long tap (also slightly longer animation) will replace old mag in inventory i dont want to be able to chamber rounds by pressing r. thats the disadvantage of those guns, so deal with it :D