Jump to content

Zagdul

Members
  • Content Count

    21
  • Joined

  • Last visited

Posts posted by Zagdul


  1. @Artonix

    The suggestion to display the timer and allow for players to cancel it seems to be a reasonable request. I get that DayZ isn't supposed to be fair, however this 'feature' seems it's more problematic for legitimate players. An example I can give are mis-named 24/7 Daylight servers. Or, being removed from a server due to high pings. The mod had a combat timer, put one in the stand alone and as long as a character is in combat, it remains in the realm of the game

     

    Why not just prevent the character from being removed from the game while in combat? 

     

    Add laser pointers and they have the ability to 'tag' someone to put them in combat.

     

    @Dean... my immersion! :)
     

    What about, If you the player wants to log out of the game, you have to find a place to sleep and the process of falling asleep requires you to lay down and close your eyes, takes #N of seconds and as you go deeper into sleep, you lose the ability to keep an eye open or hear things...? huh!?!? maybe!?

     

    edit: Oh, and depending on how well of a sleep you have, the next time you log in will determine if you enter the game well rested or not which can effect your energy level for the entire day. 


  2. This update isn't good enough. You didn't add bacon. I mean, what kind of developers do you think you are not including bacon. 

    I mean, seriously. What's beans without bacon? 

     

    I also want to be able to tap the maple trees for syrup so I can make molasses. 

     

    I take my cooking very seriously and you haven't met my standards for emergent game-play. 

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    just kidding... Thanks for the update. Sounds sick. 

    • Like 6

  3. Anyone know the ETA on Native Oculus Rift support? I got one.. cant wait to test it with DayZ, but don't want to get banned for using 3rd party software eg vorpX.

     

    Next week, they'll start up on the coding tonight. I'll crack the whips to make sure it's pushed out in time with zero bugs. 

    :rolleyes:

     

    edit: ^^ that is a joke. a very un-funny one, but isn't real. 


  4. That's because people that are here have already bought the game. All devs gotta do for us here is show us a big Alpha sign and tell us to sod off...Where as the new potential customers reside on reddit, twitter and other sites. It's very important to give an appearance of ''working hard and developing''  to those potential customers.

    Any other questions?

    DayZ provides to reddit just as much as reddit helps them advertise. I don't get paid the big bucks, however I think that advertising at this point would hurt the game considering the shape it's in. Die hard fans and Bambi's (I fall into the latter category) alike will come here if they want updates. Reddit is cool, if they're paying him to post updates on the game so they can increase their click revenue :)

     


  5. Yeah, the only social media I use to keep in contact with DayZ development is Twitter and I'm tired of seeing them patting themselves on the back while nearly everyone here in the forum is waiting for ANY info on what's being worked on - anything.  

     

    If you want to emulate how a developer should stay in contact with users, take the game Survivalcraft as a prime example.  That developer (CandyRufusGames) is a one man show and he develops for Android, iOs and Windows Phone simultaneously.  He provides updates daily and posts to twitter, RSS, youtube and facebook.  It's an absolute joy to have this kind of contact with a developer.  He lets us know what's coming up, what problems he's run into with certain devices, but regardless, it's always FRESH.  

     

    We understand that "this is only alpha".  We get it.  We really do.  But this isn't a free alpha; we've all invested in its development and want to be an active part of it. When I look at the bug tracker and see over 5000 bug reports and less than 30 "resolved", it makes me wonder just what the heck is going on behind the scene.  

     

    So if these progress updates are somewhere other than the official forums, please direct us to the right place.  

    I'm not sure I entirely agree with you. People are getting back from vacations and visiting family right now. Getting back into the swing of things takes a couple weeks after the holidays. At least. 

     

    They're also on a hiring spree along with traning and getting a team together to build this very complex game. 

    Think of what we have now as a blank canvas. Chill, be paitent and we'll slowly add paint to it as a community. Pushing for results is no different than those publishers who shit all over their devs for trying to force code and product out of them. 

     

    At this point, I'd like to hear about how their team will be developed and which team members we address when we have concerns. I'd like to hear how flow of communications will work for the community and the dev team and how we can help best to build this game. Asking for massive updates of fixes of bugs after just coming off the holidays while trying to digest these forums and the the sheer amount of repeated bug reports during this time off is going to take quite some time. Give them a break. 

     

    edit: Paying the $30 doesn't entitle you to a faster produced game. 

     

    • Like 1

  6. Hi, I have a degree in sound engineering, and I know how to use a computer.  I'll take half of whatever that guy you hired's pay is, and do his job twice as good.  I play DayZ, I've played it when it was a mod and have identified several sound issues with the standalone.  You won't need to wait three days to get back to me about telling me to do my job.  Whoever you hired for audio, that needs three days to start getting to work on doing levels and coding atmosphere effects, doesn't seem to know much about doing anything with audio.

     

    If this is how Bohemia works when it comes to hiring "new people", that doesn't bode well for the rest of the project...  Seriously.

    The amount of effort put into getting a sound into a game that still fits with the main developer's vision will always be a hurdle to overcome. Introducing people to an ongoing project takes time to do effectively so that the project still maintains it's original goals and deadlines. Since the game has just been released and organizational restructuring is happening, adding people at this time is actually very disruptive to daily tasks. 

     

     


  7. I don't follow reddit for updates on this game, I follow these forums.

     

    Are there efforts to create developer feedback posts which consolidate these responses that are spread across multiple sources of Social Media into a thread or some kind of feed that tracks these snippits of information?

    • Like 1

  8. It's windowed + borderless, not fullscreen. Anyway yeah, I also play in windowed but I don't mind it not being in native resolution so good luck with your suggestion.

    It's known as a lot of things depending on the last game you played and what that developer called it :)

     

     

    The point is, does it remove operating system's window around it?

     
    It doesn't 'remove' it. His trick works by forcing the game to the center of the screen and into the appropriate resolution for the monitor to make it seem as though the border is gone. It doesn't force the game on top so you need to hide your taskbar. It also doesn't take in account for second monitors where the border bleeds over to the other one and causes huge performance issues as your graphics card gets confused thinking you're running the game on both display devices. 
     
    I take that back, it does remove the border and center it, but keeping focus isn't working. 
     
    An actual true "Windows + Fullscreen" (or borderless, whatever) removes the border, centers the window and forces it on top as the focus. 

    It requires a little effort and the idea the guy posted here in this thread is close. I've also used programs which force windows borders away and assist in setting the proper focus for a program so that it remains on top of my taskbar, However, the option in the graphics settings is something specific and developers who work on games understand the criteria to meet the specific function. 

     
     

  9. I spend a lot of time alt+tabbing and have dual monitors. Clicking back and forth between the game and other applications as I multitask with the game as a full screen application does all kinds of crazy things to my PC. Other games I've played have used Windowed + Fullscreen make lives so much easier but keep the game in it's native resolution while hiding the shell borders. 

    Are there plans to implement this? 


    There have been requests made, but it was in general discussion:
    http://forums.dayzgame.com/index.php?/topic/72402-windowed-mode-full-screen/


  10. that you cannot spin around like in Counter Strike is one of the "realistic-things" that disturb the gameplay and the fun in my opinion.

     

     

    but there is another "mouse delay" that happens if you play on high resolution. 

    f.e. if i play on 1080p the mouse movement feels very delayed and if i go down to 1600x900 its getting better - damn graphic card getting old :(

     

    I don't know the exact terms so I'm going to try and describe what feels like is happening here because I too have experienced this. The calculation doesn't feel as though it scales with the resolution. 

     

    When you're at a lower resolution, the math to accelerate your cursor hasn't changed so it has less pixels to cover when you move your mouse. 

    Like, the acceleration math remains consistent no matter your resolution, so when you lower it, you have less 'distance' to cover with your mouse to move your head/body. 

     

    @the people complaining about it. In real life there are limitations to how quickly we can move our body. So, even if 'acceleration' were turned off, there would need to be some kind of human animation you'd need to wait for in order for you to do a 180 and see behind you, The best example I can give is how you get over objects in this game as opposed to others. With this game, you climb or vault over objects which is more in-line what you would do in the real world. In other games, 'hit space and insta jump from a prone position while doing a 360', which is... well, not really a characteristic of a normal human being. 


  11. The faster you try to "accelerate" the "negative" the effect....meaning a quick flick of the wrist over an entire mouse pad will only achieve say 30 degrees of turn. Where a slightly slowwer and more controlled movement can achive much more. i understand perfectly what it is and how it effects the player in-game. Load your dayz right now and try to turn in a slow, controlled mannor (dosent mean 1cm/min or anything) but a fair speed. Then you will see just how responsive it can be.

     

    EDIT - This puts the chance of victory in the hands of the player. Remain calm and move controlled to have no accel effects. Panic and try to spin 180 in .001 of a second and you will fail. IMO thats pretty realistic.

    I absolutely resented the mouse acceleration when I first started playing the game. However, when I got used to just chilling out with my movements, the game become more natural to play. I had to learn how to play this game and remind myself I'm not playing Counter Strike or Crysis. 

    With other FPS games, the ability to do a 720noscope420swag from across the map can be fun, it tends detach from actual gameplay, immersion and realism. 

    Have some beans. 

    • Like 2

  12. How is this counter productive? If implemented like in the mod, it won't be a straight up WoW style logout timer, it will only be activated after firing or taking damage to prevent logging out to save your gear. 

     

    It's counter productive because at this stage, reproducing errors multiple times over and over is more important than trying to hinder that process to force people who are doing simple graphics settings checks a timer before they can exit the game to do so. 

    An even easier answer is that there are much larger fish to fry in terms of actual game content and engineering that needs to be put into place before this. Like, would you rather vehicles to be re-introduced, or have less clipping with the walls, or zombies to stop walking through them, or stuff disappearing from inventories, the things that make the game physically unplayable, not philosophically? 

    • Like 1

  13. I just want to reiterate that I'm NOT AGAINST a log-out timer at all... it's just way too soon to implement. I hate cheesy people that log out to escape their predicament... I'm totally 100% there with you... but a timer 3 weeks into public release... honestly... it's stupid. We have well over a year left with testing this... If they can't figure out a log out timer in the last 6 months or even last month of the game... there's a problem. xD

     

     

    Very much this. I also am completely for a timer, but implementing, or even considering testing one right now is just so counter productive to the progress of getting this engine to cooperate properly with the mod. 

    • Like 1

  14. You are quite confused it seems. We are testing every aspect of the game and that is why it was released to the public. This is an open sandbox game and we are testing it the way we would want to play the game. If you want to run around in circles spamming buttons to see if something breaks be my guest. I will continue to play the game the way I enjoy it and help test by joining servers and reporting any bugs I come across.

     

    If you looked at reddit or twitter you would have noticed that there will be a timer out this month to prevent combat logging. So I guess the dev's deem it an important quality in their game. It is not helping their alpha with people alt+tabbing in the middle of a gun fight or people who server hop for days looting. It needs to be fixed and will be soon.

    Yes, and if you read my post (which I had to edit for clairty) you'd see that I did make sure to mention that the timer is something that is important, but for this current iteration it's not 'numero uno'. 

    At this point in the game's development, I want less of a timer to re-spawn and start over so I have a faster way to re-produce errors. In fact, I want them to not grey out the "respawn" button and allow me to spam the hell out of it so that I can test the process of death > spawn, which, is also not working very well right now. 

    Slowing the time it takes for me to go from spawn > death (reset or whatever) >  to the area on the map that I had the problem is pretty important to us who are trying to test the actual game's critical engine failures. 


  15. Then how I am suppose to test player killing?

     

     

    For me another player enters combat with me the second I spot him. No matter the distance.

    You can go have fun testing and killing people on the DayZ mod. The Standalone Alpha is not where we're testing the actual mechanics of the game we're not trying to test the gameplay fairness as much as we're trying to get things such as proper display and positioning of items, people, spawn timers of the loot, building locations and interaction... and unless you've participated in these before, the concept of alpha testing may be a bit frustrating for you. What we are testing is the translation of the current mechanics of the game being ported over to it's own, fully fledged stand alone game engine. Adding a feature that doesn't exist in the DayZ mod when vehicles haven't even been introduced is probably not the 'numero uno' problems the current devs are focused on fixing. 

     

    The developers of this game have said on numerous occasions and on multiple forums and sources that they want some kind of a combat logging feature. The first issue is that your definition of what 'in-combat' means will differ from a lot of people. The second issue is translating the definition into code that has checks and balances to keep it fair, is not simple. The reason you don't understand why it's not implemented is because it's not a simple solution. 

    Nor is it a solution we should be focusing on solving when our bodies currently aren't syncing with the server properly (rubberbanding). Or, instadeath, or items falling through floors, or mysteriously disappearing.


  16. yes, but we're not playing a game yet. We're exploring and troubleshooting a piece of software that needs fixing. Add the timer when it's near release date rather than being upset that you were unable to kill another player because they combat logged. 

    There's many other games to derive the solution from and I think if it's something that deserves discussion a new thread should be created and a conversation should take place. It's not as easy as it sounds and a simple timer wont solve your issues. 

    Here's an example... 
    You walk up to a guy you want to rob. He puts his hands up and is seemingly following all the directives you give him. During your questioning time, he hits the logout button. So, now there needs to be a visible representation added to the game to show the person doing the holdup that the person he's holding up has logged (some games force a character to sit down while the logout process is happening). As it stands right now, the person being held up would just disappear. 

     

    Another example, CCP has the rule in EVE online that if you enter combat (entering combat in DayZ would need to be defined) your existence in the game remains, even if you log out. So, you can disconnect from the server at any time, but if you are engaged in combat during the logout process, your body/ship remains in the game indefinitely provided there is something keeping you in combat. I think this is something that the game needs to drive towards, to where there's a 'flag' you initiate when you're holding someone up to enter them into a combat scenario. 

    The bottom line and the point I'm making here is that we, as a community signed into the Alpha which WE SHOULD NOT BE BUYING YET, shouldn't be concerned with the fairness of someone combat logging, yet. At this point, we need a reset button before a 'respawn' timer. 


  17. Totally disagree, add the timer ASAP.

     

    One of the biggest features this game needs is to stop combat logging and server hopping for loot. The faster they add this in an update the faster we can test and make sure it works properly. Why keep playing with features that aren't going to be in the final version of the game when we can test it now?

     

    The only people against the timer are combat loggers and server hoppers.

    I agree that these things should be in the live version and it should be in the developer team's best interest to implement them. Howver, during testing there are random deaths that happen from things like rubberbanding off a ladder or through walls of tall buildings, the re-spawn and timers will only slow the development cycle of testing. 

    We shouldn't be too focused on the 'rules' of the game at the moment. We still need to help them find the problems with the engine and the actual mechanisms that make the game fun. The faster we're able to re-produce problems, the easier it will be. Right now, in Alpha, we don't need things to mitigate cheating or gaining an unfair advantage.

     

    We need a 'reset' button that is fast. 

    I wish I worked for them at this point :), I wanna sandbox this so badly. 


  18. Woohoo! First post! Hey devs! I'm new to DayZ and never played the mod version. A friend of mine decided he'd get me the standalone (non-mod) version and so far, it looks like you're on the right track for something really fun and epic. I wish I had played the original mod and plan on getting Arma II, but for now, am focused on trying to help you guys out with making this standalone version better. 

    Rubberbanding isn't gone nor is it any better :)

    I was looking at a fridge earlier, tried to move two steps to get a glimpse of the wall behind it and the shelf next to it and I found myself falling to my death outside the building... :*(
     

    Enough with the BS'ing... , on to the question!

    Can you guys share with us what is happening on your end that's causing the rubberbanding and what steps you're using to try and combat it? I haven't torn the game code apart yet to find the differing changes you guys are making in attempts to fix it. Considering you're having so many issues with this, have you looked into the IO for the game running on these public servers in that, maybe the issue being intermittent is potentially due to the game being run on shared resources. Sure, blocking CPU/RAM/Storage is pretty easy, but internal IO on other games designed similarly have rendered them unplayable.

     

    Maybe we as a community can help you guys find the answer?

    I realize you guys are the pros at this, but it's worked with other developers :)

     

×