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Everything posted by Super_Duty
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Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
I'm seeing a test server with server name being "THE BIG TEST" with a software version of 47.124631 with 2 players currently on it. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
Servers just went down for maintenance. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
I have a CR75, found it the other day along with a mag. I also found two FNX45 mags. but no FNX, and an AKM mag, and stock, but no AKM. Found these in areas that were already looted btw. -
Seriously, they "just started working on vehicles" ?
Super_Duty replied to Walker Tall's topic in General Discussion
Moped's... that's the extent of the vehicles imho that belong in this game. Loud, stinky, prone to breaking down...just saying. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
Logic dictates there is logic, and I'm all for logic. However, I'm thinking there's more going on than we're aware of. You are correct, spawn a weapon that requires a particular ammo type that from my experience with .47 is incredibly hard to locate. I'm ok with that, just let it be known that if you buy a new toy that needs batteries and said batteries do not exist then one is going to be a bit disappointed. Speaking of disappointments, I just took a swig of beer from a bottle from two days ago that I left on my desk. I think I'm going to need some charcoal tablets... -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
Played last night for a couple hours, made a South to North run from Pavlo and found this about 11:00pm! I have not fired it yet, the 30 round mag. is full but that's the only 5.56 ammo I have at the moment. Still carrying my SKS in-hand for the time being. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
I don't know, kind of like walking around the upper perimeter of one of those large steel warehouse buildings. Take it slow and easy else lag out the side of the building and plummet to your death imho. Don't get me wrong, it's not right at all, just there seems to be a way to minimize the carnage. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
What is with some of you guys/gals and the broken legs???.. In a thousand hours I've only had this happen to me three times and once was in pitch black darkness on the upper floor of a construction site. I fell off the damn floor and survived somehow, then crawled to the forest, took damn near a hour btw, chopped down a bush and patched myself up. Maybe it's just me, but as I've gotten older, I'm more careful with stairs, ladders, etc. lmao. -
Poll - Why aren't people playing hardcore mode
Super_Duty replied to TimF's topic in General Discussion
For me it's simple, if the game is 1st person I will play it, if it's 3rd person I will not. This applies to all PC games. -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
So much for my comment regarding desync yesterday. Played earlier today and it was terrible, major teleporting/rubberbanding not only as players came and went but sometimes when Zeds were attacking. I'd spot them a 100+ yards out, they'd start towards me then run right past me then reset back to where they started and repeat half a dozen times. Then they would then pop out of nowhere and smack the hell out of me. I finally left the game. 8 players on the server at the time, it was raining, but seemed tp coinside (sp?) to the players taking a long time to login on the player's menu. I'm starting to think that this and the LMB & Melee issue are all related based on what I've experienced. Another oddity, I went to throw a 1911 into the weeds and it just hung in mid-air. I could then grab it out of mid-air and put it back in my backpack. Oh but I did finally find another fishing lure...yeah. Also spent some time with a CR75 head shotting Zeds. Shooting them anywhere else might get you killed...heh. You could see the blood splatters, but didn't seem to have much stopping power, ususally 2-3 shots was needed to put them down then only to have his/her buddies come at you again. Fun stuff! -
Experimental Branch: 0.47 Discussion
Super_Duty replied to SmashT's topic in PC Experimental Updates
Played for 12 hours yesterday, hardcore, two different servers and you know what, I enjoyed it. Here's what I experienced... Keep in mind, I have approx. 1000 hours in game total, so I've been around the block a few times. Traveled from the far North West corner to the South East corner of the map, North to South, then East and back again zig-zagging between towns. Food was plentiful, some towns hardly touched, however, police, military and every other high value target was cleaned out. Sometimes the only building touched was the police station. I'm guessing I was in 500+ buildings, all types. Gearing up was slow and a grind, but to be honest, it felt satisfying. Primary weapon - Shotgun. Full length barrel for 8 hours of my playing session. I could not find a hacksaw to save my life. Speaking of the shotgun, two rounds to take out a Zed at point blank range, killed 30 or 40 that way. I also killed a boar with it, 3 shots to take it down. Single hit with fire axe for Zeds, probably a couple hundred killed overall. Other observations/moments: I did not see another human, ever. Most of my playtime was at night.1 broken arm, from a leaping Zed smacking me, used maybe 6 bandages throughout.Lag/teleporting/desync - Minor typically, but was there at times. Especially with all the players joining / leaving. Only a handful of players would join and stay on the server for more than an hour.No problems with stairs anywhere. In all the hours played I've broken a leg 3 times.Animals - 8 cows, 2 boars, 3 deer, 1 goat, no bunnies.Backpacks were scarce, but could be found. Kiddie types mostly.Ranged weapons, mosin seemed almost common at times, probably 8 or 10 of them, however ammo was not), SKS - stumbled across three of them, carrying one now since I was finally able to cutdown my shotty. Side arms, only came across 6 or so .22 cal side arms, no others.Ammo though not common, with some searching it could be found except the 51mm 7.62 variety.Loot variety and spawn locations are better randomized imho. Places of old, long forgotten in previous builds. spawned items I would not expect. Examples, 3 pristine LRS's found in non-military locations.Did not come across a single helicopter, I wasn't searching for them specifically, but do know a few spawn locations, nadda one.Lightning/Thunder is LOUD.Some other notable gear I found, Gorka E military jacket - Pautrev camo (pristine) found in a hay barn (my new favorite), 3 walkie talkies, 100+ chem lights, (luv these things) I left buildings glowing all across Chernarus including placing 4 on top of Devils Castle all lit up. Speaking of Devil's Castle, that place is scary at night, not to mention dangerous traversing in the dark. No fishing lures, and I was really looking for one to try out. Had two of them before the latest wipe. It might be common knowldege or my stupidity, but don't attach them to your Boone hat. I could not remove it once I did. Lots of other pristine items also, PSO scope, etc. Interestingly enough, the sewing kit is a must to keep clothing in good shape on scarce items. Tried cooking meat for the first time (boar). Meat still goes from raw to burnt, just dumb. Oh and you can't place a hot cooking pot in your backpack until it cools, (may also be common knowledge for the chefs out there). Also, I was unable to chop firewood (using fire axe) on multiple tree types or find any kindling after chopping down bushes (using the search for kindling option). All-in-all a really good day...ihmo. -
Let me guess... Myers-Briggs personality type INJT ? I can relate to everything you've said and share the same personal feelings of the human population in general. I run lone-wolf 99.99% of the time, though every once in a while, I'll come across a fellow lone-wolf player and run for a while with them. Regarding maturity, I have children that are 30. Is a 50+ year old that plays video games mature? As mentioned, maturity level does not correlate to a specific age but rather is an equation of life experience and how one applies what they have learned. Similarly, I've played in clans in years past and have even admin'd servers for various games mostly to keep order and monitor for hacks of which ruin the game experience. I very much enjoy SA, development issues and all. I enjoy the sandbox open world games, but give me a good single player FPS with a decent backstory anyday.
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Can someone verify this issue I've come across. With experimental build 0.37.115791 playing hard=core if it matters, the weapons flashlights (pistol and M4) will not activate once they are attached to the weapon. When you attempt to turn on, you see "turn on" as an option, but not "turn off". If you separate/remove the flashlight attachment from the weapon and place it in your inventory, you can then turn it on or then off. However, there is no light projected in either case. The head mounted light/torch and the hand held flashlight work fine. I've reported the issue btw.
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crashing, cant open doors, pick up items, put weapon in hands, etc
Super_Duty replied to EaglePowrs}}'s topic in General Discussion
Apparently Darien, not only are you ignorant, but you're incapable of acknowledging the fact that you have no clue as to what the impact of your so called "help" is. Upon entering the video config settings, you circumvent the post processing effects of this game thus nullifying the only input the player has that would provide some indication of their health status. This is a serious omission in that it provides a false sense of security when it's quite the opposite. Since you're a DayZ YouTube expert, might I suggest you take a moment to educate yourself with the following... Merino's video depicting the brink of death and back provides an excellent overview of the post processing effect in 4 minutes and 59 seconds - If you want to learn the fundamentals and have some time to kill... http://forums.dayzgame.com/index.php?/topic/159251-merinos-in-depth-video-guides-feb-11th-updated-to-034115106-new-status-indicators-rebalancing-of-hunger-thirst-stomach-blood-and-health-reg/ These are pinned in the newbie section on this forum. -
No need for name calling... looks like you just to need pack up the computer and drive North a bit. Or, Better yet, contact your Ambassador of S. America and plead for a dialogue with Bohemia Interactive to host a server in your native country? Looks like you're mostly off the grid...though closer to Australia than most? Oh btw, you didn't mention in your original post that lag was an issue. Sorry that I was unable to pick up on that telepathically...
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People shooting automatic Mosins on public Servers
Super_Duty replied to Colemanw26's topic in General Discussion
Not too long ago I wanted to know it ALL, and was damn proud of it. Now as I get a bit older I find the less I know the better off I am... -
Dev Tracker, Reddit redirect... in case you missed it from earlier today. I see a lot of bickering back and forth in this thread, so I thought I might try and lend a hand into understanding what to expect. Right now, for those of you whom have DayZ on Steam - you are participating in a public facing test of a title in very early development. What this means for you, is a good deal of frustration at times. I'd like to think currently DayZ has much more to offer from a gameplay experience perspective than it did when the Early Access offering was first available. However, as I said earlier - things are going to break, design is going to change and adapt, and sometimes (just like the disclaimer says at startup) you may find features not operating as expected, content incomplete, or areas of the title just plain broken. Ideally, we try and minimize any issues like this - which is the primary leading factor in the update on Friday going to Experimental branch, rather than stable. Moving forward over the rest of this year you will see the DayZ team focusing on the addition of core features to the title. When we release our anticipated road map of these core features, you will have a bit more transparency into the intended duration of prototyping, implementing, iterating, and so on. Completion of the Alpha "milestone" as it were, and moving into the Beta phase of the title will mean that the core features of DayZ have been implemented, and the team will begin to focus on enriching the content around these feature sets. Simultaneously, you will see the team begin to focus on bug fix as the title move towards its "Release Candidate" phase, which you will more than likely see occur in the final months of DayZ Early Access's beta. I'm sure this is tldr for many people, but the bullet point of what I'm trying to get across is as follows: DayZ Early Access Alpha: Feature development, during which the vast majority of major bugs are created/occur.DayZ Early Access Beta: Content development, during which the "meat on the bones" is added to the title, alongside the beginnings of major bug fixing surrounding issues created during the feature development of alpha.DayZ Early Access RC (Final Beta stages): Bug Fix, optimization, and balancing. During which the stone is polished, until the DayZ dev team feels the title is ready to go live.The important thing to take away from this is, even though we're in the phase where the majority of major issues are discovered or created, we're very aware of the problems. We read twitter, reddit, the forums and so on - and we do try and dedicate as much time as we can into ensuring the stable branch of DayZ Early Access Alpha is as fluid and enjoyable a play experience as possible. For me, as an individual - I hate seeing people exploit the wall glitching - and can't wait for us to have a fix for this onto the stable branch.
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Those are hot spots alright... places that will get you killed too.
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I call Bull...
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Was it good for you?
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Why do zombies spawn out of thin air (experimental)
Super_Duty replied to infiltrator's topic in General Discussion
The increase in Z respawns actually started in the previous Exp. build btw. Many comments posted over a week ago that the forum chatter regarding Zed's would explode when this "feature" hit the Stable branch. I for one like the additional spawns, just a different spin on the game mechanics until a workable solution is finalized. Oh and I'm still so looking forward to what come this Wednesday assuming Exp. rolls to Stable. The poor bastard unaware of this feature sitting in a town during a server reboot is not going to be happy... -
I have a similar problem with spelling Florida. I for some reason always end up with Floriday... I don't know why, I fully understand how it's supposed to be spelled, but when I type it out I always add a "y" on the end. I have to really pay attention when typing that word... Maybe it was the dabbling I did back in high school experimenting with some of the then popular stimulants.
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Why do zombies spawn out of thin air (experimental)
Super_Duty replied to infiltrator's topic in General Discussion
Let's turn this into something constructive while we're here. What would you propose to be an acceptable alternative for a less than stealthy incursion in-to and out-of of a known Zombie hotspot or hive that would appear more realistic? Thought starters: They could in theory spawn out of view distance and let them move towards you at a varied rate. Could be problematic with raw numbers left to roam around, idk.They could spawn from within the ground, though we really don't have a back story to support that in most areas.Areas could be just littered with them standing, lying down, sitting, what-ever, making for a tough decision to enter the space to begin with. Stealth being a potentially better option versus stirring up all the locals with a long ranged shot.Other? Pipe in your thoughts...I'm thinking maybe a combination of all of them to some varying degree from location to location to changes things up a bit. Capitalize on the environment where possible. Out in the middle of an airbase seems slightly more difficult to manage effectively than say a town with a tree line, etc. -
Why do zombies spawn out of thin air (experimental)
Super_Duty replied to infiltrator's topic in General Discussion
This! I would luv to see an animation of Zed's grabbing your legs, possibly immobilizing you for a moment without any warning. -
Pending Changelog: Experimental Branch: 0.42.116002
Super_Duty replied to rocket's topic in News & Announcements
Awesome! I've read similar tales from others of the infamous "Black Forest Horde". I have not experienced this firsthand :(. If the developers could create some randomness of this event elsewhere it would be fantastic.