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rickyriot

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Everything posted by rickyriot

  1. rickyriot

    So... that's it then?

    Ok, for a start let me re-iterate, I am not on the hate train. I have been on the whole complete supportive of the changes and understood why they were necessary. The game, and I've said this many times, is in a considerably better state than before. We all know the problem, content, and it was content that we were told was coming; "The new engine will allow us to do this, that and the other. Once we get the animations properly sorted then we will be able to move on to adding the older content back in. etc, etc" This is the issue, ImpulZ, the fact we were told there would be at least a level of parity, and with the regular patches since 1.0 it looked like that was the plan. Then seemingly out of the blue, BI release a statement (sans addendum) which all but says, "that's the end of the road and you should be happy because what we couldn't make work probably wasn't working in it's last iteration anyway". Whether that was intended to make the community look like fools I'm not sure, but from my perspective it most definitely did. Especially the "I bet you don't even notice it" quip. Whoever does your copyrighting really should be questioning the tone of that particular nugget. In regard to the addendum, I get that BI are unwilling to provide a road map, but if other games are able to not only do that but to stick to it (at least to an extent), then why does BI have an issue with it? Do I have sympathy for this sort of shit? Of course I do, I've been programming since the early 80s (yes, that fucking old) and been part of multi-million pound projects and fully understand that, as Mike Tyson says, "Everyone has a plan until they are punched in the face", but BI (and/or the dev team) have to accept that when people have been offered steak for months and they are given a plate of beans - no matter how tasty those beans are it's still not a steak.
  2. rickyriot

    So... that's it then?

    You are not raining on my parade as I have no parade on show. I'm simply making the point that the recent status update has essentially said fuck all is happening to the game when the plans up until that point was for things to be happening in the game. You also might wish to ignore the first 6 years however I won't. For at least a year we were promised time and again that the new engine will not only make things look and feel better but that we would get the same things in .6x ported over. Only part of that verbal agreement has been honoured - despite many people twiddling their thumbs for nigh on a year waiting for it to drop - and the way BI address it is with a disparraging "we can't make it work so you're out of luck buddy, just ignore all those claims we made" along with the somewhat insuling "you probably don't notice the improvements because you play the game often". I have no axe to grind at either the developers or BI, for both it's a finance thing. BI aren't supporting this beyond the minimum while telling us to expect nothing new and the devs must see that and are looking for a more secure gig. I get why both those parties have those points of view (if they do, and I think they do). Finance defining a game's development is neither new nor should it be considered necessarily "a bad thing" but they really should have been honest from the start, "1.x will be a different game, it will not match what .6x had and don't expect it to." I'd say your 2 year cycle is very low imo. Unless you count something like repeating franchises; FIFA, CoD, etc then most games would be looking at a 4 year cycle minimum - if only because it takes roughly that length of time to get a new title from original spark to alpha/beta delivery. Even then, look at things like Skyrim or GTA5, both games released before DayZ standalone and both games still going considerably strong.
  3. As I say this is just for fun, but with VoIP being the main communication method in DayZ which accent 'gives you the fear' when you hear it? What constitutes trust? Well pretty simple really. No KoS, no bulls**t banter and no sneaky attacking you when they've befriended you (or you them). For me, and this is purely from personal experience, in this order of least trustworthy: Russians, American then English (not British, English). And for those I trust the most? Generally Scandinavian, French or German seem to be the most fair minded. All anecdotal of course, but that's what I've found. Discuss...
  4. Not noticed this, but a little disappointed to see both the bar and the supermarket considered low loot. Both have been mainstays over the years and I still think they should be valid for a decent level of loot spawn.
  5. I have to say I actually don't know what you are talking about. I guess English isn't your native language going by the video you shared. Je suis desole, mon Francais c'est tres mal so I'll have to reply "dans Anglais". D'accord? If you are wondering why you are getting hurt in that video it's because you were dying from dehydration. Look at the bottom right of the screen. See the red empty bottle symbol with the downward arrows? Funnily enough, I think the strawberry jam (confiture du fraise) would have resolved that. Although it isn't a liquid it would have stopped your dehydration.
  6. To be fair to PUBG the point of the game is to kill everyone, sneakily or not! XFire! Good call! I have to admit that I was not a youngster at the time of Q1 either! 😉
  7. I'm sure I'm only repeating exactly what you know already, so I apologise if this comes across as patronising, but the most basic model has effectively 9 different steps of dependency and that's before you start to bring in the quality of the PC. [Player] -> [PC] -> ~[NET]~ -> [Server] / CPU LOGIC / [Server] <- ~[Net]~ <- [PC] <- [Player] While you are right, I'm sure that the majority of players will reduce the local game overhead (ie: graphics quality) to provide the smoothest experience and thus reduce the difference (albeit minor) between the pings of high/low PC stats. I'm guessing if you were to mean out the average there isn't such a big hit from the different PC configs. That's all just conjecture, I have no hard and fast stats to back that up.
  8. rickyriot

    Anti Ghosting/Server Hopping Measures

    I agree that interactions other than a PvP shoot out are more rewarding (although we all enjoy an evenly matched long gunfight in the middle of a city!). I wouldn't go with there being a distinct cut off line for KoS though. I mean you could exploit it by starting on the East or South coast then go North or West respectively which will take you off the map, into the "flatlands", where nobody goes. You can then track your way all around the map and drop in at any point you fancy (Тисы being a nice little drop off point, but it is definitely a hot spot!). Keeping to tree lines, sensibly moving through towns and grabbing low level loot before getting out and not engaging can see you easily go deep into the NW corner without any exploits.
  9. rickyriot

    Anti Ghosting/Server Hopping Measures

    It's all about hotspots. If you know the map fairly well, or if you use one of the online maps, you can navigate yourself fairly easily without contact from one side of the map to the other. The map is really big and even if you had hundreds of players on the server, it's very unlikely you'll bump into another player unless you are heading to a hotspot. I tend to find players who are off the beaten track tend to be more friendly.
  10. I stick to EU, purely down to the ping. I used to play FPS competitively (via clanbase) so any ping higher than 30 would have considerably hampered me. Ping isn't quite as tight with DayZ but I'd still not play a server that has a higher initial ping of 50 (albeit it'll tend to fluctuate once connected). The thing about ping is that it's a two-way thing. It's pretty annoying to have someone lagging or rubber banding about the place due to their ping so I am reluctant to "be that guy" on a server out my region. Not that I am knocking your choice, I should say. Thankfully places like TRZ's server is now full for a fair percentage of the day so I don't need to go looking for others.
  11. Oh, sure.. As I said, this is all for fun. I find certain nationalities more likely to "do you over". It's all anecdotal of course, and in no way am I suggesting that every (or even a significant minority of) a certain nationality will fit a certain trope. What I would say is that in the category of those who have killed me after voice interaction there is a distinct pattern. I don't get a broad enough exposure to all the relevant nationalities though. I use EU servers so never speak to, for example, Australians or Koreans. That's going to skew my experiences and has done over the decades I've played these sorts of games.
  12. rickyriot

    the real hardcore survival server

    I really enjoy a hardcore survival game. I'd love DayZ's environment and it's inhabitants to be far more dangerous to life, rather than the primary threat being PvP. Mods seem to be the way forward as it's clear the vanilla game will never really be that hardcore - and understandably so, to be fair. Now my problem is applying those mods and being able to turn them on and off. I have recently been using the DZSA Launcher and it does trigger the install of any mods required for a server from the workshop. However I find once I have downloaded those mods, the game never connects. If I go to vanilla server I am then told I can't connect because I have mods installed. Once I uninstall all the workshop content I can connect to vanilla servers again. So what gives, do I need several different DayZ installs in order to play different servers? Is it a problem with the DZSA? Is it just a case of DayZ's modding being a bit "temperamental" or am I doing something stupid?
  13. Now with the Russians I'd say that is a very valid point. My Russian is dreadful, despite studying it in school. I think a lot of non speakers when they first hear Russian over VoIP are automatically on guard and so tension is almost immediate. A lot of that is because nearly all the Russian's I've met (and it's been quite a few both online and IRL) are by nature "a bit crazy" then mix that with the continual anti-Russian rhetoric you get (especially from a certain generation of Americans - although interestingly not their orange Manchurian candidate!). Which is funny because that's exactly what I do. It's all in the tone of the voice, of course, and what follows next. If I speak to people who may be spooked I will tend to answer the questions they haven't asked yet. What I have (ie: fresh spawn, etc) what I'm doing (looking for a backpack) and where I'm going. It's the ones who are cagey that you need to worry about. Ones who are "aggressively friendly", and we've all experienced that, should trigger those 'spidey senses'. No, no... no, no, no... VoIP in games is fairly "new" as most of us used things like Teamspeak which was your own personal echo chamber. I can't remember what I used before that, I definitely had some team based VoIP when I played Quake 1 TDM ("but Ricky that's over 20 years ago!" Heh, yeah, sadly I'm an 'auld c*nt'). However from experience, and this is obviously anecdotal, the fact that someone has spoken to you rather than shot you immediately is absolutely no indicator of trust. Let's take an example here, yesterday when trying out 1.04 patch. I met a player on the beach. I had a couple of machetes and as he was fresh spawn I gave him one of them, plus some soda which he had asked for. He starts chatting asking about stuff, asked to team up. I play solo so said "no thanks but you take care". I run off. He follows me, asking more questions. I stop, answer a few things, help him kill some zombies which I explained may drop loot if he was still dehydrated. As I go to walk away he starts attacking me with the machete, cutting me twice causing blood loss. I ask him to stop and say that I'd just helped him out but he continued. I couldn't run away as the blood loss would have killed me anyway so all I could do was defend myself which I didn't want to and said so while doing it. As he'd got 3 or 4 sneaky hits in before I even bothered retaliating the battle was short and clearly my vanquisher's ego was suitably massaged by killing someone by stabbing them in the back after doing nothing but help them. Now, compare that to the German I met almost immediately upon respawn (which was literally 500 yards from where I was killed). I had tacked up a hill to avoid meeting my "murderer". The German was heavily armed and I used my usual friendly banter (like I did before) and the result? They said, don't worry, here's some sardines and a pistol (which I said I wouldn't accept if it was loaded) and we parted ways. The nationality of my killer? English. As I say, one of the most likely nationalities that I have found (over maybe several 1000s of hours playing both the mod and SA) to be duplicitous. Am I annoyed at this interchange? Oh, Hell, no.. I find the whole social experiment to be quite funny (and telling). Let's face it, this is pretty standard. You could argue I was overly trusting, but that's just me - I'm a nice guy!
  14. rickyriot

    1.04

    For me the latest update has every zombie stuck/clipping. Could be a fence, could be a tree, one time it was inside a house even I couldn't get inside! Edit: I see a 16.7Mb patch is imminent. I presume that is the reason. Edit 2: Patch applied, seems to have unstuck the ones out in the open. Still have ones stuck in walls.
  15. rickyriot

    Did DayZ Development partially stopped?

    Not that I want to turn this into a pissing contest, but I too was an early adopter of the mod. I loved the webpage that listed how many people had died in the first 20 (or was it 30?) minutes. At one point I think it was running at about 80% of all people playing were getting killed within that time limit.
  16. We all have slightly subtle differences in the way we manage our inventory, so I'm guessing the outcome of actions won't all be the same. I have found that returning items from your hands when using a hotkey is not guaranteed to return it to the same place even if your inventory hasn't changed in the slightest. It's that lack of consistency that is the real problem. That's why I said "random", it's not really random, I was using a touch of poetic licence there. You are right about using a mouse for the UI being pretty decent (and has been improving over the years) - and it would be lovely to have a multiple selection option - but as you know yourself when in the heat of battle and the hotkey stops working for you, dropping to your inventory and starting to drag stuff all over the place is not going to help your fight. I'm not so harsh on the devs for this as it's clear the UI/inventory is forever evolving. It's rare I get completely "locked hands" but it's still annoying when it happens.
  17. rickyriot

    Cruelty in Dayz

    So here's a thing. We know that killing and torturing animals in young children is a very high indicator of a serial killer. In fact I think every single convicted modern serial killer started off killing animals. Are you of the mind that similar traits in video games, albeit without a physical "victim", is also a precursor for such psychological disorders?
  18. rickyriot

    Did DayZ Development partially stopped?

    Doubt it, I've been on this forum since 2014 and the game has been in much worse states than it is now. 😉
  19. Maybe it wasn't the FX, the "footprint" of the gun was the same as the holster. I won't raise it as a bug as I think the underlying logic for inventory management is flawed from top to bottom and needs an entire rework rather than it just being a minor bug. What I would say is that the current UI/Inventory is better than it's been for some time (if not ever) and I'm not complaining about that - the bullet type overlays will help a lot but otherwise the UI is fine. Be nice to select multiple items for when you are swapping a backpack, but then in real life you'd probably swap things one at a time too. I appreciate the reply, but honestly? That's a mess. It should go to the exact position it was taken from; no ifs, no buts. If there is not enough inventory space then I accept you are at the mercy of game logic. However, on the flip side, when a weapon has been drawn the slots that it took up should be "reserved" until all other space is filled up meaning if you pick up a chemstick it doesn't stick it right in the middle of where you want the gun to go. Interestingly someone mentioned hating the PS4 inventory management as not being classic "inventory tetris" instead it's "value based". For those who haven't seen it, the capacity size is shown (say 40) and if your item is less than the available space, it's added. Now I get that this is probably needed for consoles considering how annoying dealing with any UI is with a controller, and it does end up with daft situations as mentioned above of having a Mosin in your pocket simply because the size fits irrespective of the dimensions. However, when you think about it, it stops that annoying situation where there are 7 slots available which are separated into a single slot and a 3x2 set of slots. When picking up a single slot item you have no guarantee it will sit in the one slot location - in fact in most of my games it sits it into the 3x2 area. Having a value based inventory does resolve that as it's as simple as 7 slots free? Great, minus one for that item. What? You want a gun in here too? Well you have 6 slots free, and oh.. the gun is 6.
  20. Ok, well this doesn't work for me. I had a belt and a holster, I moved my FX pistol to the holster, drew it into my hands, removed it (by repeating the same hotkey I used to select it) and it ended up in my backpack again.
  21. rickyriot

    Did DayZ Development partially stopped?

    Got to say, for me that's a very harsh response. I paid £14 six years ago for SA and have definitely got the value (many times over out) of it. I think it's testament that people show that level of anger towards a game's development. Are you as harsh with every other developer out there? Sure it's not gone the way I'd hoped but at no time do I think the developers have in any way shown malice towards the community. A "cloth ear", perhaps but not malice. I honestly believe that the changes made were done to improve the title, with an eye on future development and mods.
  22. For me inventory management is absolutely critical to the game. That might sound like me "over egging the pudding" but the bottom line is if I cannot control the weapons going in and out of my hand with a level of certainty then the game is broken. At present I need to have at least one item of clothing that is completely empty purely to deal with the utterly flawed inventory logic.
  23. You know what would be nice? When returning an item to your inventory IT GOES TO THE SAME BLOODY PLACE IT WAS TAKEN FROM. Oh, I'm sorry was I shouting, perhaps that's BECAUSE IT'S ANNOYING AS HELL the way it seems to just take a random guess at to where you store stuff. Completely going against all logic and immersion it should be said. Sorry to piggy back this onto this thread, but it does seem related.
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