pillock
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Viewing the Tourist Map causes keyboard controls to stop working
pillock replied to pillock's topic in Troubleshooting
I've recently discovered that closing the Tourist Map with the [Esc] key rather than with the RMB does not cause the same problem with the keyboard controls after closing the map. So that'll do as a workaround. Having checked Feedback tracker, I've also learned that this issue has been solved by the developers and a fix will be included in a future update. So that's good. -
Viewing the Tourist Map causes keyboard controls to stop working
pillock posted a topic in Troubleshooting
Hello! I've recently started playing DayZ again for the first time since it was in Early Access, and really enjoying exploring all the new stuff that's been added since then! However, I've run into a problem: I found a tourist map, which I'm finding really useful for navigating. But whenever I use it, it causes all the keyboard controls except for WASD and ENTER (1st/3rd person mode toggle) to stop working. I can't sprint, jump, crouch and I can't use the 'Interact' button (F). If I log off and on again to the server it fixes it, but this is really annoying! Is there a workaround so that I don't have to log off the server every time I look at the map? -
I take great pride in destroying every copy that I find of Thomas Hardy's The Mayor of Casterbridge. Absolute fucking drivel it is.
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While not as much of a gunfight guru as others might be, this above comment is as true as the can of beans I just gave. In urban areas especially, I am aware of others 9/10 before they know I'm there. All because when I think I hear footsteps, I stop, and listen. I don't think it's over powered, though. The fact that people make a fair amount of noise when they are running around (especially on hard, paved surfaces like in towns) is unquestionably a good thing.
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I'm not talking about how the game is now, or how it was in the mod. I'm thinking about how Standalone can improve on that and make it more reliable to put down a camp without it being found and ransacked within hours. It'll never be totally safe, but the balance could certainly move towards better security. In my view, slowing down player movement and ramping up the survival aspects of the game will go a long way towards this. No matter how well a player or group knows the map's layout and its best camp locations, if the scope for quickly covering large amounts of ground on foot are reduced, it will take them longer to search - and that will make the map "feel" larger, and remote places more remote, surely?
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I think booby-traps might be part of the answer to camp security (as well as being able to craft foliage camo, as suggested before). If you've got, say, 4 barrels at your camp and you store stuff in one of them with the other 3 wired to some improvised explosives, if someone, even a group, did find your stash, they're less likely to actually rob you. Other than that, reducing player speed would make a big difference. If it takes a long time to traverse the map without a vehicle, people aren't going to find stuff like camps so easily. And people that are in vehicles aren't going to spot them easily anyway. I'd favour the default, most energy (and therefore time) efficient movement speed over longer distances to be walking, once stamina is functioning properly and the survival mechanics are more fleshed out. If long journeys require preparation and time to complete without seriously damaging the health of your character, it will make the map feel much larger and wilderness areas more perilous to cross without the appropriate kit.
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Dried pumpins won't give you nuthin. And they'll make you blind.
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I dont like the heli crashsite system and think it's flawed
pillock replied to Me1andMe2's topic in General Discussion
It would be far more preferable they were able to make helis spawn in any random place, except for certain exceptions: where there are buildings, steep slopes, cliffs, water, etc. I guess trees might cause a problem if it spawned in woods, but hopefully the devs could find a way of working around that. Other ways of reducing the "heli-routes" would be, obviously, simply to increase the number of possible locations up to 4 figures, as well as slowing people down - which I guess will come later with stamina effects. The same ought to go for vehicle and other dynamic spawns, really. -
What you want most in .60? (Choose two. Discuss why.)
pillock replied to Espa's topic in General Discussion
Ambience means that^^ obviously. For .60 I voted for zombies. But the in-game sounds need eventually to be something along the above lines, pain in the devs' necks or otherwise. Need. -
open inventory, scan environment, rinse and repeat - how can we change loot- and scavenging? should we even?
pillock replied to joe_mcentire's topic in General Discussion
If it doesn't fit into your inventory because of size/shape, it could just go into your hands. Then you could use it in the inventory screen to see how it might fit around what's there already. Plus: Items that aren't square are going to be able to be rotated to fit horizontally or vertically by preference, once the new UI is finished? I'm sure I remember hearing that somewhere. -
There's a big difference between tediously pressing F over and over to reload your magazine, and spending a long time looking around the map for certain loot items. Like I said, if you could move the vehicle once it has 4 wheels on it, then you could get it away from the spawn location and hidden - but the engine should take quite a while to fix up, I think. Maybe even several play-sessions. I've been working on the same sedan for 3 nights in a row now. Every time I've been back to it after a day, it's been fiddled with by someone else - stuff's gone out of the inventory, or it's slid sideways a bit when someone's added or removed a wheel. But it's still been there (touch wood). I like that - I don't see why players should expect to go from zero to fully kitted, including a vehicle, in a single session.
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I spent more than 4 hours looking for 1 sedan wheel. Found about 200 million bus, truck and off-roader wheels in that time, obviously. No sedan wheels anywhere. None. But, I think it's good that it takes a long time. The wheels themselves are not rare, but it's because you need 4 of them that it takes the time. I think this should extend to spark/glow plugs, really - 1 plug should not make the engine work. How many cylinders does a V3S engine have, for example? Maybe eight? That would be a challenge, and would make it much more viable to spawn more part-less vehicles per server. I also assume that further down the line we will need more engine parts, such as fan belts, oil filters, etc. Maybe even gearboxes. What I'd really like is if you could get 4 wheels on your car, you'd be able to move it by towing/shunting with another vehicle or pushing by hand and making use of downhill. That would be awesome, though I don't know how feasible it is to implement.
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Hmm. Spark plugs are the only thing that I've found to be rare enough to warrant travelling any distance or checking known vehicle spawns for - everything else seems to be gettable just from looking in towns and barns in the vicinity of the vehicle, from my experience. And I've never found a vehicle that's had any engine parts already in it, anyway. (Plus I don't know where the possible spawn points are because I refuse to use the internet to look that shit up - it'd totally ruin the excitement of stumbling across something like a vehicle or a crash site.)
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open inventory, scan environment, rinse and repeat - how can we change loot- and scavenging? should we even?
pillock replied to joe_mcentire's topic in General Discussion
I think they should get rid of it altogether: you could use context-select to interact with fires and containers, as well as items, to enable them in your inventory; that way you wouldn't be able to cheat by finding stuff you can't see using the current system. -
open inventory, scan environment, rinse and repeat - how can we change loot- and scavenging? should we even?
pillock replied to joe_mcentire's topic in General Discussion
No shit