pillock
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Everything posted by 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 -
I think it should be like this: My Summer Car
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I started playing .59 at the weekend, having not played any DayZ for several months, and I'm really enjoying it. I think this mostly comes from the fact that I'd never played a build with vehicles in it, so it's quite a novelty for me to be able to fix up and drive a car (even if they are a bit 'quirky') and it does supply quite a lot of fun replay value in the game. If the OP is in the same position as me, I'd definitely recommend giving it a go. Zombies are pretty rare - I've been all over the map in about 10 hours of play and have probably seen less than 10 infected the whole time - but they are better behaved than they used to be in terms of AI, line-of-sight and melee hit detection. Animals are also better - I found a herd of 6 cows drinking from a lake yesterday - I'd never seen that type of collective behaviour before (I'm now fully kitted out in hand-made leather clothing, natch!). Fps isn't noticeably different for me (it was perfectly playable before, and it is perfectly playable now), but the 'vaulting' action is much MUCH more reliable than when I last played. Loot balance is still way too skewed towards combat - guns and ammo are absolutely everywhere. I genuinely think weapons are more common than food, from what I've seen.
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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
No shit but nobody suggested that the vicinity window should be removed over night, either. -
It would utterly change the dynamics of the whole game if cars and parts were available everywhere. Not saying for the worse, necessarily, but I think the devs have always had in mind for working vehicles to be relatively rare, for the gameplay balance they want. There are also performance issues that come with spawning large numbers of usable vehicles, probably. I've never found a car with more than one door/panel on it. I agree that this is a bit weird. I can understand why you'd find cars without wheels or engine parts in the DayZ scenario, but why have people in the apocalypse taken to nicking doors and boot lids? My guess is that this is just an early implementation, rather than the planned end-product.
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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 don't really see why the vicinity window is necessary in the long term. Just get rid of it, and make players interact with items in the actual gameworld, rather than in the inventory screen. -
Make sure to report public servers that kick for no reason
pillock replied to aurien's topic in General Discussion
It's only an acceptable solution for individual players, though. It isn't an acceptable solution for the game overall to allow server-renters to ignore their ToS and run private loot havens on the public hive. You can't possibly believe that, surely? -
Report it in the bug tracker. I think there's a specific section for 'rescuing' players who are stuck in scenery.
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Make sure to report public servers that kick for no reason
pillock replied to aurien's topic in General Discussion
I think the onus must be on BI (once the game is fully completed and out of Early Access), both to put pressure on the server providers to respond to and act on complaints and to provide a simple-to-use in-game reporting function for players to use. In the longer term, dismissing the issue by telling people to play on higher-population servers just isn't good enough. BI set the rules; they must make sure they are enforced. In the meantime, playing on higher pop servers is an acceptable solution, but it wouldn't do any harm for all parties to start getting used to a more robust system sooner rather than later. -
Make sure to report public servers that kick for no reason
pillock replied to aurien's topic in General Discussion
I was one of those Europeans in your survey last night, probably. I logged in with my friend to a server that had about 20-odd people on it, which rose to maybe 25 or so before the in-game night set in. Then nearly everyone else left. My friend and I considered changing servers to one more populated, but we didn't feel like being forced out of the server we were on just because the majority of other payers seem to be scared of the dark. Then we found a Sedan to work on, so it settled the argument. We ended up as the only 2 people on the server for several hours. It was disappointing. But we'd be in the server-hopper/low-pop-cowards category of your survey results, probably - which isn't necessarily the truth. -
Drove the Lada fake-jeep-thing yesterday, and couldn't get above 3rd gear. Does it have a 4th/5th? Then I wrapped it round a tree and ruined the engine parts. Ah well, fun while it lasted. The driving controls and physics need some work, for sure. Plus there seem to be bugs associated with carrying passengers: character displayed standing next to vehicle when in 3rd person view (even when the vehicle's moving!), but sitting inside the car on 1st person; can't use "co-driver" seat if there is a driver in there already. Oh, and the engine sounds are really crap! Given that this was my first DayZ session for several months, I was very impressed by the game's progress overall though. Looking forward to when vehicles are working a bit better and more reliably.