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pillock

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Posts posted by pillock


  1. On 6/18/2022 at 5:54 PM, pillock said:

    Is there a workaround so that I don't have to log off the server every time I look at the map?

    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.


  2. 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?


  3.  

    Footsteps are OP. Respect your audio.

    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.


  4. Nope - the people you are thinking of that won't find camps easily are the people that don't going looking for them. One of the things my friend and I loved to do in the mod was specifically go looking for hidden items. It was a fun challenge and we got to roam about the map most people never venture and we always found things. We weer not alone. Many people will go out there way to find the stuff you think you've hidden and whilst the map might seem large to us, I can tell you now that the map is tiny having spent 2 years doing this.

     

    It's tiny because once you start looking, you figure out all the limited areas on the map you can actually make a camp. You know which routes to take that give you the best viewing area. This is made easy because as everyone knows here, looking into a forest from a few hundred yards away is so easy it's ridiculous.

     

    People who say the map is huge don't go wandering about it. To put it into perspective, lets say that there are only 20 spots you can really hide something on the map. How long do you think it'll take for people to find that out. You might think of a great spot that you see on the map only to get there to find someone already put a tent up. That happened loads of times in the mod with us. Once all the good spots are known about, nobody puts their stuff there so what do they do? They put them in rocks and I can't blame anyone for doing that.

     

    If the devs could find a way to render forests from miles out with all their vegetation then you are in with a chance. If they could achieve that you would cut the head off the camp hunters as they would then have to increase their search times ten fold.

     

    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?


  5. 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.

    • Like 4

  6. The idea is great, there should be no "heli routes". Then again, imagine the graphic mess if the heli spawns inmidst of a town or the frustration when the wrecks shows up on the ocean. So randomness has its limit ... but the randomness idea is good.

     

    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.


  7.  

    Or does it mean incorporating the Creative Labs EAX sound system, and using the EAGLE developer tool -  to create a detailed sound map overlay across the whole of Chernarus, including buildings (interior, exterior, doors, levels) and other in-play audio-effect obstacles (ascribing SQ values to each object instance, or creating larger but detailed "sound polygon areas") - to permit functional 360° audio with distance perception, muffling, occlusion and reflection, to provide players with an advanced (state of the art?) realistic 5.1 in-game audio experience  (which a lot of players want, but IMO would be a real pain in the neck for the BI Devs) ?

     

     

    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.

    • Like 2

  8. Biggest issue i see with removing vicinity window is somehow communicating the 'size' of the item and the 'configuration/shape' it assumes in your inventory.

    And having this neatly done.

     

     

    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.

    • Like 1

  9. Well I think its too muich of a grind.. vehicles should take between 1-3h to fix up, not an entire day. Am not really looking forward to all these additions and stuff like "filling up your mag bullet by bullet manually" that was talked about long ago and super realism things like that.. its too much imo. There is a fine line between realism and fun and balance.

    Dont wanna spend most of the time doing stupid things that require nothing but watching tedious animations and pressing F, its not a fun gameplay element at all.

     

    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.

    • Like 1

  10. When I fixed up my car, tires were the biggest issues.. spent like 4 hours searching for 4 tires.

     

    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.


  11.  when I'm building a car, the first place to look for parts is where I know other cars spawn.

     

    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.)


  12. I wasn't really referring to darkness, I was more referring to how already if an item is under a table/bed or something, your character must crouch to get it to show in the vicinity window.  The game already takes into account a line of sight effect, where if your character can't "see" the item it doesn't show up.  Similarly you can face your back to an item and not have it appear (though there is leeway there in the current system).

     

    Expanding on that so that the LOS was a bit more restrained and also tucking more items into hard to reach spots would make it a bit more involved.

     

    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.

    • Like 1

  13. So I don't play DayZ for 6 months (fav game of all time) and come back expecting some changes....

    where tf are the zombies? are cars functioning as advertised? A predatory animals in? speaking of...where tf are the animals? Why are my frames more shit than before? Anything I missed? Someone please fill me in, because right now this looks pretty pathetic..

     

     

     

    In all honesty, a couple of days after the patch, I was already bored with .59. There isn't exactly all that much different. The game is, at its most basic, the same as it was 6 months ago, if not longer back. The "main attraction" of the game is still "run around and shoot people", with guns that are variously broken and unbroken. Still no survival mechanics, no real medical mechanics, no basebuilding (asides from "stash shit in a barrel/tent"), no cooking, nothing really to do.

     

    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.


  14. 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.


  15.  I note that it is unlikely we will see any large amount of loot servers removed because the server providers will not want to lose their income, and in the absence of this option the best bet is to just play on servers with more people on them, which i quietly consider a "more legitimate" way to loot anyway.

     

    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.


  16. medium to high pop players =  1100

    low pop players =  2775

     

    players on 'real' high- pop (i.e. FULL) public servers = about 450

     

    so are the 400 low pop admins sad and lonely on their pubic servers?  There are a REAL LOT of low pop public servers on Saturday night.. right? 

    If they ARE all kicking strangers, as KenoSkir88 suggests, I guess they want to stay 'clan-only' and low-pop? Or they just don't like strangers?

    And if they are not kicking, why do 400+ public servers have around 7 players per server? Do 'vanilla' players like to crowd together on a couple of maxed-out servers?

     

    So now you all can argue from the facts, instead of arguing from emotion with no logical backup.

     

    I have one little question (just for myself) What number of players makes a server "legitimate" to play on?  Is 40/40 the ideal ?

    More than two-thirds of tonight's public server players are on servers with tops 14 players or less - are they all "wrong"?

     

    xx

     

    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.

    • Like 1

  17. 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.

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