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Everything posted by DerDuderich
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For me .49 is a HUGE improvement. Yes, I agree, there are many flaws. ALPHA. But let me collect just a couple improvements: 1. Melee combat improved about 400% with this patch. Yeah, it's still not perfect, but compared to how it was prior to .49 it's just GLORIOUS. Hell, weapons other than a firefighter axe kill zombies! Before, every melee weapon that was not an axe was USELESS. Now they all work. 2. Zombies. They are still dumb as fck and they still ignore you at some times. There are still far to few of them around. BUT: They are not invisible any longer, they don't glitch through walls half as much as they used to AND they start to become at least some kind of danger. Want an example? I took this screenshot today. Tryed to revive the poor guy but it was too late. It's the first time since I play the standalone (1oo hours+) that I've seen another player (that is not a bambi) killed by a zombie. 3. Loot. Not everyone is running around with an M4. (Good) weapons are now somewhat rare. And gosh, we have working (!) non-lethal weapons! Sadly, still by far too much food and too many melee weapons. But respawning is finally working at a decent level. 4. Doors. Even though they are not synching correctly (open for player A, closed for player B ) it adds SO MUCH atmosphere to the game NOT TO KNOW if a building has been looted already... The world is finally getting some "action"! 5. Temperature. Honestly, I love the system. It finally starts to feel something like a "struggle for survival". Not everyone survives but you have to watch guides and figure out how things work. Of cause, it's still easy to survive, but gosh, you can see where this game is going! 6. Random events. I'm a fan. Helicopters, police cars. Can't wait for trucks, planes, trains, ships... we need a living world not some static mesh everyone knows by hard. As I say, the game is FAR FAR AWAY from perfect. But it's getting there. Calm down and wait, don't whine so much...
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Well I guess they are playing around with the damage parameters. It'll be a long discussion to figure out how much damage every weapon is supposed to deal. Personally, I would like to see less "one-shot" weapons (except for a clear headshot and a close range shotgun round maybe). Until 0.48, every Mosin hit would kill you, even if you were shot in an arm or a leg. So playing around with the Mosin is not necessarily a bad thing, it was not overpowered but pretty damn strong. A clear chest shot as you descibe it should definitly damage someone pretty badly though... Nevertheless I would love to see the Sporter .22 buffed because it was near to useless prior to .49...
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Zombies are just buggy as hell. They can spot you over ridiculous distances at the moment. Often I come by a random village more than a kilometer away and yet zombies come chasing me. At other times zombies standing a couple meters away will ignore me. Hopefully this will change with the improved AI in the enxt update.
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Should Rocket go sooner rather than later?
DerDuderich replied to banjo (DayZ)'s topic in General Discussion
They should have at least used the most recent version of their engine (Arma 3) then... -
Should Rocket go sooner rather than later?
DerDuderich replied to banjo (DayZ)'s topic in General Discussion
@OP To be honest I don't think that you can blame Rocket for what is wrong with the game. Whether he stays or leaves has little to no impact on the development at all. In the very, very beginning of the development, the whole company made one huge mistake: Instead of using the old, outdated and certainly limited Arma II / Take On Helicopters engine, they should have programmed a new engine from scratch or used an approproate 3rd party product such as CryEngine, Unity or Unreal instead. Most of the delays and problems we are facing right now emerged because the engine DayZ is currently using was never meant to handle a game like DayZ. The amount of objects (loot) and characters (players+zombies+animals, later cars) was simply too much for an egine that was meant to serve for a mostly singleplayer (!) simulation. So basically the devs had to rewrite the whole servercode which took a lot of time and actually took longer than writing a server from scratch. Same with physics and ragdoll: While most modern engines natively support some kind of physic engine (e.g. Havok), the devs have to basically fit an new engine into the servercode of a 5 year old game. However, none of this is (only) Rockets fault. Blame whoever made the stupid engine decision. -
Ah thanks! This explains a lot, I missed that part! :D I remember the discussion from a couple months ago when people were debating if it would be possible to find non-rotten items such a long time after the outbreak. Even though I think we (still?) can't be sure how much time has actually passed since "normal" life has collapsed, it need to be at least (!) 3-6 months. An actual aging system would be kind of a logical problem, because why would a banana rot in 3 days when it was lying arounf pristine for a couple months? :P
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Ok, thanks :D
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There seems to be another issue with the forum software. When writing a new post, the button in the bottom right corner (to enlarge the editing window) is not working correctly (at least for me). I'm not sure what it does exactly, but it's not resizing the wysiwyg editor. I'm using Chrome.
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Does being wet or soaked have any effect on you?
DerDuderich replied to smorisson28's topic in New Player Discussion
It'll eventually be a lot easier to stay dry once the game progresses since special clothes will prevent you from getting wet. So you don't really need to pratice staying dry, you just need to find a poncho or rain proof jacket asap. :P -
It's working fine when using IE. Anyone else with Chrome having this issue? Any ideas for a fix?
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The thing about this is: The community is really split into two groups: Group 1 "realism": Wants to keep the game as close to reality as possible. Only items and features which exist in real life (well, except zombies obviously). Group 2 "supernatural": Wants the game to include "supernatural" elements like we know them for example from the STALKER or METRO series. Radiation zones, "artifacts", mutants, ghosts, unexplainable stuff and so on. Maybe even crazy weapons like we know them from the BORDERLANDS series. This debate has been going on for years. Personally, I think both sides have their pros and cons, I think both "conceps" could make great games. I think the answer here is modding. For example, there is this guy called "meshcarver" who is currently creating a large, STALKER-inspired island called "Nova Zona" for Arma 3, check his really impressive work on his blog or see this image gallery of the new models he created. I bet as soon as the standalone is open for modding we will see several teams working on different "supernatural" mods. Keep calm, it'll all happen. ;)
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You can hear the human voice over pretty large distances. Assuming there is no loud background noise (environment) and if the wind is right you can hear people talk over a couple hundreds of meters (if they are not whispering). This is why we have the ingame voicechat. I would really enjoy if everyone was using the vociechat (and only the voicechat) because it would add so much realism... you'd have to be quiet and loot a city without unnecessary talking, you could "spy" on people and listen to their plans, you could be warned by their voices when you approach other players. Oh, and talking could attract zombies or scare wild animals. There are endless possibilitys. Now there is one problem: The quality of the voicechat... sucks is not really good. When playing with my friends we use Teamspeak 3 because the chat quality is like 500 times higher. But we all agree that we would prefer the ingame chat if it was working at least at a "usable" level... I'm having a great internet connection and we're using good gaming-hardware (Logitech G930 Surroundheadsets), but talking ingame is rediculous. I can't understand half of what my friends are saying (and they're talking my native language!). Yesterday we met a nice guy speaking english with a stronger accent (australia?) - we had to leave him because even though theoretically we all speak decent english we were NOT able to understand what he was trying to tell us (due to poor quality). Now whenever we meet someone that is not a bandit we invite the guys to join our teamspeak server. I KNOW this is alpha. I agree there is more important stuff do do at the moment. But at some point the whole voicechat needs a complete rework. The sooner the better. :)
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Pending Changelog: Experimental Branch: 0.42.116002
DerDuderich replied to rocket's topic in News & Announcements
I agree with you, too. :D As I said weeks ago, the only thing that actually could be handled slightly more professional by the devs is the communication with us. I think this is the 4th or 5th time that I'm mentioning it... :/ The forums team here (no offense intended!) does barely know anything more than we do. Information are scattered over 10 different social media sites. The "roadmap" that was promised due weeks ago still hasn't been published. Why? Why are the "official" Devblog and the team's Twitter (@dayzdevteam) not updated more frequently? Oh, and why does the russian community get far more information? By know I seriously get the impression that us "english speakers" are only 3rd class customers... -
Pending Changelog: Experimental Branch: 0.42.116002
DerDuderich replied to rocket's topic in News & Announcements
Yeah I agree with you here. The stupid sounds are dawn annoying, especially that seagull that sounds like a zombie right behind you. Or this sound as if someone was climbing over a gate or fence while you are in the middle of some forest. For the moment would be complety sufficient to replace the soundfiles with "empty" files, e.g. playing a couple seconds of silence instead of the sounds. Can be done in under 10 minutes. -
Russian-English/English-Russian Dictionary
DerDuderich replied to rydekk's topic in General Discussion
There is an book "Learning russian"... -
They explained that switching between suppressed and unsuppressed is giving them great trouble. So I guess it'll take a couple more weeks at least. Considering the patch speed at the moment, I think months actually.
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Suitcases would be cool...
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They should spawn a lot in wrecked vehicles. You know, when you look in the trunk of cars and so on... or on the backseats. But loot spawning in cars is not working at the moment. Rocket said in mid February that he fixed the bug for some reason the fix hasn't been added yet, not even on experimental servers.
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Okay, my turn to complain about stable branch updates.
DerDuderich replied to PhillyT's topic in General Discussion
I wouldn't count on ESO though. I played several beta weekendds and imho it sucks... -
Same here. Yesterday we were 3 people. We killed 7 zombies (axes) and afterwards we all were bleeding. We used our shirts. Next 3 zombies: No rags left. 3 more zombies: All of us dead (from blleeding)... :(
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It would kinda make sense to mention something like this in the Devtracker, wouldn't it? Last time I whined about bad communication, I was told that "everything is mentioned in the devtracker", so please take this interview as a proof: No, it's NOT. If you don't visit Reddit or read the general forum regularly you would never find out this interview actually exists. Just sayin.
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I'm not sure if it is really that easy. Sure, if you have a button "Press X and be dead" everybody will do it to get a better spawn location. But reality is different. I never actually tried to kill myself, but I have read that it is actually pretty hard (without the right tools). First of all it requieres a lot of mental strength. Many people whine around that they (maybe) will kill themselves in order to get attention, but few people actually do it. Doing it is something else than talking about it. And then most things are not "secure death". Cutting your arterys, shooting yourself, jumping from a height place - with a little bit (un-) luck you can survive all these things. Rotten fruit works too.
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Honestly - I don't like it. I play 3rd person a lot. NOT because I want to gain an unfair advantage or because I like to peak around corners, but because for me DayZ is more a roleplaying-game (like Gothic) than an ego-shooter (like STALKER or Borderlands). Sure, when I get into a fight, I switch to 1st person for aiming. But that happens basically only like 1% of my playtime. The rest of the time it gives me more pleasure to see my character from 3rd person view. I can check the clothes he is wearing and so on. It's kinda the "SIMS for men" feeling I like about 3rd person. There is this little guy/girl on my screen that I can control and I'm responsible for his/her fortune. I know I will be flamed by the "hardcore-faction" for this statement... but for me something like this would completly ruin game and atmosphere because objects just mystically "popping up" in the middle of my screen... that sucks. If something like this is added to the game, it should be the admins choice to enable/disable it on his server.
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The reason behind the lag in ArmA2/DayZ
DerDuderich replied to Twixxer's topic in General Discussion
Without insider knowledge it's impossible to determine where "low FPS" are coming from. Since the graphics are calculated clientside, FPS should be fine on a good (enough) computer. But since even people with "über gaming battlestations" get significantly lower FPS compared to other games, I think there are other factors then graphics involved.