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Everything posted by iBane
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They can only be cured with high doses of pB or amputation of the head...
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Melee strikes are intended to work like firearms do now. (Players can ADS and fire guns more quickly when from a raised stance.) The Intended System: player can strike immediately with a melee weapon or fire/ADS a gun instantly from a raised-ready position. Firing/ADS or striking with a lowered weapon takes longer as the weapon needs to be raised into an "ready" position before the attack/ADS occurs. The Current State: this works properly with firearms and does not with melee weapons. Melee weapons must be in the raised position to strike. The capability is not in place to raise+strike from the lowered position.
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Dev updates suggest they have the server lag problem cornered and expect to have a fix tomorrow.
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Why The Distinction Between Civilian/Military Weapons Is Bad, And You Should Feel Bad
iBane replied to Katana67's topic in General Discussion
Good analysis. -
Server lag has nothing to do with respawning zombies. Watch the dev tracker... There's an issue with network messaging causing UDP overload: From Rocket's twitter: "The lag issue with 0.42 relates to size of UDP packets exceeding what can be handled. We are isolating which message causing this to fix it"
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Sound: lowest priority for this stage of development.
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From Rocket on the DayZ reddit: "I must remind people this implementation (zombies & their respawn system) is place-holder only, in the strongest sense of that term. Expect the zombie spawning, collision, and behavior to be fully up for revision as an entirely new separate team is currently looking at this."
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Happened to me before. Vaulting eventually worked. You might try running + vault as well...if you can run.
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Well then, how exactly are you in a position to say it has "officially" been fixed?
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Can you link the official statement you're referring to? I've never seen an official statement that the wall glitches were fixed; only that collision and other things were being worked on that among other things would help fix this in the future.
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This is heavily dependent on where you are searching and how often the server you are on resets. With no loot respawn mechanic high-pop areas are loot-free quickly. So going North and to less popular locations helps. That being said if the server you're on is busy and hasn't restarted in 24 hours it can be tough pickings. That being said this pushes up the survival aspect for me...I like the mad dash to find food as a new spawn.
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I have not had a chance to play since 42.xxx was pushed to stable, but I have many hours with build on experimental over the past 3 weeks and had no issues hitting/killing zeds. Lag/desync is the likely culprit if you're having problems at the moment. It sounds like it's a rampant problem they are working to hotfix.
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"New players" reaction to this patch is just like..
iBane replied to Irish.'s topic in General Discussion
Of course not. -
"New players" reaction to this patch is just like..
iBane replied to Irish.'s topic in General Discussion
Patience, perspective, and the ability to read patch notes thoroughly... -
Well that's the way it works right now. However, other than fists and machete, movement is normal with melee weapons raised so it's not bad. Also the patch notes indicate this is a problem (not being able to attack from weapon-lowered position) that Devs intend to fix. "Known Issues" "Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")"
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Haven't played for two months, how's the bandit situation?
iBane replied to onx93's topic in General Discussion
The KOS bandits are EVERYWHERE and there's no way to avoid them...better take at least 6 months off from the game and forums. -
You must raise your weapon to attack zombies now: using the space bar. Previously you didn't have to.
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So, as I've never played the Arma II Mod and I've got a lot of time to fill between substantive SA updates, I'd like to spend some of that time playing the Mod. As you know there are lots of choices for the Mod now so I thought I'd get the veteran player community's advice on this issue. In the little research I've done it seems like Epoch is the way to go, but I'd like to hear other opinions Please vote above and comment below with your reasons. Thanks.
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Looking For Veteran Advice On Best Dayz Mods
iBane replied to iBane's topic in DayZ Mod General Discussion
Of course you're right this is technically the right thread, but I'll get 100x views and responses in the SA thread...and the topic is at least loosely tied to the SA since I'm asking so I can kill time during SA development. -
FF to 13:15 mark in the vid: http://dayzdev.tumblr.com/post/77808726128/here-is-our-latest-dev-blog-created-on-the-24th Not mentioned in the notes or discussed in detail, but loot re-spawning is listed as in development with zombie respawning. The main takeaway is that this is an area of active development.
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Here's one quotes on this. There are more I'll try and find. http://forums.dayzgame.com/index.php?/topic/156129-confirmed-upcoming-features-for-dayz/?hl=%2Bloot+%2Brespawn Target Delivery: Early 2014 Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.
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Yes yes you are right, but loot respawning has absolutely been addressed. I'll find the quote...
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Redacted because I'm a dumbass and can't read.
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The latest ridiculous bitching I've seen is that stone might be required to make fires and how awful/unrealistic that would be...lolllll
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Are you are running the Experimental version? The experimental servers are off-line right now.