Jump to content

Forums Announcement

Read-Only Mode for Announcements & Changelogs

Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.

For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.

Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!

Stay safe out there,
Your DayZ Team

SyKotic

Members
  • Content Count

    11
  • Joined

  • Last visited

Community Reputation

0 Neutral

About SyKotic

  • Rank
    Scavenger
  1. But I don't think it means what you think it means. Rubberbanding. That term has been thrown around a lot lately, but I haven't experienced it at all. Rubberbanding is when the game goes slow-mo or freezes, then speeds up really fast executing every input you made while it was slow/frozen before returning to normal. Hasn't happened to me one bit. When rubberbanding teleports you, its usually forward, a super sped up execution of your inputs. What HAS happened to me, and what most people are saying is happening to them, is i'll be moving along and then suddenly teleported BACK to where I was at an earlier point, most often when exiting a building and sprinting. Build up a head of steam then suddenly back inside the room, not facing the door, but facing whatever direction I was running in. This is something the devs put in."Fixing the invisible players and zombies was a product of moving to the client/server architecture but retaining some legacy aspects of the architecture. To solve this we have been hard at work continuing to revise the way the game works. A workaround we have implemented is that when desynchronization occurs between client and server, now the server will enforce the players new location by ignoring the clients reported position and teleporting the player to it’s position" Quoted directly from the last dayz tumblr weekly update that is still up on dayzgame.com's home page. Basically the complete opposite of rubberbanding (your client overriding the server), the server is overriding your client.
  2. SyKotic

    Do Zeds know how you kill them?

    edited above post after checking, while the game still makes the same sound i believe the underlying mechanics are there, it may just be me but it does seem the "aggro radius" of surpressors is smaller than just firing a gun without
  3. SyKotic

    Do Zeds know how you kill them?

    Killing with an axe still makes them respawn, they just dont automatically attack you when they respawn
  4. SyKotic

    Do Zeds know how you kill them?

    So then they eventually stopped coming because they were getting killed while too far out to hear the shot? Ya the respawn system is a work in progress to basically stress-test the servers for having a ton of zombies AND players, but just wierd that they get to retain their "memory" from before they died/respawned
  5. SyKotic

    Do Zeds know how you kill them?

    I believe it does. Have supressors on both the FNX and M4. Since the new zombies were put if, if you fire an un-surpressed weapon you will have pretty much the entire town on you. Even though it makes the same noise (plays same sound file), firing a weapon with surpressor attatched aggros every one within hearing distance, but not the ones at least 1 1/2 to 2 blocks away. With the zombies ive seen spawned on rooftops and sticking half out of walls, in a town theres just more around than you can actually see. At an airfield un-surpressed weapons bring pretty much every zed in sight, but with a surpressor you only get the closer ones on you, the further ones are still in sight but dont come running. The Amphibia S is super quiet anyway, labelled as integrally supressed and firing 22 calibre rounds, it makes almost no sounf at all. But a surpressor is just that, it doesnt make it silent, just quieter
  6. Did a little experiment at an airfield. Got a supressor and a couple full 60 round mags for my m4 and decided to have some fun. Was pretty much out in the open with a few non-aggroed zeds in sight. I pop one and two more hear it and start coming for me. A fourth is in sight but oblivious, too far away to hear my supressed shots. These three i got just keep respawning and coming after me non-stop. With an average of 1 to 3 rounds per zed i just stood there killing them till my mag was empty. I reload and they keep coming. Then one spawns too close and lands a hit, i start bleeding. I shoulder the m4 and pull out my axe and start chopping away. All of a sudden they stop coming for me, no more are attacking even though one just spawned less than 20 feet away, but facing the other direction. I take this breather to bandage my wounds and refill my mags. I look around, see 3 Zeds. Theres the one that spawned less than 20 feet from me, one out a bit further, and that oblivious zed that was in sight (about 200 meters) but out of range of hearing my supressed shots for the whole massacre. I raise my m4 once again and pop the closest zed, the next closest aggroes too. I kill it and spin in place, they are spawning far enough out i have time to aim and 1-shot them. After about 10 kills now there is only 1 that keeps respawning, sometimes further out than that one i can see but just stands there. He comes right for me no matter how far out he spawns. He is spawning way out of hearing range of my shots, and shouldnt be able to her the shot that just killed him, but comes for me nonetheless. I kill him about 15 more times and eventually he stops too. What did i learn here? As far as i can tell supressors function correctly, if they are out or range of the sound they will not attack. Killing wiith an axe does NOT make them auto-aggro on respawn. Shooting them DOES make them auto-aggro on respawn, no matter how far away they respawn. And if you can hold your ground and have enough ammo, they will eventually stop. On a side note, Ive noticed that if you shoot a zed, it will automatically go to where it died. Shot one in the corner of the entrance to a hanger, moved to the opposite back corner for some loot, turned around and saw the respawned zed run across the opening to where it just died, hit that spot, turned then came after me. Also if you havent moved very far and they spawn in front of you, they will run almost totally right past you, heading to that exact spot they died, before noticing you and attacking(has happened numerous times)
  7. I like the new zombies, its good they are a threat. When they were slow you could walk backwards and just keep shooting, now you have to shoot a few rounds, turn and sprint, turn back and shoot some more.The spawning mechanic desperately needs to be tweaked though. Ive had them spawn right in front of me, which is bad, and the auto-aggro instant respawn is worse. When they respawn they will head straight back to where you were when you killed them, stop, look around, then run for you if they see you. They will sometimes do this even when killed with an axe, but always seem to if you use a gun, even a supressed one. Its silly to have zeds keep running at you and you keep shooting them dead, all the while you can see 1 or 2 just standing there ignoring you because they are out of hearing range and arent looking in your direction. And whats with the occasional zed standing there attacking a wall or the ground, swinging away at nothing and ignoring you even if you walk by right next to it? Some zed spawns are just wierd, seen a few chilling on rooftops that have no ladder access. Aggro range is still bad, they can lock on to you even before you can see them. A few times ive seen a zed in the distance, did the zoom in thing to get a better look. Cool, he's just standing there, but as im looking i can see another one materialize from a tiny dot and getting bigger as he is running for me. Zombie hordes are awesome, but if theres a horde it needs to be there from the get go, killing 50 zombies at a time is epic if you can survive, but killing 50 zombies 2 or 3 at a time as you stand in one spot is just silly.
  8. Its an immersion/realism thing. Military gas-masks are designed to be worn with ballistic helmets. Civilian gas masks not so much, but those are the kind scientists in their bubble-suits wear, and they look totally different. The ones in-game are definitely military design, and as someone with a military background it was a WTF; seriously? type moment when it wouldnt let me wear both at once. At the moment it is a non-important issue fit for the back burner, but for the sake of realism and immersion it does need to be made known so it can be adressed
  9. SyKotic

    I was killed by zombies

    Im all for the more agressive, more numerous zombies, but they still need to be brought back in line. 1 hit and your bleeding seems a bit much, and they have ridiculous reach. I swung a pitchfork at a zombie the same time he swatted at me, i missed and he didnt...if your backing away, they can stop to swing at you, their hands look to be a good foot or two away(in first person) but they still connect. All in all, this is good step forward, zoms are supposed to be dangerous and deadly, but we are dealing with zombie x-men than can walk through walls, see through walls, stretch their arms, focus in on you from miles away, have super strength, and can fall from any height.-yes, saw a zom chillin on a roof, must have spawned there, came at me after falling off the edge like nothin happened. A fall that would have killed me should have at least broken his legs and left him crawling. Only took about 2 deaths to figure out how to take them down without getting hurt at all, especially with a fire axe. that is, when they dont teleport 10 feet to suddenly be in my face. They dont need to be taken out, just tweaked to be brought back in line
×