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bauertschi

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Everything posted by bauertschi

  1. bauertschi

    New Experimental?

    Hasn't there been a new town for quite some time now? Also on stable I mean...I went there once, several red brick buildings, firestation, piano houses, new hunter pub building with two floors...if I remember correctly.
  2. bauertschi

    New Experimental?

    I found a quiver, but was not able to equip it with dragging it on the character. Just now I thought that maybe those things are like magazines with guns...I certainly did not think of that ingame. And then I shot a dude on neaf with a Blaze. First time shooting a Blaze - that thing is not bad, 1 shot kill (or at least unconcious, I only looted the guy very quickly and went on). But he did actually have a crossbow - no bolts though. Nevertheless I almost regret not taking it, if I had the quiver I would have. The lagging of the Blaze when turing is really great. I love the precise movement as it is now, with the gun lagging behind. The Blaze lags quite a bit, the sawed off shotgun already less, if memory serves right, and an FNX is there practically instantly. The devs really deserve some beans for that. Sadly I had some waiting times with inventory and quickslots. I was on an experimental server marked with the new messaging system's text but the inventory and quickslots were not better than on stable. Open door indicators also needed some time to come sometimes. There were maybe 30 people on the server at the beginning, I did not check later. Well it is experimental, maybe the new messaging system was just disabled at the moment, yesterday I had a system more responsive than ever before... .
  3. bauertschi

    What's the current hacking status like in DayZ:SA?

    How do you know who's skull it was? Did he chat? Talk?
  4. bauertschi

    Rolling Update Rev - 0.43.116251

    I can only guess that the question concerns the posts lenght. Well, it is long. But I also spent quite some time, energy and thinking when writing it. I even shortened it quite some bit, soooo.... If it is not about the length, what does qualify as a reddit post compared to the desireable post here? I don't do reddit besides reading about some dayz stuff, so I don't really know...
  5. bauertschi

    Rolling Update Rev - 0.43.116251

    First of all, I'm really getting annoyed by some people in here complaining about "whiners", "noobs", "little kiddies crying for their mommies"....maybe you are the ultimate rock star in Chernarus, maybe not. Irrelevant. I consider such elitist bs talk nothing but presumed entitlement. It certainly is not constructive and can sadly be found way too often here. What you say about how to take care of them is right though. I prefer to take them down, not just keep moving. The problem currently is that they are not hard enough while being to hard at the same time. Dancing around them will keep you from being hit, but it is absolutely boring to dance around zed after zed and hit them again and again until they fall. Especially when you don't have an axe. Fighting zeds becomes a chore instead of a challenge. Then there is the other side. One zed actually hit me yesterday once and whoops, my raincoat including almost everything in it was ruined. My subjective feeling is that currently fists are better than anything but axes against zeds. So there is a balancing issue there. One could make them harder (I think they should be seeing them with all there current attributes) with enlarging their "field of successful" attack again, but I think that one should be able to evade them with skill. A normal attack of a zed also does not inflict enough damage - well unless your gear is all of sudden ruined or you are onehitted and dead although you had full blood and health. Bleeding makes them more bothersome, but there is a limit on just how often the should make you bleed like being shot with bullets. Especially as being shot does not even make you bleed all the time. It feels like zed pathfinding is done on the server. They started to run through doors and up stairs without new client versions if I remember correctly. I presume they are always a step behind the player due to syncing and running circles get's you to safety. They really need to be more responsive to player actions. I don't really know how responsive they can get without their actions being deployed to the client for short amounts of time. The server could analyse the situation and give the zed a target for a few seconds and then check and give new instructions. But that might be hard to implement and might open possibilities for cheaters due to client modification. And for other players involved the zeds would lag even more, because their movement has to be synced from client to server to client.... .I don't know if it is possible or planned. Then there is no blocking. Melee is like a Rocky movie with the fighters hitting each other until one finally drops. And the char is also not very responsive in things like fast sidestepping, jumping,... . With all the above how will it be possible to create a zed melee fight without either really enlarging their "field of attack" for hits or the players finally creating a strategy (currently running circles) that will practically eliminate them as a threat. I think the solution will have to be either deploying them to clients for short amounts of time or keeping individual zeds easy and going for bigger groups of them. But at the same time you can't just send 10 zeds after every newspawn as soon as they enter a town for balancing reasons. Creating bots for some shooter is certainly easier with bots shooting and not really having to attack in melee. For me this is the biggest challenge the devs will have to deal with. Creating zeds that cannot be killed through simple things like running circles. Zeds where you actually have a real skill curve in melee. Zeds that can be bested without the best melee weapon while fighting them does not become a chore but stays a thrill for equipped and skilled players. Simply putting extremely big groups of them together is the other way, but then how will it be possible for fresh spawns to loot a town? If it is possible for fresh spawns, we will be reduced to the point where zeds will only be a chore for equipped players. A small chance of zed lucky punches that kill you no matter your blood and health is more frustrating than useful as far as I am concerned. I currently have the feeling that very often a second zed starts running towards you as soon as the first one is hit by me. While not really being big group of zeds, I don't know if I like that. Maybe it is ok and I only think it is wonky because the aggro radius of melee sounds is not quite balanced yet. Or it is just my imagination. But it was really often exactly one other zed coming. Questions: - Does anyone know if zeds are still a complete place holder and will be substituted with something completely new? Or are they the basis of future zeds now? If they are still place holders, the whole discussion may be moot. -Will they be dispatched to clients when locked on a target or will the stay completely server side (assuming everything is done on the server side now)? I don't know the answers, but I think they will influence the future zeds tremendously. I simply ignore things like zed running through walls or them being able to bash down doors at this point, because I think that will be done in due time. There was some talk about being able to barricade at some point, so I guess there will be the possibility to destroy the barricades, too. That will probably include doors... . I might remember something wrong though. And this post is way too long once again.
  6. bauertschi

    New Experimental?

    I finally found a shotgun to see the implementation of weapons lagging behind when turning - I love it. I know others think differently, but I think dragging the mouse to a certain point should also result in the character turning always the same. The lagging because of the weight of weapons/gear should not influence this in my opinion, because it practically takes the trained skill out for players that actually have any. And I don't neccessarily count myself as one but anyway. Of course I did not think to test this before sawing it, but I saw it with the sawed off. Really great! Have some peaches! (aren't they better than beans?)
  7. bauertschi

    New Experimental?

    Also put in some time. A dude gave me some sardines to open for him, like mentioned above, they were invisible. Sync seemed great, was once in a group of 5 and at least 3 others were in the immediate vicinity, all with no rubberbanding. The real problem was fighting a zed in total darkness, I had no light source, and I actually don't know if you can fight with a flashlight equipped...never played night before. Running away worked, I was just able to make out railroad tracks and follow them. Don't really know where night gaming will go, but there is definitely a possibility for some scary gameplay. Seeing practically nothing at all though was not nice. I really liked how I was able to meet like 10 people total and no one was aggressive, everyone just testing the new features. Tried to throw stuff at each other, items fly way to slowly, or maybe dayz is on the moon ;). Nevertheless throwing is great and offers many new possibilities. Running on different floors is really changed, but the character certainly has some lung problems (played female), puffing like a train there... . All in all, some great changes. Oh, I had to turn down mouse sensibility :).
  8. bauertschi

    Rolling Update Rev - 0.43.116251

    Well they just largely increased the number of developers, so they did just that. I am a software developer and in my experience NOTHING increases my desire more to produce high quality software than seeing that there is actually someone there that uses and values my product. The problem is when you get the feeling that it does not matter at all, what you develop, because no one cares. If the devs are anything at all like me, they are hyper-motivated right now. Combine that with the increased team size mentioned above (that was probably only or at least so quickly done because of the game's success), and the stars foretell a great future. With the number of sales it is also a question of prestige. I have never heard of Bohemia before and DayZ also promotes Arma 3 sales, I'm sure. I really think about getting it, and 3 months ago I saw Arma (don't remember which one) on a friend's whishlist in steam and was like "What the hell is that?" After a quick glance at it I was totally convinced that my friend wasn't quite right in the head anymore. So what changed me so drastically? DayZ and the possibilities I started to see after a while ALSO in regular Arma and it's mods. Every year we see a really big jump in the computer gaming industry, concerning basically everything. And should there be no new ideas or other interesting changes, there will at least be better graphics. The difference of getting a game out a year sooner or later is extremely important for it's success in terms of what it has to compete against. Well I know what I hope for and I have high hopes for that. As far as I am concerned the high sales at it's current state open a lot of possibilities for the game's development, I really disagree with you on that point. Releasing alphas in this state has of couse other disadvantages, but that's something else alltogether.
  9. bauertschi

    Rolling Update Rev - 0.43.116251

    #1 I was under the impression that this tread is supposed to be an alive document about the .042 update and following adjustments. As I had a regression with a problem that previously did not exist and I could even say when the problem occured, I thought the post would be useful. This complete thread is so filled up with troubles all the people had, I really don't see what makes my post different, but I'm still new here. #2 Now that is disappointing. I found the link to the upload provider in this very forum. There was another thread, but it only talked about images. The thread was closed and had only one link to the other thread explaining how to embed images. Now i cannot find it any more, but unless someone has deleted/hidden it, there is still a thread here somewhere showing the provider I used. The provider should probaby be hidden there, too. I just really don't find it now...
  10. bauertschi

    What's the current hacking status like in DayZ:SA?

    That's what I run around with when I'm geared up and have no more space in my inventory. Just eating everything when I find it, as you can store energy in abundance. I admit that I try to carry a canteen though. What I think would be suspicious is a geared up player without anything to open cans :) and without medical items. Video proof can currently be a real problem, too. Might not be easy to figure out if you lost eyes on someone due to rubberbanding or teleporting, how ESP should be caught with video is not clear to me. Someone doing a Boba Fett jetpack thingy on you is a clear sign, but as I have seen that in combination with teleporting, you might not even see it. All of a sudden the player is gone and then, a mosin shot and you're dead. If someone jumps to your location, it cannot be rubberbanding. Rubberbanding is being reset to a location one was before. That's why it's called rubberbanding. If there is also desync stuff that can result in players being "invisible" AND moving forward in a reasonable way, that fact needs to be confirmed. One thing to take into account here is that when you keep moving, someone with actual desync issues would have real troubel axing you. He would always hit where you were some time before. I had some real throuble axing zeds the day before yesterday because I was playing on a server that had a lot of desync issues. Practically all doors opened with a huge delay, item dragging took forever... . My timing was completely off, I was simply too late most of the time. So finding someone that jumps around like crazy and perfectly axes you should not be interpreted as a desync issue in such a case I think.
  11. bauertschi

    What's the current hacking status like in DayZ:SA?

    Yeah, the time gearing up is what makes cheaters so extremely frustrating. But I see things differently concerning BI's probable strategy. The game is changing extremely currently in it's development. I think there is great potential for big improvements by adding server side checks for all kind of things. A shot is fired? Let's check if there were wall between shooter and target. Somebody is moving? Let's check if he is moving faster than possible...there are really a lot of possibilities for all kind of checks. If I remember correctly a relative close dev goal is better support for parallel computation. When that is done and working, a lot more cpu power is available, the question is what it will be used for. But I think that developing features should be done before the hardening of the features both in stability and anti cheat mechanisms. Otherwise a lot of work would have to be done multiple times when features are changed. The question is, will it be done when the time comes? I hope so. I also don't really know how much Battleeye does and how much BI does. Either way, the current state does not automatically mean that it will be the same at late beta or release. Now ESP prevention is probably really hard compared to hardening against things like spawning items or flying. I consider the advantage it provides compared to legit players in DayZ quite extreme. Just thinking about ASUS' Sonic Radar makes my blood pressure rise.
  12. bauertschi

    Rolling Update Rev - 0.43.116251

    Ok, I'm obviously a little scared girl today. Just quit playing on a pretty full server, so 30ish, because every hotkey action would almost never work (sometimes had to "take out" my mosin 5 times until the signal stuck). Then IF the signal was accepted, it was accepted twice and resulted in the weapon being equipped and put away again. That also happened several times when only pressing a button once, so it did not save up those pressed buttons. I had that problem already once a few weeks ago. Also got several error messages about taking items into hands. As I usually play on not so populated servers I guess there was simply more lag because of the number of players. But I was also on full servers (two days ago) where everything worked snappy. EDIT: After reading the dev blog, I will not write any more about anything to do with lags etc, I guess it's not useful any more with the new messaging system around the corner, right?
  13. bauertschi

    Rolling Update Rev - 0.43.116251

    I just had several rubberband moments. That actually scared me so much that I ran away after shooting at a guy on the Balota AF with a mosin. Just could not see him and feared that I might have shot at nothing and he was flanking me while I stupidly was looking at where his body should have been. Doors and other things only reacted after a while, I was playing stable and there were about 5 people on the server.
  14. bauertschi

    Rolling Update Rev - 0.43.116251

    Exactly
  15. bauertschi

    Free look and weapons dexterity suggestion

    It seriouly MUST be something in that direction. When you spot someone and turn, you know exactly how far to turn. You don't try to turn and only get 75% of that done because of the weapons weight. Then, when you figured out, "hey, I did not turn far enough, lets turn some more." ... you have to start moving the mouse again? That is a complete deal breaker for me. That destroys any mouse skills completely. Where I could accept something like slower movement is with aiming through the LRS, but if I am not mistaken, the turning speed is already lowered when looking through it. Maybe that should be adapted to all aiming? Turning (almost) as fast as possible, when the gun is in aggressive stance with a graphical indicator that the gun "is not there yet", slowered movement, when aiming - that might be considered a neccessary evil and worked around by "pressing the right mouse button -> turning -> pressing it again", not perfekt, I admit. That way, you could react to hearing something behind you in an acceptable manner. I don't think that moving the aiming dot from the middle of the screen is useful though, you might not have one in real life, but you always know exactly where you are looking. The best thing in my opinion would be a second more visilbe dot for your gun that represents where your gun is aiming. It might even slow down a little when you are "getting back" into alligned aiming. But that might not be easy to implement. Maybe a crosshair that gets bigger like in other shooters to indicate higher spread when continuing shooting in automatic mode? Just abuse something like that for indication unaligned view - gun. The "cheapest" solution I can think of right now would simply changing to color of the aiming dot to an alarming red. EDIT: Moving the center indicator will result in players blue tacking their screens and others being at a severe disadvantage. Not good, I think. Whatever happens, I consider anything that results in different lenghts you have to move your mouse to do a 360 a broken system. Some people configure their mouses to the exact same in all kind of FPSalike games to train their aiming and movement. Messing their skill up and generally evening out the aiming skills of players by making the user input wonky cannot be the goal, at least in my opinion. What would be ok though is a maximum turning speed that is always at a certain high ammount. Some guy posted about that (I think in this forum), tested himself on video (did not load those up) concerning how fast he was able to do a 360 with a mountain backpack filled with stuff to simulate a mountain backpack, a weight lifiting handle, to simulate a gun, and I think he did it in about 1.5 seconds. The fact that our spine can turn and we have legs means that a 180 is CONSIDERABLY faster than half of that time. Btw the guy was one of those (like me), had could only turn very slowly ingame with insane amounts of mouse movements. I think a 360 took him 2.5 or more seconds. I timed it once and turned in 4 seconds. That was before the long awaited patch a few weeks ago and stopped me from playing completely until the patch came. General thoughts on user input: Yes you cannot do 10 consecutive 360s in real life in 2s, I understand that there is a desire to minimize twitch shooting. But the mouse and keyboard are the input we have.Messing around with the input there is wrong in my opinion. At least when it the speed of turning around is concerned - as I said, a high max turning speed is definitely ok, aiming delay is also ok. But doing the same turn with the mouse resulting in different end results is not ok. I real life your body manages to get the same result (how far you turned) from the same signal (brain instruction = mouse movement here). It might take longer (takes time to align aiming). But the fact that you have a spine and legs means that you can almost instantly turn up to more than 180. I real life the guy turning would never have to conciously use his brain (mouse) again to get the body to finish the turn (where you look after moving the mouse), just because one is wielding a gun. Delay due to max movement speed and gun weight must be shown to the player differently. Since gaming started, devs have had to create user input methods. Until recently (well what is recently) the aim was always to make controlls easier for users. Unreal Tournament is not how DayZ should end up in terms of twitch shooting. But messing up user input to artificially make it harder has never made a game better. It is only frustrating for everyone and punishes the players with skill - not that my skill is that high, but that's a different story. As we only have mouse, keyboard and visible representation, I really think a dual system with raw input (and maybe mouse acceleration for those that like it) and the visible representation of users decision to turn around on the screen is the only way. A high max speed of turning does not impede that, if so desired. A second indicator (how far the character/gun has actually turned) through a visible dot trying to catch up to the middle of the screen can show the ingame speed. Producing different results in how far a char turns with the same mouse input simulates only one thing: A character with a brain that can not manage the task of getting the body to turn to a certain point. Maybe I repeated myself a few times here, but this topic is important to me. There is nothing worse than a game with messed up user input. Might be a deal breaker for me, no matter how great the game is otherwise. If my character's brain cannot make the char turn consistantly to a certain point with the same signal, then maybe the char should not be a survivor. He won't make it far anyways.
  16. bauertschi

    Rolling Update Rev - 0.43.116251

    Ok, I did not mention that my buddy also could always see all attachments. Only I can't see them. Either you don't say anything disproving my thoughts or I don't understand you. I did not see the attachments anywhere no matter who held the rifle, he always saw them. So it seems like I do not see any attachments that are on rifles, no matter who has them. Others do.
  17. bauertschi

    Rolling Update Rev - 0.43.116251

    News on the invisible weapon attachment front - I can also not see them on other players. A friend I just played with had a Mosin with LRS. I did not see it, when I had the mosin. I was able to use it when aiming and: NEW: I was not able to see it, when my friend held it and stood in front of me. Distance was irrelevant, it was just not visible on the rifle.
  18. bauertschi

    Rolling Update Rev - 0.43.116251

    current state with me - zooming - agog there, zooming out, agog gone. I'm at a loss, it just changes randomly, so you checking your settings will not really help here. I really think it has to do with how close it is to your face like hiding in a bush and looking out through leaves that are really close. Curiously it becomes visible though when getting closer to you face (aiming through the agog) now. I was not able to reproduce the turning horizontal visible/invisible situation yet concerning the request for FOV menu settings there...don't really have an idea how to continue at my end here productively. One last thing though: I'm playing hardcore, is first person view the only time this happens with you?
  19. bauertschi

    Rolling Update Rev - 0.43.116251

    I can try to find another scene where moving horizontally will change between visible / invisible. With FOV seetings visible, you are talking about going to the menu, right? Not some console thing...
  20. bauertschi

    Rolling Update Rev - 0.43.116251

    Ok, went back to server, the Agog was gone again. Same with the hand piece of the m4.The error occured now sometimes, the things vanished and came back when turning sideways. Two pics are from me standing around in the open while helping an even noobier noob than I am. I obviously have a death wish, but that's a different story. In the scene I was recording and the two pictures are 40ms appart. And no, I do not stream or put stuff on youtube, that's only for recording funny situations, bugs and cheaters. I really don't know what the difference was. It was also gone when outside and became visible when entering a house for example, but it stayed visible when exiting... EDIT: FOV ingame change did not change anything. Well beyond resulting in a funny looking screen.
  21. bauertschi

    Rolling Update Rev - 0.43.116251

    Played this afternoon for a short time, the m4 was still looking like in post 1474 with the agog on. Now it is visible and useable (zoom). I don't think it has to do with an update because I don't think steam downloaded anything, might have missed it though. What happened is that I accidently resetted my video settings. I wanted to see how blurred my vision is with postprocessing on after a fight to see, how bad it was with my health. I thought I put everything back to how it was though. And I don't remember changing anything in the last weeks. @kawa_ - what settings do you have? I'm would like to test, if changing them to yours brings the problem back.
  22. bauertschi

    Rolling Update Rev - 0.43.116251

    Had that also, now I don't even see it when I hold it in my hands. Have not checked if it appears when not in aggressive stance. Do you even see the weapon then? I'll check it out. Same with the M4, I'm only aiming over the pin on the barrel, the visor part is invisible. I'll play now and make a picture of that I think. EDIT: Here we go: EDIT 2: Looks just like above with an AGOG.
  23. bauertschi

    Rolling Update Rev - 0.43.116251

    The two of us have some real communication problems. Or I really have terrible eyes. The scope is attached. That can be seen in the bottom "HANDS" inventory part of the image. Right next to the loaded ammo. And on the inventory picture. But you can actually see through the inventory parts of the image at the SKS holded in the players hand. And there is no scope there. I thought that I would be smart by showing the inventory over the held gun to document that the scope is equipped in the inventory but not visible on the SKS held in the players hands in raised stance. Also when I bring the gun up to aim with the right mouse button, I don't look through a scope.
  24. bauertschi

    Rolling Update Rev - 0.43.116251

    I have had problems with the pu scope a for a while now. Also with m4, regular ring thingy scope. I have only very seldomly had an m4, I really like the sks with scope. Problem the scope is invisible. Also the ring part of the m4 is invisible. I only figured that out, because it was visible on a different server, then I had to switch, after the server went down and did not come back up again, and now I am dual wielding with an sks on my back and an m4 in my hand and the ring part is gone again. I'm playing hardcore. It almost seems like the first person camera is too close and it's "look through" because of that, like when you are in a bush and slowly move forward, leafes you think should still be in front of you are "see through". But the scope remains invisible, when you hold the sks down (not raised with right mouse button). Below is an image of an SKS with invisible scope. What stumpes me is that that problem (with the m4) was gone this afternoon on a different server, so not everybody may experience it. EDIT: Yes, its small, but that's just the way it is. One can still see that there is no scope on the SKS.
  25. bauertschi

    Rolling Update Rev - 0.43.116251

    The ingame AC-systems should be able to link players to steam accounts. The ingame name iteself is only for us to see, who is an servers. And you can only link them to people that write ingame chat as far as I have seen till now. You don't get a message like "you were killed by hacker666". BF3 AC, see my reply below. As I was not able to find a thread started by you yet, I post it here, have been holding it back. The YT video is an interview with a german hack coder, he talks about cheater motivation, technical aspects.... . The video shows cheats in use, I found it highly interesting. It's in german though. The video itself shows several cheats like no recoil, highlighting of other players, even different colors for players that have open view on you. Also interesting is EA's different treatment (according to him) concerning caught premium and regular players, because of different legal situations concerning the two. For me (software development guy) it was highly educational, I never really thought about just how those s****** cheat me ingame. Obvious stuff like seeing through walls and aim bots is one thing. But other things like graphical highlighting of other players, no recoil, ... should be enough to give most players enough of an advantage to almost guaranteedly avoid death and ensuring victory in pvp without really being too obvious - in Dayz. According to the video BF3 AC systems are actually not that good. At a point he says it's "relatively good compared to Bad Company 2", but I guess in Dayz statistical stuff like kills/minute is not really that useful. https://www.youtube.com/watch?v=V9OZ7PTgGIk
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