Mad Scientist
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Great post!! It is the first time I have seen all this information collated in the same place, well done!!! Interested in seeing how this pans out....
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[0.62] Early Preview Broadleaf + Grass Shader
Mad Scientist replied to Weyland Yutani (DayZ)'s topic in General Discussion
I'm sorry Weyland, but that is a major improvement. What the devs need to do is have a side by side comparison (same PC, same settings ingame etc) to showcase the drastic differences. -
Don't worry mate, after the car desynched into a tree and was destroyed with a puff of fire and changed texture and it was still there after restart I then threw a grenade at it and shot it up, it was still there after another restart. Hence why I put this post up so @Baty Alquawen could see it as requested.
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Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
Indeed, that 1% is the path that HIHBgaming.net has always been and will continue to be. We will always allow PvP anywhere, with light RP (but not enforced) and where everyone can do what they want. However, once server files are available, our 1pp Hardcore for the Hardcore servers will be going the other way from the 95%, with environmental effects maxed (its going to be cold and raining), infected and wolves (and hopefully bears) maxed, and with vehicles, food, guns, ammo reduced so it will be a true hardcore survival game! We will still have the true vanilla experience on our Regular servers. -
Don't drive near camps - the desynch is a major issue It seems that vehicles that have been destroyed are still persistent - I had one that desynched into a tree whilst driving at 70kmh near a camp and it was totally destroyed (all tyres ruined, battery and spark plug ruined, wouldn't start and you couldn't get into it). After 2 scheduled restarts the vehicle is still there in the same state. This could be a problem as the vehicles can get destroyed due to desynch, guns and explosives should despawn otherwise the map will be populated by 30 ruined vehicles....
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Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
We had persistent vehicles and the rudiments of base building (true, just tents and barrels etc) from 0.51 (IIRC) to 0.59 and that did absolutely nothing to change how the majority of the player base played the game. They still geared up, went to the coast, PvP'd, died, rinse, repeat. Groups had the ability to look for food, etc but they didn't, beyond getting gear for more PvP'n. Will there be some servers where what you suggest is happening? Sure, we are currently doing that on hihbgaming.net servers in AU, US and EU (and no, we are not PvE, RP or PvP promoting server, we are just vanilla DayZ with no rules except don't be a d*&khead) where we have multiple factions/clans running around looking for food, tools, medicines, and new recruits AND yet still the majority of the server just do it for the PvP. If we are doing that now, on multiple servers across all regions with the way the game is now, what makes you think that it will change with more features? -
Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
Really? What happens on most full servers now? Most of the pop is PvP'n wherever they can find (mostly on the coast but also Gorka and Stary now), a few are out hunting and gardening and a couple are just trying to survive. Do you think that is going to change even if the most imaginative mod ever envisaged was developed? Nope. Most will be PvP'n as hard as they can and a few will be RP'n and others just surviving. -
I will try and find video of the panel that Hicks was on where he said we have 0.62 then 0.63 will be Beta, if I have time....
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Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
Modding is going to be the death of DayZ IMHO. It will fragment the player base to either full on PvP servers (probably 95%) where all environmental effects are turned off (rain, cold, hunger, hell even infected) and you spawn in with whatever load out you want or full on PvE RP servers with no PvP allowed (probably 4%). The other 1% will be vanilla DayZ where there wont be many changes but you can still PvP without getting banned and survival (PvE) will still occur. -
Hi Weyland, 0.63 = Beta This was first mention by @Hicks_206 (DayZ) at a Gaming convention panel in November/December I believe. The latest status report 7 Feb 17- "I'll touch briefly on .62 - and then I'd like to give a little perspective on the work currently under way for the bulk of the team (Beta milestone)." Also this quote ".....as we're working on the .62 and Beta milestones now..." and this quote "...eagerly awaiting visuals and news from .62 and Beta...". From Status Report 24 Jan 17 - "...With the bulk of the team working on the Beta milestone, a smaller strike team working on 0.62,...." and "...As we get further into 0.62 and Beta development...." From Status Report 10 Jan 17 - "...As work on 0.62 and the Beta milestones move forward,..." and "....and pushing forward into 0.62 and Beta." From Eugenes post this morning - "....we only run version 0.63 which is BETA for us." Features that are being implemented in Beta (0.63) Now that all scripting in DayZ has been changed to Enforce from SQF, this will allow pretty much all the features you have mentioned to be implemented, including: Character Controller - everything being added is pretty much dependent on this New animations which are all done New weapons - most of them are ready to go I believe, just waiting on the new controller and animations Animal AI - we already have wolves and bears are coming, not sure when though for bears Features that we don't know much about Maybe Advanced vehicles (i assume you are talking about choppers) as this was linked to the new animation and controller. The vehicles that are currently in 0.61 exp (Lada, sedan, trucks and bus) need further work before they are back in stable, hopefully this is done before Beta Base building and barricading - there are already base building materials in the game files, however we haven't heard much lately on progress Companion animals - haven't heard much on this front as well Modding - couldn't care less when this happens, that can be part of the 15% Hicks was talking about Hordes of Infected - This I do care about but we haven't heard much lately on this front (still loving the mini hordes you get when you shoot in Elektro!!) Basically 0.63/Beta is going to be the biggest change to DayZ ever. All the legacy issues/glitches will be gone (with new ones springing up of course!!) with all new systems and measures coming into play. Is it going to be buggy? Hell yes!! Will they still need to add content? Hell yes!!!
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Internal Milestone - Road to Beta
Mad Scientist replied to eugenharton's topic in News & Announcements
Great news that all the legacy poop has been removed internally!! Cant wait to see the new modules integrated into the game - 0.63 is going to make DayZ great again!!!! -
A Few Thoughts on.. Bugfixing, Priorities, and Beta
Mad Scientist replied to Hicks_206 (DayZ)'s topic in News & Announcements
I have to say well done to the Dev team for the work they have done on this patch - this is the first time DayZ has felt like a zombie (infected) survival game!!! Keep up the good work and with everything changing over to the new scripting with the added features - i cant wait!!!! -
Day Z Is Going In the Right Direction
Mad Scientist replied to Solopopo's topic in General Discussion
This is the first time that DayZ Standalone has felt like a) a zombie game (yes infected...) and b) a survival game. There is still a lot of potential still to be realised in the game but the devs are making the right decisions and are moving towards the game that we all know it can be - a harsh survival game with numerous infected in a world populated by the downright insane (KoS'ers) bandits (PvP'ers) and survival junkies (PvE'ers) all trying to survive!!!! -
DayZ Standalone Base Building is almost here! How do you plan to use it?
Mad Scientist replied to DR. IRISHMIKE's topic in General Discussion
Base building in DayZ Standalone needs to be completely different to the mods, Ark, Rust etc. There should not be fully protected bases, as in indestructible bases. With the right equipment and time, you should be able to break into a base. Will there be griefing of bases? Of course, but why build a base if you aren't going to protect it? I don't want to see people crafting defensive positions in the middle of a gun fight (ala Rust). There should be a long animation when you are crafting something like a wall. Bases should be built with what is available and limited crafting. By that I mean, just because you have some indeterminate metal, doesn't mean you can craft a metal wall. To do that you will specifically need metal sheeting, which you need to find, not craft. Bases will also be built around existing structures, which can be fortified. If you want a house or building in your base, then build the walls etc around the building. Constructing buildings I believe is going too far for DayZ SA. Moving shipping containers? Hmmmm...that is a tough one. Is it feasible within the mechanics and direction of the game? Maybe, but again I think it is going to far for DayZ SA. Regarding server hopping into bases, this is a tough one. One suggestion is that if a wall is completed (linked with gates etc) around an area, then no one can spawn in that area unless they logged of in that area, on that server. Is this feasible? i don't know.... Easiest fix for this is private hives, but public is still around, so.... Will all of this change once modding is available? Of course!! We will see servers with indestructible sky towers with minigun drones defending it with heli pads sticking out 50m from the tower on top of a bridge!!! -
Has anyone seen a Smersh Backpack in .60?
Mad Scientist replied to Schlake's topic in General Discussion
Yep, but the player who found the backpack didn't pick it up as they hadn't seen or heard of a smersh vest this patch......