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Mad Scientist

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Everything posted by Mad Scientist

  1. Mad Scientist

    Stable Branch - 0.59 Discussion

    Tents, barrels, protector case, ammo boxes and cars are persistent. Tyres seem to be hanging around for a couple of days at least. Backpacks last 4 hours (improvised 1 hour), everything else lasts for 30minutes before despawning. Not sure what happened with your barrel. When you say you placed your barrel in the tent, was that inside the tent or in the tent inventory?
  2. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    I take it you are referring to the lack of M4's and AK101's?
  3. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    Had a nice run this arvo with a couple of mates on the Singpore server...for some reason the AU servers are down again. Vehicle desynch for the passengers is improved, only a couple of little stutters but for the most part, really impressive. Mate found a FAL...awesome sound. Iron sights are amazing on it, we were doing 300m shots with the iron sights. Glock sounds and shoots like the CR75...so more work required there, but the glowing sights are cool. Be careful driving, the tyres on our Lads were getting damaged and ruined when we rolled it, makes having a spare and a tyre repair kit an important thing.
  4. Mad Scientist

    Stable Branch - 0.59 Discussion

    Can confirm that you can remove battery, spark plug and headlamp from Lada with no tools just looking at it. Wheels still need a lug wrench to remove but not sure if the vehicle flips out on stable like it did on experimental...
  5. Mad Scientist

    A vision of what DayZ 1.0 could look like

    Really nice mate. Most of the polishing for DayZ will occur when they move to beta. Only question is, why a survival guide? I love this game because you have to figure stuff out.
  6. Mad Scientist

    Mod zombies vs SA zombies

    The infected still react to the sporter and trumpet, which makes silenced weapons key. Pistol suppressors only seem to be spawning in US choppers in experimental, so it is hard to find. The Amphibian is amazing at stealth clearing a city, crouch walking around and taking HS only. Been using this method when I run solo, but will still snipe infected from a distance for fun and target practice.
  7. Mad Scientist

    Mod zombies vs SA zombies

    Well, we are seeing mini hordes in experimental at the moment, which is freaking cool. Me and three mates decided to call in some infected at Zelenogorst military base and believe me, it was a wild ride! Even though they were slow movers we kept getting hit from behind as more infected came in from every opening while we were shooting the ones in front of us. Ended up having to retreat to the red roof barn up the hill after killing probably 40 in the base and ended up killing another 20 from there. So, with the current numbers you can get in a world of hurt, even with 4 people. If you are by yourself, you will be in trouble. Given that the current number in experimental is probably around 1000 total, just think when they get to their final number of 5000 plus...scary just thinking about it. Also, add in the dynamic hordes that have been mentioned by the devs, Chernarous is going to become truly scary!!! Just like to finish up with this, the infected are still WIP, and have a lot of improvements on the way. I can't wait for the time where people start thinking, there's too many infected in that town to even bother going in as I don't have enough ammo to take care of them all!!
  8. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    Accelerated time has been in for private shards since 0.57. I think they have recently changed the acceleration on experimental as dusk and dawn last a little bit longer.
  9. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    I would have had enough for a whole car...till a group of 4 [PAIN] tools shot me at Prig.... They were awful...I only had ammo for my crossbow and managed to run at them about 200m while they were shooting the whole time....got 1 shot of with the crossbow at 10m....totally forgot I had a clip in my CR75....oh well.
  10. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    I also found a v3s truck wheel...and a bus wheel!!!!! Will load pics when I can Just found a headlight box..inside was a headlight!! Also found a sparkplug!!!
  11. Mad Scientist

    Exp Update: 0.59 (+hotfix).

    Experimental servers are not affected by weekly maintenance
  12. Mad Scientist

    Have we forgotten our roots?

    Nice rant mate.... As I started I thought it was going to be along the lines of - we have too many weapons and not enough survival...but I was mistaken... Fair enough, the lack of Zombies (infected...) has been a major clusterfuck and it has seen players leave the game in droves. If they don't have zombies in 0.59 (hopefully they can produce with possible dynamic hordes...see the latest status report), I will be taking a break from the game ( i currently have over 2500 hours in the SA...never played the mod). At the moment, with food so abundant, fishing, farming and hunting seem to be a waste of time, but when the game gets closer to release I am hoping that food will be much more scarce, so that you will need to forage or farm/hunt/fish etc to survive...that will be when it becomes a true zombie survival game (notice how i used survival in there...as did you...its not just a zombie game but a zombie survival game). The medical system is still pretty basic: break a leg - morphine or splint; bleeding - bandage, rags or sew (yes sewing...) yourself up; lost blood - IV or blood bag; eat bad food - charcoal tabs drink bad water - antibiotics...and I think still has a way to go....I am hoping that with the new player controller we will get limping from sprained ankles, you get a broken arm - well u cant use that rifle or fire axe etc Yes you can now make camps, hunt etc and live the life of a hermit...if you want to. If you don't, then don't, but there are people who want that in the game. Does it affect you if you want to PvP in Cherno or Berizino? No. You can still spawn on the beach, kill yourself until you get a good spawn, run up and punch a geared player in the head and take his gear...rinse and repeat. Or, if you want to tackle a horde of Zombies by yourself, go nuts....that's the beauty of a sandbox...you can do what you want. I understand some of your frustration, believe me I am frustrated as hell at the state of the game at the moment, but 0.59 should (it fucking better) bring some massive changes otherwise this game is dead and buried for me.... Cheers
  13. Mad Scientist

    Items disappering

    The only items that are persistent are tents (civilian, army and car tent), barrels, protector cases and ammo boxes (they will last for 45 days). Backpacks will last 4 hours (except improvised which last 1 hour only). Trucks are persistent as well, unless they get destroyed, then they will re-spawn at a random location All other items will de-spawn after 30 minutes.
  14. Mad Scientist

    Changing Chernogorsk

    Love the new Berizino!! Can't wait to explore the new Cherno in 0.59!
  15. Mad Scientist

    Barrel persistence

    Have to disagree mate. I have left barrels open and they were still there a couple of days later.
  16. Mad Scientist

    Status Report - 15 Oct 2015

    Basically they are saying that the current graphics from the old renderer will be the 'baseline' of the new renderer. From there, the only way is up.
  17. Mad Scientist

    Status Report - 15 Oct 2015

    Having infected back is huge news, DayZ was just not DayZ without infected!!
  18. Mad Scientist

    Stable Branch - 0.58 Discussion

    I cant remember the source (I think it was an interview with Hicks recently), but they are fixing the issue with spawned loot de-spawning over time in 0.59. That will also apply to items that are directly swapped with items on the ground, fixing the issue with sneakers and jeans being all over the place.
  19. Mad Scientist

    Stable Branch - 0.58 Discussion

    As was I mate...
  20. Mad Scientist

    Stable Branch - 0.58 Discussion

    There are some servers that reset every 4 hours...some every 12 or 24 hours....
  21. Mad Scientist

    Charcoal tablets on the coast

    Also the little blue garden greenhouses - u can get rope, burlap, water purification, antibiotics and charcoal tabs there.
  22. Mad Scientist

    How to find an SVD

    Pro-tip - just take the gun off the body, then grab it off the ground.
  23. Mad Scientist

    Sound when weapon drops to ground please?

    Removing slot reservations was a good thing. Could never understand that the MP5 that was in my vest but is now in my hands could get ruined when I get shot in the chest...it's in my hands FFS!!
  24. Mad Scientist

    polish up the main menu, menus, and UI a bit?

    First and foremost try "-newui" in the start up comands. It will show u the new ui they are working on. Still a lttle buggy, but an improvement. As to server lists and list in general, music etc....I am sure the dev team has more important stuff to work on before addressing that. Can you imagine the butthurt if they released new server lists and music?
  25. Mad Scientist

    Always get "session lost".

    Its been happening alot - check this out and upvote https://feedback.dayz.com/view.php?id=27936 Are you in AU/NZ area?
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