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Everything posted by ChainReactor
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Why? Alpha means feature-adding. The implementation of new features will bug other features. Theres no point in a bugfix rampage. Fixed bugs will get broken again by newly added content. Once they are done with adding features they will move on to Beta and the fixing will begin. What should they fix about zombies? The new navmesh got introduced in 0.47, collision is being worked on (and makes progress! ), and the mellee system just went from scripted to being a part of the engine ( ofc its bugged ). See, they are adding stuff to make zombies better. Just don't expect this to work out flawlessly right at the initial implementation. But we need to test the steps they take. Dynamic pathfinding / collision system / entirely new mellee system are no small updates like new guns or clothes. They will take some time. So no, the programmers working on the items shall please not stop working on their stuff and wait for the zombie crew to provide a flawless system. You dont go to you parents and say "Mom should stop crochet socks for christmas until dad finished building the house." Alpha: feature adding -> Beta: bugfixing -> Release candidate: more Bugfixing -> Game.
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That's because - as far as i know - the random noises aren't really random but triggered by other players on the server. You do actually hear someone opening a can, splitting ammo, aggroing a zombie, but hes nowhere near to you at that time. However, the random sounds seem not to play its full lenght, e.g. you hear someone opening a can but no drinking sound, you hear a zombie aggro but only a short YEEEARG, so it's kinda easy to notice if a sound is random or not. I agree that it is annoying, though.
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Of course they can fix it. They only know what an alpha phase is.
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I think we will have this in the final product, but i agree its a huge pile of work that needs to be done bit by bit if you think about it: - Visuals: 4 different sets of textures for almost everything. - Weather system: rain / snowfall. Snow being persistant if the conditions require that. - Game mechanics: Hypothermia isn't even in the game yet. - Season system: Smooth transistions between the seasons so the trees don't suddendly turn red when fall comes. - Other mechanics: Guns have a higher risk of not shooting in winter, character can suffer heat stroke in summer etc. - Sun movement: Sun stands higher in summer then it does in winter, what influences lightning. Also, different day/night cycles. While writing this down i figured that we might not see this implemented lol.
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lol, i switched back to stable after a month of EXP yesterday, went to a non-persistance server with a fresh spawn and instantly felt like being in the land of milk and honey. I spawned in Chernaya Polana and when i left the town my character had clothes ( yay! ), was energized and hydrated (yay!), had a vest and a fireaxe (yay!) and a Blaze without ammo (half-yay!). On EXP i would only have had a badly damaged stick in my hands.
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It's just the cities names in an alphabet different than yours. Шat Aп.
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Burlap-sacking yourself ( bug needs confirmation )
ChainReactor posted a topic in General Discussion
Hey there, after a rather dissapointing late night session, i need you guys to confirm a bug before i go schedule it on the bugtracker. Epilogue: Struggled to find a working server, finally got one, character got wiped, got an interesting spawnpoint ( Pogorevka, energized, hydrated, no pants but an axe ... devs? ) eventually got shot 2 minutes later in a wood while approaching zelenogorsk. So i come back as a fresh spawn, find a burlap sack, remember the hilarious psycho videos on youtube and decide to burlap sack myself. As expected, my vision goes all black. So i tried to remove it by pulling the sack off of my head into vincinity, but the vision stayed black. I managed to blindly walk over the dropped burlack sack to get the "remove from your head" option from the vincinity window, but still nothing happened. I stayed blind. I am now try to find a way to kill myself. So, Problem: Removing a burlap sack from your head by dropping it into vincinity doesnt get you to see again. Tried in FPP and 3PP. Stepping onto the sack afterwards picking the right option doenst change stuff either. Oh, and if you find a white guy in a blue shirt with black jeans and a burlap sack on his head, feel free to shoot him. I am near Tulga right now, and i have no idea how to get out of this. :) -
ROCKETS WACKY ROADMAP and PS4! what? u serius bro?
ChainReactor replied to MAD Frank's topic in General Discussion
Feel beaten with a huge SARCASM sign. -
ROCKETS WACKY ROADMAP and PS4! what? u serius bro?
ChainReactor replied to MAD Frank's topic in General Discussion
For god's sake, the words rocket said on Gamescon were "DayZ will come to PS4 in under 3 years" and some people act like they actively stop developing the pc version now and only stick to the PS4 stuff right after the announcement. Also, OP seems to think modeling and texturing a pair of pants take the same time as renewing a video game engine bit by bit. Ofc the devs can add smaller stuff like items, crafting reciepes etc in a higher frequency than big updates like navmesh, collision updates, dx11 support. Btw in case you didn't know: There wont be an update saying "we are now on the new engine". We already are. They replace the old engine part by part with every update. And to make this clear: To port a game to PS4 you need a game in first place. DayZ is no game yet, its a game in development. Neither will they port the current build to PS4, nor will they start to sell Alphas for PS4. Dean only said DayZ should be out for PS4 in under 3 years. For me it says more like "Dont worry, DayZ community, you will get your finished product before mid-2017". Great news ! ( lol ) -
From all possible solutions being discussed here, i only kinda like Evil Minion's idea of an increasing login timer. While I agree that server switching is something most of us do regularily for whatever reasons, server hoppers mostly do excessive server switching. An increasing login timer per server switch within a given ammount of time would at least raise the effort / time it takes to server hop.
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Describe Your Playstyle In 5 Words Or Less
ChainReactor replied to Karmaterror's topic in General Discussion
I CAN CLIMB LADDERS. Dead. -
How many ammo do you carry?
ChainReactor replied to HeroAtDay BanditAtNight's topic in New Player Discussion
I see what you wanna do..... -
Can someone translate? The road sign is in a strange language...
ChainReactor replied to rickyriot's topic in General Discussion
стройка -
It's a nice addition but indeed, it needs some tweaking. By the way, the burlap sack is actually brownish when you pick it up, and also the improvised backpack is brownish. It's like making a wrap magically cleans the burlap. Imagine they would implement a ghillie suit that makes you look like a mummy that fell over on a patch of grass once...
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What is it that makes the fps so bad? Engine? DX9?
ChainReactor replied to Halven (DayZ)'s topic in General Discussion
[email protected] 6GB-DDR3 GF750TI Win 8.1 No problems at all. It seems that the more powerful your rig is, the less DayZ makes out of it. However, I do not track my FPS at all, I'm fine if the game runs fluently and i dont have lags at all, which is the case for me. I do not notice any difference when coming down the coast running into Elektro or moving straight over a hill down inside Novo. But again, i dont monitor my FPS, I dont care if its 25, 40 or 60 as long as it runs smooth, and it does. I run DayZ on medium to high settings. -
BI-hosted servers that will have persistance enabled have the "PERSISTANCE:ON" in their server names. Another thing that should be clarified is the exact difference between "Item persistance" and "persistant storage". I think they got mixed up a lot since the last update. AFAIK, item persistance means the mechanic, that items stay on a server but will degrade over time, eventually vanishing and making place for new items, while persistant storage means what most expect from tents. The first got initially implemented now all across exp and stable, the latter is fully available on exp but only on official servers on stable due to testing the system.
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Nice video, made me smile at some points. But I think you got the role of a medic wrong. As a medic, you usually help the people in need for help and thus be rather careful with your life especially when you meet people that obviously don't need your help. A dead medic never arrives at his patient. You on the other hand, chased people to rub them your help into their faces. :) But in the end, you explained your mindset for this character in the beginning of the video and you adhered to that plan so dont take this as personal criticism.
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I think it will be the DayZ-version of the Blaser R93. Blaser already made it into the game with the Blaze (B)95.
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We spawn in the north-east for testing purposes. The devs are currently adding stuff to this part of the map, so they currently put us there so we can test the shit out of the new locations. I think that's the reason why they changed the NEAF too, because they want us to swarm out instead of all heading to a specific location. When the development moves further west, i do belive the spawns will do so too. Theres an almost void area between Gvodzno and Grishno perfectly made for spawnpoints. Once they are done with map building, I'm sure they will reintroduce randomized spawns again.
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What's the current hacking status like in DayZ:SA?
ChainReactor replied to RadikulRAM's topic in General Discussion
Blocked in Germany due to music tho, sadly. -
Went into one of this two story-barns. While looking for goodies, a military zombie came in. I tried to sidestep him but unfortunately I was still on the stairs. Fell from the 5th step five feet to my death. Gravitation is a bitch.
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Zombies are weak, they need to be stronger...
ChainReactor replied to battlerhd's topic in General Discussion
Zombies should be a threat to every stage a character goes through during his life, so its basicly a balancing issue. For a fresh spawn without any weapon, Z's should be a number one death trap, making avoiding ( and if that fails, outrunning ) them the first and foremost option. Z's also should be melee-material. Military Zombies should be much less vulnerable to hits ( since they are armored ) and hoppers need to be more agile. Not necessarily faster, but they should actually be able to outcircle you. Problem with hoppers right now is imo that their attack animation is as slow as the one from the standard zombies. So, if you find an axe or a pickaxe, you should be able to fight them, but it shouldnt make them no problem at all. For higher geared players, shooting a gun at a Z should be the last available option since it should aggro all Zed's within a certain radius around you. I would even like to be able to drag a Zombies attention off another player by shooting into the air. Shooting a Zombie with a gun should make the following fight a waste of ammo, so you have to think twice wether you use your gun on a Z or not. Along with that, guns and ammo should be more rare. But thats another story. -
Well, starving to death while fighting a zombie is at least a memorable death. Beans, Sir. You really lost a survival game. :)
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The 'friendly' pose and how I am dealing with bandits
ChainReactor replied to gianni001's topic in General Discussion
True. The thread essentlially reads like: "Every player who has his gun out is a threat and needs to get shot instantly. To be aware of that, I always have my gun out." Sounds legit. -
I TRIED man :). Okay, just for the sake of our conversation here, i will try it yet another time. I think my current Bambi spawned near Olsha again. I will forget all looting at all in places near the spawnpoint and will head for Gvozdno or Dubrovka / Gorka immediately. Will report back if i starved again on my way or not. Don't get me wrong, I'm not against the new loot respawn. I just wanna find a way to get at least one Char going. :)