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sanguine00

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About sanguine00

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    sanguine00

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  1. sanguine00

    Experimental Update 1.03.151478

    Hey look on the bright side, at least we don't have to lower our gun to aim in a different direction. Oh crap I'm giving them ideas.
  2. sanguine00

    Experimental Update 0.63.149776

    Pointing out an issue with PvP doesn't necessarily mean that's all someone wants. PvP is a big part of DayZ whether it's part of your personal style or not. Incidentally, stun-lock can happen in gun fights as well since they added a flinching animation when you get shot by some weapons. Eugen stated on these forums on 11/20 that stun lock is "on their radar" and that they know it is not optimally configured. Hopefully they have time to tune it before Thursday.
  3. sanguine00

    Status Indicators in the HUD

    I can get the general idea just fine. Let's be honest: in DayZ you're either doing fine or you're screwed. If you can't relay one of those two states to the player then you got problems. I personally believe that complicating the status indicators is neither necessary or an improvement. The "trend" arrows, while an interesting idea, are slow, confusing and take up too much space. It feels like this was done in an effort to "think differently" and separate Standalone from the mod. Yes. They are slow to update and I simply don't feel like I can trust them. I'm glad I don't trust them because otherwise I'd be constantly looking at them, which would be another problem. I feel like an effort should have been made to use the indicators themselves to relay information to the player. It would be simpler, and take up less space without giant chevrons flickering on and off. "Trending" information should be relayed on a supplemental basis via in-game cues (animations, sounds, visual effects).
  4. sanguine00

    New Actions & Crafting

    Dragging items into and out of my hands. The quick bar can help, but then I'm spending the same amount of time ad-hoc setting up my quick bar for specific actions. Conceptually I like the idea of everything going through the hands slot, but if your aim is to get people in and out of the inventory screen quickly, then drag and drop + context menus achieves that, simply because it's faster and more intuitive. That said, I'm used to how it is now.
  5. sanguine00

    Stamina

    There should be some kind of "reserve stamina" that incurs some sort of health penalty when you tap into it. The reasoning is that in a combat scenario where you are either trying to escape or maneuver, it doesn't make sense that as you're sprinting from one cover to another, one tree line to another, or trying to get to a spot while flanking, that your character would pull up and start jogging just a few feet from the goal. It's not feasible to have to look at your stamina meter and make some mathematical calculation to see if you can make it to the next cover without slowing to a jog. In a stressful situation you just go.
  6. sanguine00

    Addressing the most pressing issues

    Yup, there used to be "Turbo" and "Fast Forward" binds which allowed you to separate 2xW and other "Shift-related" activities. I suspect that dual-functionality is gone, and would be pleasantly shocked if there is a replacement.
  7. sanguine00

    Addressing the most pressing issues

    The XML files for keybindings seem pretty straightforward, but would anyone happen to know what formatting or keyword we would need to get "double-tap" functionality for a bind? For instance, double-tap 'W' to begin sprinting? @ImpulZ @eugenharton
  8. sanguine00

    Stress Test vol. 54

    Looks like the DoF effect is back on guns when ADS. Still not a fan but it definitely is better than it was. Binocs are in. :) Issue with name of Hunting Knife: Vicinity isn't working. Not sure if that's just a problem with my character, though. Edit: Vicinity is working, but it somehow scrolled down even with nothing to display. Scrolling up is the workaround. *smirk*
  9. I am noticing timeouts after the update as well, but in my case it's related to the server bogging down every time a player joins. It doesn't even write to the .RPT log for up to a minute: 18:36:29 [StateMachine]: Player sanguine (dpnid REDACTED uid REDACTED) Entering WaitPreloadCamLoginState 18:37:18 Average server FPS: 0.04 (measured interval: 1 s) 18:37:19 Average server FPS: 3287.00 (measured interval: 1 s) 18:37:20 Average server FPS: 3319.00 (measured interval: 1 s) Coinciding with that on BEC: 18:36:28 : Player #0 sanguine - BE GUID: REDACTED 18:38:02 : No Valid response. Trying to reconnect.! 18:38:02 : RCon admin #2 (127.0.0.1:58535) logged in
  10. sanguine00

    Zombies not spawning regular

    This is the same exact problem you'll see in the Offline Mode, which makes sense since it's the same mission that was released with the server files. It obviously shouldn't be attributed to "Experimental" because the official Experimental servers spawn infected normally. Still looking into it, but I'm at a dead end since I don't have much experience creating/modding missions. It would be much easier if we could compare the mission that is running on the official servers, though I imagine BI may not be so quick to share that.
  11. sanguine00

    Hold breath aiming down sights?

    Edit: Woops, didn't realize this was an XBox question.
  12. sanguine00

    ReShade for 0.62 / 0.63 exp

    The dev team's stance has always been that Reshade is fine:
  13. sanguine00

    Exp Update 0.63.147368

    Out of curiosity, is your DayZ installed on a SSD or spindle drive? They recently started forcing -dologs so I'm wondering if that could have any impact on performance.
  14. sanguine00

    Status Report - 19 June 2018

    What is "Enfusion Hierarchy"?
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