Jump to content

sanguine00

Members
  • Content Count

    169
  • Joined

  • Last visited

Everything posted by sanguine00

  1. sanguine00

    Experimental Update 1.08

    Will this setting show in the server listings in the launcher? Or will people just have to beat on a wall for several minutes before deducing that they're on a loot hoarder server?
  2. 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.
  3. 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.
  4. 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.
  5. 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
  6. 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
  7. 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.
  8. sanguine00

    Hold breath aiming down sights?

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

    ReShade for 0.62 / 0.63 exp

    The dev team's stance has always been that Reshade is fine:
  10. 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.
  11. sanguine00

    Status Report - 19 June 2018

    What is "Enfusion Hierarchy"?
  12. sanguine00

    Running speed / TAB

    I disagree. TAB looting should always be an option for situations where 'F' looting isn't viable. That said, they've done a great job making 'F' looting pleasant which has made it my preferred way to loot. That is how you get players to use the systems you want them to use - make those systems good. Not by forcing them out of systems they are more comfortable with.
  13. sanguine00

    PLEASE -don't- change the new reloading mechanics!

    I'm totally on board with the idea of managing each bullet in the mags - that is cool and actually empowering. But since there is currently no hot-bar/key support for ejecting the mag in the gun, depending on the situation it can be a little awkward. If I'm not fortunate enough to have multiple mags, then I have to either: make sure the gun is in my hands throw the mag in free inventory slot (or on the ground) from the inventory screen shoulder my gun drag the mag into my hands drag the ammo to the mag to combine and automatically get thrown out of inventory finally left-click and hold to start loading. or: make sure the gun is in my hands throw the mag in free inventory slot (or on the ground) from the inventory screen throw ammo stack on the ground shoulder my gun drag the mag into my hands look at ammo stack on the ground and left-click and hold to start loading. return ammo to inventory I think the problem a lot of the "self-entitled assholes" have with this mechanic isn't necessarily with the process of loading the bullets in the mags one-by-one, but what you have to do in certain situations to get to that point. It's probably not unreasonable to ask that be improved upon. A suggestion would be that if you hotbar the mag that is currently installed in the gun, then hitting that hotbar key would perform the animation to shoulder your weapon (or place it on the ground if you are double-carrying or don't have inventory space), and place the mag into your hands. From there you could pick up with step 5 in the first list above.
  14. sanguine00

    Reduced sun glare by wearing sunglasses

    I'm indifferent about the idea, but I would suspect it would work the same way the screen going gray when you lose blood does. The camera is essentially your "eyes".
  15. It's been in the game files for ages. Perhaps it was included as something for modders to play around with, or maybe just for *gasp* fun.
  16. sanguine00

    Status Report - 26 September 2017

    I'm getting the impression that removing eye zoom isn't even really a design "choice". Sounds like it's causing them technical problems that they don't really want to solve. That would be a shame. From the video, I'm interested in the item pick up animation. When you hit "F" to pick up an item, do you have to stay still until the pick up animation is completed? Can you begin running while the animation is playing and still receive the item, or would that cancel the pick up process? If they're going to force an item pick up animation, then I think you should be able to pick up items on the run, as it's actually less realistic to have to come to a full stop and wait for an animation before you can accept the item. It could also result in great frustration during "high stress situations" to borrow a term from Eugen. I'm not going to lie - I'm a bit apprehensive. All of the improvements seem well-thought-out but I'm scared the end result will feel more like an amalgamation of the best qualities of DayZ's clones rather than DayZ itself. I guess I'm just anxious to get my hands on it. :)
  17. Pretty sure Baty monitors both these forums and the subreddit, and she is a direct line to the devs. They may not officially comment on here, but hopefully this at least motivates a response in an upcoming SR. Of course the final decision rests with the devs, but it would be very disappointing if it's made without any further community engagement, since many seem to be passionate about it.
  18. For anyone who needs further explanation as to why the "eye zoom" is present in the first place, maybe you will trust a DayZ developer (from June 30, 2015 SR - scroll down to the passage written by Jan): https://dayz.com/blog/status-report-30-jun-2015#/title3
  19. It won't be a waste if the person you kill (or hold up) has bullets.
  20. sanguine00

    unplayable ofc

    @emuthreat has the best reply in this thread, but I wanted to add a couple tips: Always check inside of every clothing item you find. Food and ammunition can spawn inside of clothing. Check carefully around interactable cars - meaning cars that have opening doors and trunks - for loot. Food, ammo, weapons, etc. Check the inventory of zombies you kill. Zombies can spawn tools and occasionally food or ammo. Sometimes the inventory of a zombie can be difficult to pull up. Check near their feet. If you spawn in the rain, keep running. Running at full sprint should keep your body temperature from falling much, if at all. But once you are drenched, if you stop running your body temperature will fall *fast*. In other words, don't stop running until you find a raincoat, gorka jacket, or firefighters jacket. Stop to pick an apple or two if you must. If you want to get a better idea for how this works, switch to Experimental and play there for a little while. Experimental has a status window with your current body temperature (and blood and health values, as well). Once you get your waterproof jacket, build a fire to dry off and get on with it. If you don't have matches, you can activate your starter flare and light the fire with that. You can also create a hand drill by combining a stick with dark bark cut from a tree (not the lighter-colored birch bark). If you spawn on the South coast, head to Balota (town, not airfield) for guaranteed weapon spawns. If you spawn towards to the NorthEast, make your way up (way up) to Berezhki in the corner of the map. The reason guns are difficult to find elsewhere on the coast is because many are concentrated in these two towns. This will gradually improve as they are still tweaking weapon spawns and the entire loot spawning system itself. As a fresh spawn, there's an initial hump you need to get over before you can start enjoying your journey at a more comfortable pace. Hopefully this helps you get to that point.
  21. sanguine00

    Exp Update 0.62.139977

    What server do you play on? Maybe it's a server-side setting.
  22. sanguine00

    Get Rid Of Obvious Looping Audio

    I could see their justification for such a sound being that it is intended to be wildlife, but as in real life it could be misinterpreted as human footsteps, thus ratcheting up the tension. Personally, I find it cheap and obnoxious, so I agree with you.
  23. I'd be interested to know if the developers are as passionate about this as you are. Personally, I see it as a non-issue, but only because my enjoyment of DayZ hasn't changed at all between knowing the exact number of players on a server and only knowing an approximate population. It's made no difference at all for me. The way I see it, the concept of "looting up on an empty server" is going to go the way of the dodo, anyway. Mods will attract people who want quick PvP. As for vanilla, people will quickly discover that the loot economy, when completed, will result in much the same looting experience regardless of the server population. And for people who want no player interaction at all, there will be the self-contained "single-player" mode, or they can host their own local server once the server files are released.
  24. sanguine00

    OBS and 0.62 Patch

    If you're using full-screen "Game Capture", you need to disable anti-aliasing in-game or else it will not work. Weird bug.
×