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Everything posted by therunningmanz
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Addressing the most pressing issues #2
therunningmanz replied to eugenharton's topic in PC Experimental Updates
I usually play every day, of course I do too. You don't need to agree with me. But saying everyone that disagrees with you is whining is not on was my point mate. Im not whining, it WAS game breaking for me, I went an entire week without streaming the game for the first time in a long time because of it. My point was that people that don't think the same as you aren't all wrong, or all whining and just cos you disagree I don't think portraying your opinion as you did was necessarily fair is all. Especially when the post from Eugen seemed to play the bug down as not that important and revolving around one gun, which wasn't what people were experiencing, no wonder people wanted to talk about it... All good anyway. ;) The new patch today seems to be much improved, I'm looking forward to playing it a lot more! -
Addressing the most pressing issues #2
therunningmanz replied to eugenharton's topic in PC Experimental Updates
Sorry Odin, but I disagree with you here. The start of this thread the lead developer plays the bug down saying it's mostly shotguns, it's being "talked down" as an issue. It's not just the shotgun, its every gun 80% of the time for me, and it's made the game borderline unplayable for me personally and I've played through every bug and got on with it through the entire time DayZ SA has been going. It's a big deal to me personally man. To say stop whining and make the gunshots in your head is a bit silly mate. The game is being released in a few weeks and you are advocating making the sounds up in our head for something that any sane person should be worried about so close to the FULL RELEASE of this game we love. -
Addressing the most pressing issues #2
therunningmanz replied to eugenharton's topic in PC Experimental Updates
Hi @eugenharton, its great all of this is on the radar. I feel a little like the guns firing issue is being undersold a little in your post, I had it on Sunday with pretty much every gun I picked up (two pistols, a Mosin and an AK), I left a server, queued down from 11 to try and fix it, only for me to have no gun sounds when I had a firefight anyway. I was playing with two others, I could hear their shots, the firer couldn't hear their own shots every time. This particular bug is a game breaker and seems to be worse than the wording in your post suggests. I've had to stop playing myself until there is a fix. It looks like a hell of a lot of work to complete in about 4.5 weeks before you release the game just to get the bugs out, never mind balance and tweak everything? I'm really concerned if im honest, Im starting to worry that no matter the state of the game it's getting pushed to 1.0 anyway in December. I know you guys are working really hard but this is feeling painful as a player and fan of your beautiful game. All this time developing DayZ, the nucleus of 0.63 is absolutely amazing. But it doesn't feel ready for the term "beta" yet, and it is being released in a few weeks. The base building and cars went to exp the day before you pushed to stable, you then called it "beta" it was reported as such when I logged into stream, it generated press and many thousands to the concurrent player base that hadn't played the game in years cam back. It showed that there are many people waiting for the update that will sort out dayz for them. They are coming back to official servers that are all night time when they want to play, they don't understand about community servers, they join a server and it keeps crashing over and over and when they shoot a gun they hear no noise. Never mind some of the other issues like keybinds, aimpunch, lighting etc that are deal breakers for many. These thousands coming back are being pushed away again. I'm so worried that the exact same thing is going to happen when the the arbitrary "you must release now" date is hit in December for 1.0. I really hope you pull it out of the bag. I want my fears to be wrong. -
Here's a thought peeps, why can't you just let him express his opinion about night without having to quote and have a go back and turn this into a YOYO. Personally I think they may as well go dank, dark nights. Cos even when gamma abuse was around, and bright nights nobody really played night time and people left anyway. The majority don't stay on nights servers. The exceptions being RP servers and some community servers like DUG and TheVillage, those servers in proper darkness and everyone using flares, torches etc are gonna be really cool I think. If someone wants it to be brighter at night, let them want it. Express your own opinion and move on. Oh what a world we'd have if we could all do that (I can't half the time myself, still trying to get better at it!)...
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Are we still seeing 063 push to stable today as per yesterdays SR? Im a bit confused as to whether to start streaming or to wait for another update? @Baty Alquawen Are you staying on Exp for today now?
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Lines in the sand and hollow victories, some thoughts on DayZ in game ethics....
therunningmanz posted a topic in General Discussion
Hi, I just put together some thoughts on DayZ ethics and it seemed like here would be a reasonably decent place to share them. For those that don't know, I'm a Twitch Partnered streamer who somehow, having started making YouTube vids on DayZ at the age of 37 in 2014 managed to make playing DayZ my full time job in 2016. It wont last forever but its been a lot of fun for now! I'm gonna cut and paste something I shared on my Twitter feed below around DayZ in game ethics, glitching and so on. However before I do I just wanna make one thing clear. I have written the below from the perspective of a DayZ player but also with some insight from streaming the game too as that is what I do. Just because I am a streamer, that doesn't mean that I think my opinion counts any more than anyone else's. I'm just one DayZ player, with one opinion like everybody else. Have a read if you want, don't if you don't.... Lines in the sand and hollow victories, some thoughts on DayZ in game ethics.... Hi all, Something I'm often thinking about as a DayZ player and streamer is in game ethics and I just wanted to get it off my chest a bit. I don't see me changing the way I play at the moment, but it is something I seriously consider on a daily basis in terms of whether I play fairly or whether I don't. I have changed over time a little in how I play, I would like to talk a little about exploits and where we are all at with them. I am always thinking about morals in DayZ and whether I am doing the right thing and playing the game fairly. Sometimes I have not been perfect as a DayZ player since I started learning the game, but I always try to learn from my mistakes. I think I have changed a little over time as I have realised some things are wrong. I'm sure there are many DayZ players in the same position. A couple of examples of this would be that when I first started playing I would use the FOV slider to get extra zoom when trying to kill someone. I'd seen it used in a YT video of a massive YouTuber and thought it was ok. Back then if you changed the FOV to be more narrow, you would get massive zoom increases when scoping a player. It was from visiting the r/dayz reddit that I really understood that it was an exploit and so I very quickly stopped doing it and this helped me when the FOV exploit was removed. Similarly about 3, maybe 4 times I have used the "strafe in a particular direction to get almost perfect hip fire aim" bug. The times I used it were to get around cover where I needed to move to the right but I did it in such a way as to gain an advantage with aim. I don't do this any more and have learned from my mistakes. If I'm honest, I was really unsure about using it and it was a conversation with FT whilst streaming that kinda convinced me not to do it anymore. Naturally the players that don't use this exploit will be in a better place when it is removed because they wont have been relying on an animation/player controller exploit to get a lot of their kills. There is always a line to be drawn in DayZ about what any player considers to be fair. The line is in a different place for many of us. As a streamer these discussions come up a lot in chat and no matter what I do there is always someone coming from an angle where they play the game more fairly than I do in their eyes. I don't often feel pressure to perform in DayZ, those of you that watch will know I have more than my fair share of potato moments in the game and that sharing those experiences with an audience can be just as entertaining (or more so) as the "MLG moments." However pressure does creep in from time to time, getting killed by people who are prepared to use the hip fire exploit on a regular basis becomes very hard to swallow when you are trying to effectively play DayZ for your livelihood. It is moments that happen where you feel hard done by in some way that makes us more likely to falter. I don't use the hip fire exploit, it's not OK to do it and gives you just as much as an unfair advantage over genuine players as turning your gamma up massively at night would do etc. I'm not looking to have a go at people that do it, people always have a "line in the sand" in terms of what they do and don't do in game as they play. But for the players that do try to avoid these type of things, all I would say is, it is far better to try to encourage people to change than it is to try and "tell them off." It's far better to encourage people to try something new and to change than to just flat out tell people that they are cheating, or glitching etc. If you get your kills with an animation exploit (for want of a better way of describing it), they are far more hollow than if you play the game as intended. I learned the FOV glitch from YouTube myself and then assumed it was OK before I realised later it wasn't, as a streamer, I don't want to be effectively saying it's OK to a fairly large number of DayZ fans to use exploits that make it easier to kill genuine players in game. I don't do the glitch for that reason, but I don't do it primarily because killing people using an animation bug just gives you a hollow victory. It doesn't make you a good DayZ player, it makes you the one using an exploit to kill a player who either chooses not to do it intentionally (so you won the fight), or they may not even know about the exploit (so you won the fight), or they just aren't as good at the exploit as you (so you won the fight). With any of those three options there is no sense of achievement to be gained from a kill like that. That is the reason not to use exploits, so that you can actually take some enjoyment from surviving a PVP encounter playing fairly, rather than gaining a hollow victory using an exploit. For a lot of people the apple glitch falls inside their "line in the sand" and they are prepared to do it. I think this is not OK. In DayZ we are meant to be surviving the landscape and keeping ourselves alive in a "surivival game." If you take finding food out of the equation by choosing to glitch an unlimited supply of apples then you are robbing yourself of part of the game. It's meant to be hard at times to find food, survival is meant to be hard and in DayZ I think it is only going to get harder. Yesterday when "orange hungry" I cooked 4 chicken fillets before moving on to loot the next town to make sure I didn't go "red hungry" or worse. Using a glitch to get enough food to travel anywhere on the map without having to stop and loot gives you an unfair advantage over players that are actively playing the game. It should be that at times you have to cook chicken to survive! If you loot your way to the NWAF from say Berezino it takes a decent amount of time to do it properly (maybe 90mins or more). If you spam apples, you can pretty much be there in around 20mins. This is not the game as intended, DayZ is not meant to be a "die in PVP, exploit your way back to the action and get stuck in again." People excuse the apple glitch because there is no loot, and they don't want to look etc, or that they play the game for PVP. The simple truth is there is plenty of food in the servers, if you go in most hospitals for example and check inside the clothing there is normally plenty of food. If you make a stone knife, cut a stick from a tree and use it to kill infected, there is a plentiful supply of food to be looted from them when killed. When a genuine player is on their 90min or more route back to the airfield or wherever else they may choose to go, that is when in my opinion the better encounters in DayZ happen. If you are looting around, you are more likely to bump into a fellow survivor who is friendly and doing the same thing, you can trade with, or team up with them, or if it suits your playstyle/mood rob them, or murder them! The "sandbox" aspect of DayZ comes into play far more in the random encounters in interesting places than it does when you've run 20mins straight back to a KOS zone from where you spawned. Any playstyle in DayZ should be welcomed whether it be KOS or "Rene" ;). But using the apple glitch to speed up the "path to PVP" is not what the game is about IMO. If you want to keep the game fresh and interesting, then avoiding the apple glitch and exploring the map as you look for supplies will give you a lot more satisfaction in DayZ and make you a better DayZ player in the long run. Food is only going to get harder to find, if you are already using the apple glitch then you are in for a shock when it is removed and food is even harder to find. Aside from the survival aspect, if all you do is apple glitch your way to a mil base, you are going to burn yourself out of the game very quickly IMO. It becomes a vicious circle of repetition, if you choose to explore the map and take different loot routes you will get different encounters with each DayZ life you live in Chernarus and hopefully keep the game fresh for much longer. Finally I wanna talk about the one thing that falls inside my "line in the sand" currently. That being spamming the well. This topic comes up a lot in my Twitch chat and in writing this, I'm hoping this will be the last time I talk about it (expect a nightbot Twitch chat command linking to here as soon as this goes live!). I spam the well to drink when I don't have a bottle or a cooking pot, sometimes I still spam the well when I have a cooking pot! I don't know if this makes me a bad DayZ player or not, in a small few peoples eyes it makes me a terrible person I think. I really don't know, but I do see a difference between well spamming and apple glitching. This gets raised nearly every day in my chat and maybe, just maybe, this blog can be my line in the sand for not having to discuss it anymore! ;) Here is the difference as I see it personally, the apple glitch/bug requires a series of steps to be replicated to make it happen. You have to kinda "crack the code" to get all dem apples! With the well, all you do is go to it and "middle mouse" to drink and tap the button to drink, that you are meant to tap to drink. There is no series of buttons to press etc. More importantly whether you feel it is realistic or not, when you try to find an apple, the game is designed currently so that you only find one occasionally. This is so that you cant just stand there, search 15 times, get 15 apples and then go anywhere you want on the map. This would be too easy and kinda make any other form of food finding redundant. The well is not like that, when you drink from a well you always get a drink every time! However the in game animation goes through a very painful (for me) "3 scoops" animation to get one drink of water. This isn't very realistic, but I don't really wish to use "realism" as a reason. "Realism" and in game mechanics are never truly going to meet, otherwise it would be a hell of a while before you could harvest any crops you'd grown for example in DayZ! Maybe I'm just not patient enough, but if I sit by a well, press the button once and then watch my character go through the "3 scoops" animation to get a small drink of water I find myself getting wound up in real life, it breaks my immersion in the game and I feel detached from what is going on. That is why I do it, more than anything else. In a game where you can grow pumpkins from scratch to being edible in 20mins, is it really unreasonable to expect to be able to drink freely from a continuous source of water until you are hydrated without going through a series of painful animations that just serve to detach you from the game? The well spamming "bug/exploit" was removed on an experimental patch over a year ago (maybe 0.55 I think) but was then brought back in again before the patch was released to stable. I don't know if this was by design or not, but it felt like it could have been removed then if that was the intention by the devs. Yet we still have it now. On a stream about a month ago I asked Hicks who was in the chat at the time if well spamming was a glitch and he said yes. So in the interest of transparency I guess that means i'm doing something bad and I wanted to make sure I highlighted that here. I would have liked to have had more of a conversation on the subject at the time with him but it really didn't seem the right time for it. Since then what Hicks' said in my chat has been relayed to other DayZ players and streamers some people now don't spam the well as a result. But we all have our lines in the sand at the end of the day. I have a friend who now doesn't spam the well, but for a time they were happy to use a bug that allowed them to get their primary weapon back as a new spawn on the coast from their previously killed character so that they could carry on with their weapon on their next life. Now the friend in question realised this wasn't really on and stopped doing it. I guess that is my main point in all of this! We are all learning as we go, with regards to in game ethics and what feels right and what feels wrong as the DayZ alpha progresses. The trick I guess is to try and encourage good ethics and maybe try to explain the benefits of playing fairly to all DayZ players, including streamers /YouTubers that are not doing it, without it turning into a flaming war about "glitch abuse and cheating!" I do also think there is a huge onus on the devs with some things too. There will be many changes to weapon sway, out of breath, player movement and hip firing etc. We know there are fixes coming for apple glitches and Peter Nespessny tweeted just the other day about an ongoing prototype test to the way apples will spawn on servers which was good to see. How far this goes I guess is down to them. If the well drinking method changes when the player controller comes out so that it is a long animation for each single drink of water then I will of course have to play the game that way. But for now I do not feel like I have bad DayZ ethics for spamming the well and I intend to keep doing it. I avoid the exploits (or learned from my mistakes and now avoid) that allow me to kill players more easily to gain an advantage over others and win hollow victories, I avoid getting an unlimited supply of food which would allow me to get to military areas more quickly and gain an advantage over others whilst potentially spoiling the game play for myself. I'd love to really know what will happen with well drinking animation in the new player controller, I really hope it is a "hold f to drink, release f when done" type of process, the well is after all a continuous and effectively unlimited supply of water in DayZ (how cool would it be if some wells randomly ran dry? "there is no water in the well" as a status indicator would be cool!). However it is going to be in the future, in the meantime I am going to drink from the well in game now like it is a continuous flow of water that can be drunk quickly because that is after all what a well with a tap is. Sorry for the incredibly long load of old waffle! However on the upside if you are Twitch viewer you may not have to listen to the "apple glitch/well spamming" conversation anymore, every day, day after day, after day! Every cloud has a silver lining, every DayZ player has their "line in the sand." Paul -
I think it was an exploit with guns and players were "farming" them at one heli. Which is why guns were taken away from helis for now. They shared the "5SKS" type issue in the most recent status report. So they are aware of where they are at.
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Lines in the sand and hollow victories, some thoughts on DayZ in game ethics....
therunningmanz replied to therunningmanz's topic in General Discussion
I've always been acutely aware of how I act in game, for perception terms on YT etc. In reality though, the way I am is the way I am. I believe in playing fair full stop. However I think its only human to have momentary lapses. Sometimes in DayZ we all get salty at a death. If you get killed be someone you can see was out of breath and moved in a way to suggest he was using the aim bug, you get really salty. It's life. When you share that experience with 800 people and many are calling you a noob and many others are laughing, that you don't know the "special technique" etc. It becomes somewhat of a different beast. You already as salty as sin, and it really can get to you in the moment. When that then happens three times in one day or something, you can start to feel a degree of pressure. I completely agree with what you say in general. I have chosen to unfollow people that i've seen hiding in walls etc. However, it doesn't change the fact that there is that little bit of pressure there sometimes. ;) -
Lines in the sand and hollow victories, some thoughts on DayZ in game ethics....
therunningmanz replied to therunningmanz's topic in General Discussion
I use the bug tracker if that is what you are asking. I don't remember actually discussing precisely how to do any of the exploits. With the exception of saying you use middle mouse to drink from a well I don't go into any detail. I don't think we are meant to deny exploits actually exist here as far as I am aware. If people want to learn how to do them I'm not sure that massive novel will be the source they will seek out to teach them. -
It's weird how opinions differ. I actually think that that 0.61 is my favorite patch to date. I quite like that sometimes no matter how hard I try I might die as a new spawn. There is only one time this would have happened to me so far in a lot of hours on 0.61 were it not for a friend, rescuing me from wolves. I like the fact that the loot distribution, coupled with new coastal town design and fog etc has changed the dynamic of the game a fair bit. People now have much more of an incentive to travel than ever before. In every other patch to date most of the time the player base has gone off on their travels for 6 weeks or so and then got bored of whatever new thing was just released that they were travelling for and decided to just go to the fashionable coastal PVP town for some murder, death, kill! For the first time, it feels to me like that isn't happening and the game is better for it. I feel I can see the vision for the game and you have to be more prepared. If you've chosen to go inland and haven't got a weapon and haven't at least made a bow and got some arrows then that is the gamble you take on surviving the landscape. If you do have a bow and encounter wolves then you may be able to survive by climbing a hunting stand and killing them etc, you have given yourself a chance. If you are not prepared, you learn for next time. For a lot of the game in the past, you could spawn where you invariably got killed and so it turned into a bit of a clusterfuck for many players of "get killed, mindlessly respawn until you're back in the town you died at, go for revenge." That really doesn't happen anymore, the game has tailored me to be far more likely to just accept the spawn I get and start a fresh, it's also made me loot more thoroughly before going too far from where I spawned. Players that run straight to mil bases as a new spawn have a lot more than other players to worry about, its far more of a gamble now and that too has helped the game from not being more of "the rinse/repeat PvP game" you speak of. In the scenario you gave of a prig spawn, it seems really unlucky that in Dubky, Novoselky, Chapevesk, Ballota, Komorovo or Kamenka town you hadn't found something to fend off the wolves with. Usually by Kamenka base I already have a decent weapon of some sort and a pistol with a mag and bullets, I'm usually at the base to maybe to change my primary to something a bit better. Ballota is no longer a town where people are suiciding to spawn at, so it's not full of new spawns, its a town of serious threats and fully geared players. I kinda like that. The only issue I do have with the spawns is the repetitiveness of the Berezino to Solnichy spawns. It feels like I get them 7/8 in every 10 spawns which is grating on me a little. Upside I guess is that a fishing village spawn, a Skalisty spawn or an Elektro spawn feels so much better than it ever has done before. All that being said, 5000hrs is a huge investment in time! It's a shame to see any player getting frustrated but sometimes a long break is exactly what is needed. ;) Disclaimer: I haven't checked the spelling of the towns mentioned above, i'm sure they are all wrong but I typed them from memory. Your gonna have to put up with that as the reader. Just as you will have to put up with the fact that I just used "your" when I should have used "you're"... ;)
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Q&A with Lead Animator Viktor Kostik
therunningmanz replied to Baty Alquawen's topic in News & Announcements
Please can you talk us through how drinking animation will be when the new player controller is in? Paying particular attention to drinking from wells, will it be a "hold f while you drink, until you want to finish, then release f" or will it be more of the same in terms of a "press once and wait for your character to go through three "scooping motions" or similar to get one small amount of water. I love the way DayZ is in terms of survival right now and the direction it is going in general, but the drinking animation really grates on me in its current state. It basically encourages people to spam the well, which if I'm honest I do. I try to play the game avoiding any glitches etc but the animation for drinking is just so painful as a new spawn at the moment. Granted it becomes far better when you have say a cooking pot. I really find the "three scoops for one drink" immersion breaking and it makes me frustrated and come "out of the character and out of the game" if I do it the normal way as I sit at the well. Some information on how this will work in the future would be really useful for some of us I think. Second question - How much time in man/lady hours does it take to introduce a new animation and what are the steps involved right from having the idea to getting it in the game? -
Is the round in that mag the same as the mosin round? It sure looks like it. Will this take the long range scope or any scope at all? Second slightly unrelated question. The accuracy between something like a Winchester and the Carbine seem wildly different. Is this intended? I understand why the Sporter and Trumpet wouldn't range to say 400m and be accurate at that distance with an LR scope, you kinda have to over range them. But personally i've found the Carbine (cr527) to be horribly inaccurate even at ranges of around 300m. It doesn't seem to shoot straight like a Winny or Blaze would do. Will this be changed or is it meant to be less accurate?
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Exp Update 0.61.136067
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
@ori42 Not been here in a view days. Last I was, I read a post from you on bullet snaps and how we shouldn't hear bullet travel on subsonic rounds. Its cool you have a differing opinion based on what you wanna see in the game but it shouldn't be based on realism. I was left confused by the last post I read of yours on this, because while I appreciate there will be no sonic boom from a subsonic round, surely a piece of metal whizzing past your head at an incredible speed would none the less make a noise? Just because it's not making a sonic boom, it doesn't mean that there would be complete silence does it? I found this.... Just a quick google of the "the sounds bullets make in flight" etc will tell you that all bullets make a noise irrespective of whether they travel at the speed of sound or not. @Hicks_206 (DayZ) I appreciate you confirmed you were looking to add bullet travel back in and if that changed you'd let us know. Can you please go further and say if we will be getting this for 0.61 or not? I can't tell you how immersion breaking this is (to me), last night I was handcuffed and stripped of loot in Myshkino tents. They made me stand in the open by the quansit hut while a distant sniper took target practice on me. This should have been seat of my pants exciting/scary but with no bullet zips, it just wasn't. I managed to break free and as I was running away a dude was shooting at me, again no noise at all as I tried to escape. This is a huge one for the feel of the game, it just feels so much less authentic in a gun fight, or when your life is in danger at the moment and this has much bigger impact than I think is realised atm. Fear of death and the amazing tension that builds when your life is on the line is one of the main draws of DayZ, the "all on the line" aspect of each encounter is what gets the heart beating and the adrenaline going for many of us, at the moment this is missing a lot when fired upon, because the danger just doesn't feel there until you are dead. Certainly from a content creation point of view, trying to make a vid of this feel as tense as it should when I don't fire a shot in the encounter is really tough. When my life is seriously under threat the viewer will do well to work it out on 0.61. I know you are making the game for the entire player base, I'm only one DayZ player the same as everybody else, with one opinion, but if the game doesn't translate the same tension, drama, realism, fear of dying when playing it live, it goes without saying it wont when reproduced for YT audiences as well. -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
Thanks. Its amazing how much of a difference it makes to the gunplay. Until you are hit, there is no sense of danger anymore. Often you hear shots, look around and then realise they are actually at you. I'm looking forward to what is to come, hope you had a good time in Aus! ;) -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
Thanks for asking. Id really love to hear something on this too if poss @Hicks (DayZ). There are so many positives about the new patch, im really looking forward to it. Not feeling like you are in danger when getting shot at really affects gunplay however. Im sure bullet travel noises are on the horizon but the SR was pretty detailed on the sound issues and there was no mention of this. Please can you let us know what we can expect? -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
I disagree entirely i'm afraid. What I have seen with ARMA3 and what I hope will happen is directional "zips/cracks" etc. If you get shot at by a distant sniper from the right and the bullet travels by you from right to left, you should be able to hear that. Its one of the biggest clues in the game in terms of when you are under threat. If you are shot at by a silenced weapon as the sounds are now at a few hundred metres, you wouldn't even know unless they either hit you, or hit the ground next to you. Are you really saying that is right? There are plenty of times bullets whizz by and dont land close by your character in the game. To say that we should just not be aware of these at all is massively unrealistic and also somewhat frustrating in a game where you are trying to survive yet could be completely unaware someone is actively shooting at you until they are on target. -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
Feedback so far, played about 7/8 hours.... The good:- It feels like when its polished 0.61 is going to be a huge step forward. The infected make it a real challenge, i genuinely think they will impact on the PVP death squads who just want to camp an area. I was at Myshkino and killed a player, I really had to play smart to even manage to get back to his body to loot it. A silenced pistol is going to be an essential tool in the game going forward. I think the whole dynamic of the game could change and when you combine the new design of the coastal towns and the fog with the new infected dynamics I think coastal PVP and camping for PVP could really be a thing of the past. Deciding to kill will be situational and more of an adventure. The gun shots sound epic and the sound is going to be a huge improvement. The bad:- The gunshots are better but the sound isnt quiet right for me. VOIP is too loud irrespective of how I set the slider, in game sound effects apart from gun shots are too quiet. Opening doors, infected screams and foot steps are barely audible. This massively impacts on gameplay. Something else that doesn't seem right is the immersion when in a gun fight. I am getting shot at and I can hear the bullets nicely as they are fired but there are no cracks or sounds effects of the bullets flying by/at me. If I dont get hit by the bullet, I dont really know if it is me that is getting shot at. I had this happen a lot but below I have linked an example. I have a little gun fight with a Magnum and manage to accidentally mute Rene in TS, he shoots at me by mistake in the confusion right at the end of the highlight and all I hear is the shot coming from the gun. There is no audible sound of the bullet travel. This kinda makes you feel like you arent in a gun fight, it feels like you are never in an danger because unless a bullet hits you, there is no sound. In the first exchange of fire a guy is shooting at me and I dont hear any snaps/cracks etc (im certain the third shot was on target but it didnt register I dont think), all that I hear is the sound of one bullet pinging a tree. It also shows the loud VOIP (id already set the VOIP volume control right down). Finally please note, the gamma is increased in OBS for my viewers, I was playing with flat in game gamma myself... https://www.twitch.tv/therunningmanz/v/99412827 -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
press your delete or end key, should fix -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
A little sweeping IMO. Im far from perfect but I have filed the odd bit of bug feedback (I do a bit of streaming). I love DayZ just as much as a regular DayZ fan like the people in here, like you. A DayZ streamer can be a big fan of the game, the same as anyone else. I agree with you what you said earlier when you said streamers should be treated like a regular DayZ player. However that equally means you don't get to discount how useful they are because of what their stream is like, it doesnt mean they don't care about the game or file bug reports etc. The chances are they are the same as the entire player base, a few do, and the majority don't. ;) -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
I did none of what you mention and still had butt hurt people albeit not mostly in Twitch. There is no denying it was far from perfect at the time, but it was a very quick implementation of something to try and solve an unforeseen problem. The streamers were between a rock and a hard place on the night that server launched. However its old news and so no point discussing in detail from back then. Stuff like this polarises people however, some people seem to take huge offence to a server being set aside for streamers (even when clear it wasn't at the expense of a server for all players). I think with the new queuing system we should all be fine to get on exp if we want. -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
There was abject hate being thrown around last time, so to say "I don't think there will be grief is naive." I don't disagree with the idea, however it needs to be done differently as I'm sure it would be if it was repeated. As I say though, I very much doubt it will be needed this time around anyway. -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
Everyone has their different priorities. But its easy to forget how big of a deal fps was for so many people prior to 0.60. The game goes through peaks and troughs of popularity and many people choose to take a break from DayZ when a new game comes out or when something with the current state of the game kinda makes them take a rest. There is no doubt the sound engine is going to add a lot to the game but aside from bugs etc, fps was the biggest gripe people had with DayZ since SA came out IMO. As a result way more people that had decided to take a break until fps was improved. 0.60 gave people the carrot to come back and try SA again. Im not sure as many people that are on a break from the game are doing so because of the quality of the in game audio. Im not saying 0.61 isnt going to be amazing for me, it is! Just kinda being realistic on the numbers this experimental is likely to see compared to the last one. Edit: Personally I think 0.60 may have been the biggest spike we will see this side of beta, just my opinion mind you. All the other additions coming down the line are going to massively improve the gameplay, the sum of them added together will make DayZ a much better game to play. However I don't see a patch that will have as a big a carrot on the horizon as the renderer did when it was coming. Especially given how long the DayZ fan base had been waiting and anticipating it. I'd be very happy to be proved wrong on this prediction though! ;) -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
I personally don't see this as a big issue. Last exp was fine with no streamer server when there was enough servers. This time around the queuing system should really help with this as well. Whilst 0.61 looks amazing I don't think it will drive the same player numbers to exp as 0.60 because the renderer was the game changer that everyone wanted to try. Whilst the idea of a server for showcasing the game sounds great. When you put it into practice it just causes so much butt hurtedness amongst some people that it really isn't worth it (IMO). Id rather queue like everyone else than enter a streamer server only for half of the people watching to be giving me grief about it. Even if the server numbers are low, id still rather queue I think unless the server was communicated in a more open way. -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
I still have deep concerns about not being able to see player pop, particularly on private hives and I really think this needs serious consideration (of course, im sure it has had that). I can see it causing issues that just don't make it worth it on private hives. If we want to stop server hoppers on public then having a cut off where any server with less than 20 players just says "low" would do. Or having the low/med/high for public and exact numbers for private hives might work as server hopping is not a thing on a private hive? I'm gonna describe a scenario that could happen really regularly and why it feels like potentially an issue. I will say that beyond this scenario, I do think no matter what that trying something new like this, is probably worth it. But that doesn't mean airing concerns is not a worthwhile thing, and especially what it means for the enjoyment of someone that likes all the benefits of a private hive, but wants to stay in a full one... Scenario:- As it gets later in Europe, naturally the player base reduces a little. I want to play 1pp. for about 3/4 hours and there are no public servers with people in them and at 10pm as I log in currently I see two separate private hive options... 1pp "A" has 59/60 player pop and 1pp "B" has 41/60. I don't know if these are both counted as "high" but for the sake of this scenario i'm gonna assume high means 40 players or more for a 60 slot server. No matter what way you cut it, there are always some servers that sustain their player pop better than others and in 1pp I know in Europe most nights there are only likely to be at best two choices (a few months ago they may have been no Euro choice with a decent player count). As it stands currently I can look at the two and work out which to join, it makes sense that I join 1pp "A" as in 2 hours time the 60 players may have dipped but it could easily still be at 50 players plus, maybe in 3 hours time I could be playing with 40 players or more still. If I join 1pp "B" as the server drops, after 2 hours of gearing up I could find myself on a server with only 25-30 players in, after 3 hours I may only have 15-25 in at best. With visible player numbers I can work out which server to join to maximise my interactions and enjoyment of the game whilst playing 1pp in a private hive. With the new system, I have a 50/50 chance of either joining a server that will be full and sustain a healthy player pop, or I could join the server that in a few hours time could have a much, much lower pop and have wasted 2 hours gearing up into a server with not many people in it. I can negate this issue with the current system, I cant with the new one. Similarly all other players can, as the player base reduces to a point where there are fewer players playing, they can all be in the server that is the fullest. Rather than spread around because they didn't join the right one in the first place. This is going to lead to players who crave full servers getting around this issue in order to find the fuller server. It seems far more immersion breaking to switch to a second monitor, to check steam or another site to count the players in a server than it is to press P and see the number (no names needed), or to check at server selection. At 12am in the UK currently there isn't the player base in Europe to sustain two full 1pp servers. Similarly at say 3am until about 9am you can say the same about 3pp. The new system works great when you assume a high player base across many servers to choose from. But at lower number times in the night or during times when the game is less popular all it does is either dilute the player base across more servers so that no server is full or force people in to using other means to find "the one" sweet spot server they should be joining. As modding comes in and there is more and more player choice, effectively the player base will fragment a little, even with huge growth in the player base (which I hope and am sure will happen). A fragmented player base could mean the above scenario is played across different versions of the future game. Private hives are far better to play the game currently, public has become the mecca for all means ofexploiting/glitching and whilst Im sure these will get fixed, their is always a new exploit or a new script etc. Playing private massively negates these issues which mainly at the moment revolve around duping, hiding in buildings and swimming. Private isn't perfect but at least you can go to the NWAF without seeing a load of yellow boxes under each tree like left over Xmas presents. Private servers currently are sustaining most of the avid DayZ players and also supporting a truer DayZ experience for its player base. This new system affects private servers in a way that I don't necessarily see as a good thing. People will stick to the one they know and its possible this new change will breed some elite private hives that are always spammed and queued for while other up and coming servers are left struggling to attract players because people want to play full most of the time when joining a private server. The new system seems to create an environment where at low overall player traffic times an individual is forced to either use other methods to find a full server or risk getting invested in their character for a few hours only to be stuck in a private hive with a geared character on a low pop server. Informed decisions on which server to join in the first place when player counts are low, enables us to ensure we can have fun playing the game we love. Paul -
Exp Update 0.61.135961
therunningmanz replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
Im glad to see this. Have been somewhat concerned about the lack of info. Im a still a little worried that in the quest for "less meta" there is a danger this strays into "less interaction" for me personally. I really wanna be able to maximise my chances of playing full pop servers. I think this will potentially breed more and more elitism within servers of sorts. The pre-existing "always full 60 man" servers such as DUG EU, BWAF, UKA, GRUMPY, SOS, GENTS etc stand a far better chance of retaining their players as people are less likely to want to try something new. Not being able to see which servers were 60/50/40/30 slot etc would be a real shame and people will stick to what they know, pretty much always. This could stop new and cool server communities from growing. It could also lead to server owners spamming potentially false info in their descriptions such advertising a 60 slot server when it isnt one, if we cant see this info, we wouldnt be able to confirm it either. What makes a server "high" if we cant see the slots? A high 30 slot server might have say, 25 people in it, I tend to try and go in servers with more people in than that always. I dont think wanting to be an a "high" 60 slot server that has the benefits of a private hive and active admins would be a bad thing. I kinda get the intention but Im still worried that not being able to check player pop easily and it being rather vague could hurt my enjoyment of the game. DayZ is the next level of multiplayer game to me. The sandbox freedom it offers when meeting random people from around the world is what made me keep coming back, and its what makes it entertaining for me every day now. I'm worried that as it becomes cloudier to check server pop, my interactions will reduce as I cant maximise my chances of meeting players. I play late into the night and if the private server im on starts getting low because its late, I will swap to even a new spawn if I have to, in order to stay in a full server on another hive. As things are going I could be running around for hours on end almost playing DayZ in single player without knowing it. It feels like essential information to me, that when I am in a server, I can be sure there is decent number of players on that server.