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Kronons

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Posts posted by Kronons


  1. 3 hours ago, IMT said:

    I think they are having a/some bug(s) with persistence of vehicles. They were persistent before so I think it's just a bug.

     

    Persistence works fine. Vehicle spatial orientation doesn't. It's been a known bug for a while. The reason for persistence to be disabled for some experimental servers is to increase server load. I.e. if people found vehicles and hid them. It would be really hard for people to find and test vehicles. Hence why persistence is disabled so vehicles will constantly spawn after server restarts. 

    https://trello.com/c/MYYTVXFL/107-stable-hotfix-vehicle-spatial-orientation

    • Like 2

  2. Guys and gals! I don't understand the complaints. First and foremost it is at the discretion of the developers to release content when they feel it is ready. Secondly the game is in current development aka alpha phase. Their main focus is not to fix all bugs, but to implement all features and get the game as a whole to the beta stage. Which has been stated over and over again by the developers. If you cannot play the game in the current state or are angry some features are not implemented or has been taken out. Then take a break and go play something else. Comeback when they have fixed the issue and gotten to a version you can play on. Simple as that. Period. Other than that feel free to provided constructive criticisms rather than whining. Thanks and have fun folks in Dayz! 

    • Like 5

  3. On 12/9/2016 at 10:04 AM, exwoll said:

    If the rendering is limited, it shouldnt affect performance in a perceivable degree. At least for people who have a decent GPU, The rest can get a new one or just lower the number of items in the settings file.

    You would think it shouldn't have a perceivable degree of performance. Remember first and foremost this is a very complex game with lots of dependencies. Even limiting rendering it would still use resources. In computing it is known the improvement of lets say 1 minute to 30 secs is a great improvement. To put this into perspective. Lets say you set the number of junk items to spawn to 100 items in the player radius. Now on top of the rendering of the junk items the game will also spawn another 100 items in a town. Lets say it takes 1 sec for each item to spawn. You initially would have 100 secs before all loot is spawned, but if you add junk loot it would take another 100 secs. Causing the game to take 200 secs of load time. You may say hey it doesn't seem to bad right? But you be wrong. Compound the size and scope of the Dayz world and you would be eating up resources on the client or server side for no reason. Now if you really want aesthetics where you see junk items all over the place. It would be best to have it render with the map itself and not with the loot spawn system. You wouldn't be able to pick them up and interact with them, but it would use less resources then trying to spawn in junk items. You may see some improvements in 0.62 in this matter since the main focus is improving the environment of Dayz.


  4. 53 minutes ago, gekker said:

    Experience some frustrating desync on US Southcentral 0-1 with a 150-200 ping. Shooting a guy I caught completely off guard because he ran into my bunker point blank range twice in the chest with a FAL. I was in complete cover. He never raised his gun nor did I hear a shot but I immediately went unconscious. He seemed to have survived my shots and finished me off 20 seconds after.

    That is the exact kind of szenario I expected to be a thing of the past with the new player sync improvements.

    Read the op. It simply states they are still working on server optimizations and fixing server crashes. Plus it is experimental. Either wait until 0.61 goes to stable or play stable. If they stated that the servers are now stable then test and report back. But knowing it is a work in progress and complaining helps no one.  

    • Like 3

  5. 1 hour ago, McWendy said:

    Had a few spawns this evening. The rain was brutal. Kept me busy quite some time. Cost me a respawn here and there aswell. 

    I would like to suggest more places to actually light a fire. I think the big barns with double doors or the double stairs barn allow for this without fire hazard. Hard enough with fresh spawns trying to cave in your face because of reasons. 

    Got medium foodpoisoning after drinking catched rain out of a gascanister. I emptied the vessel first. So thats weird. 

    Infected are finally becoming more the a nuisance. Big thumbs up here. I do still feel we need the ability to crouch melee because of crawling infected. 

    Ps. For christmaz i would like a .61 to stable. ;)

     

    FYI Hicks has stated they are shooting for a 0.61 stable release before Christmas. Hence the multiple updates on exp. :)


  6. On 12/2/2016 at 5:23 PM, exwoll said:

    Actually I don´t think they would affect graphics a lot. I mean, they can make them spawn just on an area around your character, so it wouldn´t have the same impact as normal loot has on the server, since it spawns millions of them in the whole map.

    It will affect graphics a lot. No matter if you do it server side or client side. It will take resources. Each individual item is rendered in to display on your screen. With one item you may not notice a significant change, but let say you increase the item rendering to 100 or 1000 items in a building or city. You just increase usage of resources. Add all of that on top of zombie spawning in and rendering, buildings rendering in, trees, grass, roads, sky, etc...How it basically works is the more geometry in a given location the more resources used.  


  7. 2 minutes ago, VahidkinG(2ndAcc) said:

    im pretty frustrated by this too but this is an issue they can't solve right now, and here is why:

    Infected's use the new physic system based on bullet physic system (not sure that's the exact name, im to tired right now) and player's are still using the old engine's physic system, and this is what causing this issue. when zombies attack a player they can't recognize the collision on players so they miss the player and that's the reason you get pushed back. 

    enough rambling, don't expect this to fix anytime soon. this will get fixed once .62 is in.

    Probably not 0.62 as it has been designated as a full environment update. But more likely post 0.62 will we see the new player controller and beta!

    • Like 3

  8. 40 minutes ago, ori42 said:

    Yes, well, I am fine with the infected increase count, @Hicks_206 (DayZ) but don`t release it on stable when your zombies push you through the wall section in the 2nd. floor and u die due to fall damage. And only in Dayz SA  u will certainly die if u fall more than 3 meters height since we were talking about what is realism or not in connection with wolves health and weapon sway.  At least increase fall damage to 5 meters so you don`t die from the 2nd. floor in a building by a zombie. 

     

    You should really read the OP and status report. As per the status report. The new infected are using the new player controller while the actual players are using the legacy player controller. Because the physics don't match from the new to the old it causes the zombies to push a player due to how the new physics work on the new system. And at the moment they are working on a temporary fix until the new player controller is released. As with per the OP. The server performance does cause collision issues with geometry which causes the zombies to push you through buildings. Lastly they only push to stable when the new build is working well and is "stable" for the player base. Do your reading and research. Have fun in Cherno!   

    • Like 6

  9. Honestly I don't understand the complaints about server crashing or people trying to explain what is experimental branch. First of all you guys wasted 2 pages answering a question which could of been used for better purposes. Second of all it doesn't matter if servers are crashing. In development there are multiple branches and versions. We only see 2 of them which are exp/stable. Nothing is stopping the devs from uploading a new update from a different branch with a newer version. Or it could be as simple as changing a few lines of code and uploading a new patch. Or it may require more work. And it takes until Monday. No big deal a few days lost. Lastly do understand that server crashes and client crashes are two separate things. We do not collect server logs...hence the name server logs. Log in, play and let the server crash. The logs are auto created and the devs take a look and fix accordingly. Take a chill pill and let the devs do what they do best. 

    • Like 4

  10. I don't like the idea of useless items. Think about it. If items are useless it uses server resources which would be used for nothing but aesthetics. You say make it client side? You waste local resources if they implement it that way. You would see your 60 FPS drop to 40 FPS. Why? For junk. If new items are added they should all have a purpose and not be useless eye candy. For example if you see a empty can. You should be able to craft a makeshift knife, container, or pot. Every item should have a purpose and use. Not only for aesthetics. Otherwise use the resources to spawn in more items, more infected, or more wildlife. Not used on useless items. IMO.

    • Like 2

  11. On 11/22/2016 at 2:25 PM, zemos (DayZ) said:

    I some how, had forgot about this fact! That the game is 32 bit..

    What have they said about the 64bit client?

     

    Best Regarads

     

    OT Remember to change your configfile, so you don't render 2x you monitors resolution! I had similar problems(what it sounds like) but i thought i had done the "fix", looked again and find out that i hadnt(or it had been change without my knowledge)!

    From Baty Alquawen

    Quote

    There is a 64bit client .exe in the game files, but it's there only for testing purposes, you won't be able to connect any servers if you launch DayZ using the 64bit client. In case you try launching the 64bit .exe and experience any game crash though, please share the dump files with us using the feedback tracker.

     

    EDIT: Sorry guys, bad information. It is not possible to launch 64b client.

     

    • Like 1

  12. 1 hour ago, exwoll said:

    Sorry for my ignorance, but what gonna be the difference with the x64 client?. Because I´ve a x64 system :3

    It will make a big difference if you have more ram and vram than 2gb. Have you ever wondered why the vram limit is 2gb in the current client? Yep you guessed it. It is the limitation of the 32-bit client. Once we get the 64-bit client we can utilize more vram and ram. The increase in memory and vmemory means better texture handling and loading. It could potentially fixed the long distance empty field issue for example. Also with a 64-bit client it can utilize better methods for computations. Which can mean better physics, etc...It'll make a noticeable difference.

    • Like 4

  13. Game is in Alpha. They have yet to do any real optimizations. Plus the client is still 32-bit which does not utilize the resources of 64-bit machines. Wait for beta or release. Only then will you see significant improvements. Although we did see a great performance increase in 0.60 in the FPS department.

    • Like 1

  14. Hi Brian Hicks,

    Stable Hotfix - Vehicle Spatial Orientation has been on the development board for some time and we have yet to hear about any progress regarding this big issue. In the status report we heard vehicle synchronization is being worked on, but nothing regarding the Vehicle Spatial Orientation. Will it be fixed and included in 0.61? 

    @Hicks_206 (DayZ) I see you have answered others post after mine, but not mine. I'm curious to see if we will get any update regarding the Stable Hotfix that has been on the dev board for a long time?


  15. 5 hours ago, kevo1414 said:

    I was thinking...a lot...about character value in Dayz. I read a lot of topic here in /r/dayz about what thing could or should be implemented to give a character a higher value. A real value, so that each player respect his character and others character lives. And I come to conclusion that in this type of ganre games (sandbox survive games) character get value once there exist permadeath. A true permadeath. Let me explain what I mean by that and how this should work.

    For me, permadeath is like a ban. If you die, you are banned. I understand that the original Dayz game can't have this, because this would't be fair. You bought a game for 28 € and then, once you are dead, you cannot play it. Thats bullshit, but let me hear. If there was a mod, a free mod, this issue would gone or if Dayz would have another hive, separete one, from ones that already exists. Once you are dead you could still play this game, you just could not play in this type of servers (let me call them a "permadeath hardcore servers"). I hope you understand me. Let me explain further more, how exactly this could work.

    Imagine, the game is finished, there is no deaths from stairs, deaths from swimmers, ghost deaths (we will get there, just have some faith in developers). Game is completed and playable so there is no bug or glitch that could kill you.

    You start a new life. If you die you are banned for 1 day. For each person that you kill, you get additional days. If you kill a person your ban expends for additional 4 days. So after you kill one person and you die, you get 5 days ban. If you kill two players along your journey you get 9 days ban and so one. So for each kill you get additional 4 day ban. It doesn't matter if was a self defance kill or cold-blooded kill.

    How this work in practice (in game)? You start a new life and in the distance you see a freshie. You ask yourself. It is worth to kill a freshie with no gear for 5 day ban? Probably not. You move on, maybe you ask him if he wants to team up with you or you just leave him behind. After two hours, you see another person. Fully geared. You look at him and you ask yourself again. It is worth to kill a fully gear player for 5 days ban? Probably yes, or not, depend on you, but at least it a good "offer". Let's say you killed that person and after that you killed two more. Now you are on 13 day's ban. You become a real killer, you don't value your live and other lives anymore, because additional 4 day ban would be nothing compared to 13 day ban that you already have. And that's fine, that would probably happened in real live too. The first kill must be horrible. The second one also. But when you are a serial killer you probably don't care about live anymore. Additional days ban will be punishment for killers. And what would be reward? Survival time. Your days ban can be reduce by time you are alive. Survival time alive/kill ratio would decide how many days you will be banned once you are dead.

    Now, you can say that there would be a camper who would just kill freshies. Yes, that might happend, but once he die, he will be gone from server for a long time. The bigger problem that this are hackers. They would probably find a way to avoid this permadeath system (ban system) or with their cheats they would just kill others with unfair advantage. But with good administration and over the time I belive this issue can be solved.

    So this is my solution, this is how I would like to see a final game. I know that this can be done with mods, but I don't know how to code, so it's up to you modders to make this happen. If anyone do this, I am prepare to support this project.

    TLDR: The only thing that could give a character value is permadeath. Once you are dead, you are banned for one day. For each kill you get additional 4 day ban. Once you are banned, you could still play a game, but just not in this type of services.

    One really big issue you run into with an idea like this is logistics. By having any type of bans in connection with death or pvp it won't work. A lot of servers are hosted by regular people. By having bans it will decrease players on a server and hence reduce donation to keep the server running. So I don't see any modders spending time on something like this. 


  16. I just have to say this is probably the most detailed and comprehensive status report yet! I am excited to see even more transparency between the Dayz team and the community. First off I want to say thank you to the Devs for taking the time to write up such a detailed status report. I am glad to see the devs making progress and being reassured of the commitment you have to the project. I am really looking forward to the 1.0 feature set! Keep up the good work!

    On a side note. I see vehicle physics and synchronization is being worked on. But any update on the "Stable Hotfix - Vehicle Spatial Orientation"? Thanks. 

    • Like 4

  17. 7 hours ago, Solopopo said:

    I died from climbing a ladder while I was pretty geared up after an exhaustive 6 hour exploration through cherno. I can't remember the last time a ladder killed me. Am I the unluckiest survivor or is this really still a thing? 

    It's still a thing. Although it is pretty rare now a days it still happens. Usually it happens because of server/client desync. If you read the latest status report they have stated they made significant changes to the net-code to hopefully squash bugs such as this one.


  18. 20 hours ago, exwoll said:

    I just thought that it could be cool to have the option to spawn as a "random character"  with both suitable initial items and a paper with a backstory (or a blackscreen with it before you spawn), plus when soft-skills are implemented, could be given some of those too :).

    It could offer an extra immersion into the game before it even begins, and add some charm to the initial stages giving  some kind of initial personality to the character.

     

    It would work as follows:

     

    When you press "play the game" you get an option for a clean spawn or a random one. If you select the random one, you spawn with a character that has:

    • random cloths , colors for it
    • random profession (medic, police, farmer, student, bandit, cannibal etc)
    • items suitable for the profession 
    • paper with some backstory that goes with the profession
    • softskills that go with profession 

     

    This would give you a possible story line to follow (play along with the character) or just drop everything and play as you want.

     

    I.e.

    Student inventory: Backpack, pen, book, notebook, random civilian clothes

    Medic: Alcohol tinture, antibiotics, some medic outfit

    Police: Police uniform, handcuffs, baton, some ammo (no weapon)

    Mechanic: Uniform, plug, wrench, tire kit

    Construction worker: helmet, outfit, a hammer or some wooden thing, boots

    etc.

     

    Honestly I don't think this will happen. The developers or to be more specific Hicks have said they are building the game in such a way that the users create the story. They won't spawn characters into a specific role. I don't think they will spawn users with random items either as it can cause game imbalance. So far they have started all players on the same level playing field. I don't think that will change. Now in the future when the game releases I can see mods doing what you stated, just not on the vanilla servers.


  19. 2 hours ago, kevo1414 said:

    I think that Dayz needs more diverse items. Right know, looting a building is kind of boring. Every building is the same, has the same items, there are nothing to be suprised. Nothing to see new. So I made a list of items, that can make a looting more enjoyable. I don't know about you, but I prefer to see more useless items in game rather then usefull but repeated items, if you know what I mean.

    Check out my list and give your opinion on that. Is that, for developers, waste of time, or they should implement such things into the game.

    I like some of the items in the list. But I don't think an item should be useless. It is not worth the time or effort to implement. Not only so but a waste of resource. Each item has to be useful or fit the game some how. I.e. glass jars can hold water, but you can also break it to make a glass knife or glass arrow tips. Not to just sit on a shelf and look pretty with no intended function.

    Btw. The developers have stated in the future they will have consumable drugs and alcohol. They already have can beer. In the future will they have intended side effects like being drunk or high? We will have to wait and find out.

    • Like 1

  20. 19 hours ago, nl said:

    Maybe I understood this wrong but if he actually meant they have about 80% of features already implemented I get a bit worried...I mean the game does not feel layered enough yet and only 20% more features won't change that.

     

    14 hours ago, Funkmaster Rick said:

    Only 20% of basic, core functionality remaining? That feels like too low a number.

     

    38 minutes ago, Wili said:

    The 20% remaining I think should be basebuilding (locks etc), helicoper, bike and bicycle, maybe boats, more animals, a few more weapons and new player controller. 

    The main concern I have about the game is the loot distribution, there are only two places for looting, military bases where you can find the best of everything (weapons, clothing, backpacks, 2nd best tent in game) and then the rest of the map where the loot is really plain, no matter where you are, there are no camp site, no shopping mall, no huge junkyard, nothing worthwhile to visit besides military bases, only helicrashes that are just close to military bases and are very easy to find.

     

    You all misunderstood. Brian Hicks was talking about how resources are allocated. Since it is still in the alpha phrase the resources are dedicated to 80% adding new features and 20% fixing bugs. Once the beta phase starts it will switch and they will allocated 80% of resources to bug fixing and 20% to adding new features. It does not indicate the percentage the progress of the game is at in its current state.

    • Like 1

  21. 9 hours ago, Nathaniel912 said:

    You sure, mate? I think Battlefield and CoD games are being released every 2 years. Or 3, MAXIMUM. 

    Fallout games are of quality that's INCOMPARABLE to that of Dayz or anything basically. We literally did not get any major update at all since the beginning of DayZ standalone. Only some minor crap and objects and animations and so on.

    BeefBacon answered you pretty well. I also wanted to add. You do know for the COD franchise there are multiple developers. The two most prominent development studios is Infinity Ward and Treyarch. As for Battlefield there are also multiple developers. Most prominent EA Dice and Visceral Games. Since they have multiple development studios they can work on two games at once. That is why you see a new COD or Battlefield game so often. As opposed to Dayz or Fallout 4, Bohemia Interactive and Bethesda Game Studios respectively. They are one development studio so they can only work on one game at a time. Btw the COD and Battlefield still takes many years to develop. It just seems the development is fast due to 2 development studios. Before you spout nonsense please do you do diligence and research before you speak. Thank you.  

    6 hours ago, BeefBacon said:

    I... what?

    CoD and Battlefield are extremely iterative and are produced by very large studios. They do not have the scope of games like DayZ and Fallout, and they have teams dedicated to making sure there is a new CoD game every year - I'm sure you've heard stories of how those developers are being ground to the bone so they can meet deadlines. Why the fuck would you want BI to be a videogame sweatshop?

    As for Fallout - please do regale me with stories of major content updates that Fallout regularly got over its lengthy development cycle. Fallout is not the pinnacle of gaming - it can be compared to many games quite easily. Skyrim, for example. Basically any Bethesda RPG.

    If DayZ had just been released in 2017, or whenever, without early access then nobody would complain that it took so long to develop. They wouldn't complain because they wouldn't be privy to the game's development. Let's say Fallout 4 had announced it's release to early access back in, I don't know, 2009. Do you think that every week there'd be a game-changing new feature? Do you think there'd be a major new feature every year? Developing a game is one thing, but making sure the game is always in a playable state so random people can test it is another. That's why you hear about the devs doing internal testing and seeing that there are 'blockers' preventing them from releasing it to the public. Most of the time you don't have to worry about that. If anything this is an indictment of the early access model - sometimes it's too early.

     

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