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Everything posted by BeaverProductions
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Having the same issue. Have tried all sorts of options to sort the time. Would love a solution. The serverTimePersistent variable doesnt seem to work anymore, not sure about acceletrated time
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After a long struggle to render this I finally managed it. Hope you enjoy
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The Network Bubble Test - Has the player render distance increased lately? (and tent render distance)
BeaverProductions posted a topic in Gallery
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The Network Bubble Test - Has the player render distance increased lately? (and tent render distance)
BeaverProductions replied to BeaverProductions's topic in Gallery
150m with naked eye too. Scoped didn't make any difference. Seems to be tied to player distance If you are seeing more houses in the distance your config view distance was probably amended at some point I run 32 bit myself. Was getting lots of crashes on 64 (but actually getting lots on 32 now also) -
See this is where the reading or perhaps understanding comprehension has come in. I was saying that I have had no access to any weapon growing up apart from an air rifle, so I know absolutely nothing about guns and ammo over what I have learned from gaming (specifically DayZ). My post had nothing to do with calling Americans 'gun toting', you just decided to read 2+2 and come out with 5 as the result
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As a UK citizen, who had never fired a gun or had an interested in ammunition, I can't admit to understanding a lot of this but I enjoyed reading it and fully support a move towards correctly using the appropriate caliber for the guns in game
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Looting Talk - A discussion on DayZ Standalone looting //Problems and Solutions
BeaverProductions posted a topic in Gallery
This is quite a long video so I have added timestamps below for different sections. Looting in DayZ has changed a lot in the last year and continues to be improved and iterated. Here I discuss the current positives and negatives and other aspects to potentially improve the looting systems in game. TIMESTAMPS 1. Current Positives - https://youtu.be/TSmhfd3OceQ?t=62 2. Current Issues - https://youtu.be/TSmhfd3OceQ?t=198 3. Military Loot Issues - https://youtu.be/TSmhfd3OceQ?t=349 4. Building Loot - https://youtu.be/TSmhfd3OceQ?t=647 5. Dynamic Spawns - https://youtu.be/TSmhfd3OceQ?t=1004 6. New Loot Concept - https://youtu.be/TSmhfd3OceQ?t=1127 -
Looting Talk - A discussion on DayZ Standalone looting //Problems and Solutions
BeaverProductions replied to BeaverProductions's topic in Gallery
I'm hoping that they still plan to do a massive amount of work to the CLE. The devs said they were pushing out the mini military camps to allow them to finalise the CLE. I hope that doesn't just simply mean painting the regional control loot areas, and actually means fixing all the problems with it -
Looting Talk - A discussion on DayZ Standalone looting //Problems and Solutions
BeaverProductions replied to BeaverProductions's topic in Gallery
Thanks Oliver The CLE obviously has many iterations to go and we will probably see many changes to it both pre and post beta. I'm broadly happy with the general progress of the CLE, my main gripe is how key "DayZ" assets never get explored or looted due to the benefit/time ratio of looting these large structures (Rify/High School etc). Interesting statement from Hicks on the chopper scenario. For a long time Ive been hearing the devs say they dont intend to have any AI controlled vehicles or scripted things like choppers crashing. Makes me happy to see they might be thinking about changing that viewpoint. Things like an actual heli crashing would bring much needed life to the game. -
Looting Talk - A discussion on DayZ Standalone looting //Problems and Solutions
BeaverProductions replied to BeaverProductions's topic in Gallery
Thanks Gruntt - I may have a wee rant in this video but I love this bloody game so much and hope folks realise its constructive feedback and not a moaning video. -
Survivng the Impossible Spawn - My challenging feedback to those with the agenda of making PVE easier
BeaverProductions posted a topic in Gallery
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Survivng the Impossible Spawn - My challenging feedback to those with the agenda of making PVE easier
BeaverProductions replied to BeaverProductions's topic in Gallery
I understand that it can be a struggle for some in the game to survive. This is a good thing. When I first started playing I died to infected a few times until I worked out how to deal with them. I died due to getting lost in the woods one of the patches food was scarce. It's ok to die. It's ok not to live every spawn. It's ok to get lost in the fog and not know if you will find food in time. It's a survival game. There's plenty of game out there where you can press 'save' every few minutes. -
Survivng the Impossible Spawn - My challenging feedback to those with the agenda of making PVE easier
BeaverProductions replied to BeaverProductions's topic in Gallery
It's not nearly hard enough in my opinion. Experimental was harder as energy depletion rate was faster but on stable its easier. I want to be forced to hunt/farm/fish/trap etc -
Such lovely clothes for having them all of 20 minutes :(
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From Dusk Till Dawn - My love of these special times of day.
BeaverProductions posted a topic in Gallery
Lets not have 100% daytime on servers please . The game is just too beautiful at dusk and dawn. Lots and lots more pics at this link: http://imgur.com/a/n3o1q -
From Dusk Till Dawn - My love of these special times of day.
BeaverProductions replied to BeaverProductions's topic in Gallery
You will notice that a lot of these shots are taken around the NWAF. So many times Ive had to stop and not give two hoots if someone is about to shoot me in the head, because I need to take a screenshot of the setting sun :) Its gorgeous! -
Bonkers Sobors SKS PVP - Release Day of 0.61 Stable - DayZ Standalone
BeaverProductions posted a topic in Gallery
My first trip to Stary and Novy Sobor just hours after 0.61 was released to stable. I was streaming at the time and it all got a bit nuts around here. As the spawns have been changed to the east of the map, anyone heading inland if funnelled to The Sobors and it is going to make for some great PVP in this patch. -
I will take a few minutes to discuss the recent changes to Energy depletion in the recent 0.61 patches and how you can be best prepared to meet the challenge and survive easily. DayZ is going through some severe changes, one of which is the PVE progression. We may be coming to a time where DayZ is no longer called a Running Simulator but a Survival Simulator. A lot of people will hate the change, but you all knew it was coming. Time to sharpen those fishing hooks and skinning knives...meat may be back on the menu as a necessity instead of a luxury.
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Is DayZ now a Survival Simulator? [0.61 discussion]
BeaverProductions replied to BeaverProductions's topic in Gallery
With a sad heart I believe what you say is true. We will shed a large part of the userbase as PVE gets harder and harder. Modding will be their new home. I will probably dabble in the mods but making the game a PVP fest gets boring really quickly for me. -
Is DayZ now a Survival Simulator? [0.61 discussion]
BeaverProductions replied to BeaverProductions's topic in Gallery
There has been a few possibilities touted by the devs over the years 1. Apples will actually spawn on the trees. You will have to look up and search all the apple trees in an orchard and loot them like normal loot. 2. World container idea as described by Espa 3. Once the character controller ad new animations are implemented, we may be able to hold down LMB next to a tree and it will search until we tell it to stop. I see apple trees as your very last option when dealing with hunger. If you prepare properly you should very rarely, if ever, have to use one. -
Is DayZ now a Survival Simulator? [0.61 discussion]
BeaverProductions replied to BeaverProductions's topic in Gallery
It will hopefully lead to so many more new interactions and scenarios. Slave farmers sounds brilliant! Coming upon people cowering in a house out the rain or cooking up food is becoming more regular. Bumping into a team of fishermen and trading mackrel for bullets...the possibilities are amazing! The current issue that is bugging me is that the vast majority of players are just spamming the apple glitch to survive. A large chunk of the players I kill have stacks of apples on them. I say disable apple trees and bump up the spawn rates of fishing hooks, rope, shovels, wire and seeds on the coast. There is absolutely no excuse for starving in this game over ignorance of the food generating mechanics (or laziness thinking you will find food soon). Fail to prepare and prepare to fail! -
Looting in DayZ is currently a simple process. Enter building/area.....pick up loot....repeat. This is fine and with the CLE it means loot is spread about in tiered areas, again also good. What do you guys think of this concept. What if there were locked up compounds or buildings which we could not access. We already have lots of little compound areas where there are fences or walls all the way round, it would just take a little change to these compounds or building to make them completely secure. The twist here is that in order to get into the compound or building, you would need to find one of two items. A very rare wire cutter or small chance for keys to the gate/door. The keys could be found on an infected within a few kilometers of the compound and the wire cutter could be a very rare spawn. Keys could even spawn across the map on infected or randomly in houses. It could spawn with a bit of information like a scrap of paper indicating where the person who owned the keys used to work which would mean you would travel to that area and try the keys on various locked compounds or buildings to get access. This concept could mean that the CLE could have a higher chance of spawning higher value items in these areas but you couldn't just get there easily to loot it. Obviously there is the problem of people server hopping on public into these areas or getting in by puling out their network cable to get in, but I guess if you needed the same key that unlocked the compound to unlock an ammo crate or locker which contained the rare item that could solve that issue. Other technical solutions could be developed to prevent people glitching into the area. We could even have the scenario that a rare ammo crate could spawn on the airfield somewhere and one of the infected would have the keys. You could have to hunt down every infected in the area and loot them to have a chance to find the key to go back and unlock the crate. What is your thoughts on a system like this? To much PVE aspects for the game? To prescriptive in the sandbox environment? I think it would only be a rare event for you to find the keys or the wire cutters. It's not a million miles away from the devs potential plan to get chopper spawn info over radios or needing gas masks/hazmat suits to get into Tisy.
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Exp Update 0.61.136642
BeaverProductions replied to Hicks_206 (DayZ)'s topic in PC Experimental Updates
It is working as intended. Confirmed on the feedback tracker https://feedback.bistudio.com/T122084 -
How many forks and spoons are there in the game? How many shoe laces? How many hairbrushes? These are all common items which dont spawn. The idea suggested an item which would be easy to create and have a single purpose. Replace it with bolt cutters if it makes it more palatable. Jeeze man, its a concept. An idea. A suggestion to be fleshed out if the devs think its possible/wanted.