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BleedoutBill

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Everything posted by BleedoutBill

  1. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    As IMT mentions, you can't "start a new game" while your character is still alive. You have to either kill off your existing character, or you can start a game on a new hive.
  2. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    ^ This. And, sometimes I stand to eat and sometimes I don't.
  3. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I must have jumped over eight dozen fences, while carrying tents last night. I didn't loose any of them.
  4. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I experienced the following issues last night: * Error message pop-up when quitting the game* Liquid containers are not updating percentage of contents properly* Items cannot be wrung out when wet Similar to liquid quantity, other item quantities do not update correctly. I had two small piles of .308 and I combined the two. One pile incremented, but the other did not decrement. I was able to increment both piles to 40 rounds each. Later, when transferring the rounds to my tent, they showed the correct quantities, once they were in the tent.
  5. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I had a M70 disappear off of my shoulder and it was replaced by a Blaze! :(
  6. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    So, zeds have been confirmed, but no one has mentioned desync, or performance in general. Or, is it that there are so few zeds, that they are of no consequence? Updating now, but it will be a while before I can hop on ... %$#*& DSL!
  7. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Better still, he's a straight shooter and he doesn't dance around a subject with a bunch of limp, politically corrected-up mumbo jumbo. If he thinks a comment is BS, he calls BS on it.
  8. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    You must be awfully handsome and charming!!!
  9. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Or the elusive trip wire ...
  10. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Perhaps he was being cute and his name consisted of blank ASCII characters? Either way, nice find.
  11. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    It's a trap!
  12. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    The M4, SVD, AK 101 and etc. are scarce, because Mr. Hicks wants it that way. If you wish to outfit an entire platoon with M4s, there will be a mod for that.
  13. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    1) Sometimes 2) Unlikely
  14. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    That is a build for the dev's internal testing. The day is still young, but there is no SteamDB activity to suggest that a new experimental build is imminent.
  15. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I'm not a server admin, nor do I play one on TV, so I confess that I am having a wee bit of trouble following some of this. But, since this is the Exp thread, I will start by assuming that the concern is (at least in part) that the M4 does not spawn in 0.58 experimental. Since we have had several loot and character wipes in 0.58, it is reasonable to assume that the M4 must have been spawning at some point, or there would be no raw material available, with which to dupe. Secondly, it seems to me that the larger and more troubling concern is that duping is still a thing. Hopefully, Eugen is working on a new wave of bans for these cheaters, as well as a patch which will address the root cause of the vulnerability. We don't actually know what the spawn rate of the M4 is, but once duping is under control, the spawn rates are easily tuned, should this prove to be necessary. Last, but not least, please help me to understand why the admins are rebooting their servers, in an effort to coax the M4 to spawn? According to Eugen, a server restart has no effect on loot spawn: http://forums.dayzgame.com/index.php?/topic/223307-central-economy/?p=2243842 So, unless Eugen fundamentally misunderstands how the CLE functions, the argument that M4's do not spawn, based on a server admin's observation that he can not artificially provoke a M4 to spawn via server reboots, would not seem to be conclusive proof that M4's do not spawn. Please do not misunderstand, I am not arguing for, or against the M4 spawn theory. I just don't find the argument (as I understand it) persuasive. If there is compelling evidence for duping, however, I think that following this line of inquiry may well be the more productive approach. If anyone has evidence of any ongoing duping, I would urge you to report same, via the Feedback Tracker and check the View Status = PRIVATE box, at the bottom of the page.
  16. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Obviously, there is already some degree of randomness built into the CLE, otherwise every can would contain beans and every pistol would be a Makarov. But, it seems like every deer stand and every feed shack that I can comfortably visit within an approximate 15 minute travel time radius, contains virtually the same loot. And, it's not like they all have pants, for example. The all have the exact same type/color and condition of pants. It's not restricted to these structures, either. When I first logged on last night, there were canteens everywhere. As a fresh spawn I didn't have enough room for a canteen. Later, when I did have room, I looked high and low and I couldn't find a canteen, but water bottles were plentiful. After that, I found a dozen compass', one right after the other, in just about every shed that I visited. It seems like every thirty minutes, the CLE becomes obsessed with a new loot item. I expect that introducing additional randomness may not be a trivial change, but it would add a disproportionate amount of enjoyment for the OCD among us. Worse case scenario, perhaps regional control will allow the CLE to spread things out a bit more. Let's hope.
  17. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Last night I loaded up the new build and I headed up North, to the edge of the map where I gazed out into the abyss. The result - 125 glorious FPS. So it would appear that the the current build has taken a step back into the right direction and my concern about a FPS cap is unfounded. Apparently, what I had been experiencing on the previous build was just good old fashioned poor performance. It would seem that something apart from the zeds is pulling the frame rate down. Hopefully the devs will be able to sort these issues out soon, so that those cuddly zeds can be added back into the mix. One each conspiracy theory, successfully debunked.
  18. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    DayZ is still a target rich environment, in terms of bugs and quirks, but we love it anyway. Sometimes we fixate on a “feature” even though there are far more serious issues which require attention. I know that I do. Please bear with me, while I obsess for a moment. Loot Predictability I don't think that this could be considered a bug, it's just one of those “features” that breaks immersion for me. Therefore, I'm sure that this must be pretty low on the devs list of things to do. Without further ado, in my best Seinfeld: “Did you ever wonder why when you go into a feed shack and find a pair of Winter Hunting Pants, the next five feed shacks will have Winter Hunting Pants, too? What's up with that? “Did you ever wonder why when you go into a deer stand and find a damaged PU scope, the next five deer stands will also contain damaged PU scopes? What's up with that? If I'm out and about and I find a P1 pistol, why is it that the next five pistols I find will also be P1s? I would like to know! I think that you get the point. The CLE seems to spawn items in groups and obvious patterns like this makes me crazy (as if I need a nudge in that direction). The CLE has been receiving quite a bit of attention from the devs lately and while they are there, I would like to express my hope that they will eventually be able to add an element of randomness to the mix.
  19. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I had bad luck with deer stands last night. Every one of them had most, if not all of their loot hovering a few meters above the roof of the stand. Some "friendly" survivor left activated bear traps in a couple of the deer stands. Luckily, I spotted them in the nick of time. I never did find a hunting scope, but I did find one pristine and one worn PU scope, along with several damaged ones.
  20. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I didn't have a chance to get on until late last night, but I never experienced the error.
  21. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Eugen sent this out earlier, but there was no mention of experimental. Perhaps there was a communication error somewhere? I'm sure that it will be sorted out in the morning (CZ time). http://twitter.com/eugenharton/status/625672655576940545
  22. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    At least we can see for ourselves, first hand, why the zeds have not been added back into Exp. If it will help the devs with data collection, I'll hop on and bust a cap into a couple of zeds ... for science. :D
  23. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    High pings can sometimes exaggerate some of these issues, as can a high player count. And frankly, not all servers are created equal. Have you tried different servers.
  24. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Same here, I'm getting very good performance. The desync is generally only noticeable while driving. I did notice something last night, though. For the past several months, whenever I'm standing at the edge of the map and looking off into the testing area, I would reliably get 180FPS. Last night I was only getting 85FPS. Additionally, I wasn't getting any FPS boosts when looking up into the sky, or down at my feet. I hope that a FPS cap hasn't been implemented. I can always cap myself by using Nvidia Inspector, if I wish to, so there is no need for the devs to "help" me with this. I'm anxious to test this again tonight on the new build. Has anyone else noticed a similar FPS cap/nerf?
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