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BleedoutBill

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Everything posted by BleedoutBill

  1. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Maybe I'm just lucky, but I've found a lot of seeds.
  2. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Another internal build. Someone is burning the candle at both ends tonight!
  3. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Probably a little of each. It shouldn't be an issue with the new renderer, as they plan to implement occlusion culling.
  4. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    If I find a camp, I'm never obvious about it. I'll take maybe one thing and then move on. That way, I can always go back to the trough later, if I need to.
  5. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I find it very odd, too, especially if they are doing it on experimental. But, now that we have the CLE, I don't see it as a problem that needs to be solved, since items in tents and individual inventories are not factored into CLE calculations. Instead, it merely provides another play style opportunity ... searching for and cashing in on someone else's camp. The only downside is if the hoarding gets completely out of control, to the point that it starts affecting FPS. As I recollect, the devs inserted some sanity checks and some caps, in order to minimize that eventuality.
  6. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    This has been around for a while. Pay no attention to the description; watch the image, instead.
  7. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    If base building is a priority for you, you should definitely stay away from experimental. I doubt that this will change any time soon. Your best bet is stable, or by all means take a break and try something else for a while.
  8. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Brilliant! That sounds like something that I would do!!! So did someone booby trap their camp, or a military barracks, or was it just random, dumb luck?
  9. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    no Internet / fun place Non sequitur!
  10. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I'm OK with the pupil dilation feature, although it definitely needs some serious tuning before it becomes anything more than an annoyance. I'm not sure if it's related, but I also get quite a lot of flickering of the "ambient light" (for lack of a better description) and I find this to be EXTREMELY annoying! Anecdotally, it seems to be more prevalent during twilight conditions and can be exacerbated by looking side to side. Luckily, I am not predisposed to seizures. I don't see much point in complaining at this stage, at least not until the new renderer is implemented. At that point, we'll need to drive the point home with the devs, in order to ensure that it gets addressed.
  11. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    There isn't a big selection, but gloves are in.
  12. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I found a pair of the new walkie-talkies and a 9v battery. I lost them (and more) in a barrel. :( I haven't seen a table top radio yet. EDIT: A guy on reddit claims to have found a table top radio: http://www.reddit.com/r/dayz/comments/3c1nbt/58_radio/
  13. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Nails - Can add nails to a baseball bat. Makes a formidable melee weapon! Can also add nails to a barrel to dye clothes. Glow Plugs - Diesel engine parts. Aids in starting a cold engine.
  14. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    That has already been reported.
  15. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    The same with trucks and tanks. All spawn points are being reconfigured.
  16. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    It doesn't look like it. It looks like the CLE is managing things at the moment.
  17. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    IIRC we will eventually have the ability to attach empty cans to the trip wire, so that it will act as an alarm. There has also been talk of booby traps, from time, to time, so perhaps the trip wire will eventually be a multi-purpose piece of kit.
  18. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I found a pristine tire repair kit. They spawn in the same place as the truck wheel/tire.
  19. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Filled two barrels earlier this afternoon (after the update was pushed out). Logged off. The server restarted at least once, if not twice. Logged back in and both barrels were empty.
  20. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    It looks like my barrels are persistent, but anything that I put inside them is not.
  21. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    New zeds were introduced, but not all of their animations are in game yet. Since the CLE was introduced, all spawn points have been undergoing a reconfiguration, of sorts. Forget everything that you knew about loot spawns and start fresh. This recent status report will give some idea on the direction things are going: http://forums.dayzgame.com/index.php?/topic/225839-status-report-09-jun-2015/ Items (apart from clothing) getting wet is a new development with this build. This is probably not intended, if they were in a dry bag, but since this is the first iteration, anything is possible.
  22. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    A new build was pushed out this afternoon (but the build # stayed the same). I didn't have a camp established yet, but Barnabus said that there was a persistence wipe.
  23. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    I finally saw a zed. The poor ting looked so lonely, I didn't have the heart to blow her friggin' brains out.
  24. BleedoutBill

    Exp Update: 0.58 + Hot Fix.

    Well, it's far from perfect, but I have to agree that the devs got a lot of things right in the current build.
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