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Your DayZ Team
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Everything posted by philbur
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It will be interesting if a survivor with O- blood can stockpile blood bags....That would be a great tactic for a group who work out of a base or fortified camp!
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NOPE! ....not wrong... A logout timer (gimme 30 seconds, even) goes SUCH along way in keeping engagements meaningful and worthy of careful consideration. A few rumored "changes" for Beta have me genuinely worried about what the ultimate Vanilla release will become but THIS is literally the "game-changer" that would have me begging for a MOD right off the bat. Say it isn't so, Devs...
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Yikes! You reminded me about that and I seriously hope they realized just how vital it is to have in DayZ...honestly... LOD at long distances will probably dictate their willingness to keep this feature but yeah....this, and a better FOV range for us multi-monitor types!
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Base building in hived servers after 0.63 release
philbur replied to OscarBlindeye's topic in General Discussion
Heh heh.... If I was on the Dev Team I would push for a trip to the Demo Range to "research" the possible explosives available in the game...Blowing stuff up for fun?...without getting shot at?.... Hell Yeah! Gimme a litre of gasoline and one of those precious barrels and say goodbye to your little fortess, guys. (Fastest Land Animal on the Planet?....An Explosives Ordinance Disposal Tech on his first BAD day at the office!) -
Base building in hived servers after 0.63 release
philbur replied to OscarBlindeye's topic in General Discussion
It would take some seriously serious development time to get this stuff "right" for SA. When I first bounced around Cherno and Elektro a few years ago I always thought that having the ability to "barricade" buildings would be about as much "base building" as I felt I needed...and I guess I still feel that way. Following this conversation reminds me just how hard it is going to be for the team to find a common ground that will be balanced enough for the majority of the player base. You guys have made all the arguments already, but one.... How about NO base "structure" building? I see the value in providing us players with the ability to make it difficult for other players to take what you have from you...but the idea of established "bases" just sounds too much like a Meta-feature that might be better off as a Mod. (or at least just as a private server thing). Barricaded windows, doors, booby traps, and maybe log\vehicle barriers...but in my opinion...anything beyond these rudimentary impediments and I fear that the PVE and Infected elements will get lost. Arguments that support watch towers, locks, and fortifications are all a really cool idea that I HOPE will work out....but this would polarize the overall player base and I HOPE it wont turn into (as you guys have already pointed out) barren servers with huge bases crammed into all the strategic locations across the map...just like the big DayZ Mod...Mods. Worst case, I suppose, would be to have to create a MOD that would strip away the "excessive" base building features if people just want to "survive", but I always thought THAT was one of the core pillars the devs were trying to maintain. Gonna be fun to see what happens to the in-game "feel" when this stuff gets released either way! -
Base building in hived servers after 0.63 release
philbur replied to OscarBlindeye's topic in General Discussion
Meh...Don't want to sound like I'm trolling you...but a grenade will not "destroy" a wall, for the most part. It is primarily a weapon used to concuss and injure enemies via fragmentation. There are several variants that have more specific applications, but for general breaching there is really no substitute for Shaped Thermite\C4, RPGs, or Det Cord. These should absolutely be rare (if not impossible) to find and should be RUINED if they get exposed to rain. If I found a satchel charge, for example...the LAST thing I would do is stuff it in my backpack, lest the rotten detonator go off prematurely! Maybe a good option would be small boxes of primers (blasting caps, for example) that would be found realistically within the civilian areas as well as military camps\vehicles. These, combined with common chemical compounds (found on farms) can be just as effective for breaching and anti-personnel devices. (IEDs, for lack of a better expression) I hope that the devs spend a bit of time at a real demo range (like they have at the small-arms ranges) to better understand the applications and limitations of the various East Bloc, NATO, and civilian explosives and devices. (This is a retired Armored Crewman and EOD service member talking) -
Easy there,my man... The Core members were there....so as small as that number might be...it is still significant. I laughed because...well....just because....and you know EXACTLY why...if you have followed this game development. You must be a young person to use the "do not dwell on the past' expression, as while I agree that "DWELLING" on it is not productive... "LEARNING" from it is. You know...."Learning from the mistakes of the past...lest we repeat them" Don't preach to the converted. I'm still here...still optimistic...and still a fan...The team can handle what I just posted....they don't need you to defend them...besides...I was addressing the post from Baty...and was not looking for comments from fellow survivors.
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Alrighty then... Just as you don't want to rush the BETA onto Experimental, you should also not rush the weekly SRs. I appreciate the recap from the past week but it pretty much goes without saying that there is no progress on the game while the primary team members are away. I am disappointed about the BETA delay, but hardly surprised. And when Eugen mentioned Base Building I pretty much laughed out loud to my computer monitor.... Please remember the past few years of Status Updates that unfortunately left us Subscribers with very little confidence in the team because the promises and dates were just too optimistic. The loyal fans of this title really DO "understand" and I, as one of them, am eagerly awaiting BETA.... So I hope you catch up on your sleep! But again...be generous in your estimated release dates. A lot of Subscribers that stepped away from the game are now taking another look at it, and many new people are also curious about it... If you feel confident about a November 1st release date (FOR EXAMPLE) Then why not say November 15th? There will ALWAYS be reasons for delays...that's cool...that's life, in software/creative development.... But the game will stand on its' merits...and all of the major reasons people feel negative towards the SA are basically about mis-informed disappointment towards the release schedule and lack of core functionality that gets promised each time a new build hits Steam. Now that you have reached a point where you can work primarily on game-only development, and worry less about old tech getting in the way, it might be tempting to be overly optimistic about timelines and features but I trust you all have much better perspective on these things than I can imagine, seeing as you have had to deal with all the crap thrown at the team since the early builds. That being said...I look forwards to the next SR, when hopefully we will hear better details on what to expect from the BETA and when we can realistically see it hit EXP! Thanks again, Team...
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Agreed about giving Hicks some space... His Twitter page is pretty empty of SA info and yes, I saw the comment about that dickhead....kind of makes me wonder if maybe "justifiable homicide" should be back in the law books again, eh? ........nuff said. Thanks for the replies, guys.
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I just caught up on this new thread and was wanting to add a question here, guys... Where has Brian Hicks been through all this? Did I miss the memo? Or was he back in Texas, due to the Hurricane? (He hails from that state....right?) Sheesh! Time to get back on these forums!
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That has to be one of the upcoming item tweaks...really. The idea that you can spot if a note has a message on it is just plain cool.
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Hmm...Yeah, that would be pretty sweet... But then I think you would see a less formidable wilderness. Players would be less likely to get lost or turned around and let's face it....the KOS Campers out there would LOVE to have a designated trail to pick off explorers. For those reasons I would vote no on additional way finding in the forests. I do, though, really hope we will be able to use nails to post notes on trees! Players can remove them, of course...but it might kick-start the more widespread use of notes!
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@Baty Alquawen Epic! You must be the Uber Girl I hoped you were.... Vincent Vega in your SR this week? I think I will go ahead and buy another DayZ SA License...just because you did that. Love It!
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"Realism" can be a pretty broad stroke to paint this game with. Hopefully it will happen on its' own...when the final game goes live. If I can not find a Private Server that has the levels of realism settings/adjustments/Rules/Mods that I enjoy I will just rent one myself and tailor it to how I feel the game best appeals to me. Most of the main suggestions are all things that can be set down in the initial planning stages of getting a Private Shard Server up and running. As long as we have a reasonable server management console. I honestly don't think it will be hard to find a server you don't like. And I don't think you will have a hard time finding many others that share your same tastes (or close enough). If the Devs are being truthful on their plans to make this game Mod-Friendly then we have nothing to worry about!
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Well.... IMHO it has worked so far! Nice observation, and if my kids are any indication... Sadly True! We in our 50s and older have the unique ability to draw from both the current states of our technology/society and also still maintain our experiences/knowledge from our youth. With this perspective I think we are the last generations that will truly appreciate how lucky we are. Playing this great game is a treat for me, after a long week of hard work, stress, and real-world interactions...I can immerse myself in a world that is devoid of any real-life consequences and just have some fun being an adventurer/savior/killer/survivor. (Not necessarily in that order...and not always in the same proportions).
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Hell...Those weren't angry peasants....those were gamers who pre-purchased No Man's Sky!
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Yup.... Call that last pic "Kah Sahn Standalone" And Nam Firebases could be close relatives of Chenarus bases, I suppose....seeing as the Infected are about as concerned for their own well-being as the enemy were. And to reiterate, having light sources is something I would find immensely useful....and would finally make base building appealing to me. I, as well, have taken to avoiding the Military sites...but for a slightly different reason... I just cant help feeling a bit underwhelmed by the "risk" associated with looting these locations. I honestly feel there should be another level of fear and intimidation when approaching these installations, other than just you knowing that your chances of getting greased increases 10-fold. Almost wish there were NPC guards or half-infected NPC to add additional combat considerations to the mix. The Mod definitely does a few things still better than the SA...but now I'm just being a whiner....no one likes a whiner...except....maybe...another whiner....and maybe Wine Stores....if they can't read or spell.
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The Community's List of Suggested Weapons for Dayz Standalone (Version: 1.29)
philbur replied to alexeistukov's topic in Suggestions
Here, in the midst of all the typical suggestions for every possible type of weapon/Ammo..... I have yet to see a call for the big-caliber PCC Air Rifles....and why is that? These gems are popular in Europe where firearms are almost impossible to own/use and are getting more popular in the West as well. The premise is simple.... Have a weapon that fires a bullet in the .357 to .45 caliber range with a reasonable weight, at a muzzle velocity of around 1000FPS.....using nothing but air! You can carry as much ammo as you want, really...and the only downside is that you need an air pump for topping up the pressurized cylinder after about ten shots. These "air-arms" are quieter than .22s and have the stopping power of most .30 caliber firearms out to 300 yards at least. They are designed and are used for hunting all manner of medium-sized animals including Deer...and because of their discreet muzzle note, you can drop your quarry in close proximity to others in the herd and still be able to take another one down afterwards. The ammo can be lead balls, even...so casting your own projectiles is an option. Now, unless you want to be super picky about the timeframe the DayZ universe is supposed to be set in....(and this would rule out a large amount of other weapons as well) then I honestly think choosing such a weapon as either a Pre-Charged Cylinder, or a Lever Cocking, High Velocity Air Rifle, in .25, .357, or .45 would be a huge benefit...especially for those who wish to remain unseen, and undetected. -
Yeah...but you need to consider the context. No Military commander has had to set up a base to defend against hordes of infected. Sure....the wooded perimeter allows for covert observation into your base...but I think the way Myshinko was designed was to emulate a quickly-constructed staging area for troops and support during the final weeks of evac. I like the idea of having to traverse wide open areas in order to get to high-value areas....adds risk. Now we need outward-facing floodlights in these areas that can be energized via gensets..... THEN, anyone trying to raid high-value loot would have to traverse exposed lines of approach AND be partially blinded.
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<< = The Helpy Helpers: For Mercy or Mayhem >> - 208.167.250.211:2302
philbur replied to schwaBAM's topic in Servers
Hi guys. Been away for a while but back on now. Just bumping this thread...and checking to see if your group had plans for HH. Cheers! -
Blocked on the @dayzdevteam twitter!? What do I do?
philbur replied to FadezGaming's topic in Troubleshooting
Hmmm. Before you do, indeed, get burned by less-restrained Forum users.... I would suggest you go to "THE TWITTER" and ask for information through that platform. It's kind of like asking a bricklayer for advice about why your washing machine is not working... You can always just keep these forums tagged as well. Buy hey...who knows?.....maybe Brian can call the support staff at "the twitter" and perhaps he could appear in court to testify on your behalf? Heheh...sorry bud...just having a bit of fun at your expense... ;-P -
Eyefinity in DayZ doesn't work anymore?
philbur replied to Richard III in Leicester's topic in Troubleshooting
Eyefinity needs to be enabled as your desktop and ALSO in your DayZ-specific settings in the Radeon control panel.... -
Eyefinity in DayZ doesn't work anymore?
philbur replied to Richard III in Leicester's topic in Troubleshooting
@Richard III in Leicester Hey Man. Sorry about the delay in getting back to you. I managed to restore full functionality with CFX using the ARMA2 Preset profile in the Radeon DayZ-Specific settings. I did not have to do anything else, so I hope this will help. The tree artifacting is fixed as well. My frames go up only about 5FPS using a single display (but that is usual with this game) but my FPS remains at 60-70 in Eyefinity now that CFX is working properly....so for me this is a huge success. My PFS dropped to 15-20 when in Eyefinity using a single 290X. Cheers! -
Has there been any progress into why the game display has yellow-ish stuttering when in CFX mode? A soon as the second card is disabled all is well. This is a new development for me since the new renderer as I have been using CFX for over a year without any issues. I just updated to the latest AMD drivers and checked my in-game settings for any anomalies, but all seems in order. I7, Asus Sabertooth, R290X, R290X, 8Gb Ram, SB X-Fi, SSD Thanks in advance, guys.
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Just a heads-up. Still not a single response to my AMD support requests...but I was not expecting any. DayZ SA is still an Early Access Indie title as far as AMD is concerned so I don't imagine their driver updates will encompass any fixes until at least beta. I was hoping there would be an improvement when their latest driver build came down the pipe (as it addresses a similar issue in BF1) but no change, apparently. And to (@jacobahalls) I don't see more than a 10 FPS increase in CFX when using a single 1920x1080 monitor...however I saw a huge benefit when I ran a 5760x1080 triple Eyefinity setup.....which is why I am trying to figure this out in the first place.