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Your DayZ Team
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Everything posted by philbur
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Eyefinity in DayZ doesn't work anymore?
philbur replied to Richard III in Leicester's topic in Troubleshooting
Hi. Similar issue here, as well. But my Eyefinity became buggy just after the implementation of the new renderer (basically when .60 hit the servers) and I stopped using 5760 triple monitors due to an annoying yellow flickering when in Crossfire Mode with my two R290X cards. Since I run a single card and get 70+ FPS with high quality settings I have not bothered to run Eyefinity since. (because that king of framerate needs CFX, on my rig at 5760x1080) I will try it tomorrow evening and let you know if I have the same issues still. The triple monitor setup was awesome, but I wonder how it will scale since the FOV is fixed to nothing greater than 70 now? Anyhoo...expect a follow up. -
Meh... I would vote for a better fire mechanic instead, as C4 would be sending us down the slippery slope of the "good" ole Mod dayz where most of the servers became PVP frag-fests. Build a fire against a wooden door and 30 minutes later it will easily be breached.... This adds a few elements to the experience...like having to be exposed while you are building the fire...(and hopefully this will be impossible while it's raining), having to add wood if it takes longer than the duration of the original kit, and the possibility of the defender putting out the fire before it destroys his door/base. Also...the smoke and flame from the "attack" would be visible to others (and maybe the base owners) and give them time to intervene before the base gets raided. Also...we have grenades to throw and hopefully flares will have the ability to start fires as well. (the flare gun from Far Cry2 was an excellent example). Fire! It's not just for breakfast anymore!
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Gameplay Q&A with Lead Gameplay Programmer Miroslav Maněna
philbur replied to Baty Alquawen's topic in News & Announcements
Upon seeing the new conceptual representation of deep woods (deadfall, heavy shrubs, etc.) Will there be a point where the player can not continue to move through the area due to these obstructions? Will you implement player slippage (falling or rolling maybe) when a steep enough slope is encountered while running? Will vehicles eventually have keys? How soon before the radio towers/stations become player-usable so we can broadcast to all those on the server who have radios? Will there be a default frequency for these stations so players don't need to scan the entire spectrum to find the broadcast? Will ammunition reloading be implemented as a crafting skill? Thanks! -
1st person perspective only (Message to devs)
philbur replied to cs_wolf's topic in General Discussion
As far as I can guess... By the time the game is fully released there will be enough "purists" out there that Private Servers will be plentiful and your options will be vast. I know the internal vision of the devs is to encourage the Public-side of things...but as @pilgrim* just mentioned...the time and effort to keep a server healthy is just not viable for those that have other interests/agendas. We see even now, in early access, just how many Private Shards are up and running, though, creating a community within the larger DayZ player base that has a more focused set of parameters and also has a whitelist. I think it's great that I can go adventuring in 3pp one time and then go full-immersion 1pp another time... Two "games" in one! -
1st person perspective only (Message to devs)
philbur replied to cs_wolf's topic in General Discussion
Igor.....Dude.....Really? I don't see the harm in what @Guy Smiley was saying...and I don't think this 1PP vs 3PP discussion is going to die anytime soon, as it is a core mechanic for both types of play styles and both sides have their opinions about it. I personally have a great time in 3pp right now because I play on low-pop servers and I am enjoying the overall look and feel of the game as the content and ambiance gets worked on. The 1pp experience is still the best for immersion and multiplay combat, as it better represents you as a character in the game and your perspective is far more intuitive (as long as they give us better FOV). As it stands....3pp would be a great way to have fun in a standalone SP version of Dayz, or on a dedicated RP "no kill" server because you can chat and interact with others in a more relaxed and full game environment.... 1pp is still the best way to create honest multiplayer environments that have the best chance of a level playing field. The future of 3pp is bright, my man....but 1pp is every bit as needed and appreciated. You are right about choosing a server that meets your needs...but your replies seem to really heavy, considering how innocent Guy Smiley was forming his arguments. -
Same here! I half-expected to see references to "Bohemia Interactive reworks entire game engine to meet the future needs of discriminating gamers like you!" Followed by a blurb about Enfusion...heheh...now THAT would light a fire under a few butts in Prague, I bet!. :-P
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Wowzers! Thanks for the heads-up @Arthur Dubrovka. I would imagine the stream/video link will be up soon in the dev update Forum Topic?......Guys?....;-)
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Man...For the time being we are fortunate that the talk has turned away from new mil-spec weapons...in favor of game mechanics and core content. I am sure the Suggestions Thread will ramp up with all manner of requests for different military ordinance and variation but there are many who would rather NOT have such a vast array of firepower in-game for the 1.0 vanilla release.
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<< = The Helpy Helpers: For Mercy or Mayhem >> - 208.167.250.211:2302
philbur replied to schwaBAM's topic in Servers
I see you guys are getting itchy can opener fingers again... Count me in when HH goes live again. Your pings were great for me when your server was mid/low pop. Please re-post the contribution links/group links as soon as you guys decide. Depending on the play-style trend of your other members I can bring balance to the force. (not sure if I want to stay purely as my super-friendly "helper" or maybe start to slip over to the mischievous "shit-disturber").....but I am looking forward to being a regular either way. I am also still looking to create my own Slave to a good Private server so members can stretch their adventures across two maps when they want...so PM me if this might be an option when your POP goes up enough to justify it. Cheers! -
Public apology to the development team and Brian
philbur replied to exwoll's topic in General Discussion
Without trolling your previous posts...I welcome you to the warm little center of the DayZ SA Universe that is "tempered enthusiasm" and "informed objectivity". Glad to have you back....and look forward to seeing you in game! P.S. Being a tad drunk is really not such a bad thing, when bouncing around in Experimental....as long as you remember to laugh at stuff....rather than rant at it. ;-) -
Enfusion Q&A with Lead Engine Programmer Filip Doksanský
philbur replied to SMoss's topic in News & Announcements
Would this be primarily driven by their desire to keep their new engine as secure as possible? I am not sure just how deep hackers need to go into a game's script files...but creating your own unique scripts would give them a head start on making sure the game engine is not as easily messed with...right?. The relatively "immature" engine will definitely need a couple major patches post-1.0 if they don't test the hell out of it...I agree...but maybe this accounts for some of the perceived delays in development? -
Enfusion Q&A with Lead Engine Programmer Filip Doksanský
philbur replied to SMoss's topic in News & Announcements
Ok...I'll admit that there still might be additional content coming from Filip and the crew which would give me (us) a more complete overview of the Enfusion tech...but again...I just felt it was not as "informative" as I guessed it would be, given the time it took to get this to the public. As a disclaimer: I am using the comparison from dev videos from CryTek back in the original CryEngine days...where they really took us on a deep tour of the tech through each video they released until they finally went gold with Far Crysis....it was far more informative and logical in the way they presented their tech overviews. I have managed to stay on the bandwagon this long...so just offering a bit of balance to the guys who seem overly excited about this first iteration of the engine tech overview...that's all. -
Yep.... Exactly a good example of how the rarity of ammo can lead survivors to change the way they play! Anything the devs do to help create situations where player interaction/trading is encouraged is a big step in the right direction. On the weapon degradation thing, though....don't forget that a lot of the military-grade stuff is really well designed to handle adverse conditions and still do their job. Having a weapon cleaning kit means (in real life, at least) that you not only clean the carbon out but you also apply a liberal coat of oil to the exposed parts as well, which leaves them pretty happy regardless of the weather. I think this would balance out very well because having a very limited amount of robust, reliable mil-spec firepower versus a greater availability of civilian rifles and pistols that jam more frequently and degrade easily would make perfect sense, realistically and practically.
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Interesting bunch of views, guys... I am also one of those Survivors that would like to see a much larger Chenarus (especially if the heli and aircraft become a reality) but even if they do not expand it...I hope the Modding community will come up with a few epic maps just like in the Mod days. I am also still hoping that the current running pace is dramatically reduced or nerfed to a point where it involves yet another choice for the player....like the introduction of a stamina modifier (something I seem to recall the devs talking about). And...the ultimate deal-breaker for me is still the final result of weapon balance and ammo availability.... If military weapons become scarce, and military-specific ammunition becomes rare then I am positive there will be a massive shift in the player base (towards what I think was always the original target audience in the first place).
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Enfusion Q&A with Lead Engine Programmer Filip Doksanský
philbur replied to SMoss's topic in News & Announcements
Hmmm...a bit underwhelmed, to be honest. I was thinking "they" would use this dev blog video to maybe bump up the hype a bit more. I am left with no real impression as to just how much more there is to do to fully implement the new architecture. Is it just me...or did this content seem much too light in the "big picture" department and also quite lacking in general overview? This was quite a long while in the making and if I was to grade the effort from the comfort of my bubble of ignorance I would give them a C-. I respect the effort, though...so I will keep my patience in my hip pocket for now...but I get the same "that's it??" feeling with this video as I do with the SRs....sorry. -
Eyes on the prize, devs...sheesh! Just cue the door icon a bit farther from the player so it does not collide/interfere with the player and be done with it....wowzers. Eventually you guys can eliminate the appearance of an icon at all and we will just have to learn how close we need to be. .......next!
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I also would like to see a more reasonable quantity of Mil-Spec firearms. (or any firearms for that matter) I my opinion of what the game means to me, at least, I like to think that the SA is a mix between the Walking Dead, World War Z, and I am Legend. The mutations started and finally the military was called in to deal with it. The problems continued to grow and other countries were called in to help, but without effect....finally resulting in a mass evacuation . Having all these weapons just dilutes the immersion for me. I can see how the devs might already be giving in to the push for more and more firearms so I might be pissing in the wind here...but CURRENT types and quantities are more than enough for 60-player servers...especially when you factor in all the weapon migration and hoarding that will be happening. Just my opinion...and probably not the one that carries weight...but that's why I will probably have my own server with edited loot tables.
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I gotta chime in with this ray of sunshine...and say that, HOPEFULLY, modding will also bring about ADDITIONAL hardcore survival content. Just because we will be seeing "Batle of Elektro, ALL weapons and ammo spawned!!!" or whatever else happens on the KOS-side of things, does not mean that talented and passionate Survivor players are not willing to add to the purist experience by offering maybe even HARDER or "more survivor-y" game versions? I know the Mod reflects what can go wrong on that side of things, but the player base that wants to remain in the realm of pure DayZ will always be populating the kinds of servers that provide just that. The dilution will more likely occur between the ranks of PVP/KOS players and some might even come into PVE or "vanilla" servers further adding to the pop! The Devs are probably looking to add content down the road after 1.0 and why the hell would they ignore some of the great modders and their visions (especially when they have repeatedly stated their intention to fully support the community)? If Rocket (and the impact a good mod has on the profitability of a title) was ignored back in the day then we would probably not even be having this discussion right now. Here's hoping this dream of mine has traction, anyway!
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<< = The Helpy Helpers: For Mercy or Mayhem >> - 208.167.250.211:2302
philbur replied to schwaBAM's topic in Servers
Bummer... Can't say I blame you guys, though. It's been a lonely journey these last few months. I tried to be a regular just about the time the Pop hit the all-time low.... Look forward to having HH back up when you guys are up to it! -
well...that's cool to know. So it reports your absolute position within all axis as well? (are you in the act of falling, or is your position below the surface of the map, or are you clipping?) I will make an effort to check this out when I dive in to 0.61. This will avoid a lot of unnecessary info being transcribed in each report.
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Identify players with Binoculars, Longrange scope etc.
philbur replied to Aim-iliO's topic in Suggestions
POW! Drop the Microphone and walk away...and like a Boss...don't look back. All excellent points and observations. A true lament on the current state of gaming as well. TeamSpeak is the worst thing ever to happen to games that require communication because it removes such a large aspect of immersion. Playing a game using in-game chat only is simply brilliant and the intrinsic realism is unsurpassed. As a "Solo Player" myself I find it a damn shame to see guys choose the TS way instead of deliberately making an effort to keep to the spirit of multiplay. You are right on the money, pilgrim...and I hope to eventually find a home on a server that maintains a large percentage of Chat-Only purists such as yourself. Cheers! -
Excellent article by Eurogamer - Must read
philbur replied to QUAZIMOFO's topic in General Discussion
The fog could even be a bit thicker, if you ask me... I have lived in coastal areas in North America and also in Europe and the fog is a real entity that definitely belongs in Chenarus. As Funk mentioned as well...the fog is an awesome way to add immersion and it gives survivors a fighting chance when the need to hit coastal towns arises. Keep the fog...kick the Snipers! hehehe. -
I knew it was inevitable that aircraft would make their way into the SA...but I secretly hoped they would not. When the running gets nerfed to more realistic speeds and player health becomes more critical to manage then having a plane will mean you are now the biggest bullet-magnet on Chenarus. While FF is making great arguments for why a utility aircraft is going to really "help" with in-game activities, it is still going to be used more as a means of Loot-hoarding than anything else. The Mod has some seriously cool maps and a plane or chopper certainly makes getting around on those easier but the SA seems to be going in a different direction where the sheer expanse of the territory is, by itself, a major feature...and making the trip from one side to the other by air just "seems" immersion breaking to me. Either way...I am sure I am in the minority on this...so I just hope the Dev team sticks to "logical" choices for aircraft in the SA....(Rural, Soviet-Era, Junk-that barely flies). The day I see a mint Cessna 182 or a Turbo Otter...or maybe even a Twin Beech is the day I turn Pro Aircraft Killer!
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Exactly! I was hoping for this to happen two years ago when we had major changes happening between builds....but now the changes are "deeper" and maybe not so obvious or they might not be something that every player notices. I know Brian has done twitch streams and some gameplay vids where he has encountered bugs and/or functionality issues and he says something like "yeah, we gotta fix this"...or "yup, guys, here's that bug with the doors" or other things of that nature. The difference is that these videos were simply in-game streams and were not intended to focus our attention on the task at hand of "experimenting"
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I submit, for your consideration, that you guys try doing a video for your next release to Experimental. When .61 gets released it would be immensely helpful for Brian to load it up with another Dev or two and simply go through all the NEW content and the NEW/FIXED functionality. "Here is what to do...This is what to look for...Those are the items we need tested"....Etc. Etc. Once again...IF there are possible bugs and exploits that you guys are specifically targeting and you need a large sample size of in-game usage then this would be your ticket. Maybe it is not necessary at this stage of development (because we are a long way from the early builds where even player movement was clunky) but I think it would be far more efficient a process if we were shown what to expect and then asked to focus on a few primary areas of concern/interest that your teams might find most informative. I read the SR's fully and I still find a lot of my time is spent just doing the same old things in the same old manner because there is no clear sense of tasking or objectives to my time on Exp. servers. Even in the implementation of features such as shadows/lighting, sounds/ambiance, and CLE adjustments it would still be helpful to "see" what specific changes have been made and why you are going in that direction. So, again, I honestly think that a 10-minute video outlining the dev-centric information you guys need to hear from us about would definitely be more constructive than the current text-based adventure of the Status Report outlining the Experimental releases. Time is a thief, I know....but I am not expecting award-winning editing and "Dank Memes, Yo!" in this vid...just the facts, guys...this is for Science!