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philbur

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Everything posted by philbur

  1. philbur

    Never found a crash site until...

    Weird, but I'll try a few servers tonight to see if my memory has indeed left me. Thanks.
  2. philbur

    How long till loot despawns?

    And? Exactly how would ANY self-respecting PC Gamer know about posts over in "their" Forums? But seriously..... Of COURSE it is not as simple...but it explains why waiting for the Loot at your feet to "disappear" is probably an exercise in futility. Since it can be attenuated at the Server Level then it will be interesting to see how Admins decide to govern this dynamic. Would it be a better experience if dropped loot gets redistributed (cleaned up) in short intervals, or should it remain for longer periods? (seeing as a lot of Admins will probably opt for longer times between restarts (I'm hoping). In the Mod (I know...I know...I sound like the old guy on the porch now) having frequent server restarts was annoying for players who liked to have caches of loot, who wanted to loot a body but wanted to take their time getting to it, or came across loot but merely just noted it's location as a reference for going back to it if they needed it. (heli parts, vehicles left by others, building supplies) I guess having persistent containers is going to be the logical solution to this, but again...it remains to be seen where the "sweet spot" is for the CLE balancing. So...This OP is an interesting one for me...and I cant wait to see how the CLE develops when the game settles in and we all find our happy places.
  3. philbur

    How long till loot despawns?

    My take on it is that there is a minimum distance a player needs to be in order for the Loot to reset. If you are nearby it will stay there. Makes sense when you drop an item and wait for it to despawn it will just sit there...waiting you out.... And yet when you drop an item and move around it will be gone when you try to come back for it. I half want to know what the actual distance is...but there is enough meta-gaming already and it would dull the immersion.
  4. philbur

    Never found a crash site until...

    Those were Online Public Servers? Oddly...Not come across Heli Spawns on my regular Loot Runs up to Zeleno and Green Mountain...
  5. philbur

    SURVIVAL 0.63 SERVER - OLD FEELINGS

    @evilz_37 Hello! Where is your server located? Thanks.
  6. philbur

    Status Report - 11 September 2018

    Probably not the right thread...but what the hell... Is there going to be cross-platform support for PC and X-Box players? And if so,,,,how soon into both development streams? Thanks Guys. (now back to work! ;-p)
  7. philbur

    MSI afterburner + Dayz not working

    That happened to me once...and my issue may not be what YOU are experiencing.... I had to delete all my custom game presets in MSI and just leave the OC settings and custom fan profiles are either ON or OFF before I started DayZ... So have you had MSIAB working with DayZ? (and are you SURE your clocks and fans are running on the OC settings?) The Dayz.exe might need to be tweaked (or restored to defaults if you are running a long custom command line).
  8. No kidding...I bet you were just waiting to get that out...weren't you.... They will deliver....IN time.... Maybe not YOUR time...but IN time. As the many supporters of this title have said....time and time again (see what I did there?)......It's better to have fewer promises than to coddle the fanbase with unrealistic goals and release timelines. This dev team are, in my opinion, not the greatest at having a strict internal roadmap...but it would be annoying if this was not the way they have always been. It was worse back a few years...and it is only marginally better now...but as @Sqeezorzsaid, its nice to have a life outside this forum....kind of makes the "time" go by quicker...Sure hope you find one of your own, dude.
  9. On a note about the title of the thread, though... I really wish the devs would hold off calling these releases "content updates". "Content" for me means vehicles, animals, structures, and character-driven activities... Maybe use "foundation updates" or something less tantalizing! ;-)
  10. The heart of the matter boils down to this, basically. It's amazing how easy it is to forget how the SA initially came about...and how utterly unplayable the MOD had become. (the zombie behavior and the meta gaming was the final straw) I also thought that somehow the new game would be able to get beyond the de-sync, bad ai pathfinding, nonsensical inventory, and crappy graphics...all the while, using the same engine as the Mod...majically, I guessed... So when the rewrite was decided upon I had to make the conscious decision to back the hell off and accept the fact that a "new and improved Mod" was never going to happen, and that whatever the game becomes and whenever it goes RTM I will either enjoy it or I won't. Every time I catch myself using the ARMA2 DayZMod experience as a comparison I simply remember why I played it and why I play the SA. The reasons are as different as the two games themselves...and regardless of how much I wanted a new shiny version of the same old thing...it just aint gonna happen...and it's not a bad thing. The devs (or whomever) did the right thing...and yes, they screwed it up, big time, but nonetheless they kept at it...with every opportunity to call it a day...point to the EA disclaimer and move on to something else.
  11. philbur

    Status Report - 17 July 2018

    Ideally, Yes... But the devs have been guilty of getting ahead of themselves in the past, and the limitations of the old tech created a real crap show with trying to get the vehicles working right. Pulling them completely was the best decision as it probably would have taken a lot of resources away from the larger core development and would inevitably been a bit of a waste of time seeing as how they evolved to the .63 state. I was not happy to hear the vehicles were being removed and initially was critical of that decision..as I thought this was a sign that the team simply couldn't figure out how to make them work...and that they were getting in over their heads. This was, again, the smart move...so I am very keen to see if they have learned from the previous mistakes and difficulties when rolling in content as complicated as vehicles and helicopters. I still would prefer to see bicycles in game before vehicles...as I am sure this would help them sort out some of the initial performance, character, animation, and server issues that might need attention...but it seems they are not even considering the bikes yet… I personally think this is a bad idea (or maybe just an oversight) so once again I look forward to being wrong! ;-)
  12. philbur

    Status Report - 17 July 2018

    And remember, Dev Team... Less is more, when it comes to getting the vehicles implemented...I don't want to be scouring the countryside looking for a hundred spare parts just to get my trusty Uaz up and running! If we get fully-functional basic vehicles to play with you will be able to track the rubber-banding and desync better and balance spawns easier because we will have a bunch of Mad Max's out there busting stuff up! You can add the realism and loot grind later. (please!)
  13. @thegreatgatly "Great, Cant wait, really looking forward to your next forum post" Should have just stopped there, my man...Then maybe someone ELSE would chime in, slamming you for being a "fan-boy"! I can't see how the devs are going to please everyone (myself included) but they have managed to become at least semi-reliable and their SRs are predictably optimistic.... So why choose now (as the builds become more purposeful) to purge your sarcastic arse all over them? You can, of course...because this is a forum...but ramp up the creativity a bit, if you MUST.
  14. philbur

    Status Report - 17 July 2018

    The return of the scope! Not for picking off the unaware...but for scanning into towns and encouraging the use of single-shot rifles! Just imagine the horror of those who love their scoped CCWs! Too bad I cant have it MY way, eh? (make the pew-pew semi and fully auto stuff rare and make them degrade quicker than the big bore long guns, I say!)
  15. philbur

    Stamina and energy levels?

    Pow! Drop the MIke! Walk Away....
  16. philbur

    Status Report 3 July 2018

    OK...So...? Where is it? It's bound to the 17th SOMEWHERE by now! :-P
  17. philbur

    Stamina and energy levels?

    Yup..Dont get me wrong...I think they are pretty close to getting the stamina sorted out... I like the time it takes to lose it, based on your load and your physical condition...and I imagine this will be better utilized when the other status dependencies get implemented, but that damn "bar" just keeps burning a hole in my immersion...along with those bouncy arrows! If and when we can choose which UI elements we can have displayed, and maybe have a couple options for the icons, I will be happy again. I know there is always the option to go with NO UI, but I am hoping for just a wee bit more choice.
  18. FOV....FTW! The biggest issue that will probably NEVER get addressed... Peripheral vision is the key to bringing 3pp closer to 1pp and could negate the perceived benefits of 3pp for those who still feel they need it.
  19. philbur

    Stamina and energy levels?

    Good points, all. But I happened to fire up FarCry2 the other night for some fun and I was immediately aware that having NO indication of your stamina level was really refreshing and added a level of realism that really was noticeable.... Thinking about the emerging UI with the standalone I am just realizing how annoying this might become as I find myself playing "follow the bouncing arrows" with the status icons...and how I constantly follow the drop and regen of the stamina bar... It is a game within the game and I wonder, seriously, if just returning to Green, Yellow, Red Status icons and removing the stamina bar completely would enhance the in-game experience…. Turning the UI off is really not what I was thinking, because the status icons do need to be there IMO, but the arrows just seem to be too intrusive and not really necessary as a mechanic for us. Not knowing the reserve of stamina you have brings you deeper into the game during times of fight/flight and encourages you to stay alert and gives you something else to consider (without a graphic representation staring you in the face). So...maybe the opportunity to select the status icon type and behavior in the game settings? I would personally like to see smaller versions of the current icons and have them vary between the three colors depending on their states...and as for stamina...leave it off the screen and only display it in your character inventory screen. Just my opinions, and hopefully ones that resonate with enough of you that the devs carefully consider the final versions.
  20. philbur

    Status Report 3 July 2018

    Copy that. Localized fog is what I am keen to see. The fog out at full draw distance is hopefully something that can be set on the servers.
  21. philbur

    Status Report 3 July 2018

    You gotta admit that having a thick, rolling fog move in from the harbor of Cherno and spread into the city for an hour or so is pretty epic. This was one of my most immersive and tense play sessions in all my time on the servers. Fog belongs on the coast...in the mornings...and up along the valley towns throughout the center of the map...it just NEEDS to! :-) It allows for a completely different style of play and can convince a lot of survivors, (who normally stay clear of the big cities due to PVP and Infected) to head into the soup and at least have an even chance of getting out alive. Fog needs to behave, though...so lets all keep an eye on it and make sure the devs know when to iterate it reasonably...but again...it is such a useful element to add immersion, fear, cold, disorientation, and dread...all of which contribute to the atmosphere the team have envisioned as their ideal setting.
  22. philbur

    Normal and hardcore mods

    The vast array of Servers will give us every opportunity to explore and survive...regardless of your preferred difficulty level. I certainly wish for a way of categorizing players based on their "experience" (like character aging/visualization based on TOTAL STEAM hours played, as opposed to hours in-game on one particular server) so that Bambi's don't get fed to the PVP wolves so often that they become frustrated with their initial in-game experiences....but so far the Devs have remained true to one of the Core Pillars of DayZ SA and that has always been that this is truly a Hard Core Survival Sim....with a fairly steep learning curve. But it has been my general observation that most keen survivors with at least a few hundred hours in-game have all experienced a bit of frustration when they initially started playing (and remember that the earlier builds were FAR from easy to live with!) and yet the need to learn from others and work as a team is a great mechanic that almost becomes an imperative during your early adventures....which mirrors reality quite nicely, for the most part. Many players of the MOD and of the SA were initially introduced to the game by existing players and joined in on the fun as the "new guy". This is a great way to grow the player base, as the team-aspect of the SA should always be explored and encouraged.
  23. Thanks for your contribution @JayZDayZ This is the most relevant concern of this thread, in my opinion...but not this reason. I argue that the stamina bar, while looking like a good implementation, should NOT be shortened by simply wearing clothes or carrying empty backpacks/gear containers....(except where obviously required, like raincoats, heavy garments, etc.) I am going to try to get a better idea of just how much your stamina is affected, but it seems to me so far that being punished for "gearing up" with empty packs in preparation for a long hike to your preferred loot spot is a bit too much of a grind, considering the fairly insignificant weight and mobility penalties of these items in real life. But hopefully the Beta will see a bit of an adjustment to this mechanic and all will be better balanced in upcoming patches. For the time being it helps to know that a burlap sack is usually close to high loot areas so making a long run does not necessarily mean you need to get too geared up before heading out. Lets face it, everyone...the new way of determining overall survivor stamina...and the way it is diminished...is a far better solution than we had in the early builds, and is not far off the mark as it currently stands. Balancing and buffs/nerfs are a definite "must-do" but I am waiting for a more fully-featured build before it is something that needs to be made into noise for the Devs to hear...IMHO. And Hey!, Bio!.... Look at the bright side of the OP! We are seeing more and more NEW members chiming in, with enthusiastic (albeit repetitive) comments about how the builds are doing....by now, asking new players to "read the past SRs" might do more harm than good! (considering some of the old stuff simply makes no sense without knowing how the Devs and the work have evolved).
  24. philbur

    Status Report - May 8, 2018

    Just bumping this list.....because it needs to be.
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