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philbur

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Posts posted by philbur


  1. I've noticed this several times, too. Often when I aim, I am stuck on the spot, until I stop aiming and can run again. I thought this happens only on 3p, but it happens the same on 1p servers. I assume we enter a different "mode" when we go into aiming and the engine sorta locks that position as the one that has been fired from. If you hit anywhere else, the shots don't count, but people usually aim, shoot, move and repeat. So you can basically never catch up to your target, unless they stand completely still (and aim) or run at you in a straight line. Even then, this doesn't explain why you can't hit targets that aren't aiming/moving. I mean, it looks like you're hitting, but you're not hitting at the same time. I'm not even sure this is a desync issue, as I get stuck like that even on fairly empty servers after a fresh restart. The servers should have no trouble coping with the few people online at that time. It just seems like something is seriously wrong with the whole targeting/positioning and we are displaced when we shoot as well as when we just aim. Beta coming in three months? Yeah, right...

    I thought the movement "pause" is a mechanic to account for the difficulty of aiming through optics versus just hip-firing. The Devs might have intentionally added the pause when you aim to add "realism".

    If this is the case, then as long as they tweak it so you only pause when running and "aiming" but can still move slowly while "aiming"

     

    The issue of erractic hit boxes might just be the unfinished Player Controller? Not trying to make excuses for the Devs...just an idea.


  2. I know you dont want this to become another "Server Hoppers are Assholes" discussion....but....

     

    When BI eventually does something about loot whores on Public Servers (If they do anything at all, of course), it will probably affect how player counts rise and fall across the SPs.

    How about just making it impossible for an Admin to kick a player before a minimum time has elapsed after log-in..unless it is a BAN or connection isssue. Also make re-spawn timers a lot longer globally.

     

    It seems like the CLE will need a serious overhaul before the game goes 1.0, so I hope they are listening to ALL of these concerns.


  3. Yeah, player damage seems unreliable at best at the moment. I've seen plenty of large caliber bullets, even 7.62x39 bullets knock people unconscious via headshot. Even with helmets on, this should be impossible. I think it's kind of screwy that .380 rounds and/or .22 rounds don't kill to the head! Honestly how many times out of 10 would someone survive being shot in the head with a .22? Movement also seems to play a big factor. Many times someone will empty a whole mag into someone who is running around, and the running person will end up with a lot of ruined clothes, but still be alive. I know a lot of it is that the bullets will hit the arms or legs and therefore be non-fatal shots. Also, clothing items with inventories help disperse damage greatly. In your case, maybe the vest took much of the damage of the first impact, and the shirt took the other? It's still pretty obvious that 2 sks rounds to the upper torso should at least knock someone out.

    Just to clarify a bit....

     

    .308 rounds are the same diameter as 7.62 but the energy is different based on the various case and bullet dimensions. Generally speaking any 7.62 rifle round will absolutely kill you with a head shot.

    .22LR (Long Rifle) cartridges (while high in velocity) are poorly optimized for penetration. Combined with the soft lead bullet and low energy this round will usually glance off bone and even zippers, buttons, and thick webbing. Head shots with non-jacketed .22 and even to a degree .22LR ammunition is unlikely to kill outright unless you are extremely careful with placement. There are many cases of shootings involving .22 firearms where the victim is hit many times and still fights back. I think the most traumatic damage comes from the mess the little bullet makes if it penetrates the body cavity and bounces around, tearing organ tissue to create bleed-outs or sepsis. The .22 ammunition portrayed in DayZ looks like regular old .22LR soft lead non-jacketed recreational stuff and it is pretty much useless as a reliable means to stop/kill someone.

    Getting back to the .30 cal stuff... The Dev team seem to have created a bit of a mess of it, considering all the various chamberings. While it falls in line with the varying weapons you might find in the world of Chenarus it does add confusion to those who might not know or care about the fact that they all take different ammo.

     

    To further confuse/ mess with Survivors they should allow usage of the following as well, if they really want to be realistic;

     

    .308Win can be used in military rifles that use 7.62X51 (with increased wear to the weapon and higher probability of jamming).

    7.62X51 can be used in civilian rifles chambered in .308

    .380 can be used in weapons chambered for .357 (just nerf the ballistics).

    Maybe the other 7.62 variants can be cross-chambered (with varying effects to ballistics and weapon function) but I have not personally done this.

     

    Just wanted to throw this out for those who might not know why you posted this ( you have good points, but I don't think they will address this until much later or post-1.0

    • Like 1

  4. Ran to nearby town to get some food and heal for the third time on the same character in just a day or two. Saw 2 more guys there trying to sneak upon me but I've escaped once again. Crafted a bow, killed some deer and took his meat. Went on a journey all the way up to the gas station near most south-west town in Cherno and cooked some meat and replenished. Decided I'll go check on my barrel towards NWAF and to my surprise it was still intact after 2 weeks of not playing. Soon enough I've noticed that I'm loosing colour rapidly, turns out I'm sick and about to die. Chambered my magnum and put one straight into my head. That's where my unfortunate journey in a span of one evening ended.

    MleVYvE.jpg

    Yeah...This one gets the point. You can not say this game is boring when you have experiences like this. And..this shows the value in having varying playstyles.

    • Like 3

  5. Hay guise just wanted all ya'll to know you will be shot at when you play this game.

     

     

     

     

    AND. IT. WILL. NEVER. CHANGE.

     

     

     

    Ever.

     

    Play more. Cry less.

    Ding! There it is, Folks.... I knew it was just a matter of time until someone finally chimed in for no reason other than to insert juvenile smack.

     

    While I could care less about HOW you play DayZ (as you have the right to do whatever you want with your game license) the issue of Server Hopping is, essentially, a lazy way to circumvent the "spirit" of looting and maintaining your gear as a Survivor. It has become popular with a lot of players because it's easy (something that appeals to the younger generations). You can argue all you want about it and throw around smartass comments like this guy just did....but c'mon guys...lighten up. I don't expect it to change either, but the debate is a good one.

     

    And by the way, "RAGS" Any chance you could alter that Avatar Sig? Would appreciate it. Thanks.


  6. I will triple-check tonight when I log in...but I am certain I am getting the full surround experience with my setup.

    X-Fi Titanium (The sealed black unit without 5 1/4" panel) and my Creative 7.1 speakers.

     

    I originally did a LOT of experimenting with positional audio when I started and found it to be pretty decent (but not as precise or defined as it will be in the finished audio module I hope).

     

    If you are running Windows 10 there is an updated X-Fi driver that resolves many weird losses of functionality.

     

    As a matter of fact there is something else it might be....

    When I was messing around with the Audio settings I changed the number of sounds slightly and lost surround. Maxed it out and all is well again.

     

    Did you originally HAVE surround, and now you do not?

    If so, what changed?

     

    And...quick response to Waldemard....the Audio module is not a priority right now, "Understand"ably. It is kind of early to start using the cliche' about the Dev timeline.


  7. Most zombies I saw at once was 5 or 6.

    Strange...but I hear that Infected spawn at odd times and in odd places.

     

    I have had a fairly consistent experience these past few weeks where if there are no Infected in whatever town I am in they are almost always scattered throughout the next town or two away.

     

    In places like Vybor, Berezino, and Cherno I estimate there are about 20-30 of the bastards because I like to get geared up and then try to clear out areas (like Paul Bethany in PRIEST).

    Maybe they respawn so it seems like more, but honestly I think there are no less than 20 in any particular large-ish town you might encounter. The server location is not a determining factor, so maybe I am just "lucky".


  8. my issue with this comes from dupers, cheaters, hackers, and people that think they need more than a RAK to solve a problem.

     

     

    Currently, it'll only allow more and more loot farming, something we already have a problem with considering recent threads.

     

    Yes. This. I was afraid no one would come forth with the obvious problem here.

     

    I like the requirement for a sling to shoulder carry, though. It adds some realism and provides another metric for the player to deal with. A sling can be used as a splint ingredient, tourniquet, or restraint. If you are bleeding badly you need to sacrifice the ability to shoulder your weapon so you can apply a pressure bandage or tourniquet. Also...a sling is a great help in steadying a weapon in all positions. I was a competitive shooter in the forces and whether you were prone, sitting, or standing you always had better accuracy when your sling was incorporated into the support.

     

    The material could be rope, burlap, fishnet, or even torn shirts and bandages (and yes, even actual webbing slings or leather from animal hides) but the need to decide on using the sling to carry a weapon on your back or for other purposes is an enhancement.

    • Like 1

  9. Any day now I suspect (read; EXPECT) the big news from the team. The year end synopsis and the next big roadmap.

     

    As the originally projected Beta is inevitably delayed and some features have yet to materialize I just hope everyone takes a deep breath and considers the data before posting their comments on whatever the team comes up with.

     

    I am not happy about the directions a few core gameplay features have taken but on the other hand it has not necessarily been at the expense of the total in-game experience...and it took me a while to figure that out.

     

    Just as I was thinking about what my reactions would be to the upcoming schedule of development I happened to bounce over to Star Citizen's site for a look-see...and I am now even more grateful I decided on DayZ instead. Regardless of the next year in development, here in DayZ, the trend towards adding content and features beyond measure is something I am grateful this team knows how to avoid. Having a parent Studio counting the cash and monitoring timelines makes it a far easier pill to swallow than having an independent group running amok trying to deliver never-ending content to appease the "donators".

     

    I was pretty frustrated when we got clothes instead of cows, bows instead of ploughs, guns instead of ghouls, and biggest of all Mini-games instead of better frames! That said, I realize that one by one these initial deviations from the core game mechanics will eventually run their course and in time the meat and potatoes (so to speak) of the game will get the attention it desperately needs (gimme my new AUDIO module!). I paid a very reasonable price for this game compared to the PTP offering over at SC and it suffers from even greater loss of focus on deliverables than DayZ could ever achieve...so looking at the big picture I think the guys and gals have done enough to earn my respect and applause for getting through 2015 in relatively good standing.

     

    As usual, my opinion, and yours may vary, but all matter.

     

    Thanks, everyone, for your company in Chenarus and on these Forum Threads, Have some Beans on me!


  10. If anyone really feels like they deserve a direct reply from one of the developers it is best to PM them.

     

    I honestly feel sorry for the poor DayZ Dev that has the misfortune of intentionally responding to an individual forum post.

     

    Your mileage may vary, but if your questions or suggestions are truly valid then the team do indeed reply. Just remember that the LAST thing any of them want to do is create a 3 million-person shit storm because they answered a post.

     

    I am glad the Audio module appears as important to all of you as it is to me...and I look forward to kicking this thread into overdrive as the Spring approaches!

    • Like 1

  11. I love the end of that vid... every players biggest piss-off..heh heh.

     

    The Infected should definitely be given this type of "rage" effect when they agro. I am seeing a slightly better set of gurgles, hackles, and screeches but as Kush pointed out, this is almost certainly just a placeholder bunch of sounds until they get into the proper audio module

     

    Also...correct me if I am wrong, but it seems like gunshots off in the distance are now a bit better.. On EXP Servers where time is accelerated you find yourself in the dark a lot....and lately I have had to find shelter in a hurry as night falls. It seems survivors get caught unaware and just after it gets pitch black out you hear more and more gunshots (probably because new players inevitably turn on their flashlights or light flares and torches).

     

    My dream is to have proper long-distance audio cues...and a blood chilling chorus of sounds from the infected as night falls...

     

    I am guessing April/May for the real meat of the Audio content...

     

    And Merry Christmas and Happy/Safe Holidays everyone. 


  12. Gews said:

     

    (Hm. They put the muzzle velocity in CfgAmmo. I don't like that, all weapons using a given ammunition will now fire their bullets at the same speed, before they could at least give different speeds for each mag type, for example, Longhorn vs Winchester, PM73 vs Makarov, Repeater vs Magnum (which was not the case, but which could have been done). But I assume each weapon will eventually get its own velocity modifier which would be a better solution.)

     

    I see the logic behind this decision, as the ammunition is going to have a constant velocity so why not simplify the code.

    Variances due to barrel length, twists,or due to gas loss from weapon cycling might be considerations but that kind of fine detail is probably not something they are worried about right now.

     

    Just my thoughts. (I was reloading my own .308, .357, and 375, and while different firearms have their particular nuances for delivering the projectile to the muzzle they all rely on the same powder load and bullet weight.) The .308 and .357 cartridges both performed fairly evenly as far as trap speed at 100M when fired from rifles and pistols. The gas-operated weapons do indeed "slow" the FPS down but not enough to require another .CFG entry in DayZ...methinks.


  13. Decided to kick around on Stable again, and with a bunch of ammo for my pistol I decided to pop a few infected while kicking around Cherno in a low pop server....

    Oops! Hehehe..

     

    But now I am stuck in  a building with a dozen of the buggers outside.

    I tried opening the door and taking down a few at a time but it seems like they just replenish their numbers.

     

    Two questions...

    Does the number of aggro infected eventually drop as they get taken out, or do they respawn continuously until I clear the area?

     

    Do doors now have damage? I shot through the door and it seemed like they started to break apart.

     

    I might just run my ass off, but I was going to try to stick it out at least until I run out of ammo.

     

    Thanks all.


  14. LKbufQYB_normal.pngBrian Hicks @Hicks_206

    Alright - so, while I don't think the SR needs to be replaced/changed - We're going to try and do dev videos on a monthly basis starting Jan"

     

    And I posted this....Last year....

    "I would welcome a related Twitch stream of releases so we can first WATCH the changes being demonstrated by the people who built it, with an explanation of what they want out of the content and what they want us to provide feedback on. (Hicks can only make casual conversation with Septic for so long before he is overcome by his compunction for mischief and outright banditry). With a Twitch tutorial to go by, I think the time between releases would be a tad more civil and progress would be more easily "felt" by us."

     

    One of those times where I get to use my smug grin!

     

    Hope this happens...Brian is articulate and tends to be quite entertaining and amicable when he does his interviews

    • Like 2

  15. Hmmm.... Lots of suggestions/opinions on PC specs, But I will chime in with the big one first.....

     

    Your processor is going to eventually KILL your in-game experience if you don't make sure you have enough horsepower to run both ARMA3 or DayZ.

    These games are not optimized as well as other AAA titles and without at LEAST an i5 you will quickly max your bandwidth out.

     

    Many users are noticing massive lag and chop when using even the "fastest" AMD CPUs.

     

    I have built many gaming rigs and it quickly became apparent that without ensuring a solid mainboard and CPU are behind your build you will be spending unnecessarily on GPUs trying to increae frames and overall performance.

     

    The way GPU architecture changes every 6 months or so you should think about starting your build off with the core components. 250 pounds is not a realistic budget to go that route...but you should consider holding off until you CAN afford a current chipset MB and hopefully an i7. RAM is needed as well and don't get sold on insane timings,,,,just get at least 8GB of good stuff. Ensure your power supply is at least a Gold Certified 850W unit to handle the inevitable power-hungry GPU or SLI/CFX setup. Don't even bother with traditional hard drives, as proper-fast and reliable SSDs are well priced now.

     

    As far as which game? I have played both (DayZ a lot more than A3+mods) and the choice is yours inevitably.

    I choose to stay with DayZ SA because it is more than just a "Game" to me...it is a valid "Early Access Alpha" game that has returned so much more to me than just the actual gameplay.

    I have witnessed the "creation" of this title over the last two years and I have engaged in Forum conversations that give me a deeper understanding of how games are developed, deployed, and how the overall package matures over time. Again...your opinion of what constitutes "value for your money" may differ from mine...but I honestly feel that you would be hard pressed to find another title as "interesting" as DayZ SA.

     

    Hope this gives you pause for thought, before you spend that hard cash.

    Cheers!


  16. In reference to the point about needing a vehicle to carry heli parts....

    Main UH-1 rotor blades can be carried by a single person (one blade). The old-school military ones came in at around 210 pounds....so you would look awful funny humping one of those puppies around the map :D.

    On another note.... I finally found some Zeds! I was looking for 9mm and 12ga ammo in Berezino when all of a sudden I hear that epic gurgle I so dearly miss. I see a single Zed standing across the street and I decide to test the Red9 out. After I grease the Zed nicely I cautiously look and listen....but no sign of other nasties making their way to the scene of the crime....hmmmmmm....so the so-called "hordes" are still MIA, I guess. I begin looking again for some ammo when all of a sudden I am being run down and flanked by a crap-load of the buggers! I unload my Red9, dropping about 6 Zeds...and then swap to the shotty for another 5 Zeds....Oh crap...outta ammop, and outta time...As I mentally kiss all my flaming crap goodbye and start thinking about whether the "you are dead" screen has been given an update...I notice something really odd....I am still in the fight!, Damn! I guess the Devs nerfed the Zeds quite a bit because I was taking some serious abuse and I was still only bleeding!

     

    .....Run Away!.....

     

    I make it to a shed, and close the doors behind me. I bandage, reload the few shells I had left over....and then I notice the smell.....

     

    Rule #28 in DayZland....when you crap your pants from a Zed or Survivor encounter...make sure you throw them out in case the Wifey finds out you are really just a Pant_Crapping_Sissy_DayZ...Wannabe! :lol:

     

    BTW...Just kidding about REALLY greasing my cheeks....but JESUS I love this game. This episode reminded me again what awaits us down the road when the darn thing finally gets sorted out.

     

    I am glad I switched to Exp, and I am glad I can share these little bits of mayhem with you fellow survivors. Best thing the Dev team could have done to keep us happy was to get those damn Zeds back in the game.

    • Like 1

  17. Hi BleedoutBill.

     

    Yeah...I suffer from the "log on at night, and you gotta PLAY at night" syndrome. But I thought having a cycle as short as it appears (to me, anyway) would be just as obtrusive. Surely you guys play for more than a few hours at a time? :rolleyes:

     

    The removal of the Gamma cheat is a good thing, but for now I almost wish I could at least dial back the darkness to "enjoy" all that Exp Chenarus has to offer.

     

    The European Servers are running the same time accel ? (I suppose I can easily check that, so I guess a bit of hopping is in order) I am forced to become a Server Hopper! See what you have done to me, Brian?! I hate you! I love you! I hate that I hate you! and I hate that I hate someone I love! (insert creepy version of Charlton Hestons' rant when he finds out it was the humans' fault).

    • Like 2

  18. Hi All.

     

    I finally did it, and am now an EXP dude!

    So here we go with the first problem. I tried 5 US Servers last night and all were on ridiculous time acceleration cycles. It went from early morning to darkness in an hour (it seemed).

    Searching the thread like a good boy revealed no other posts about this. The time indicator in the server list was "12" so is this a 12-times regular time modifier?

     

    And I have yet to see a single Zed...

     

    I am digging the high player counts, though.....I thought it would instantly turn into KOS after KOS but so far all my player encounters have been benign. I was playing without my headset (In my quest for immersion I have a nice 7.1 surround system and triple monitors) but with my hand raised and weapons shouldered I seem to have got the message across. (or the others simply did not have any ammo for their Mosins, Repeaters, and Red9s).

     

    So....it is not possible that this day/night cycle is the normal way the servers are set up, right?, but why have I not heard any one else mention it?

     

    And...in response to another post...I also see a difference in the Pine tree models....they seem a lot more like the old Arma2 Mod cardboard cut-outs. I went from Stable to Exp in a matter of minutes (yes, I have fast Internet) and immediately noticed the lack of depth to the tree models...I can only guess, but seems like the world terrain is dialed back a bit while items get the attention. (?)

     

    Cheers, All....and I will try the various Exp servers again today to see about that time cycle....(it definitely should NOT be that short).

    • Like 3

  19. Creamy Cowboy said:

    "Looting items helps respawn new stuff. No need to leave a bunch of garbage for the next person. It's beneficial to both parties. If I'm looking for saline / morphine, I'm going to loot up all the medical scrubs, epi pens, blood bags etc so next time I make my rounds, something that I need will possibly be there."

     

    OK...That makes sense if the CLE works that way. But again....the extreme of cleaning out areas and either stashing loot or scattering it into trees just kind of bugs me. :blush:.

    BTW; sorry about the way I have to refer to other members' quotes...but it seems I can't properly "Quote".


  20. Booo... I am finding it hard to see the point of loot hoarding on EXP.

     

    Let the stuff stay where it's at so someone else can mess with it.

     

    When you stash items you don't want you are generally being a killjoy.

     

    When 1.0 comes around it might be your cup of tea to "be that guy" (the one that cleans out a town and then hops to another server to do it all over again)...but for now you should let the loot make it's rounds.

     

    Just my opinion...no need to respond. Thanks.


  21. BTW.

    When the new build DOES make it....

    Play the hell out of it for a couple sessions and then check out this roadmap from 10 months ago.

     

     First Quarter

    • Basic vehicles
    • Advanced loot distribution
    • New renderer
    • New Infected AI
    • Basic stealth system (infected and animals)
    • Diseases
    • Improved cooking and horticulture
    • Advanced anti-hack system (Dynamic BattlEye)

    Second Quarter

    • Advanced vehicles (repair and modifications)
    • Advanced animals (life cycle, group behaviour)
    • Player statistics
    • New UI
    • Player stamina
    • Dynamic events
    • World containers
    • New physics system

    Third Quarter

    • Traps
    • Barricading
    • Character life span + soft skills
    • Animal predators + birds
    • Aerial transport
    • Console prototype
    • Advanced communication

    Fourth Quarter

    • Animal companions
    • Steam community integration
    • Construction (base building)
    • Beta version

     

    I went through the entire thread and it sort of re-aligned my overall impressions on the development of DayZ.

    I am more mature in the role of "Alpha Contributor/Player" and can now look at this project with a far greater appreciation of just how massive an undertaking it is to get an A-List title up and running.

     

    I had some pretty strong expectations from the team and continue to hold them accountable for their promises, but at the same time, I accept that regardless of how it plays out there has been so much "entertainment" for me in the form of actual gameplay, forum activity, and general interest in the progression by the dev team that, by now, my ultimate goal is to see this through to the ultimate release of 1.0 than it is to criticise the development choices and broken timelines.

     

    If I was to quantify the "value" I have gotten from my DayZ alpha purchase then it would rank as one of the best bang-for-the-buck games I have ever owned. I am more deeply connected to the core gameplay and functionality choices and I understand the "reasons" for the world and it's items/audio/players so much better than if I just picked up the final game.

     

    I have spent twice as much on games I have played half as long and cared less than that about how they came to be. So every time you wonder about when the next build will make it to your PC....just remember...we are all just as anxious, but we all enjoy being here in the first place.

     

    Cheers!

     

    Weird, but thought I would share my sentiments. I have a warm fuzzy feeling that 0.59 will be arriving soon....which will be soon enough. (insert Unicorns farting rainbows and Teddy Bears dancing with Cupids anytime, now if you wish...but I am being genuine).

    • Like 7

  22. One thing I am curious about is the reaction to 75-slot servers.

    Server hoppers really piss me off, and loot hoarding is another annoyance (but just my opinion, so go ahead and build your camps and keep posting screenshots of all the gear you collect).

    Will the greater capacity servers lead to less items, and therefore increase the hoppers? I think so. This is an issue I see becoming more apparent if you share my hatred of hopping. I definitely want 100-slot servers but not at the cost of increased hopping. The "penalties" for hopping have yet to be fully investigated and I hope this is something that the team explores as they get further along.

     

    So against my personal feelings about this, would limiting the number of available EXP 0.59 server instances help development but hurt Alpha gameplay?

    The initial player counts would go way up, which would help the devs iron out any issues arising from the increased per-server loads. I think the CLE development would suffer, though, due to a large increase of item imbalances and persistence anomalies.

     

    Since I have yet to dabble in the realm of the experimental survivors I don't recall if there were maybe too many instances, or already not enough

    I will definitely opt in and try to stay on a full server so I can contribute.


  23. Yuuummmm...

     

    I saw Paula Cole when she sang with Peter Gabriel on his Secret World tour in Europe back in the day.

    Saw the concert twice...it was that good. I knew Gabriel would be brilliant, and Tony Levins on bass...but had no idea who she was. I submit that we need a player character model of her! (no...I am NOT getting creepy!)

     

    Thanks for the distraction, BioHaze!

    • Like 2
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