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philbur

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Posts posted by philbur


  1. Thanks guys...glad you feel the same about this kind of thing being important for us "Alpha Testers".

     

    How long do you think it would take for Hicks or Eugen to rattle off a quick synopsis of the weeks' work...with maybe a Twitch Stream demonstrating some of it? Not long and not hard....

     

    Hope they go this route. See ya'll on the Coast.....I'm the one with his primary still over his shoulder!

    • Like 1

  2. Found a YouTube podcast from Basement Underground with Brian Hicks last month.

    I missed it and I am sad....it really put a lot of my concerns on hold, as Hicks does a great job.

     

    If you have not listened to it here is the link. (Hicks' interview on Basement Underground)

     

    THIS should be the stuff they post as Status Updates....it goes a long way in keeping the faith.

    I suggested this last year, BTW....that they should release Twitch Streams showing bugs or progress and talk about their stuff. It would be FAR better than a thousand threads all randomly talking about the Dev processes.

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  3. It's actually been respawning real-time between restarts fo quite awhile just not as intended. I think it was in .54 looting the loot pukes in the military prisons with my son and I saw new stuff spawning as he picked things up. Not sure how its working now or even how its supposed to but it does happen.

    Thanks....Yeah...figured it might be doing it this way.

    Going to spend the evening camping a Guard House to see.

     

    In one of the big Status Updates (or maybe it was the 2015 roadmap) they talked about sorting out what gets cleaned up and what doesn't with persistence and item degradation being the caveats.

    Just for giggles...my OCD focus will be the hunt to physically SEE an item appear!


  4. Did anyone else follow the line of responses from him after that tweet? What are those guys smoking over there?

     

     

    Brian: Exp Servers will now restart ever 12 hours, instead of 4.

    Some Random Asshole: What about loot spawn??

    Brian: Hasn't been tied directly to server restart in almost a year. Restarts were never for loot, always for perf.

    Some Other Random Asshole: Why?

    Brian: Because?

    Some 3rd Asshole: Whaaat, they can handle it that long??

    Brian: Baby I can handle it as long as you need me to

     

    LMAO!

    Ok...so while I'm laughing with the rest of you at this, I realized that I have been going on the assumption that Loot actually WAS still reset on server restarts.....OOPs!

     

    So....give me the short and sweet on what happens now. Last I heard they were working on the CLE spawning loot randomly as long as a player was not in the near vicinity. Does this happen now? or is it more like a limit being reached and then a batch respawn takes place?

     

    Quite honestly...playing as long as I have... I don't think I have ever noticed a loot "renewal" in person.

     

    Thanks.


  5. Yeah looks great, but when will the inventory system get updated? If you don't use default key bindings you cannot move and access your inventory and move at the same time. Known bug for ages!

    Big Time curious about this as well.

     

    I actually submitted this as a bug last year and was told that it was something that was very difficult/involved to change.

     

    Key mapping is pretty standard stuff so I hope the work on "controller" means they are at least headed in the general direction.


  6. Hi, sorry... have been with the Alpha since X-Mas 2013

     

    I agree with your guess/hopes on the renderer.

     

    I run a high-end system and do not have show-stopping frame drops....but I would...if I ran it the way I want to.

    I have room to upgrade on the MB/CPU front but only if I had definitive news of multi-core support...as well as confirmed multi-GPU support.

    No other game (except ARMA3) is as hard to optimize as DayZ (and I don't mean "now" obviously....I mean that it does not use CryEngine, Frostbite, Rage, or any other mass-deployed "Engine"...so the weird little nuances are still unclear.

     

    Again...as Q3/Q4 hits us it would be nice to see the Dev team "developing" into a post-ship game builder...that's all.

    It is too soon...yes...I know...but I sometimes find myself forgetting that the game is not really a "game" yet.

     

    When this development process ends and the GAME (Beta, at least) hits the streets I expect to see a proper Game Studio at the controls. This means an active support team.


  7. I see a lot of owners of DayZ posting various questions on their system issues and FPS/Net drops.

     

    Has the team decided to provide an internal source for GENERAL (meaning high-level, overall, basic) suggestions regarding hardware configs?

     

    I would imagine a "What works and what doesn't" type of thing for GPU settings (SLI and CFX) and CPU loads as well.

     

    With so many people trying so many config (Game and System) settings it is hard to keep track of what actually is best for optimizing your experience. If one person posts a nice bit of work on how they are getting good frames with good visuals then a lot of the times this info (greatly appreciated, of course) is not as effective for the ones trying to sort out their own issues.

     

    ARMA 3 users are faced with pretty much the same problems when it comes to performance on their systems but for them it is less crucial (in my opinion) when playing that game over what I want out of DayZ.

     

    I am looking for as immersive an experience as possible and this means having the maximum graphics levels without it being in a slideshow.

     

    It would be nice to at least have a "If you have this...this is what you need to do" list given to us straight from the Dev team responsible for hardware compatibility/optimization.

     

    I know there are an infinite number of configs, guys... and that CPU loads are the biggest hurdle for this title...but things like "Does my discreet X-Fi help or hinder my sound performance?" or "What does the Graphics Subsystem need from my SLI/CFX settings to run best? or perhaps "Does running a dual NIC mainboard help my Server pings or game latency?" would be very helpful to at least let us know the general requirements to achieve the best experience.

     

    While a quick Google search can lead you to an infinite number of "solutions", these are mostly specific to the OP and do not necessarily benefit all those who experience similar issues. The Enfusion engine is new and has yet to be fully realized, so it makes sense that many "proven" tweaks just won't have the same effect for DayZ as other fully developed engines.

     

    I am looking forward to DayZ 1.0 or hopefully the Beta to be provided a comprehensive explanation of how to optimize. Is this something the team have considered, or will this be left to the users to eventually come up with? I remember just how much of a Beast the CryEngine2 was when Crysis first came out, but the team worked very hard to ensure the game became playable and beautiful as quickly as they could...which resulted in greater acceptance and stronger fan base. This was primarily an effort by the developers and not a bunch of random work around fixes by the end-user.

     

    Thanks in advance.


  8. I personally hope that Brian and the others have internally decided to use the coming quarters as a structured "milestone" time of the development phase. As I am not one of them (and neither are any of you) then I can only speculate....but this past year has seen so many wasted cycles by the team just being reactive to whatever focus we happened to trend on.

     

    If the team would be more specific in their requirements from us as Alpha testers then maybe we can better add to their hard data and the resulting monthly progress would be far more efficient than perhaps it is otherwise. All in all, though, I am sure the core testing crew are given absolute requirements rather than just being told to "go have some fun with the cool new stuff". This leaves us as ancillary participants and it is kind of them to refer to us as Alpha Testers...but quite honestly the bug reports and content feedback is more likely a distraction rather than constructive input. We are being given an opportunity to share in the development process in a way that has not been readily available for big titles and I personally find it interesting that as I have played over this past year I have a better understanding of game mechanics and the inter-relationships of the various layers of design. Back in the day of id Software and the early years of Valve they had some pretty interesting game development blogs and progress reports, but most of it was just fluff and was more for the magazine articles and pre-launch hype than it was for true fans to feel better connected. You can sit behind a wall of glass and watch your Porsche or BMW being assembled...but do you actually help? You just dropped $140k on a car, and you are given less access to the product than you have with a $30 game....perspective is a learned attribute, apparently.

     

    On the contrary, is the story from the DAyZ team, where we have transparency on a forensic level compared to most other games. The forums have been a constant ebb and flow of emotion and outright lunacy and I am under no illusion this coming year is going to be any different....that is, unless the team chooses to take the point and set the tone early on. I would like to see them drop a release onto experimental and then ask specific questions from the user base. If it has made it past art and coding then chances are it is something they want to be included and unless it fails to impress THEM then it is most likely a foregone conclusion and we are only needed to provide mass-deployment, server loading, and stability metrics. If the team were to treat us as an attentive and willing datum pool rather than vast and oppressive customer base then I honestly think there would be a cleaner line of sight between Devs and Alphers. With apologies to anyone who feels offended, the maturity level is something that can't realistically be controlled, so a lot of the pain is inevitable....but..the choice, for example, of some team members to chime in on Twitter, Reddit, and other SM sites is like watching slow motion train wrecks. You just KNOW a fed Troll is a happy Troll and you guys still do it. 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.

     

    Anyhoo....that is my wish for the coming year for DayZ...for less low-level pandering from the team, and a more structured release process....I will pass judgement on the actual dev team when Q3 ends and we see how many objectives have been met, and how close to BETA they are. The return on my investment in not guaranteed until DayZ RTM so anything between last fall and then is just gravy.

     

    Notice how I did that? No mention of my money, no tirade about CTD on my "killer rig", and no sweeping generalizations on the Teams' dedication or competency (Sorry Brian, but the sarcasm and indifference in your communications with "us" just seems like normal frustration and exhaustion from repetition to me...so no offence).

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