Beizs
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Everything posted by Beizs
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Run of the mill DayZ let's play series... Something that is oddly lacking, actually.
Beizs posted a topic in Gallery
So, here's my first video on my brand new channel (been on and off YouTube for about three or four years now). What's special about my series, I hear you guys ask? Why should you watch my DayZ Let's Play? Well. There is absolutely nothing special about my let's plays, in my opinion, when comparing them to other Let's Plays... However, decent lets plays, of the old-school solo commentary-speaking-to-the-audience-directly type videos seem to be all but non existant for DayZ, for whatever reason. Maybe people find it difficult to commentate over. I don't. I speak. The whole freaking time. Too much, honestly. I'm recording DayZ, in this series, exactly how I would normally play it (though slightly less stealthy, due to wanting to actually get shit done in 20ish minute videos). This, again, seems to be lacking a lot. It's really all just tactical groups screaming at eachother and the guys they're fighting, trolling videos, RP and two minute heavily edited videos. Those are all nice and all, but I, for one, far prefer the (maybe outdated) Let's Play style... And I try to make videos I'd like to watch, if it weren't me in them (and I have to, because I go through the entire video to make sure there's no issues I can fix left in). So, yeah. This isn't anything original, but hopefully it can give some of you guys who like commentaries/let's plays something to kill some time with, or some background noise while you go to sleep, clean your room, build your computer or whatever the hell you want to do while watching my terrible videos. Enjoy! :) http://youtu.be/fZOtNrUd In my videos, I'll talk about all kinds of things. Sometimes I'll talk about DayZ. Sometimes I'll bitch about it. Sometimes I'll go all fanboy over it. Sometimes I'll give some advice/tips/'education' on DayZ. Sometimes, I'll talk about completely different games. Sometimes I'll talk about music. Sometimes, I'll talk about my day. Sometimes I'll talk about Game of Thrones, Vikings or The Walking Dead (a lot, I've found, after a new episode airs... Go figure). And sometimes, well, most of the time, I'll talk about absolutely nothing at all and ramble on (hopefully somewhat entertainingly) about random shit. I'm going to try to get some more edited videos too, including some clutch type stuff and all that... But that's not my main choice, as, well... I kinda suck at PvP, honestly. (Also, I posted this before the video finished processing, like an idiot. If, by some miracle, you're actually interested in this video from my rambling topic and can't access it, try waiting ten or twenty minutes) -
I've found that motion blur and FOV are the main causes of motion sickness in 1pp. While I've never experienced motion sickness from gaming, I've helped a bunch of my friends get over it. I'd recommend disabling motion blur entirely (it's ugly AF anyway) and then playing with FOV settings. I generally like somewhere just under 3/4 in DayZ, though many people prefer it a fair bit lower.
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Simple suggestion, wouldn't take much work to implement, I don't think. Rope. Rope already exists in game and already has some great uses. However, finding rope can be a pain and while animal guts are an alternative, they're not particularly reliable either. Rope, so far, is only really used for a few things - tying people up, making bags, making fishing poles and making bows. Now, the first idea I have is literally just adding an extra option on the menu for a group of items, while the second is a little more in depth. The first is being able to take shoe laces out of shoes. Shoe laces are, generally, pretty good quality and could be used for any of the above tasks (though not many would work very well as a bow string, imo, but neither would just general rope). Removing the shoe laces either makes the pair of shoes badly damaged or adds a status effect to them (laceless), which gives the chance of them slipping off randomly (obviously there should be a message if this happens). Maybe could increase the chances of one of the many new leg injuries in the current EXP branch. The second is crafting rope. There's a multitude of ways that you can make ropes that are useful in many different ways and of varying strength. From woven grass, which can be surprisingly sturdy, albeit thick, to making twine. So, good idea? Rope is an incredibly useful tool in real world survival, and can be pretty damn useful in DayZ, too. It's also a very basic resource that can be found just about anywhere and I think we should get a few more ways of acquiring rope (as well as expanding on its functions, like for basic base building, etc). Bonus Round Lassos would be awesome for catching animals, as well as for setting up traps. Made with a piece of rope, you could use it to catch animals for hunting when you do not have a ranged weapon, or, in the future, use it for traps to snare smaller animals or even people/zombies. Tying zombies to static objects in game would also be nice, using it as a trap (tie a bunch of them up inside a building, for example), an escape method (lasso on either end of the rope, drop one end over the zombies neck, the other over a solid post) or, if we ever get them, horses. Nets could be made from a bunch of rope and could be used to catch animals or fish, ensnare players or even zombies. Nets could also be incredibly useful in base building (you can use a net to lay out the basic structure of a tent like structure then cover it with leaves etc to waterproof it and make it very, very camouflaged). Two rope could make a small net, which could be used to catch fish and small animals like rabbits, while four small nets combined to make a medium net could be combined for base building - and two of those combined could make a large net, which could be used to catch large animals, zombies and even humans. Trip Wires would be pretty awesome too. Could attach one end to a wall, using a nail or something, and the other to whatever you like. Landmine would be nice with this - the player runs over the trip wire, sets off the land mine. Could set up a trip wire with a grenade this way, too, tying it to the pin and securing the grenade in place. Hanging would be especially fun on RP servers, but could also be a useful way of killing somebody once you've captured them and don't have any means of killing them quickly/cleanly. Or you could even use it to kill yourself. Could tie it to trees initially, then to anywhere else that you'd be able to hang somebody from, if somebody went through and found everything and added in the functionality. Clothes Lines could also be nice once there's rain etc, as a method of drying wet clothes. Attaching things to things, or, more specifically, tying items to the outside of your backpack. Would need to be fairly limited to not make it OP, but you could tie an extra gun to the bottom of your pack, which requires and extra three or four seconds to draw. Could use this for tools, too, or whatever you could imagine. Base Building has already been mentioned, but just throwing it out here, too. Rope would be great for making small structures, as well as barricading (lashing things together). Speaking of lashing things together, Rafts would be awesome, too. You could either use an oar, which would improve your speed, or just use a stick to row. You'd use rope and logs to craft the raft. Especially awesome once rivers are implemented, but could even be useful in getting over to islands. There's a bunch more things that rope is useful for. Some of this is already planned, some of it isn't. But, for many things, we should need rope. Considering the fact that it'll be such a useful commodity, there should be more than one way of acquiring it.
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Currently, the foraging system is pretty unrealistic and not enjoyable at all. It's really just a grind. What I would suggest would, in my opinion, be pretty awesome, though I'm not sure of the feasibility of it considering how many apple trees and berry bushes there are in the world (tracking every single one, though it could simply be a 1 or 0 for each one - 1 being foraged and 0 being unforaged, then a timer). Most of this has been suggested in various, fragmented areas. I thought I'd put it all together and put in some actual numbers. In stead of being able to search each tree infinitely and randomly getting an apple/berry every now and then, it's more like farming. So, each tree has a chance of dropping 5-10 apples when you search it. Once this has been done, searching the tree instantly returns the message 'there's no apples on this tree' - same thing for the berry bushes, with the words changed. Once a tree has been searched, it takes anywhere between one and three hours for the tree to regrow anything. This prevents people from just using a single tree to stock up, looting in between. Now, this would make foraging a lot quicker and not as much of a pain in the ass. But it could also make it OP. So, nerf the apples and berries. At the moment, they're not very nutritious. What I would recommend would be to increase the nutrition of both maybe 50%, along with the hydration, then double the stomach space. This prevents people from keeping themselves constantly in good condition with apples/berries, but makes it possible for them to survive on them fairly easy in the early game. This idea, in my opinion, would make foraging more viable for the early game, but not really worth it later on as you can't stock up with energy/hydration. Maybe, with a bit of balancing, it could be impossible to get second level hydration or energy with just apples or berries (numbers game). I feel like this shouldn't really impact server performance much, as only foraged ones would need a timer running.
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I'm looking forward to the reintroduction of rotten apples, but it doesn't really solve anything. It's just something that could be used to help balance out a better foraging system. I agree that there should be more forageables, with a wider range of uses (example, aspirin from willow bark in lieu of painkillers). While I agree, to some extent, with the overall tone of your post, I'm not sure about some of the points you made. 1) The suggestion I gave is, in effect, limitless too. There's a whole lot of berry bushes and apple trees in game. It'll never be particularly difficult to find one. Two, people can already chop down berry bushes and apple trees, and it takes longer for them to reappear (a whole server restart). Three, removing all of the apples/berries from the bushes/trees in any area, even a tiny one, would be incredibly difficult. Your stomach and your inventory only has so much space. Seems like it would take far too much time for anybody to bother - and a server hop (which, in this case, I think would be justified) would fix that. 2) Hence my suggestion about stomach space making it impossible to actually be healthy just from eating apples and berries. They just need to stop you from starving. Wouldn't be as much of a last resort, but also would definitely not be preferable. 3) Well, the same goes for my suggestion. 4) Can't wait for that. I want as much of a variety with as many applications (as stated above) as is possible. :) 1) Either that, or the texture on the bushes/trees should change to reflect their status. 2) Absolutely agree, RNG does not fit well with DayZ, especially with something like this. Actual loot makes more sense, as stuff would have been scattered about after the apocalypse due to looting, though I think that would leave more lootsplosions and more empty places. Also, there'd be just about no consistency to it (military bases wouldn't be where you'd find good guns), except when it comes to dynamic events like helis and police cars (I'm assuming they're supposed to be crashing 'currently', if you get what I mean. 3) While I think that simply having rotten apples would be enough, I would like ripeness too, which could maybe have more than just a food poisoning effect (less ripe = less energy, until its not ripe enough and poisons you). However, identifying and handling this could be a massive pain in the ass. I agree pretty much 100% with you here. I just think that foraging, honestly, should be more than enough to survive (though it'd be difficult to be truly healthy living only on foraged food, hence my suggestion with stomach space - forcing you to have some variety in your diet, without going in to specific nutrients, which would be overkill for DayZ). In all realism, with modern weaponry and knowledge of hunting, fishing, foraging and farming, it would only take a few books for somebody to completely avoid starvation in a climate like Chernarus, especially given free reign over the land. Really, the threat should not be starvation, or even dehydration (death via dehydration should be more likely than starving, but you should be able to filter water through a cloth then boil it). The only things that are actually likely to cause your death in this game should be the harsh weather, the people, the zombies, or the wildlife (sure, wolves and bears irl aren't actually that much of a threat if you're not stupid, but they'd probably be a lot more likely to attack you after being attacked regularly by zombies. Also, packs of wild dogs that are hungry as they can't do any of the above methods of gathering food besides hunting - and also the zombie thing would piss 'em off, too. I get authenticity in this game and all, but honestly, I feel like the difficulty to acquire food in this game is just too far removed from reality and doesn't really add that much in ways of gameplay, either. Avoiding starvation really is just a grind, whatever way you go about it (other than hunting - that's genuinely fun imo, though animals are a bit too rare still) and honestly, it just shouldn't be difficult. The sheer number of plants in the world that you can eat is enough to prevent you from starving. As for requiring knowledge of plants, well, we'll all have to learn what we can and can't eat in DayZ. So long as they add more things that can kill you and make it difficult to distinguish between the edible and inedible in some cases, I feel like that'll be reflected just about as well as it can be in a game. Would be nice to see time of year on a server reflect the plants that are available to eat, among other things.
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Fair enough. I use twitter pretty much exclusively to check on DayZ. :P
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Quick note to whoever just killed me in Elektro... If you're going to shoot fresh spawns with silenced weapons, at least be good enough to hit a completely stationary target (I was in the menu) in the head. I think you hit my hand the first time; I still had color. Some people.
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There will be a report. Just don't expect it at the exact same time every week. And, like Tux said, follow them on Twitter. You'd know these things if you did.
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Hey guys, how about we all make a compromise and play in second person? Really though, I'm going back to first person. There's definitely less people on the servers, but I just enjoy it more. More intense and whatnot.
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Is drowning still working? If not, I may have discovered something of a little interest. Also, is anybody willing to donate some stuff on 3pp so I can test, in depth, the hunger/thirst mecanics? I only have a geared player on 1pp. I'm able to gear up on 3pp, but really, am not particularly keen on doing so for a character that'll just end up dying. What I'ma try to do is test the base rate of hunger and thirst degeneration, then for walking, jogging, sprinting, creeping (crouch walk) and creeping fast (crouch run), each with hot, cold and normal. In order to do so, I'll need a bunch of food, a few bottles of water, some warm clothes (and maybe a few heat packs) and a lot of time. Want to get actual numbers for all of these, though. If nobody can spare all that, I'll probably try to get geared up and test everything late next week, hopefully on stable. :P Oh, and if anybody has already done this, do please tell me. Don't wanna waste my time. :P EDIT: WOBO got the figures for heat & cold, so, assuming those just add to the base numbers, I don't need to test those.
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I've had a fair few issues with placing items on the ground in general. Seems like a lot of loot, when dropped on the ground, is returning to the place where you picked it up. Had a similar issue a while back, where this was a pretty well known thing. Not sure what the case would be with the fireplace - maybe where you got the sticks/logs? Either way, it really sucks. Hopefully they've fixed it in .57.
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True, but it could only take four or five to get a hell of a lot closer to where you want to be. The map, honestly, has been designed around coastal spawn points. Maybe with more random loot, it'd not be as much of an issue, but just look at the heli spawns for evidence of that. They're all in the west, with the majority more north (in areas that can be very unsafe if you don't already have good gear).
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I'd really like random spawn points too, but every time I think about it, I can't help but compare spawning in one of the towns near the NWAF, like, say, Vybor and somewhere far away from anything, like Shakhovka. I feel like people would just kill themselves repeatedly through any possible means until they got a spawn they liked. It already happens a little with the limited spawn points, imagine how much people would do it just to get a NWAF spawn/other good location.
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.56 patch coming anytime soon? Is this game progressing at an increasingly slower rate?
Beizs replied to Miquinei's topic in General Discussion
Yeah, they've been talking about huge performance improvements both server side and player side in internal tests, so hopefully all should be great. Also, added Eugen's tweet to my first post, saying .57 should be out next week. :) I'm just hoping that we get .57 on experimental before it goes out on stable. Worried about the lack of external testing on it. :/ -
.56 patch coming anytime soon? Is this game progressing at an increasingly slower rate?
Beizs replied to Miquinei's topic in General Discussion
.57 should be coming out next Wednesday. It's being developed at the same rate, they just skipped the update last month. I feel like the updates are actually including more each time than in the past too, making it, overall, faster. But yeah. .57 next week, forget .56. You have to bear in mind that they're currently working on (and near to releasing) some of the large aspects of the back end of the game. Renderer, 64 bit, multithreading, etc. -
I was having issues with overheating with the M65 jacket, but since, I've used pretty much the same setup and not overheated. I'm assuming I had some kind of new, not too awful illness. Just a fever or something. That said, I don't remember the last time I was cold. Pretty much the second I hit the north & got my loot, the status effect just didn't exist for me.
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Maybe a suicide-to-spawn-point-you-want prevention device? Could just be pure luck, but devs could have decided to implement a method of preventing you from spawning in different areas within a certain time frame, or something along those lines? Complete speculation based on no evidence, but last time I tried to get a Svet spawn, I ended up at the different spawns between Berezino and Elektro literally every single time.
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Yeah, this was only true pretty damn early in the game. Remember them fixing this and everybody flipping shit because it took too long to run places. :lol:
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With the jogging/running, were you dying from both? What exact status effects did you have? Oh, and heat saps water, while yes, cold saps energy.
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Anybody managed to refuel a V3S with a jerry can..? I've tried looking at it from every angle, with the can in my hands (81%) and just can't get the refuel option to pop up.
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You are a more patient man than I. I would recommend running the same, measurable route every time, if you aren't already, to also take in to account the distance you make it. That way you can figure out rate of hunger depletion, rate of thirst depletion, distance travelled for each kj and all that fancy stuff for each state. I'm kind of thinking about testing the effect of heat and cold on the rate of thirst and energy. Obviously there's some effect, but I want to get solid numbers. Thinking I'll be able to do it with a few heat packs, a few tins of food, a couple canteens, several lives as a fresh spawn and a whole lot of time. :P
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This came out this day last week, but four hours later. Have some patience. :P
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It's not server side - it is player side. However, it is not the experimental branch. They're working on .57 already (that'll release to stable next week, skipping .56 on stable). We only have up to .56 in experimental. The performance improvements have been achieved in .57. That doesn't mean we'll even see them in .57. They might have to change stuff to get things to run stably. But yeah, the performance increases are on internal tests, not on experimental.
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Where'd you find your barrel? Been looking for one, but not had any luck whatsoever with police cars.
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Literally just spraying the rags with disinfectant? Are you sure you didn't accidentally drink it? As for not being able to survive it, it was chemical poisoning, which isn't supposed to be recoverable without somebody helping you. There's no bug or issue in that - it's realistic and intended. Bleach, for example, really does require medical attention when ingested. You can drink a lot of milk (as in, a lot), which limits the damage, and activated charcoal, again, can limit the damage, but it causes massive problems with the stomach lining and, if you throw it up, can cause problems with breathing, as well as a whole host of other things. Chemical poisoning isn't quite there in DayZ, but it's a lot better than just being able to eat and drink until you get over it.