Beizs
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Everything posted by Beizs
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Yup, I'ma get started on crafting every item possible, see whether loot is slowly spawning in.
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How the hell'd you manage that? You Mike Tyson or something? :P
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Either they've disabled loot or started on empty servers and spawning from there. Either way, not fun. At all. I've searched at least half the buildings in Elektro and nothing. I have seen several zombies already, though.
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Zombies still in game, have not seen a single piece of loot yet. Not even books.
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Well, looks like it didn't matter where we were. I was just getting really geared, too. :(
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I've started being happy when the servers go down all at once. Usually means they're changing something, especially with the warning beforehand. But yeah... I may or may not have been out in the open in a large town.
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Switched to the M65 jacket. Full outfit is as follows: Tanker Helmet Aviators Gas Mask M65 Jacket UK Assault Vest Cargo Pants Military Boots Green Drybag Still hot. Not overheating any more, but yeah. I've not seen any other symptoms though, so unless they added just a fever in this update, I don't think it could be that. Will check when I find a thermometer though. Haven't eaten or drunk anything dodgy, so not sure what I could have gotten ill from.
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Devs have mentioned, multiple times, being able to rotate items, so I don't think that's much of an issue as I'm sure they'll add that at some point soon. As for smaller items, why not just make them stackable? For example, pens could stack in fives or tens, removing the issue of them taking up the same amount of space as a can of food, or whatever.
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Just one note, as this bugged me a lot too. Finding trousers/pants. I had jeans for about eight hours of play time, with just about everything else sorted. Go to one of the large garages (like the bus depot). I've found a tonne of cargo pants in every single one I've been to so far. Was so nice having those extra slots. Oh, has anybody else had serious issues with overheating this patch? Or just being hot. In the past, I rarely got the 'hot' status. Last night, I spent ages completely naked because I was overheating. Not sure what it is - the only new piece of clothing I'm wearing is the hunting jacket, but I've been consistently 'hot' for a long time.
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I dunno. I have a 6350 (though it's OC'd to 4.6ghz) and I get decent frames. Better than many people with 'better' CPU's have reported. The highest I've experienced in cities, depending on my config file at the time, was about 47 while running in Chernogorsk. The best I've had in the wilderness is 90-100. At the moment, as I reinstalled everything on my computer and haven't played with my config file, on medium-high settings (though I disable all of the antialiasing, post processing etc as I just don't like the look of a lot of it/it doesn't really do much imo) I'm getting 50-110 in the wild/small towns and 27+ in larger towns and cities (never seen it dip below 27, except for the occasional massive lag spike, though I actually tend to get them in the wild. Not sure what causes it, maybe loading in lootsplosions? Lasts a couple seconds, but drops down to >10). Depending on the city, I can hit 40fps in some places (and much higher while inside a building). Full specs are: AMD Radeon HD 7870 AMD FX 6350 (OC'd to 4.6 24/7 stable) 16GB 1333mhz Ram (OC'd to 1600mhz 24/7 stable) 120GB Samsung Evo 850 SSD (Operating System and programs, 8GB paging file) 60GB Corsair Force LS SSD (Main games, including DayZ and 2GB paging file) 1TB Seagate Barracuda 7200RPM drive (Secondary games, 100GB paging file) 2TB WD 7200RPM drive (Documents, Music, Pictures, backup, recording drive, 300GB paging file & program caches) I'm aware that my paging files are ridiculous overkill, but the only drive I have that is more than half full is my 60GB ssd. Might as well use the rest of the space for something. Compared to other games on my PC, sure, the performance is crappy, but I think it's outright wrong to claim that budget Multi-Core CPU's struggle with DayZ.
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I bought this game because of Roosterteeth, in all honesty. I had a bunch of friends who played the mod and loved it. Most of them were super excited for standalone and I was planning on buying it as soon as it came out. They got it, told me it was terrible, and I decided not to get it. Then Gus and Burnie did a game time in it and it looked cool, though rather buggy and barren. I decided to ignore my friends and get it. Haven't regretted it once. I love zombies. Films or games, the Zombie genre (and it really is its own genre) is my favorite. I like survival. I like open world games. This game is already a lot of fun, even in a nowhere-near-feature-complete-state. Despite all of its flaws, I manage to enjoy the game a lot, and I've never been able to tell quite why. I'm not keen on PvP. The zombies have always been more of an annoyance than a threat. The survival aspect isn't particularly polished. All that seems to be left is looting, and that bores the hell out of me. But the combination of all those things, for some reason, is something I can waste hours upon hours playing. It's kind of weird, but kind of awesome. I'm just looking forward to the future of DayZ and, honestly, the updates and promise of more is what keeps me going, I think.
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Zombies appear to be back. Well... They were on the server I was on earlier this morning when I played, so I'll go ahead and say they're back. Four or five in the Myshinko tents area alone. Looking good. Didn't have my frame rate counter up, so can't say whether they still impact performance much, but it didn't seem any worse than before... Though there was only like two others on the server.
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Clearly not, even in your own words, you state that loot is being respawned as it's being picked up. I 100% agree with you on that. The CLE isn't broken, it's just not finished. The only reason loot appears to be uncommon on some servers is because heavily trafficked areas are picked clean, leaving most loot in less trafficked areas. Oh, and by the way, there's a good chance that, even if you claim you've been to less visited places and still found no loot, you're wrong. Most people on EXP know that less commonly visited places have less loot, so they look for places that are frequented less and, as such, the whole thing gets skewed. But loot is respawning. You agree with that. I'm sure the controls are working well too (I've seen less very good stuff and more basic stuff, which is what you'd expect CLE to do). CLE is not broken. I wish people would learn to see the difference.
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The Great CLE Loot Experiment (Starving Players)
Beizs replied to CrashBoomK's topic in General Discussion
I played before and after the latest update/hotfix. I don't believe it wiped everything on the map, unless a bunch of the same items just happened to spawn in the same place. Remember, if the server has a backlog of items to spawn at a restart, it's likely that it'll spawn a bunch during initialization, which would explain lootsplosions after restarts (especially with the fact that the CLE is buggy). I saw evidence of loot respawns before and after the latest update. I'm certain beyond all reasonable doubt that loot is and was respawning, at least throughout yesterday. The loot on the coast thing doesn't disprove my ideas. Loot respawns slowly - and every time it respawns, it respawns somewhere completely random on the map. The coast continues to be looted and the north west are less looted. This leads to a buildup in the northwest (lootsplosions are incredibly common in some far NW towns, furthering my theory) and scarcity on the coast. Items do spawn on the coast. One of the times loot spawned directly in front of me was on the coast - and I can't put it down to a glitch in rendering, as it wasn't visible, wasn't visible on the search screen, then, suddenly, it was. It was next to a pair of badly damaged canvas pants, too. Of course I've not seen a loot bomb with food. That's more evidence to what I'm saying. People pick up food. People do pick up clothing and weapons, but they don't pick up more than one or two of the same type of item when it comes to just about anything else. Food and ammo are two of the things that are never in lootsplosions (or very rarely)... Why? Because people pick up just about every piece they find. Ammo is slightly more common, which makes sense as people will leave ammo they don't need once they have a good weapon and ammo for it. It also tends to be ammo for either crappy guns (.22) or ammo for rare guns (5.56), in my experience. The server only factors in actual loot on the server. It definitely takes no notice of player inventories, whether they're on the server or not - that's been explicitly stated. I'm a little less clear on whether it counts loot that's been picked up then dropped, though it seems to not count that stuff, as people move items out of an area to cycle loot - and that's still doable, to my knowledge. -
The Great CLE Loot Experiment (Starving Players)
Beizs replied to CrashBoomK's topic in General Discussion
Lootsplosions are proof enough that loot is spawning. That, compounded with the fact that I've seen loot spawn in areas multiple times in my play session today alone (twice in front of me, the rest going back to the same building), is proof that loot is respawning. There's actually not really much of an issue with loot respawns... The issue is that it's not regional. This means that it spawns a new piece of loot randomly on the map when a piece of loot is picked up. So, with the coast seeing heavy activity (as well as the center of the map), those places appear pretty much permanently empty from a couple hours after first initialization. Loot is respawning there, but people pick it up very quickly. You'd be amazed at how close players are to you in a 75pop server, even when you seem like you're alone. Up in the far north and far west, there's plenty of loot on most servers. It really just depends on the server and where people have been on said server. The main issue, in my opinion, is despawning loot. I think that loot that isn't picked up often should be despawning much faster to improve loot respawns in the heavily trafficked areas. However, regions should be more than enough to fix everything once they're implemented. Let me put it this way. I survived entirely on apples, with no weapon and a rain coat being the only piece of loot I could find that was worth taking until I hit around Grishino. From there and further north and west, all over the place (except the NWAF and surrounding towns, despite Grishino being an exception), pretty much every town had worthwhile loot. Granted, food IS rather scarce, but that's really a good thing. There's enough to scrape by until you can start farming or hunting once you hit the north west... And I'm now at a point where, despite losing my entire backpack thanks to it falling through the floor, I'm still well provisioned. -
Oh, thought I should throw out the fact that I fully duped my splitting axe. I had it in my hands, server restarted (I stayed until I was forcibly disconnected) and when I came on today, it was on my back and in my inventory. Could use both. Dropped one, other worked. Dropped other, picked the first up, that worked. Both were distinct items. Definitely something to fix before stable, considering there'll be a wipe. Wipe would be pointless if there's duping going on.
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Honestly, I don't think tools should be uncommon. They're incredibly common in the real world and it would take years for a small population of survivors to break them all. Same goes for just about anything that is common nowadays. However, food, fuel, ammunition and similar items would be used up (fairly) quickly. Guns shouldn't be uncommon, but they should be in poor condition and require a good amount of work to repair (not talking repair kits - screw those, get rid of them. Seperate guns out in to every removable component and have a large issue if any one of those components is worse than worn. This way, you can either repair the individual components (with methods suitable for them) or find new ones). Same goes for cars as with guns. Honestly, I think that things like clothes, tools, tents, guns, cars, weapons and such should all be very common. Damage should have more of a penalty though, and everything should be maintainable to an extent. Think how Minecraft repairs work - you can only repair an item so many times before it's just done. Anyway, I'm getting a little off track here. Loot system seems to be working. Just need it separated out in to regions, balanced and bug free. TlDr - The game can still be difficult if most stuff is incredibly common. Literally the only two things that need be rare to make it hard is ammo and food... Oh, and matches, though other methods easily replace them (glasses to start a fire in the day, current bark method to start a fire at night - just make it slow and painful. Would be nice to be able to make a flint and steel - small chance of a stone search turning up flint, which can be combined with a file or something). EDIT: Sidenote, the shutdown of all servers was all but definitely planned. Server message told me 'This server is shutting down. You will be kicked.' Emphasis on no restart message. Let's see why. EDIT 2: 'Experimental servers going down for some small tweaks and changes. Online soon.' - Eugen's twitter. I should be asleep. I have work early tomorrow.
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I managed to get to the northwest. For anybody asking, loot is better there. There's lots more of it. However, I still have food shortages, though I've now found three or four tins of food. Just look in places you don't think others would look... Then look everywhere else, because everybody thought of that first. Really though, it's still not there, but I will say that I like the fact it's a struggle. It's still far too much, but the fact that I'm not focused on getting the best guns, the best clothes and the best everything is nice. It's nice to be focusing on stuff that 'matters', like food, water, basic clothing, protection etc. Basically, loot is existant. It is respawning. It's just not respawning faster than it's being picked up (or even half the speed). Therefore, places that are frequented less have more loot. Areas in the center all the way to the coast will have little to no loot for obvious reasons. All that really needs to be done is for them to increase the respawn rate however possible and increase the decay time on items - especially less useful ones. Look at items that are picked up the least. Make them decay faster.
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Today (over the last few hours), I searched Elektro up to Novy Sobor, taking a very scenic route. I found four books, two pairs of handcuffs, one set of keys, four syringes and a single, worn pair of jogging shoes. I searched over 200 'houses', at a conservative estimate, checking every single loot spot. The only way I'm still alive is searching for apples, as I've yet to see a single animal. I've been in cities, towns, villages, camps, out-of-the-way loot spots and all over the place. Maybe I just chose a bad server, but there is literally nothing. The lootsplosions prove that there's not a 50% threshold, as loot is respawning in very few areas. So it's not an issue of it not respawning at all. It's just broken somehow.
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Just checking with you guys as I couldn't quite figure it out from the updates, but are they planning on releasing a stable branch with zombies disabled? Because honestly, I'm not too sure that's a great idea. The amount of shit they'll get will just delay stuff, like what happened with the CLE in my opinion. Other than that, my experience with this exp has been fairly poor so far. Didn't play for too long, but I didn't really see any loot that was worth taking at all during my short play (besides a bunch of vests etc, including a full, damaged smersh combo on those military steps). In all fairness, I didn't really get away from the coast, but that was because I refused to resort to apple/berry picking to be able to run inland, as I don't really think that that's something that should be required at all in game. It'd not be too bad if I found a berry or an apple more than once every ten searches on a berry bush or apple tree, but that's an argument for another time. Gonna try getting on it now and seeing what I can turn up, try to get to the west. Additional note, something definitely seems up with the loot as far as those unenterable military buildings go. I know I'm repeating what people have said already, but I have yet to see a single one that didn't have a loot explosion. Could be that they're looted less frequently, causing a buildup, but surely by this point, with everybody knowing how good they are, that'd not be as much of an issue? EDIT: I've also noticed an issue with looting items on upper floors in many buildings, as well as having items getting dropped to the first floor of the building when I place them down (namely backpacks, etc). Many items on upper floors just seem impossible to pick up.
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The Bone Condition Stat (Why you get one hit)... Why does it exist?
Beizs posted a topic in General Discussion
So, many of us have seen, experienced or heard about the hidden stat that is responsible for your getting one hit by zombies every now and then. This has a few names, the most common being 'Spinal Fracture' or 'Bone Condition'. For those who do not know, every time you take damage, your 'bone condition' deteriorates. To our knowledge, it does not regenerate. At all. This means that the longer you have a character, the lower the stat gets. Once the stat hits 0, you die. No take backsies, no way to combat it (besides never getting hit - good luck with that). So, say you have a character for a week. Say he gets hit 100 times over this week. Then, one day, you're running through a city. You're fully healed, in perfect condition and without a care. A zombie runs up to you. You go for a head shot with your axe - and suddenly, you're dead. Did you get sniped? No. You got killed by a single hit from a zombie because of an invisible stat you can do nothing about. So, I just want to ask. Can anybody justify this stat? In real life, repeated small damage to your bones strengthens them (assuming it's not a genuine injury). The mechanic makes no sense to me. The longer somebody survived in a post apocalyptic world, the better their body would be suited to it - your body adapts to how you live. So, if anything, it should be the reverse. As you go on, you take less damage from things like zombies hitting you. However, I don't think that would be a good gameplay mechanic - and would be incredibly difficult to get just right. But the bone stat mechanic is also a terrible one, in my opinion. The only thing I could justify it with was the possibility that maybe that's you 'getting infected', but really, it doesn't make much sense and it seems like the survivors should be/are immune to the virus. So, why does this exist? P.S. For an in depth explanation on the 'bone condition' stat, I'd recommend going on to YouTube and checking out WOBO. Here's one video specifically addressing it. -
What next development milestone gets you most excited?
Beizs replied to ebrim's topic in General Discussion
At the risk of being boring and agreeing with everybody, definitely the renderer. More specifically, DX12, now that it's confirmed. I really hope the team manage to take full advantage of it - it'll make DayZ play incredibly nicely. Considering how much is done server side, the only reason the game is CPU heavy is because the graphics actually rely rather heavily on it, I'd assume. Honestly, overall, I'm just looking forward to the backbone of the game being improved upon and finalized. The renderer is one of the most notable ones, but things like networking often get overlooked (well, people constantly moan about it, but in the case of talking about what we can't wait for, I rarely see it mentioned). Once there's no more desync or lag issues, you'll be amazed at how much more playable the game will become. Both melee and gunfights will be massively improved just from that alone. But getting out of that territory, maybe looking at features specifically, my biggest thing is, honestly, hordes. I know they're in the experimental and will be coming soon, but I'm crazy excited for them. Just not enough to put myself through another exp branch. I've never had much luck with those. .56 in general looks to be an incredibly exciting patch. -
The Bone Condition Stat (Why you get one hit)... Why does it exist?
Beizs replied to Beizs's topic in General Discussion
Will have a look around. Cheers dude. -
The Bone Condition Stat (Why you get one hit)... Why does it exist?
Beizs replied to Beizs's topic in General Discussion
That, to me, doesn't imply that it was unintended at all. The fact that they said that it's now healing (rather than removing it) implies that it was an intended mechanic that either wasn't finished or they've now changed. However, thank you very much for that post. I'd had a bit of a break from DayZ for a few months and haven't really been keeping up with twitter etc. I wouldn't quite call it conspiracy theory stuff though, considering the fact that it was proven, whether unintended or not (though it'd never been confirmed as a bug, as far as I ever saw, even once pointed out, implying it was intended at least in some form). I agree that some injuries don't heal properly in real life - that's obvious. I would love to see some kind of lasting injuries in game that can only be 'healed' by killing off your character. However, the fact that you can just straight up die from a single hit after a while is, in my opinion, ridiculous. It looks like the devs agree, considering the fact that they've now changed that. Limping, missing limbs/prosthetics and other injuries would be awesome to see, though I assume they'd be later additions to the game. -
Why is such a drastic increase in enterable buildings considered a good thing?
Beizs replied to BC_Hawke's topic in General Discussion
Enterable buildings are great. What I think needs to be done is to increase the variation in buildings, set up a few prefabs for each buildings interior and change it all up a bit. Personally, I feel like the new towns, while nice, weren't particularly good for what you're talking about - and they've caused other issues like deforestation and the stripping of depopulated areas on the map, which are important to DayZ. I don't know though, I definitely want every single building and every single room to be enterable.