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Everything posted by BCBasher
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I understand what you're saying as well, I think you and I are both looking for a very similar experience from the end product. I just want more toys and less other kids in my sandbox. I actually really like the idea, I was planning to mod the game to be 1-4 player with more (and better if this is the finished version) AI and make guns persistent and extremely rare I still wouldn't know what to do when the're all lost in the grass?
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I asked awhile ago, "it's on the list".
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Isn't the weapon wear a form of artificial difficulty? Most of the guns in game should not require any maintenance for the amount they get used, A long surviving PVP guys m4 maybe. The Russian ARs, SKS and break actions will all work for a long time with little maintenance if any. I recently ran off a bear with my SKS peppering the driveway spraying it with gravel, The last time I used it was 4-5 years ago when I fired over 600rds of corrosive primed MIL ammo and put it away without cleaning, guess what I loaded it and it shot all five (pinned mag for Canada) without any problems.
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I like the idea of weapon scarcity but wouldn't this over long enough time lead to all guns being rusty lost forever in the bushes and grass? I've dropped a rifle accidentally numerous times, gone right back and been unable to find it in the grass. A lot of the time I pick up guns I don't want and throw them in the grass as well, it's not grievous it's just safer for me if the guy behind me doesn't find it.
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2 Hours into the game.. I HAVE SOME QUESTIONS
BCBasher replied to Aj Edwards's topic in General Discussion
They haven't posted any details that I'm aware of since that video but if i were to guess I'd say have a look at Take On mars for a possible object placement system. It was being developed at the same time and now released, with teething problems, maybe why we're not hearing any more about base building? -
Even have them hanging around as is for two minutes would work.. On Sunday I fired an SKS shot approaching Zelenogorsk and immediately regretted it, made my way up one of the small towers amid the pummelling, dropped the SKS I was double carrying on the ladder and picked them off one by one with a magnum then switching to a chambered Amphibia for the last few so I could get a lul to get down. No disconnect and that felt epic, I could feel real adrenaline and relief when I survived. When I'm getting chased, disconnect, immediately log back in and it's different it really blows the smoke and mirrors that is video games.
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I'd love this either official or modded, I bought the game to play LAN in the end by myself or with my kids as an "I am legend" or "The road" simulator. I have a feeling even with the fact I should have no problem bumping up the AI proportionally to the reduction of possible player network bubbles that with aviation the map will still seem small.
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Doesn't matter, the rural area I live in is about a thousand feet from where broadband service ends so were stuck with cell modems/tether or satellite, Since .61 DayZ seems to be less tolerant of unstable connections. If it makes the game better for multiplayer I'm all for it, I remember in the .5Xs where if I saw a hostile player I could just serpentine like a rabbit and dodge bullets like the Matrix because of my bad ping.
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What do you think about other crafting options? What ideas do you have?
BCBasher replied to Irish.'s topic in General Discussion
They're going to have to draw a line somewhere between gamey and complete IRL freedom to "McGyver" it, I have a feeling there's much more in store for crafting but it's still going to be A+B=C recipes in the base game anyway. As far as the toxic smoke making you sick, unless your burning the galv off those milk pails and huffing the fumes (headache, dizziness, nausea, lethargy, lasting a day or so mitigated by drinking lots of milk aparently) I don't see them making a game version of the cumulative nature of that type of exposure, unless your character last twenty years and starts waking up achy lethargic from the repeated exposure. -
Or it might just be an inside joke that the regulars around here all got a laugh out of. I got off work and logged in yesterday, got two disconnects in 10 minutes, got frustrated and played WOT for a bit, got frustrated with the grind, and tried again with a nice long session with few disconnects. Are there any plans for delaying the infected despawn on player disconnect, the last few times I've played I've been being reckless because of the empty server going loud and taking on whole towns of infected. When I stay connected throughout one of these frenzies it's great but as an example last night I was on a police station roof practising with the M70 iron sights, a dozen live infected surrounding me and twenty or so dead bodies, "session lost", I log back in immediately and think "was it all just a dream?". Got rained out at work today and can't go back to sleep so I think I'll see what the weather is like in Chenarus today.
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I played a few hours yesterday, still got regular "session lost" sometimes five to ten minutes at least on time I stayed in for an hour and a half. It's either smart phones in my house going on and off the wifi or or my crap internet hiccoughing. I'm sure this won't be a problem when I can finally play it on a lan with <5ms ping. Ran around on the mostly empty DayZ TV 1pp, I wandered around getting my bearing, no map external map at all, and no compass most of the day, once I wandered into NEAF I didn't either anyway. The most players I saw was five but didn't encounter a soul, Saw Odin Lowe on for a few minutes. Passed one seemingly complete bus but there were too may infected around it, going to try and find some wheels today. I noticed some new spawn points for AI, they're present at the older highway checkpoints and the new military checkpoints now, thought it was stupid there being no infected around those new ones. They're still way too slow spawning in as far as I'm concerned scoped some small towns on approach, saw nothing, leave first house and have a half dozen around me, especially immersion breaking if the houses are out in the open with no woods or anything for them to have wandered from. Never had a game that I find myself missing when I don't play like this, was pouring rain here but had a real nice wander around sunny Chenarus yesterday.
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Natural dynamic indoor and outdoors sound
BCBasher replied to Mitchell Lauford's topic in Suggestions
They sound system is a work in progress at this point, .61 introduced the first steps of what will be the final gunshot sound system and works very well. Read that little blurb when you start the game before clicking "I agree". -
I looked at this a lot while I still could play and it appears to be a similar system to the dynamic civilian spawning module in ARMA, player enters area and AI is spawned in proportion to the number of doors in the vicinity. Example, there's twenty front doors in the town, it spawn approximately say 1 AI for ever 3 doors. In the case of DayZ sa there seems to be a trigger based on sound or maybe the first wave taking damage that trigger similar additional spawns when you start engaging them. **edit** Played a bit yesterday and noticed infected spawn at the small military checkpoints where no doors (aside from vehicles) are present, if the AI spawn is similar to the ArmA module it has to have either set AI spawnpoints or loot points.
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I've never done it by hand but have with an electric drill for giggles, could get heat fast but took a few tries to the tinder burning. There seemed to be a bit of technique to getting the right pressure from the spinning stick the the fixed block to get it to shoot little embers into the tinder, push too hard it just smokes. I would guess IRL someone with no practice and basic understanding of the process would need half an hour or more the first try and get better as the learned. I've seen a video of someone who had all the stuff ready do it in about a minute or less but they clearly had very dry materials and it wasn't their first try. As far as in game from what I've seen it'll probably stay pretty quick and gamey, I'm a glutton for punishment and would be all for it being hard, time consuming with a high chance of failure and having to try again.
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Devs: Should suggestions be made in the forum or via Feedback Tracker?
BCBasher replied to exwoll's topic in General Discussion
I'd say the development is well past suggested additions unless it's some computer science genius stuff about how to fix "server performance", like sneaky said, you'll probably have to wait for modding. -
Is it bad to run the game at very low obejcts?
BCBasher replied to cornflakesx's topic in Troubleshooting
It does but makes looting more difficult, especially at night. This might change in the near future but currently the game is more cpu dependant than gpu, I myself have had better luck on low end systems with middle of the road gfx setting and anything like filtering and smoothing turned off. -
Do you play DayZ on an unusual setup? I want to hear from you!
BCBasher replied to Tatanko's topic in General Discussion
I thought TrackIR did lean? I'm one of those people who squirm around in their chair leaning to peek even thought moving my head IRL doesn't change my perspective in game, figured TrackIR would be pretty natural. I was just thinking last night about how the box I had to make to support my feet at my new desk would make a nice base for pedals with a hacked up Xbox controller, now I wonder if I could map infantry lean and vehicle throttle/brake to the same inputs? -
Do you play DayZ on an unusual setup? I want to hear from you!
BCBasher replied to Tatanko's topic in General Discussion
I used to play in 16:3 until my old desktop died. GTX 650ti 2g and 3 cheap Walmart 32" RCA led 720 TVs set up in spanning @ 3840X720p I built it for flight sims originally but found it really excelled in FPS type games especially playing solo as I do mostly having almost three times the FOV. DayZ specific I caught no less than a half dozen "wookies" out of the corner of my eye trying to be slick flanking me in what should have been out of my view cone. It was nice to be able to lay in a bush on a hilltop seeing that much of the horizon without having to move at all. Driving in first person you can pan right and see out the V3S back window in the right pane making backing up in 1pp less painful. WSG also excels at corner camping and circle strafing. ArmA and DayZ support triple head displays plug and play as far as I can tell. The card was a future shop impulse buy, less than $150, the TVs were about $250 a piece, the computer was a $300 2007 barebones that I upgraded over it's lifetime, almost 8 years running 24/7. I should be replacing it in the next few months, I'm debating doing 3X40" cheap TVs again or 1 good 40" and TrackIR, would love to hear thoughts on TrackIR and DayZ. -
This way you're breaking up the EXP thread has got to be counter productive, I am capable of reading through 100 or more posts in a thread to catch up, I highly doubt this method is helping the "can't be bothered to read back" crowd and frustrating the hell out of me trying to lurk and keep up. I tried to log in a show (encourage to buy) my brother the game this weekend and couldn't find EXP servers, I could log into a stable one for the ten minutes, kick, repeat dance. I could see AUS and I think GER 1pp last night but the pings were over 1000 which is too much even for me. Out of curiosity, how come another online game I play I can get an under 100ms ping but I have never seen less than 200ms and more consistently 400-500+ for DayZ ever here?
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I doubt this is going to change because the stance keys are "so ArmA", DayZ was born from ArmA and word on the street is DayZ SA is building the back bone for ArmA 4. I personally like this stance system for the most part, It's really fluid when desync is behaving to do things like sprint up to, prone under a gap in a fence, stand and sprint away.
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I'm also interested in the eventual offline/home server functions But Gary and Emu are right. The stage of testing they're at is focused on the vanilla DayZ experience shooting for high pop servers performing nicely. It's frustrating for sure, Chenarus is my "Happy Place" I go to when my I need a break from my overly complicated real life. Just have patience and remember when they get it dialled in for 60+ players online how much headroom that'll give us playing 1-4 player local or lan with a ping of 1-5ms when we get to that stage. For what it's worth I'd like to see the server FPS in that debug box if I could play, I updated yesterday to give it a try but now it's snowing all over the cell towers so I'm probably SOL.
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Are we going to have the ability to run a local game or home server before beta? I understand if it helps pvp balance but something in the netcode has changed making it impossible for me to stay connected more than 10-15 minutes on either of my cell connections at my rural weekday home. I bought the game to mod into a single player or small coop game and I am very patient but I do feel a sense of loss not getting to participate in it's development as of late.
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I found several in EXP, most on rifles in Kamy and Skalatisy Island, a few in hunting jackets wherever they are found.
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So I understand there's been changes to network protocol to help server performance and when I can play I see improvements, the problem I'm having is I'm getting really consistent "session lost" regardless of weather. I have crap internet and know that that's not BI's issue but I would feel better if I knew there was changes that cause problems with high pings or unstable connections so I could just patiently watch and wait for the server files? Other than that tried the bow and sharpened sticks a bit the last few days, it works exactly like the one I made when I was 6 IRL was supposed to. My childhood stick and string could not one shot the neighbour kids to death so I feel it may be a bit unrealistic but fun none the less.
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Wait for mods, as far as number 3 goes it's against server hosting rules to even call a server PVE only not that server hosting rules are enforced.