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FlimFlamm

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Everything posted by FlimFlamm

  1. FlimFlamm

    Poor Performance

    Suddenly 64 bit clients seem like the best thing ever! Anyone have any info on it's progress or when they're planning on trying to implement a 64 bit client?
  2. FlimFlamm

    This is just evil

    Maybe not today, maybe not tomorrow, but someday! For the last year things have been really REALLY slow update wise given that so much of the engine and renderer (and other under the hood aspects of the game) are finally reaching the implementation phase of their development. Vehicles in general have out of necessity been put on a back burner until things like network optimization to reduce desync and other various mechanics can be worked out. This video was released almost one year ago to date. I bet they had planned on having it implemented in the following few months but this is when (according to my observations) the dev team must have began encountering the time delay causing obstacles they've been dealing with for the last year. To give a sense of just how far behind the dev team is from where the thought they could be (vehicle wise) consider that prior to last Christmas, Hicks teased that we might possibly see an initial implementation of aircraft in Chernarus as an early Christmas present to play with. After this lesson in the merits of caution, for the last year Hicks has been keeping his head down in terms of making promises he might not be able to keep and the dev team has been working hard on on less than glorious but necessary changes to the game that are still yet to come to fruition. I like it as a strategy if it brings the release of 1.0 closer to present (the long run), but of course the major gripes that players have right now are a lack of any new core features and content like (working) vehicles, aircraft and basebuilding. Maybe small object vehicle interaction has been scrapped by now, or maybe it's been put to the side until vehicles are better optimized, which has been put to the side until more core systems are re-worked and overall optimization can actually begin. Even though my heart desires vehicles and this kind of physics quite badly, my brain understands that if the devs are forced to implement features in any order other than their own choosing, then the resulting debugging and complications are just creating more and more work down the road.
  3. FlimFlamm

    This is just evil

    YOU FOOLS! OBSERVE:
  4. FlimFlamm

    Impossible To Have Fun Anymore

    That's too bad... When you purchased Alpha DayZ you signed a legally binding contract stating that you agree to be forced to play it, night and day, until you just cannot take it anymore and finally explode onto the forums! Just take a break mate, it's taking time, yes it is, but nobody is forcing you to play it. Go outside, take a drive, eat some beans... When .62 hits there are going to be a crap ton of actual new features which will provide you with fun. I estimate that in .63 we're actually going to have aircraft and full blown base-building (along with a bunch of other neat surprises), at which point DayZ will become dynamic enough to actually sustain long term gameplay, and as the post-beta mods begin to add more and more content, it should only get more and more "fun". For now though, "Back to the orchard slave! My apples won't pick themselves!"
  5. There's something called shadow banning, which is when only you can see the content you post on reddit. People get shadow banned for various reasons, but basically it's done to trick people into thinking they are able to post so that they don't realize they are banned and make a new account. Check out a direct link to one of your posts from a different IP address and while not logged in. If you cannot see your posts while logged out, then you're shadowbanned. If so, contact administrators of the sub-reddit and appeal the ban. Additionally, you might just be breaking the sub-reddit rules and are having your content deleted.Making a thread to ask if there will be boats is lazy and if everyone made such threads the place would be insanely cluttered.
  6. FlimFlamm

    Thoughts about base building

    Survival in DayZ is set to be much more difficult than in the past. If you've played steadily enough, you will have noticed that as soon as the bean and ammo spawning rate is too low or the zombies travel too quickly, everyone freaks out and complains that the game is too hard. Well life is hard. You've got to contend with injury, disease, food, shelter, warmth, safety from zombies, wolves, other players, and more. You will need a place to convalesce from the cholera that was in the pond you drank from and also have your injuries disinfected and mended (along with a place to keep the required medical supplies). If at any time you want to be able to relax in some modicum of safety and comfort, a barricaded or constructed base is how you're going to be able to achieve that, and it's going to take more than a couple of guys to erect and operate. In an ideal world servers can take up to 100 or more players, and so very large groups could potentially emerge. Very large and well constructed and defended bases could have layers and layers of defenses, making them defensible by a skeleton crew. Electricity means defensive flood lights and even a possibility of electrified wire has been tossed around. We already have mines and trip wires, and barriers such has the Hesco variety are going to be more robust than ever. The actual soft assets of bases can be spread out and buried such as non-perishable surpluses of food, medicine, guns, ammo, clothes, tools, equipment, etc, and so people have less incentive to actually raid bases. TL;DR : There will be less potential reward from raiding bases (see: buried loot). Bases will be more useful (See: medicine, electricity, vehicle repair, agriculture, radio communications, etc). Bases will be much harder to raid (See traps, Hesco barriers, more in-depth personal injury mechanics, personal loot weight/capacity restrictions and accompanying movement debilitation, etc...). Bases are going to be entirely different than anything we have ever seen before in DayZ.
  7. FlimFlamm

    Thoughts about base building

    Buried loot is going to change bases by making them far less valuable as targets for loot acquisition. Weight restrictions and capacity restrictions will make looting bases logistically far more difficult. The rarity of loot like RPG's will make breaking and entering into bases potentially more costly. (Hesco bariers are really solid) Booby traps of various kinds will make looting bases (even while nobody is home) much more risky). Physical infrastructure of bases will consist of things like infirmaries with fridges and stocks of medicine (surplus can be buried), mechanics workshops with a full set of tools (surplus buried), farms (backup seeds buried), etc, and will be much more difficult to actually steal. The utility of large bases will be more about facilitating actual simulated goings-on of normal bases and as such have more actual inherent value as a place for groups to conduct their survival while things like loot burying and weight restrictions can and will make actually looting them far less devastating to a base than they once were in the mod. The walls, towers, generators, lights, fridges, and other physically constructed or placed objects will be very difficult to steal indeed, and so even while your door may be destroyed and your stores plundered, you can still repair the gate to keep the zombies out and be safe while you're online and carry on operations. Maybe they will have a heart and not even take the monkey wrench from your garage.!
  8. FlimFlamm

    Desync - When should I expect for it to be a minor issue

    @zemos (DayZ) Surely vehicles will be in experimental .61 at some point. There's only speculation about when, and I myself would hazard a speculation that we may also have vehicle persistence by the time .61 is released to the stable branch. @Morten Søgaard Right now they are actually working directly on desync issues. It's actually what they are working on right now and is the main thing holding back the next experimental drop. If you want to see a tangible entwork difference in terms of lag or desync, wait for a few experimental patch updates after .61 gets released, which is going to happen sometimes in the near future.
  9. This recent status report teased an image of the seemingly confirmed 'Bumblebee' plane, which is technically known as a "Zlín Z 37" I took a few moments to read through the specifications of real world Zlin's, and so here are the capabilities that we should expect from it in game: Speeds: "Minumum airspeed" is 81 kmph (51mph) (This is the slowest speed required for lift; this is take-off speed (give or take the effect of flaps) "Standard cruising speed" is 183 kmph (114 mph) (This is the speed the aircraft comfortably and efficiently flies at) "Maximum safe speed" is 210 kmph (130mph) (This is the maximum speed before aircraft control becomes compromised) "Do Not Exceed Speed" is 270kmph (167 mph) (exceed this speed and your aircraft might break apart) Performance: Has 2 person capacity (pilot plus passenger) Max cargo weight is 600kg worth of cargo (including passenger but not including pilot) Minimum take-off distance is 50 meters unloaded (This distance can be highly reduced by taking off facing into wind or by taking off using a hill for acceleration) Minimum take-off distance is 125 meters with a full load (This is can also be reduced by strategic use of hills and wind) Minimum landing distance is 100 meters (This is a safety standard. Hills wind and creativity, but 100 is for for standard landings in still air) Maximum altitude is 4000 meters Maximum rate of climb is 4.7 m/s Other Specs: 12.2 meter wingspan 8.5 meter long fuselage 3 meters tall 250 liter fuel tank 52l/hr fuel consumption at cruising speed 110l/hr fuel consumption at full power 640 km flight range (how far can it fly on a full tank at cruising with no cargo) Fuel: "Un-leaded 95 octane" (or anything higher than 73 octane if desperate) In summary, this thing will be able to take off and land in many many fields, and on even more hills if pilots are skilled enough. It can hold one passenger plus about 500kg worth of cargo, if you have the room for it. It's more maneuverable and flyable than a Cessna, but cannot go quite as fast. It is designed for dusting crops, and can carry a good deal of weight. This seems like a superior selection than the Cessna simply because it is more of a working plane than a long distance travel plane. The main utility of this plane is that it seems to be quite powerful, giving it a good rate of climb and a decent maximum cargo capacity. Here's some more sweet media from Trello: ....... So what do you think!?
  10. There's some good ideas here, like a whisper option that limits the audible radius of your speech and hand signals for combat. The radio system is looking to be quite in depth, so a lot will be possible with that if this is the case. PA systems and bullhorns will be incoming at some point. Broadcasting ranges, multiple radio types, player made radio towers too perhaps (and also occupied existing ones) are going to really make the system something to behold. With that said, players will still use telepathy and get that unfair and immersion breaking advantage of skype or some other program. The only solution to this that I can think of is to find an RP enthusiast server which outright restricts third party communication for in game purposes other than initially meeting up with your friends (or some such). This will be not a problem for the console crowd of course...
  11. I really like 1PP, but you know, lots of people are passionate about 3PP too. The best solution that we've come up with over the last few years of these threads is "let the marketplace of servers figure it out"/ Servers can decide if they want to allow 3PP or not. There's going to be so many awesome mods that in addition to this, servers are going to be highly varied in what they offer, which will lead people to search for the kinds of servers they want to play on, and if there are like minds, more of those servers will emerge to meet player demands.
  12. FlimFlamm

    Basebuilding Watchtowers preview added to Trello

    Hell yes! Base-building is basically one of the main game features that the devs have been working toward for nigh on three years now! We're finally about to surpass the overall set of features we had available on the old DayZ mod! There is endless potential for this game!
  13. FlimFlamm

    "Bumblebee" PLANE: Specs & Discussion

    Here's some bonus media of the Zlin 37!
  14. FlimFlamm

    "Bumblebee" PLANE: Specs & Discussion

    I'm also a fan (a big one) of flight sims, especially gruelingly realistic ones! I would really really love it if the actual flight controls were high fidelity. This way actual flying skill can translate to in-game success (as opposed to hard or soft point based skills!). I spent the latter part of my dayz mod career carving out a reputation on the CCG servers as pilot #1 (even if it was not always true, it was really fun to pretend to be sky police over the global radio). Here's something related to this that I just realized: The little bird is faster and can climb faster than the bumblebee. This means that (pilot skill being equal) a littlebird with some jerk hanging his lmg out the side can subjugate the bumblebee by chasing it and threatening to shoot it down over the radio. If some other jerk in the bumblebee can also hand his gun out the window and take some shots, then we have the makings of some potentially interesting aerial encounters. However, with that said, the bee does have a few things going for it. It can turn more sharply while maintaining momentum than the helicopter can, and at higher speeds. It really can not outrun the little bird in the long run, but in the short term it can outmaneuver it. I really cannot wait to see what we get available in terms of ability to fire from aircraft!
  15. FlimFlamm

    "Bumblebee" PLANE: Specs & Discussion

    Yea I am severely partial to ultralights myself because they are so versatile (especially the auto-gyro). Here's hoping the devs consider them for 1.0!
  16. FlimFlamm

    "Bumblebee" PLANE: Specs & Discussion

    For anyone who thinks that this thing will not be actually useful, think about about much time can be saved by flying building materials and other materials to remote and hard to get to locations. Building remote bases will be made more easily and perhaps safer via this plane; it can really lift a lot. Players can be scavenging and looting abroad, and then when they have all their loot together, they can call in for an aerial pickup of said cargo. This would be much quicker and safer thann driving around a slow and vulnerable vehicle to and from destinations.
  17. For those of you who are not familliar with "dynamic zombie spawning" here is a short explanation of it's purpose and intent: In the mod, zombies only existed near actual players, otherwise they would be de-spawned. As you approach buildings, a trigger is set off that causes zombies to spawn within about a 500m radius (mod settings). In the mod zombies "seemed" like they were way more prevalent simply because zombies abroad were always de-spawned from player-less regions and re-spawned near actual players, even though in reality the zombie numbers from the mod were much less than current standalone numbers. In standalone zombies are persistent (as in they do not require a player to continue existing). They are spread out across the entire map, which makes them appear few and far between for the average player moving across chernarus. On top of these natural zombies, the devs are going to add in the old system as well so that wherever players go, there will be a constant influx of zombies being spawned nearby. This will make it seem like zombies are everywhere and exist in much higher numbers than they really do. The setbacks to implementing this are that the spawning mechanics need to be configured right so that players do not see zombies being spawned in and network wise so that it does not cause instability. That's dynamic spawning in a nut shell.
  18. FlimFlamm

    Cant fin servers

    from the dayz dev twitter: "Please be advised, Stable branch servers will be down due to server maintenance every wednesday at 08:00 - 11:00 (CEST)." Every week there is a three hour maintenance period, which is taking place right now.
  19. FlimFlamm

    Underground

    So they gave up on underground facilities then? Perhaps a 1.0 + feature or a mod will see "underground" implemented... I would be O.K with separate instances of actual maps (Press E to decend into the tunnel followed by a loading screen) type shit, that would be more doable I reckon, but really low on the old list of priorities.
  20. The beginning of the beta is drawing nigh, and I've been thinking a lot about the potential diversity of what the modding community will be able to offer in terms of content and game-play. Because the Enfusion engine is a simulator already endowed (or about to be endowed) with many different varieties of internal simulated systems or "features", which are designed to be as modular as possible (think lego blocks; they are designed to be easily modified and manipulated), the numbers of ways that they can be recombined and re-purposed to me seems really far-reaching. Just to give an example of what I mean, a modder could very easily make a full blown "hunting simulator" game by removing zombies, adding some animals and refining their behavior a bit, and creating a mission generating G.U.I (graphical user interface) that would facilitate positions of player spawning, selecting various hunting challenges, load-outs, trophies, etc... A totally different approach could be to make a round based FPS, or even an offline story based FPS (like half-life or wolfenstein). Once vehicles are tweaked modders could even pretty easily make a full blown racing game; add a few vehicles, make a track, erect world barriers, set-up race-related triggers, and an effective GUI. A clever and comprehensive mod can take a given game and turn it into something entirely different. When it comes to the future of mods for DayZ, things like team-death-match are a given, as are new maps, and additional content added into what DayZ already is, but what I'm curious about are what kinds of mods would be reasonable to create with the Enfusion engine that would drastically and fundamentally change the type of game that end-users play?. To help with brainstorming, here is a rough list of the individual modular systems that are already implemented or confirmed for the beta: Environment: Accurate time, day/night, and solar/lunar cycles (I think the star map is accurate too) Temperature and weather Sound simulation Light simulation Interact-able world objects (doors, storage, traps, apple trees, anything you can blow up, etc...) Interact-able objects (clothing, tools, weapons) Ballistics simulation Vehicle physics simulation (land, air and water) Structural construction and deconstruction (tents, barricades, walls, doors, barbed wire, etc...) Radio simulation (broadcasting towers, receivers, hand-helds, simulated frequencies, etc...) Electricity simulation (generation, distribution, application: lighting, tools, electrification, etc...) AI governed NPC's (wildlife, zombies, etc...) Agriculture (all-be-it accelerated) Item spawning-distribution-economy control simulation What did I forget??? Explosions? Player: Food/cooking and nourishment simulation Illness and cure simulation Melee combat simulation Weapons combat, usage and maintenance simulation Physical injury and medical treatment simulation Elemental exposure simulation (Too hot, too cold, too wet, "My feet hurt", etc...) Stamina consumption/weight/movement/speed simulation (get hurt and limp appropriately, carry too much and run slower/get tired faster, etc...) Clothing/storage simulation Direct voice, text, and radio based communication simulation Vehicle operation and maintenance simulation Incapacitation and restraining of players (cuffs, tranquilizers,, etc...) Physical player manipulation (dragging unconscious bodies, forcing handcuffed persons around, loading them into vehicles, etc...) What did I forget this time??? Death? Considering the above features in addition to new features that could theoretically very feasibly be added in by modders, What sorts of possible mods can you come up with that would be a drastic departure from the way DayZ itself is played?
  21. FlimFlamm

    A doctor's suggestions for DayZ's medical system

    OP contains some really great suggestions! Beans!
  22. FlimFlamm

    Scope and variety of possible mods

    That's exactly the kind of random outcome that keeps me interested in these games; you never know what to expect. I've never played battle tech simulator but it seems like that might require a substantial amount of work (unless "battle techs" could be somehow MacGuyvered as a vehicle?). To be honest, if the modding tools are good enough, there are a shit ton of possible full conversion mods might be more popular than we could ever expect!
  23. FlimFlamm

    Ideas for what could be Added

    An odd thing happened to me the other day when trying to probe the max range of certain arrow types. I was on the NWAF and basically stood at one end, raised my bow at the highest angle it will allow (around 50 degrees IIRC) and fired arrows straight down the runway. For some reason when I try this with anything other than sharpened sticks I can never find where my arrows land, even If i shoot a great deal of them. Is there a maximum flight distance for arrows perhaps? Possibly they are all ricocheting as well...
  24. FlimFlamm

    Ideas for what could be Added

    You can do that, but alternatively you can exploit the bow sway system (the sway pattern when the bow is fully drawn), in order to know exactly when to release it and have your arrow go straight. Here is a gif from my guide on the subject which shows the pattern and when to release the arrow. (the pattern is right-right-left) As soon as the bow finishes swaying to the left, you release the arrow: Hope this answers some questions!
  25. FlimFlamm

    Ideas for what could be Added

    There's a massive list of things that I would like to see make it into the game. Most prominent among them are constructable vehicles. This means go karts/make-shift motorized wagons on the ground, and ultralight aircraft like ultralight planes, mozzies, and auto-gyros in the air, and maybe even a raft for the water if the ocean ever becomes an important region. The main reason why I want actually constructable vehicles is because trying to balance how many prefabricated vehicles spawn on a given server is downright paradoxical. On highly populated servers all the vehicles quickly become hoarded by various groups and individuals, making them somewhat impossible to come across; on high pop servers the number of available pre-fabricated vehicles needs to be increased do have desirable availability vs scarcity levels. If this server should then go into low pop for a time, or just be regularly of low population, then prefabricated vehicles become too easy to get. The exact desirable balance of availability and scarcity of vehicles depends very definitively on the current population of the server and their play-style/in game behavior. Thusly, if players were able to spend time gathering resources and tools in order to construct something make-shift for themselves, there would be a soft cap on the maximum number of vehicles in a server instead of a hard cap, and regardless of fluctuating population levels, the prevalence of these vehicles would always reflect the amount of time and effort people put into constructing them, making their numbers dynamically and organically controlled. When these vehicles are totaled, their wreckage would simply de-spawn at server restarts. It's also central to this concept that these constructable vehicles be somewhat underpowered compared to their factory made counterparts so that they do not completely infringe on the value of owning them, go karts obviously have crappy top speeds compared to a sedan, but the go kart could still have utility. Likewise ultralight aircraft will get you flying, but none of them can transport much extra weight, or a second passenger; they're personal transport and scouting only basically, while a little bird can actually be put to work. I'll learn the Enfusion language myselfwhen modding tools come out if I need to in order to make this a reality, but hopefully constantly campaigning for them will either motivate an actual modder, and in my dreams, the devs themselves.
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