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Rammit (DayZ)

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About Rammit (DayZ)

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  1. Rammit (DayZ)

    Stable Update 1.02

    I'm not seeing any keybinds in the menu. Have verified integrity. Have Trackir plugged in is the only difference from a couple of months ago (haven't played 1.x with trackir yet). EDIT to add: It just says "TestSubgroup" and has a drop down box with "user" as the only option. EDIT 2: Verified a 2nd time and it seems to be working now. Disregard.
  2. Rammit (DayZ)

    Stable Update 1.0.149923

    daytime frame rate is excellent for me, but it drops to sub-30 fps during night.
  3. Rammit (DayZ)

    DayZ Stable Update 1.0

    Ok. Had enough play time for 1.0 first impressions. After getting through the initial b.s. of fps issues and my character getting locked in database: Server browser sucks. On the whole, the frame rate was among the best I've ever had. It varies. Had some fps tanking during one night-time run. Inversely, I just had an amazing run through the forest on a low-mid pop private server. Zombies seem to sometimes move in slow motion when not in agro. jackets vs. backpacks inventory space needs another pass. jackets shouldn't carry as much as backpacks. I am hoping that our starting inventory is just for the free weekend. Right now, it is *too* "easy mode". Starting with a soda and a piece of fruit is enough to negate the initial need for water. That coupled with the increased inventory space you start with from the buff that pants and tops got, makes it pretty easy to get going. I realize we need to balance some for noobs, but they also need to die their first few spawns (sometimes) to get the idea that surviving isn't a given. Took me a run from solnichny to staroye to be reasonably well-kitted. Have no concerns for food and water. Could use better guns, but my clothing and inventory space is top notch. Once I got up and running, I've not had a single server crash. Good job, on that front. Night seems great. It is very dark, but flares and torches illumination seems more analogous to real-world reach. glad the moon is no longer a lego, as well. Noticing some other small touches here and there that weren't there before. Also, good job. Duct tape shouldn't be able to repair weapons. Haven't made it far enough yet to encounter tent/barrel persistence issues.
  4. Rammit (DayZ)

    DayZ Stable Update 1.0

    Yes, they recommend server owners do a full persistence wipe for this patch.
  5. Rammit (DayZ)

    DayZ Stable Update 1.0

    Have "Kicked: Character locked in database" after suicide on a community server. First life character on official servers still seems to work, however. EDIT: Server restart corrected this issue.
  6. Rammit (DayZ)

    DayZ Stable Update 1.0

    Trying to type name in server browser caused a hang. Couldnt tab out or use task manager, either.
  7. Rammit (DayZ)

    Experimental Update 0.63.149918

    seem to be a number of reports that frames have taken a dump with this patch.
  8. Rammit (DayZ)

    Experimental Update 0.63.149840

    https://dayz.com/article/general/dayz-1-0-launches-december-13th-on-steam "Everyone on our team has been working hard and will continue for this remaining week to deliver the best launch version we can." I mean, we can argue about whether "launch version" and "release version" mean the same thing or not, but... ah well. I'm focused on how the general public and official reviews will (rightly) perceive whether this is a "pre-release" or a "launch" version and the impact (which, if history is any indicator) will be larger than some have anticipated. I want the game to have longevity. That said, personally, if BI shutters, tomorrow, it makes no difference to me. I already got my hours worth and had a good time with the alpha. I've paid pennies on the dollar for that time played.
  9. Rammit (DayZ)

    Experimental Update 0.63.149840

    I've been playing for at least a few years. I never played the mod, but I have played bohemia games since Arma 2. I'm aware of their history. I fully recognize where the game has come. Performance with the new engine has been a major boon since the earlier versions of SA I was playing. But, I also recognize that working persistence is a primary feature of the game as the devs describe it, and that the dayz team have acknowledged it won't be working at launch. And, it is the new players and the first official reviews that will be coming starting December 13th and their impact that I am cognizant of, as someone who wants DayZ to have legs that carry it for 5 more years, and new maps, further development, etc, etc.
  10. Rammit (DayZ)

    Experimental Update 0.63.149840

    You are reaching, sorry. DayZ "launches on PC on December 13th". Yeah, it's not "finished" in the sense that they will continue to patch and improve (like pretty much every other game), but pretending like this isn't a "release" event, is either naive or disingenuous. You can re-define 1.0 and "launch" all you like if it suits you, but the point some are making is 1.0 has a very clear meaning to the general public. The formal reviews open with the release of 1.0 and the game will be judged with its first impression and official reviews based on its state beginning December 13th. I'm sure they will get it hammered out eventually, but not everyone is a dick-rider who has followed the game for years and will defend any and every choice made or state of the game. Whether you agree or disagree, the game is a release-grade product come December 13th, and it will be judged as such by reviewers and the general public. That is fact. And, those early impressions and reviews (e.g. does the most basic functionality of the game work?) will have a large influence on future sales. As a supporter of the game (and, huge supporter of the very tough decision they made to finally make a new engine for BI to build games on in the future) I am aware of this fact. I'm sure the devs are aware of this fact. The person who made the decision to force a 1.0 release date is aware of this fact. You may not be, but that doesn't change reality. I would hope that dayZ is presented in (at least) a serviceable light, with a foundational feature like persistence working. Yours, or my, rose colored glasses are not the lens through which this game will be viewed after Dec. 13th. It won't be in Alpha. it's leaving Beta, and entering a 1.0 launch. How can you define that as anything other than what it is intended to mean? A release-grade product. Oh... It must be a "Charlie" release....
  11. Rammit (DayZ)

    Experimental Update 0.63.149840

    So, on Dec 13th, *then* they can complain?
  12. Rammit (DayZ)

    Where are all status reports?

    The URLs have changed. "/blog/" is now "/article/status-report/". There do seem to be some older status reports missing, however. They appear to only go back to June of this year.
  13. Rammit (DayZ)

    Trackir for post-1.0

    Just adding a vote/reminder that I hope trackir functionality will return at some point in the near-ish future :) (if there is anything that makes it work that I am not aware of, please let me know). Thanks.
  14. Rammit (DayZ)

    Exp Update 0.63.149741

    question is, how is persistence holding up through these crashes?
  15. Rammit (DayZ)

    Exp Update 0.63.149741

    I think in general ruined clothes and attachments continue to function until you remove them. e.g. if your pants get ruined, they still function, but if you take them off you cannot put them back on. I'm sure that is not intended behavior, but this seems to be similar to how ruined clothing items are currently working.
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