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Your DayZ Team

tux (DayZ)

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About tux (DayZ)

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    Survivor

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    tuxify

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    Male
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    California, USA
  1. tux (DayZ)

    Status Report - 15 Sept 15

    I hope that this becomes the standard every time a new feature is introduced. Great status report - can't wait to hear more about the upcoming scrums.
  2. tux (DayZ)

    "I just soiled myself" and other notes on 0.58.

    On the topic of persistence, nobody's seem to have gone in depth about this yet. Some developer (Hicks, I believe) said that they were working on a way to refresh an entire camp, opposed to requiring the need to interact with each individual object in order for it's cleanup timer to reset. This isn't that important with the current base-building system, as there are only really tents, barrels, and vehicles that make up the camp. Once barricades and those sand filled walls are introduced, interacting with every single one to prevent them from being cleaned up would be too tedious. EDIT: From the dayz subreddit on dyes:
  3. This is your only answer. @ OP: I would say that 0.58 (the current stable patch) has had some of the most important updates in a while. The new CLE system is still in early iterations, but being able to adjust the frequencies of certain loot spawning on the fly circumvents the need for a big patch, meaning devs can fine-tune the loot distribution for desired player progression. Devs have talked about adding hoards of zeds, but due to performance issues, there's no sign of infected AI across the map. We had zeds in 0.58 EXP for a while, just not to the extent the dev team is shooting for, quantity wise. 3 new vehicles should be on the way in 0.59, and with vehicles requiring additional parts, should make for a pretty interesting patch. Even persistence is assumed ON, and issues with large camps and the despawning of items are being addressed in 0.59 EXP (coming soon...); another sign of the new CLE. Regardless of certain issues (i.e. lack of zeds), the development of this game is making great strides towards the perfect survival game. The latest status reports have the answers to all of your questions (which have been asked a million times in a million different places). Welcome back, it's a great time to be a survivor.
  4. tux (DayZ)

    [0.58] Persistence Breaks Servers

    A dev talked about implementing better occlusion culling a few months ago. Can anyone back me up on this? Would this help with the problem that some people are describing, or are the items not rendered anyway because they are stored "invisible" inside of it's container? Either way, occlusion culling seems like it would be more of an "optimization" task, and be saved for beta in 2016.
  5. tux (DayZ)

    animal spawns

    Actually found a few cows just south of Berezino on the coast. Never seen any wildlife that close to the coast, but there were 5 or 6 cows.
  6. tux (DayZ)

    Can't tear clothes for rags

    This. Plus, until you can actually see where someone has used a bandage on themselves / someone else (which may never even be implemented, or may be coming with the QoL changes coming in the next few patches), there's no reason to have any color bandages, as you'll only see them in your inventory anyway. Also, how would combining different colored rags work? Hopefully more coloring options are added (you can already dye armbands different colors using plant material). Maybe some sort of headband would be cool. Having the option to be able to create armbands out of materials other than the raincoats would be neat too.
  7. tux (DayZ)

    Can't tear clothes for rags

    Stone knives can still be crafted in no time. It is an essential 1-slot item that can replace many larger items. As Grapefruit kush said, almost all sharp objects (including stone knives) can be used to tear the less durable clothing items in the game.
  8. tux (DayZ)

    Radios : A Cure for Player Interaction

    I absolutely can't wait for the megaphone and maybe some PA systems, being able to broadcast something loud. The problem would be the people spamming the microphone instead of using it for RP to enhance the immersion. OP: Having a working radio at spawn, although being sort of unrealistic, would definitely improve player interaction at some level. Your bullet points are spot on :beans: , though you'll have to add a 5th bullet point for "griefers"
  9. tux (DayZ)

    truck flipping

    Until some desync issues are fixed, or I get better internet, I will never feel comfortable driving a truck. I'm a very good driver, and when driving solo in a more empty server, I can make it almost anywhere without flipping my truck. However, especially with the V3S cargo, I've been running into the problem of not even being in control of the vehicle during bad desync, and flipping the car without even realizing what's going on. Obviously if we were able to do more while riding in a vehicle (e.g. accessing inventory, shooting from windows, hiding in "boot"), the issues with passengers seeing the vehicle doing flips and rolling all of the time, despite the fact that the driver is actually perfectly on track, will have to be addressed. As for flipping vehicles, it would be cool to have some way to get a group of people, and use materials to upright a vehicle. Maybe some sort of jack for adding tires. Can't wait for exp 0.59 which should have the 3 new vehicles.
  10. tux (DayZ)

    r/Games AMA with Lead Producer Brian Hicks

    Thanks for posting here. This is a very interesting read. I wouldn't have seen it on reddit, as I don't generally frequent the subreddit.
  11. tux (DayZ)

    Worth playing again yet?

    One thing I wouldn't expect to see is a lot of zeds. Due to unexpected performance issues, the zeds in 0.58 exp were removed for a while, and now they are spawning, but in very low numbers. I assume we'll see the same thing one 0.58 hits stable. The good thing is, we'll be getting persistence back, 12 hr restarts to go along with it, and hopefully working CLE (loot spawning & despawning). Survivors will now need to do more than memorize V3S truck spawn locations, as they are dynamic (I might be wrong on this), and require vehicle parts found around the map to start any vehicle. With the CLE beginning to shape up, we'll no longer see lootsplosions, which allowed a player to quickly get full military-grade gear on the coast. The loot spawning and allowed number if certain items can be changed without any major changes on the part of BI, so they will be fine-tuning the inland / northwest push from players spawning the coast via loot control. The game in it's current experimental state is also has shown a lot of performance changes. Personally, I've seen growth in FPS on my very low quality rigs, which really helps make the game more playable. Hopefully this is the new performance benchmark that the team wants to have every stable patch candidate meet; once the too many zeds problem is solved, we'll be able to see hoards of zeds without much performance loss. TL;DR: What everyone else has been saying. Wait around a week for stable to come out, or play the experimental branch now, as it's practically a stable patch (has been stable for most of the 0.58 experimental run), and should be pretty close to what we'll see as a full stable branch.
  12. tux (DayZ)

    Let's talk bout them Chainsaws

    I pictured this when I first read your comment, not instinctively knowing what a chainflail was:
  13. tux (DayZ)

    It's Snowing! (On .58 EPX)

    Personally, I don't think we'll get any sort of weather, beyond rain, temperature and wind, until modding is supported. Hopefully wind becomes more of a factor, to not only affect your character's temperature, but also affecting the ballistics of a bullet.
  14. tux (DayZ)

    So we can't drink from water wells?

    Maybe there would be a random chance that a pump wasn't working, or you actually had to do something (e.g. turn a pipe valve nearby) to get it to start flowing again. You could also turn-off valves if you didn't want people to use a pump. Boobytrap the valves somehow. Love the idea of needing a rope and some sort of container to hold the water in to use a well.
  15. tux (DayZ)

    DayZ Standalone Modding Discussion

    How does allowing other people to modify this game affect you negatively in any way? If somebody wants to create an ArmA 3 mod for DayZ SA, why shouldn't they? In fact, I'd say that allowing modding will get even more people interested in the vanilla DayZ SA, assuming the dev team keeps providing updates and content past release; though some will argue that it would be spreading the community apart. Think about if you were watching a Twitch stream of a DayZ SA mod. Say you didn't know what the original DayZ SA was, but you really like the mod that you are watching. You go and buy DayZ SA, install the mod, then realize that you really like DayZ SA vanilla a lot. Alienating the modding community, ironically the same type of community that started the ArmA 2 DayZ mod, would only take people away from the game.
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