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Everything posted by tux (DayZ)
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I voted Winchester, but I could've just as easily voted Blaze double rifle. Anything using the new Winchester rounds is my go-to. Haven't gotten my hands on an SVD yet, but that seems like it's a pretty good gun for sniping. The new IZH 18 and Mosin could still also fall within your poll, even maybe the SKS. Haven't used the IZH yet, nor used the Mosin with a PSO scope in a while, so I'd still probably choose the Winchester over any of those.
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Thanks for taking care of this. I am growing tired of trying to reply without getting frustrated. Some people just don't want to hear the truth and will avoid seeing both sides of an argument at all costs. :beans: :beans: :beans: :beans: :beans:
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Man it's starting to look like you aren't even reading my posts, and that you have no idea what you are talking about. I'm done trying to read your poorly written posts and arguing with someone who doesn't understand where the development of this game is going. As far as I'm concerned this thread should be closed.
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You're mistaken on a couple fronts: First of all, how were the mechanics removed to make server hopping easier? There's still a timer between switching servers. They may have reduced the timer a bit, but honestly, anyone who can sit and play for a 3 hour session can sit for 300 seconds and wait to switch servers. Next, how would they "eliminate" PVP? Other than providing a single-player option, this game at it's core encourages grouping up and interacting with other people. Until the game stops you from injuring other players (which will never happen), there will always be people going out to kill other players (PVP). The fact that it's easier to gear up and start killing other people isn't because the devs are selling out and making DayZ just like any other first person shooter game, it's because they need to saturate the world with many different items so they can test various parts of the game. Try playing the experimental patch and tell me how easy it is to get fully geared now that gate house porches aren't spawning a bounty of loot every 4 hours. Finally, "PVP keeps the dollars rolling" doesn't make any sense. You think more people are buying the game because they've been following development for years now, and all of the sudden they are buying a copy just because it's easier to gear up? This game is heading to be an unforgiving survival game, no matter how many people go crazy over how easy it is to get fully geared in one place.
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I don't think movement speed will ever be reduced. Unlimited sprinting will soon be a thing of the past, as the devs went over how the stamina system currently works recently in a SR; we should start to see the slowing of sprinting when tired, and faster depletion of energized / hydrated statuses while sprinting. Same thing with vehicles. Once you have to spend a lot of time on foot before you can get a working truck (already somewhat introduced in stable with the breaking down of wheels, and more so in experimental with batteries and glow plugs), the map will seem a LOT bigger.
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I've said it before and I'll say it again: if you want to post a controversial "play-style" in a public forum, don't be surprised if people voice their own opinions. Put them in your twitter posts or personal blog posts, and I'll be sure to avoid following you. And yes, Whyherro123 is correct. The devs have not only been vocal about server hopping being an unwanted exploit, but they have also put in mechanics to prevent such exploits, without negatively impacting the legitimate players out there.
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They could also just be planning on adding more towns on the edges of the maps (which they've done in more recent patches), so they aren't worried about having the big empty hills, as it's only temporary.
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I like the idea of having forests at the edge of the map instead of blank rolling fields. However, you're describing a scenario where your base would be virtually invulnerable. Once single player mode is introduced, you'll be able to setup your base anywhere (e.g. in the middle of the NWAF airstrip) without worry of another player raiding your base. But until then, and on multiplayer servers, I think there should always be the risk of having your entire base wiped out, forcing you to start from square one.
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I was more commenting on the fact that you were condoning server-hopping. Apparently I missed the point of this thread, being that M4s and AK101s do not exist. If I'm ignorant of anything it's my understand of how you could possibly enjoy playing a game for hours on end, in the exact same location, watching a countdown timer for the majority of time spent playing. Must just be me.
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You are the problem. Every single person who is server hopping all night across the static helicrashes are just vacuuming up all of the loot. I guess you're just not very good at server hopping if you can't seem to find anything decent. Can't wait for dynamic events to return so that people can't just beeline to one location and get everything they want instantly. However, I usually only play on private hives, so server hopping isn't an issue there.
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So what's the deal with the hatchet handles?
tux (DayZ) replied to chisel's topic in DayZ Mod Troubleshooting
Why are you posting this in the SA forum then? This is what you are actually looking for. -
So what's the deal with the hatchet handles?
tux (DayZ) replied to chisel's topic in DayZ Mod Troubleshooting
Not sure why he singled out the hatchet handle. I always assumed that it was intended that your axe got dull pretty fast. Steak and Potatoes makes a good point about being able to quickly test the lifecycle of your tools, and balancing their life will be done in later iterations. I believe he's talking about the SA. -
This is the answer that everyone is looking for. However, I think they should stay the way they are now (offer the same amount of slots as they take up, and just provide protection to the items inside the case).
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These new bugs are the real game breakers!
tux (DayZ) replied to battlerhd's topic in General Discussion
Huge game-breaking bugs are the best sign that new and greater systems and features are starting to be implemented. Embrace the bugs. -
Persistents seems to be working in the exp (0.58) version right now. Hopefully they will continue to work when it hits stable. However, always expect your tent / character to disappear at any time during the development of this game. It baffles me how many people are surprised when this happens.
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What patch were you playing "several months ago" that runs better than the game is running now? IMO this is the best patch in terms of FPS and performance that I've seen so far in development.
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Thanks for the in-depth report on the new renderer. This is really cool. I'm so glad that working mirrors (especially rear view mirrors in vehicles for 1PP mode) and cameras are features that you are planning on adding. Are you talking about an actual workbench to build items on? Or is this some sort of software that has to do with the enfusion engine. Can you elaborate on this any more? (or maybe Hicks_206?) Thanks for doing Q&A on reddit. Problem is, I hardly ever check the /r/dayz subreddit because it is horrible. I'll make a point to check it regularly for you to post, as your and other devs direct replies are very very very interesting and helpful to read. Maybe figure out how to update the "dev tracker" section of the forums to link to reddit every time one of you guys do a Q&A. Twitter Q&As too (as sometimes I miss these). Go to the official status report here. This mirror on the forums doesn't have the videos, just thumbnails of them.
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Over 10 weapons disappeared on the same character
tux (DayZ) replied to Bonappetit's topic in General Discussion
Apparently eating something right on top of the gun you drop will force your character to pick it back up after completing the eating animation: Other than that, you can probably avoid losing your gun by never vaulting with anything in your hands, and avoid double carrying or carrying your weapon in your hands at all times. It should make you seem more friendly, or maybe easier to kill, depending on who you are encountering. -
how to get dayz to run better without turning graphics down loads?
tux (DayZ) replied to JarheadLeeds's topic in General Discussion
I don't think you (or very many other people who play this game) understand what role we, as alpha testers, play in the development of this game. We are guaranteed NOTHING in terms of quality of play or anything like that. As with any other game in early development, making the game run smoothly is NOT a priority. Adding new features is the primary goal of the alpha stages of any game, which means yes, THE GAME WILL BREAK FREQUENTLY. Over and over again people keep saying that "alpha is not an excuse". Fuck that. Just because you (not necessarily you, AgentNe0) are too illiterate to read the thousands of warnings, nor did you understand the development process of almost any piece of software, doesn't mean that the devs are doing a poor job, or that the finished product will be a piece of shit. What you probably need to hear, and what you are going to hear over and over again every time you post these types of criticism (by the way, this is NOT constructive criticism): Think about this. If they devs tried to get every single new feature working as it should when the game is released, they would be wasting an enormous amount of time, as some features end up breaking other features. It's better for them to understand what can/should wait for beta/release (i.e. optimization in this case, or what you would call "FPS boosts"), which they are doing. Please, try to understand what the development process is before making these types of posts. You will enjoy the alpha and beta stages a lot more, and you will ultimately enjoy the final release more as well. TL;DR: Player experience is one of the last priorities that the devs are working on. It's probably pretty nice having all of these unpaid alpha testers, but in the long run, they aren't prioritizing having a working, playable game at this stage. (Although I feel that the game is more than playable and enjoyable at this stage, despite all of the bugs and problems). -
Question regarding vehicle persistence/respawning
tux (DayZ) replied to FlimFlamm's topic in General Discussion
Correct. Every time that I start to think about how they could improve the V3S spawns and system, I remember that with the new vehicle system (i.e. repairing vehicles) there won't be any "truck spawn", rather truck parts spawns. It seems like these features will be in the soon upcoming 0.58 exp (early this week according to hicks). Hopefully vehicle inventories will come soon after. -
Yep. Heavy breathing after sprinting and weight of each item in kilograms upon inspection. I suspect this is just a placeholder for the system that is coming soon (new character controller?)
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how to get dayz to run better without turning graphics down loads?
tux (DayZ) replied to JarheadLeeds's topic in General Discussion
This really isn't going to change anything. Stop undoing all of our hard work by convincing people that it's going to help with FPS really soon. We're really only going to notice any significant performance gains until optimization takes place after we enter beta testing. -
From Hicks via the /r/dayz subreddit: And why do you feel the need to change your text color?
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The only thing that is persistent in this patch as of now is the gear on your character's back. Anyone telling you that vehicles / tents / loot is persistent is lying to you or is playing on a server that is not properly configured. What you described is exactly what is envisioned... Not sure what boneheaded ideas you are talking about?
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Main menu bug - no character/character creation
tux (DayZ) replied to cptavpr0metheus's topic in Troubleshooting
I had this issue when I was using certain launch parameters (-nosplash or something like that). I just removed my launch parameters and it gave me the character creation screen, main menu character, etc. No reinstall, nothing.