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Everything posted by tux (DayZ)
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Wish I had found the Red 9 as well. Glad exp is up again.
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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.
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"I just soiled myself" and other notes on 0.58.
tux (DayZ) replied to Kirov (DayZ)'s topic in General Discussion
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: -
Do Zombies Dream Of A Good Nights Sleep? (Zombie feedback)
tux (DayZ) replied to SmashT's topic in General Discussion
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. -
[0.58] Persistence Breaks Servers
tux (DayZ) replied to Weyland Yutani (DayZ)'s topic in General Discussion
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. -
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.
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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.
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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.
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Radios : A Cure for Player Interaction
tux (DayZ) replied to Damnyourdeadman's topic in General Discussion
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" -
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.
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r/Games AMA with Lead Producer Brian Hicks
tux (DayZ) replied to Tatanko's topic in General Discussion
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. -
Wow I never thought that this was the reason behind removing visibility of ping / bandwidth / desync. Good call.
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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.
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I really hope we get to see a more advanced cooking system. For example, the better you cook something, or the higher your cooking skill, the more nutrition you get out of the meal. Can't wait to hear about soft skills at the upcoming conference.
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The left click on my old deathadder of 9 years is finally giving out. Really threw me off while dragging items around my inventory, but I assumed it was dayz bug related at first. Gonna go out and get another; the most reliable mouse I've ever used. Saw one the other day when it was raining for a minute or so. I didn't remember seeing one before, but I also can't remember the last time rain was working correctly. I saw almost nothing at prison island (especially in the prison itself). Not sure if it's server hoppers or what, but the risk of swimming out to the island should be rewarded with decent military loot once you get there.
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I pictured this when I first read your comment, not instinctively knowing what a chainflail was:
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Good to see that everyone's able to make larger camps now. Can't wait to join in and add my hoarding skills to the mess.
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Let's hope for another status report today. They have been getting juicy lately. This thread and the status reports are the only things keeping me sane while I wait to fix my DayZ rig.
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Just start leaving batteries in the trucks. Glow plugs seem to be less common compared to the batteries, so most people don't even need a battery by the time they are ready to drive a truck. I can't wait for the new vehicles and vehicle maintenance. Removing doors, wheels, etc. with tools. Animations to go along with it. 0.59 couldn't come fast enough.
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Have your other stashed trucks disappeared? If not, I suspect someone else has hoarded the truck at severo mines. Here is a reddit article that talks about the static spawns (assuming they are still static).
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I think I saw a list of spawns on reddit a while ago. So the truck spawns are random like heli crashes, not just spawning in the same spots all the time?
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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.
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Agreed. The only time I've seen a glow plug is when I thought it was a pen on the ground, and walked over to it, because you hardly ever see pens anymore. I haven't had any trouble finding glow plugs (also: batteries, wheels, barrels) in Severograd, as there are a lot of those tan sheds that frequently spawn truck parts. There's also a 2-seater V3S spawn at the mines northeast of Severograd. I wonder if in the future we'll need keys to drive a vehicle. Some cars might spawn unlocked with the keys in the ignition, others locked and you have to hotwire the car with some tools. Each key was unique to a door / lock, something like this. Until then, yes, glowplug as a key is the way to go. They are smaller and a bit rarer than the batteries, so it's always good to grab at least your glow plug before leaving your truck. Can you explain this map a bit more? Did you make it, or is it some sort of resource?
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I always love the tan cargo pants. Until better camos (e.g. multicam, maybe in mods), come out, I think that all out yellow / light colored clothing is the best option possible for blending in during the daytime. My favorite loadout from a couple patches ago, stable . I can't wait until I can run DayZ again. Hopefully by 0.58 stable, so I can get back to playing in my favorite servers.
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Nobody's asking the real question... Does the "snow" make you colder? How else will I get rid of hyperthermia?