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Everything posted by bingo_fuel
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I also observed that a backpack despawned within a few hours, but a yellow container I dropped at the same time was still there. Tents are persistent I filled two with loot and have not lag. Duct tape now gets cleaned up correctly. Is the reduced despawn time on backpacks a bug or a feature?
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I hope that the devs will find a solution to this problem. If the gamma slider was not that easily available during the game it would be a start.
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I usually play all exp versions and since the release I looted up characters on many different servers. The loot on some private hive servers feels really different from the majority of servers (including the exp versions just before the release to stable). While this is no proof that there is a problem I think it's good that the devs look look into this.
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Beautiful sunset and the night falls in!
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Does the "camp in proximity=lag" bug occur every time? I just was on a server (private hive) with hardly any loot. Most towns I searched were completely empty. Then I took a rather unusual route and stumbled over a huge camp with everything you need. I did not notice any delay at all even though multiple full barrels and backpacks were positioned within a few meters.
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Maybe this is another trade off you have to make: your base is far away from other players and towns but you have to spend more time to get new stuff. Since the CLE is still under heavy development we most certainly will see more improvements in the future.
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I tried the same thing and also observed that not much items are spawned in again. Did you try this on a low pop server? Was it on a private hive? There are some reports that some private hive servers currently have a problem with resapwning of loot. The server I tried it on was a private hive and not exactly busy. Maybe the amount of picked up items is not high enough to trigger the actual respawning algorithm. Another possibility is that this town is only populated again when other towns are picked clean. If the CLE works like this it would contribute towards the goal that the players should travel across the map and also the statement from a status report "if one town is empty try the next one" would match to this behavior we can observe.
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After some more testing: I did not notice any degeneration of the quality/quantity over the period of some days. But I never found I suitable scopes to test. Items that get cleaned up correctly after 30 min: Jerry CanSpray CanDisinfectantTruck tiresMatches.22 AmmoVitaminsClothesShoesCanned foodToolsHard hatsItems that do not get cleaned up: LimeDuct TapeSo this seams to be consistent with other reports in this thread. One further bug I found is that you can use clothes/vests that never have been picked up as persistent storage. I stored items in some hunter pants in a remote feeding shack and after three days everything is still here. If you want leave notes directly swap the paper with an item that never has been picked up - the note is still on the ground after several days. Did somebody test how long regular dropped notes are visible?
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Wobo mentions this in his latest tipp video on .58: You have to have the weapon on your back and nothing in your hand, then double click the handguard.
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Most of the items I tested were cloths/shoes and when I started the test they already had the state "damaged". I checked the items several times before they got cleaned up and they always remained "damaged". I will repeat the test with items that have a percentage. While I was writing my last post the feeding shack spawned two PU scopes, by the time I check the shack again they where damaged - but only a couple of minutes passed between spawning in and my next check. So either the scopes degenerate really fast or also spawn as damaged. So there are open questions and mysteries to be solved - on to more testing until we can finally play with .59 exp :D I have not seen any animals since .58 hit stable but I found a tent today that had cow steaks in it - so there are animals.
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I did some experimenting with item cleanup respawning: I went on the Dayztv private server to the area north east of Krasnoe and tried to following actions (I monitored the area and nobody else was in the area during the test): Pick up item and drop it outside of the house/feeding stand: After 30 min the items are cleaned up, was waiting roughly 20m from itemPickup item and drop it inside the house: Item cleaned up after 30 minDirectly swap item with another item: Item does not get cleaned up within 30minDirectly drag spawned items in a press vest that also spawned at this location without picking the vest up: Vest+items was not cleaned up after 30minDo not pick up loot: It is still here after 30minI emptied the barn and a few minutes later new items appeared - but less than I picked up. The feeding shack did not spawn anything new. During another test the feeding shack did respawn items within minutes. So the picked up items respawn but the location is random.
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I also found multiple 9V batteries on different servers.
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Do you refer to the PAX stream with JamJar? I think that Hicks mentioned that he wants to limit the amount of automatic weapons used on a server. I don't know how he wants to implement such a limit - on the public hive this seems nearly impossible. But Eugen confirmed on multiple occasions that picked up items stored in containers/player inventory do not influence the respawning of new items. Maybe they will add additional rules for automatic weapons. I played on the same 1pp server yesterday and did not find much stuff. It was not really high pop but every town I check was empty. I'm not complaining about this - I really like it when you have to struggle to find stuff and survive but it feels so different to other servers.
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Good to know that there is a time limit guard in place! I still think that many people will camp around the officers tents since it seems like the most logical place to get high value loot. But that's not necessarily a bad thing since that "hot spot in the west that everybody runs to" is a design goal if I understood the plans correctly. People that do not like that hot spot can search for crash sites. Searching for heli crash sites is more time consuming but going to the officer tents has a higher risk assigned. It looks like the pieces of loot placement/respawning start to fall into their place and the overall picture takes shape.
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I also was watching when they killed that guy with the battery and glow plug. I think the weak spot of dayz currently is that the "resource management" and "risk management" is not needed when it comes to guns and pvp. You have so much ammo that you do not need to worry about it and since there are not many zombies around the "cost" of pvp is really low. Especially when three skilled guys play in a squad. And guys like break and sacriel just play it for pvp - which is totally fine since it always has and always will be a part of dayz. On the current exp build: I played it for some time. Did not notice any huge bugs but loot cycling unfortunately works. I don't think it's a big problem since most loot locations are not worth the time to cycle until you get what you want. But I guess we will have many people hanging around the officers tents, loot cycling until they get the m4.
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I suspect the same thing. If I remember correctly in one status report it said "new particle effects come with the renderer" and since .58 we suddenly have smoke from the chimneys, fire+smoke on a torch, and new flare particle effects. On the other hand why should the devs "hide" that? Everybody and their mom are constantly asking for the new renderer so I don't know why they should start adding it without telling anybody.
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I was in Novy when my character put his pistol back in the inventory. I wanted to check if this is really triggered by another player and so I waited near the road between novy and stary since I assumed that this would be the most likely route another player would take. After two minutes I saw a survivor sprinting from novy to stary completely without cover. He was probably 150m away when my guy puts his gun away again. I think he got the same bug because in the same moment he stopped and went prone (he could not have seen me because I was prone behind stones and could only see him with the 3rd person camera). Strange tactic to sprint over an open field and go prone without cover... would have been an easy kill with my blaze. After some time he felt secure again and continued to the stary tents. I decided to avoid any contact and passed stary in a southern tree line. The gun to shoulder glitch then happened very often (5-6 times in a row) so I just logged out.
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The strangest and most complicated bugs are often present when you have multiple components that have to communicate to reach a certain goal. Because in this case it often makes a difference what happens when in which component. There exists a (not too serious) definition of a distributed system: you know that you have a distributed system when you observe failures you don't understand at all. We the end user just see guns disappearing and think why does this happen. But the devs need to track the exact cause and this is often really hard - especially if the trigger for the failure is not known. E.g. the global sound bug was a really nasty bug and was here for multiple months until the devs took the time to look into it and fix it. So I don't think that just because a bug is here for some time it is here to stay. I agree with the others that rocket left because his job of setting the vision of dayz was done - and he probably realized that he was not experienced enough for being project lead in such a large project as dayz developed into.
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Just because two games are released as alpha version does not mean that they have reached the same level in the development cycle. Every developer can freely choose a name for a certain version and what some consider as alpha is called beta/final by others. Just look at some open source software that is in development for more than ten years works great and still has a version number <1. Or that Microsoft skips windows 9 and jumps from 8 to 10. So this argument "other alpha versions are more mature" assumes that there is a consistent naming among all software/games and this is not the case. Another common misconception about software development is that it's like building a tower. You start with a base and add more bricks until you reach the height you want to reach. This is not the case for a complex software project and so many unexpected failures can occur. Just look at the history of software engineering (search for the keyword software crisis if you are interested) and large teams of intelligent and educated programmers still struggle to implement complex software packages. The reason is not that the devs don't get enough support (whatever you mean with this) but that writing correct software is a hard and complex task e.g. a professor of me said that a average programmer for Airbus/Boeing writes 20 lines of code in one week (for the safety relevant components). Nobody could afford to develop a game with that effort. So we kind of have to live with the failures. Just look at the change log of Arma 3 updates (or any other software). Two years after the release bugs are still found. And the reason is not that the devs are lazy or dumb. It's just how software development works. BI is long enough in the business to know how to finish products. All this "dayz will never be finished and they will drop it" rumors seem to be based on a sentence like "this bug is still not fixed so they will never fix it". That being said I'm also annoyed by the bugs in dayz - at the same time I'm enjoying testing new builds and cannot wait for .59 exp.
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I spent the last week helping in the kitchen on a summer camp. As soon I arrived I found a barrel and was happy. Dayz does strange things to us! Yesterday I played the new patch. After looting Kamyshovo I had a Mousin, a shotgun (with ammo), a blaze (with ammo) and a cr75 (with mag+ammo). Is this patch easy mode again or was this just luck? In Msta I saw another guy but did not want to talk to him so I ran away. I spotted him first and it would have been an easy kill but I don't like kos. He started following me and I was tempted to shoot him - but decided against it and so I ran into the forest. I also noticed some lag before I saw other players so this really seems to be a thing. I think a dev mentioned that the desync values have been removed to prevent meta gaming.
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While I obviously don't know how the CLE is implemented I can imagine that the devs currently use pseudo random variables to get more comparable results of different regions. Maybe it's a bug but I think it would be really easy to make things more random. But if you want reach a certain goal you have to understand the current situation and if everything is random this is much harder.
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I think we can interpret "Hasn't been tied directly to server restart in almost a year." in a way that the respawning of loot was not directly related to restarts but I guess in some versions loot spawning was only triggered during the restart. Another funny conversation on twitter:
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Did you try different servers? Until now I'd say this patch is easy-mode in regards to loot. It's interesting to hear such a different experience. You can also craft the stone oven and put the cooking pot on directly.
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Before the patch last Friday the cooking pot was working in exp - but I did not try it in this patch.
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They probably worked until now to finish the update and push it to collect new data over the weekend.