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Everything posted by IMT
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[video] tell me how I can improve.. love it but die a lot.
IMT replied to Box of Demons's topic in New Player Discussion
First of all, if you think you saw something, assume you did rather than not. It keeps you alert, on your toes and ready when in fact there actually was someone. It might make you paranoid sometimes but I'm rather paranoid than getting dunked on. Second, try not to go loud. The louder you are, the bigger the target you make out of yourself. Also, try not to screw around too much in high risk area's like military camps/bases. In case of the mine, just leave it there, specially if you heard it just getting armed. Oh, and a very big tip, play on 1st person servers. It's clear as day that the guy knew you were there and was on the roof for a while, waiting until someone got blown up by that mine. Even though he had the chance to shoot you a few times, he waited until you were in an open space, while of course peaking in 3rd person. Of course this is personal preference but I find that it enhances my PvP experience greatly. Finally, never stay still too long in a military camp/base, don't give them that golden opportunity to pop one in your head. I do saw 2 great things though. That was the fact that you immediately ran to cover, the second you got shot at. Also the fact that you immediately shot back at the guy because that puts pressure on the person, even though you most likely won't hit him, which in this case you actually did. Unfortunately the pressure and the hit didn't faze him and he kept shooting instead of retreating or repositioning. Keep in mind, no firefight in DayZ is ever the same. Your decisions depends on the situation. Sometimes you actually want to break one of these tips or tops in order to get an edge or make a play. You'll get more experienced the more you play. -
Since when did the Chinese become a race? Plus, if they don't want any Chinese on their server, why should that be a problem, it's their server after all. People need to stop taking offense from everything and everyone nowadays, grow a pair and take stuff like a pro.
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No, I'm glad they went this way and not what Arma 3 did and that is come up with totally own guns. It breaks immersion, to be honest.
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Exactomundo! They need to step it up a notch and get their shit together. Only then will the playerbase keep playing the game and maybe even grow. I think they missed their biggest opportunity unfortunately and that was the release. If they waited with the release until everything was done, people would be blown away and they would have a big consistent playerbase as well as Twitch viewers (which is very important as well). When returning players and even new players would've seen the game and the changes it went through, they would've been blown away. But unfortunately, they made a dumb decision and I mean really dumb. But, I and multiple other people warned them, so they only have themselves to blame.
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Seems like we aren't talking about the same graphs. I wasn't even going back as far as 2016, I'm talking about a timespan from now and approximately 6 months back. Most spikes just indicate that a signficant patch was released and people come check it out and then it slowly declines again. The graphs I used convey way more information. Here, have a look: https://steamdb.info/app/221100/graphs/
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Are we looking at the same graphs? It clearly shows a spike in players when modding is released. Then it goes down a bit and then it suddenly really spikes with the free weekend. But it quickly goes down and then it gradually goes down until patch 1.02 when it goes up again and finally slowly declines again. Why would Xbox release have anything to do with the PC players? The game has always seen a rise in player numbers when a patch is released and then it gradually goes down.
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Yes the release of modding was so grand. So much support for modders, so much documentation, so much examples. The only credit we can give them is releasing modding, that's about it.
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Not quite. Indeed, the numbers have gone up. But did you check the Steam charts? It reveals a lot of information, the point when the numbers started to go up in particular. This was when modding was released and the player count has since then about doubled. So yes, in theory, the numbers have gone up although they are dwindling again right now. But this is all because of the modders, NOT the developers. Without modding, I think the player count would be how it was before modding was released or even at an all time low. So all the credits go to the modders.
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Who says they duped the stuff? You called it a night so they've had plenty of time to find 3 wheels. Perhaps they had a stash near there with some wheels stashed there. Nothing indicates that this was specficially duping. I hate when someone throws shit at the game for no reason. I know I have been giving the game a lot of criticism lately but at least I back my shit up with facts or evidence.
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Not sure if I should laugh or cry at this comment.
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The response you're probably going to get is: wE ReLeAsEd aN UpDaTe eVeRy mOnTh. Still waiting on the update with that wow-factor. Also on your last suggestion. Funny story, a game called The Guild 3 released on Early Access in late 2017. It is a game which followed up on The Guild 2 with a small but enthusiastic fanbase and the idea was to sort of to get The Guild 2 in a modern jacket and some changes here and there. Before they launched it, they said that it was nearly ready and needed some changes before full release. But when it released, oh boy... Riddled with bugs, a lot of features were missing, a lot of place holders, etc. The community was outraged and as time progressed, nothing improved. Then the publisher fired the developers and brought in a new team. Now content and fixes are flying out and the game is slowly starting to take shape and the community has restored their faith in the game. So yeah, might not be a bad decision to get a new team on board to take the game where it should go. Big problem is, the publisher can't fire the developers because it's published and developed by the same company. They better start to get the lead out and start doing things right.
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Whats your opinion about post 1.0 updates, development pace and game quality ?
IMT replied to Mantasisg's topic in General Discussion
Then explain this to me: why did they RELEASE the game when THE CORE ELEMENTS are still NOT READY? -
Whats your opinion about post 1.0 updates, development pace and game quality ?
IMT replied to Mantasisg's topic in General Discussion
First of all, they PROMISED us a roadmap and we still haven't received it. I don't expect or even want a roadmap where they put hard dates on features or updates because they have a bad reputation with roadmaps. What I gathered from the announcement of the roadmap and what I understood was that we would get a roadmap after 1.0 and the continuation of the development. I was and still am expecting a priority list of 2019 and even beyond that. I want to know the road they're taking with updates, which features are going to be worked on first, which last, etc. That's all I want and expect from that roadmap. They can also state it clearly that it is a priority list rather than a roadmap with hard dates. There is only one big problem with this, they're not promising, they're just "delivering". Based on what should've been 1.0, they're under delivering badly for me. After 1.0 my expectations were that new and old features would hit the game in a rather fast pace. Think broken bones, throwing, climbing, bows, fishing, leather clothing, painting Ghillies, helicopters, you name it. All we're seeing is 2 new weapons, perhaps a new vehicle, some fixes and some tweaks. Why not get those features in as soon as possible and then start tweaking, fixing and adding new vehicles and weapons. If people want new weapons or vehicles, modders can provide them. Totally new features is harder for them so the team should focus on that. Modders can keep the playerbase happy (which they already are doing) while the developers push stuff out for vanilla to keep those people happy. The latter is unfortunately missing. I like to disagree with these statements. Go to the Experimental Patch Discussion forum and go to page 3 through page 5 and see the frequency of updates. They would add some content or features, fix some bugs with the new content or features and rinse and repeat. It wasn't until an half year into 2017 that the update pace started to drop. Yes, Stable was seeing no frequent updates and sometimes up to a couple of months but at least Experimental saw progress. At least we get to see progress and how it should be done, at least in an Early Access setting. I also get that at some point they stopped updating Experimental and Stable because it was of no use because of the new engine and that it also takes time. But why aren't we back at the rapid update pace of 2017 where a couple of features are pumped out, bug fixes are done and rinse and repeat? That's what I was expecting after the engine was done and that was also what I was expecting after 1.0. What did I get? Disappointment! Which core elements? The core elements of DayZ for me are survival elements and I'm not seeing any pushed out by them, at all. If you mean the engine, then why the hell did they release the game when the engine isn't even done? Fully agree with your statements and views. Especially the part about listening to the community. I remember when they put digging for worms in the game. I suggested that it would be a good idea if we could dig worms with a stone knife as well. Low and behold, next update I could dig worms with my stone knife. The biggest fuck up on their part was releasing the game into beta and 1.0. All these topics, messages, etc. wouldn't matter because the game would still be in Early Access. And let's be honest, it shouldn't always be an excuse but as long as a product in Early Access sees any progress then it is a valid excuse in my opinion. -
Actually, they're called suppressors and they're called that for a reason. They don't silence the sound but rather suppress it. Even with a suppressor attached to a M4 or AK, they're still pretty loud. If you use a smaller caliber like a Makarov, you will have less aggro. Nowadays, an assault rifle with a suppressor isn't an efficient way to kill infected anymore. I rather see main weapons with suppressors now as either to get out of bad situations like being swarmed or to take out other players in a quiet way. I think if you only shoot once, you'll get less aggro as well but I still recommend to use a pistol with a suppressor over an assault rifle with suppressor. If you want to know who loud suppressors actually are, there are plenty of videos on this subject on YouTube.
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Seems to me the condition of the if-statement isn't met so it doesn't print out your message. Edit: I'm not sure what "if (p_Identity)" means in EnScript but I know that in Java that line of code will produce an error unless p_Identity is a boolean. Try "if (p_Identity != null)", that might solve your error.
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I can see the last line printed the message, so why isn't it working?
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You are trying to declare 2 instance variables in a method, which to my knowledge, shouldn't be possible. Try this: modded class DayZPlayerImplement extends DayZPlayer { void traderServerLog(string message) { TraderMessage.ServerLog("[TRADER] Player: (" + this.GetIdentity().GetName() + ") " + this.GetIdentity().GetId() + " " + message); PlayerIdentity p_Identity = this.GetIdentity(); if (p_Identity) { string name_player = p_Identity.GetName(); string UID_player = p_Identity.GetPlainId(); vector pos_object = this.GetPosition(); string message_log = name_player + "(steam64id=" + UID_player + ",pos=" + pos_object.ToString() + ") " + message; Print(message_log); } } }
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Any errors or what was the result?
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The following is the definition of the Print method taken from "1_Core/proto/EnDebug.c": //!Prints content of variable to console/log proto void Print(void var); And this is the definition of the ToString method taken from "1_Core/proto/EnString.c": //! Return string representation of variable static proto string ToString(void var, bool type = false, bool name = false, bool quotes = true); Based on your result and the little bit of information I can gather in these classes, I would assume that when you pass a reference, it calls the ToString method on a string which results in printing the definition of the string rather than the value as you can see above. What weird is however, is that they have the same exact method as you (PrintString down below) and it probably works because they use that as well. Might have to do with the implementation of the Print method somehow or for some reason. But the following examples will fix your issue. In "1_Core/proto/EnScript.c" you have the following code: //!Helper for passing string expression to functions with void parameter. Example: Print(String("Hello " + var)); string String(string s) { return s; } So if you would change your code into the following, it should work: void Write_Log(string message) { Print(String(message)); } EnScript.c also has this code: //!Helper for printing out string expression. Example: PrintString("Hello " + var); void PrintString(string s) { Print(s); } So this might work as well: void Write_Log(string message) { PrintString(message); }
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To be honest I have no idea how dependencies are managed with DayZ modding and how you can override them. Somebody else might be able to help you on that part.
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That's because there is no method in DayZPlayer called traderServerLog, I assume. So you need to remove that line as well. Here, try this, I belive this is what you're trying to achieve: modded class DayZPlayerImplement extends DayZPlayer { void traderServerLog(string message) { TraderMessage.ServerLog("[TRADER] Player: (" + this.GetIdentity().GetName() + ") " + this.GetIdentity().GetId() + " " + message); private PlayerIdentity p_Identity = this.GetIdentity(); if (p_Identity) { string name_player = p_Identity.GetName(); string UID_player = p_Identity.GetPlainId(); vector pos_object = this.GetPosition(); private string message_log = name_player + "(steam64id=" + UID_player + ",pos=" + pos_object.ToString() + ") " + message; Print(message_log); } } }
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Make sure you keep up your Ironfur to increase your armor and mitigation. Wait... that's not DayZ. Sorry, my bad.
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Whats your opinion about post 1.0 updates, development pace and game quality ?
IMT replied to Mantasisg's topic in General Discussion
I'm absolutely not happy with the post-1.0. I'm kind of in the same boat as you, I'm not having a lot of fun while playing. Not only that, the patches are horrible, to say the least. Nothing is really coming out and it feels that the game will take a very long time to complete. They really need to step up their game if they want to redeem themselves. -
You're trying to override a method which doesn't need to be overridden because it doesn't exist in the inherited class DayZPlayer. If you remove the override keyword, the error will go away.
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Well I don't know exactly how it works but in my eyes, the deloot tell the CLE that it's a dynamic event exclusive item and would probably count towards the CLE as well. So if there's a max of 10 and that max is reached, no FAL's or SVD's spawn at the dynamic events.