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Everything posted by Salty seadog
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What would you do if we had chains and padlocks?
Salty seadog replied to Irish.'s topic in General Discussion
Catch and chain 20 bambi's to a lada with no engine, sit on the roof and force them to drag me around cherno. -
Keen.
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I would definitely pay for a DLC with a new map (rather play on maps a proper dev studio have made than playing on player created maps). Ive never really been a fan of Cherno, and its been the same map since arma 2/ arma 3. If by some Christmas miracle they decided to polish up taviana with new textures/ updated buildings, that would be awesome. Otherwise id love to see a huge map that was half high up on a completely snowy mountain plateau/ range with some abandoned missile silos/towns and bunkers, and the other half down in the hills/ grasslands.
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End goal of the game? "PvP fiesta" or "gritty survival game"?
Salty seadog replied to WolverineZ's topic in General Discussion
Completely agree with rags, great vid btw. If I could add a point or two to what you said, I would still argue that spawns need to be completely random, like ive been rambling on about in another thread. Once you're fully geared and there is nothing to do, the only thing left is to go to a spawn town and play TDM. If you couldn't predict where all the bambi's spawn and player encounters happened everywhere on the map, it would remove the finality of being completely geared and make end game an ongoing experience. Also I really hope to see zombies in large numbers/ hordes, spawning everywhere and not just big cities, and to also become a very real threat to players, better that they are to difficult than to easy. Once you know how to use a bandage and experience your first bout of food poisoning/sickness, its impossible to die from anything that isnt a bullet. The struggle needs to be more real. -
Hello survivor's and bandito's, Wanted to make a thread to see where people are in relation to this, but I really feel that one of the best possible changes that could be made to DayZ, is to spawn players absolutely anywhere on the map, and in different clothing/health/starting equipment. I feel the biggest area for improvement in the game is the flow of players, and use of the full map, and I think something as simple as this would really go a long way to utilize the the whole of Chernarus. Every time I play DayZ, I want to explore, but no matter where I go, I never see anyone else. It inevitably plays out one of two ways, 1) Stay in a spawn town as a freshie, and try to punch someone for gear, or 2) Run to NWAF or do a chopper run, get sooper geared, and run back to a spawn town and hunt bandits. Maybe get lucky and see someone at NWAF. Surviving, travelling and diverse player encounters all come a very far second place over the spawn town TDM that goes on, and I just though, even for one patch, could we try out a random spawn system and just see what everyone thinks after a few weeks? Provided it wasn't a monumental task to ask of the devs. So I just wanted to see what you guys think, do you think it would be worth a shot, just to try it out?
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You're right, that would definitely be the best way to implement it, craft and place a bedroll for your base. Have two boundary circles that protrude from it, one larger one (500m rough estimate) that removes possible spawns within this area, and a smaller boundary that prevents people from placing objects within your territory (would prevent trolling or people walling over your front door, and would prevent people walking over the map placing and picking up objects as a form of trying to find the location of someones base). Would also be cool to have the option to permanently remove trees within the smaller boundary, so you could clear a small opening in a forest to create more room for base expansion. That would be cool, but I think it would cause some problems if they didn't implement it right. If everyone parachuted in, I could see that being a very effective way to scout for bases, and if you were able to kill yourself with a bad landing, you could effectively keep going until you spot a base. Only way I could see it working in the game is if: 1) you had a blindfold on while parachuting, which probably would remove the fun from the idea! or... 2) If they decided to use a series of different spawn scenario's, this could be one of many different types of spawns possible, but most importantly, it was only possible to trigger this scenario in certain locations where spotting someones base would be super unlikely. So I would probably say, out off the coast along the whole map or over big cities. I was just bringing it up as a possibility they might have overlooked, and im not calling them dumb either. But just looking at the server browser, there's less than a handful of full pop servers, then there is about 50+ servers with one or two people in it, obviously serverhopping the mill barracks or heli hunting. So yeah when the devs say they primarily use the heatmaps to try and influence the flow of players, I thought it might be worth mentioning the possibility of false positives that the heatmap would provide. - Im not mixing up my level of play with anyone else's, because I can only comment on my own experience of this game. This was also the first DayZ game I played, then I went back and played the mod, arma 3 and BP. It was also the first PC game I have played as I had moved from a ps4 just prior. So I can only speak from my own experience here, but as a complete noob to PC, DayZ and the map of cherno, I can tell you in 100% certainty that spawning and not knowing where the hell you are, what buttons to press to run or crouch, any crafting recipes, not even knowing about the DayZ DB map and struggling to adapt to a mouse and keyboard, none of those things had any negative impact on my experience. So spawning as a beginner, and not having your hand held, to me is a non problem. If it was though, something as simple as spawning newer players with better starting loot would be an easy fix. The whole game is based off of learning from mistakes in your previous life, and adapting with each life, so if your the type of person to throw your keyboard out the window as a new player if you havent spawned with a goodybag and a compass on the road to NWAF, this game probably wont suit your temperment. Being lost and having to follow a road or suffer your first few deaths is small fries compared to finally getting fully geared and suddenly "you are dead" or meeting someone friendly only to have them shoot you in the back of the head for a tin of peaches while they scream something unsettlingly crast at your corpse as you process what happened. I actually though not knowing where i was with each spawn was great at the start, it made it feel that much more real, and I felt I had to adapt and learn or die. But as I got better and more familiar with the map, it was such a letdown to come to the realization that it was the same few spawn areas that 99% of the server was hanging around, and that the 100s of hours walking around the map led to nothing interesting, no player encounters. I think trying it out for one patch could only help the game, and just see how people react to it.
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Missed your post, but I still think most of these could be worked around or addressed. 1) Pilgrim brought up being lost, this is actually what I would consider a pro, elongating that initial survive or die stage is personally the funnest part, and being lost makes each and every spawn present itself with new threats/rewards and a diverse experience. Imagine having nothing (or just a random handful of items), and spawning deep into the north west forest and having to use your crafting knowledge to survive, having to take the chance drinking out of pond water until you find a road and fight off zombies all while trying to survive being sick. 2) As Irishjake brought up spawning into objects and such, very funny pics, but im failing to see how this would be a concern, provided the dev's just implemented it right, which I have full confidence they could do. Maybe if the spawn system relied on some algorithm that had infinite spawn points, and no two spawns were the same, I could see cause for concern. Im not a Developer, but creating maps and game modes in GTA 5 allowed you to manually place spawn locations for players, so I assume that's somewhat similar to how they would place them in DayZ. So by completely random spawns, I mean spending a day or two placing 1000s of them all over the map and just repeatedly testing each spawn after being placed. I know its a tedious ask, but I don't see it being a major blocking issue for trying out the idea. 3) And as you mentioned, the concern for a freshie just popping up in your base or near it, I feel this is the only real problem that we would need to overcome. I still think its the lesser of two evils, but im sure we could come up with some way to at least soften the blow. Also, it could be you who gets the lucky spawn, so there is that? What if, once you placed an object down or built a base, there was a bubble that would remove all spawns within a set distance (500m for a barrel, 1km for a base?) around the placed object. It may not be perfect, but that could be one of a few solutions that could help?
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Thanks, perfect summarization of what i'm trying to get across! I know there is a few more points that could be added, but most could be argued on both sides. Some might see spawning in as new player in random spots as a problem, but that's personally when I enjoyed this game the most, when I didnt know where I was, and I needed to find a compass and spend time getting my bearings. It made the experience feel a lot more real. Also I know the CLE is being worked into zones, but my argument against would be the fact that I feel it lacks diversity. You wake up and know where you are within a few seconds, and you either join the TDM at the larger towns, or you probably have a good "route" that you run on your way to NWAF and back. Its the same experience everytime, and I feel if you have a route ready for every respawn, its not really an open sandbox experience. Even if I spawned inside a tent inside NWAF, so what? It would be a lucky spawn, but it would be completely different from the last one. I might even need to trade my AKM with a drum mag for a tin of peaches with some random nearby (provided surviving gets harder!). And if you spawn completely random, it would make it much harder to just suicide immediately for a more favorable spawn. The different health, character and scenarios were only a suggestion to add a feint backstory you could work with, Im not really sure what the current backstory is, just though this might help you feel a little more attached to your character if you didn't suicide non stop and just re-appear as the same dude. I dunno, but seen as were still in alpha, I though now would be the perfect time to try it out for a patch and see what happens, because if people end up preferring it, there would be plenty of time to tweak the CLE or give feedback on it. EDIT: I also fear that the devs might be looking at the heatmaps, and seeing a good spread of players. But in reality, its just solo people on empty servers looting military locations and doing heli runs, then just hopping back into full servers on top of some sniper building.
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Not sure if trolling... For the same reason as everyone who plays multiplayer over single player, player interaction. Because playing with people will always be more challenging, funny, entertaining, unpredictable and rewarding than playing with bots or alone . You wouldn't load up battlefield and just have a nice leisurely stroll around the map, completely alone, for a handful of hours then just go to bed. Same way that walking around Chernarus anywhere outside of spawn towns and NWAF/mishikono, provides a similar experience. Its the looming threat of players around any corner that could be your best friend or pack of ruthless cannibals, that to me is this games strong suit, and thats why I would love them to try out completely dynamic spawns, at least for one patch, and just see how it impacts the gameplay, it might even convert a few skeptics. I do see your point about the CLE, and tbh, even if they were only willing to go as far as your suggestion, I think it would be a great improvement and id be all for it. I'm still convinced fully random spawns would work out the best, but anything that can take the players out of spawn towns and spread them around the map is a welcome idea.
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That's definitely a good point, I do plan on building Fort Knox in a very good spot I have, and I would be peeved if some freshie just rocked up after spawning in, and started punching my walls. Would it really be that much of a concern though? Sure, once in a blue moon, someones gonna get a that one in a million spawn, but I dont see it being a viable tactic. Consider they upped the respawn timer to 1-2 mins, and then consider most of the time you will statistically spawn more often outside of towns, that means you will have to spend time getting your bearings, then finding a town, then looking for a ledge or something to kill yourself with, then waiting to respawn. For me, I would rather just run into (or drive/cycle) spots where I suspected bases, it just seems far more viable. Hell, wait till the choppers in, thats going to be 5 trillion times more useful for that sort of tactic, and thats gonna make it into the game. Im just not convinced the cons outweigh the pros. The Devs have made this great effort to make the game feel as realistic as possible, no hud, and a big effort has been made to make it all very interactive without the need for immersion breaking menu's, and to try make it this semi realistic experience. Then you have this outdated mechanic, firmly planted in the past, that breaks the immersion of the whole experience, at least for me. The mod was great, but this game aims to further the idea and improve upon it, so keeping this mechanic in because that's how it was in the mod, doesn't seem like a step in the right direction, out of fear of being different. I just want a game where player encounters could happen around any corner, *errr* just like real life, meeting players heading in different directions for different reasons, having to scout towns in fear of gangs that lie in wait, stumbling across friendly hunters who are willing to share a steak and a story at some random hunting ground, taking fire in the most random places, running into groups who might help you find your first can of beans, whatever. But this game is not that, and in my 630 hours playtime I have run into one person not at a spawn town or NWAF, I understand its a bold ask, to start poking at things like this so late in the game, but I think its the biggest, if not only major flaw this game is suffering from. I do agree they dont need all the different scenarios & different heath, just thought it might be a neat idea to go along with it if the devs had the time!
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Well, they are both good arguments as to why you spawn near the coast, but i'm more concerned about the mechanics it promotes. If you spawned absolutely anywhere possible, I mean like 1000's of possible spawn sites, it makes it impossible for anyone to camp an area killing freshies. (Ideally, it would be cool to see some props spawn in with you, and that disappear once you leave the props "bubble", like a wrecked cessna and you spawn with broken legs and very injured, parachute in as a prisoner with cuffs on, on a boat just off shore and you're very thirsty and cold, outside a car thats ran out of gas, in scrubs in a hospital low on blood, in military gear with a pistol thats has one bullet left, in a prison cell with cuffs on and locked door but you have a lockpick, lost in the woods... the list goes on) You should also spawn as a random charachter in whatever clothes, I feel at least this much would help the player feel an attachment to your character instead of spawning as the same dude who just died, I would feel far more invested if something like this was added in, im not sure what sort of work this would create for the devs, but hopefully not an unreasonable amount considering all the props needed (par the cessna) are in the game already. It would make player encounters far more natural, instead of the forced babmi slayer mode around the spawn towns. It would utilize the full map, and properly spread the players out, I think that reason alone is worth at least trying it out. If they went one more step further, they could spread some military locations out a little, as to keep people moving to all corners, obviously keep the tisy as the biggun, but simply removing some tents from NWAF and mishikono and popping them down at an odd place or two would work great. I do love this game, but its the single biggest reason I stop playing and move to something else after just checking patches out (although im rockin a semi for .60, cant wait to see the new renderer!). Im all for PvP, but why is 90% of every server at electro and the the rest of the map/ survival mechanics wasted when its just a TDM, it could be so much more.
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Zombies start moving when players are nearby?!?!
Salty seadog replied to Luc Tonnerre's topic in General Discussion
Haha, I have been been waiting so long for someone to notice this and bring it up! Thank you Hopefully its something that gets addressed further down the road. -
Driving to Debug Island
Salty seadog replied to GordonFreemanTR (DayZ)'s topic in General Discussion
I agree with jaqen h'gar -
Poll: What is Your Favorite DayZ Map?
Salty seadog replied to psychosyd's topic in DayZ Mod General Discussion
If Taviana received the fine polish that chernarus is getting and was a playable map id never leave my computer! Its so much fun to explore that map because every inch of it has its own charm, its not just copy paste the same 20 houses in a different order. And for its size, there are still plenty of places you can go looking for a fight and find one. Best map to explore on foot, and i haven't even seen all of it. I really hope by some miracle it gets remastered by BI and put into the game! -
Poll: What is Your Favorite DayZ Map?
Salty seadog replied to psychosyd's topic in DayZ Mod General Discussion
Where is Taviana option?! Bad poll is bad. -
What is your honest opinion on the future of DayZ
Salty seadog replied to karlkurtz32's topic in General Discussion
OK, long post incoming, hold onto your hats! So if I could completely change the direction that this game is heading, and build my "perfect" experience of DayZ, these are the changes I would make. I think the first point is a must though. ---1) Spawn players over 1000s of possible spawn sites, as any charachter, any clothes, any health condition, and if dev time wasn't a problem, maybe a short 10-30 second clip playing a vague backstory of your character. Have maybe 40 of these made out ie. Arrived in a boat in fishing gear and really thirsty/boat capsized or ran out of fuel a mile off the coast/ woke up in a wrecked Cessna and need some morphine or have the other dead occupants that are now zombies biting at you ankles as you crawl out/ parachuted in as a convict with handcuffs on and left for dead/ woke in hospital/ opened up the door of a preppers bunker because your out off supplies/ car runs out of fuel as you arrive at a town/criminal that got locked in one of the police stations(have to make enough noise in direct for someone to let you out or commit suicide!)/escaped from the boot of someone's car/ last of your platoon that hid under some dead bodies from zeds and you lost your gun and so on. If some props (such as the cessna or car) were to spawn into the world with you, have them despawn as soon as the player/players leave a pre set bubble of distance around the props. ---2) Add in missions. I think if you gave a poll to the whole of the DayZ community on weather people like missions in or not, Im pretty sure the vast majority prefer them in. So now this time we have an experienced and talented dev team working on the game, I dont understand why this section of the game is being ignored. I would have worked on implementing 100s if not 1000s of possible missions across every inch of Chernarus. Have top end loot spawn at the missions, maybe get lucky and find missions with armed pick ups or hueys with door guns, have the ammo spawn in barracks. Most missions would just be bandits with damaged AKs and IZH rifles with one or two winchesters, rarer ones could be militarised with one or two top tier guns. So many possible missions that people wont learn to run the equivalent of "the crash site route", the only way to find them is to travel the map which ever direction you want. This will promote more random travel, and also might help promote survivors to band together more, for the common good. IDK how many missions is the right amount to have active so people can find them, maybe 6-10? ---3) Zombies need to be way more abundant and not feel so clunky, they also need to be a threat and there needs to be a reason to kill them. They need to get hordes working and massive numbers of them, also they need to be everywhere in varying numbers not just towns. Instead of trying to luck out and find a mission for top gear, maybe design some static locations that have a chance of spawning the best loot but you would have to clear the area of zombies before you could get to it eg. An oil rig with some crashed chinooks that sometimes spawn the best gear but you have to clear the rig of walkers, Those quarry doors (i forget where) could have loot at the end (best basebuilding loot) but you have to go in with a flashlight and clear the whole mining area of zombies to get to it, That crashed ship could have a static heli crash on top but 100s of zombies around the entrance and throughout it. ---4) Some vehicles that dont take 8 hours searching for parts to maybe have a shot at driving. The focus needs to branch off from constantly spending all your time searching X building for Y parts to build Z. The rarity of everything in this game drives people to just sit on a stockpile of guns in the bush with no drive to actually use them. Thats not what Dayz is all about to me. Some things should be difficult like surviving with food/having to hunt/fish, Basebuilding, Finding you Fave gun (not ammo). And then some things shouldnt be hard like finding car parts/ ammo and stuff. ATM 99% of your time will be searching houses, there needs to be more action/other things to do/ more new places to explore. ---5) Food and health. Hunting/fishing is a novelty and nothing more ATM. Your player should only be able to stay at 70% health unless he has eaten fresh meat/veggies that day. It should take 8x longer if not more to build back blood from being well fed/watered. Dropping to 2x if you have eaten fresh meat/veggies in the last 30 mins. It would also be nice if you could self blood bag/IV for solo players (maybe it takes a full minute to do so to balance it) because its not hard to do IRL, Ive done it after a loose night and I was extremely weathered (friends a paramedic) so i dont see why this has to be an advantage only groups get. ---6) Random stuff. Be able to carry a full backpack in your hands at the cost of speed. Craftable suppressors for boltactions and pistols using oil filters/wire/ductape/whatever. Ghille suits to work because the grass doesnt render past a certain distance/ Be able to use a small backpack with it (schoolbag or craftable equivalent) Random deaths to stairs to be removed Fix the horrible desync/people just desyncing through walls and getting shot. Throw in some more junk loot or mildly usefull stuff so houses dont appear so barren. More things should be spray paintable like tents/ craftable ghille blanket for tents that cant be exploited be having low graphics. Radios that actually work and let you communicate with other survivors. Base building that doesnt take someone 30 mins to get in when it took you 100s of hours to build. Maybe a flag is raised in the base when the owners are online, during this time its easier to break into and MUCH harder when the person isnt on? Dynamic weather that forces you to make tough decisions. IDK but maybe some way of turning off the gamma goggles at night time and a need to use an alternate light source. ---7) Heli crashes should also be completely random/on the same amount of spawn points as the missions so people cant just run a loop or server hop NW airfield. Have a few AI there aswell, put the loot on them, maybe sometimes there zombies hanging around the crash site. Would be cool if you could actually see them fly around and crash ala breaking point. Thats what im hoping this game will become! Truly random interactions with players all around the map, keeping your eyes peeled for ai and a chance to take them out, reasons to kill zombies, and a map that isnt stagnant everywhere but spawn towns. -
What is your honest opinion on the future of DayZ
Salty seadog replied to karlkurtz32's topic in General Discussion
Honestly I feel this game is heading in the wrong direction, having just gone back to the mod and also some arma 3 exile, im fairly disappointed. The mod is great when you find a good server and people arent exploiting stuff, but where i feel the mod could have improved, SA has missed the mark in a lot of areas. If i summed up recent/all play sessions in both, basically i never end up having a whole lot of fun in the SA no matter what i try to do. Whereas every time i play the mod, i get into firefights all around the maps i play on, maybe some cool heli side gunner fights, killing a load of zombies that i felt i actually HAD to kill, attacking bases or being attacked, and doing missions which is extremely fun when the balance of AI and PvP is just right. The mod feels alive. Standalone feels like a COD shooter at spawntowns, and the other 90% of the map feels stagnant. Standalone has become a 95% loot collection simulator and all of the fun stuff that happened in the mod never happens here. You either run around a spawn town playing a weirdly unbalanced shooter, or roam the rest of the map which is a ghost town. I am concerned because nothing in this game drives truly random/organic player interaction like making 1000 spawn points and spreading out players. Instead its just wait at the bambi funnel with a geared group. There is no reason to kill zombies and they haven't designed anything in the game to force some of these situations, like having some high end loot at the end of a quarry full of zeds, maybe an oil rig with some crashed chinooks with mil gear but you have to clear the rig, something to drive a need to kill zombies. It would have been cool to see helis with door guns or humvees with 50 cals, I can completely understand not putting in tanks and thermal junk though, hell i wouldve really liked if there was some AI missions (i guess thats gonna come with mods) Im also extremely concerned about the progress of zombies and getting the numbers up and also the fact that they still dont really look that great and seem very clunky. Standalone has to succeed in this, and fixing the horrendous desync issues before anyone can start piling mods onto the game. I am also concerned about the time its taking to get there, and it wouldve also been cool if mod tools had come out before the game, so some of us wont have to wait another year or two to play the type of servers and mods we want. I dont really want to play for 8 hours solely trying to get a car running, Im not saying i want everything handed to me, but pretty much every single thing you can do in this game is... Search X building for Y parts to build Z. I want Standalone with 100s of different AI missions, Harder survival mechanics (needing to fish or hunt and stockpile foods) Some cool armed vehicles that arent OP, reasons to clear out places full of zeds, hordes that swarm your base, ammo not to be silly rare, GREAT base building, predator animals and also trainable dogs/wolves/falcons, Radois that were actually useful, new completely original places to explore or preferably a new map, fully random spawns (spawning in as a random character in different conditions/health) better netcode, bullets to be a little more lethal (more so the bolt actions) more crafting options, ability to carry a full backpack in your hands at the cost of speed. I can understand that some people like this play style, but to be honest i think most people dont because theres far more people playing the mod, anyway thats just my thoughts on it. That said i know its an alpha so ill just have to wait and see what the finished product is. -
Thanks for the links, some light reading ahead! Edit: If i created one now to work with arma 3, would it be possible to use it in the standalone down the line?
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Hey all, just wanted to start this thread hoping to get some info from any people that have created a map or are familiar with the process! Due to some hospital reasons, ive found myself with a lot of time off for at least the next couple of months, im already twidling my thumbs, and one thing im interested in doing is having a crack at creating a new map. Problem is, I am basically a computer noob in every sense of the word :( (got my first pc under a year ago). I have created modes on console and in games like gta5 and have over 100k plays in the modes i created (even though it has full editor and is small fish compared to actually creating a map/ world items). Even if I was to flat out fail, I found I just really enjoyed doing it and since I have the time atm, id like to give it the ol' college try. So I just wanted to ask, as a complete noob, where would I start? Do I need to be well versed in coding? What program would you start to create a map in? once you have the terrain built, can you essentially copy and paste pre-made world items into the map like all the houses/ladders/roads/radio towers? if you wanted to build completely new areas such as bunkers, would you have to learn how to model and create all the extras? Is it even possible for one person to do? If you managed to get a project done 90% to the point you just needed to build a few original places (missile silo's/ new props) would someone who knows how to do that stuff help build models or create items for free in the community if the project showed promise? Is there any helpful videos that would help me start a project? Do I need to be extremely well versed with computer commands and such before I start or can I learn all that I need inside one editing program? Any help on this would be greatly appreciated, and any advice from any devs or anyone experienced would mean a lot! Cheers :thumbsup:
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Ive also done the equivalent of 10 laps of the coast, only found one piece just now. I think the fishing trap should last wayy longer if its gonna stay at this level of rarity.
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open inventory, scan environment, rinse and repeat - how can we change loot- and scavenging? should we even?
Salty seadog replied to joe_mcentire's topic in General Discussion
I would like to see a "No shit" vicinity window. Basically only showing the bare minimum items I need to survive and absolutely nothing else all of the time. -
Just got an offer to trade my smersh set for a VSS, but if you want to trade anything for some netting thatd be great :thumbsup:
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public 1st/3rd person server Looking for-- VSS + scope SVD + scope Netting Have-- Smersh vest + backpack ump 45 + mag + acog Lots of 5.56 ammo and a few double mags lots of 9mm ammo AKM drum mag a delicious apple damaged pistol suppressor m68 red dot + battery and one FNX mag pristine east + nato suppressor Will trade a lot of this stuff :thumbsup: Im at Zaprudnoe just east of Novaya pertovka
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Hey everyone, Just wanted to see if this is happening to anyone else thats playing .59 stable. This is now my 4th time dying like this, it seems it keeps happening while using stairs, I haven't fallen off the stairs but walking down them just kills me. In this video i was in a barn in the middle of nowhere, no one would have had a shot at me through the top barn window, and nobody came in to shoot me as you cant hear footsteps or see anyone enter. Devastated because i literally just got my first VSS :( and the last three deaths before this were exactly the same, just walking down stairs. Anyone got any ideas on this or has it happened to you? Cheers https://youtu.be/p2ZQk_2MUSo Edit: ill see if i have the other deaths recorded to upload
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.59 Constantly dying for no reason
Salty seadog replied to Salty seadog's topic in General Discussion
Yeah i guess my feet will be firmly planted on the ground till this gets fixed! No more shooting peopl...er... cattle from rooftops any more :D Its odd because .59 exp was great for me, didnt have any problems of this nature. My name is now stuck on what is usually is, when i try to change it, it just reverts back to what it was each time i play, not sure if this is a new thing. It would be great if there was a qiuckfix in the next patch or so untill they have more time to get to the cause of it. Maybe just disable fall damage after 30 mins of spawning in, so bambis can still jump off roofs but the rest of us arent rocking back and forth with severe bathmophobia!!