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28 NeutralAbout NachoNinjaGnome
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I said nothing about "need" for encouraging PvP. This is simply a desire for my own, low-pop server. And no, I don't play public servers, haven't for, well over, a year. I've got my 1000+ hours on vanilla and have moved on to broader horizons. Also, nobody said anything about putting traders in the vanilla game, nor was it implied that the finite fuel settings be applied to the official vanilla servers. My proposition was to implement the mechanic. Fuel spawn probabilities and specifications for when and if the reservoirs replenished would be controlled by server owners. There are FAR more community servers than there are official servers. For all I care, the vanilla servers can keep fuel pumps as is. But the ability to adjust such settings would be greatly beneficial to gameplay on community servers. Most players prefer private shards anyway, as it eliminates the possibility for server hopping.
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YES!!!... though, converting a car to run on hydrogen is FAR less complicated.
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As much was stated IN the post... but thank you for the clarification.
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Idk about "overkill". It really depends on how scarce you want resources to be on your server. And I never expect BI to implement any of my ideas, even though, they have in the past. Just trying to do my part, as a player, to help improve the game. Though, having each pump as their own receptacle wouldn't be very realistic. Irl, all pumps at a gas station are connected to the same reservoir. And some of these in game gas stations have, as many as, four pumps (though there might be one or two with more, idk).
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Yes, empty "forever", or until server RESET. If it were only until RESTART, there wouldn't be anybody fighting over gasoline. The aim, is to encourage PvP. If gasoline is a finite resource, then players will have to ration their use and fight over stockpiles. Such a feature wouldn't matter much on vanilla servers as they're all on the public hive.
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It takes "awhile", yes, but not "hours", was my point. It takes, maybe, ONE hour to travel from one corner to the other on foot. And what vanilla server has 60 people? Also, 17 hours is NOT that many. Having seen 2 people in 17 hours on a vanilla server is actually pretty standard.
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Guess they contradict themselves... because the dev team list I saw WAS from BI. Though, that was awhile ago and DID list Dean Hall as the project head or whatever his title was and, from what I've heard, he is no longer on the team, or at least not the head... idk, too early to try to remember things right now... I need more caffeine.
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BI is a, relatively, small studio, in it of itself, and DayZ is a "side-project" for them. In addition to developing the old build and building the new one, they also had to deal with changes in staff. They did all this with a skeleton crew. While most companies developing a game of this magnitude would have a dev team in the neighborhood of 100 people, BI has been developing DayZ with a dev team of around 20. It's, actually, a wonder that they've gotten the game to its current state in the time that they have. People talk so much about how slow development is, because they're used to games from larger companies that are little more than a repolishing of the previous game from the year before. Those companies remake the same game, repeatedly with much larger teams, so it stands to reason that they'd pump out a "new" game every year. People talk so much crap about BI and DayZ's slow progress, but they fail to mention the sheer ambition of the game. They fail to realize just how much work goes into something like this and how long that work actually takes. I could go on about the scope of the mass's imperceptions, but I JUST woke up and don't have the motivation. Anyway, I do agree that DayZ is far from what most would consider "full release", but with their setbacks, they had to do something to keep the game afloat and I'm glad they did. It may still feel like beta with all the bugs, but, then again, so does Arma 3. Doesn't stop me from playing either one.
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One thing the bugs me, to know end, about DayZ, is this infinite fuel supply accessible across the map. Kind of make it difficult to create an apocalyptic feel when everyone is traversing the map via vehicles with no worry about fuel consumption. We can, already, use the settings in various files to reduce the prevalence of food and ammunition, but not gasoline. The only way that I found to do this is to block the pumps with static objects so that they are inaccessible, and sell jerrycans at the trader for a high price, or force players to hunt spawned jerrycans. This solution is, not only, unrealistic, but immersion breaking. I believe I have come up with a viable solution, that I am not certain can be modded in but, could certainly be coded into the vanilla game. 1. Create static reservoirs connected to a station's pumps that begin with a random (or designated via server settings) amount of fuel contained within. As players fill their receptacles with that fuel, the reservoir will deplete, eventually, becoming empty. 2. Set vehicles to spawn with a random amount of fuel in their tanks. It's just unrealistic to have every driveable vehicle dry as a bone. 3. Make static wrecks have gas tanks with random contents of their own. 4. Have gasoline drums spawn with random amounts of gasoline. 5. Create a feature that allows players to siphon fuel from any container. 6. Implement a system of biofuel creation. 7. Implement a system of converting vehicles to run on straight biofuel or hydrogen (water is plentiful).
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Perhaps they just need the option to create servers with mandatory HUD absence as they have the option to force 1st person view. Most players would not be happy if the HUD was removed from the vanilla game.
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That's a bit of a self-contradicting statement. BI has been remaking this game from scratch. The engine, the renderer, the models, the textures, the sounds, etc, etc, are all being remade. Remakes, in it of themselves, ARE "new". Most of the content that most would consider "new" comes from mods. That's why they opened the game up to modding. They knew they needed more content, but were focused on fixing issues and remaking old, vanilla, content. And, though it still feels like a "beta" game, 1.0 marked the official "full release".
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I, for one, will not spend a dime on that DLC. Chernarus is small enough as is, idk why anyone would want a smaller map. I guess if you're trying to create something more fast-paced, but DayZ isn't about fast-paced action. It's about immersion, exploration, survival, establishment and random interaction.
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I don't understand why you keep saying "hours". It doesn't even take an hour to run from one corner of the map to the other. I think some people are just FAR too used to games like Call of Duty where gameplay is more fast-paced. If DayZ is too time consuming for you, perhaps you're playing the wrong game. I, for one, would prefer to see MUCH larger maps with less probability of running into other people. If you're really interested in an Arma style DayZ experience, you might go play some Arma, or make your own mod for SA that will bring you closer to what you're looking for.
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Found a fix... just trying to find someone to make it a mod. All I did was delete the "weapons_nonlethal" pbo and pbo.dayz files from the server and my client. Had my friends do the same and we've been playing for awhile now with no crashes. Before this fix, today, we were crashing every few minutes. If anyone reading this knows how to make a mod that will do this, please do and msg me the link. The entire DayZ community will be grateful.
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I'm getting the same thing from time to time. Always states whatever mod is on the end of my command line. Seems to be increasing in frequency as time goes on. DZ_Nonlethal_Shockpistol in DZ\weapons\nonlethal\shockpistol\ Mods: "@whatevermod is last on my command line" Version 1.05.152451 Fault address: E3F52623 00:E3F52623 Unknown module file: dayzOffline world: chernarusplus Prev. code bytes: CA 0F 2F F7 76 05 0F 28 FE EB 10 0F 2E F7 75 14 Fault code bytes: 42 8B 44 BF 50 39 44 8F 50 7D 09 4C 8B F9 44 8B ======================================================= note: Minidump has been generated into the file C:\xxxxxxxxxxxxxx\xxxxxxxx\xxxxxxxxxx\xxxxxxxxx\DayZServer_x64_2019-09-20_21-00-19_2019-09-20_21-01-22.mdmp