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Asmondian

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About Asmondian

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  1. Asmondian

    Server Crash vs. Server Restart

    Many server owners and (myself included) have reported persistence wipes after a regular and scheduled restarts. And yes, they were normal restarts.
  2. Asmondian

    Stable Update 1.0.149923

    The Server browser issues must be addressed ASAP guys. Im talking about: Filters that do not work Servers that are not displayed at all Play button that does not work correctly Sometimes it stops loading the servers at all and you need to restart the game Flickers and erratic movements between the servers on the list Incredible lag when loading servers (+10 minutes to load %50 in my case) Details: Tested on the last Stable Branch It happens with or without setting any filters (Server lag, flickering servers, broken filters..) It stays (empty server list) after going back to the main menu and back to the server browser Only "fix" is to restart the game. But then, I enter the server browser and the lag and flickering is still there My Dayz was completely reinstalled + Verify files + Deleting Docs Folders... all tried. System: I5 - 970GTX - SSD480GB - 16GB RAM - Dayz as main process (No mods/parameters)
  3. Asmondian

    PC 1.0 Release Date Announcement

    #NotMy1.0 Still an amazing and unique game, with an incredible potential and probably this pseudo 1.0 will still be a really fun build to play. But its incredible far away from what we were promised for more than 5 years or what most of us would have expected. Even if you guys manage to fix the current gamebreaking bugs in only 5 days (Infecteds behavior / IA - VOIP issues - Lighting issues - Persistence problems - Base Building Balance - General performance / stuttering / fps drops - among others) the game is still a limited and unbalanced demo of a real 1.0 build and you are missing a unique promotional opportunity with the full release presentation. Dayz is not ARMA III. You can´t sell DLC`s to keep the development alive and you can´t sacrifice the quality of your product to be able to access the PS4 market as soon as possible. I personally have a huge hype like with any new stable patch since 0.63. But I can´t lie.... this time that hype is "marred" by the fear of how it will be received by the general public and the fact that I can´t believe that the game will reach a balanced state in only 5 days of work (And I say this after having tried the latest experimental update). Good luck and I hope this 1.0 be the best possible version of Dayz.
  4. [SUGGESTION] ADS Memory after Weapon Collision /////// Explanation and reasons behind the suggestion ///////////////////////////////////////// Imagine you are peaking a corner or window with ADS (Ironsight/scope) and you have a weapon collision. The game push you out to "hipfire" without saving the ADS stance. The suggestion implies saving that ADS stance so that, once the collision does not exist anymore (and as long as the RMB is maintained), it automatically returns to ADS. Many other games have this system and its would be a QOL improvement. It would also help to mitigate the annoying (but realistic) weapon collision effect when you aim from an upper floor window to a target below you.
  5. Asmondian

    Status Report - 23 October 2018

    I think nobody here (players) questions the possibility of waiting the necessary time to reach the level performance, content, bugfixing and stability necessary for a real 1.0 build. And I mean real in objective terms. The message that you guys (Devs/BI) are giving with this idea of labeling any product as 1.0 no matter what, is that there are really no more incentives to continue with the Dayz project once it reaches 1.0. At least not with the same level of commitment than before. If you guys deny that the reasons behind this decision, the Xbox release and many others that have been taken during 2018 are not exclusively commercial, then this is even more worrisome. Mainly because it shows that the development team have significantly reduced their criteria on what a quality game/product really means and the value of fulfilling your word. Two elements that are decisive for any developer. And from the company itself (BI), it shows that the game is just a lost cause in your head, with the only expectation that the community can offer some kind distraction (mods) while you guys rethink the objectives for Dayz project in 2019 (If there are any at that point). Perhaps dreaming that the successful "Dayz Arma 2 Mod resuscitation model" will be repeated once again. The fact that you can not even consider limiting yourself to a BETA in 2018 it is a clear sign that something somber, dishonest and that you can not share with the community is happening behind the scenes. Even more considering that: This 1.0 build will definetly not be a feature complete build as you guys presented it. There are missing core features from the Dayz experience and almost an unanimous consensus regarding this among Dayz players (If indeed our opinion is ever heard) This eventual 1.0 build Is going to be even inferior to the most optimistic BETA expectation (According to the information, objectives and roadmaps/checklist that you have provided us for years and only a few months ago). And im not talking only about content at this point. Is decidedly false in the terms of a real 1.0 software, even if you guys try to redefine that concept. After years and years of hard work and frustrations, it is just sad to see how a trick is used to meet a deadline. It is very naive to think that, in only two months, you guys will be able to correct the whole set of bugs and performance issues of the current build (for a long time now) to reach a "1.0 status". As I said, unless you guys have significantly reduced your criteria on what a quality game really means, you are going to break your head for almost two months to correct a build that, from its concept, is already a failure to anyone who has supported this project (and probably also for you guys and for the people who have worked in it) Of course, the game will continue and probably its development too. The real scam would be to imagine a different scenario. But the lack of honesty that, in my opinion, is present in this decision will probably represent a break in trust between the community, the developers and BI as a company. Maybe you are not going to notice any consequences of this on a practical level because you will surely keep selling copies, developing other games and simply avoid reading the negative feedback. But you should at least feel it at some point from an ethical and profesional point of view. I think that anyone who founded a company does it on certain ethical foundations and a clear vision, and those are things that can not be left aside. Just a game, we know. I really hope I did not make anyone feel uncomfortable with my feedback. But im still very disappointed and discouraging about this like many others.
  6. [CONCEPT] Preselecting ADS main scope /////// Intro ////////////////////////////////////////////////////////////////////////// This is a QOL (Quality of Life) suggestion. We know that in certain weapons, we can alternate between the different Scopes when we are in ADS (Example: Mosin = PU Scope / Ironsight). /////// Problem in the current system /////////////////////////// We can only do it once we entered into ADS mode. This is quite frustrating in fast pvp situations. It can also make you lose your target because it forces you to take one more step necessary to know the default scope or change to the one you need. /////// Solution / Suggestion ////////////////////////////////////////// Allow players to preselect the scope (Ironsight / Scope). You can do it whenever you want and set your default scope before entering ADS. Example: You have a Mosin and the target is close, so you just "Shift + Scroll Down" to set the ironsight as the default when enter ADS. This avoid you having to enter ADS mode, pointing somewhere to check whats your default scope, change to ironsight in this case and then return to focus in the close target.
  7. [CONCEPT] Dead bodies - Looting System /////// Explanation and reasons behind the suggestion ///////////////////////////////////////// The idea is that if it's the first time you're looting a dead body (player), you won´t be able to access his inventory just by using the vicinity tab above him. Instead, you need to perform an "Inspect body" action. You only have to do it once (And then next time you would be able to use the vicinity tab as usual) and only if nobody did it before you (Which could offer some info about that dead body). /////// What is the purpose for this idea? ///////////////////////////////////////////////////////////// Avoid the "vicinity run peak" (Run to the body, tab vicinity, double click and run away) Avoid screen freezes when there are many bodies or a single body with lots of items (Huge problem in Xbox) Avoid delays in inventory loads by not having everything (clothes) displayed by default. Would make the decision to loot the body into a more dangerous and planned one Could help to correct the "looting range" of corposes (Where you need to approach, TAB, check if you see the body, TAB, move a little, TAB again and repeat until you find the right position above the corpose). It could collaborate with avoiding looting dead bodies behind structures (Behind a wall/door by proximity). The idea of "inspecting body" could work together with the despawn times/rates (If someone already inspected that corpose, it could take less time to disappear than if nobody did it). This would also ensure that the items will not be spead on the floor (but inside the body-container) affecting server performance. Would solve a current duping method related to "dragging" clothes from dead bodies (Can´t go into much details) It could also work linked to the passive skills. The more dead players you have looted (as a bandit for example), the less time it takes you to inspect a body. /////// Final notes ////////////////////////////////////////////////////////////////////////////////////////////// Consider the inspecting animation as a placeholder. Take the inspecting time shown only as a reference. Should be definitely faster or linked to the passive skills.
  8. Asmondian

    Exp Update 0.63.147368

    On twitter they have answered in Portuguese, English, German and even Russian, I do not know why its so hard to understad and answer form Spanish honestly. Si tenés error de versión es porque: a) No tenés el juego actualizado a la versión actual (Dayz, click derecho propiedades, solapa betas, seleccionar experimental y actualizar). b) Estás intenando entrar a un servidor que no es "Experimental/Unestable". Verificá en el menú princpal que la versión de tu juego sea 0.63.147368. O reiniciá Steam si no te actualiza automáticamente. If you are having the wrong version issue, could be because: a) You do not have the game updated to the current build (Dayz, prop, beta tabs, choose experimental, and update). b) Your are trying to join a server that its not "Experimental/unestable". Check in the main manu that your game version is 0.63.147368. Or restart Steam if you don´t get the automatic update.
  9. Asmondian

    To the Devs. Love, The Village.

    100% with Baroness on this. Personally (and with this I do not try to make any spam or promotion, but it is simply what happened to me), with Dayz Village Server I was able to enjoy all those things that Dayz offers and that really make it the best survival game. The use of radios (and not external communication systems) as one of the main axis of immersion, help and complement between survivors for a common purpose (meeting people from Saudi Arabia to Brasil), the need to devise common mechanisms against the different enemies (bandits, hunger, weather), and many other things. Things that maybe a little blurred in other servers when we usually play under the eternal cycle of: Join your Friends -> Loot -> Kill / Die -> Repeat. And all this not being an RP server (that is, without forcing any kind of behavior or modifying the vanilla experience) With more than 3k hours in the game, I thought he had exhausted most of his virtues, but fortunately I was wrong. And this just put more expectation in what can arrive with BETA and the development before it hits.
  10. Asmondian

    Exp Update 0.62.140275

    It`s hard to find the spot, but it is in the center of the bus. Gonna try to upload a short gif about it.
  11. Asmondian

    Exp Update 0.62.140275

    You just need to get inside the bus through passanger ladder and destroy it from the inside.
  12. Asmondian

    Dayz 0.63 - Hud Concept V2

    I understand what you mean and is interesting. But the problem I see is the following: Usually all players assign the key 1 to their main weapon, the two to the ammunition, the three to the secondary. If we limit the hotkeys or assign them left or right, it would be very unfunctional for the players (besides that they would occupy spaces unnecessarily when it could either assign a separate key) I think it's too unnecessary complexity. If simply the radio can be used simply by pressing (for example) the "T" key (which currently has no use except for some weapons) I do not see why I should put it in the hot bar and make a combination of keys to be able to use it. I honestly do not think there will be a place in the inventory for the right hand and another for the left. I belive (If that is finally done) that this process (carrying 2 diferent things) is going to automate and will simply allow you to use it when the items can be transported simultaneously (example: radio And gun ... but no gun and backpack). Thx for the feedback man, love to read other ideas about it.
  13. Asmondian

    Dayz 0.63 - Hud Concept V2

    You are absolutmanete right.
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