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Sqeezorz

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Posts posted by Sqeezorz


  1. On 1/20/2024 at 6:01 PM, Pyongo Bongo said:

    One of the DayZ team people said years ago something like:

    Four wheeled vehicles are not working perfectly right now (years ago) and two wheeled vehicles a lot more complicated.

    Yes, I still remember that statement (problem with physics and serverside performance).

    But we all know DayZ, which means we know that at the beginning something new is never perfect and full of bugs (Lovebugs ^^).

    We know that we will die on bikes, but we would like to have them because it is part of the end times. It's the same with bow and arrow, the simplest thing that RL offers seems to be a very big challenge in virtuality.

    Hey Devs, this isn't whining, it's a call for fun ^^.


  2. I had the exact same experience with Liviona.  (I died several times through the surroundings, a great feeling after 1500h).  It was hard, the border to death was always present.  Therefore, I am AGAINST the "catch some rain" because this destroys a large part of the survival timing.  (Even if it's totally unrealistic).  But the most important sentence is this:

    Quest-Quote from Kirov: "But I don't know how to bring back those experiences without making the game unplayable for most."

    My Answer--> I think only private Servers with hard challanged mod-packs (less xyz etc.)

    • Beans 1

  3. I play and know DayZ since version 0.53 and I have to admit: there was never a version that I had to call unplayable.  Bugs?  Yes, of course there are bugs.  Some of them were annoying or made some things difficult, but you could always avoid the things that were banned.... it's a game and not our RL.


  4. DO NOT add the "catch the rain" option to the game on Liviona.  It will turn the new card into a joke ... because now the water in the deep forests is too important.  

    That it comes as a DLC I realized when I played the map.  Liviona is a level-up gameplay challenge from Chernarus.

    • Beans 1

  5. It is a good "Chessmove" to test an experimental version with relatively little new content from the beginning under full load ... and that works best with something super new, a new environment.

    😉


  6. I played the new map.

     3 Impressions:

    The terrain offers two extremes, open fields and expanses, and extremely dense forest, especially the forest edges and hedges.  

    Food / water to stay healthy is a big challenge, especially in relation to the weather (but it is possible).  

    The new unknown environment makes the interactions very diverse, KOS / ambush / caution approach / keep distance / escape .... all seen and experienced in about 4 hours of play time.  

    My conclusion: Liviona is purely from the map ago, a bigger challenge (Mod can strengthen this or weaken). Survival and PVP are demanding in this area (the dense forest is very camper friendly ^ ^).  

     

    PS: to the people who complain about the weather on Liviona: what do you want to do in Namalsk when it's published ;-)?

    Add: A picture that made me laugh because I interpreted it:

    NEW Feature, the live Ingame "Bug-Tracker".

    BE3DF9EEF5366AF0E369CF9EB1F2D556BEB5AB2F

    • Like 2
    • Haha 1
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  7. I started DayZ at 0.53, my first spawn was in Three Valley.

     I ran west and found the well.  It started to rain and status messages said "you're wet, you're cooling off".  I ran north to an antenna .... and looked down from there to Solnichniy.  My screen was getting blurred ... just before Solnichniy I could barely recognize anything, just listening was still good.  I heard infected people but did not see them.  I heard how I fell into a pond and died in it.  Pure immersion.

    It worked once.  

    It was so hard and at the same time great.  What happened that these great Survial aspects are missing?  It would be a great pity to see such basics as "mod" first.

    • Beans 1

  8. The Crossbowmod is based on rifles.  The "Real Crossbow or bow" is a tool to "throw" the bullet -> the bullet must be ingame "real" and not just a fictional "energy" that reaches a target, and there is charged.  A bullet from an arc is therefore an "item" that is not lost immediately.  This circumstance makes much more complicated than a firearm with rounds.

    • Beans 2

  9. 23 hours ago, matiman said:

    yes, thats what I was trying to explain.

    The fences I interacted with (by removing/adding camo net in my case, which is basically the exception that can be done from outside the camp) are still there. I guess adding nails or plank would have do the trick as well, but didn't tried it yet.

    The ones I didn't interacted with at all (for test purpose to validate this behavior) disappeared after 45 days without interaction.

    I reproduced that with fences only, as I don't want to try and despawn a full tower (to much materials to lost just because @Impulz is too busy to help us on this one, yes I'm a bit salty ^^)

     

    my guess: base building is not finished yet.  ---> A fence shows you after the construction the "state point" as Pristine.  Base building elements should be in sync from Pristine to Ruined during the 45 days (End of 45 day).  One way to prevent this is to repair the base (with nails and planks).  The meaning is then: abandoned bases are removed.  However, the condition may only be checked by the "inside" to avoid meta.  Further, a Pristine fence is said to be much harder to destroy than a badly damaged one.

    • Like 1

  10. 22 hours ago, green_mtn_grandbob said:

    They say they also want it, but it's too hard to put in game now.

    That's what makes it very believable or understandable.  The bow and the "throw" is not something that has never been there.  Although the engine has new commands / parameters and syntax, it must be possible to "translate" a sentence from Olddayz to Newdayz.  Surely they want to do the bow "better" than in -0.62, but the basics will still be the same.  So where is the "tight spot" that prevents it?


  11. @matiman

    Did you try to interact with the fences and towers?  (stuff nails into the building inventory and take them out again ---> interaction without changing the structure.) If that works, it's also a useful thing, since this can only be done from the "inside".


  12. Since humans began to build walls against enemies, he had to realize that there is no wall that is safe. Not even Alcatraz was safe enough to be safe, a jail on an island, and we believe we can redefine Fort Knox with a few simple boards.

    The only thing to complain about: the time / effort it takes to destroy something, in contrast to the construction. A good approach here would really be that bases are tied to the PlayerID, and only the owners can benefit from easy demolition / yield.

    The assumption is close, however, that will come quite a bit in terms of basebuilding, as it rather represents a "fast feature that still needs to 1.0".

    Add: I'm surprised why here in the forum nothing is said about the fact that the Exp.-Server go offline ... (not why, only the information about it).

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