Influence_X
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Everything posted by Influence_X
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anyone know if we are getting everything from the original MOD?
Influence_X replied to lord3n's topic in General Discussion
No. Crashed helis are the only one from that list that's coming and they're already in. M4 is in the game, I've seen nothing about m16. -
Then you would essentially have a mod port with more content, vehicles with shitty physics, and way more hackers.
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Delete this
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Probably got tired of being shit on. I probably would as well.
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Polls: Blood & Health values in DayZ
Influence_X replied to Niklas Salminen's topic in General Discussion
Anyone else remember this status report regarding dead bodies? In addition to needing "survival mechanics" we are also missing "dead body mechanics" and gore. https://www.dayztv.com/video/dayz-status-report-highlight-24-may-2016-60-current-state-dead-body-csi/ Dev Update: P. Nespesny There was a buzz in the community about dead bodies and how long they should stay on a server. Coincidentally we were dealing with the design on dead bodies a few days ago, so I would take the opportunity to write down a short summary of what we settled on and what will hopefully be implemented to enrich player experiences, as death is an inseparable part of DayZ. First off I want to emphasize that the current 10 minutes timer for survivors, after which their dead bodies are removed from the server, is temporary and it’s set like that because of two reasons – avoiding unnecessary burden of server performance and making metagaming of getting your loot back a bit more inconvenient. In an ideal world where dead bodies don’t drain server performance, they should remain at their positions until server restart. To achieve this, a dead body can’t simply be switched to a static object since it was positioned by ragdoll, so it will look very unnatural, not to mention that survivors can have countless combinations of gear and equipment attached to them, so it’s nearly impossible to prepare corresponding objects beforehand or bake them on demand. Server performance will be stressed to a minimum once we’ll be able to turn off all unnecessary components like physics, AI, and others after death, so it will allow us to stretch the lifetime of dead bodies to the maximum reasonable value. Later, the central loot economy will help us fight the metagaming I mentioned at the beginning by removing items when they reach the end of their lifetime, which can be changed on demand. However, having dead bodies scattered around the environment wouldn’t be very meaningful unless there is an important part allowing you to create stories or make decisions based upon them. It’s our intention to make everything as graphical as possible and we also want this to be the case for dead bodies of animals and especially other survivors. Visual observation of dead bodies can give you answers for questions such as, what happened at a specific location, or to evaluate the level of potential risk in any given area. All this should be indicated from easily readable facts like how that being died, how long ago it died, and what actions were performed on its dead body. After death, a body can be found in different states which are visualized by small or complete changes of appearance. Obviously actions like skinning a body should leave a pile of unusable remnants to be removed later, such as burying it with the proper tools on the right surface thus creating a built up heap of soil. More interesting is how a dead body changes its stages to reflect how long it’s been laying around and how it affects interactions and other mechanics. Flies, and later on decaying flesh, helps you to estimate the timeframe and warn you that meat collected after skinning will be rotten, and it will be better if you disinfect looted items from a corpse before using them. Decals, which are generated from bullet and/or melee hits, stay on dead bodies, and coupled with blood puddles from severe bleeding, these unveil the probable cause of death. Note that all changes to character appearance acquired while alive, like beards, bloody hands, and others are visualized in the dead state too. It’s much needed to keep dead bodies present as long as possible, same as the added functionality of them. I’m eager to see how their behavior over time changes gameplay and player experiences by building a more believable world and making DayZ’s atmosphere even more tense at the end. Bodies fill the fields I see… see you in Chernarusfolks! -
Polls: Blood & Health values in DayZ
Influence_X replied to Niklas Salminen's topic in General Discussion
They said on the livestream that the next coming patches will be heavily focused on survival. I really hope they make blood bags and saline useful again. I hope that, for the first time, we actually have a "use" for every medical item in the game, and that it's not purely junk loot. I say this as someone who used to run around with the Reddit Rescue Force helping people. -
PLEASE reverse the NEW "Client Side Personal Night Light"
Influence_X replied to 0.64 Freerider's topic in General Discussion
Most people I've talked with, through meeting in game on public servers think this "personal magic lamp" is an improvement over the previous total black of night. It's not my favorite feature. But my opinion of it has changed as I've talked to people with far less experienced than me in this game. -
(Public servers) I cant seem to find any OLGA parts, an Olga itself, .308 ammo, or tundra rifles on Servers hosted by "multiplay.com" or "gameservers.com"
Influence_X replied to Influence_X's topic in General Discussion
I'm talking specifically about servers hosted by "multiplay.com" and "gameservers.com" They are two large public hives. -
I disagree with you until blood is a major factor in the game again. Previously you used to have to worry about running out of blood far sooner than "health". I'm fine with health refilling quickly until blood is properly balanced again.
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You need to try them again. They got significantly better performance from 1.0 to 1.01.
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How long ago was that? I've never had that issue. Honestly I wouldn't suggest people trying to repair and keep cars since since around .59. But cars have worked very well for me on public low pop servers since the 1.01 patch.
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Thanks for that. I needed to know if they work. You dont bother with cars? Even outside EXP? You're a fool, we've had a car in a car tent "camp" (tent, barrel, car) for half a month and use it do drive everywhere. Vehicles in ARMA are one of the best parts of their engines.
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Has anyone actually been able to get an Olga working fully? With all fluids and parts? The past two patches we've tried we've been unable to put motor oil in the car. The little black thing on the right hand side that works for the 4X4 doesnt seem to open a prompt with the Olga. I see the hot topic of this forum is the personal light right now. But I'm really more curious if the new car is fully functional. Edit: I also have to say now that I experienced significantly more crashes today than yesterday. I stopped trying to play after verifying, reinstalling, deleting app data, and still getting crashes.
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Hi guys, I'm trying to repair an Olga and I'm not able to find where to put the oil. The similar black piece to the right side that's on the 4X4 does not give a prompt on the Olga. Since it was just unable to be fueled, is it possible that it's now unable to put oil in the engine? Edit: we also found an LADA 4X4 and were unable to put oil in it. Might be a bug this patch guys 😞
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Construction lighting looks great, Christmas lights could use a buff....
Influence_X posted a topic in General Discussion
Here is an image with a tent I managed to set up with some friends, get the construction lighting going, and Christmas lights. https://steamuserimages-a.akamaihd.net/ugc/937215912001711809/695A5C3E9168579E4767FDD35CF22BF0C9C92107/ As you can see the construction lights are very visible, however you would have to look very close to see the Christmas lights are active. https://steamuserimages-a.akamaihd.net/ugc/937215912001712488/7662EAFEE8BC7416B62766BAC3BD1B4D065382B3/ Here is a screenshot with the Christmas lights only, does anyone else think this is kind of underwhelming? I would expect the lighting to at least go around the inside of the tent as well. Maybe giving off at least as much light as a glow stick? Thoughts? -
I totally agree with Brian Hicks that radios should be starting gear, at least in alpha/beta phase of dayZ as a form of alternative, opt in, side chat. I always carry one, but I tend to play on a chosen, local, public server and I've never once had any radio contact aside from friends I knew were on the server already, and I could of joined in teamspeak. I personally believe that a global side chat does not belong in dayZ, and the kill count definately does not belong. But that's just IMO.
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Starting with a walkie talkie isnt "giving help"... It's facilitating communication.
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And since the batteries have limited life, it's encouraging players to actively seek things besides PVP to achieve a goal not related to playing mil-sim COD. I'm not seeing the problem here.
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I still think it would increase player interaction for the alpha/beta phase of the game to let everyone have a radio at start. Literally the ONLY problem is one channel of the radio becoming kind of spammed... and only on high pop servers.
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It's a totally valid point, not everyone looks for batteries... or will be searching for them once their only one dies. Hell... some people cant even seem to find food properly.
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Before they increased the range to the entirety of the map, your walkie talkie would get fuzzy the farther away you were, even over text, messages would start sh.wi.ng up l..ke t.his
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Radios wont have such a large range during 1.0. (there's a radio station for a reason) I see no problem with radios being a form of "opt in" side chat for the moment. You can always change the channel or drop your radio if you dont want to participate. I also agree that radios should be a clip on, or they should fit into a special slot like combat knifes on combat boots. Even if you do have 50+ people assuming EVERYONE has a walkie talkie and hasnt dropped it, EVERYONE has a functioning battery, and EVERYONE has it turned on and in their hand... it will only last so long before batteries start dying.
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I dont think they're talking about leaving the range of the radios as the whole map after 1.0. I know there will be a broadcast station that functions, and that will probably have full map range. But I doubt hand held walkie talkies will. They only increased the current range to try to encourage people to use them more and to increase player interaction. Which apparently is not happening like they hoped, or at least like Hicks hoped.