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Your DayZ Team
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Everything posted by TikTactical
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Thank you for the feature once again! I really appreciate it! <3 :)
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Fully agreed! The future of this great game is going to be very positive! The DayZ Village shows the amazing community that is hiding beneath the negative comments and hate that we see so much of as of late, sadly. Hopefully .63 and beyond will make the community realize how great this game really is. ;) Stay safe! -TikTac'
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Well maybe someone cleared it up for him in the post?
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You can obtain decent FPS, just not at the highest settings and everywhere. Whether or not you'll lagg in Chernogorsk is up to the PC, for some reason my PC doesn't like the forests too much, but Cherno (cities) more, however I do have a GFX-card with high video memory which might be why, I'm not sure though. I think it's worth buying, the game will also be increasing in price as the development goes forward, so get in now, try it out. If it doesn't work uninstall it for a while and then come back. The next update will be the 0.63 BETA update of DayZ where the development switches from 85% adding & 15% bug-fixing to 85% bug-fixing & 15% adding. And you should see further improvements on performance moving forward from there. :)
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"Leave the launcher, take the rocket" - several possible uses for the RPG-7 rocket that don't require the launcher
TikTactical replied to chambersenator's topic in Suggestions
Now this is not the case with all of the (feels like billions of different RPGs) out there, but most of them don't actually arm the warhead before it's in flight, it does this mostly by either the centrifugal force of the grenade itself when in flight, or when the propellant explosion occurs when in flight. This meaning that most RPG warheads out there is not actually armed before it's in flight. I'm also wondering whether or not the devs are going to have the "fuse" of an RPG implemented into the game, so it'll explode at a distance of roughly 920 meters automatically, if it hasn't hit an object at that range. ;3 :) -
Bohemia Interactive is a massive company, and the DayZ Dev Team is only a tiny fraction of the company itself. I think giving this "advice" wont change the internal design plan, it has most likely been done, or talked about for a very long time. I completely understand what you're getting at here though, but in all honesty I think most of these decisions have been made internally, and wont be changed easily. Now what these actual decisions entitle, we don't know, so I'll guess we're going to have to wait and see. I haven't really followed up on any of the console stuff anyway, because I'm not going to play it. :)
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I use mouse button #4 and #5 to zoom in/out, then I have another button down on the side (where my thumb is) which is use to switch camera, and then I've got zeroing up/down on the 2 sensitivity buttons bellow the scrollwheel, however these are not in good positions to be used for this effectively.
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Ah alright man, no worries I was wondering for a second :) I run a 2560x1440 144Hz monitor myself, DayZ is a gorgeous game, it really is! :)
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Well what you're experiencing is the power of the new engine that the dev team have been busy creating. I'm so happy they decided to do it properly (the engine, Enfusion), that making it take a while longer yes, but it is so so so worth it IMHO.
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I haven't watched the video, but I'm guessing he's using one of those curved monitors, they have some freaky resolutions at times EDIT: Scrap that I can see it looks like a normal monitor, hmm that is strange... :S
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And THANK YOU for NOT being insanely narrow-minded when it comes to responses having different opinions than yours, it is gladly appreciated. I don't use vehicles all that much myself at the moment either, but I do use them when I establish bases far up north. Although I haven't made one in .62 yet. We can both agree with the fact that the vehicles aren't 100% functional and definitely needs work, but I still find them useful, it just depends on the situation, and what my plan is for my character at a given time. And one thing about being lonely, the dev team is planning to have 100 player servers (which I personally find crazy if you want to build a base but hey) so you'll have plenty of peeps around to interact with. :p
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And that is fine you disagree with some of the development cycles and whatnot, my problem (and I think a lot of other informed people out there) is that there's massive amounts of misinformation being spread around on forums, steam, youtube etc, which is what is really frustrating for the people who read up on development. Everybody is allowed an opinion but at times it becomes one big f*ck-fest for no reason. As I mentioned earlier: "The only useful criticism, is constructive.", which I see less and less of sadly. -TikTac'
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They idea is to reduce running speed later on as more vehicles will be available (and less buggy of course) to us, the players so you're on the right track when it comes to that, however at the moment vehicles aren't stable enough to reduce running speed a lot. You mention the patience and knowledge in the beginning of your post, which I totally get. I myself am very interested in development of the game, but that is also what you're supposed to be if you're playing DayZ. The developers don't recommend buying the game just to play as it was a newly released Bethesda title. They want us to play the game to do large-scale bug testing and actively support development of the game. The idea behind DayZ is to create your own story and not go by a story that is laid out for you, again I'm seeing you having a different vision than what DayZ Vanilla is and will be in the future (as you seemingly also agreed on yourself) :). The decrease in players I personally think is tied to the long time between updates, because they are now adding in the big features of the new Enfusion engine ( such as the renderer in .60, part of the new sound system, visual overhaul technology in .62, and coming by the end of the year; .63 with the BETA release of DayZ and the animation system and physics engine + a lot of other things that I wont bother you with here). This has led to long periods with no updates, because of back-bone tech implementation. Now this is only a thought, because no one can definitively say for sure, that's impossible. DayZ has been out for a while now, and I see some players (including myself) with many thousands of hours in DayZ, but I still enjoy the game, because the vision of DayZ is exactly what I'm looking for and I'll gladly help as much as I can in development (I literally submitted a crash report in between these two responses), but for the casual player, that just want to play a finished game I will STRONGLY suggest that you please wait playing the game until it's done and/or modding comes in. There's no need for frustrations if you/some people can't handle them. That's completely understandable. The plan is to develop Enfusion with as little hard-coded stuff as possible so that the modding possibilities are bigger than ever seen on Bohemia Interactive games before, so I think you'll be pleasantly surprised when modding comes around. My thought is that you must be in some sense interested in the game one way or another, and I can only say that you wait until the game is in a more finished state, it clearly bothers you, which is completely understandable, but that is how development is I'm afraid, and the whole reason DayZ is on Early Access is to help the Dev Team. I hope my wall of text was of some sort of use, if not.. Well shit :D -TikTac'
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Saying cars are useless I find like a statement of your lack of knowledge/inexperience of driving vehicles in the game. While, yes the vehicles can definitely be buggy (alpha, hello? alpha? anyone? no? just me?), they aren't finished yet and have a whole lot of work being done right now for .63, That being handling, collisions, physics, suspension system etc.. Now with that said, the vehicles spawn fully repaired and with a tire repair kit and lug wrench in the boot for you, which means that repairing the parts (that should be pristine, unless someone has tinkered with the vehicle), is even easier than it should be! Now this isn't intentional of course, but as of right now it's a work around as they get the last engine implementation in (Enfusion), and can start crushing the bugs that they aren't capable of fixing on the old tech (or rather, it takes too long and wastes time). They have even implemented the temporary fix of using a matchbox to destroy a vehicle so it'll properly re-spawn so you don't find as many stuck cars in riverbeds, forest areas etc. I drive vehicles myself too, and I really don't have bad issues with the vehicles, if you think like it was real-life and wanted to drive a vehicle, you would be fine. Don't have the pedal to the metal, because it simply wont work! Use the roads, avoid walls/objects, and remember that the vehicles use a manual transmission (somehow people still don't know about this for some reason). Now you mentioned a few things about you: "figuring out you didn't want the vehicle in the first place" or "you don't want to play DayZ anymore for the night", well that isn't really something that the devs can fix for you I'm afraid. The game has always been envisioned to be "a gritty, authentic, open-world survival horror hybrid-MMO game" (yeah, it says right there.. Right there on the steam store page), I think the problem might be laying in the fact that, what you're actually looking forward to, is modding - and not the vanilla game my friend. The game is envisioned differently than what your thoughts is it would seem. I'm sure there will be several mods out there that will make the game just the way you want it, but I don't think the vanilla game is for you, out from what I can read in this post. Have a great day, and remember: The only useful criticism, is constructive. -TikTac'
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I finally make the transition from .61 to .62 on my "The Road" series, I hope you guys enjoy the new installment of the series
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Hello survivors! The last couple of days I've been thinking about the visual representation of players in DayZ. While I do enjoy the massive amount of customization we've got now, I always feel like there's something missing. Now my thought was that we could have certain items strapped onto our backpacks to actually be visible for other players. For example a mountain backpack with a small tent strapped onto the lower part of the backpack, and by that perhaps having a decreased size in the inventory (let's say from 15 slots to 10 or something like that), or maybe not even have a slot size because it's outside the backpack, but it should of course affect your weight when this system is properly introduced. This is also used in "The Last of Us" where you can see your arrows on your back, and other such things when you find more items in the world. Certain backpacks should have a limited amount of capacity for items and only certain items should be on the outside of the backpack (if you so choose to), like canteens, arrows and such. Tell me what you think peeps! - TikTac'
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I think it would be better if the devs controlled the public hive servers if there's people actually still playing on those servers afterwards (that meaning you need better servers running public hive). I personally like public hive servers because I have the freedom to go on a night time server If I want to get some footage during night time, and also a much more diverse playerbase. I've played on a lot of private hives, and I still do and also enjoy playing on them, but I've had several times where I've run into the same person again, after a few days of playing. I don't really like that, which is why I want the public hive servers working. And then there's also the nostalgia part ofc. Having played the DayZ MOD back in the early days, there's just something about the whole thing with having your character connected to 100's of servers.. :) The only thing is try! and see how it turns out! EDIT: Awfully typeset! Sorry! Rushed it
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I'm finally back with a new video for the continuation of The Road! Hope you enjoy
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I agree with you, but that's not what you wrote you wrote "make the containers useful again" which they are.
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I see what you're getting at here but there's one major thing you forget... The containers work as "protective cases" and they're extremely good at it. I usually have my first aid kit with medical supplies and then a cooking pot for spare mags/ammo and another cooking pot for my pistol to take out zombies. + I now have 4 liters of water on me to drink from. :) Containers are by far useless mate. They save stuff from being ruined. So if you have an MP5K perhaps, put it to your hotbar and place the MP5 in the bag. Then the MP5 won't be ruined if you get shot and ruins the container. :) EDIT: When i write "bag" I mean the 12 slot waterproof bags that you can find in a variety of colors.. :)
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The newest episode of my onelife mini-series, hope you guys enjoy! take care! :)
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I like the idea you're having here, I really do. But I think there's one major downside to this very thing and it's map size. I mean Chernarus+ is huge don't get me wrong but with 60+ (and they're planning on having even more than 60 players on servers) the servers will quickly become crowded with random houses being boarded up and players starting work on a house but never finishes it etc. I think the map simply isn't large enough for this unfortunately.
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There's already 2 different speeds of crawling in the game. There's just normal "press W to go forward" crawl and then there crawl with the sprint button held down too. Unless you're referring to the fact that It's too slow at the moment?
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I like the idea you're having here but I'm seeing several flaws with this system if you think about what the devs mentioned. Firs thin is, as you're saying yourself, It's a "grinding system" even though It's not as bad as some of the previous mentioned things It's still "grind" to get the most benefits. Which is exactly what the devs don't want. They just want you to play the game just like you would before, and then you get better at the things that you just so happen to be doing. So for example the "Explosives soft skill" that you mentioned would cause a lot of players to start throwing around grenades to get that perk up because they had some grenades laying around. If the system wasn't implemented they would never even have touched the grenade in the first place. Catch my drift? And I don't know if many of these perks are just "dummies" but quite a few of these also go against the rule, that the devs set out for, on the soft skill system. They whole plan of the soft skill system isn't to make a player "better" (which the Endurance, Scoping, Close Quarters and Driving perks go directly against) because they do so that a player have an easier time killing another player because they have been alive for longer and done certain things. The driving perk doesn't make it easier to kill someone, but it just doesn't make any sense at all. Why would you be able to go faster because you've been driving for a longer amount of time? I could see it work implemented into a system such as "Mechanics" where, if you find the right parts, you would be able to install certain types of vehicle parts that would give the engine a little bit of a boost and therefore increase top speed, acceleration etc. a tiny amount. This also makes it so that a player that doesn't have any "skill" within mechanics can find a car with it already installed in the wild. and therefore make it a bit more dynamic.