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cirkular

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Everything posted by cirkular

  1. cirkular

    Opinions on culldistances

    Yes, THAT is correct :) Sorry to bother everyone for bringing this up. Anyway, I understood in the first place what you meant with this suggestion. Who knows, maybe someone is already working on similar or will make a map like that when modding becomes possible. I guess it would take about the same amount of time to make as was with Chernarus haha Edit: Outdated climbing mechanic! What I wanted to add is, hopefully we'll get a good climbing mechanic developed for .63 and beyond. It was something I found missing so many times in Dayz. Yes and no :D 100 x 100 = 10.000 and 50 x 200 = 10.000 too. Just multiply the numbers on each side to get the surface in square units.
  2. cirkular

    Opinions on culldistances

    Well, you know... okay. It's not that much off topic. You're basically suggesting that the map should be greatly reduced but highly detailed so we won't have that culling distance problem and more fidelity. Maybe something like The Division. I was never that good at math, but basically when you call something a square it means it has sides of a certain and equal lenght. So I checked the internets:
  3. cirkular

    My Observations On Various Firearms

    Nice one! Definitely should get tweaked
  4. cirkular

    DayZ suggestions.

    We all should discuss here about what we'd like the game to be, and I agree that it should be fun first. Now, this is ok for some players, maybe a majority, I don't know, but I have to agree with gmt grandbob and lonely bandit. There are different games out there: straight simple shooters, hardcore ones like this one, and something in between. Not many stand apart from the others sadly. For me at least, this one has a certain rhythm, atmosphere and freedom with interaction (being with player characters only, and no NPCs). That suits me after many years of playing different shooters and rpg games. Talking about atmosphere and soundtrack in particular, I listened to this OST you posted, and while it definitely fits for one part of it, personally I wouldn't like it to be just dark noisy ambient. I'd probably find or make my own mix with some relaxing tunes too since there is plenty out there. Now, I've been thinking about something else and don't know if the devs ever considered any OST at all except for a simple ambient music list. I can't tell how could the game know what have you achieved in game to change a tune to help create or add to the atmosphere of your current situation in game. Imagine some spooky music playing while you're trading with someone who is obviously friendly. I guess the complete OST thing would be a difficult thing for implementing since there are no obvious triggers. Maybe it could be dependent to your character's health condition or visiting an area or similar. Regarding Humanity or kind of karma system, what if you killed people every time only in self defense? Bandits are people too of course, but why should your character get negative karma because of it and make you a bandit to have heroes breathing down your neck when you were just protecting yourself? I liked that idea with a crazy laughter, which is out of your control, after you eat human flesh :D But I understand the point you were making with choosing sides and surely, this lack of quests or goals in Dayz makes it hard on people. I'm guessing if it stays like this, it should be all down to players themselves. There'll be several RP communities who'd do their thing on their servers, but pretty much everywhere else would be mindless pvp. At best it's gonna be "There's three guys in Cherno who just killed me, help me out" and occasional new 'friendships'.
  5. cirkular

    This map sucks!

    Yeah, but it's not just the speed. You will easily get to the invisible limits of the map or that empty area which sucks, and what then?
  6. cirkular

    Opinions on culldistances

    This is exactly what bothers most if not all of us, I think. With all the scopes and binoculars available I think it's one of finer necessities to be dealt with. For me, the first Crysis had that great foliage landscape and some sneaky NPCs way back then. Imagine what would it be if you couldn't get a lock on them in your visor. I think that if it stays like this, and if Dayz engine goes for very low LOD foliage and terrain at a certain distance, then it should also go for very low LOD player silhouettes. And I mean, adding some kind of blur or transparency/opacity effect so it would seem to blend in with the terrain much more. So if a player is making an ambush or is in cover, you would barely be able to differentiate. Just look at that difference in rendering the terrain vs player silhouettes in that example. I'm only guessing that it's the easiest option with some tweaking over time. But it should be hard coded into the engine of course, not to be fiddled with like with view distance settings in the cfg files etc. I know what you mean, but I think those numbers are not what you meant :) because one square kilometer would be 1000 x 1000 meters or 1 x 1 km, which would make the area something like the size of Chernogorsk main town, without those tall buildings areas of Chapaevsk, Novoselky and Dubky. Anyway, I like this map size as it is for this setting. Currently it's about 220 square km. Here is a piece of Chernarus map, with one square on the map being one square kilometer:
  7. cirkular

    This map sucks!

    Yeah, I agree on this beautiful Chernarus map. I guess there's this thing with map sizes for some time now. I've seen that clip on youtube where someone compared the map sizes in bunch of games and Chernarus was pretty much up there on the list. Anyway, these are all games after all, and having fun while playing and exploring is one of the most important things for a game. I enjoyed all of these games. If you go for realistic or immerrrrrrsive (oh boy, what a trendy word) type of gameplay, I think it's best if map scaling follows that route too which is very hard. For GTA V, Skyrim and Fallout, the devs opted for somewhat scaled down and dense versions with more detail, locations and content which still makes them big games. Concerning map size of Chernarus, as well as design time and technology limits we have currently, I really never saw the reason for implementing choppers and planes for this kind of survival gameplay - stuck in an area. Having road vehicles was more then enough so far, in my opinion. MAYBE something like crafted gyro-copter we saw in Mad Max 2 movie, that couldn't go very high and far anyway. What I'd be really happy to see is more maps for Dayz one day or at least Chernarus expanded.
  8. cirkular

    DayZ Funny Moments

    Hahah yeah these work for me!
  9. cirkular

    DAYZ Status from a famous Youtube blogger

    Hey all, what if we start up like bazillion critique threads like this?! We could actually get to 1.0 in what... two weeks time!? :D Or maybe a refund?$$
  10. cirkular

    I found the loot! -massive loot camp

    Your true name is Martin Looter, right? :D
  11. cirkular

    Wells, and Forests

    Naaah I didn't mean like an island of course :) I'm not trying to ruin the lore, and there were suggestions like this before, cliffs and rocks, but also road blocks, poisonous gas, fog, missile sites...
  12. cirkular

    My issues with the Game - Feedback

    Well you really think you're someone special don't you? :D Here, have some beans :D j/k I'm sure I didn't kill more than twenty players so far and I really can't remember the last one. I've had more of full crops and camps with food for my little crew so we can move around the map not worrying about that. Having the end gear for me was not so often and kind of rewarding but also felt uncomfortable in a way. Meaning, I was 99% a target for all players. They were either afraid and/or wanted the gear. Although we can respawn and get back into the game relatively quickly, sometimes I chose to slip away out of firefights against all odds, ending up with equipment in pieces but still alive. But we certainly cannot discourage PVP and brag about other people's game play choices since that is an option and there are PVP only servers to be found. The FPS genre has its roots in PVP, and Dayz being one with an interesting mix of features and possibilities making it hardcore, to me is a different game. It's total chaos. But it's still a FPS free-for-all and more to the MMO side. Personally, I was fed up with regular multiplayer shooter games with red and blue teams long time ago. I like to have a scope or binoculars, occasionally avoid other Dayz players (since I'm not that great in PVP), but at the given moment I'll do whatever I can to be on the safe side first when interacting with unknown players not wanting to loose the control of situation.
  13. cirkular

    Status Report - 12 December 2017

    Great stuff! :) I really like the idea of implementing more character movement freedom with weapons.
  14. cirkular

    My issues with the Game - Feedback

    Hello! It's just too repetitive for quite some time but, yeah Baker here is right. Well, it was good to write down that, which is actually, what you expect from this game. But it IS still in its early access phase. I think you should stay away if it frustrates you, come back later maybe when you catch some news that it's changed and improved. We didn't pay a full price because it isn't a full game. Now it's buggy and lacking in some things by definition and still in fixing stages and also feature development. Most of the people were impressed back then, it was a big source for some youtubers' content, then they got simply fed up with it, started releasing videos about Dayz being dead, and this is why you see the player base shrinking and moving on to something else for the time. Or just abandoning completely never to return which I doubt, but we'll see. No one can say they didn't have some good time with it beside the bad times. I think this long early access phase caused this feeling of being fed up since you've already explored so much of it. You don't need too much to know about every area and nook and cranny of the map, even this big. I have about 1200 hours in two and a half years since I bought it, but I didn't play it much really, if at all, for almost a year. We all have/had a bunch of ideas about features, similar to yours, to a lesser or bigger extent, written about many times before here on the forums. Except status reports, nobody here except devs can't tell what it will be like finally, but so far, a game this open, with no clues or quests and story line to guide you through, seems to me that it needs to be enriched by players themselves. In general, your experience depends on how you want to play it. Your character needs to survive, as long as possible. He needs food and medicine, and for that he needs to loot areas for it and risk being killed or mugged. Or you can hunt for food, or grow it somewhere, then maybe trade it. This is why you see those pointless tools and seeds. As far as vehicles, for me they've been too much of a hassle for a map of this size. But I look at Dayz as more of a platform for gameplay in apocalyptic scenario then a regular complete game experience with an actual ending, story etc. which we're all used to. People were talking that most of this game's experience will be from (drumroll for this) player interaction, since there's not anything yet that seems like a goal or a general quest in Dayz for the player. Apart from what you mentioned, getting the best equipment to defend yourself. It's not just about PVP and killing on sight and looting, but of course, absolutely everyone is still allowed to play like that. But, there certainly are other play styles from other players and groups of players which will just complement this. You can't expect feeling like and turning out to be a badass on a chaotic mix of players on a public server but it's not impossible. But also, knowing there's a bunch of private servers hosted by communities, as they call themselves, it will be up to them to make their little world of Dayz.
  15. cirkular

    Wells, and Forests

    Maybe adding a gorge as a border on one side? There is this lack of a river on the map anyway :)
  16. cirkular

    Lets post some screen shots (Standalone)

    I named this one "Growing patience" x] ... 0.63
  17. cirkular

    Low FPS recently

    Dang :) ok cool
  18. cirkular

    Low FPS recently

    Sorry if I missed this in your posts, you mentioned editing your Dayz cfg files, but did you try to delete them and start over with settings in game? If you want, back them up somewhere just in case.
  19. cirkular

    Low FPS recently

    What nl said up there. If you think you've used up all options with in-game graphics settings, you might want to go this route and also search on the internet: check if your drivers version is the latest one, and maybe you would want to use and earlier version on this particular model you use now. That whole correct latest driver version thing might impact performance if it's not the latest card model. Go to this nVidia driver search page and look for your model and system version, and make sure you select 'recommended/certified' from the pull down menu. I'd try some older versions and how it works in Dayz. Talking about Windows 10 fall update, my MSI R9 270x gaming graphics card is practically dead now. Windows won't boot and my screen is now decorated with two colorful vertical stripes. I don't know if I can blame it on anything else then a faulty or just expired component or a dying fan maybe. It was about 3 and a half years old, so out of warranty and maybe should have been expected. But it was interesting that first I got that win 10 update installed, then next day ATI drivers were updated automatically. It messed with me few times before, but I thought I turned those off... So I searched and read about that from people with similar issues, even in earlier updates, and it could also be that something got messed up with those two. ATI drivers are infamous compared to nVidia it seems. In the middle of the game it died on me. It worked just fine with my i5 3350p in Dayz with about 30-60 fps around the map.
  20. cirkular

    The P-38/P-51

    I don't remember how it works now, but the thing is, earlier, the feature was that if you open it with a can opener you'd get most or all from the can content. If you force it open with a blunt item or an axe it'll spill much of the content leaving you with maybe 20-30%. No option to eat from the floor yet :) Also, you should be able to use a knife and then striking it several times with stone or something to crack it open, but it'd take a bit more time. Having any proper can opener should get you the most from the can and it should be the fastest way.
  21. cirkular

    [SUGGESTION] Gearing Point System

    I think it's a fine idea, but maybe make a gun with the clip most expensive. Get that, or simple melee weapon with small backpack, or make it random. Definitely, that could add some variety to basic start. At least allowing for some minimal changes. But, I still think some kind of difficulty levels should be introduced. Like, only normal (which is easy) difficulty servers should have this idea as one of the options, all visible when browsing servers. Hardcore servers should have some more options, which when all checked, should make hardcorest hardcore server. If it's too much developing wise, then there definately should be a mod for something like starting gear.
  22. cirkular

    For the Mule in all of us

    Yeah, I like this. Had a similar thought. Maybe you'll need that shopping cart for a short time to transport a heavy much needed part. Or while you're still a freshie and low on inventory space or your inventory is full already, you found a bunch of real goodies but a bigger backpack is nowhere to be found to carry all this in your hands at least. You found some car parts, and you saw a car with some wheels or a battery missing earlier, but on the other side of town so with this you don't have to run back and forth two or more times. You can push it as fast as jog speed, or walk speed if it is fully encumbered... It makes some noise, but much less then a vehicle, of course. Something like this should definitely be implemented.
  23. cirkular

    Base Building - What would you like to see?

    Didn't play Rust or similar games with this base building and crafting system, but Fallout 4 introduced something which, while still flawed, kind of worked for me. But I'm skeptical about the size of this and what IS wanted and achievable in Dayz. I think base building is still way too complicated piece of game/server burden to make all these great ideas work properly while staying reasonable. So far, we haven't seen much of the needed essential resources and the mechanic itself working. So I'd be happy with simple things like barricading yourself in a house, but I'd be happy too if I could jump out that back window anytime :D I really like the idea of simple tent with a tarp and some branches for camouflage. Tarp can also be used to make a rain coat. Talking about cities and towns, with a disaster like this that took place in Chernarus, it is surprising to me that door handles still actually work, let alone locks. So talking about locks, what are you gonna do? Make them somehow in the middle of all this happening with no proper tools? Which by the way, do make noise. Or are you gonna take them off the working doors to use them at your base? But yeah, I didn't forget about those drills and tools in that service garage structure. Still you need proper materials or resources. Finding a safe is cool, but it's expected for everyone to use it. Maybe use it's code locking? Don't forget the code. I'd toss out the actual door locks completely. I think more fitting are some primitive crafted latches, sheets of metal, ruined car hoods and doors, simple barriers and shed-like structures, good old planks and nails. Also, furniture. It's too bad, in most games you enter a structure and you can't move all those chairs and desks, etc. to block doors and windows. You can just use this static surrounding as some cover at best, but are mostly just obstacles. I mean, this game is based on survival and using all the options you can get. Hell why not even grab an object like that, a chair and toss it or hit the infected with it, or block melee attacks? Or break one of the desk's legs and use it like a club? Nail it... Get this, four freshies run into a house chased by the infected or some armed bandits, get into kitchen, grab a desk leg each, barricade that door or window with the remaining flat top surface... Could clog the server and development itself, I know :D If we get more of the infected on the map and better AI, they should be able to move from town to town through the woods too sniff you out, like wolf packs, so basically your base or the place you've barricaded yourself in would never be completely a safe place. I'd rather be on the move often. We could use some caves built into the map. Way back I tried out Miscreated, and they had a couple of those. And maybe a castle should have some built in tunnels? We have shovels. Digging a small trench should be possible for one man but I think tunnels and such terrain altering ideas are too much for the game itself. Someone mentioned earlier digging a hole to bury and try to camouflage your little stash, or even a body. That's a good idea. You can remember the area yourself. But maybe, then your character only could have this info saved whenever you enter this, say 5-10m area again, so the HUD can lead you and you can access it like some kind of a container, and dig it out. No need for shovel now, since it's still kind of fresh and you could dig it out with your hands? The camouflage could work like a set of several options which would cover it with different textures, available maybe based on the surroundings? It would be smartest if you bury it out in the woods and use all those sticks you find while hiking through for easiest and best camouflage. For other players it could work like they stumble upon this option to dig it out when really close and while looking at it or stepping on the exact spot, maybe like a hint, currently in the lower left corner of the screen. Sandbags. Can't we just use those at military camps and checkpoints, load up our truck? I think the burlap sacks are too scarce to make a decent wall. Sigh.
  24. cirkular

    Aiming through windows etc

    Loving the new changes in 0.62 :) Not finding anything on this part of the forum that something like this was discussed (but I sure think it was). While we're waiting for the new player controller in 0.63, I was thinking about a certain frustrating part of the current one. Aiming through windows, holes, cracks etc. I'm sure just about everybody here always missed that extra inch(es) higher or lower to get your gun barrel over that window edge or frame. Standing up straight or crouching would make it too much and nothing in between. Moving around makes noise someimes. Sure is a good thing that we have a roll option beside the regular pitch, but we could be really happy with some yaw available. Personally I'd go with a key bind that when you press engage the roll and/or yaw control with your mouse. I guess it would result in our character showing slightly bending in the knees. Do you think we could get something like that? *just a poor example screenshot grabbed in haste from the internet
  25. cirkular

    Aiming through windows etc

    OK, getting back to this. I hope more people see this. I really don't know about those since I didn't get them because I don't want to play Arma 3 or Red Orchestra kinds of shooters, although some time back I checked out some clips on youtube and I know those systems introduced were more advanced from what we were used to couple of years ago. I'm guessing it's done pretty similar to what I suggest here. Besides simply pressing a button to get into cover, I think this is also important part of the player controllers and mechanics for shooter games. The thing with games like these is that we should always search for ways to improve and expand the limitations of an engine and player controllers. We know the problem not being to aim up as far as we should, which is the current controller limit. Also I don't know the developers' view, plans and work on this so far. But let me ask you: How often did you want to do something simple like this in a shooting game, but you just couldn't? I'm talking pretty much 1st person view only, and I don't know, maybe this all steps well into the VR field but I was thinking how to make it simple. My game development knowledge is pretty poor, but I guess this might require some more coding and postures within animations, so this is how I imagine it right now: We've got the Q and E default keys for leaning (which is basically just a bit of rotation) and Z, X and C for prone, crouch and standing up. 1. What if when you're holding Q or E to lean behind the corner, you could move your mouse further left or right to move your weapon a bit more and if you're not in aiming mode you could at least place a couple of shots, blindly? 2. Similarly, when you're standing up, holding the stand up button would enable you to move your mouse to look a bit higher or lower: - Weapon down or holstered = just to peek, - Weapon pointed= shoot blindly over an obstacle - Weapon aimed = get your gun barrel a bit higher or lower into that space you were looking for to shoot. 3. If you are crouched, and if you hold your crouch button you could move your mouse up or down so you could get the same results. Hell, maybe they can ditch the Q and E altogether and use both mouse up-down and mouse left-right when holding these crouch and stand up buttons to extend and bend your body or just hands/arms position, within normal physical limits, of course? :D
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