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amadieus

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Everything posted by amadieus

  1. amadieus

    Experimental Update 1.07

    I would expect April too. Five patches this year. So roughly for stable branch it would be: February 1.07, April/May 1.08, July 1.09, September 1.10 and lastly in November 1.11.
  2. amadieus

    Stable Update 1.07

    Just commenting on your statement that there is no protection against the rain. This is incorrect. I just stood 10 minutes in heavy rain with the raincoat and gorka pants. The raincoat never got damp/wet and the gorka pants only after ~10 minutes. The temperature icon remained white all the time. When I changed the time of day to midnight, the temperature icon turned to light blue. But it still never turned dark blue. Then I changed the raincoat with the t-shirt, and that piece of clothing got drenched within a minute. So to conclude, the raincoat gives very good protection against rain and the gorka outfit does a decent job at it. Perhaps the raincoat turns wet as well after 30 minutes. But then again, it part of the game to heat up during long raining sessions.
  3. amadieus

    Experimental Update 1.07

    Experimental is now an application in your steam library. Just look for DayZ experimental in your game list.
  4. amadieus

    Stable Update 1.06

    Nobody knows how difficult it is to fix the inventory bug, except the devs. If it is not fixed, it simply ain't fixed.
  5. amadieus

    Stable Update 1.06

    People found improvised tents in the game files when 0.63 was released for the first time. Hopefully we will see it somewhere in 2020. https://www.youtube.com/watch?v=8xzbwSZN8tI
  6. amadieus

    DayZ recap 2019, please?

    I agree that building a base works fine, but as you said, it is so poorly balanced that it is just a worthless feature. And that is a pity since it could be a great time sink and offer so much fun possibilities. My problem with the infected is that they act so cheap. You still move right threw them sometimes when fighting, the poor pathfinding in buildings and sometimes in combat, the missing turn animation (without animation they just turn around) and the lack of aggressive stance animations. Sit in a house and look out the window when surrounded, they way they are animated and behave looks so poorly and cheap. I just want them to fix the current things first before implementing stuff like helicopters and two wheeled vehicles. I rather play a game that has a stable core gameplay. Now even one year later I still don't see a reason to message my buddy and say: let's fix up a car and build a base somewhere! No it still remains walking around and doing pvp. At least the survival elements were improved...
  7. amadieus

    DayZ recap 2019, please?

    Great list, but quite shocking to see what still needs to be implemented and fixed. It is mind baffling to think that game is actually released for already a year. Also, I would like to add the poorly implemented base building that we have since 1.0 and the infected that still act rather poorly.
  8. amadieus

    Stable Update 1.06

    Thanks for the patch! Hopefully we see another hotfix before the Christmas holidays will start. I have been toying around with 1.06 a bit on Livonia. Barely played 1.05 as I spend my time on some other games. Can say so far that Livonia is a very pretty map. Feels new, love the ruined structures with the ivy overgrowth. I am also happy to see fishing back, four weapons, better car wrecks with obtainable car parts, the bear etc. Great sizable patch, although I have to say that all the other patches in 2019 were pretty good as well. Always coming each 1,5 month and with new content and/or features. Still missing a lot of of stuff though. Ragdoll, bone fractures, helicopters, planes, two-wheeled vehicles, other animals, weapons and probably some more that I can't think of right now. Personally I do not mind as the content/feature flow was pretty good in 2019 and I am confident this will be the same in 2020. What bothers me though, and probably the main reason why I write this, is that some core game features are still not working properly. Features that we already have for around a year or longer. Cars/server performance still does not function properly, base building is still poorly implemented, weather effects on character are not proper, diseases feel not finished and infected are pretty crap. I think it is pretty sad that such important core game mechanics still work half-assed after a year after the so-called ''cough'' 1.0 release ''cough'' . So please BI, fix and develop the important core features first. It is already taking too long.
  9. amadieus

    Stable Update 1.06

    I agree that the state of the game is not what I wished for either. But I doubt that either staying on RV or changing 100% to Enfusion would be the way to to. Either way, I was talking more about the graphical capabilities such as lightning of the Enfusion engine. Sumrak has mentioned before that Chernarus was made on RV and therefore modern lighting techniques would be impossible.
  10. amadieus

    Stable Update 1.06

    Remember that DayZ is a hybrid between Enfusion and the RV engine. A first real showcase of Enfusion and its capabilities will probably be Arma 4.
  11. amadieus

    BI, we have to talk, again!

    Perhaps you can't find it yet because it is not released everywhere....?
  12. amadieus

    Stable Update 1.05

    Honestly, I am only looking at it from a balanced gameplay perspective. Being able to be raided is one of the many exciting and fun things from having a base. It is the excitement when logging in to see if everything is still in order or if somebody broke in. But it has to be balanced. It is the balance between the effort of raiding, time to build a base and usefulness of having said base. Now it is time consuming to build, easy to raid and thus not usefull. Quick to build and easy to raid is more balanced but still not usefull for storing any loot. Gameplay and realistic wise it would be best to have a time consuming base to build, and difficult to raid. Building stays more realistic, but sure it is not realistic that a wooden wall is difficult to break, but it makes a base worthwhile to have. The base I had in 1.01 had only room for just one tower and a tent. Guess it had 10-15 walls in total. So not that huge, I would never want anything that remotely resembles a mega base alà Rust/Ark. Barricading was on the 2017 feature list for post 1.0. I think it would be an awesome addition and it could be implemented as something more as an temporary base in comparison with actual base building. Edit: this topic gave a few good examples on balancing:
  13. amadieus

    Stable Update 1.05

    First things first. I'm not a fan of Rust and Ark. If I would take inspiration for base building balancing then it would be the game Mistreated. Also, I want this game to be as 'hardcore' survival as the next guy. But I do see when realism makes a game feature such a base building become completely worthless. Anyway I take it that you, just like some others, promote the idea of having an easily enter able base on which you rely on hiding the base itself as well as hiding your loot on multiple locations? This concept could somewhat work but has so many flaws that it would still be a poor feature. First of all, these kind of bases should be easily build without it taking hours upon hours to do so. However, considering your 'three days to build a base story in the real world' I expect that you want base building in Dayz to take a while right? Well now we have a base that takes hours and hours to build (the way it is currently) but can also be taken down completely within 30 minutes. But we should hide right? Well every base will be found within a few weeks anyway. Additionally, there are not enough secluded spots for player count that a healthy server has. Hiding stuff in multiple locations kinda defeats the purpose of having a base doesn't it? I mean it is kinda cool to just hang out in your base, but would it not be nice to actually be able to store at least some loot? I'm all for having mutliple hiding locations, but currently you can't have any loot in your base. To conclude, the only way this concept works if bases are easily and fastly constructable. This evens out the risk of investment. If we can make sure that dismantle option is not there for other players than the base owners, we even might enjoy the base for longer than a month. Then the only problem is that having any loot inside is kinda worthless due to the high risk of it getting stolen. So a very flawed concept. To be honest, I see no reason to even include base building this way. Why would anyone ever want to invest so much just for having a broken wall every time you log in, like you even mentioned. What is the purpose of having a base then? Simply, there is none.
  14. amadieus

    Stable Update 1.05

    Haven't had any pvp sessions lately, so I can't comment on the recent changes to bullet damages. However, I do agree that bullet damages should be as realistic as possible.
  15. amadieus

    Stable Update 1.05

    Again you make it sound that I or my clan should be there to protect it 24/7. That is a very unrealistic expectation. Offline-raiding is part of the game, but my problem is how people have to do literally almost nothing to get inside. As I mentioned before, sometimes gameplay goes before realism and this situation is a perfect example of it. Yes, a wooden fence should stop most from just entering, and taking it down should only be viable by those prepared. I don't see a problem with items being ''hoarded''. It at least gives a base a purpose besides just looking fancy. Besides, people already hoard stuff underground. Lastly, it should never be safe 100%. Bases always should be raidable.
  16. amadieus

    Stable Update 1.05

    Did you ever have a base? Honest question, because your arguments show lack of experience. Bases do not have enough protection right now when every fresh spawn can break in with the first hatchet he finds within a few minutes. Obviously I cannot be there to protect the base every day. I work the whole week so I might log in just a couple days a week. Traps will be next to worthless with the current ease of raiding. Moreover, it is currently a huge time sink to build a base. Which again is ridiculous when you invest hours upon hours to build it, just to have some random break in within 2 minutes. Even worse, they can just dismantle instead of destroying everything. The last time I had base was with 1.01. It had no loot inside but it got dismantled twice for just the lulz. Just the fact that it is dumb to store your loot in your base shows how poorly balanced it is. We should be able to somewhat safely store it in the base. Like I said, raiding needs to be a time sink. In other words, the raiders need to be prepared and have a plan to raid a specific base or go on a trek to find a base to raid with all the stuff required in their backpacks to do so. Not some smuck that just stumbles on a base and can use his single melee weapon to break in without any planning and sweat. Walls should take longer to destroy and the impact on durability should be much higher (e.g. needing three axes to break one wall) Make base building items spawn more often or reduce amount needed, only two handed melee weapons can destroy walls, introduce more specific items that are needed to destroy a specific thing (e.g. the current need to have pliers to remove babred wire)
  17. amadieus

    Stable Update 1.05

    Gameplay is much more important than realism in this case. Of course bases should be raidable, but it should be a time sink. Not how it currently is, with some fresh spawn in his hoodie using just a hatchet to break in and steal all your loot.
  18. amadieus

    Stable Update 1.05

    Come on... the game became much more 'hardcore' with the 1.05 patch. Besides, I want DayZ to be hardcore and even I acknowledged that the bleeding rate was too much when having multiple wounds. Additionally, please test it on experimental first before yelling something that is not even remotely true, like some others are doing as well. The bleeding rate is still pretty fast... you can't even run to the next town when having three cuts. Lastly, in 1.06 the bleeding rate will go back to the earlier 1.05 rate. They will add differences in bandage time between different types of bandages and also add a blood pressure modifier. So we will see how that enhance the gameplay.
  19. amadieus

    New map for DayZ is coming soon

    I'm kinda happy that the new map will be 163km2, it creates more player interaction and exciting moments. Chernarus can sometimes feel pretty lonely, especially on servers with a pop limit of 50/60 (Chernarus needs minimum 80 to 100 players imo). Also with Namalsk coming and it being a 53km2 map, there will be different sizes for all 🙂
  20. amadieus

    1.06 coming with dlc

    Didn't even think about that yet, but this surely might indicate that an experimental release is on the horizon. If Dayz follows the same system of A3, we should be able to play the dlc on the experimental branch, if it is purchased. Considering the 13 November release date (i know it is not yet 100%) is pretty much a hard deadline, they probably release experimental early to find bugs ASAP. So halfway October experimental release?
  21. amadieus

    New map for DayZ is coming soon

    Simply the idea of being able to experience DayZ on a new map makes me kinda excited. I already have Livonia on A3 but I haven't played it that much that I consider myself experienced with the roads in this fictional Baltic state. I'm wondering about the price like so many others though. € 10 or maximum € 15 will be decent. But it also depends on how much work went into the map in comparison with the A3 version. Having the A3 Livonia in the back if my mind, it needs to have an decent overhaul to match the more apocalyptic style and also the forests felt more A3'ish than DayZ. Because it will be kinda shady to sell a map with barely any changes for a second time. Anyway we will see. What I mostly wonder about is what will accompany this dlc release in the terms of features and content. Knowing the style BI has with dlc for A3, I'm very confident that we pay for the map and get the content and features in Chernarus as well. I do sincerely hope that whatever improvements to interiors, ivy growth, ruined buildings and other assets will find its way to the Chernarus map as well. It will be a pity if Chernarus would be lacking in quality in comparison with the new Livonia. I can understand that some might feel like not purchasing it though. The 1.0 release was ridiculous and now almost one year later we still do not have a full functional game cycle with flying cars and unbalanced base building. But this is more of a problem on calling it a 'finished game' than development progress, as progress is coming around nicely in general. Anyhow, people can make up their own choice if they want the DLC or not. I for one will probably be buying it.
  22. Seriously, why are people thinking it is Livonia. This is not just directed towards you OP, I see people everywhere that think it is Livonia without giving any solid arguments on why it is the case. If it is indeed Livonia, I would be very surprised.... and dissapointed.
  23. amadieus

    Big Announcement coming this week

    The map is desgined by different people than those fixing duping and whatever. As a PC player myself I can't wait to see where this new map will take place and what kind of new things this will bring (objects, assets) that might also be used in Chernarus.
  24. amadieus

    Addressing Current Game Issues

    Uhm, he just gives a small update?
  25. amadieus

    Addressing Current Game Issues

    My suggestion would be to make the red phase and red blinking phase of blood loss to take significantly longer. With blinking red being the phase where the player is unconscious.
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