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Derleth

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Everything posted by Derleth

  1. Derleth

    Weather change lag spike

    That weather lag spike has been going on since beta, I suppose it hasn't been deemed worth looking at yet. It's annoying but not gamebreaking, so yeah. I still hope it gets fixed soon, along with the lag spikes related to players, stashes and bases in the vicinity. I think they need to make them load smoother and at greater range, even if that would murder fps on potato systems. Might even be possible to have as a client side setting?
  2. Derleth

    So is this normal? One punch death in melee.

    The knockout chance seems to be random and fairly low, so far it has never happened to me when fighting against one or two zeds, but when being pummeled by 3-4 or more I've been knocked silly fairly quickly. That is fine by me, they should be dangerous in numbers. I'm guessing those cases of one- or twoshots by lone zombies are cases of extremely bad RNG. It should be possible to prevent by e.g. requiring a certain amount of shock damage to be soaked before the KO chance applies.
  3. Derleth

    Sea chest and barrels

    I remembered this video from experimental when the stashes were first tested. I don't think the fridge has been implemented yet, but I assume that will be the closest you'll get to a barrel in storage capacity with something that can be buried. Possibly bar the Sea Chest that is not in the video, it must have been added later. Until now I didn't know teddybears could be buried...
  4. Derleth

    Sound glitch- anyone else hear it?

    That water in drains sound effect has been doing that glitchy explosion entrance ever since it was implemented in beta, it scared me out of my frigging pants first time I heard it. I like the sound effect itself, it just needs to come naturally, not in that burst-your-eardrums-and-soil-your-pants kind of way... Also the non-existent zombie collision and clipping into players in melee needs to be fixed quickly. It is more than annoying, it is potentially lethal when trying to fend off a minor horde at the door to a house. One second you stand in the door with the zeds struggling to reach you, the next you have stumbled through the first zed and are surrounded outside the house. Fix it.
  5. Hello there, I wanted to provide some feedback and ask a couple of questions. Since Martin said so, I'm tagging @ImpulZ and @Baty Alquawen , sorry! Here goes: STAMINA I'm not a hater, quite the opposite. Stamina has definitely added a new dimension to the gameplay and I do not want to play without it. That said, I am active on a RP server (Tribez) that decided on infinite stamina after a poll with the server population came up with that result. So I have noticed that since with infinite stamina you never get out of breath, you also have no increased weapon sway after prolonged sprinting. You can literally sprint for minutes, then just raise your weapon, ADS, and have regular sway. In 0.62 you would have violent weapon sway for quite some time until you caught your breath. This needs to come back. Maybe infinite sprinting as a possible toggle available to the server owner could be a thing? Basically the toggle should make it so drained stamina does not block sprinting while any other action related to stamina is unaffected. That way you can have unlimited sprinting but still be out of breath and need a moment’s rest before the weapon sway settles down. Another thing I find a bit off with the stamina system is how the penalty for weight carried has no gradients. Maximum stamina is reduced by weight carried and if you carry too much you're blocked from sprinting/jumping/holding breath. So far so good. What I find odd is that as long as you don't cross that magical limit of weight carried, you can run around and jump just as freely as a player not carrying any gear at all (I know there's a slight penalty for double carrying). It would make more sense if sprinting speed and distance jumped were gradually decreased until no longer possible at all. Is this anything you have thought of? NIGHTS I wrote on twitter a few days ago about this. First of all – I love the dark nights and want them to stay! However, in reality night is not always that dark, not even in remote areas with little or no light pollution. When the sky is clear with moon and stars providing some light, you can see enough to move around easily without bumping into things. Currently in-game the moon is just too weak, the ground is not illuminated at all, and stars are downright feeble. It is as if a light reducing filter is over everything. Here is the twitter thread, with some comparative screenshots and explanations: So, my question is - will you be taking a look at the ambient light provided by moon and stars at night? Again, I have no problem at all with it being pitch black in the middle of night with thick cloud cover, but when the moon is out night really needs to be brighter than it is now. Also, I saw a post on the forum where some claim the night is darker on some systems than others. I remember from 0.63 alpha that the game was brighter on screen when I was playing than how screenshots turned out. That could be related, no? INFECTED They have improved immensely with the last few updates. They are almost perfect now – they just need to be able to break down doors (yeah I am serious) and they will be a downright menace. And please make them eat players they have killed! I know you have (had) the animations for it already. Proof: here and here 😉 COOKING At the moment there is little or no reason to cook meat at all since you can eat it raw without any risk of getting sick. There was food poisoning during 0.63 so why did it disappear at 1.0? Anyway cooking really needs some love, for example by combining different ingredients to make actual dishes. There is already a mod where you can make a stew, this needs to be made baseline and be the best form of food (by far) when it comes to nutrients and energy provided. And, really, a person would need to be beyond desperate to eat raw rice out of the bag... We should be able to boil the rice, and mix powdered milk with water to make milk – and eat with cereal. And coffee! By the heavens we need coffee!
  6. Derleth

    Some feedback and questions

    There's certainly room for improvement. There are some glaring navmesh and collision issues in dire need of fixing, it is just not okay that they can poke their heads through solid walls and doors and hit you even though the room is closed off. Especially unfair since you can't hit them back... These issues have been coming and going, so I suppose this time around it has to do with the recent server performance optimisations. Maybe they tweaked collision detection on AI to reduce server load, with undesirable results? Nevertheless, I will stand by my finding the zeds way more engaging now than in any previous version of the game I have played. Their senses seem fairly well balanced, and the way their screams aggro more can really mess up your day if you don't have an escape plan. Shooting in infested villages will get you in trouble, making the run and gun KOS playstyle more risky again. I am again being rescued by infected when murderous knuckleheads try to kill me for fun, which is as it should be. But yeah, to be fair they are not near perfect yet. But if they get the navmesh and wall/door glitching issues fixed for good that will be a major step in the right direction. After that I just want to see want larger numbers, dynamic horde events, random stray infected out in the boonies and generally just a larger variation of zombies. On community servers with increased zombie count it is a bit too evident that there are still not enough different models. And yeah, I still want them to feed on the fallen. Classic way to escape an angry horde - just pop your "buddy" in the kneecap and run...
  7. Derleth

    Some feedback and questions

    Well okay, perfect was maybe too strong a wrong word still, but yeah I love the way infected can be a real threat if you don't take them seriously. The other day when I respawned after a server wipe I aggroed every infected I could find around Solnichniy and led them (around 10-15, I didn't have time to count...) on a chase around the town to see how they behaved. They were hopping over fences and following me around obstacles without getting stuck, stuttering or glitching as they have been in the past. When I ran into houses they followed, when I jumped into the ocean they stood screaming at the edge but then came running for the beach where I climbed out of the water. Infected behaviour and pathfinding really is in much better shape now. I just want them to knock down doors and feed on corpses too. Oh yeah, a little more of them by default and dynamic horde events wouldn't hurt either..
  8. Derleth

    Some feedback and questions

    Thanks for your answer ImpulZ! 1. Okay, I hear you. My thought with the toggle was that it could potentially be an easy (from a user perspective anyway, I know jack all about coding, sorry...) way to allow the obviously popular infinite sprinting to be implemented, without making the game go full arcade which is what you get with the current way server owners do it. 2. Allright, thanks, good to know it is still being worked on. Again really do I appreciate the way dark nights change the way you approach the game, less running and gunning and more survival. It's just that clear nights should be brighter, right now it feels like I'm wearing shades at night. Oh and guys, I love the suggestions above about streetlights. Having streetlights magically working without power source is not something that would fit DayZ, but being able to connect a generator to get the nearest lights working would be awesome. 3. Thanks again. Oh yeah - in the latest stable patch I've had a few cases of infected seemingly pushing each other through walls. Just this morning I aggroed the better part of Gorka's population and had to lock myself in the police station with them milling about outside. Two were pushed inside and jumped me... It only seems to happen when there are a lot of infected locked on to the player inside the building. 4. Fair enough. Since there's at least one mod now where you can make a stew by boiling meat and veggies together, I'll be hoping for more mods like that appearing. But please add coffee!
  9. Derleth

    Sprinting and stamina

    Allright, thanks @ImpulZ for the answer. I find the current stamina system a little odd to be honest. The maximum stamina pool for exhausting actions (sprinting, melee, holding breath) is reduced by weight carried, and if you carry enough you're blocked from performing said actions. So far soo good. What I find odd is that there are no gradients. As long as you don't pass that magical limit of weight carried, you can run around and jump just as freely as a player not carrying any gear at all (I know there's a slight penalty for double carrying). It would make more sense if sprint speed and distance jumped were gradually decreased, until no longer possible at all. Is this anything you have thought about? On the same note, do you have any thoughts about implementing some kind of long-term fatigue system? Thirdly - in 0.62 sprinting was ofc unlimited but when you had sprinted far weapon sway was violent, until you caught your breath. Now on modded servers with unlimited stamina players never get winded, so they can sprint for minutes and then ADS with zero sway in the blink of an eye. This is just wrong and should be looked at.
  10. Derleth

    Sprinting and stamina

    I finally realised what it is that bugs me so with infinite stamina - you never get out of breath. In 0.62 there was no stamina, but if you sprinted a while you'd get winded and have terrible weapon sway until you caught your breath. That will never happen with the tricks used to disable stamina now, so even after sprinting non-stop for half an hour carrying 25 kilos of gear, you can raise your rifle and instantly have 100% accuracy. That is, to be perfectly honest, horribly unbalanced and terrible gameplay. It should not be possible. Since disabling stamina is so popular, I'd want the devs to instead enable "Infinite sprinting" as a server-side, optional toggle built into the game, and then remove the possibility to tinker with stamina settings. So, sprinting would be possible even after you run out of stamina, but you'd be winded and unable to perform other actions requiring stamina (heavy attacks, hold breath etc) until you paused long enough to recover. That way stamina remains a relevant game mechanic without slowing down travel. It might require some kind of fatigue system for longer term exhaustion after sustained sprinting, but that's another matter.
  11. Derleth

    Server Crashed : I lost everything :-(

    Known issue with server crashes. If the server is saving to the persistence files at the moment it crashes, the files get corrupted and all persistent items (stashes, bases, tents, barrels) and their contents are lost. It is under the devs radar and they are working on a fix. Sorry for your loss :-(
  12. Derleth

    ZOMBIE AGRO DISTANCE

    It has been reported a million times over since the issue popped up some time before beta, so far I haven't even seen it mentioned in the "known issues" section of the patch notes. Which is actually a bit ridiculous.
  13. Derleth

    ZOMBIE AGRO DISTANCE

    Most of the autumn aggro distance and general reaction time/responsiveness of infected has been abysmally poor. It has become a bit better lately, but you can still walk around fairly carelessly without bringing down a horde on your behind. The good thing is how their screams attract more infected from the vicinity, if you're in an infested town you can quickly end up in trouble. Granted, I've been playing on servers with around 3x the amount of zombies than on public servers, which calls for a bit more care when you are moving around looting. The teleporting AI (I've also seen cows and deer teleport over 100m) and infected spawning within sight of players are some of the most glaring issues DayZ has at the moment, I truly hope these are on the devs' radar and being fixed before release next week. The current status just looks unprofessional.
  14. True, but as with small stones and fruit you can actually find sticks spawned on the ground. I've found sticks that way a few times, fist time I thought someone had dumped them there and was totally freaked out, since I was in the middle of nowhere and thought I was alone. Anyhow, the ground-spawning sticks are too rare to rely on, but they do exist. Should spawn more often to make a difference, but since that would probably affect server performance it might be better to just re-implement the possibility to search for them?
  15. Agreed. I love the sounds, but they should come now and then, not looping so often.
  16. Derleth

    Infected and their spawn

    There are plenty of private servers now that have adjusted the numbers of infected up drastically. By my experience playing on them, there will be a bit of fps drop if you aggro a full horde of 40-50 or more at once, but nothing that makes the game unplayable or crashes the server. I expect the devs to start experimenting with the number of AI once we go into beta and the polish/balancing phase starts in earnest.
  17. Derleth

    It's Been 6 Years

    Hehe my bad, I gave up trying to learn the underlying magic in these machines long ago. I believe it was after trying in vain to use Basic to make circles bounce around the screen on my C64. "SYNTAX ERROR" All that gibberish is just not compatible with my brain...
  18. Derleth

    names of friends overhead

    Possible, yes, but the devs won't do it because they don't want it in the game. You might get it in a mod perhaps, but it will never be implemented in the vanilla game.
  19. Derleth

    It's Been 6 Years

    Oh yes! I spent way way waaaaaay too many hours playing Frontier: First Encounters (FFE, second sequel to Elite) when I was at university. Damn near failed my studies because of it... Anyone who never played Elite or FFE probably doesn't know the story, so here goes a brief summary: Elite was a fantastic little space trading game on the 8-bit computers we had in the early 80:s. It was the first open-ended sandbox game ever created, and on top of that had 3D (vector, but still) graphics. It really was incredible at the time, you could be a pirate, smuggler, bounty hunter, honest trader or a combination of all. There were several galaxies, all with thousands of star systems in them, you could customize your ship and fight mysterious and very deadly aliens. Elite had two sequels in the 90:s, where FFE was the second. It was released in 1995 - and this is the interesting part - without actually being completed. Supposedly this was due to the publisher (Gametek) refusing to allow a delay so devs shipped what they had - which wasn't even close to being done. It was an utter disaster, when you fired the ship's laser the game crashed so it was literally unplayable. It had to be withdrawn from distribution, patched and re-released. In the end this mess led to the publisher actually filing a law suit against the developers... Anyway when I found the game in a bargain bin for 2€ and installed it - and subsequently realized it was actually unplayable - I discovered the wonderful world of game updates being published on the internet. Armed with a few floppies' worth of patches, sneakily downloaded in the university computer lab, I got it running and was lost in outer space. FFE had that quality to it that it felt like you were playing an MMO although it was a single player game. The galaxy you played in was indifferent, there was a story there and it progressed whether you took part in it or not. You didn't get any breadcrumbs or starting quests, you had to read the news and actively seek certain people out to get involved. If you didn't you could read about some other random commander doing all the stuff you would have done otherwise. Having that kind of freedom in a computer game blew me away, ever since then I've had a hard time appreciating more linear games where you are basically herded down a corridor of scenes that will happen no matter what you do. So, DayZ is an ideal game for me without doubt, and when I don't feel like playing DayZ there is No Man's Sky... As for the development bumps? Meh, I've seen worse...
  20. Derleth

    Dwindling player base already

    Well the dwindling player numbers are not surprising considering the lengthy update and content droughts. At the moment the most die-hard players are as active as ever, some fooling around with modded servers, while everybody else are just playing other games and waiting for beta. If beta and 1.0 come without active players increasing tenfold then there might be reason to worry, but now I would have been surprised if numbers did not dwindle.
  21. Derleth

    Dwindling player base already

    The controller update will most likely come earlier since it is entirely Xbox-specific and sorely needed. No reason to bundle that with the content patch...
  22. Derleth

    Dwindling player base already

    The first Xbox build was the same as the PC build then being stress tested, so Xbox actually had the current version before it went to experimental branch on PC. When the next content patch hits PC stress tests, I would expect that it is released on Xbox as quickly as they can get it ported, I very much doubt they will wait until it is pushed to PC stable.
  23. Derleth

    Dwindling player base already

    To be fair, the purpose of the console versions (beyond increased revenue) is to meet the demand of console players who want exactly the type of game that DayZ is. More casual gamers try it and are puzzled by alien concepts such as no floating player names, squads, in-game map with built in gps etc etc, and so they quit. That is okay, DayZ is not for everyone. Personally I believe this is the right way to go. Trying to compete with a never ending stream of shallow, aggressively marketed triple-A shooters would be doomed to fail, while at the same time alienating the players who want the "gritty, authentic, open-world survival horror hybrid-MMO". If DayZ stays true to itself it will gain a stable fan base on consoles too. My hope is that they will rethink the stance to not have cross play. I believe the advantage of M+KB vs Controller is greatly exaggerated, and the DayZ community would benefit from being unified instead of split in three parts. I also dearly hope that they will consider offering successful mods on PC as DLC:s for console players, even if they can't have access to the actual modding.
  24. Derleth

    It's Been 6 Years

    Then all the more reason to complete the development of it... Arma3 will no doubt stand firm another few years, but sooner or later it will need to pass the ball.
  25. Derleth

    It's Been 6 Years

    I wouldn't look at it so bleakly. If DayZ would be the End Game then maybe, but anything they put into DayZ and Enfusion will be an investment in the next installment in the Arma series. I wouldn't bee too surprised if development of Arma4 is announced as soon as the DayZ standalone stands on firm 1.x ground and is purring along. And I would hesitate to use the word "never" about a successful mod setting off an influx of DayZ sales. We just can't know what happens, the craze around the original DayZ mod and Arma2 could never have been predicted. It is highly unlikely that something similar will happen again, but I would not say impossible. And, regardless, I don't really care. As long as the game is fun I will play it, or mods of it. That's basically all there is...
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