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Derleth

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Everything posted by Derleth

  1. Someone posted a video of a soldier mag dumping repeatedly with an M4 until it jammed, iirc it was on the fifth or sixth mag it started giving him problems - hard to get the mag in when reloading and then a jam. Of course it is an extreme case since the M4 is many things but not a SAW, it is not designed for sustained fire like that so the issues were likely more due to extreme heat than fouling. The gun wear in DayZ is like all other things (like metabolism, sickness, shoe wear etc) accelerated to be a relevant game mechanic. If those features worked in realistic rates they would barely be noticeable in the game since we don't spend that much time in the game. Well most of us don't - and rarely on the same character for very long... Still, some guns do get damaged too quickly, especially the pistols. I wouldn't mind a general health buff to weapons - and I like the idea about other actions contributing to the weapons' condition worsening over time.
  2. Derleth

    Debate on hit markers

    Server side toggle and configuration options added today, many thanks for quick response to community concerns.
  3. Derleth

    Debate on hit markers

    I've never been shot in real life (other than paintballs and air gun pellets and that doesn't really count, does it...) but I have a couple times been unexpectedly and violently struck by other things. And when it happens and you lie stunned on the ground watching little birds flying around in circles as in a bloody cartoon, you simply don't have any idea where it came from. You're hurting, you're out of breath, you're confused. Once you've recovered from that initial stun you can sometimes process what happened and figure out the whats and wherefroms of it, but not always. And with a bullet wound I can only imagine it would be a million times more difficult, and that's not considering the physical trauma. Most importantly it is not something that you would know instantly just from the hit itself - so the way the game worked before does the job well. You have sound, you have the flashing "I got hit" vignette, the player grunts in pain, I think the stagger animation can even tip off general direction. That's enough. A big ugly red splotch on the screen is uncalled for and just not DayZ. So again - if added to stable, a server side toggle option is an absolute MUST. And have it off by default, at the very least on 1PP ("hardcore") servers. For on screen feedback that you are bleeding, the sVisual mod does it very well, I like that effect. Looking at similar games Scum does it by having blood drops running across the screen, that looks a bit silly to me so I hope they don't go that way.
  4. Derleth

    Debate on hit markers

    I am fairly okay with the basic idea - if I get hit I will know where I got hit - but the current implementation in experimental is awful. Three things: First of all it needs to change so it doesn't show the direction to the source of the damage but to where you were actually hit. This is so obvious I couldn't believe it when I saw the ricochet footage in Wobo's video. This is must be a mistake? The blood splotches are ugly, invasive and really should not be implemented in the current expy version. There's already too much stuff on the screen as is. If possible, you should instead work with the vignette flash and make it slightly more intense in the direction of the hit. No need for extra splotches. If implemented to stable, there must be a server side toggle to disable it - and this should be default, at least on "hardcore" servers.
  5. Guys. Really guys - while I think everything else in the patch notes is nice - that you choose to add another assault rifle is simply ridiculous. In two variants even. Where's the Longhorn? The P1? The Red-9, Trumpet, Rak, Pistol-grip BK133, deringer? Where's the fudging bow and crossbow? Okay, I understand these new rifles are basically effortless content since they allegedly trickle down from the still unnamed Enfusion title, but please - DayZ does not need more assault rifles. It needs more variety and smoother progression in the low tier game. Gods, this made me really, really disappointed.
  6. Derleth

    Cannibalism rework.

    Iirc it is nervous tissue - of which of course brains is the obviously largest concentration. Probably initiated by someone at some time eating someone who had contracted the disease spontaneously. Remember the mad cow hysteria some years ago? That whole madness was triggered by the beef industry feeding cows MBM fodder made from...cows. Didn't work out so well. In the context of DayZ it could easily be formed into some lore logic saying that whatever condition or gene it is that makes survivors immune to the zombie infection will guarantee kuru if you eat from another immune survivor. I doubt the reasoning has gone to such depths in the design of the game's mechanics - but it would make sense if that was how they explained it.
  7. Derleth

    Cannibalism rework.

    I think you think too much of the average player. If they can shoot other players without negative consequence most players will do so. If they can then eat their victims without penalty - many will do so, just because they can. That said, the fact that you'll get kuru for the tinyest nibble is ridiculous. In my opinion it should be a much slower onset. Eating your friend that one time just to survive - okay - repeatedly eating human meat every time you play - pop here comes the kuru. I think it would be easy enough to implement by changing how the disease agent grows - every time you ate human meat you would get X amount of the agent, and once the level of agent ingested reaches Y you would contract the disease. But it would not grow on its own like cholera or salmonella once you have eaten little - you'd need to eat more human meat to increase the agent level. On the other hand it would never ever decline, and you'd never have any visual cue on how far you'd have left... Adding some randomness to the amount required would eliminate potential meta.
  8. Derleth

    Zombies ruin PVP

    Agreed. DayZ is not a pvp shooter. Never was. It is a zombie apocalypse survival sandbox with pvp elements. The fact you can shoot other players actually does not mean you must do that every changce you get. That a great part of the playerbase choose to play the game like that doesn't change that basic fact - there is no objective to get kills. There is no leaderboard. So, that recent tweaks to zombies have finally made them more often interfere with (and annoy) the pewpew crowd makes me pleased.
  9. Derleth

    0x00040073 fix ? please ?

    If you use - or have ever used - the standalone DZSA mod that could be the root of your problem. That launcher stores files that it does not remove if something is removed on a mod update, you will then get an error no matter how many times you repair DayZ or the mods, since the corrupt stuff in the DZSA folders will keep causing problems. So if you have used the DZSA launcher, go into the DayZ folder (default location is Steam\steamapps\common\DayZ) and DELETE the entire !dzsal folder. Due to this I do not recommend anyone to use the third party launcher. Its server browser is (much) faster than the vanilla launcher, but if it starts causing problems it can make an utter mess of your DayZ. For others it works fine, so it depends a lot on your system. But, as ImpulZ wrote your error message says you do not have the mentioned mod loaded at all. Have you tried loading the mod list of the server manually? The error could theoretically also be on the server end, if the server is empty.
  10. Hopped on a Namalsk server yesterday, because long time no Namalsk, and I was shot the first time before I had even finished bandaging the cut I got from tearing down a bush for that life saving fire. Second life I lived long enough to see my killer, a fully geared goon in ghillie (why the feck they wear gillies for when all they do is run around hipfiring is a question for another day) sporting NVG:s and a FAL. I had just started a fire to try and survive the night. Third life I made it to Vorkuta, again shot next to a fire. Lesson learned - take the frostbite and find clothes - fire equals death. But it sure would be much less frustrating to play Namalsk (and other maps, but Namalsk's small size makes it the worst) if geared guys would try and find something better to do than farm freshies...
  11. I felt much like you about constant KOS on regular servers. For a long time I played on official servers like survivalist nomad, staying away from towns and military areas, living off the land and only raiding towns for specific items when necessary (usually repair kits). I became quite good at not being seen, it was interesting to observe other players running around killing each other never knowing I was there. But in the end I grew tired of always being on high alert so I created my own server for a more chill experience where the environment would truly be the greater threat. Meaning (much) more zombies, less food, less guns... Not gonna try and recruit anyone to my servers here, my point is there is a huge variety of community servers. It is not just stupidly modded pvp with traders etc or extreme RP - there are servers that are focused on survival and interactions, some with no-KOS rules, some with pvp allowed in certain areas and so on. Many community servers are modded to shit with traders etc, but far from all of them. The modding community are honestly creating some magic out there and some servers are using them just right - although these servers are usually low populated since for some reason the greater part of the DayZ player base seems to either stubbornly stick to official servers or migrate towards the uber-modded monetised trader servers (why anyone would wanna play on such servers is beyond me, but to each their own...)
  12. Derleth

    expand crafting

    They're useful if you prefer to live rough out in the boonies to risk making a fire in a house somewhere. Fires tend to draw hostile attention ("huhuhu someone's cooking, let's kill him and take his stuff huhuh"), and the risk is greater in towns since there's more traffic through towns. So yeah, I've always thought it weird that they're not craftable.
  13. Derleth

    1.14 Experimental Release

    Sounds like there might be a typo somewhere in the console types file in the server economy... Have you made a ticket about it? Might be a very simple error somewhere that is blocking half the economy from working. They have however changed quite a bit in what spawns where when it comes to the high end loot, it will take some time to get to know the new patterns. I have chosen not to look too closely at the files to not ruin it for myself, but I have confirmed that no weapons are tracked in containers or storage anymore.
  14. Derleth

    Weapons in the back

    A sling as requirement to carry a rifle on the shoulder would be a sensible thing to add - as would not being able to bind quickbar slots to any item carried in the backpack. I also agree long rifles should simply not go into bags and other containers that aren't physically long enough to fit them. Realistically you would not get a Mosin into a mountain backpack without sawing off the barrel (which, as it happens, you can do in the game - but it is rarely necessary these days since they fit in the bigger bags anyway).
  15. Derleth

    1.14 Experimental Release

    They did that for 1.14 already...
  16. Derleth

    SINGLEPLAYER MODE

    Don't even need to rent one. Unless you are on a potato system you can run a local server on your gaming PC and play on it without ever having any issues. With a strongish rig you can even allow a few people on it should you want, and you can pick and choose mods from the Workshop to your heart's content to make it exactly how you want it. There is simply no need for a single player mode - and devs have been clear that there never will be one.
  17. Derleth

    The Awesome Vehicle Thread

    The times the harry potter event is triggered by desync you are only seeing this client side, on the server the car was idling under that bridge the whole time - usually other players nearby or even in the car can confirm that - so the only damage that can happen is redlining the engine because the last input registered from the player was full throttle. If you manage to shut the engine off sync will snap back. When the vehicle simulation goes bonkers because of overload of the server or whatever, the server is actually bashing the car left and right and into the sky, and people will die...
  18. Derleth

    The Awesome Vehicle Thread

    I think this is basically how it is. Rumour has it Arma 4 is still several years off, since Enfusion is allegedly not complete enough for a full Arma game. Meanwhile I only bother about vechicles on my own servers, on others (population & community or offical don't matter) I might steal an assembled car I come across, to get from A to B, but I will not put time into assembly or try to keep them. Not worth the effort, plus I enjoy the freedom of running without bases or vehicles that can become like shackles. Once you have a vehicle others will try to take it - so you need to defend it or hide it when not using it and it becomes a source of stress. Same reason I rarely make bases on other servers. One clear improvement the team have achieved over the last year - this deserves mention - is that it is now safe to park vehicles indoors. The placement of vehicles at server restart has become pretty much safe, which is a huge improvement. These days weird things tend to happen at restart only to vehicles missing a few wheels, although I still take precautions not to park too close to anything with collision...
  19. Derleth

    DayZ Update 1.12

    Draw distance has been set stupidly low by default, the engine can handle MUCH better. If the server is configured to allow increased max view distance and object draw distance the client can be set higher too - and the game looks incredibly much better. The only reason I can think of for the low default setting is console adaptation, and they just cba having separate settings between console and PC default configurations. Default is something like 2500/1250, I have it set to 3500/3500 without noticing any impact whatsoever on fps:
  20. Derleth

    DayZ Update 1.12

    Absolutely - that would essentially be 1.12 with 0.62 gunplay and volumetric clouds 😄. (and half functional ragdoll, never forget...) Biggest issue 0.62 had imo was the godawful netcode, lag, rubberbanding and desync was a million times worse than in the new engine. Could probably have been polished too, but when explaining the 0.63 shift devs have said they had painted themselves into a corner with 0.62. Iirc they were actually adding stuff to the Legacy branch while working on 0.63 in parallell. How accurate that is I don't know, but when confronted with "why didn't you just finish what you had with 0.62" that's what they say, that it simply wasn't possible. Legacy kept going because it was already on EA and playable. Really weird situation.
  21. Derleth

    DayZ Update 1.12

    I mostly agree, but having played a lot of both versions recently, practically side by side, I will say that 1.12 is a far superior game in several ways. 0.62 is "stiff" for lack of better words while 1.12 has movement and animations that I find myself missing a lot when on 0.62. There was no climbing or jumping and the vaulting was laughably implemented. There are myriad little things that were unfinished, unpolished or simply missing in 0.62 that amount to a better experience overall. Inventory system, loading magazines, stacking and splitting stacks, crafting actions, making fires in fireplaces, cooking... 1.12 is far more polished, as it very well should be. Also in 0.62 many weapons lacked several animations and the ones that had animations were often mismatched or poorly configured. By comparison the weapon animations (handling, shooting, reloading, unjamming etc) are far, far superior in 1.12. BUT I still come away from playing both versions feeling that something absolutely vital has been lost in 1.12 - and that is player presence and immersion. The system in place for stamina was actually better for travel as I have touched on before, although it lacked smooth integration with melee, ADS, climbing etc that the current stamina system has. The skies... oh those volumetric clouds... It can't be exaggerated how much they actually meant for the games total visual style. Watching the clouds racing over the sky as a storm approaches, it is breathtaking and so superior to the current pixel mush skies that I get truly sad. Most importantly, 0.62 had less arcadey gunplay. Better recoil, bullets coming from the weapon barrel and not the camera, more sway after sprinting and just slower overall. Looking at the recent sGunplay mod it is obvious this is a design decision and not a technical limitation in the new engine, which makes me sad. There is no reason for DayZ to go down that arcadey route, imo the devs should take a really good look at what has been done with that mod and adjust the vanilla game accordingly. The changes are subtle, but very good. Weapon inertia, sway and recoil are dynamic and affected by attachments, how well you can handle it depends on your weight carried and a soft skill for strength. With sGunplay all I really miss from 0.62 is the clouds - and apparently those are impossible to mod in since devs not only removed the implementation but entirely ripped support for it from the engine. Then there's some small things like the bow, pointy stick (still no stabbing animation...), weapon painting and so on but they'll come eventually. The cloud thing pisses me off though.
  22. Derleth

    Cars wont drive uphill

    How is that even possible? The turbo boost is simply flooring the accelerator, without it you're always running at something like 60-70% so it is literally vital to get up some hills. On PC it is the sprint button (shift). I simply can't believe it isn't bound on console yet. Mind you even with the boost some uphill forest and dirt roads are too steep for all cars but the M3S (that can drive basically anywhere, it is a beast) and the Ada. The gunter and sarka are terrible on anything but paved roads and the olga will struggle up the steepest slopes. Only way to get up some hills is by making a running start and just hoping you'll make it up before you lose all the speed... Some of the frustration with this is caused by the sound effects not matching what happens when losing traction on a dirt road - there is no cue that the wheels are spinning wildly, usually the engine doesn't even rev up for some reason. Anyway I often get the impression that gravity is simply a bit too strong - the way you accelerate downhill reinforces that impression.
  23. Derleth

    DayZ | +45 QoL suggestions | Part 2

    The point is not to make it frustratingly slow though, just to make weapon types matter. Currently there is little or no difference between raising a Mosin and an IJ70. Long guns are heavy and unwieldy, there needs to be more inertia to them. (Not just to ADS, the way players can spin around with a rifle raised is silly). You can definitely raise your rifle quickly - especially if carried half raised - but doing so and immediately getting off an accurate shot is another matter. So sure, let the ads animation be quick - but focusing in and getting control of the sway should be slower the longer/heavier the weapon is. Then you can get off a desperate and inaccurate shot in a clinch.
  24. Derleth

    The despawning gardens & fireplaces.

    <snip> Cut out bad info...
  25. Derleth

    The despawning gardens & fireplaces.

    I used to make stone ovens in small "rebound" bases I set up in the large apartment buildings. Set up a fireplace, fill it with firewood and drop a crate or two with some clothes, food and basic tools. Then you have a good spot to get a kick start if you get yourself killed. Then they took out being able to light fires indoors so now you have to carry a fire barrel inside instead. Other than that stone ovens are best used in out-of-the-way camps and bases in the wilderness. They are good thanks to persistence (no longer unless the server admin fixes it) and cooking slot. In my experience having long persistence on these is safe since few players will ever bother gathering all the necessary stones. With ovens despawning after a few hours nobody will do it now...
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