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Andrew Patterson

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About Andrew Patterson

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  1. Andrew Patterson

    The TEST 31 sever

    Does anyone know how to get access to this .63 server? it has a password and I would like to pley. thank you
  2. Andrew Patterson

    Iron sights in 0.63-stress ?

    if you have an FPS mouse its pretty easy to multi bind too ;)
  3. Andrew Patterson

    0.63 And Beyond - My Biggest Concerns

    I am a first time and somewhat a newplayer, however I feel my opinion may be credible in terms of reflecting what new players might want/see in the game before its anticipated release.. I was fortunate enough to play nearly the WHOLE extended stress test the other day and was in a lucky position where I had just played around 6 hours of .62, so changes were notable from the title screen. Here are my thoughts. The cross hair promotes active/aggressive play style: Which isn't bad I understand that some veterans are very upset about this new feature. I find it actually allows you to be more confident. I still found things like if you shoot from the hip you can end up hitting walls/window frames where ADS would otherwise give you a clear shot so the realism is intact. I feel it allows for more accessibility with weapons at close range and thus taking on 10 zombies isn't such a big deal. More loot = More players happy to die: I'm sure there was a level of loot increase over the beta stress tests. A coastal spawn in Svet and a quick run through the Docks, train station and onward to the Military Checkpoint and I had: full army fatigues, camo assault backpack, silenced scorpion with clips and ammo, AKM with clips and ammo, canteen, knives and canned food. Instead of what would of usually been a inland trek, i felt happy to stick near the coast, running into friendlies, bandits, loads of zombies and surprisingly more loot. In terms of the "survival" genre, I know this sort of change might not suit well, however instead of me going into what I like to call "Rambo/Predator mode" where I get kitted up, and then use the jungle to stalk the prey of gunfire. I was comforted in the fact that "even if some prick KOS's me i'll be able to reloot to my standards in less than 25 -40 mins." I'm sure the feeling was mutual between stress testers as I met more people in Dayz (even a 3 way meet up at Altar station over walky talkies) during this test than 2-3 years of casual playing who all agreed that the reduced "harshness" is great. At this point in time, DayZ upon release will be competing with titles such as PUBG and Arma 3/(4?) who not only have a similar layout/orientation of game to casual players but offer the "survival" element in either a simple (pubg) or heavily realistic (arma series). This being the case people coming to play this game again will want an experience somewhere in the middle. We don't want to be drowing in M4's with scopes and silencers, however, we don't want to be using a single shot rifle for 5 hours. This beta gave me (at least) that experience of a nicely balanced loot table. Some objects such as paddock fences/torn wire fences near radio towers/military fences that have gaps cause random height problems: We noticed that running along a fence line that has a tear or a small gap, you may get a sudden "jump" and you will be booted into the sky, luckily both times this happened to us it didn't kill us, but did cause a LOT of damage. Walkie Talkies are AWESOME: Broadcast System ready to go I found one early on in a spawn, left it on for a good 20 mins, heard a faint crackle of "anyone out there?" with lots of static, we both managed to tell each other to "get higher" and once we did the signal became clear. To give you an estimate on range, I was just outside Dolina and my walky talky pal was in Kamy, once we were at height the communication was perfect - The brutal reality of isolation however was reminded when my battery ran flat. :( I managed to relay a message before I lost power that I would be camping in Altar for the night and trying to see if I could get the broadcast system working. Alas, a generator is needed to do this but the <F> use function was ready to go. Zombie Spawns - AI - etc: This was the very first thing I noticed coming from the earlier version. Zombie movement and behaviour has changed slightly. First off and foremost is I like the feeling of approaching/engaging the infected without so much "oh god what will they do now?" - They definitely "search" you out now, noises and little things you do can really affect their LOS. They also appear to not get stuck/glitch through AS MANY walls now, now it used to be say, a 1 in 5 chance that the infected you just aggro'd will be able to run right through to you regardless of the building you are. In the recent test I only found 2 buildings that didn't work. A side part of the gate house building at Green Mountain - a zombie ran right through it, and a small house in Vyshoe however this COULD of been a small amount of lag/desync. The first one however I was in a closed room for a good 30 secs before I heard a "rwoaaaaar" and it Usain Bolted me in the face. Zombies seem to drop more stuff at the moment. I found food/ammo and supplies on them in amounts a lot more promosing that .62, it made me want to hunt them out. Dropping 60 bullets from a two story in a quant town to decimate all the infected is now a suitable option albeit that maybe only a town or checkpoint away I can get plenty of ammo again, this then draws people to my location - walky talkies are used to confirm gunshots etc - you meet people etc. I felt that the use of melee weapons was too heavily relied upon in previous versions manly because of the zombie AI and this caused a general steeped quietness, and any gunshots heard are reserved for thought of PvP and thus a majority of players (especially solo players) stay away from. Hunger & Thirst and Temperature: Could too many factors be too uncompromising for a video game? Although I love a challenge it puzzled me how in .62 I could be in Forest, raining wet hot and thirsty after drinking water and lying down. It was obviously a combination of my clothes etc but none the less the look of running around with no pants on to keep a mechanic happy and satisfied left me feeling a little un-immersed. The removal of wet/temp in the stress test was actually welcomed by me - although not completely, the idea that to me some level of restraint to that particular mechanic and maybe an addition of armour to others with both force players to loot and acclimatise accordingly, say, a hiking jacket bringing absolute comfort and pleasure in both weight, waterproofness and temperature however if someone happens to shoot you, you will be punished for wearing so. On the other hand, an Army jacket would undoubtedly be waterproof and its material would protect your from gunfire more than a hiking jacket, however it would get hot and would be heavier to wear... Thus making your sprint bar smaller, more drain on food/water. I would rather see player punished for being cold/hot via their thirst/hunger bar before health/movement - unless all 4 factors are critical. mind you, all these are just my newish opinion on the game. i've done a lot of reading and understand that the active community are passionate about its hardcore roots and I respect that and look forward to playing more of the game in what ever form it gets in .63 peace
  4. Andrew Patterson

    Iron sights in 0.63-stress ?

    also middle mouse button while aiming does it too -! I found that the nicest way of flicking between them
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