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EUPOXL

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About EUPOXL

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    On the Coast
  1. Anyone getting an issue with Buldozer in which it shoots an error out stating your GPU isn't supported / Drivers out of Date / DirectX out of Date / Other kind of error? Only happens once I set Path for textures to my P:\ drive in Object Builder :(
  2. EUPOXL

    Buldozer Missing

    G:\Steam\steamapps\common\DayZ\DayZ_x64.exe -buldozer -window -noAsserts -noLand The above line works for me. good luck.
  3. EUPOXL

    WorkBench Wrong Game Version?

    Can confirm this worked for me
  4. Morning all I've just downloaded DayZ Tools and tried to boot WorkBench, but it spits something out at me about having the wrong game version. I'm not subscribed to Experimental and can join Stable servers fine, message I get is: Workbench version: 0.63.149374 Game version: 0.63.149386
  5. EUPOXL

    Feedback on 0.63 Exp.

    Thanks for the reply :) To continue the thought at the time; I feel there's a certain sense of 'nothing to do' once you reach a certain point in DayZ. I have often felt (both before and during .63 Exp.) that once you are healthy, completely geared to what you feel you want/need, and, where applicable, with your squad, there's nothing to do but run between towns and probably just shoot people. I'm excited for the base building aspect, but even that can only be done to an extent before there's nothing more to do. After all the realism, and grinding and surviving, I am still expecting a game to play, as I can happily do these things in real life (bar the zeds). For instance, having player triggered map events would be awesome. "Someone triggered a military frequency jammer and has locked all radio communications" or "Your base is being raided by an unknown (AI) force.". Things to keep us on our toes and a reason to send some bullets in someone's direction. In it's current state, the game isn't really worth playing past the "You now have xyz army clothes and abc army weapons". The only thing to do is go and PVP other players, which you can only find once every now and then. When I look at series such as Walking Dead which are operating on basically the same premise as DayZ, other than the survival part, the characters must interact with strangers and unknown people. I feel that incentivizing human interaction should be a big dot on their board, as the worlds largest budget can't create replayability more than 2 humans interacting can. Just my 2 cents on the matter though (maybe a whole dollar at this point lol), but regardless I'm excited to see what they will throw our way in the future with this game.
  6. EUPOXL

    Feedback on 0.63 Exp.

    Hi all, This is mainly directed at the Developers. I purchased this game the day it came out on Early Access, and was a regular player for a good amount of time. With 0.63 I have begun playing again. I wanted to provide some feedback on this update (and the game in general) to the Developers. As I know some hate will come my way - I am entitled to my own opinion, just as you are. Hand-to-hand Combat Love this. Before, if I found myself toe to toe with a Zombie and had no choice but to fight, It was a lag fest of spam-punching. I would 100% end up heavily wounded or dead from an encounter such as this. Now, I'm able to effectively defend myself from Zombie and player strikes. It's an awesome addition to the game. Only note on this I have; I should be able to toggle whether or not I am combat-ready or not via optional keyboard assignments. Firearm Combat This is an area I feel needs improvement. The ability to toggle combat readiness with a firearm should be essential, as there's too much to keep up with in it's current form. Hold RMB + Press Scroll/LShift to aim down sights? I would prefer to enter and clear a building without having to hold a button down to do so, as it's a huge distraction for myself and friends I play with. It is also very confusing for someone just entering in. Last night, my friends and I got into our first encounter with an armed player. We all had MP5s or Makarovs with ammunition and magazines to spare. Upon pressing the 'R' button, we would expect our current magazine to drop and a new one to be placed in the weapon. Instead, we had to take the magazine out of our weapon, and drag the new one in (mid-fight). This lead to 2 of us being killed, as they couldn't do this action fast enough to defend themselves. The old way of doing things was good, It's puzzling why you would try fix something that isn't broken. Inventory Management This is another area which has seen a decline for me. The GUI is a lot more straight forward, yes. But, using and managing the inventory inside is another thing. Instead of directly replacing, say a backpack, by dragging it's replacement over the enlarged "<x> Backpack" slot in the right, we must now find which icon pertains to that backpack in the top right panel, and replace it in there. Not a huge problem, no, but it just adds more time. I have not so amazing eyesight, even corrected, so it can be a task for me at times to identify one small icon with another. The spaces items take up have also drastically enlarged. Now, a duct tape roll takes up 4 slots instead of 1, as it should. This problem has caused my death a couple times now - If I spawn in an area with 1 or 2 buildings, and must run for 5+ minutes to get to the nearest settlement, I have only 2 options: Carry Food, and no drink, or carry drink and no food. By the time I arrived at my destination, I would be either starved or dehydrated. Survival Mechanics This has always been my favorite part of DayZ, IRL I enjoy going into the forest with a tent and a firearm and spending days in there, and DayZ (was) the only game that I could do this activity in should I choose. It has taken some steps backward since 0.63, it's a very very complex survival system, so naturally you would need a complex system to give players an indication of their current health. The text-based notifiers did an awesome job at doing this. I knew if I had food poisoning, or chemical poisoning based on the symptoms I was experiencing, for instance. Now, I just get a picture telling me "Healthy? Yes/No". Another huge part of it, which is a large reason why I ended up giving DayZ up for a couple years - This game bases itself on realism, which is what most of us love. It is hyper unrealistic to starve/dehydrate in 10 bloody minutes! The game provides us with minimal food, and takes from us an unrealistic and unreasonable amount of hunger, and thirst while doing so. In my current character, I looted every single building in Solnichny, and came out with 2 cans of food and 1 Spite drink. How could I expect to survive if I will be required to use these consumables and then get hungry/thirsty before I even get anywhere near another town? A good balance would be, instead of going from good to dead in 10 minutes, use more reasonable timing. Say, 12 hours in game time leads to liquid depravation, and 24 hours in game time leads to food depravation. You've made the map so huge that it takes that amount of time to get anywhere of value anyway. Player Interaction There has never been any incentive to actually interact with players, this has always been the crutch of DayZ. I will HAPPILY spend 12 hours of my spare time a week dedicated to surviving in this world, but it's contradicting to do so when you get asshats who will shoot other players in the face "just cos". There needs to be real and tangible consequences for murder. Damaging the victim's inventory does nothing to deter this. People are usually well geared enough to not care about your gear too. I have in many occasions, spawned in, walked into a town, and been shot dead in no time. This game has often gotten to a point for me, where if I don't go into a town and get shot at, I will go into the woods and try make it north, only to die before I get somewhere. Don't get me wrong, I understand KoS someone who is walking around in military getup and has a rifle of some description, as gunfights are a huge part of what makes this game awesome. But, just randomly killing people who have nothing but a hoodie and a can of sardines to their name over and over again? It gets to a point where it's just cringeworthy, both for the game and the people doing it. Travelling This game should be a bit grindy, it's a survival game. I love using my map, nearby landscape and a compass to navigate my way around the game. This game allows us to use real life survival skills in many situations. However, at a video game level, it's very unenjoyable to walk for 20-30mins plus and be given nothing but trees and the odd house. There's next to no way to hunt animals except by random encounter (For instance, Deer would leave no sign of them being there, or make next to no noise). There's nothing spectacular to look at. All there is to do between towns is try not to die from Game-induced sudden death. This latest update has done nothing but enhance the last part. Action Menu The Action Menu is to DayZ and ArmA as Text dialogue is to Fallout and Elder Scrolls. It allows for more options, and makes the usage of various items in the world a lot more in depth. Please let us toggle it back on :( All in all, DayZ is still DayZ, but with a few downgrades and setbacks for the more simple minded. Technologically, this engine is an awesome step in the right direction for Bohemia Interactive, and I really look forward to what they are going to give us with this engine in future. But for a game as in-depth as DayZ, it's not.
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