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83 GoodAbout radamantyz
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Helicopter Hunter
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DayZ Frostline Dev Blog Week 20
radamantyz replied to scott.bowen's topic in DayZ Frostline Expansion Dev Blog
The map looks great. The time in which a food goes from frozen to warm is very short, in my opinion the one assigned to Namalsk is a more appropriate time. -
Experimental Update 1.19 (Change Log)
radamantyz replied to Kyiara's topic in PC Experimental Updates
After more hours of play I have to say that I have completely adapted to the new driving and it seems great to me, the test server with excess vehicles was very bad with the lag issue, I guess because of so many bodies, loot, cars and in spite of everything the cars worked very well, very stable, something that was very common was that shortly after starting a car suddenly on my screen I saw how it was moving forward but my co-driver told me that we were standing still and that it was only moving against the wall, none of us could get out of the vehicle because the option did not appear and at the time of relogging the car had disappeared, it also happened to me that when I hit a tree the screen went black and the game crashed, when relogging the car was gone. I love the inertia in the character -
Experimental Update 1.19 (Change Log)
radamantyz replied to Kyiara's topic in PC Experimental Updates
I like the new character move configuration, feel more real and smooth for this kind of Game, i think we need understend this is a survival game and we can't get the ireal mobility like other Game like cod. This step improve the tactical over the rushing in PVP situation, I admit that it takes some time adap to the new increased inertia but it seems fine to me. In other matters the cars still jump and wobble, I think it's less and more controllable than before but obviously more polishing is needed, the braking thing has changed a lot, the car seems to have less braking force and makes it easier to crash Comparing it with the previous version, it may be a matter of habit which seems to me that in the first instance the community may not like it because they feel more difficult to control. -
Experimental Update 1.13 (Changelog)
radamantyz replied to lynn.zaw's topic in PC Experimental Updates
no longer modify the hitting distance of zombies? it's still very long -
Experimental Update 1.13 (Changelog)
radamantyz replied to lynn.zaw's topic in PC Experimental Updates
the reduction is not close to being enough, the zombies hit you from 1.5m away, please reduce it. -
Experimental Update 1.13 (Changelog)
radamantyz replied to lynn.zaw's topic in PC Experimental Updates
Defense mode Op we have a problem here, The defense mode is the most broken there is, I can't stop imagining situations in which this can be abused, I think that the angle of effectiveness of the defense mode should be limited or that each extra hit contributes to breaking the defense state -
Please reverse the changes in the zombies or make sense of using heavy mele weapons, it is impossible for a zombie not to die with so many ax blows to the head, they are tanks, I would have preferred that they increase the damage x2 and finally open doors To this, it feels very false and being more sensitive than before, right away you have 3 zombies on you that you cannot face and you only aspire to lock yourself in buildings if you do not have a silenced weapon, please fix the mele against zombies
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That depends on the problems that the build has, not on the time that they have to work on it, in fact with more time we could think that they could polish certain things better, I think that a stable version this week is not something crazy. PD. Please, the light at some point has to be repaired, it can continue like this, it goes through the walls if you see it from a distance or at certain angles, it is a problem that has years
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will we ever receive fix on light sources? all light sources (flares, glowing bars, flashlights, campfire, torches, etc.) go through the walls if you see them from a distance, night game is important and there is currently no way to make a campfire without the whole server knowing Not to mention that many times after 100m some light sources disappear
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Is there any chance of the sun's rays being corrected? around these parameters it can be seen how the rays are divided into a kind of circles, it is not a continuous ray but many circles or shapes together
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Now that the stoves are of vital importance, I think they need new textures, they are very low resolution
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I like how now the aim animation is smooth but is too fast, It is unnatural, very unreal, I think the aiming should be slower but with the animation smooth, maybe 3 times slower than shown, in COD would understand this speed but this is DayZ, I even think that in cod it is slower than this
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hello, you know how change the night configuration in offline mode? when i try the offline mode, look like the configuration 0 is default, ty.
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@Greensek Hey, the light sources disappear when you move away for more than 100m, It's an old problem and it's still happening, now that the lighting has changed, I think it's a good time to address it https://feedback.bistudio.com/T146356
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right now