Tim Keyes
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Posts posted by Tim Keyes
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Never mind! It was a stupid firewall issue 🙂
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Very much enjoying:
- food harder to find
- cold temperatures making survival harder
- more dynamic weather, better rain and storms
Keep this up! -
7 minutes ago, odin_lowe said:For those of us with thousands of hours, that has been here from the start, the code locks and vehicles are important.
Yes, those little details are a nice comeback, but let's not forget that we had access to those a few years ago, and the major changes/switches of the player controller, engine and scripts removed those assets/mechanics from the game. They are back, ok, it's cool.
But vehicles and code locks worked great in 1.02 and I had completely fixed and used about 15 vehicles. I don't build bases, but the community servers I play on all make use of them, and are a priority for them. Using mods is an alternative, not a fix.
Absolutely and well said. We LOVE new things. Even though most of the new things aren't really new, all the grenades and smoke and such once existed and were then gone.
But actually 'new' things, like locks, that are introduced, work, then don't work any more, hurt many community servers a lot.- 2
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7 minutes ago, JohnnyBravo2014 said:Tim, I just saw your post regarding the locks in the other thread but I couldn't reply. The Codelock mod is under it's own class I believe. It just has a UI pop up and you enter the code. It works really well, and should hopefully help cover for the time being until the devs fix the vanilla locks.
Our server admin is not willing to add that mod, and wants the actual root issue fixed instead. Which is probably the best choice.
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"Fixed: Gate locks could be opened upon server restart"
Did you mean 'couldn't be opened on server restart?
The problem with the locks is they become unusable after the server restarts, their combination stops working. -
Just posting here again, to ask:
Any word on whether and how and when combination locks can be fixed? Their failing/bugging out is a big deal to many players, especially those who play on non PVP servers where we can't just shoot people who come near our bases. I understand and acknowledge that this is *not* how many people play DayZ, but it *is* how we play, and this single feature being broken is having a detrimental impact on our community of players, many of whom are long timers that you want to retain (I assume.)- 1
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35 minutes ago, GolemNo9 said:How does the new spawn once you logout and login work ? Havent seen any info about it yet .
If you're spawning out and then in again on the same server, nothing will happen. It only triggers if you're trying to server hop between public hive servers.
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Just posting here again, to ask:
Any word on whether and how and when combination locks can be fixed? Their failing/bugging out is a big deal to many players, especially those who play on non PVP servers where we can't just shoot people who come near our bases. I understand and acknowledge that this is *not* how many people play DayZ, but it *is* how we play, and this single feature being broken is having a detrimental impact on our community of players, many of whom are long timers that you want to retain (I assume.) -
Just now, McWendy said:Yes Its hard to wait for implementation of things.
A whole month? Wow can you imagine if that would be 5-6 years?! Ow wait.....
@ImpulZ finally some good work in this patch. When can we expect the bow back in? Unlike a lock the bow has to be in for a base game. Locks, and gates are pvp oriented.
We play on a non PVP server. Since we can't use lethal force on other players, the ability to lock things is a very important deterrent. I realize this may not matter to you, but it does for our whole server. 🙂
I, too, miss the bow every day and want it back badly. Spent a lot of downtime making extra arrows..- 1
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2 minutes ago, JohnnyBravo2014 said:The Combination Locks were taking way too long to be fixed so I added the code lock mod as a way to counter this until the fix. That mod works great.
How is the mod working? Stable? Any noticed issues?
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4 minutes ago, Harry Edwards said:That's incorrect. I can build a gate right now and still has the same issue with the invisible wall. What your saying is a invisible wall when opening your own gate and having put to a item in the gate and take it out again in order for it to work. that's sorted granted but the issue I spoke about has not yet been fixed, or any mention of a fix.
Well, then I am mistaken. Let's keep asking here until we get some useful information about gates and combination locks. The issues with them are drastically affecting group and base play.
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That issue (gate force field) is addressed; if you encounter it, that's a gate old enough to pre date the fix. It has to be torn down entirely and replaced, then it will work.
But what we want to know about, @ImpulZ, are the combination locks. Please. 😄- 1
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2 minutes ago, BetterDeadThanZed said:According to feedback tracker, this is a known issue.
Right, for about a month now. Most of my squad has been waiting for this particular thing to be fixed, more than anything else. Not seeing anything about it here.
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There's one really important thing not mentioned here: Combination Locks. Are they still broken? Will this patch fix them?
My entire squad immediately asked the same thing when this was posted. "What about locks?" Literally, that's what making people not want to play, and we aren't getting concrete information on such.
Will the combination locks work correctly and stable, like they used to be?
ImpulZ, please?- 1
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2 hours ago, pilgrim* said:0.63 was ok, IMO
I enjoyed spending a rainstorm ingame staying in shelter, making extra arrows for silently taking down zeds when I would next go out.
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There are some mods on PC that sort of do this.
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1 hour ago, Weyland Yutani (DayZ) said:Wrong. There is no roadmap.
And there really should be. At least, in a broad form. One of the main reasons for all this fighting and arguing and bickering is, nature abhors a vacuum. The devs have created a vacuum, by going almost entirely silent. Well, nature (us) reacts, and we fill the silence, with debates and ideas, then fighting. If they talked about something, *anything*, people would have some material to discuss and react to. We are the dogs, but with no bone to chew on, we start chewing on each other, which is no good.
From my own business education and background, a good example would be a big company (the devs) suddenly stops their regular shareholder meetings, earnings calls, stock coverage by the various market watchers, etc, where before they did these. The market's reaction would be panic selling. That's kind of what's happening here, and it's entirely preventable.- 1
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10 hours ago, Udavb said:Dear devs! Thank you for last updates!
I have some suggestions for making game better:
1. Could you add the ability to give things through one of the gestures (replace one of F1-F11). If you hold the thing in your hand and use this gesture, another player can take it from your hand like from the ground.
2. Сould you make limited amount of gasoline in a gas station until to next server restart?
3. In recent years, the map has become very urbanized, there are a lot of towns and cities, there are few places to hide. Could you expand the map to the west for several kilometers, in the form of a wild forest?
4. We need some bears in the wild forests 🙂
5. Reconsider the economy of the game: canned food, ammo and fuel must be rare, then other loot would have price.
What I think they would say:
1. Not much ROI, pass.
2. Would be cool, but servers restart at the whim and when server admins have them do so. So depending on what server you play on, won't ever matter.
3. There are not enough players for the existing map, making it bigger won't help.
4. Bears would be awesome, more predator threats in general.
5. Would also be awesome, but they never do it. -
Is the gun jammed? That might be why you can't. If so, clear the jam first.
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You don't want to do that. If you reverse the gate so it swings inwards, you are exposing the "Dismantle" side of it to the outside gameworld, making it very easy for someone to break through.
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I am forced to second this. The combination lock bug has been the biggest pain in my player group's collective ass, and we discuss it daily. Weyland has had to do some crazy stuff just to mitigate its effects, that no admin should have to do. The least that could be given in return is simple, useful responses (which can include 'nothing yet, but we are working on it in this way.')
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If the combination lock bug is too hard to fix, maybe replace the combo locks with a 'key' padlock, and let players craft keys that match it if they have that lock? Then just 'use key' on the lock to open it. Something?
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6 minutes ago, Guy Smiley said:Speaking of superhuman. Apparently we also have night vision and can see clearly in the dark according to some forum posters
Fair point. I'd still like to see the additional end game content getting electricity (on a small scale) going would provide. Since there isn't much left to do once you are geared and have build a base.
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6 minutes ago, Guy Smiley said:Lol, I love it. I really applaud you guys and your creativity but please, go run a power station all by yourself to get some lights working and tell me how that goes
The game assumes every survivor is a superhuman that can rebuild and then drive/fly cars and helicopters, administer an IV, is Gordon Freeman when it comes to guns, and is amazingly resilient to damage. I'm willing to suspend a little disbelief for some electricity with work.
Experimental Update 1.06
in PC Experimental Updates
Posted · Edited by Tim Keyes
Something strange I and my friends are noticing, on experimental:
Some wild game seem to be very bullet resistant. Our last two experiments were:
- double barrel shotgun blast to a deer at less than 15m distance, two slugs, right in the body, it ran, and after much searching, no body
- SKS shot to the head of a wild boar, about 25m distance, it turns and runs away
This seems different from before. I know sometimes you can wound an animal and it will run and bleed out, but both times, we never did find anything after doing large sweeping circles, and we were careful to shoot the animal right in the head, or in its chest area with two 12 gauge slugs.
EDIT: Found a cow. Shot it in the side with 1 SKS shot. Drops dead. Deer and wild pigs seem affected, at least. Cows, no.