TAMW
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Everything posted by TAMW
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It's very sad that this is the current state of official vanilla, because one of my favorite things in dayz is teaming up with a random on the coast and go on a adventure through the map using only ingame voip and no backup comms over steam etc, so when we die, we die, end of adventure. But now, the chance of actually finding someone like this is not very likely. It's mostly people just running back to their dead body to pick up gear and continue the fight, or I do find someone and we just get murdered before we even get out of the spawn zone because there is fully geared nightvision dudes running around with platecarriers and akm's in elektro. And the times we do get out, we just roam around for hours without seeing anyone because no one is inland, or the ones that were inland, switched servers because of the night time and of course is back on the coast.. And when I say roam around, I mean stutter around because the server performance has gone to absolute shit with 600 dead guys laying around in the spawn zones. I cannot tell you how many encounters I've just had to call it quits with because of the server performance makes it unplayable. I meet people all the time with only 50 or 100 hours in dayz, and this is the experience they get. It's depressing. If it were up to me, I'd wipe all the servers when 1.06 hits to get rid of all the leftover stashes and basebuilding shit that drags down the performance, set dead player body despawn to 20min and disable the hive/server hop ability completely.
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I would really like the hive feature to just be disabled.. It has turned the coast to a constant deathmatch because fully geared players gets teleported to the coast when switching. It is very annoying, not a soul inland and the coast is fuck boy zone #1 all day.
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@Greensek There is something seriously wrong with this patch, and it NEEDS to be fixed before stable release, because it is completely broken now. -Pretty much every gun I used bugged out and could not be reloaded or fired ghost bullets. And this was consistent all day, for me and my friends. -Next to nothing can be double clicked to pick up when looting, has to be dragged to hands first, and even that wasn't reliable. -Fireplace did not dry or warm me up at all. -Full fireman's outfit with wellies still made me shiver non stop on light blue temp, and that's while running around. I had gloves on, balaclava and a ghillie hood as well. To be honest, making it this hard to stay warm in the rain is just plain annoying, and makes me want to quit the game. I feel if you have a raincoat and stay on the move, you should stay white temp. And with fireman pants it should keep you warm and completely dry, the wellies part is just unnecessary. There has to be a reward for searching out and wearing rain gear, and dying of cold with a raincoat and still shivering with full outfit, isn't rewarding. I did like the higher food consumption when cold tho, really adds a challenge and balances out the massive inventory space of all clothing we have now, since we actually need to carry more food. But we need to be able to survive the cold with a raincoat, or else we are forced to just stay inside when its raining. And that is no fun, it's raining ALL the time.
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The rain is way too loud, my ears go numb. And I made a fireplace, it did nothing for my survival. Did not heat me up, and did not dry my clothes. My friend found a Blaze in the cafe in solnichy on the coast with plenty of ammo, I found 4 shotguns and plenty of ammo in berezino, loads of food. It almost felt like more loot than 1.05. Please tone the loot down. The "hip/point fire" also seems incredible inaccurate, I feel it should be reasonable to hit something up to 30m using pointfire. I only held out for about an hour because of the deafening rain noise, so not too much to report on other stuff. Also, can you add a setting where you can choose to turn off the item locked to the inventory slots? It makes looting just way slower and more irritating for me. Especially in high stress situations when you have to loot fast, so you throw you rifle or something from your inventory in your hands, but you can't pick up anything because of the locked slots, and you have to stand there with your dick in your hands fiddling with the inventory instead of just pick up what you want and get away.
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Damn, I thought the testing ended on Monday the 4th.. Oh well, here is my thoughts: Performance Just like Chernarus in 1.05, on high/full pop the performance goes to absolute shit, and this is even without basebuilding involved. I believe it has to do with the dead player/animal despawn time being far to long (1hour player and 20min animals?), making dead bodies stack up and just laying around for no reason. Especially when the military zones are so close to the spawn zones, it turns to a constant deathmatch of people just running back to the fight and dying over and over. I get why people think its a good idea, but this can't get priority over performance. It also makes it possible to run back to your body, pretty much on the other side of the map, and that is not a good thing. 20 minutes on dead players and 5 minutes on animals is enough. We can live without the body decay feature for better performance. Sounds are still missing alot of the time, like howling wolves and gunshots. Speaking of gunshot sounds, we NEED the louder bullet snaps back! We can barely hear them most of the time now when a bullet whizzes over our heads. The bullet snaps from 0.62 were fantastic sounding, really made you jump and alot more realistic. CLE Too many boxes of .308 and 7.62x54 is spawning in markets in towns and low tier military/hunting spots, this ammo should be rare in boxes even in high tier military zones, and only spawn in low numbers of loose bullets in towns and hunting locations. This goes for Chernarus as well. Boxes of 7.62x39 is also too common in low tier military areas, change it to stacks of loose bullets in random numbers instead. Food is pretty well balanced from what I've experienced so far, rice is too common tho. Survival / Health / Damage Personal Night Light.. PLEASE get rid of this feature, it makes it so no one uses flashlights anymore when traveling around and we miss out on all the awesome night encounters. The night time is both bright enough and short enough now (duration of night and day cycles felt really good in the Livonia testing). The PNL also makes the rain look nauseating when it lights up around you. Item damage. We need alot more items to get damaged and ruined in the inventory when we get shot, like back in 0.62. This gives us more objectives/incentive to loot after fights, especially "endgame" when we already have all the supplies we need. It gives protector cases great value. It also makes us prioritize what we protect to survive, like ammo and med supplies. Right now we can get shot to pieces and barely need anything other than clothes after a fight, taking away from the looting experience both around the map and from dead players. This point is a big deal, and one of the worst things about how dayz have been after 0.63; we never NEED to loot after a fight. Blood. The increased attention we have to keep on our blood loss is very good, both that the bandages is faster to apply than rags and the much slower blood regen, which gives saline and blood bags value. There needs to be a change to bleed rates though, cuts from infected hitting you, sliding down ladders and ruined shoes needs to bleed a lot slower than gunshot wounds. And blood should only regenerate when food and drink is in the white. I totally agree. We need survival to be harder in dayz and this patch seems to be a step in the right direction for sure. Please keep it that way. The only point I disagree with you is the green military watch towers, I feel they just bring far to many spawnpoints for military gear, especially now that everything in the military zones spawns military loot. I find the towers just makes people miss encountering each other more easily, which is a bad thing, so I hope this nerf applies to Chernarus as well. Places like Kamensk and NWAF have so many of these towers that a lot of the time, people just skip the rest of the bases because the towers are so good, and no one see's each other. I would add the rain sound is too loud when it is is full on pouring down, my ears almost go numb. Map The only complaint I really have is that the player spawn zones are far to close to military zones, it takes away the progression to get there and people just drink from a well when they spawn and run straight for the military bases around and it becomes just a constant deathmatch zone. All in all this seems like a great patch, but needs some tweaking. Keep up the good work, devs. And PLEASE, do not make basebuilding any better or "balanced". It shits on server performance and ruins the game IMO, and certainly don't belong in vanilla.. If people want OP basebuilding, they can play on modded servers with retarded long or disabled wall/lock breakdown. Blocked off buildings and abandoned structures everywhere, bases with sniper towers and people hiding away in gunfights is just no fun.
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Yes I did. I played on UK 0-4, DE 2-2 on full, and yes I did find those things in the spawn zones. And when I didn't find any food because there was 4 people right in front of me, I simply ran to the next town. The infected had food enough to stay alive and get to the next spot.
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Since I found no thread for Livonia I'm posting here. Just like in 1.05 official stable, the server performance became absolute shit after a while on highpop and full servers. I would think it's from the far too long dead player (and animal?) despawn time, since this became a problem when 1.05 came. I would suggest changing this to 20min on players and 5min on animals and see what happens. The spawn zones are horrendously bad also, right next to military zones.. There is just a constant deathmatch all day around there, and the rest of the map seems almost dead. The rain is so loud I can't hear myself think, it is just annoying. There are audio bugs when crouching with the double barrel shotgun. The infentory often fades to complete black. I have, mate. Frag granades, mp5's, pistols, shotguns, pressvests right in the spawn zones (not including the military bases, just stuff IN the spawn towns). There is a well in every town. I've found enough food on infected to keep me alive + food in buildings. Animals all over the map. You just have to learn the map better it seems. There do seem to be alot less knives, bottles and pots, which is good. But I easily find stones on dirt paths to make an improvised knife. I starved a couple times when getting lost in the woods after being careless not getting enough supplies before exploring, but that is pretty easily avoided. And it do seem there is toned down loot all over compared to chernarus 1.05. So that is a good step in the right direction if that applies to chernarus when the update hits.
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If you struggle finding loot on official, I don't know what to say man. I play only on 40 or above, and every single time I've been on vanilla I have more shit out of the spawn zone then I can carry, and no I don't loot every house but after 10-15 minutes I am battle ready for damn sure. And definitely not in need of food. I know I can CHOOSE to only hunt, but I never NEED to hunt. Regarding the shotty, I squad wipe with the shotty. I cannot be a fucking hermit in the woods, and that shouldn't be a requirement for this to be a survival game. Because it didn't used to be this easy. If the basic game is a hardcore survival, you can still choose to play as a hermit if you want. I don't feel this game should be watered down to where even new casual players can pretty much survive with little effort like it is now. You play the game, and you get better. You get your ass kicked and you learn to survive. It is just simply better. Haha, right? Dayz was ALWAYS supposed to be hardcore survival. I do agree your suggestion is far to extreme tho. I really liked how 0.62 was loot wise before the xmas presents came around.
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Do you remember how awesome it used to be when you found a stack of just 7 .308 rounds? Or a can of tactical bacon? It was a big deal. Running around with a total of 4 shots in your SKS was common, really having to choose the time to engage and actually making every shot count. And when you hit that headshot and find a stack of 18 7.62x39 on the guy! It felt so rewarding. Spending an hour sneaking through Tisy military base and coming out with a M4 with half a mag and a box of 7.62. You had a real mission, to find a ACOG, rounds to fill up the mag and maybe even that elusive nato suppressor! Before those damn xmas presents came in the end of 2017 for 0.62, I think I had found MAYBE 5 golden tickets (boxes of .308).. I remember how much the presents changed how people traveled, before the presents, I ran into people in Kamenka checkpoint, Myshkino tents, just random spots in the woods all the time.. After, pretty much the whole west side of the map died, since you found all the stuff in presents in Elektro. I'm amazed they didn't notice this and decide to revert back. And even worse they made the CLE in 0.63 and on like there was xmas presents still. On any given session now, I throw out boxes of 7.62 and .308. What the fuck?
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-The dead body timer I whould agree could add immersion inland, but on and around the cost we just end up with corpses absolutely everywhere on highpop, which do not add immersion, it just seems silly to me. But the main point here was, when they added the 1 hour player despawn in 1.05, the server performance dropped from pretty good on full pop, to pretty much unplayable even from medium pop and up. It seems it just adds too much stress on the servers, and that is not a trade-off that's worth it. -On the survival points of new players struggeling with harder survival, you said it yourself, we adapt. I started playing when 0.61 released (the game was real hardcore survival back then), and I didn't know about the apple glitch (you had to press search for apples on the trees, and it was random if you found an apple or not.. But there was a glitch that could allow you to get infinite apples if you tapped the right buttons when searching) .. I got my kicked quite a few times from starving the first few weeks, but I learned. I learned where to search for food, hunting animals with just a shit weapon and a couple rounds like you described your experience from DayZ Underground. It was awesome. It was awesome actually fearing starving to death and overcoming it. Winning a firefight felt so rewarding back then also, because they had a few bullets for some guns, a couple cans of food that you really needed to survive. Not like now where the guy has 5 fully loaded m4 mags, 200 extra bullets and 10 cans of bacon.. And you don't even need anything. Speaking of DayZ Underground, that is (or was, rather) an awsome server. They have the survival nailed, hard to find guns and ammo, you can't fix guns with fucking ducktape, and you pretty much have to hunt for food. The problem is the basebuilding settings they run have ruined everything. Everyone have a safe stash or a massive base where they have hoarded away all the good stuff, and everyone is just sitting around in their base these days. It's so ridiculously boring. Hiding in their bases when shot at, and just sitting there popping shots, baitng people in. THAT is why basebuilding should not get any better or "balanced" in vanilla. -The health system in 0.62 was awsome. The health itself was about the same except you didn't limp or slow down when low health, but you had blood and bone damage aswell, and a better shock damage system. Blood was set to 5000 points max, just like now, but you took blood damage when getting shot. So if you got shot with a .380 pistol round, you lost 500 blood from the hit in addition to getting a bleed wound like now. If you got shot with a .308 sniper shot, you lost 2000 blood from the hit alone, so your screen lost about half the color. Blood regeneration was REALLY slow, and you had to be max level on both food and water to even start regen'ing blood.This gave the saline and blood bags incredible value, and in addition, you could not apply them yourself, you had to have another person give them to you. This ment you either had to have a friend still alive to help heal you up, or talk to others to get them to help you. It created so many cool situations we simply and sadly don't get now. Bone damage was for individual sets of limbs and head I think. So if you got hit by infected/players or got shot in the arms or legs, they got weaker and enough damage would cause a fracture. If you had broken arm, you had trouble aiming, and broken legs you had to crawl. You cold heal bone damage with morphine or by making a splint. This also gave value to med supplies and forced you to be prepared for these kinds of situations. It also opened the possibility to break someones legs, and force them to surrender or have a major disadvantage if they didn't. Loads of cool situations from this. If you had bone damage to the head, you could be killed with a single slap from an infected also. Shock damage was way more into play also, If you had a helmet on and took a round to the head, you could be uncon for several minutes. It just was better, way more diversity in what happend, if you went uncon from a weak rond from distance, you could wake up after 5 seconds. You also coudn't hear anything when uncon. I once got into a close quarters fight against two dudes, I had a helmet and pressvest, we blasted each other like no tomorrow and I laid uncon for 15 minutes. When I woke up I was probably 5 seconds away from bleeding out, completely black and white. I patched myself up and saw both of them laying there dead. It was fucking awsome. Stuff like that can never happen now with the current health system. -Regarding night time, I love that they brightened up the night a bit, but it needs diversity. Some nights should be bright and some should be pitch black when overcast for example. Day and night time cycles needs work aswell, alot of community servers has it set to 4 hours day and 1 hour night, I feel that is a very good ratio. The personal night light they added is absolutely garbage. It completely takes away the need to use flashlights, and just robs us of awesome night time player encounters and fights. Just make us spawn in with chemlights that can attach to the pants or around the neck or something. The PNL needs to get removed. Try out Smoke's Survival server, it has the PNL turned off and night time down to 30-60 minutes. -I have no ideas about vehicles, other than you should be able to jog with a tire in your hands. I never bother fixing up a car because we move WAY too slow with a tire in hands. Same with empty barrels. We should be able to jog.
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So I just tested out official vanilla again after months of playing only on modded servers, and there are serious issues with vanilla and generally with dayz I would like to point out. First off, Performance. The performance is absolutely terrible on highpop, infected getting stuck on everything, or are so slow you can slow-walk away from them. And far worse; players lagging around. It is literally a problem keeping visual track of players because they stutter so bad. I don't know if there has been changes to the dead player and animals despawn time since 1.05, if not, there needs to be. 1 hour on players and 20min on animals is FAR too long, make it 20 or 25min on players and revert animals back to 5 minutes or whatever it used to be, there is simply no reason for animals to stay around dead (explained in my next point). You shouldn't be able to run back to your body on the other side of the map with no problem. This needs to be changed. Survival. It is still piss easy to survive in vanilla dayz right now, and has been since 0.63 got released. This has to be changed, this isn't a hardcore survival game any more by any stretch of the imagination, and it really takes away from the game. We stumble over food in damn near every house, on infected, under apple trees, in the forest. If you spend 10minutes looting when you spawn, you are set for hours on food. And this is where the animals comes in, we simply have no need for them in chernarus. I have still NOT ONCE needed to hunt since 0.63 came out. Food should be something we have to search for, hunt for, not throw out because our inventory is filled to the brim with it after 30 minutes of chilling in Berezino. Weapons and loot progression. The amount of weapons and ammo has to be toned way down. Much like food, we end up throwing out weapons and ammo after 10 minutes because we have so much of it. We are almost guaranteed to find a pump shotgun, mp5 with mags and loads of ammo in the spawn zones, maybe even mosins. And if you are in a military base, .45 acp are falling out of your pockets, you are tripping over AK's and ump's. This is a BIG point that needs to be addressed, we need reasons to be traveling places. Because alot of the map is completely dead and untraveled. Here are some suggestions: The spawn zones should offer .380 and .22 weapons/ammo, some occasional 9mm pistols in police stations and izh rifles, and rarely some loose 7.62x39 rounds or shotgun shells in low numbers like 2-5. Infected loot needs to be nerfed across the board, only a low chance of food, loose ammo on military and low tier vests. The military zones needs better tier systems, like: TIER 1 Svetlojarsk checkpoint, Berezino, Elektro and Cherno - Scorpins, 9mm and .45 pistols and mags, maybe some loose 7.62 rounds. And low end clothing like tactical shirts and bomber jackets. Assault vests, no backpacks. TIER 2 Staroye, Gorka/Dubrovka checkpoint, Balota airfield, Krasnostav airfield, Gvozdno checkpoint, Severograd checkpoint - MP5, UMP, and on rare occasions SKS. Smoke and flash grenades. Gorka and USMC clothing, SSh-68 and Gorka helmets. 7.62x39, 5.45, .45, 9mm, 9x39 and 5.56. NOT BOXES, just loose ammo of 10 or less. And a chance of magazines for all tiers of military weapons. Scopes and red dots for military weapons. Bigger vests and backpacks. And everything lower tier items. TIER 3 Kamenka checkpoint, Stary sobor, VMC, Kamensk base, Zelenogorsk base and NWAF. - SKS, UMP, AK-74 variants, VSS, and all the lower tier military weapons. Frag grenades. All types of military clothing and helmets. All types of ammo 15 or less. And everything lower tier items. TIER 4 Myshkino base, Lopatino chekpoint and Tisy base. - M4, all AK variants, chance of BOX ammo for 7.62x39, 5.45, .45, 9mm, 9x39 and 5.56. Plate carrier. Tactical helmet, NVG. Tactical bacon. And everything lower tier items. TIER 5 Chopper crash. - SVD, FAL. BOXES of .308 and 7.62x54. Tactical bacon. Plate carrier. Mags and ammo boxes for all other weapons. Grenades. Hunting gear. Deerstands needs a higher chance of PU and hunting scopes. The summer camps should not spawn boxes of ammo, only rare loose .308 og 7.62, and good chance of hunting backpacks and clothing and some food. The big cities also needs special items. This is a IMPORTANT point. Like Severograd in 0.62 used to have a high chance of Winchester Model 70 or CR-527 spawn, and pressvest, boxes of 9mm and shotgun ammo. Kamenka town and Chernaya polana had high chance of Mosin. Novodmitrovsk had pump shotguns, etc. There were also higher chances of finding rice, powdered milk in the cities inland. This brought people to loot these cool places and resulted in alot of player encounters. Now they are completely dead, because we have no reason to loot them. Bring them back, PLEASE 🙂 Health and damage. Blood. I still feel we should take blood damage from bullets, and not just bleed insanely fast from a cut in the hand. The 0.62 blood damage system was REALLY good, please bring this back. It also needs to regenerate even slower, and only when food and drink is in the white. Items. Items inside clothing should also take A LOT more damage like in 0.62 when getting shot, this adds value to protector cases and forces us to prioritize what to protect. It also gives us new objectives after a fight to search for new items because stuff is ruined from getting shot. I know this isn't realistic, but it makes the looting process much more interesting. Instead of like now, where we get shot to pieces and we really don't even need the loot from our kills. Weather and temperatures. It should take alot longer heating up and drying when you are wet and cold, giving us a reason to make a fire. Also make raincoats and waterproof clothes a thing again, because they do not work at all ATM. Agree 100%. Instead of wasting more time and resources on moving players around and nerfing the night even more, just get rid of the hive system completely. It adds nothing. This whould also have a even better effect on combat logging, even extend the logout to 45 seconds. I also see people complaining about unbalanced basebuilding. We do NOT need better basebuilding in dayz, if you want this, join the modded servers. There you can safely store all your loot and hide away in gunfights. Keep basebuilding as it is.
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Personally I love how useless basebuilding is in vanilla, I have always hated this feature in dayz. Seeing leftover structures all over the map and 10 buildings blocked off in every town is something I can do without. If you have played on any modded servers that have "secure basebuilding" you know what I mean. People having almost infinite stashes with m4's and svd's they've stacked up in low pop, running straight back to their base when killed, or hiding there in gunfights. It ruins the game for me and alot of people. The old ways where you could hide a tent or barrel was far superior imo, if you wanted to store loot you had to risk people finding it and having it stolen. I seriously cannot understand what is so attractive about having a safe place to hoard supplies in, it takes away the whole risk of dying in the game. Like why the hell are you even playing dayz if you are so scared of not having loot. It should be the amazing random player encounters and intense firefights where everything is on the line that drives the amazing dayz experiences. Atleast for me, get rid of basebuilding for all I care. Infact it whould make me happy.
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Questions for devs: Can you shed some light on what is planned for the health system and loot economy? -Will temprature ever become a factor again? Are we going to have to make a fire to warm/dry up when we are wet and cold, or will it stay like it is now where we just step inside a house and immediately get warm and dry? -Will blood ever become a factor again? Like before where we lose a percentage when getting shot in addition to bleeding. I have yet to had the use for a saline/blood bag since 0.63. -Will healing time ever become a factor again? We heal fully from blinking red health and blood in about 10 minutes, we STILL literally don't have to give a fuck about getting hurt because of this. -Will we ever have to actually hunt and scavenge for food to survive? Or is hardcore survival just stumbling over cans of food in basically every house? Same goes for weapons, ammo and top grade gear like helmets, nvg, plate carriers etc. It's way to easy to find. When we get half across the map we are DROPPING excess ammo and guns for heavens sake. I haven't felt like I've played a hardcore survival game ever since 0.63 dropped. Loot has no value because of how common everything is, our health is of no concern because of how fast we heal up. You also added the ability to attach chemlights to every backpack (which is fantastic), but the personal night light is still in. So next to no one is using flashlights (because there is no need with the night light), and still half the server leaves during night time. Can you please just remove this garbage night light feature? I really hope you can give these things some thought, because the dayz experience is so dull and dumbed down now. We have one (1) server to choose from that feels remotely like dayz should, and that is dayz underground. We actually have to join a modded server to experience dayz, when it should be the other way around; join the modded servers if you want 5x loot, food everywhere and the works.
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ISSUES I've found this patch: -Health. We STILL heal up WAY too fast, both blood and health. This needs to be changed drastically, from blinking red health to full only takes 10 minutes. Make it 50 minutes. We have no consequences from taking damage anymore, just hide for 5 minutes, (on average) drink a pipsi and you're all good. We literally heal up fully DURING FIREFIGHTS. Same with blood, I have yet to had the need to use a saline bag since 0.63 dropped. I really don't get this, why is it so fast/easy now? Make us change our tactics when we're hurt, give us a mission to get out of the situation safe and heal up. PLEASE. -Dead players despawning way to fast, PLEASE GET ON THIS. If you are not very close by, dead players despawn in 5 minutes or less. This needs to be increased to 15 minutes atleast, the bodies disappear before the gunfight is even over now. By the time we get rid of the infected, kill the other players/check the area/patch ourself up etc, all the bodies and loot are gone. This issue really takes away the meaning of firefights, and I would think this should be easy to fix. -Personal night light. This has been both defended and challenged to death, but this has ruined the night time in my opinion. I think I may have seen 3 people use a flashlight during the night since this came to experimental until now, and still half the server leaves during the night. Finding a flashlight and battery used to be top priority for me, now I don't even pick it up because no one is needing it, no one is going to risk being seen. Just get rid of this shit. I saw a suggestion of spawning in with a chemlight that you can attach on your person while having the hands free, this would fix everybody's problem. -Sounds not being heard. I still find a lot of gunshots, infected aggro screams and wolf howls not being played. -Weather. I see less variation in the weather now, most of the time it is sunny with clear skies and every sunrise and sunset looks the same. Very rarely is there fog, thick dark clouds and heavy winds or pouring rain. This has greatly taken away from the atmosphere of the game in my opinion. -Temperature. When we get wet, we get shaking cold immediately. Then when we get indoors, we get warm and dry in seconds. This happens way too fast. This again is the same as the health problem, it takes away the need to make a fire and warm/dry back up. It also makes all the waterproof clothing/equipment useless. (Do they even work?) -Hit registration on infected is very inconsistent, especially meleeing with one handed weapons. -Infected is still a bit slow through doors. -Motorbike helmets can stop pistol caliber bullets, this is just straight BS and they need to be nerfed in regards to this.
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AMEN, brother. This literally is the best solution, the casual dayz player will have the tools to see at night and the rest of us won't have supervision, again making it fair for everyone.
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No I didn't until now, but I have not personally experienced anything close to this myself. I have to believe this has something to do with hit registration or desync, not bullet damage. I very often use 9mm and .380 weapons and I usually kill in 2-4 hits, depending on where I hit.
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Well we can disagree. I have 2600 hours since 0.61 came out in dayz, that's where I'm coming from. The bullet damage isn't realistic in the least, but I feel it's pretty balanced for the game right now. If you were going for realistic, a .22 shot in your leg whould likely break it and possibly make you bleed to death if it hit a major artery in the thigh, no matter how many rags you used. But it whouldn't be any fun. I'm just not experiencing what you are describing since 1.0 came out, and certainly not in the experimental now. I feel the bullet damage is fine, but we need alot longer heal times as I mentioned in the last post.
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4. I think bullet damage is fine right now, I have never seen anyone not atleast go uncon from 5 hits of 9mm rounds center mass, I often kill with less. In any case, we cannot increase by 20% of all bullets, thats insane. I say leave this as it is. 5. I agree 100%, but it should take alot longer than what you are describing in my opinion. We take 10 minutes now from minimum health to full, 5 minutes more is still nothing. I think it should take 40-50 minutes from 1hp to 100hp, and that's with both food and drink in the white, slower in yellow. This will give consequences to getting hurt, forcing us to change our tactics and focus on staying alive. We also shouId take more blood damage when getting shot. I absolutely hate how fast we heal up now, it really takes away from the experience. 6. In vanilla stamina, I think it's fine the way it is. I have no problems shooting people once they're out of stamina, this is more of a no stamina mod problem, but that comes with the territory if you want to play on those servers. 7. I feel you should be able to still jump, but only the slow/short jump not the sprint/long jump under 50% health. 9. Agree on the clothing damage, but not on bleed. I like that they make you bleed and force us to keep bandages, adds a challenge to them. 11. Agree, inside houses now is fully lit at night. I say remove it completely, but atleast remove the inside house lighting if this is a feature that is staying. I also whould like to add some other things I've mentioned before: -Stunlock. This in the current state I feel is gamebreaking. I whould like to see the "stunlock" removed completely. It seems ridiculous to me being able to lock up a player from moving away by just swinging at him again and again with an axe, sledgehammer etc.. If you are inside a house, there is next to no chance of getting away from this. Even out in the open I've died/killed players easily with this feature. It pretty much takes skill completely out of the fight, only counting who can make the first hit and then the other player is locked up. This is VERY frustrating when you're standing there with a gun in your hands, being knocked back again and again until you go uncon/die, not being able to counter with anything. My suggestion is that you flinch but can move away when getting hit. -Dead players disappearing too fast. The time for dead players to disappear/despawn needs to be increased to 15 minutes atleast. They practically despawn before the gunfight is over now, taking alot of the meaning/value of gunfights away.
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Can you guys please keep the useless banter out of these threads, keep it to reporting bugs and giving feedback. I also notice some of you being kind of disrespectful towards the devs in these threads, this is not the right attitude if we want to get stuff right for the game.
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ISSUES: -Pump action cycle delay on the shotgun. I can't pump the shotgun right after firing now, seems there is a short delay period where the "r" doesn't respond. I'm not sure about the bolt action rifles. -You can patch your wounds with the sewing kit now, which is good, but it doesn't deplete the sewing kit. So it seems you have infinite patch wounds with the sewing kit, not sure about the leather kit. GOOD things I've noticed: -Infected is alot better this patch, quite well balanced in both responsiveness, the damage from their attacks and how much it takes to kill them. -The Winchester model 70 is fucking awsome, excuse the french.
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Yeah, agree. I've not noticed more players staying in night time with the personal night light feature, only thing I've noticed are flashlights not being used.
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ISSUES I've found this patch: -Health. We still heal up way too fast, atleast make it as slow as the blood regen is now, please. It feels like we are playing call of duty since 0.63, no consequences of getting hurt. I know that's a harsh statement, but it sure as hell don't feel like a hardcore survival game right now. -No wolves? I have not had any wolves spawn in the last 3 experimental patches. -Please get rid of the personal night light. Since this has been implemented I haven't seen a single person use a flashlight including me, even during firefights. -ADS toggle. Please make an option to disable and rebind this. -Sounds not being heard. A LOT of gunshots is soundless, including bullet snaps. -Too much food around, as I've mentioned before. I've never had to hunt an animal for food since 0.63 dropped.
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Well is it even planned as part of the health system? Before 0.63 you lost 500-2000 (10-40%) blood each bullet you took along with total health, and health could not be regenerated unless blood was either full (or atleast above health levels, can't remember). This took a long time, and required you to be both hydrated and energized to regenerate anything. And you had bone damage with its consequences on top of that. Now you just bleed from your wounds until they are patched, and bloodloss is only dictated by how many wounds you have as far as I can tell, no difference in a cut from a infected or a bullet wound. And both blood and health is regenerated fully in 10 minutes. IN ONLY 10 MINUTES. Food and water is so plentiful I haven't had to hunt a single animal since before 0.63, I'm pretty much always in the white and I barely loot for food. Diseases have next to no negative effect on you. They even decreased your food and water needs by 20% this experimental. This game is so fucking easy right now it's not even funny. If a more complex health system is planned, that's awesome, but in the meantime just give us longer (A LOT LONGER) healing times so our health actually is a concern and require us to actually try a bit.
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ISSUES i've found in this patch: -Health. We still heal up way to fast, I know it takes 33% longer now from the "tweaked notes", but this really needs more drastic change. Make it 3-5 times as long as this patch, and I feel that's a minimum, I whould like to see 5 times as long. Example: Today I stepped on a bear trap in Novy summer camp which took me down to blinking red health. I walked up to Novy Police station and was already yellow health, looted the Police station and walked to the western long white barns and I was full health. This took about 10 minutes. 10 minutes from minimum health to full is quite frankly ridiculous. Isn't low health supposed to have an impact on your gameplay? I feel when you're shot in a firefight or slapped silly by the infected, mauled by wolves etc, you should have to be carefull, thinking of ways to get yourself out of the situation and escape to heal. If you make it 5 times as long, that whould be around 50 minutes from barely alive to full health. This gives us something to worry about, we need to have more consequenses from serious damage. Right now we just wait 5-10 minutes no matter how bad we are messed up and we just sprint away, back in the fight. Please make this harder. Same for blood, give the saline/bloodbags meaning again. -Get rid of the "personal night light". I looted the entire Tisy military base at the middle of night without a flashlight and I didn't take a single infected hit, nor did I need to slow down, because I could see everything. -Raining from clear skies. I have not seen any lower dense skies like you whould expect when it's raining, only light high skies. -Raining sounds persisted after it had stopped raining until I restarted the game. -I had 3 game crashes during my 4 hours of gameplay this patch. -The number of infected I encountered also seemed low, I don't know it this was intentional. -Infected often still react to suppressed pistol shots, I have not tested the nato/east supressors yet in EXP, but in stable infected react to those aswell as if you are firing un-suppressed. -Infected still goes through you when using knife to melee, I have not tried any other melee weapons yet. Other ISSUES present also in Stable: -Stunlock. This in the current state I feel is gamebreaking. I whould like to see the "stunlock" removed completely. It seems ridiculous to me being able to lock up a player from moving away by just swinging at him again and again with an axe, sledgehammer etc.. If you are inside a house, there is next to no chance of getting away from this. Even out in the open I've died/killed players easily with this feature. It pretty much takes skill completely out of the fight, only counting who can make the first hit and then the other player is locked up. This is VERY frustrating when you're standing there with a gun in your hands, being knocked back again and again until you go uncon/die, not being able to counter with anything. My suggestion is that you flinch but can move away when getting hit. -Dead players disappearing too fast. The time for dead players to disappear/despawn needs to be increased to 15 minutes atleast. They practically despawn before the gunfight is over now, taking alot of the meaning/value of gunfights away.
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ISSUES I've found in this experimental: -Lighting at night is way overdone, I don't even need a flashlight in this experimental. It has to be toned down, I litteraly glow in the dark now. I personally didn't see the need to change from current stable, night time should be dark. -Infected blocking you. I got stuck in a corner by a single infected, and with how you can't shoot them as the gun raises up when you are close to them, this is a big problem. I whould like to be able to push infected away with some kind of defensive move that drain alot of stamina. Atleast in the short term get rid of the raising weapon thing when you're close to infected or players, so you can shoot them. -Stunlock. This in the current state I feel is gamebreaking. I don't know if melee PVP has changed this EXP patch, but I whould like to see the "stunlock" removed completely. It seems ridiculous to me being able to lock up a player from moving away by just swinging at him again and again with an axe, sledgehammer etc.. If you are inside a house, there is next to no chance of getting away from this. Even out in the open I've died/killed players easily with this feature. It pretty much takes skill completely out of the fight, only counting who can make the first hit and then the other player is locked up. This is VERY frustrating when you're standing there with a gun in your hands, being knocked back again and again until you go uncon/die, not being able to counter with anything. My suggestion is that you flinch but can move away when getting hit. -Sounds not being heard. About half the time, I could not hear the infected scream when aggroed. Also when I climbed up in the "sandbunker" at staroye military, the infected sounds dissapeared when I was underneath the roof. I haven't gotten into any gunfights in EXP yet, but in stable it is VERY common not being able to hear gunshots, wolves houling or infected aggro screams. I also don't get any sound feedback when I'm thirsty, only when I'm loosing health from it, very bad for us that don't use HUD. -Health. We heal up WAY too fast. Both blood and health only takes a few minutes to get back up, this ruins alot of gunfights and more or less takes out the need for saline/bloodbags in the game. I personally whould like to see heal times as long as they were in 0.62. Also dying of hunger/dehydration should drain blood in my opinion, not health, making you limp. -Dead players disappearing too fast. The time for dead players to disappear/despawn needs to be increased to 10-15 minutes atleast. They practically despawn before the gunfight is over now, taking alot of the meaning/value of gunfights away. This is a big issue for me. A GOOD thing about this EXP I took notice of is the inventory. I really like how things takes up more space now. I still feel we should be able to atleast jog while using the inventory.