ThePugman
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Everything posted by ThePugman
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Private Console Servers Pre-Order and FAQ
ThePugman replied to ImpulZ's topic in News & Announcements
It’s a start guys. Just remember that private servers will massively reduce the biggest problems you’ve experienced on consoles. Duping, ghosting, etc. If you want more control, you should probably wait til they figure out the whitelist thing. Not like there won’t be a fuck-ton to play on, anyway. -
My money is on Friday August 2nd. And it won’t be too far ahead of console if they keep it in experimental for longer, this time. They really need to stop pushing to stable early. When it happens, you only get a handful playing expy, which isn’t enough to test and quickly find the bugs.
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@awalsh47 They ran a couple of tests, but they were stress tests to help improve FPS. You can’t judge the performance of a persistent server in a few hours. No bases, no stashed loot. It’s just not comparable.
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Maybe veteran PC players are pissed off about having most of the content they’d experienced removed, before being presented with a barebones 1.0, 6 years into development. Just a thought...
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100 player server is probably nothing to do with DayZ. More likely a generic cap on the servers. I doubt BI will recommend above 60... especially on console.
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Private Console Servers Pre-Order and FAQ
ThePugman replied to ImpulZ's topic in News & Announcements
Private hive is one of the best things you can have to prevent duping. -
In the July status report, @ImpulZ said the following: “Parity with 0.62 and the DayZ Mod – full parity isn't possible because of the engine specifics. While features from 5 years ago are exciting, we want to remind you: most of the features didn't really work properly back then, and this is why it wasn't a final game.” It’s got me racking my brains for what features ‘didn’t really work’. I’m relatively new to playing DayZ (December 2018) so don’t have firsthand knowledge of what ‘didn’t work’, only through old videos. Could the experienced players please fill me in, so we can speculate what they may or may not have cut. I know it’s just conjecture, and nothing official, but I feel it’s a discussion worth having. Thanks.
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Ya. Rubbish itself would be a good start. Any idea why they ditched it? I just thought the idea of using the fingerprint reader and the game telling you the player ID would be cool. Obviously it’s unrealisitic as fuck, and not even suited to DayZ. I kinda wish someone would make a mod of it, though. @drgullen
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@lit.andrey88 That bug has been around for a long time. They have confirmed that a fix is coming to future updates, though.
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You should send this post to as many DayZ related social media pages as you can, Reddit, FB, etc. Perhaps mentioning your ideas now, will get you ahead before the over saturation of private server posts. Even if private server tweaking is not as customisable as you would like, you will still be able to recruit likeminded people, who share your vision. You should set up a discord ASAP, so you have somewhere to send people your way, and you can also start more detailed discussions. You will need a lot more than 60 people to be interested due to time zones, and free time restrictions. I don’t think whitelisting a brand new server, is necessarily a good idea. You want to get as much interest as possible, not put up barriers. Once you become more established, you could consider WL. Perhaps a good start, would be a more regular server, but with your ideas as weekly events? Good way to gauge interest, and to see how achievable it will be.
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@bent.toeHave you read much about Namalsk? It’s supposed to have extreme weather conditions which play a big part in the survival experience. @aux7 I know Deer Isle and other maps suffer from low pop, and it’s sad. Although, I don’t think you can compare a mod to an official dev-made map. Official maps will always have higher pop for convenience alone. Plus, people will want their money’s worth from paid DLC. Its weird because Dere Isle’s pop implies that it’s bad, but it’s actually amazing. If people see Deer Isle with, say, 3 players, they won’t play it (myself included), and it becomes a vicious circle. Higher numbers allow map pops to snowball.
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Yeah, they only sent oh the first 5k requests, today @ICEMAN-FMCS
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They have a Discord for now.
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Survivor GameZ - Alpha Keys now available!
ThePugman replied to ImpulZ's topic in News & Announcements
@drgullen the email has a link to the Discord for feedback. -
So all of last week’s hotfixes are now on stable, too?
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@ImpulZ Thanks for the reply. I know my friend only had a slither of battery left, so maybe there wasn’t enough to fully charge the shock.
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Why is the console player base trying to ruin the game even more with these massive duped tent towns and seachests??
ThePugman replied to Sil3nt's topic in New Player Discussion
@DayzDayzFanboy I agree. I predominately play 1pp, but don’t see the problem with 3pp at all. Even the peaking mechanics are fine. To me, it’s all part of 3pp tactics, and can be quite fun. The worst thing that could happen is what Scum did, and make other players invisible if your character can’t see them. It’s silly, 3pp and 1pp are very different, and so should be played differently. Variety is good! -
@Grahame Right now, I imagine Arma 3’s engine works better under stress (high player and vehicle count), but it’s an old engine with years of optimisation. It’s still early days for Enfusion. Bohemia said they needed a multi platform engine for the next 10-15 years, so there’s still lots of work and improvements to be made. I also think that DayZ’s map looks stunning right now, and I’m sure it will only get better. Just look at the difference between early DayZ builds and .62. Hell, even 1.04 looks miles better than .63. They definitely need to work on the interiors, though. Those assets are stuck in the Arma 2 era.
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@DayzDayzFanboy The status report said there was lots of balancing planned for base-building this year, so we’ll have to wait and see. Right now it’s too easy, but I’ve played on servers with increased raiding times, and you have to hold down the left mouse button for 20+ minutes. Terrible gameplay, in my opinion. I don’t really bother with bases anyway, I prefer the whole, nomadic life. I like certain ideas I’ve heard, such as making it only possible to raid with an overly large tool (lol). Basically you shouldn’t be able to raid on the off chance you find a base, it should be something you plan. Right now, anyone can sling an axe on their back, and they’re ready to raid!
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😂 I play on PC, so don’t need to have hope for this update, but I completely understand. I’m exactly the same usually (already guessing that 1.05 expy will drop on August 2nd). It does set us up for disappointment, though. As a community we don’t really do ourselves any favours, do we?
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@Robzom11 Did you press the lean button twice, as described above? Because the first press only moves shoulder position.
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This progress in line with the last few patches which have been coming approximately every 6 weeks. 2nd August will be 6 weeks since 1.04 dropped on experimental. They told us yesterday that they were working on vaulting and climbing. To be fair, it hasn’t just been guns are cars, either. In 1.04, we got throwing, which was a huge deal. 1.03 we got rotating inventory, which was a big quality of life change (for pc, anyway)
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Any reason why you’ve posted a question about a mod, in the Xbox section? 😂 What was the condition of the pelt? It could just be an issue with the trader mod, in which case, you’ll have to ask the creator on Steam Workshop.
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They should really let console customise their controls. I’m not sure why it would be a problem?
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I think they added 150 new spawn points, so good luck camping them 😂 @bent.toe I’m also curious how you know it was sent Monday. I wouldn’t be surprised if it hasn’t gone yet, given the important experimental update today, which solved a lot of crashing issues. In fact, I’m sure they said “we will send it this week” on Tuesday, implying that it hadn’t gone yet.