Nolhek
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TheRunningManZ's open letter to the DayZ developers
Nolhek replied to Kathosky's topic in General Discussion
That's very true. It was very frustrating that people took advantage of the previous spawn system to run to his body very quick (even Zelenogorst was perfectly possible if you had a lucky spawn) while his buddies camped it. This became more frequent the more close to the coast/spawns the fight was. Thinking it again, if I have to choose I choose the lesser bad of the two systems, which for me, I choose to keep the current spawn system, it can be bad for the beginning, the main advantage being to get rid of the possible run-up to body quick by exploiting suicide. -
TheRunningManZ's open letter to the DayZ developers
Nolhek replied to Kathosky's topic in General Discussion
I saw that letter of TRMZ on Reddit and from what I read people pretty much agree with all he wrote, so do I. Devs and BI would know with their metrics and stuff but summarizing, I agree with making the game harder not at the cost of making it more tedious but from mechanics that enrich and challenge the actual experience. Redirect the great game this is in the right direction again and redo/rethink the changes from the last year and a half back, please. In particular for my case, there is a bug from a year ago that hasn't been solved yet, it is this one https://feedback.bistudio.com/T175043 and it happened from the day of the update 1.22 released on stable. It is said by the devs that it either for: Your computer is too slow to handle the processing time. Your internet is too slow to send the data in time. The server is too slow to process the received data in time. I didn't change computer, and it's quite capable surpassing the recommended settings (SSD, high-end GPU/CPU, same OS...), I didn't change my internet neither ISP nor method of connection (using cable and fiber in developed urban area), and connecting to same servers as before the update, all this three casuistic since 2018 that started playing DayZ, and until August 2023, when 1.22 released and started happening from one day to the next without changing anything as I wrote https://forums.dayz.com/topic/256662-stable-update-122/ and they changed "Tweaked: All Launcher Server Browser tabs can now refresh simultaneously, and start refreshing upon Launcher startup" which I suppose might be the cause either this or related with something in this update for sure, some connection or launcher stuff they changed, why not put a tick box in the launcher that allows for disable the automatic refreshing of all tabs of servers upon opening the launcher? -
Since 1.22 stable I get error 0x00040031 almost every time when joining a server I have to keep spamming OK and PLAY buttons to finally enter, sometimes even after three or more tries. Didn't happen before update 1.22, same computer, internet, server... Here is the ticket to it https://feedback.bistudio.com/T175043
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I just watched this video and I imagined how scopes in DayZ could be improved. https://youtu.be/iEUU79Rr5BQ?t=243
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The crossbow and all its related new mechanics is what makes this update very interesting and promising, for the future too. I love how it has been implemented into the world. Feels very good to shot, kill, find and retrieve bolts. It's difficult to kill players, but it's very fun (and useful as it's silent) for killing zombies and hunting. One little aspect (I already see in known issues), they should be able to take into hands, not only pick to inventory. There are good changes as i.e. the explosions sounds, now able to zoom when crouching and running, continuous movement when falling from low height and one change/fix that some (like me) have been wanting for years, that is now aiming while prone in slope terrain is taken into account and aims where it is supposed to. For me this is big as it was always very annoying. The improvement of scopes as the Kaskan or the PSO are very welcome as well, I am going to use them a lot more now. A lot of quality of life improvements in this patch. Appreciate as always the fixes as i.e. the look through wall glitch, etc. Relating to clothes, it's good that some new gloves have been added, and specially fingerless ones, which is a nice touch to have in terms of variety. About the medieval gear, well, I am not a fan of it, I don't think it fits, at least in the apocalyptic vanilla experience and hope they are set as extremely rare in the CE. Of course for role-playing works very well. Instead, I would have loved more variety in clothing, some that would fit better the post apocalyptic, being civilian or military and even better, improved leather clothes crafting. Right now the leather crafting is not rewarding, it's very plain. I hope you guys make it properly implemented in the future. In summary, my favorite of this update is how well-made the crossbow, and its new mechanics, bolts, etc. are made into the game and its implementation in world, retrevable bolts... feels immersive and enriching, and it's way better than what it was in the old times before the port to the new engine. It's a good detail that its size is as the real composite ones, the other one looked a bit as a toy looking it from now. Thank you devs as always, congratulations and I hope you have a lot of more exciting and interesting stuff for the future. I hope whatever it is, doesn't make the game any easy at all. Improvised bow, when?
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When are old clouds and night sky cupola be back?
Nolhek replied to Nolhek's topic in General Discussion
Here in reddit there is a screenshot from 2014. The game is ages better now, but it doesn't beat the old atmosphere/weather. https://www.reddit.com/r/dayz/comments/yp56h2/dayz_throwback_8_may_2014/ -
I just saw the screenshots in the Steam DayZ page, which I suppose are from the 1.0 release, and they have the famous volumetric clouds that used to be in the game back then. I know they were replaced with some more basic ugly sky (also the night sky) in about 1.01 or 1.02 because of some technical issues that prevented correct synchronization. I have no idea about developing, but there has to be plans to reintroduce them at some point, right? I started to play little before 1.0 released, and I remember that one of the aspects that captivated me back then was the atmosphere of the game, being volumetric clouds, worsen forecast weather and beautiful night sky cupola, very important reasons of it. Right now the sky and clouds are plane and nothing compared to the old one. It is even worse at night that has multiple purple tones without transition in between them and looks like a really low resolution texture where the stars aren't that visible and detailed anymore. Here there are few pictures from said Steam page.
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Hello experimental survivors. If someone could answer this question, I would appreciate it since I want to make sure it is not an issue with my end or a wider one. Has anyone experienced the camera stutter when running and "zigzaging" as described in this ticket https://feedback.bistudio.com/T168133? Thank you.
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I appreciate the addition of inertia a lot. In between other aspects, it is now more rewarding to be careful about concealment and cover. I have found an issue with it; if you run and go right and left as trying to "zigzag" there is a shake in the screen. Personally, these shaking feels very annoying to experience. Cars seem solid. It took me time and crashed cars to realize how to brake properly by using shift + S after reading the tip from @penguin511 in here. After that, it is a good experience. I would say this shift combination is not very intuitive regarding the brake as it is for acceleration. There are still some short lag spikes from time to time, which I think it wasn't a big deal. Also, more than once I had to turn off the car and turn it on again because it didn't react to any key after stopping or slightly hitting something. Finally, it seems like that clown Elon Musk has to find another way to train his space program people for taking off to Mars. Jokes apart, I think it is a huge improvement over the past. Better late than never. Congratulations to the developers. I haven't played Livonia yet as I want to "reserve" it for when it hits stable and enjoy the explorations without no other maps than the in-game one, which is a part I love from DayZ, although it was impossible for me not to watch some videos about the new areas in Livonia. I am looking forward to the 18th. Personally, I would remove the map overlay and just leave it to see in 1PP open in your hands, but at least thank you for making it an option in server settings a few updates ago. Thank you and keep it up. DayZ is a special experience for me, probably the only one in video games.
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I was going nuts thinking it was my SSD or my antivirus or something else in my rig. After some days playing I haven't noticed it anymore, so now I read that you fixed this, that must have been what I was experiencing. Thank you for fixing it and also thank you to whoever found and reported it, I would have had no idea relating it to the death of infected.
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Yes, it is very easy, and you don't need a program if just want the FPS counter, since Steam has the option for it. Search for "show fps counter steam" or something similar in Google. About your rig, it's more than a decent one for running DayZ. I think it will run very smooth, maybe not in ultra settings but in medium should be about 80 to 100 frames per second easily. Tweak the settings and find the right spot for your preference.
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After reading a few negative comments about the developers, some of them even toxic... I think it is not fair at all. It's been a fantastic year for DayZ, and that is thanks to their hard work. This isn't the best update of the year, of course, but it's been followed shortly after the biggest and still has good details that improve various aspects of the game. Although there is one thing that I agree with some; the hit indicator should be completely removed from the game, not even have a toggle setting in the server configuration because from my point of view this game isn't the place for that kind of stuff. Despite that, congratulations and keep it going. Thank you.
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Hey @hegra and @Derleth I just saw that the ticket about the issue you guys are referring to has been created. I would comment in it, but I haven't "experimented" in a few days so cannot confirm the bug, but I will try it this weekend and see if it's still there. Here is the link to the ticket https://feedback.bistudio.com/T160913
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Here is my feedback about toxic zones. I find the two static ones perfect, although dynamic ones are extremely frequent. I guess it's for testing purposes. Once in stable, I would make them very rare... possibly as rare as helicopter crashes. Maybe in NWAF and Tisy a bit more frequent? Otherwise, logging in and being in the middle of a toxic zone would become constant. Furthermore, I am loving what I've seen about this update, but I still cannot properly play because the servers I have tried keep getting desynchronization issues and massive kick of players. My two favorite little big things; the breath sound when your filter is wearing out, and the "overlay" in the screen when wearing gas masks, motorcycle helmets, crusader helmets, NVG and welding masks. Thank you and keep it up!
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I am trying to connect to the experimental servers and cannot play for more than 5 minutes because the servers crash or perform badly until I get kicked. By "perform badly" I mean that cannot do actions or there's a delay of 10 seconds until they take effect; for example, turn torchlight on, combine rags, move bullets in my inventory, pick up items from the world... I tried to connect again after being kicked, and I saw there was a queue of about 25 people when server was medium 5 minutes ago, so more people got kicked at the same time, so it's not only my problem. This happened repeatedly 5 or 6 times for about half an hour. Apart from that and that I was not able to test anything, I like what I read about this patch. I hope that this is just a temporary issue with servers and not a bug in the actual update. I'll try again tomorrow.