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hulkingunicorn
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Everything posted by hulkingunicorn
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Date/Time: 12.07.2012 00:00 GMT+2 - 06:00 GMT+2 What happened: The server crashed a couple of times, resetting my progress to the state where I first connected to the server (nothing I did on that server was saved). The others I played with experienced the same thing, but one of them had lost connection before the crash and had the progress from when he lost the connection (progress only saved after disconnect?). Where you were: Spawned in Orlovets after each server crash (about three), server crashed while near the Staroye castle ruins, another time near Guglovo. Had looted Berezino after spawning each time. What you were doing: Looting, meeting up with my crew and killing zombies. Current installed version: 1.7.2 Server(s) you were on: DE #00 * Hosted by Warsector.ru
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It's Impossible to See at Night! - Other threads will be locked/deleted!
hulkingunicorn replied to daish's topic in DayZ Mod General Discussion
I figured he meant that one wouldn't start a new character on a nighttime server, but change to one with daylight if he died during nighttime, as you only have the flashlight when you create a new character. -
People spawning anywhere destroys tactical play
hulkingunicorn replied to betabob's topic in DayZ Mod General Discussion
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People spawning anywhere destroys tactical play
hulkingunicorn replied to betabob's topic in DayZ Mod General Discussion
But' date=' you'll loose the global persistency feature ! ... Oh, wait, how is that feature even useful ? Oh, yeah. Server-hopping for loot. Besides ? Nada. [/quote'] Continuing your character when the server you last played on is full or suffering downtime? Running a group of bandit hunters across servers? -
THIS GAME IS IMPOSSIBLE FOR NOOBS
hulkingunicorn replied to JERRY220's topic in DayZ Mod General Discussion
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I figured he meant when the update would roll out if he missed monday, not that he would make backups of characters etc.
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he said it allready' date=' just search for posts of rocket and you know whats going on. its 10sec. of searching... [/quote'] Let's see, shall we? That will be happening' date=' possibly along with infected running inside buildings. Again, this all needs huge amounts of testing and I am reluctant to fuck up everything given the current build is pretty stable. 1.7.2 has some really fundamental changes in the way it is constructed, mainly geared towards performance and security. As such, this really needs to be tested very thoroughly even before it is released out to everyone here. I'm digesting as much as I can from the thread about what people want to see in it, but 1.7.2 will probably mainly focus on the rebuilding of the architecture of the "how" for infected. I've also revised the infected spawning methods, it feels much smoother to me as well now. [/quote'] It's been 4-5 days since he told us about the progress of the update. The backup date was saturday during off peak hours and saturday, according to rockets profile, ended 13 hours ago. I suppose he's been doing a lot of testing and balancing to prevent the raging due to the recent hotfixes, but I'd like some status reports.
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What: Currently you're told your general location when you rejoin the game/create a new character. I suggest removing this notification. Why: My reasoning for this is that we start without any navigational tools, presumably after being washed up on the beach; knowing your location is a bit strange then. For existing characters, I'd like to shift more responsibility onto the player when it comes to remembering your location/figuring out where you've ended up. Possible advantages: * Increased immersion due to a lack of supernatural knowledge of your whereabouts * More challenge in terms of having to keep track of your position or endangering yourself by approaching road signs * Simple implementation, takes little dev time to have us test it Possible disadvantages: * Harder for people to meet up * Doesn't add that much challenge Optional story: To illustrate my idea, here's a little story of a poor survivor who's long dead - let's call him Bob. Bob woke up on a beach one morning. Somehow he remembered that he was approaching Kamyshovo when his boat ran aground on a reef that could not be seen in the pitch black night and simply knew that was where he had ended up. He carefully approached the town and managed to find some basic supplies without any incidents. Bob did not have a map, but he remembered that Elektrozavodsk lay a short distance to the south west and figured he might find better equipment there. He wisely decided against following the road and travelled some distance into the forest before heading in the general direction of his destination. Bob was unfortunately not the most experienced woodsman and ended up taking a few wrong turns, especially after fleeing from some zombies who were hiding inside of a barn he intended to investigate. Once he'd finally lost them, he had no clue where he was or which direction he was facing. He eventually stumbled upon a town crawling with zombies. It seemed foolish to enter, but Bob was at his wits' end. Bob tried to approach close enough to the road to make out the name of the town written on a sign, but got detected by the walking corpses before getting close enough. He still was determined to search the village and took a detour with his enemies in tow. By some miracle he lost them after running through and around a few houses and Bob tok refuge inside a building. He lay still for what felt like a long time, but noone came to finish him off. Finally, exausted after his endeavors, Bob fell asleep. When Bob woke up the next morning, he got the oddest sensation of pure knowledge seeping into his mind. He had woken up in Staroye! Bob took what meager belongings the former denizens of the town had owned in their sentient lives and set off for Shakhovka. He ended up breaking his legs between Dolina and Solnichniy, suffering a single shot from a hidden assailant as he was crawling to the latter settlement. I learned that while flares can be used to trick the walking dead, they might attract even deadlier predators.
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Removing location notification on spawn
hulkingunicorn replied to hulkingunicorn's topic in DayZ Mod Suggestions
Perhaps other places are useless for hardened survivors, I haven't gotten to that stage yet. As someone way down the food chain, however, I hardly consider castles, super markets, deer stands or even normal houses/farms to be useless. If this map isn't lying your percentages are a bit off. I do agree there are too few enterable buildings though, but that and loot distribution are worthy of dedicated threads. It shouldn't be that troublesome for you to a road sign to figure out where you've started, and after a while you'll recognize where you are by sight to begin with. On another note, respawning to get a better starting position sounds rather lame (besides needlessly taxing the master server). -
THIS GAME IS IMPOSSIBLE FOR NOOBS
hulkingunicorn replied to JERRY220's topic in DayZ Mod General Discussion
That tone isn't exactly inviting to a friendly discussion. -
It's Impossible to See at Night! - Other threads will be locked/deleted!
hulkingunicorn replied to daish's topic in DayZ Mod General Discussion
We spawn with a flashlight, yes, but the zombies are extremely easily aggroed when you use it. Starting with a couple of chemlights might help grease the experience of starting out with a new character at night. -
Replacing some/most buildings without interiors with ruins (used to be a simple setDamage in ArmA 1) would help the player identify those buildings you're able to enter faster, while not having to render a lot more interiors. Every town ought to have at least a couple buildings to loot though.
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People spawning anywhere destroys tactical play
hulkingunicorn replied to betabob's topic in DayZ Mod General Discussion
What about those who loses connection/crashes while not in a "safe area"? Automatically killing a character for that seems rather excessive to me. -
People spawning anywhere destroys tactical play
hulkingunicorn replied to betabob's topic in DayZ Mod General Discussion
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Map markers transfer to others based on chat channel (ArmA engine thing). If you want a marker to be private, be in group or vehicle (while not in a vehicle with others) chat channels while placing it. Direct can be risky, as you might not be sure who's near enough to pick up on the marker placement.
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If you look at the top of the list you should see something like #Backpack_name X/Y' date=' where X is slots remaining and Y the total number of slots supported by the pack. This sounds like an issue I had a few years back where the getPos would yield Z coordinates above roadway LODs in models (surfaces you can walk normally on). I believe we've gotten new commands to work around that though. It definitely needs fixing at least. Could you describe how you go about forcing them out? That would be nice. The same goes for the flashlight and handguns; as long as you can't abuse it to carry more weapons.
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Hotfix Build 1.7.1.5 Rolling Update
hulkingunicorn replied to rocket's topic in Mod Announcements & Info
Zombie alertness seems to be pretty fine, I crawled and crouch walked around a few villages avoiding aggro unless I screwed up. A few issues/concerns: * A few minutes before logging off I ate a can of Frank & Beans. About half an hour later I connected to a different server and the can was missing but I was hungry again. * On the same server I experienced severe performance issues. I normally have 40-50 FPS, but shortly after joining I got 20-30; I had not aggroed any zeds as far as I know and the previous server had more zeds and about the same number of players. * When I started playing on that last server I saw a group chat "Where are you?" and me replying with coordinates; shortly after I was removed from that group - is this normal when logging in with an existing character? * Two zombies in a barn seemed stuck. I was shooting some others with a shotgun but they were content to stand next to some crates while I killed their friends. -
Hotfix Build 1.7.1.4 Rolling Update (was 1.7.1.3)
hulkingunicorn replied to rocket's topic in Mod Announcements & Info
Click "changes" next to the rXX build to see patch notes (including DayZ build number) in the SIX Updater GUI, I don't recall it though.