RenDark2000
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Everything posted by RenDark2000
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Guess what: it`s the same on PS5! The game was in a better state on both Playstations before the last update! Additionally: the fact, that you can loose your car when the body (of the car) is ruined(it`s not repairable) makes it even worse. (it came into game whith blowtorch/repair gas tanks) How long you can hold a car is pure luck now, because these lags and freezes are unavoidable on PS4/5. for example: - Today, i was killed in my M3 after freeze first, because i ended in a lake (i was more than 50m away from it and driving very cautiously) and only 2 hours later i almost ruined my Ada(orange body now) because of another freeze. - Sometimes it takes several minutes(longest was aprox 5min), until the freeze ends and game continues. - Have you ever tried to drive an M3 through a forest/bushes, or tried to park it in close corners? - when bumpers are ruined (and yes, i know, they are repairable, but after a hefty crash they are immediately ruined in most cases), the slightest collision with an obstacle is damaging the body! It`s planned obsolecense!!! - Also, as far as i know, DAYZ on PC is not "heaven on earth" too. - They should consider to completely split the development of console and PC versions. My Provocative Proposal: Abandon the development of the PC version and give it into the hands of the PC-modding-community. Because, BI can earn more money on console, for sure! (with new maps for example) Be honest: Who would buy an official map on PC for 14 bucks, hm? Finally, both parties have paid for this game, right ? and both, PC AND CONSOLE gamers, are mostly not really satisfied with update 1.20 right now.
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it`s 5 days now, right? so we will see soon.
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yes. only with attached flag of course
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Crocs: a very controversial top in the DAYZ community?
RenDark2000 replied to RenDark2000's topic in General Discussion
hm, no opinions here about crocs??? (i hope you get the ironic/sarcastic intention of this thread? xD ) -
1. staking without leaving inventory 2. changes to 3pp camera: the auto-zoom next to EVERY obstacle is absolutely annoying and it`s causing issues on PS5. 3. vehicles should not be lost with ruined body(cannot be repaired at the moment)
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hi. I really enjoy your QoL every single time! here are few additional proposals for 1. dynamic toxic Zones: a) spawn at military/industrial areas or similar P.o.I.(gas-/police-/firestations or large hospitals for example) only! b) No dynamic toxic zones in pure residental areas!(exeption: misguided shell) c) combine dynamic toxic zones with some events ( mil. convoy or train for example) d) add a slight and random deviation("wobbling") to point zero (<50m) e) add a minimal chance of completely misguided shells (deviation>50m from original coords) 2. permanent toxic zones: a) Replace them by variable, semi-permanent toxic zones, with 1-2 weeks lifetime and changing locations (Tisy; Kamensk; NWAF; Rify; Pavlovo) b) To distinguish them clearly from the normal dynamic zone the semi-permanent toxic zones are bombed every x minutes until their lifetime expires and cloud is more dense).
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oh, ok, thx for the info, i`ve noticed that issue(PS5), too.
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3pp is still a mess in the forest. please disable the nerf for all trees, bushes, low obstacles like roots and treestumps AND base objects (basic fences!) it`s no fun to play right now!
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and it`s simply not true what they say!
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Buff restraints and be able to break people's legs with melee
RenDark2000 replied to GameComplainer's topic in Suggestions
1. From a realistic point of view, one should be able to break a leg with an sledgehammer. In addition, i like to see more Infected with broken legs, imaginably is to spawn them crouching. 2. Generally, in the Name of all the useless stuff, i`m PRO handcuff-buff(cuffing at all)! but please tell me first, when was the last time you had them at hand in the right moment? i hope, it`s not only about brake legs easy, handcuff peasy? haha, so true! On the other hand, to bring back the defibrilator has something... -
I´ve downloaded the 1.20 SourceCode .zip from github: github/Bohemiainteractive/Dayz-Central-Economy and this is what i have: <type name="ImprovisedExplosive"> <lifetime>14400</lifetime> (this lifetime differs from the update note: Increased the lifetime of improvised explosives to 5 days, which can be refreshed through a flagpole) <type name="Plastic_Explosive"> <lifetime>14400</lifetime> <type name="ClaymoreMine"> <lifetime>14400</lifetime> <type name="RemoteDetonator"> <lifetime>14400</lifetime> <type name="TripwireTrap"> <lifetime>604800</lifetime> <type name="BearTrap"> <lifetime>604800</lifetime> <type name="LandMineTrap"> <lifetime>604800</lifetime> 1. you used the claymore without any flag at your base, right? The unflagged lifetime of the claymore is: 14400 seconds or 4h. 2. you placed the detonator from the claymore on your tripwire? that increases ONLY the lifetime of the detonator to: 604800 seconds or 7 days (lifetime of the tripwire) 3. so yes, it´s not useful to place this combination without a flag for longer than 4 hours. 4. personally, i think it`s because of balancing reasons. imagine: tripwire-claymore-traps everywhere on the map with a lifetime of 7 days like the mines. that would lead us thraight into real armageddon. xD 5. they gave us a very good alternative now with the improvised bomb, increasing it´s timer up to 5 days. and you can combine it with detonator/tripwire too, as far as i know. (why not 7 days like the mine or beartrap? idk. maybe it`s their weird sense of "balancing" again). 6. hint: watch WoBo (the ultimate dayz Sourceror) on youtube for more informations about the various traps and possible combinations.
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interesting question. a look into the actual "types.xml" shows: 7 days lifetime for a beartrap and 4 hours for a claymore, in example. But i`m not sure if that is counting for a placed trap. (4h until despawn for a placed claymore would be a bit strange) maybe they have another counter in that case now(5 days?). anyways, active flags definitely refresh the expired timer off all traps in a 60m radius..
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Yes, indeed. It`s a good thing that the mummies found their way from halloween event to the regular game. I remember my first encounter was a BIG SURPRISE. And ended deadly for my bambi. 2nd time, i was better prepared but it took nearly a minute to sent him asleep with my crowbar... maybe they should consider to use some of the other gimmicks from events in vanilla, too. Like the -already mentioned- infected with glowing headlights at night(halloween) or the fog around castles, for example. (Of course then not at the castles only but also in dense forests, deep valleys over lakes, mountains etc. Ideally it occurs depending on the global weather conditions, and simulates a local weather ). Additionally do you remember the fly-sound, normally played next to a dead player only, during an easter event? At that time it(the flies) also appeared when standing still for too long and It was really incredibly annoying, without any possibility to get rid of them execpt of moving around. But it was patched out of the game after a week or so. i can imagine they had a bad shitstorm because of this feature. xD But listen, i discussed a similar idea about dirty/damaged clothes attracting the flies with my buddies, shortly before it came along with that event. And guess what: one of them tried out absolutely everything to wash/clean his clothes and finally he took a bath in a pond, trying to get rid of them. ggg So, i like to make the following proposal now: bring back the fly-sound as an indicator for the status of your clothes/shoes/backpacks. it should work like this: a) with 1-2 damaged/demolished/ruined itmes few flies occurs after x min/sec at standstill only, with more than 2 damaged and/or demolished/ruined items more/louder flies accruing faster/immediately at standstill and maybe few flies when moving(exept sprint/run). b) alternatively, if that`s too much and too disturbing in your opinion, then maybe consider to use the fly-effect with attached, ruined items only. my conclusion: 1. flies could be a nice and practicable indicator for your gears` condition and possibly has some interesting influence on pvp/pvE (in case the Infected can hear the flies too, it can attract them to corpses or prevent you from sneak attacks). 2. clouds of dense fog(similar to toxic zones) can be used to simulate local weather conditions. 3. infected with lightsources at nighttime give an extra thrill and a target(batttery in headlight). it opens the chance that lights are more frequently used by players, too. 4. Everything is already in the code! stay save and good luck, survivors!
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hm, I didn`t noticed that for a while now at my base as a problem, so it`s back in the cards again? Could they make swimming under the map deadly by hypothermia, maybe?
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Btw. In my opinion, one of the reasons why they made the infected less dangerous/not deadly anymore were the often and frequent server connection problems back in 2020/21 (on Ps4). I remember that I created my first alt acc. as a back up then. Because I hate nothing more than dying through a game issue/bug. And that happens several times: "no server response since x seconds" during a fight was a 101% death call...
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Interesting: there was a hefty discussion between pro/contra 3pp and how it could be nerfed/modified back in 2014 here in this forum. (I digged a bit in the archives) And now it seems that BI is trying to solve these 9 year old "problems" with 3pp and sell it to us as a brand new invention and genius solution to the POW(peek-over-wall) issue. But in fact, they massively disrupted the whole game experience for some people (like me) with their actual changes (and they are maybe trying to 'kill' 3pp through the back door at all because just abandon it would be suicide. But that's conspiracy theory) anyways, The actual changes are causing several problems on console(PS5) for example with: fps-drops, lame rendering, lack of overview and orientation in close quarters and probably in worst case a sort of motion sickness from the rapid and harsh camera shifts and the mentioned points above. I would switch to an classic-3pp server ASAP if possible but it is what it is: sad! That leads to my Question now: can i completely disable the 3pp-nerf (not only the zoom) on a community server and if yes: do you know a good(vanilla) with old 3pp on Playstation ???
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Rebirth in Base or defined location!
RenDark2000 replied to BenattiFlavio's topic in General Discussion
one of the few ideas where i`m completely against it. -
Ok, but what they can do is to stop changing things without any real need. some examples: 1. changes to 3pp. (now it causes framedrops and rendering issues, especially in combination with zoom and it`s not very healthy for your eyes ) 2. changes to zoom (the initial idea to reduce zoom during sprint was ok, , but the way they did is not.) why is it switching into nerfed zoom during fast prone now? my proposal would be: use nerfed zoom for run/sprint, normal(old) zoom for stand/walk/(fast)prone/crouch and make the shift smooth. that would be much more logical. imo both changes together makes it really horrible to play on console in 3pp. try to run through a dense forest, passing trees very closely for example, and you can see what i mean. 3. the changes to barrels: (as long there was no real technical reason) If somebody has the idea and uses a barrel for a street blockade or raiding, they should honour that instead of restricting, Now they took away a lot of usecases for nothing. 4. the new weight system( basically a good idea, too) please balance weight of items first then. the shovel has 6kg, sledgehammer 5kg and pickaxe only 1kg??? maybe they should work some hours in a garden center... That`s a lot of wasted development capacity and time all together. (not to mention the masks...) And now they need much more time to fix the mess they created for no reason.
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The permanent heavy autozoom in/out in 3pp is really annoying. Especially also in larger, complex bases. I.e. standing under/using/passing the tower stairs, running closely along/between fences/walls/tents/towers, in all narrow passages, etc. when i´m standing under the stairs i can easily look through the next basewall now. And i really don`t want to watch the woodworms when i stand in front of a tree/fence. it´s also complicating the placement of construction kits near existing structures . in fact, it`s very stressful for my eyes to move/stay in my base, not to mention the handicap to denfend it or simply have an overlook now. so i´m forced to use 1st person to avoid that ?! Additionally, there is an rendering issue when you looking up from the floor/turn around to fast. it also occurs with the weird autozooming in/out next to obstacles. that new inertia behavior seems to cause frame-drops/tearing effects, same for zooming/switching perspective during run/sprint and last but not least the B/circle-button issue doesn`t make it better all in all. Only good thing is: the narrow fence-placement is furthermore possible.(in my opinion, enabling that was the best change they did to basebuilding for a long time, because it is increasing the possibilities of construction enormously and ads a decent buff of defence to bases) the roll-back decision they made in that case, because of `exploits` like 5 gates placed behind each other, is just ridiculus!
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some workarounds for the B/circle-button problem: to repair: drop clothes/equipment on the floor, point with repairkit on it, use R2 to stake: use campfire/barrel for wooden sticks/rags, fences for planks/nails, construct shelter for leather/tarp/sticks, hope they fix that ASAP
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my workarounds for B/circle-button problem: to repair: drop clothes/equipment on the floor, point with repairkit on it, use R2 to stake: use campfire/barrel for wooden sticks/rags, fences for planks/nails, construct shelter for leather/tarp/sticks, hope they fix that ASAP that makes me not very optimistic for cars. Has the Humvee now enough power to drive backwards uphill (at least on a mainroad)? Can the truck start uphill in 1st gear now or is it still standing/rolling back, ruining engine? Also, game changes to 3rd person camera are absolutely annoying. This crazy auto-zooming in and out everywhere in my base is stressing the eyes heavily.
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