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Vigil Vindex

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Everything posted by Vigil Vindex

  1. Vigil Vindex

    New map for DayZ is coming soon

    So many people asking about this map as if it is new. Devs are even posting screenshots lol. Livonia has been out on Arma 3 for months. The map was created for Arma 3, it has been sold for Arma 3, and now we are being told to buy it again for DayZ. The problem being this isn't like Chernarus, a map that was made for Arma 2 and updated for DayZ and restricted from being ported to Arma 3. Now we have a map designed for Arma 3 being ported to DayZ. It makes me wonder just how much work is being done once then charged for twice.
  2. Vigil Vindex

    New map for DayZ is coming soon

    So will I have to pay again for Livonia in DayZ after already purchasing that content for Arma 3?
  3. Vigil Vindex

    Status Report - July 2019

    What an embarrassment! Announcing DLC while also announcing cuts to previously promised content. Then pathetic claims that the medical system is too complex to describe? How about writing a manual if it's that hard to understand?
  4. Vigil Vindex

    PC 1.0 Release Date Announcement

    To be fair, there is not much in the game to tell you what is possible in terms of crafting and combining.
  5. Vigil Vindex

    DayZ Stable Update 1.0

    Had a gun on my back and a gun in my hands. Lost connection to the server. When I logged back in both guns had disappeared. I was hoping this sort of thing would never be a problem after all the time and work gone into the game. But stuff like this just makes me feel like, what is the point in playing and looting if a disconnect from the server can just delete it?
  6. Vigil Vindex

    When will we get a wiki?

    Why are we not getting a wiki page on the Bohemia site here: https://community.bistudio.com/wiki/Main_Page Every other BI game has space there, so why not DayZ? We really need a wiki to not only start documenting the modding stuff but we also need somewhere to keep track of the gameplay basics. A lot of third party resources are out of date. The quicker we get this in place the quicker we can start contributing to it.
  7. Vigil Vindex

    Goodbye Legacy Branch 0.62!

    Realistically what do we have left of this year? 3 weeks before everyone goes for their holiday and new year celebrations. Delivering a meaningful update from v0.63 to v1.00 in that time is going to require a crunch of epic proportions. I suspect that the v1.00 release will be a superficial milestone, and I am not sure if it will be worth spending that opportunity to bring a lot of people back to test the v1.00 release in it's current state. I think a lot of people will not be impressed by the fact that from a pure content perspective so much is missing compared to previous versions, despite the impressive work that has been done under the hood.
  8. Vigil Vindex

    Hotfix Build 1.7.2.3 Rolling Update

    I've noticed random deaths occurring for no reason. Usually when stood near trees, you end up dead on the floor with full blood. Guaranteed not just some sniper kill from far off. Also died from standing next to a tank trap.
  9. Vigil Vindex

    Build 1.7.2 Rolling Update

    BUGS: Spawning in the debug area i.e. 22km out of the map. Zombies can still hit through walls. Flies can still be heard for bodies that are not there.
  10. The disconnect problem is getting out of hand, people are developing a disconnect reflex to anything that they find challenging in the game. Get into a gunfight, disconnect. Aggro a zed, disconnect. It's ruining the game. The 5 second wait time is not working and is not a viable solution. The only solution is to make it so that if you disconnect when you have the white symbol your player dies. Simple and effective. No timers, no bullshit, if you DC when engaged in an encounter with a player or zed your character should automatically die. This is the only thing that will stop people from abusing this exploit as they are now. Until this is implemented PVP is never going to be fun when everyone, and I do mean everyone, is exploiting the disconnect function.
  11. Vigil Vindex

    Pending Update: Build 1.7.2

    1.7.1.5 - Running up a hill with my friend, feeling good with my gillie and m107, next thing I am on the floor, legs broken, -50,000 blood, dead. No zeds, no other players. Broken bones should be nerfed big time. I have broken my leg in real life, the femur bone is the strongest bone in the body. No one can punch you and break your leg, trust me. It took three large rugby players to jump on mine before it broke. If realism is what you want for this game, fix the bones breaking like twigs!
  12. Vigil Vindex

    Solution For Disconnect Exploit = DEATH

    All I see is excuses to this issue, disconnects due to lag spikes? Yeah right. The disconnect exploit is rampant. People have actually developed a 'disconnect reflex' ffs! They are doing this because they know they can get away with it. The 5-10 wait timer doesn't work, plain and simple. Something needs to be done to start deterring people from doing this every fucking time they are challenged in the game. Just to be clear I am talking about disconnecting while in combat. Out of combat I don't really care about disconnecting as it's not an issue.
  13. Vigil Vindex

    Solution For Disconnect Exploit = DEATH

    Sounds like you should be playing Left 4 Dead. Seriously. What good PVP game lets you just disappear in the middle of play? The real griefers are the ones disconnecting whenever they feel challenged, it's cheap, and cowardly, and not what makes DayZ great.
  14. Vigil Vindex

    Solution For Disconnect Exploit = DEATH

    If I die from a bug then so be it, it is an alpha and I can handle that. What I can't handle is a PVP game where every gunfight ends with someone vanishing in front of me when they disconnect. It needs to stop. Death is the only thing that will nip it in the bud and send a clear message to players, this is a PVP game, disconnecting is an exploit and ruins the game.
  15. Vigil Vindex

    Solution For Disconnect Exploit = DEATH

    It's a harsh game, so it should fit in nicely.
  16. Confirmed, bodies are disappearing when they player respawns after death and flies are audible for a long time after the body disappears. So I guess this wasn't fixed in 1.7.1.x as was stated.
  17. Vigil Vindex

    Hotfix Build 1.7.1.5 Rolling Update

    I haven't logged in since 1.7.1.2 because I heard that people that logged in lost their gear due to problems with the melee weapon changes. Is it now safe to log in or is my gear going to be deleted server side regardless?
  18. Vigil Vindex

    Force Global Server Updates

    Worst idea ever. Imagine microsoft forced every pc to update to the latest version of windows? Madness! The solution is to separate the code base into stable and dev channels, that way normal players can play on stable, while the more involved members of the community can run the dev build and give more useful targeted feedback. Simple as.
  19. Vigil Vindex

    Seperate Stable and Testing Builds...

    Actually that does nothing to help the issue, it in fact makes it worse cause you are now forcing every server to update to the latest version, potentially exposing more players to more bugs than necessary. The whole point is that the benefit from having your code in two repositories, stable and dev, is two fold, you protect players from game breaking bugs, and your coding practices improve also as you are more robust to handle things like merging in new code from dev to stable. To be honest, if no version control is actually in place then we can look forward to more nightmare hotfix scenarios like this recent one.
  20. Sry, but actually Alpha means its supposed to be tested internally. Beta means a limited group of users test it. If anything, Day Z is a full release already (technically). Sorry, but actually Alpha is a testing stage, and just because Rocket decided to release the Alpha openly to the public, doesn't mean that it is even in the slightest way a full release. This is a testing stage, and I know Alpha's are supposed to be tested by a group of local people the devs choose, but that does not make this a release because we are allowed to stress test the Alpha. Sorry, but this only makes us both half right. Im going to make a game and im going to call the alpha testing a full release, then when the game releases im going to call it the Alpha stage version. I can do so because in reality I can do whatever the hell I want, but a definition of things exist, thats why I said technically. Anyways, the truth is... Actually it has no meaning if it's alpha or beta or whatever. My original post was pointing out the fact that if you are at the point where you can't separate bugfix code from new feature code then you are doing it all wrong. Good version control and coding practices should make this a non-issue yet Rocket says he is having trouble with it. Therefor I suggest splitting his work flow into stable and development channels so he can manage his code better. So please stop hiding behind the "it's alpha" and just accept that something is wrong here when a developer can't manage his code. No offense rocket, I know vcs can be a pain, but once I learned git I wondered how I ever got along without it!
  21. Alpha, beta, it doesn't matter. You either use good coding practice or you don't, through out the development life cycle. In fact its better to implement these systems as early as possible as then you can get the benefits straight away. So the "it's an alpha hurr durr" response is no use to the discussion. Obviously there is problem with code management if Rocket can't separate out bugfix code from new feature code. full stop.
  22. Sry, but: no. This is an alpha. This might be okay during a beta, but seriously it's an alpha version. We are supposed to test it! Just because it's alpha does not mean it can skip important stuff like version control and code management.
  23. Vigil Vindex

    Seperate Stable and Testing Builds...

    "It's an pre-alpha/alpha/pre-beta/whatever" is no excuse for poor practice. I'm a web developer, I know good coding practices, I also know a lot of it just creates overhead that you don't need when working on small projects. However, there are some good practices that benefit your work through out your work flow, even on small projects, regardless of alpha, beta release stage. Separation of stable and development code is a no brainer, if only for the sake of having a backup. If you are using git you can get away with not doing this stage as you can merge in whatever feature or fix branch you are working on. Obviously git is not in use here, but I hope they at least have subversion running. Basically getting to the point where you can't do something with your code because you have added too much is a real big sign you are doing something very wrong.
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