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16 NeutralAbout beta_grumm
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Scavenger
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Male
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Location
Moscow, ID
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Interests
Physics, Programming, Beer, Food and DayZ. Are there other things?
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Bio
Hopeless DayZ fan.
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Unable to place objects (garden plot, fireplace)
beta_grumm replied to beta_grumm's topic in New Player Discussion
Confirmed. You guys are right. I was confused by two things: 1. I had read online that it could be placed anywhere and I hadn't noticed that placeables have two states: gray, and white. 2. After you left click the first time, there is an option to "Click to choose placement". Since I had technically never positioned it over a valid area, I never saw the "Click and hold to place" option and assumed everything was valid and all I had to do was "Click to choose placement" This is very true. It's actually quite picky. Thanks for pointing me in the right direction. -
Unable to place objects (garden plot, fireplace)
beta_grumm replied to beta_grumm's topic in New Player Discussion
Interesting. I'll give that a try. Usually the UI specifies to hold if it is required. I don't think it does specify that for this action, (I remember checking for that) but I'll try again. -
beta_grumm started following Unable to place objects (garden plot, fireplace)
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- PC version 1.05 - Official Public server, 1st person view. (I've heard these are difference hives than the 1st/3rd person view servers) With pristine shovel in hand, I see the option to left click to select a placement for the garden plot. I left click, and see a gray transparent image of the garden plot. I move it around to position. I left click to place, the gray image disappears and nothing happens. No garden plot is placed. Same thing for a fire place. I have it in my hands, go through the same process, click to place and nothing happens. Is this functionality disabled on some servers? Is this a bug? Am I doing something unintuitively wrong? Thanks.
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I really like having to worry about it getting dark, how much time I need to travel, planning a town raid for night time and not having to wait 8 to 10 real life hours for it to get dark. Most of us can only play a little bit in a day. After work, or between classes etc. A 24 night/day cycle isn't conducive to a game. Night time should be a concern. We should have to work it into our play plans. But to do this, the day night cycle is going to have to be a LOT shorter. A few hours each even. I feel that having short day night cycles, on every server, will make day/night a part of the game. Otherwise, we just have people (myself included) seeking out one or the other based on preference and the entire day/night cycle experience is lost. Just my thoughts.
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My first 4 hours...a few bits of feedback.
beta_grumm replied to beta_grumm's topic in General Discussion
I think you're right. Has there been anything said about how the loot is working? At one point I thought i read that there was going to be some kind of hybrid system between "everything spawns once at server reboot" and a "dynamically spawning system." Any confirmation on this? Oh and also, I FOUND A CAN OPENER!!! I've never been so excited. -
So first of all, FANTASTIC! I'm so happy to finally see this come out into alpha. And job well done for all the work that has gone into it so far. To be honest, I didn't even expect to be able to log in tonight. It turned out to be quite a decent experience overall. ESPECIALLY for being the initial alpha release. It brought back so many great memories of the early mod. But this would be a useless thread if I didn't provide a little feedback so a few things: 1. As it's mentioned in the known bugs, loot tables seem a little out of whack. Specifically, edible food. All three of my deaths were of starvation. One of which while I had a back pack full of tinned goods with no opener/knife or any other means of opening them. Everything else was just rotten fruit that seemed to do nothing. 2. I'm sure this is in the works, but I hope to see a little more feed back from the "My character feels" system when I do something. For example, it tells me I'm hungry, but when I eat, it doesn't say that it helped. A little confirmation as to the effect of an action would go a long way in allowing a player to intuitively figure out how to best correct certain situations. ESPECIALLY with all the new loot and craftable stuff lying around. 3. ... I had a third thing, but for the life of me I can't remember what it was. Anyways, it's looking great, and I'm super excited for what's to come.
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*re reads patch notes. OMG. Well I feel PRETTY stupid right now. And I'm super disappointed. I was cloud 9 because I thought you could add the crossbow to the tool belt. I think I've been studying too much lately. Sorry. Disregard.
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With the addition of the crossbow to the tool belt, I think this is becoming even more necessary. There have been many times that I had wished that I could just quickly use my hatchet to quietly down a zombie, but at the risk of losing my main hand in the grass, (or glitching out as previously stated) I never did. Now having the ability to carry a side arm, long arm, AND a crossbow (so much awesome), I see this becoming a serious thing to consider adding. If nothing else, maybe just have it so that you must remain in place while switching to the crossbow, and must "reholster" it to move on. That would at least guarantee that I won't lose my long arm, and I'd be much more inclined to stop for those quiet takedown. Nothing to see here. Just a sleep deprived under caffinated post. Move along.
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Man, the butt hurt on the internet today is incredible. From both sides. Honestly, I think this whole ordeal was a good thing. It's kind of like the birth cry for the DayZ mod while being under the community development. It's the first growing pain that will shape and build the community to become closer, and stronger (provided we work through this for the benefit of DayZ and not our pride.) < -- EDIT: This was not a jab against the can names. I meant the arguing and back a forth about who's right. This was bound to happen at some point, and there WILL be things in the future that people will disagree on. I think the main thing we should take away from this is a better sense of how to deal with with these kinds of issues in the future, as both developers and as the fans/players. EDIT 2: I'd also like to add, that I was killed by a teleporter before I ever even found one of the new foods or drinks. COME ON STANDALONE!
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New Food and Drinks Names
beta_grumm replied to NewClearWinter (DayZ)'s topic in DayZ Mod General Discussion
The crossbow. OMG the crossbow. -
New Food and Drinks Names
beta_grumm replied to NewClearWinter (DayZ)'s topic in DayZ Mod General Discussion
mZLY yZLY soda. mILEY cYRUS soda. Just one of those unfortunate associations my over caffinated brain makes... that will never go away. I'm not going to lie, when I first read through the patch notes, it seemed a little... odd. I just think a little more subtlety and creativity could have been used to preserve the serious atmosphere the game is loved for. "Herpy Dooves Canned Muffins." First of all, who buys caned muffins? Second, My little Pony and Dayz go together about as well as vinegar and baking soda. Its little wonder why the community is all fizzled about this. (...Sorry) This is a little beyond "Easter Eggs" or "personal touch". I think the big concern here is whether this is a trend that's going to continue. My two cents. -
I've been having some players report that loot is re-spawning in buildings almost right away after clearing all the loot out of the building. In the past, this was on a timer, but it seems that that is no longer the case. I checked it myself and sure enough, if you clear the building, and move 30 ish yards away, come back, it's all re-spawned. Are there other servers that this is happening to or did I break something?
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Loot spawns and Zeds in 1.7.4.4
beta_grumm replied to fire_hazard's topic in Mod Servers & Private Hives
I'm an admin of a private Chernarus server hosted by HFB. I am also getting reports of no zombies spawning at heli crashes and on top of that, we (myself included) are experiencing an unusual amount of "no loot" incidences. As in, the buildings won't spawn loot for hours if at all. In one incident I was farming the NWAF barracks for a few hours before they suddenly stopped spawning completely. -
As far as audible distance, I really haven't seen where the AS50 any "quieter". Yes it's true that the sound effect sounds quieter (weenier) but from my experience you can still here the sound from the same distance. The audible range is the same. Don't let the sound effect fool you. Actual firing range is the only statistical difference that I know of. I haven't used one enough to notice a difference in recoil etc. I'm personally an M107 fan. All the way. Unless you're doing anti material, then the AS50 with NATO rounds are necessary. But outside of that, I prefer the M107. Pretty much for the image. Because it's awesome. And you're just as dead. And everybody heard it. I am a sniper.
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So over the last few days, (and on two different servers) I've noticed that once in while after I log out, (could be for 10 mins while eating, or hours while gone to class) and log back in there's a duped body of me in full gear standing next to me. They do seem to go away after a server reset, but at one point i had 4 or 5 bodies standing around my loot farming routes. I don't know how many times I almost shot them. Is this happening to anyone else and is it possible to fix? I'm tired of looting my bodies. :D
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