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byrgesen

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Everything posted by byrgesen

  1. Well, it does really depend on your setup. Say if your running a 1st gen i3, you will get a better improvement by getting a 4th gen i7, then getting a SSD ;) But i see your point hehe, its a damn nice upgrade for sure.
  2. Well theres not a whole lot of games, which reads directly from the hard drive, like theese games tbh :) Yes this is true and the game runs at least twice as good, if not more, as it did during Alpha. During alpha i could never get above 40-45 fps, no matter what and now im over 80 constantly, even over 100 sometimes, and its still on the same settings. This is a good indicatior, as to when proper optimization will happen for DayZ tbh. Most likely during end Beta phase, or after release.
  3. And you are far from alone in this, its been confirmed by 1000's of others, in both Arma 2, Arma 3, Take On Helicopter/Mars and now DayZ. It makes the game run smoother and in general respond better. Most people still have the same FPS though, but it just feels and runs better then a regular HDD.
  4. Its been a fact, for many years, ALL RV ENGINE GAMES perform better on an SSD. Im not talking about FPS improvement, but general improvements such as loading times, texture loading in general, less stuttering, less "FPS Spikes" and in general alot of users have reported a more "smooth" gameplay experience. I can only recommend a fast SSD for any game, which runs on the RV engine, simply because of all the direct reading the engine does, from the HDD/SSD. But people saying it has no effect, either arent doing it right, or have a "crap system" which makes the SSD not perform to its full potential. It will improve gameplay performance, theres 1000's of examples, on this forum, BI's own forum, reddit and tons of other places on the webs. Ohh you are so very wrong my friend :) Its quite obvious you have no idea how the RV engine works. It requires a fast CPU and a fast HDD/SSD to run well. the GPU isnt really important. If your settings are on low, it will run primarly on the CPU, if you set them to high it will change to the CPU, this is the way the engine works. And no matter what you do, it does a shitload of reading directly from the HDD, effectivly not using more then 500-1000mb of ram. This is also the reason it wont help much to re-write it to x64, and its the exact reason they arent gonna do it.
  5. byrgesen

    Now I know why they call him 'Rocket'

    Do people actually think Dean gets the entire profit from the sales of DayZ???? lols....... How can he run away with any money, when BI owns everything regarding DayZ? And its funny you compare it to WarZ tbh, as this game has almost recieved more updates and fixes, already, then WarZ ever got, during the entire time its been for sale. You need a reality check OP.
  6. Tumblr called, they need both of you back ASAP...... ;) But damn, what a nice piece of work. Gonna give it a go hehe.
  7. For the same reason this hasnt been made in ANY of the Arma games, it wont be made here. It will require new animations for EVERY single weapon and player interaction with these, and this is not something BI should be "wasting" time on, it adds nothing to the game tbh. They chose not to do it for any of the Arma games, so im quite confident it wont happen in DayZ tbh. However, it would be damn delicious to get the stances from Arma 3, so we can swap weapon side, to better protect ourselves, looking around corners. But it really isnt needed to put left handed animations into the game, considering the amount of work vs. the end result tbh.
  8. Naah, these are infected (think 28 days later, Rockets own words) Therefor it would not fit the game lore to make such a change. These "z's" can be killed by shots to the body, and damaging the internal organs like the heart. We could however make them take more bullets to the body, they should not be able to be killed by shots to legs/arms or anyting non vital tbh. But never any "headshot only" pls, it doesnt fit the lore and story of this game.
  9. Yes, tbh it should be removed from the entire game, in my opinion. But some people might not like it :)
  10. byrgesen

    I have found the "root" of the problem.

    Get the cords of it and submit it to the bugtracker :) http://feedback.dayzgame.com
  11. No not true, they were seperated into two "shards". But this is most likely a bug you are experiencing OP, it should NOT be like this, the intension has always been to keep them seperate. Theres no reason for the devs to seperate them first, and create DB shards, to just slap it together again a few weeks later tbh. Something isnt right there and it might be a bug in the current build, i cant say for sure.
  12. byrgesen

    Seasons

    Use search mate, theres already a ton of threads on this subject. http://forums.dayzgame.com/index.php?/topic/174657-in-game-seasons/?hl=seasons http://forums.dayzgame.com/index.php?/topic/171023-seasons/?hl=seasons http://forums.dayzgame.com/index.php?/topic/168271-seasons/?hl=seasons http://forums.dayzgame.com/index.php?/topic/168035-seasons/?hl=seasons http://forums.dayzgame.com/index.php?/topic/166982-seasons-in-dayz/?hl=seasons http://forums.dayzgame.com/index.php?/topic/166444-dayz-seasons/?hl=seasons I can keep finding more, but you get my point ;) hopefully...
  13. byrgesen

    Experimental servers OVERLY buggy?

    Did you honestly expect it to be anything else then "amazingly buggy"?? :) It does sound like you should opt out of experimental and stick to stable branch mate. If they are handling the experimental branch in DayZ, like they did with Arma III during development, you will get updates pushed to this branch, which havent been through proper QA. Hence experimental :) But as far as the question "Is it overly buggy?", i cant really say, im staying away from experimental for this exact reason tbh. You should only be on experimental if you are dedicated to NOTHING but focused testing, all day, every day. Its not the place to try to "play the game", at all.
  14. byrgesen

    Fix (not remove) Third Person Perspective

    @SmashT The ideal solution would be to have this in the base engine and make it "non-modable" tbh :) I guess we will see, down the line, if the devs are interested in something like this. Personally i would welcome a chance like this, it would remove most of the "hate" we have on 3PP atm. NOTE: I am a 1PP ONLY player btw.
  15. byrgesen

    The Chainsaw

    And it certaintly doesnt mean, its a "confimed feature"... Take Arma 3, there was A LOT of stuff in the trailers and released pictures, which never made it into the game in the end. BI is known for "axing" feautures/content if they arent to happy with it.
  16. byrgesen

    Whats Being Done To Combat ESP Hacks?

    Im positive nobody from the dev team will tell you what they are doing to prevent it tbh mate. Would be counter productive. Rest assure they have, since the beginning, been "locking loopholes" in the code, to make it more and more difficult to cheat. Now we have BE aswell and with the correct filters it can prevent almost any cheat on the RV engine, almost. Slap VAC untop of it and we have a sturdy foundation to prevent and ban cheating, from which the devs can build upon. But dont EVER expect it to go away, as long as humans have a PC there will be cheats on the interwebs for every single game out there.
  17. byrgesen

    Dynamic Zombie Ratio

    I can see a mechanic to increase Z count in areas, if the player number gets over a certain threshhold. Say if theres 40 people in Electro, there should be ALOT of Z, but the amount should not really get "low" if theres only 1 or 2 players in there, it should stil be a big amount of Z (50-200 perhaps)
  18. Short and simple: I cant wait to go "tent hunting" again :D This is what i spend 80-90% of my time doing in the mod, and i miss it so so so much :(
  19. byrgesen

    Dynamic Zombie Ratio

    This will never happen mate. Back on topic: No thanks, i think it will be alot easier to achieve a "static" amount of Z's on the map, then having to do a dynamic system like this. And tbh, i wants 1000's of Z's, no matter how many players theres online. Lets us drown in them and all will be well :)
  20. byrgesen

    Just how far out into the Debug Plains can you go?

    Well.... Forever basicly :) Its a remnant from Arma 2 and its basicly randomly generated terrain, goin on "forever", so you will find nothing out there. Its not a part of the map and it works exactly like the ocean does in Arma 3. In the mod, EVERYTHING outside the map border was deleted by the servers. It will most likely be the same here, so i would not suggest building any bases on the debug planes :)
  21. byrgesen

    Shouldn't the #1 priority be mods ?

    Why would we start adding modding capabilities, when the foundation isnt "studry" enough yet? Do you honestly believe this game would benefit from mods atm? I dont think they are gonna focus on mods for a long long long time, theres so much in the core game that needs to be finished and working proberly. I mean, we dont even have respawning loot or zombies, and the server/client architecture is far from done lol. I think you also need to realise, modding in SA wil be nothing like modding in Arma. At least i really doubt it, its another server setup, way more restricted and "closed" to prevent abusing of the commands. They might have to actually write the new modding tools and everything for SA, because they have changed the way the server/client handles information, so much. Now i understand you are comparing this to Arma 3, but Arma 3 was a tried and tested concept, basicly the scripting works exactly like it does in Arma II and OFP, so theres nothing new there and it seemed very easy to keep it the way its always been. Now this is not the case with the SA, this is new and un-tested ground for the dev team and BI. They have basicly never done anything like this before, so please dont compare modding in the Arma games to modding in SA, as it will most likely be a whole other beast, with far far far less options in it tbh. Yes some community members do have awsome mods, but do you realize how long its taken to make theese? ACE and ACRE has ben underway for years, JSRS has been underway for years, basicly any of the big awsome community made project, have been underway for years mate. SO yes, they know how to do this, but it takes time lol. Even in Arma 3 Alpha, we had nothing but crappy content from the community, because people pushed they're work to fast. It wasnt ideal and the lack of content for Arma 3, compared to Arma 2, right now, is also very clear. DayZ will get its modding capability in due time, but now is certaintly not the time. Let the devs do what they want with it and show us they're vision first. Then we can start adding mods, towaards the end of the BETA preferably..
  22. Its a puclic server, you are renting it and you have to follow the rules... How is that trolling lol? So basicly if you dont like the rules, dont host a server yet, wait for private servers, its rreally taht simple. Even DemonGroover put it, as i put it ealier, its not hard to understand :)
  23. Guys, can we stop the focus on "virtual rape" and talk about the general question the OP asked? We wont get a "rape feature" anyway lol. This is purely a hypotetical question. What are your oppinions on player interactions? Should it have "rules"? Should it be "limited"? Should we be able to do what ever we want? However nasty that may be for some people.
  24. We must assume we are allowed to do "wierd" stuff in this game, simply because of the way the game promotes it. We got handcuffs, to imobilize people, we can kill people from afar, we can force feed them rotten fruit and watch them die slowly.... you get my point :) DayZ encourages player interactions, and since we dont have purely "good" interaction tools, we must asume the devs wants all kinds of interactions. I would suggest not being racists though, its never a good idea in any game tbh. And perhaps stay away from "RP'ing a rape", but tbh nothing is stopping you from doing it.
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