TIC
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Everything posted by TIC
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It was never a confirmed release date to begin with.
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I hope the hatchet we see in the latest picture from Hick's twitter could have a possibility of the axe head coming apart and players are able to use it as a club or try to attach it back with certain tools.
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Map Suggestion: Ukraine, In And Around The Exclusion Zone
TIC replied to King of kong's topic in DayZ Mod Suggestions
I'd just like to see DayZ to make it's own map instead of it being based on an ARMA 2 map of Chernarus to make it more of an zombie environment (But I assume that's why they entirely changed Chernarus in the Standalone to suit this purpose). Whether it's fictional or inspired by a real location and if it was based on a real location; Ukraine would have to be one of them. I can agree with you there. Edit: Added some more elaboration. -
Actually you can if you view the person's profile and you can vote there :P
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I'm surprised I don't see it on the forums then ;)
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That's only because as Rocket said "So please, please please - don't be hyped about a particular date, be hyped about our progress. Nobody knows the exact release date because there is not one. Once we have verified that we have achieved what we believe we have, and tidied up any integration issues, it will release." Edit: Source: http://www.reddit.com/user/rocket2guns/
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The only thing that would be acceptable in any form of graffiti is only writing, not drawing as we all know where that'd lead to. Edit: I'd also make use out of the note and pen system and place them along walls with some tape to attach it with. This could be helpful in posting warnings like "large zombie gathering, beware" or "bandit hiding in building with rifle, take caution"
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Just as I predicted, there'd be a lot of disappointment as I posted here about the "release date" Rocket's only closest thing as a release is "it's done when it's done" and he's a man of his word for. Let them finish their optimizations and stability tests. They're almost there. If we waited this long, I'm sure we could wait a little longer for them to finish up whatever they have left. It's going to be worth the wait as I can see.
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I completely agree. In the mod, if you have post-process effects on, it really makes you feel like you're the actual person. With 3rd person in the mod, it doesn't make you really feel like you're there with the ease of looking above walls and corners.
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I just wonder why there was 3 of the same bullets when 1 is good enough?
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Yeah the radios were suppose to replace the whole side chat functionality. If survivors tune into a right frequency, it'll either be a radio station or another person. Radios could also be used to be placed on the ground so if you have another radio, you could receive messages which could be either text or audio from that person around the area or you could play a song out loud which would attract zombies. Overall; radios will be a useful tool.
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You could crawl inside of it. It helps prevent you from getting cold from the rain and such.
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Yeah, the radio thing has been confirmed. Different diseases would be nice to see, just depends on the type of environment it'd thrive in. It is a cold area. With the new medical system Rocket had talked about along with his military training, I wouldn't be surprised if we happen to see something to clean your wounds.
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Is there a way to make zombies not hit you while they are swimming/climbing ladders with you?
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Just to point out, the mod is only an alpha version as it states on the main page of this website.
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For the most part; your frames are acceptable. Throughout my whole time playing the DayZ Mod, I haven't seen or heard anyone hitting over +60 frames unless they were in an empty field like debug. The occurrence of frame drops are.. Servers that are under constant stress with a large amount of players and long restart periods (such as every 4 hours)Large cities, buildings and forests contribute to this factor.My recommendation is try playing on another server with less players or more restarts. I'd also like to say every update the mod receives, it also helps with the overall performance so it's good to be up-to-date. As for the Standalone version, all this is revised and currently is being optimized prior to release.
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What other methods have you already tried?
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The problem with the DayZ mod is that the information gathered on the map is based on the client (loot, zombies, player's actions, building conditions, etc) .. All this into consideration happens to decrease performance overall as this is all CPU extensive and it hardly utilizes any GPU. This is supposibly solved with the network bubble in the upcoming Standalone version (Keep in mind the red circle is an estimate): http://i.imgur.com/5ezHgnh.jpg As you can see, you can recognize the usage of client information that's highlighted in blue as it takes up the entire map. It's not your computer; of course. Have you ever tried tweaking with your .cfg files that can be found in "My Documents"? (ARMA 2 and ARMA 2 OA)Have you tried running it on a lower resolution/other graphic settings?
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What types of FPS drops are we talking about here?
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Check out the new lighting thats being implimented.
TIC replied to NagsterTheGangster's topic in DayZ Mod General Discussion
The lighting does look great, I hope this is dependent on the cloud cover and direction of the sun throughout the day :) -
I have a feeling if the alpha doesn't release on Nov. 5th, there'll be a lot of disappointment on an unconfirmed release dates. Least it gives us something to look forward to.
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By the looks on how they are optimizing the performance of the alpha before release, it seems to be a good sign.
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Apocalypse Rising
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I agree that the swimming is definitely too slow currently in the ARMA 2/DayZ Mod. I believe that anywhere you travel to, you should always be under a potential threat of zombies unless they are/were eliminated already. I only think swimming underwater has his pros and cons; the weight from the items you carry/clothing that gets wet should make you sink instead of being able to float up top of the surface. If you were light enough, then swimming underwater would be flawless. I believe reef wouldn't thrive in the cold climates as they would just die. Maybe some seaweed or rocks, like seeing grass and rocks that you see on dry land. Some fish would be great to see since Rocket did say they planned on adding fishing later on after the alpha release. Edit: I hope zombies aren't able to swim, climb ladders and open doors as well.
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The only way I know of to help prevent it is when the player leaves an area, the player's character will remain for a certain amount of time (Let's say about 10 seconds until your character fully disappears). This ensures that in order to leave the game, you absolutely need to be in a safe area before you go. As for being in the middle of combat or about to get swarmed in by zombies and leaving; this puts a lot of fairness into gameplay into the harsh survival environment of what we call DayZ. I don't think this would be possible to place this in the mod but in the Standalone this could be very likely and has been discussed before on a tweet somewhere. I'd have to find it. There was also a discussion that if you try to combat log, this would ultimately kill your character. Rocket's Response to Combat Logging: https://twitter.com/rocket2guns/status/370672211264155648 (this is from August 22nd, so we can ensure this feature is completed) This idea could even work if you happen to lose connection as people actually could use this as a method of combat logging by using a program to tinker with their connection. There are all sorts of possibilities that can exploit this issue and I believe my suggestion is the one that is relevant.