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louist
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Everything posted by louist
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In-game sound needs to be re-worked
louist replied to omgwtfbbq (DayZ)'s topic in General Discussion
I've been dealing with this since the mod, and it still sometimes catches me off guard. If I haven't played if a few days, and miss an axe swing on a zombie, the ricochet sound sets off all kinds of internal alarms. -
In-game sound needs to be re-worked
louist replied to omgwtfbbq (DayZ)'s topic in General Discussion
Coming from a brony? :p OPs point is that it isn't simply polish, that sound is integral to gameplay, and situational awareness. -
In-game sound needs to be re-worked
louist replied to omgwtfbbq (DayZ)'s topic in General Discussion
I don't disagree. -
Harder? Certainly. But probably more intuitive, as well. As it stands, there are a number of items without any use, buildings that don't spawn items, zombies that run through walls, and the likes. That's what I mean in regards to being daunting for a new player. Players of the mod are used to similar issues, and come into the SA expecting some jankiness.
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Mileage will vary. Yes, it's playable, and yes, for those who liked the mod, it can be very enjoyable. For the average newcomers, though, it might still be a little too daunting. IF your main criteria is whether you can play without game breaking bugs, then it's very playable.
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Logging Out - Expermimental Branch 114782
louist replied to apollovulcan's topic in General Discussion
If like to see a system such as the OP suggested (and I've made the same suggestion in the past). My ideal system is this: Hitting logout (or shutting down the program, alt-F4, etc, causes you to sit and wait 30 seconds before your avatar actually disappears. But during this time, you're still in-game, and moving, using an item, firing a weapon, etc, interrupts the timer. So, too, does taking damage, or attacks landing near you, allowing other players to keep you from logging out. This still addresses combat logging, while also allowing the logging out player to defend themselves if attacked. It's better than the current blind system. -
Agreed. These are some awkward, robotic survivors.
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I haven't had time to play the latest update, or even log in in the last week, but as far as I know, my character is still alive. That would put him at about 3 weeks, and probably 30-35 hours of game time.
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Sadly, my kills in SA are in the single digits, thanks to combat loggers and desyncs. Though I also tend to avoid Cherno and Elektro.
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It's a holdout from the mod. Anecdotally, I used to think it marked the spawning of a zombie, but that is clearly not the case in the mod.
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I've survived 5 myself. Wait, no. 5. The 3rd one was just an old folk's home.
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I keep reading the title as "THESIS ON THE MOON." But it's never on the moon, and I am continually disappointed. This is extremely important, and should be corrected.
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What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
Sometimes, Weedz... The stuff that comes out of your mouth... -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
If you aren't going to read--and it is clear you didn't--don't post. Laughingjack would ask that you think, as well, but thinking can be so tedious, can't it? The OP isn't questioning the model, he's questioning the internal management of the team. -
Why we need to remove the cheaty zoom from Hardcore
louist replied to autoloon's topic in General Discussion
I don't agree with the OPs point of tone, but 3PP can be seen as simulating the sense of spacial awareness and peripheral vision that we have which no game renders. Even with the FOV maxed out, you still see more than the game displays in 1PP, though less than what 3PP allows. Also playing a role, though, is our hearing, which we use to orient and localize ourselves much more than we often realize, and to a degree no game is possible of simulating. -
As for what affect this will eventually have, my guess would be temperature. Wet clothes will cause you to cool faster, making swimming in cold weather a potential danger, and hopefully will have some positive benefit in hot weather. On the issue of raincoats, wearing them in hot weather should cause you to overheat and dehydrate faster.
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Ugh. Flashbacks. Age: 29 Gender: Male Country: Canada Played the mod: Yes
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Have a look at Tomshardware.com. Every year they post multiple builds at various price marks, and benchmark them with comparisons so you get a sense of what a specific build is capable of. In Q3 2013 they put together a decent build for 600$ USD, which, for the price, was actually pretty robust. Sorry I don't have a link, currently on my phone, which isn't ideal for Internet sleuthing.
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Did I Get Cheated Or Was This Just A Glitch?
louist replied to xplosive's topic in General Discussion
And there's always desync, which causes others to look like they're phasing through things. -
The combat log fix, if it works, will be fantastic. I'm just predicting a lot more starvation in our future, which, with the trouble I'm having finding food currently, might suck. My current MO is running a somewhat triangular circuit with the new northern towns as the northern point, Msta as the eastern point, and the new apartment complexes north of Balota as my southern point, trying to hit up all the small towns along the way. As it is, I find the absolute minimum amount of food to keep going. If these changes make it harder to feed myself, I'll have to start actively targeting other players as a means to keep going. Which is fine, I suppose, but it will lead to more of my victims bitching about it here.
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I'm not sure making food scarcer and making ruined food inedible, in addition to "making killing players for food less viable" (which sounds like increasing damage to food during combat) will work as intended. I think we'll see more desperately hungry players, who will be more violent. I think the devs see it as a way to encourage banditry over straight-out killing, but those bandits will be going up against people with similar hunger issues, who would then have more reason to resist, which might lead to more combat.
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What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
If I had to guess, and guess is all I can do, I'd say that the spray cans were either a specific dev's pet project, or, as the OP suggests, it's nothing more than a popularizing feature--something to garner attention as a "cool" feature. I don't dislike it, and I think it has a place in the game. But it is something that doesn't need to exist so early on, when so many things-so many fundamental and absolutely necessary things-are still absent or in the earliest stages of implementation. We don't need little treats and placations. We're here (in theory) to test and give feedback. So I don't really understand the reasoning behind adding spray cans, or burlap hoods, or even radios at this point in development. -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
Lets step back a bit and look at it. No new feature consisting of new code, would be implemented without some cursory internal testing. Priorities or no, when you write up code for a new aspect of a program with the intent to publish, you also do a quick test to make sure it works. To not do that check is worse than laziness, it's negligence. This is true of both large and small teams. Now, lets look at the spray can feature itself. a player using the spray can itself both removes and creates items. A problem in either of those steps could constitute a fairly major bug: if the gun disappears but doesn't reappear, the backlash would be loud and constant, and this would generate bad press. If the gun didn't disappear but a new one was spawned, you'd have created a new duping exploit. Those are two serious problems that could very easily be avoided by a ten second check to see that using spray can on a gun does indeed remove it, and does indeed spawn in the painted variant. I don't doubt some one completed that step. But again, I find it odd that the se dev didn't pick up what he had spawned and made sure it behaved as it should. It would have taken him or her just a few seconds. And if it didn't work, don't publish it and leave it for later. The potential problems asside, this isn't really the sort of bug you would leave for the community. This is a quick check of the fundamental workings of a small bit of code, and the number of checks you would need to do, is test the number of colours on the number of paintable objects. There aren't many. This isn't a new food item or weapon, which slot into existing (and largely working systems), which may have some odd bugs that aren't immediately apparent, and which testing the various variables of constitutes a fair amount of time. This is a small, almost closed system of which testing would take moments, and using mechanics which, if not working as intended, would have fairly major repercussions. As for priorities, let me counter that by agreeing with you. It is a low priority feature. No one was clamoring for it. I'd doesn't address any problem, or have any immediate necessity. It isn't something that fleshes out the core mechanics and systems. It isn't even adding content to those areas that could use some fleshing out. It is purely a "cool" but largely pointless novelty. So, you're right, there are way more important things to work on. My question is then: so why were they working on it at all? -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
But spray cans represent a new (albeit minor) feature/mechanic, which is exactly the sort of thing you would test internally before publishing. That it was only tested to see if it did indeed spawn a painted variant of the gun is something I find odd. It would only take seconds, from that point, to load and fire the gun, and realize it wasn't working as intended. At that point you would either fix the bug or delay putting out the feature, which is as easy as not entering the spray can into the loot tables. This isn't a major or necessary part of the game that you would want to publish even if it had bugs, such as the medical system. This is a minor, largely cosmetic feature. A novelty. -
What Alpha Is Supposed To Be (A Discussion On Dev Direction And If The Game Will Ever Be Completed)
louist replied to jovlon's topic in General Discussion
Spray cans, whether or not they are easy to put in (and I would argue that the way they work is somewhat complex when compared to most items, as they aren't changing a variable [like food, blood bags, water] and aren't a copy-paste of existing items with a new model [the guns, which many of testing done has shown them to have the same stats-incorrect stats, I might add-as existing weapons], but instead remove an item from the game and replace it with a new one), they clearly weren't tested internally before release. If they had been, the devs would have immediately noticed that the mosin bug. So that isn't really a good argument on your part.