eliasr
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Getting up a steep hill is also a good way, unfortunately the hill just northeast of cherno isn't steep enough.... at other times i just get sniped.
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7:45 was my favorite xD - Sorry but all the cursing and screwing with people just looks childish to me. So for once i was happy to see he got a surprise.
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Jimmykx your attitude and personal attacks doesn't improve the behaviour in this topic. Your argument of the biological effects are all valid, but for a game with an fictional infection, zombies = superman is also valid. You are able to lose zombies, though it isn't always easy. Should the zombies contain equivalent data as a player, it might cause so much traffic that the game wouldn't be able to handle 300 zombies as you sometimes see on 50 "active players" servers. Clearly it is possible to argument that the zombies should not contain all that data, and therefore wouldn't handle food/drinking and other things which affects "exhaustion". Personally I don't mind the difficulty of the zombies, however the negligence of walls and doors and their laggy-super-sprint mode really annoys me. Cause even those "low-level" industrial building highest loot rate is usually a hatchet, and they take a zombie out on 1 chop and makes almost no noise; so getting some protection against them isn't the biggest problem, it's rather the bugs concerning them which are. On top of that, those respawns of the zombies are the worst problem. Balancing the difficulty is a difficult process, and it usually doesn't get right the first time. And two large groups with different opinions to the difficulty level, does not make it easier. I discover that some of these difficulties is related to the zombie bugs, and that is one of the reasons that I think that alpha releases should be handled more carefully, as feedback in this phase is sometimes "better" if the feedback is aware of the goals for the mod and have technical insider knowledge. (Please notice that I'm not offended and don't want to indicate that DayZ released in its current state is "wrong"; That is a decision Rocket made and it probably suits him well. I just wanted to point out that this topic mentions regulations of the difficulty and I notice that many of the arguments are considered bugs. Applying that there might actually not be anything incorrect with the current difficulty and changing the difficulty based on "our" feedback could make the difficulty incorrect after the bugs are fixed). Recently there have been a huge debate that many games focus on being so realistic that they aren't fun to play anymore, applying the importance that games does not have to be realistic. How the developers ideology is regarding realistic vs unrealistic will affect the gameplay. Argumenting that zombies may be a superman-mutated rat in a zombie dress which was caused by a beach ball that caused a Russian nuke launch which were multifunctional; and instead of killing everyone people were transformed into rats with superman genes, and they chose to use the former human skin as a disguise to eat more human flesh - O.o fuck that is weird.
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If that is counter productive with something that is going to go full release, have you then truly been working on a total conversion mod or something equivalent to DayZ with all of your guts for making a good mod ? Yes testing is to eliminate bugs, and if it takes 5 days to do it, then it takes five days. Should it be counter-productive to fix it, you rather try to avoid implementing it - That is a design decision of the developers - but you wouldn't want to buy a car featuring 4 tires, if you realized you only got 4 rims. The mod is released in Alpha state, it provokes complains as the players expect that they will see updates coming along. However they got no word of what to expect that will be changed and what won't. Therefore those complains goes on in hope to retrieve a response. There is also a long time between the 5 days it might take to fix a big issue and something that is going to go "full release" So yes you fix it or you let it be, and thereof the community will respond respectively. It is very legitimate that Jimykx provides his opinion to the mod and it is up the the developers to decide if they think he is right or not. Jimykx asked for suggestions, not for hypocrites: whether you think that he is crying and being a noob, is totally unrelated to the topic and is best kept for yourself. Providing arguments against his words and suggesting different play-styles is way better than flaming, otherwise you aren't bringing anything useful.
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eliasr started following My rant on why DayZ is getting worse
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@ many previous posters Please try to provide some constructive critic/suggestions/arguments instead of the "you = noob, fix yourself" comments. @ jayp.uncensored Clearly you also seem to be annoyed about people who exploits and hacks the game; Regarding the PVP: as seen in the last couple of changelogs they are fixing the exploits of disconnecting, of course this will be annoying for the people who prefer the PvE, as you are very handicapped in the start. So technically they are already fixing some of the "bugs" you don't like. I hope you will be happy for that. On the other hand, I don't think they can "fix" the inventory problems right away, as some of those problems very likely could be related to the arma2 engine. Of course another layer of indirection (computer science term) could fix it, but it could be rather complicated to implement if the engine doesn't provide much functionality regarding the inventory. OT: I must agree about DayZ having trouble regarding the zombies and trouble of getting started. In known terms about Linux, the following could be applied to Dayz: "DayZ is only free, if your spare time has no value". The "worst" problem in my opinion, is when you use 30 minutes - 2 hours to get ready for the game: Getting weapons, food/drinks and medics for a start, you will usually be shot in the middle of your search or by bandits camping at the hospital. Today I had nothing on me and I went into the hospital in Cherno (yes I know it isn't safe), where I was assaulted by automatic riffles and grenades. - luckily I escaped by disconnecting. Every player must start somewhere, and it isn't fun to run in 30 minutes to find a building with drinks and food to stay alive, to get annihilated by other players after you evaded a lots of zombies. The limitations DayZ requires of the servers practically makes them "donated server with voluntary underdog-admins" otherwise they will get banned; thus the admins can't play any role to enforce a play style which prefer either PVE or PVP and thereby there will always be some who struggle to get properly started in DayZ. So you can use a lot of time to get prepared, and if you survive, you will finally begin to enjoy the game. Which is much better played with some friends than alone, as you got better chances to survive in a group with larger inventory and more firepower. I always expect other players as hostile unless they respond fast, and for new players i become their pray, as they don't know how to chat. There a many other problems which already has been written in larger posts. I agree with most of it and I don't fell that i need to elaborate myself - So I will just refer to those earlier "large" posts. I will only underline that the problem with the zombies spawning right beside of you, running or looting. It is extremely annoying and deadly. As well for their disregard to walls and doors. With that said, I will give my version of why the current updates doesn't make DayZ better. I will also notice those which do, as I want to be fair towards the developers and provide suggestions. http://stats.six-updater.net/mods/changelog/84950cc2-8d47-11e1-baaa-001517bd964c First of All, 9 - 13 July, great updates. Those kind of fixes are always welcome. The zombies still seems to could hear you quite well, but It have reduced zombie assaults when I'm inside a shack or other building. I still lose items if I disconnect within a minute since I picked them up. 26. July: Respawn button is disabled during DayZ play This update seems odd to me. I wouldn't respawn if I had a good character. Only if my start was very bad or if I'm far far away from my friends after death. Perhaps it would be better just to remove the kill message when a player respawns, or make selectable respawn areas. The alternate choice would be to run to the nearest zombie so it can be used. Hive now tracks login/logout (to assist in analysis for an ALT+F4 solution) Fair enough, I understand that the community don't like that their victims just disappears. On the other hand,I also understand those who disconnects very fast, especially if they can't fight back. Nevertheless it wouldn't prevent Super F4 to close the game. - Perhaps PVP solution would be to let the player "stay" in-game a few seconds after disconnection. This is a problem which I would say looks for a solution which depends on a design decision for the mod. ------------------------------ I think it is good that there are made various performance updates, especially regarding the loading of DayZ. Myself i would like if the zombies would be less "laggy" animated and didn't spawn on you. Then remove their noclip ability and speedhack. And please keep some of the abilities to avoid zombies, even if they are considered bugs. Serveral of my friends have noticed that we spawn in the server, quite some time before we are done with the final loading scene. I don't know if this was intentional, but it isn't much fun to join a server to see that you are dead. Kind Regards
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Want to host a DayZ Server? Read in here.
eliasr replied to Antipop (DayZ)'s topic in Mod Servers & Private Hives
Dear Matt(Antipop) and community As a developer myself, I am shocked to see such rules regarding the servers. Your arguments is clear to me, and understandable, but to ban IP or even IP ranges dismay me. If it is in your interest to encourage those rules, then limit the settings possibilities for your mod instead of placing the burden on the server host; Clearly this could both benefit you by more people felling secure about hosting a server, but also remove the need for you to enforce these rules. Myself, I see a need to avoid being "detected" by you. So if I didn't make the server correctly or if some whining 12 years old came cursing on the server, threatening me to report the server if i kicked him for cursing; then would I not be banned due to a mistake or two. In other words, if I now had a few friends, but every other IP's except for the ones required to play with them was IP blocked on my computer; I assume that no one would feel the urge to ban my IP as none except from my friends could see the server. Clearly this is the best way for me to test the server, while avoiding your judgment. And clearly I wrote it here both to let you know about it, but also other people like me who may be in dismay regarding your "Your servers, but our mod; so we ban" statement. (feel free to ban this ip range related to my forum ip, i'm on campus and can't host anything here)