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seaweeduk

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Everything posted by seaweeduk

  1. seaweeduk

    DayZ Mod 1.8.1

    I think the weapon drop issue could just be arma chosing an awkward place to leave the gun, like with when tents used to be full. People would swear stuff vanished but it could always be found on the ground (or inside of a hill barely sticking out). You could use a cluttercutter to make it a bit more obvious.
  2. seaweeduk

    DayZ Mod 1.8.1

    We're on totally vanilla code atm including selfactions, only changes are wild zeds disabled and custom loadscreen deathscreen and debug monitor.
  3. seaweeduk

    DayZ Mod 1.8.1

    Some bugs reported via our forums that I'm passing on Definitely noticed getting in vehicles being slower than 1.8, small issue but an annoying one when you are used to 1.8. The bloodbag bug mentioned also sounds related to an old 1.8 issue. We used to have to get players to eat/drink or relog to update their blood pv before receiving bloodbags would work on 1.8. Sounds like similar is occurring on 1.8.1 There's been a few reports of main weapon on body not being there, guessing its the one that gets dropped on the ground from the carry slot being deleted? Is permaloot variable set for it?
  4. seaweeduk

    DayZ Mod 1.8.1

    Well my skype chat doesn't go back that far or I'd post a screenshot, maybe you're thinking of someone else because that wasn't the response i received. I'm done with feedback regarding the zeds because whenever I do you keep telling me I'm simply playing the game wrong. edit: http://puu.sh/97O4H/68f79db24a.png
  5. seaweeduk

    DayZ Mod 1.8.1

    I know they are interruptable in some cases but its not worth interrupting them. Say I'm low blood and need to bandage but there's some zeds nearby, I don't have anywhere I can lose agro or hide and I'm going to die if I don't bandage. It's frustrating getting smacked in the face and losing several thousand blood at a time whilst doing so. There's plenty of situations in the mod where you know you might have to take a hit or two from a zombie. In 1.8.1 that one hit can easily lead to your death. In other situations the animation can't be interupted, take my salvaging vehicle parts example above or fitting vehicle parts to a car. Yes its risk vs reward, and yes you try and plan to not have to deal with a zombie. But there's still tons of situations in the game where the inventory or animation system, zed agro, the location, other players, or lack of weapons or ammo will pretty much force you to have to have at least some zombie issues. It's rather frustrating to see people regularly have the same complaints and to always have them dismissed as simply being wrong. As mod devs you should take the feedback less personally. You can't just tell everyone who tells you they have an issue with your zombies they are playing the game wrong. We've all been playing the game a long time by this point and we all know and appreciate the importance of planning things around zombies and trying to avoid them. When someone has some criticism don't take it so personally and immediately jump to being defensive. People have different opinions and we won't ever all agree. But it should be your responsibilities to cater for what the majority of the players of your mod want, and you could see what the majority were saying about zeds last night. Honestly I don't find giving you guys feedback at all rewarding, for example I asked about having quick switch animations sped up in the testers chat. R4z0r raged about it being a pointless CoD kiddy request and a waste of time - and then later one of you added it to the patch anyway! Same thing with the blood effect on ground + particle effects, I asked for it was told it was likely not possible and your system was better anyway. Then you added it to the init.sqf and even made it the default. It seems to me like the default reaction both of you have to criticism or complaints can put people off giving feedback sometimes. I thought the zeds were far too strong when playing the test builds too, but thought my requests would be dismissed again for being a "cod deathmatch kid" etc. I will continue to give feedback as I have for all of 1.8.1 but I don't feel as a development team you handle it very well at times. Patch releases are always a headache and people will definitely shout like small bugs are the end of the world. I don't agree with that at all and I always see the improvements in every patch.
  6. seaweeduk

    DayZ Mod 1.8.1

    Agree with almost everything you guys say in this thread BUT You have to take great care that you are making the game legitimately harder rather than just making it more frustrating. The ARMA engine sucks in many regards, I find I most often get hit by zeds during stupid animations, switching weapons or picking up items etc, even after years of playing the game. For me the most frustrating part about 1.8.1 is not even being able to pick items up or do things because during the course of the animation the game forces me to sit static for zeds will beat the shit out of me. There's lots of situations like that in dayz, they're unavoidable with the ARMA engine, you can't always consider the fact you have to do a 5 second animation before every action. I love the 1.8.1 zombies in many ways for example the agro is fantastic. My only real complaints are max damage per attack, attack distance and the amount of times they make me bleed. I don't even really think the bleeding needs reducing but rather the spawn rate on bandages could probably be higher, or more alternative ways to craft them be found. I liked that the zeds pre 1.8 used to make you bleed a lot, they didn't do much damage but the bleeding itself was a deterrent. However the combination of very high damage and very high chance of bleeding is simply too much. When I get killed by zeds because I wanted to pick a melee weapon up off the ground to defend myself with as a fresh spawn its extremely frustrating. Or if I have just spawned and the first 2 zeds I come across cause me to get sepsis and run around bleeding because I'm out of bandages etc. Last night we were trying to salvage parts from a vehicle, but because the salvage action draws agro it nearly killed 3 of us, and yes the 2 people not removing the parts were running zombie interference. Imo the 1.8 zeds weren't ever playable in vanilla form either, I don't think any populated servers ran them on their default code? I hope with this patch we can find a better medium that the majority of the people who play dayzmod enjoy. Currently they are simply far too frustrating and the majority of sidechat comments have been to that effect. The agro is perfect, the loot is perfect, I don't mind their speed, its just the range on their attacks and the damage they do that's the issue for me. It seems easy for some people to dismiss anyone who asks for easier zombies as being a "cod kiddy" etc etc. That's simply not true though I know myself and most players on my server love the survival aspect of the game and welcome changes to make it harder. Right now the balance is way too far in zombies favor though and its leading to a lot of frustration. Looking forward to seeing how future changes affect things, this is still the best update the mod has had since 1.8 and I'm very grateful for all the work thats gone into it.
  7. seaweeduk

    DayZ Mod 1.8.1

    FPS is absolutely godlike on this update btw, guessing that could just be from the new ARMA beta patch but either way its absolutely epic if coming from 103718 I saw 140 fps at NEAF last night, previously I rarely ever saw it go over 90. In general its at least 10-20 fps higher in most places for me now.
  8. seaweeduk

    DayZ Mod 1.8.1

    It's ok I accidentally uncommented some stuff in player_spawn_2, I think it'll be fine now I've fixed it. edit: Some people still reporting it on the vanilla mission, I'll properly test things myself first hand tonight though when I get back from work. People are saying the zombies all spawn inside each other in one spot, and sometimes they spawn inside of them. I didn't see this at all when testing things last night or on the test builds, so could be some kind of weird intermittent issue.
  9. seaweeduk

    DayZ Mod 1.8.1

    Biggest complaint I'm seeing from sidechat at the moment apart from people crying about zombies hitting them too hard, is people saying zombies are spawning inside of them, even when standing alone in woods etc. edit: zed spawning was me making a typo, so just zombie damage ppl are complaining about so far, and I don't think they've played long enough to judge it yet.
  10. seaweeduk

    DayZ Mod 1.8.1

    If the line is too long it'll cut it off in the .log file but its kicking because of the contents of that line, not its length.
  11. seaweeduk

    DayZ Mod 1.8.1

    What makes you think its because the line was too long? Battleye kicks for things that match it's filters not for things being too long. More likely something contained in that rules line you added is also in a battleye filter in scripts.txt, the 44th kick rule will be the one causing the kick. Annoyingly you can't just look at line counts but you should get the idea at least.
  12. seaweeduk

    DayZ Mod 1.8.1

    Scripts.log will always tell you why people are being kicked and will basically show you the exception you need to add
  13. seaweeduk

    DayZ Mod 1.8.1

    Is dayz_infectiousWaterholes intentionally not defined in the mission init.sqf? edit: nm just saw the 1.8.2 changelog guessing they are deliberately disabled
  14. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    I will throw a server up as soon as the files are available....
  15. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Not looking to argue, you just seemed to be saying it was easy and I was wrong to be calling it a tank, when from my experiences it always feels it is. It's a subjective topic I don't expect you to agree I'm just trying to say that in my experience that chopper has always proved to be a too hard to shoot down. Tail rotor + m240 is always how I try and tackle a helicopter if I can, but its hard to resist a shot at the glass when you are presented with one. These are minor problems at the end of the day, and theres always extra bugs/details to gain knowledge on as part of arma. It's not a massive concern I won't waste any more of your time discussing them.
  16. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    The knowledge about the position of the engine should reward you with being able to take down the chopper fairly easily. Even though I personally very much prefer to take out the tailrotor of anyone's helicopter, as 96% do not know how to land a heli without it. Just tested that as well, by the way. ATRQ takes three rounds. My feedback is based on over 2000 hours playing the mod, we practise things in the editor all the time to find weak points for vehicles etc too. That doesn't change my opinion that I think MI-17 and AN2 are over powered in their current form with the 1.8 weapon selection. The AN2 requires a skilled pilot of course but we regard it as the strongest vehicle in the game with a full squad and the ability to glide silently for several kilometers. Plus the fact you can just land it and sit in the vehicle using the 3rd person camera with little fear of it or yourself ever being damaged. I know its POSSIBLE to shoot down the mi17 and the huey, the littlebird and the AN2. I've seen it done by members of my squad over the past 2 years or done it myself, but that doesn't change my opinion that its too hard currently to shoot the mi17 or the an2 down. A video of your shooting an MI17 that isn't even in flight won't change my opinion on that. How about one where you put two guys in the front and try and shoot them through the glass :P Then do the same thing when it's flying...
  17. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    It's same thing as the problems with the An2 I mentioned yesterday, you can't hit a player by shooting through the glass with the dayzmod guns. We stopped spawning the MI-17 because it's almost impossible to shoot down or hit people out of.
  18. 12/05/2014 (after next restart) Death messages disabled - Should have made this change a long time ago, having seen just how much more interesting it makes things on the Hardcore server (especially with no debug monitor to show you the kills either) I've changed it on the main server too.
  19. 12/05/2014 (after next restart) Death messages disabled (main server) - Should have made this change a long time ago, having seen just how much more interesting it makes things on the Hardcore server (especially with no debug monitor to show you the kills either) I've changed it on the main server too. Max ViewDistance 2500m (hardcore server) - I've been messing with this value over the weekend to find the highest number I can set it before FPS issues set in. This seems to be around 2500m. No viewdistance changes have been made on main server.
  20. 09/05/2014 (hardcore only) 3000m Viewdistance - Trying it out as a server enforced minimum rather than an option, I don't even notice an FPS difference so we'll see how other people find it.
  21. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    I'm not sure what I think about the achievements, on the one hand I think its cool especially if it gives further purpose to the journal. On the other hand I don't like the way its displayed in game after achieving it. Feels too much like I'm playing on my xbox and breaks the immersion a little. Rather than removing them maybe think about a more subtle way of notifying people they have unlocked an achievement than the dynamic text. I forgot to check if it adds something to the journal if you get one but I am assuming it does. If there's no permanent saving of them, or a way of displaying them in the journal and its just the dynamic text popups I would remove them.
  22. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    http://www.reddit.com/r/dayzunderground/comments/24yqyi/dayz_mod_181_will_be_released/ It's a private subreddit though
  23. 08/05/2014 Small Bugfixes - I fix minor things every day, I don't always remember to make a changelog entry though. Improved BE Filters - I've been adding some new BE filters, let me know if you get a random kick, or see other people getting strange kicks. VOIP in sidechat kicks - Now you will be kicked from the game if you use VOIP in sidechat > 2 times. The kick is public variable #21. New Vehicle Added - One new vehicle added, for now it's a surprise
  24. 08/05/2014 Small Bugfixes - I fix minor things every day, I don't always remember to make a changelog entry though. Improved BE Filters - I've been adding some new BE filters, let me know if you get a random kick, or see other people getting strange kicks. VOIP in sidechat kicks - Now you will be kicked from the game if you use VOIP in sidechat > 2 times. The kick is public variable #21. New Vehicle Added - One new vehicle added, for now it's a surprise
  25. seaweeduk

    DayZ Mod 1.8.0.3 Hotfix.

    Posted some initial stuff to kichilrons reddit thread, we'll probably pop on again tomorrow to test some more.
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