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Everything posted by libertine
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Guys, pay attention next time your traveling. Some inclines are clearly too slow i've observed to be realistic. If you want total realism, then have us stop to rest every few minutes and in some cases just walk. There is also the lack of use of your momentum which would be nice to get over small inclines without so much hassle.
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are people trying to make the SA to friendly?
libertine replied to dgeesio's topic in General Discussion
It can and i think it will be that. I'd recommend trying the Origins mod if you haven't, or a few others in the meantime if thats all you want. Thing thing is that people have gotten bored with the survival aspect and it doesn't help that it is fairly minimal to begin with in mods. Hopefully it will be more interesting in SA, but i have my doubt about it lasting very long unless they continuously update features to foster exploration, etc. -
Rolling Update Rev. 0.30.114008
libertine replied to Hicks_206 (DayZ)'s topic in News & Announcements
Im still rubberbanding like crazy and wasting tons of time with it. I hope we can get an ETA on this because clear across the map to be brought all the way back once is one thing, getting near 20 times is another. Btw, this didn't ever happen until about 3 days ago. All of a sudden its happening all the time. -
A lot can be done pretty easily to make it more realistic, in addition, we could really use a "panic mode" for a lot of things because no way am i strolling up a hill with a zombie behind me or an M4 firing at me. Perhaps you could use a certain amount of adrenaline to get away a little bit faster, that wore off very quickly and took awhile to come back. Overall, it is sometimes realistic, sometimes not, depending on the slope, but in consideration to the amount of general walking we must do, i'd like to speed it up a little and invest in realism elsewhere.
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are people trying to make the SA to friendly?
libertine replied to dgeesio's topic in General Discussion
Yeah i think PVP is the main draw for most. Right now, with the spawns as they are, i can barely find anyone inland. Everyone is on the coast making their way to Elecktro and there are tons of guys mowing down spawns, i assume because the PVP is their interest. I'd say more guns are needed, not less. Things will change of course, but if you look at the variations of the DayZ mod, PVP seems like the main draw. -
Can you never post here again?
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An Issue with the New Spawns AKA "The Kamyshovo Massacre"
libertine replied to wgaf's topic in General Discussion
The new spawns are terrible IMO. I liked them at first but... I go inland and don't see anyone for hours on end. More than 5 hours yesterday. If they just put a barrack or two in Cherno, which i wish they always did since Cherno is such a nice looking place and deserves some attention imo, then took out all the military stuff at the balota or reduced it and maybe beefed up the military presence at the new SE base, i think it would really even travel routes out across the map, causing more player encounters. -
Dean Hall himself saying it needs "serious optimization"
libertine replied to mjf6866's topic in General Discussion
Yep, optimizations are done in late development. The rendering of the world should and can be completely independent of other calculations. -
Dean Hall himself saying it needs "serious optimization"
libertine replied to mjf6866's topic in General Discussion
There is a ton of room for optimization. For example, nothing beyond the apartment your standing next to needs to be rendered. Nor do any apartment rooms on the other side. If your standing at the bottom, none of the upper floors need to be drawn, etc. Also, I have a feeling a lot of the bottleneck is waiting for net code to complete processing. The client doesn't need to know anything about what is going on in Chernerus beyond what he can hear and see, at least in real time. Theres lots of weird shit going on. Why do shadows on give a better frame rate that off. Why do i get a small bump in framerate opening the menu. There is probably a lot of quick fixes to be made. I experienced a graphics programmer coming in a raising the framerate of Falcon 4.0 a long time ago and i've seen huge performance increases in patches come long after release. Anyway, in the last 3 hour DayZ stream, which Rocket did on twitch, he mentioned several times that the team is focused on getting the "core experience" down first, then optimization and other refinements and things like new maps will come later. But he did mention optimization in those terms. Glad to hear. -
I think the "forth wall" idea is really great. As long at they evaluate LOS from the proper eye area. Maybe two of a series of vertically oriented points on the body must be seen together or something to prevent seeing the full body through a tiny slit in a wall.
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So I read that people don't like FrankieonPC the youtuber for DayZ
libertine replied to crazyandlazy's topic in General Discussion
His 6 billion subscribers hate his guts, thats for sure. I personally feel similar to the way i feel about Bear Grylls. Disappointment is some ways, but still see talent there. One thing i don't like it the use of Pro-gaming setup to compete with in BF, especially combined with quick scoping because your just blinking massive amounts of people out of the game with your mouse cursor. Its not sportsman like, its selfish and a little bit unfriendly IMO. The thing about recording DayZ though that i understand somewhat, is that i've personally had my car blown up in a mushroom cloud 20 times for brushing up against a tiny tree branch or going over a small pebble or going against the wind i think to hard lol. I've lot helis that took two days to repair since i play alone because of servers crashing while im flying. I could go on and on about dieing to all sorts of glitches. Point is it would of taken ages to get all those encounters and situations without using some god mode to get there. -
I feel bad killing this guy/Is my kill justified?
libertine replied to crazyandlazy's topic in General Discussion
Why do people say this when there are tons of guys who play realistically for immersion and don't kill unless shot at first, or otherwise endangered. -
What could possibly be added survival-wise that would be fun for the long term, besides deathmatch? If you didn't notice, deathmatch games are quite popular. Seriously, name one thing. I can't imagine one. Not for my interests and judging by what i see going on from everyone else in the mod and mods of the Dayz mod, i imagine others are pretty INTERESTED in team PVP. I play in 3D btw, its gobsmacking incredible and immersive. I've spent loads of time off doing my own thing viewing it like it was a holodeck, but that gets old. Origins, with bandit skins was a breath of fresh air, but even that got old. Or at least i needed a long break. Actually this was more about other issues i won't bother mentioning. When i came back to normal DayZ some asshat told me bandit skins were gone so i decided to just PVP, not wanting to do the "sit and wait" vigilante game anymore, although still not KOS'ing some survivors. It was fun, although i only did it for a couple weeks. Are you a KOS bandit btw?
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I read your whole post on being able to jot down a note about a player having murdered someone........lol. If i see someone commit murder or banditry, that is my excuse to have a little few and far between fun in this game. Im going to kill him (or try to) IMMEDIATELY... :rolleyes: Im guessing you don't play as a pure survivor/vigilante much, it a little bit time consuming and uneventful. "Handing out punishments" is maybe harder than you think. Harder still when you run through populated areas and don't see another player for hours... 99% of the killing in this game makes no sense. Bringing in a shady military group you rarely see who are funding/helping the bandits/murderers to KOS anyone they see to try and wipe the virus out is believable, thats important for immersion. Using a red arm band to keep them from killing each other is believable. Having a red cross on the arm band that puts [fictional] people at ease and makes it easier to kill is believable.
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Idea - please devs and admins read my topic
libertine replied to MagnuZ's topic in General Discussion
They're working their asses off, trust me, game dev unfortunately is a slow process and working with existing code can be harder than doing it from scratch. -
I do the same but to me its a bitch to actually see anyone with certainty murder someone, because if I cant see both parties, who knows if the guy i saw kill, even if he shot first was just defending himself from the other guy in the process of raising his weapon. I've spent hours waiting... mainly in Zelenogorsk near the military barracks. In fact, in 30-40 hours, i've only seen 1, maybe two murders myself. Not good. Hunting and cooking is going to have to be DAMN INTERESTING if were not to have bandit/survivor identification.
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How do you track down bandits?? Btw, do you remember the bandit skins in the mod? There were bandit skins......in the mod, helping to somewhat govern peoples behavior.
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Encourage them, dont discourage them and give us all more weapons. Just give us bandit/murderer identification via a small red arm band and call it good. We'll be able to try and even the score. Seriously, i've come to the realization that coming up with "things to do"TM is going to be hard, if not impossible for the team to do while also make it fun/interesting for the long term. Im already bored as hell and getting very tired of the available upper half of Chernerus. Not helping that i'm not seeing players for hours on end while going from town to town either, but thats another issue(alpha, i know). Just make the game a team death match between bandits/military trying to kill and "the resistance" who knows what their up to and try to kill the, with survivors in-between with a small bit of background story to go along with it that leaves room for expansion later on and doesn't shut any doors. Case closed... Then, you could utilize a real weapon in the KOS battle, and enable the server option (OPTION!) to disable survivor-to-survivor damage, dismissing any doubt about what side another survivor is on, increasing cooperationtion for those inclined, while still allowing the death match between everyone else and not putting a 100% dampener on KOS like most everyone would not want.
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Nah, not if it were gpu based.
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Rocket said he used the Frostfall mod when he played Skyrim and liked it, so its definitely a possibility i would think. Im hoping for it too...badly. Did i hear he hired the guy who made the Namalsk (sp?) map?
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For those with low fps, it is probably not your setup.
libertine replied to thejoshknight's topic in General Discussion
Rocket said in his last stream on twitch that they are completely focusing on getting the core experience down first, then optimization with be worked on after. -
What ever it is, its horrible.
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Thats fricken perfect!
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DayZ Sound Design Test - Part 3 Final Added
libertine replied to fortran's topic in General Discussion
I always seem to hate gun sounds in stock games. Mods in many games made a big difference. Stalker mods had some great gun sounds. Love that L85A1 sound. http://www.youtube.com/watch?v=9ZFY4I8Vcss -
Why Mouse Acceleration and Responsiveness desperately needs Fixing
libertine replied to 27 others's topic in General Discussion
The turn rate limit being to low when unarmed is really bad imo. I don't think it should be freed up to the point of normal shooters though. However, its really annoying to be just looking around, which must must do constantly while looting and try to focus on things while the screen is still moving (and at a low fps for many people) My thoughts: 1. Mouse panning speed limit. I've been playing Arma since OFP1 and i've gotten used to the concept of slowing your body movement down, but the head movement is just too slow. Look around yourself, in the comfort of your own home and see if you can comfortably turn your head around, looking from left to 180 degree right, faster than in-game. The game is supposed to represent a survival situation and combat, where your life is on the line and the adrenaline is pumping, you would be able to look around much quicker, ignoring even discomfort, which i don't there would be anyway. I see no reason to restrict the head movement speed to the amount that it is. It makes it a little tedious and i'd like them to increase it quite a bit, but perhaps not eliminate it entirely. 2. Body turning speed limit when unarmed too much. I officially have gotten a little dizzy when going through the massive amount of houses we must to look for food. I like the amount of houses we must search, but it would really help if the body turning speed while unarmed was faster too. I think it should match the armed speed. It would also give you higher and quicker situational awareness. I think what is most annoying about it is how the human eye works. We don't scan over the environment in a line, as we pan around our eyes go from place to place, sitting there for a moment, then moving on. The problem with panning slow in relation to this is that my eyes want to move quickly to one area that is static, then the next, and so on, but because it takes so long to pan, my eye keep trying to examine a moving image on a 60hz screen running at a low fps with vsync off (tearing) that it constantly panning around trying to catch up with the desired movement. For body turning speed, it is usually a compromise between the intended purpose of turning your body around, OR the purpose of looking around with your head. However since the body and the head can also work together to look around even quicker, i think the body turning speed should at least match the turning speed while armed. There is a lot of headroom for quickening it up before the combat mechanics turn into COD. EDIT: btw:, i just pulled out my rifle, which weighs more than an M4 im sure with all the goofy poser attachments i have on it and went from aimed in one direction with my body stance set for comfortable firing in that direction -> to 180 degrees and just a split second, able to hit a close range target with decent accuracy. It was much faster than in the game. I think the needs of the non-combat situations warrant pushing up the panning speed limit - if only to test it.