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akannavas@gmail.com

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About akannavas@gmail.com

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    Male
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    Melbourne
  1. akannavas@gmail.com

    Cherno's Finest [Bandit Clan- CA 16] Still recruiting!!

    CA 16 hey? Be there soon with a few boys to tear your little clan apart.
  2. akannavas@gmail.com

    Graphical Issue near balota

    I had same issue in Berezino, only since 1.7.2.4 and beta 95389. Tried all the proposed fixes I could find including setting video memory to default and disabling anti-aliasing but yielded no results.
  3. akannavas@gmail.com

    Inventory Not Saving on Logout

    I also had inventory issues with 1.7.2.4. logged out with ak kobra in hand and m14 in backpack with 4 dmr mags (I had been switching between the kobra and m14 throughout the night, leaving one in backpack at all times). When I logged back in I had kobra in hand and another kobra in my backpack with no m14 to be seen. One dmr mag remained while other 3 had been deleted and some of my ak ammo had duplicated (went from 4-5 clips to 7). My friend had similar issue with update causing m249 belts to duplicate in backpack and delete a bunch of morphine and bloodbags.
  4. Getting this bug too. Doesn't seem to be any particular area, just buildings in general though facing certain directions makes it many times worse. Ran from Solnichniy to outskirts of Berezino without issue. On arrival facing certain directions made it impossible to see anything. Ran between the 2 supermarkets running sideways so I could actually see. As I approached military tents it seemed to get worse to the point that no matter where I looked I couldn't see anything. Aborted after being attacked by many zombies that I was unable to even see. This has only happened since I upgraded to both 1.7.2.4 and beta 95389 simultaneously. Playing on server I always do and with a friend who has the exact same issue ever since updating his beta and dayz patch to the aforementioned also.
  5. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Exactly the point I'm making....
  6. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Posting one thing you don't like is a bit different to "stop forcing me to test your alpha, I don't like some of the changes, fix it or I'll feel like I've wasted my $30. Oh and alpha isn't an excuse for testing these changes". No crying, just amazement at how upset some of Rocket's slave testers are
  7. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Dear ignoramus, Don't play the game in alpha if you don't want to see a bunch of features you'll hate. It all needs to be tested. If you bought Arma 2 based on what you thought the mod would be from an early-stage alpha then maybe you made a bad decision. I suggest that if you don't want to be a tester, then you put the game down until it is at least in beta and preferably a standalone. Then you won't have to test it. Nobody 'forced' you to test anything. You jumped the gun and decided you want to play the game NOW and as such are playing an unfinished product. And I'm pretty sure alpha is an excuse....
  8. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Sorry I just re-read this. A quick re-equip? I don't know what you think DayZ is... "I'll just pop down to the general store for a quick re-equip....in a zombie apocalypse..." Getting the gear is part of the game. Would you prefer spawning with an M16 and a bunch of mags? The whole point is that getting the gear should be a pain in the ass. That way you care if you die. That way when you nearly die and you survive you think "fuck me that was close god, this game is good". Encouraging the 'quick re-equip' means nobody cares if they die. Which means there is a heavily diminished feeling of achievement when you evade death. The whole reason this game exploded like it did is because it challenged the idea of "here have everything you need and kill some shit and if you die, repeat". DayZ is all about "if I make a bad decision here I'll lose hours worth of work, damn this is tense".
  9. akannavas@gmail.com

    m1911 vs revolver

    Since when? I spent most of tonight one-shotting zombies with my m1911
  10. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    1. Choosing a spawn point is a terrible idea and is not the solution to wanting to meet up with friends. You should NOT get to choose where to spawn in a survival game. Sure have a mechanic by which you can spawn together, but in a RANDOM location. Otherwise you get "hmmm....Cherno again I think. Might as well shoot anything I see because if I die, I'll just spawn here again!". Instead there should be a party system by which a party can spawn and they get spawned into a random area. This way the game still has the ability to throw you in the deep end and challenge you, rather than you having your own little safe zone that you know well. Chernarus is not meant to be friendly. Alternatively people can just suckle down and learn to find each other. With the absence of respawn people might venture outside Cherno/Elektro and realise that it actually takes nothing like 4 hours to get between any 2 points on the map. If people learned the map somewhat, they'd generall find each other in under 20 min. 2. If you make your own tent a spawn option, what's to stop people putting all the gear they care about in their tent and go off hunting players with nothing to lose? Opportunists will camp the NW airfield with no important gear on them and wait for players with loot they want. If they die, no worries, respawn at tent and ready to try again with minimal loss. Players should at least have to find their tent again. If you die, you are a new character. The tent is no longer yours so you shouldn't respawn there.
  11. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    This would turn all 3 cities into counterstrike servers. Berezino is the only one people can go to without being caught up in a PvP shitstorm caused by people spawning there with nothing to lose. This kills the game a little for those who want a more genuine survival game. IMO it's fine that cherno and elektro are like that but we need at least one big city with no spawn. Getting into the heart of a big city should be rewarded, not destroyed by some trigger happy player who just spawned and found an enfield. Deducts from the survival aspect. Leave how it is
  12. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Perhaps conditional respawn is an option? For example, a broken leg allows a player to respawn so players aren't forced to travel miles crawling to find someone/something to put them down? Another condition could be spawning away from designated spawn point? My friend who logged out at NE airstrip area logged in next day in an open and seemingly infinte plain (presumably well off the map). luckily a server switch respawned him in otmel with all his gear, still a major inconvenience since I was still at airstrip but better than losing all his gear. If this otmel spawn didn't eventuate and there was no respawn option, good luck playing DayZ anytime soon if that were to happen to anyone
  13. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    Depends on circumstances. I was 50-60m out from big warehouse in Solnichniy just the other night facing the open doors with a guy prone just inside door. Using m1911 I took a couple of pot shots and missed and he ran around the corner behind wall. He had no escape as I could see both doors and was running at the warehouse. Think he was still there when I got there?
  14. akannavas@gmail.com

    Pending Update: Build 1.7.2.4

    I'm sure this has been addressed somewhere in the thread already, but at 47 pages and counting I'm struggling to find it: Why go to the trouble of trying to determine if someone is legitimately logging out vs combat logging when the simplest AND (seemingly) most effective fix is a 5-20 second period after logging out, in which your character remains in the server in the position you were last in? No complex algorithms, no false positives and hence no angry players waiting on a manual review. If someone could shed some light on why this isn't the solution it'd be greatly appreciated. As for spawn location, removing respawn is fair enough and so is the idea that you don't get to choose your spawn location IMO. However, to cater for people who like to play with friends, there needs to be a mechanic by which players CAN spawn together/nearby but still at a random location.
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