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Slpy

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About Slpy

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    Woodland Warrior

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  1. Slpy

    Exp Update 0.62.139835

    Gonna check out the sound later on. Please remove the lens flare tho, it's irritating as shit :D
  2. Slpy

    Stable Branch - 0.58 Discussion

    It's a public server and it's relatively low pop, ranging from 5-10 people most of the time. So if what you state about their goal of making people run from town to town holds true, I feel like it kind of works against base building, since you would like to be able to pick up loot relatively close to your base. At least for me that's somewhat of a concern, since my base is in Tisy, which is really far up north, so it takes a while until I can find loot, even basic stuff, which makes it kind of a hassle to be sure.
  3. Slpy

    Stable Branch - 0.58 Discussion

    So I wanted to check out if persistence works in a way that you can easily figure it out on your own or if it works at all, here is what I did. I went to Tisy up in the north-west, looted every item I could find, and I was thorough, I also placed 4 barrels and stuffed them full to the top. After 1 day most of the items that got thrown on the ground despawned, the only thing that remained was a Shotgun, barrels are still there and nothing got lost. Nothing respawned in the entire (really small) town. After 2 days only the Shotgun remained on the ground, barrels are still good. Nothing respawned in the town. After 3 days the shotgun is still there, pretty good craftsmanship if you ask me, barrels are also still ok. Nothing respawned in the town. So, is the fact that after 3 days of there not being a single item, besides the shotgun on the ground under some trees off to the side, respawned in any lootspot in that town something intended? I know that they want loot to respawn dynamically and that it's supposed to be spread out all over Chernarus, but I do find it kinda extreme that this town didn't have any loot for 3 days straight. North-East of that town is a summercamp, where I did exactly the same thing, there it's basically the same, with the small difference that in the medical building, medical items respawned after 1 day, every time, everything else did stay empty though. Can anyone confirm this? Contradict this? Or give some insight? Any feedback would be greatly appreciated. Regards, Slpy
  4. Slpy

    Stable Branch - 0.55 Discussion

    So, on that persistence thing: Some people said their backpacks/tents survived a restart, some said they didn`t. I just tried that out for myself, everything was gone, 5 backpacks fully packed with stuff, and about 4 hours of horticulture resulting in loads of tomatoes, pumpkins and green bell peppers gone. I`ve clocked in over 30 hours of .55 and I have not had an enjoyable session, even with a relatively good start, I managed to stay healthy and hydrated for 4 hours straight, then lost every kind of food and drink I had stored, and since I spent that time looting the surrounding areas, I already knew there was no loot to be had anymore, so yeah. And those disregarding people who said they had a bad experience, saying they got everything they need, you seem to have gotten lucky, had about 6 fresh starts myself, to see what it`s like, and in 5 of those I simply could not sustain myself due to scarcity of foodstuffs. That last one, where I actually got lucky with my spawn, my session got killed by persistence not working. So, eh, just gonna wait and see what changes are going to be made for the next patch.
  5. Slpy

    Stable Branch - 0.55 Discussion

    I don`t quite get the correlation there, but sure mate.
  6. Slpy

    Stable Branch - 0.55 Discussion

    Aight, wanted to try out the new patch on a private Server, as to not waste my geared character, see how the new Infected are, how loot is and generally getting an idea about how stuff works now. Here`s how it went: Spawn at Factory, find V3S right next to me right on the street, no gas, meh. Run through every building in Factory and on the road to Berezino. Reach Berezino "I`m starving", apple trees to the rescue! After about 8 apples "My stomach feels completely full" coupled with "I`m starving". Eat more apples as soon as "Stuffed" is gone. After 37 apples, "Hungry" is still in that brownish hue, fully hydrated though. Got a Backpack after about 1h40m of looting every lootspot I could find. HOLY CRAP, 3 cans of food, a Pipsi and Rice, awesomeness! Finally I can manage to become fully energized and hydrated, awww yis. Insert Bitchslap Mac MuscleArm. Fistycuffs! He hits me 3 times, then goes down, utterly defeated, "Bleeding". Aight, I got this, open inventory, orange raincoat containing 6 rags is now ruined. Welp, still got my facemask, oh look, also ruined. Spent the next 17 minutes scouring every single house in the north-eastern part of Berezino. Apparently dresses are made of nylon or something, since you can`t tear them into rags. Not a single item was found that could stop the bleeing. 2 hours well spent, barely managed to get energized and hydrated, no weapons whatsoever, this includes melee weapons and shit equipment overall. So, yeah it got way harder, I like the infected, they can be evaded, they can be somewhat of a threat, no overkill though. But loot-wise, this actually just feels wrong, out of about 50 buildings that I looted on one specific server, 28 did not have a single item in them. The rest had stuff that basically has no use, or are simply crap, like 1 house containing 3 hard hats in 2 different colours and a syringe. Gonna try again later on, but from my first impression, if you spawn on the coast, on a server where there`s actually people playing, you will probably die. And since it comes down to luck mostly, this change is not an improvement imo. Regards, Slpy
  7. Slpy

    Nuclear area

    Sup mates, looking at Chernarus, a nuclear power plant doesn`t really fit in there imo, what would they need it for, most of the map is heavily rural, there`s not a big enough demand in electricity for this map to warrant a nuclear power plant. But, if people are so interested in the threat of radiation, how about a nuclear waste disposal somewhere in Chernarus, make it a salt mine or something. It`s pretty realistic seeing how this is how some nuclear waste is actually stored, the radiation threat would be there, a mine would be a nerve-wrecking place to scavenge making it an interesting experience, and it would fit with the rural appearance of Chernarus, place it somewhere away from the bigger cities close to some mountainous areas and it would fit with the overall appearance of Chernarus. To me that seems like a good compromise, as I personally think it might be interesting to have to deal with the threat of radiation in contrast to some high value loot, and also keeping with what Chernarus is, as in a place that doesn`t warrant a nuclear power plant, especially seeing how I wouldn`t be able to find any place on the map where it could be placed without heavily influencing the whole map. Regards, Slpy
  8. Those were some really interesting stories to read, thanks for linking them. I have to say, seeing what Rocket experienced up to now really just buffs my trust in his expertise to make the survival aspect more realistic. I mean sure, there are people who might create a somewhat realistic survival simulation, but it just lets you expect something else knowing that person went through what Rocket went through, experience makes all the difference.
  9. Thanks for your report, it's nice to see an "ordinary player" write about what he experienced with the SA build. I was at GC as well, on thursday, but I didn't queue to play the game since I was there with my gf and one of her friends, and when I revisited the booth 2 hours later I recognized some of the guys waiting in line from 2 hours earlier so I didn't want to "waste" my time to just get some minutes of gameplay, even though I'm really excited for it. So it's really nice that you wrote that report. I'm really looking forward to all the additions that will make the game more complex. In my opinion complexity is one of the main factors for success. I played EVE Online for quite some time, and that game has never been beaten in terms of complexity, and it's really borderline, if you get into it, it's actually somewhat mindblowing. So I'm hoping for some complexity in the SA, since it also brings across realism way better than fancy graphics or stuff. And to all the people complaining about complexity, I'm not going to join the bandwagon telling you to rather go play COD, but take a look at what Rocket intended this game to be, if you expect anything else from the real game, not "just" a Mod, it's simply your fault for expecting anything less. I for one am still eagerly awaiting the SA, and will definitely try to be one of the first to get it and support them by purchasing it. Regards, Slpy
  10. Thanks for the advice, that definitely sounds plausible. The thing that irritates me is, that a friend of mine has DayZ version 1.7.7.1 and is able to play on that Namalsk Server. I will give it a try later on and report on the outcome as it might help others to clear things up. Seems like those mods work differently for a lot of people, and here I thought it might get easier, silly me :D
  11. Slight update: We tried to the "fix" where the files are edited server side, taking out the line of script pointing to the wrong directory for the loading screen image. It didn't work. I then read on the Namalsk website that their latest version is compatible with DayZ 1.7.6.1, so I downgraded to that version, I was now missing different .pbo files. A friend of mine, who can play there, sent those to me, but it did not help either, upgrading to the latest 1.7.7.1 resulted in the initial error message. So if anyone is having those problems, I hope this brings some clarity even if it's not a fix or even good news. Regards, Slpy
  12. Sup, so I got the same problem a lot of people seem to have, when I'm trying to connect to a server, I get the message \z\addons\dayz_code\gui\loadingscreen.paa not found I did a bit of research, via google, this forum right here, dayzcommander and whatnot, and nothing provided a fix up to now. I didn't play DayZ for about 4 months, and after a friend asked me to, I tried to join one of his Servers, running Namalsk. Basically what I did is the following, in that order: Uninstall everything. Download and install ArmA 2 via Steam. Download and install ArmA 2:OA via Steam. Run both games once. Launch DayZ Commander, download and install the latest ArmA 2 Patch (103718). Run both games once, again. Download and install DayZ (1.7.7.1) via DayZ Commander. Download and install Namalsk (0.741) via DayZ Commander. Connect to Server via DayZ Commander. I end up getting into the "Multiplayer Setup Lobby", press "Okay", get a loading screen, then see the Lobby again with the message about me missing that picture, if I press "Okay" again I get stuck in the loading screen like many others and can only kill the process via my task manager. One weird thing is, when I connect to the server, before the MP Lobby appears, I do have the DayZ Logo as a loading screen. I am able to connect to another private Server of his, running the regular Chernarus DayZ, and it worked out fine. I did all kinds of things to try and fix this, and seeing how some people think this problem might not be client related but patch related, I have to say I feel that way as well, or it might be server related, although I naturally can't say for sure. I'd be glad for more hints as to how to fix or circumvent this problem and if anything to fix this comes up on my part I'll update this thread for any other players having the same problem and seeing how I already messaged my friend about it I'll hopefully be able to at least give some info on the thesis if it's server related. Thanks in advance for any replies, Slpy
  13. Slpy

    Pending Update: Build 1.7.2.5

    It's a little salty but still overwhelmingly tasty in here. I've had some glitches as well, but I was able to rectify the problem by fiddling with my graphic options. And if that didn't work, I just stopped playing, so how about you people do the same, just wait. And to all those whining and raging mad, trying to defend their aggressive posts by saying that they are just giving feedback, you are amusing. Feedback is finding a problem and communicating it to the party that needs the information to fix that problem, not spamming with caps lock on how lazy they are and that you are oh so pissed about whatever, that's just being a childish impatient fuck. I don't care either way though, there are people here who are giving constructive feedback, that is, positive and negative, constructive is not by definition only positive as some people tried to put it, and this is helping the mod grow, but all those crybabies are entertaining as well, so, love to everyone :thumbsup:
  14. Hey, I really like the idea, mainly because it adds another kind of goal to the game, and indeed adds another incentive to survival. Personally, I really tried to avoid being killed once I had 'ok' gear on me, then some day I died trying to climb down a ladder but instead kind of jumped while still being attached to the ladder, losing a lot of stuff gathered over several ingame hours of playing. Needless to say I was kinda furious, stopped playing DayZ that day, as it was kind of my first death, having more than a makarov/lee enfield, the next day I managed to get almost equal equipment within 2 hours of playing, and at that point my behaviour changed drastically. I just sprint through towns, kill zombies indoors, then sprint around some more, no sneaking if not really necessary. I don't really care about other players either, bandits or survivors, doesn't matter, I"m thinking, if I die, I'll just start another run and I'll have my equip back within 1 maybe 2 hours, no problem. So I really like your idea, it would actually change my behaviour in the game again, for the better, as I would try harder to survive. Anyways, as Vigilance said, I think it would be most useful to have just 3 categories within mousewheel-options, maybe with the added ability to later change it, and/or add notes to it, as this would decrease the time you would have to spend while close to another still unknown player. I also thought about adding another item to the game, for this feature, a kind of notepad. In this notepad your identifications are saved, kind of like diary maybe, with the option to write additional stuff into it, if you so please. It could be lootable, maybe taking up a slot in your toolbelt, that might also open up possible decisions about identifications being wiped upon death, or even information trading. Say you have your notepad in your toolbelt, identified about 23 different players, who are all on that notepad, you get killed, someone loots your rotting corpse, finds your notepad, either takes it or adds it's content to his own notepad. You might be able to retrieve your own notepad from your body, or a friend could loot it and hand it back to you, or trade it back to you. Just some food for thought I guess, but again, I really like this idea, it would add more depth to this game. And to all those crying it would not make any difference because you will probably die within 30-40 minutes of playing, so what?! Don't use it than, it's optional, you know about that strategy where you gather a hunting knife, a hatched, a box of matches, a water bottle and then go and live in the woods? Yeah that's optional as well, doesn't mean you have to do it. But I think that if you would actually manage to not die at the first sight of anything that moves, and actually live for maybe a whole day, you might appreciate this 'possible' feature.
  15. Seeing from what people demand in this thread, the next patch should include a dropdown menu upon spawning allowing you to choose your loadout, any fully repaired vehicle and a spawnpoint, they should not have the need to eat or drink anymore, be automatically bandaged if hurt, constantly regenerate blood automatically and be immune to broken legs. I guess they would still ask for some crap so they wouldn't have to actually work for it.
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