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Everything posted by AnarchyBrownies
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Well you're the only one on the planet. Would love to see proof of this. Don't think it's possible.
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Dumb feature then! Hope they consider adjusting it.
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Don't know why this hasn't happened yet. I don't think I've ever been a vehicle, big or small, where 30% of your view looking straight ahead is obscured like that.
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It's a feature, mate.
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Exp Update: 0.56.127TheBeast.
AnarchyBrownies replied to boneboys's topic in PC Experimental Updates
Can I kick it? To all the people who can Quest like A Tribe does Before this, did you really know what live was? Comprehend to the track, for it's why cuz Gettin measures on the tip of the vibers Rock and roll to the beat of the funk fuzz Wipe your feet really good on the rhythm rug If you feel the urge to freak, do the jitterbug Come and spread your arms if you really need a hug Afrocentric living is a big shrug A life filled with fun that's what I love A lower plateau is what we're above If you diss us, we won't even think of Will Nipper the doggy give a big shove? This rhythm really fits like a snug glove Like a box of positives it's a plus, love As the Tribe flies high like a dove -
Obviously that's not true, you're still here.
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Different teams/individuals are responsible for different areas of the game's development. Has NOTHING to do with priority.
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The loot is sporadic it seems. Played for about 4 hours finding lots, then played for another 4 hours and found almost nothing useful. Had to spend tons of time foraging to get food.
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Yeah, I was going to edit the post to acknowledge that but just decided not to. You're right about it being borked, but that won't last. I've found a couple tents and really wanted to grab them but from what I understand it's just not worth it yet. I can't imagine myself dying too many times before I decide to take a break at this point. Starting off again really is annoying. I need to feel like I can make progress through those theoretical stages if I am to push myself through the start... then again, my first character yesterday did pretty well pretty fast. I was finding loot in a lot of different areas. Second character (after I was killed by a mean man/woman with an SKS) took AGES to find anything. It was apple picking simulator for a long time haha.
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It was a tale of two games for me yesterday. When I was on in the morning I found a bit of loot everywhere with some places being empty. At night, it was basically ZERO useful items for 2-3 hours until finally we hit a "hot zone" up north. So I got a taste of what other people were describing before with finding no loot. I could only find helmets and jackets pretty much for the longest time. If I was lucky I'd find one can of soda. I think there is probably something missing with how the loot disperses across the map when it spawns. Related to that, there are too many items piling on top of each other and not allowing you to see everything there. What looks like a coat is sometimes a bunch of items and it doesn't tell you they're there. Either the spawn points should only have one item (no stacking), or it should show you everything there when you're close. I think it would be silly to have to individually move items out of the way given that's not as simple as just throwing an item aside. This is especially true when there are tons of items on top of each other. I have to play more to really gauge how I feel about the update and what I personally think it missing or perfect. It was frustrating having to stop in cities and spend tons of time picking apples because there was nothing else to eat. It took a lot of time and took a lot of fun out of the game. That being said, here's how I imagine the progression: Stage 1: foraging because you're not finding much. Taking a TON of time to find some tools for hunting/horticulture Stage 2: Starting to live off the land a little more. Establishing a healthy status with surplus food and drink. Stage 3: Heavy gathering and hoarding of food through these methods, plus what you inevitably collect over time in the form of canned goods. Building a camp with these things. Stage 4: Vehicle acquisition (which will be pretty developed at some point). This will include cars, trucks, helicopters. It will be difficult because they will be adding a system where you need to repair and maintain them. Stage 5: Mastery of the environment to the point that you can roam around trying to meet people and get yourself in crazy situations. You have enough food and drink to move around the map fairly freely. You can get to different points faster because of vehicles. And if you die you have a camp established so it doesn't take as long to recover. The hard part will be balancing out how long it should take to move through these stages. It can be pretty grueling to start. Basically stage 5 takes a lot of work. They may have made starting over frustrating enough that you aren't as aggressive with people. It will take a while for the aggressive mentality to slow down as people that are highly aggressive will have to come up on the losing end a few times before they decide to shift their strategy a little bit. Of course there's the flip side where you may be fairly certain you can come out on top and want to kill players for their loot. The point is there should be a little more thought to it now, which is cool.
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If you've picked through either one of those cities with thoroughness and found nothing you'd be dead before you even thought to travel to the next one. Especially with how loot is spawning right now because you should be checking in most places. Why are you spawning at one and running to the other without looting? It is taking me hours to get across the map while I try to get over the hump where my status indicators are green and I have some extra food and water on top of that. I think that's the primary gripe people are having. It's been over a year that you've basically been able to spawn and run pretty much to the other side of the map without having to worry about dying because you know canned food will be there when you need it. Now you have to take it slow when you start, doing petty things to stay alive before you can stockpile canned food or get the loot that helps you survive off the land. At times you also have to jog to decrease your energy expenditure. There's just more strategy to consider for survival. I think this will be the defining feature of DayZ from here on out. The longer you last, the better off you'll be. Whereas in the beginning it's a constant struggle. I'm sure there will be debate over the hunger rate, and there should be, but at this point it's doable. It's hard but it can be done. If you're going to request change I think a strong argument has to come forward.
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I barely understand what you were trying to get at. No one's saying the game should be impossible ("starving left and right"). No one said you had to die constantly. But I think what's been made clear is that the environment of DayZ is supposed to provide a multitude of challenges. That poster was requesting an environment that facilitates easy PVP. Now, where is the source that says that's what DayZ is supposed to be? That was never the intention. My view the of what the game "should be" is much more in tune with the reality of the developers' intentions than I think yours is. Mine says that the game should be played in a variety of ways with a variety of threats and environmental factors to consider. These include zombies, other players, weather, health, food and drink scarcity. If you're siding with RamJam then you're saying the game should be a one way street to PVP. That's idiotic and, as I said, is a game that already exists. Check it out: http://store.steampowered.com/search/?snr=1_4_4__12&term=arma+3 If you were just looking to rant because you thought a couple players just didn't want PvP, I think you should read some more. I think it's far more likely you're just looking to blow off some steam because you aren't happy that zombies will be interfering with your snipe show. Don't worry, the game you want is safe. Today a guy tried to beat me to death with a sledgehammer just because I was in front of him. I don't think his goal will be too different when he finds a mosin and 4 bullets. Convenient source right here: EDIT: I tried to source as much as I could through quotes and links so you didn't have any trouble trying to understand my perspective and whether or not I just made it up randomly.
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It's amazing, isn't it? The game he wants to play literally exists in Arma.
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It sounds like you're the exact person that SHOULDN'T be playing DayZ. I think there's a good discussion to be had on the balance between brutal and easy but you're describing branching a version off that is NOTHING like DayZ is intended to be. You've perhaps been spoiled with the idea that DayZ is supposed to be a PvP game but it was never about that. You can go play Arma if you want and that will satisfy what you seem to be describing. This update has completely changed the way I play DayZ and I had flashbacks from the mod days while I was playing. Amazing. I love the stealth aspect now. Zombies are brutal enough that I want to avoid them. If I wanted to run through a city and just lose them in buildings I probably could, but I would waste a ton of energy doing that. Considering how scarce food is, that probably would not be the best idea. I've also started learning more of the survival features of the game (living off the land) to make my life a little easier. But having to look around carefully all over cities for zombies has been the coolest part of this update. I don't just run around mindlessly anymore, I have to think about energy and zombie threats.
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I work on the same assumptions as you, I swear. Which is why I think it's weird that I had posts hidden and was told I was spreading misinformation after what I thought was a mild annoyance. I thought the release was surprisingly bad given the confidence of the development team. Considering performance is probably DayZ's biggest issue, it's worrisome that they couldn't come close to what they thought they could. It makes me worried that maybe they can't overcome what they think they can as far as performance goes. I've never really had that worry before because I've had your exact mindset. Cue Boneboys giving zero information, hiding my fairly innocuous posts, and just stating I'm wrong and it just adds to that worried feeling. Now, I HOPE that it just ends up like other updates and it's a meaningless bump like you can expect along the way (and like we've seen). It just didn't have that feel because of how exciting the update was supposed to be compared to what actually happened and the "meh" hotfixes.
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Is that sort of loot in civilian houses deliberate, though?
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If it's not the number then what is it? Because Tatanko said there were still more but they're spread out. Is it related to how many in an area? That's still related to amount. Again, if this isn't the issue then what is the issue? How come there was this excited update with the new AI and more zombies that resulted in complete failure? So we're no longer allowed to discuss issues in the game once they're known. All right so no more talking about sickness and disease not kicking in. I'm not spreading misinformation, I'm happy to be told what the actual issue is. I'm explaining exactly what I saw. Horrible experimental update, followed by some hotfixes where the number of zombies I was seeing decreased (which could come from spreading them out across the map). Also, after this excited push, there was very little spoken about what went wrong. At first developers were even saying "keep playing, keep trying, it works on low populated servers," even though most experimental servers were crashing after a VERY limited time. It looks exactly like they were 100% wrong about what they thought they could handle. And less than perfect updates are to be expected, but it wasn't even close to playable and it's weird given their enthusiastic and confident tone. They weren't just introducing new AI, they were beefing up numbers. So what failed and why did it fail so badly that servers couldn't stay up for more than a few minutes? What is the barrier preventing them from doing what they tried? I've been here for years, I never said I was against being informed on what the real problem was, and you chose to block a couple of my posts and come up with some lame response that tells me I'm wrong without giving any information. Well done. I think this is actually the first time I've had any doubt about the competence of anyone involved in DayZ. That's completely disrespectful. Given the massive negativity and doubt critics of DayZ have about performance in the game (something I've ALWAYS had confidence and preached would get better), such a complete performance failure in an important feature deserves just a little bit of explanation. You say "spread information" like I was on some campaign when all I wanted to know is what happened and if it's cause for worry. I've always gone on the assumption that the developers are capable of overcoming the current performance limitations. They make a move that indicates they're ready to break down some of those limitations and it fails. There might be a very simple explanation for that, and I was pointing out my concern that the issue wasn't strongly addressed. I didn't go into detail because it's not something I'm overly knowledgeable about. But like I explained above, it went from a noticeable increase in the amount of zombies, to people going back to saying they couldn't find any.
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Which is why I'd like to hear more about that. They went silent on the issue after the first release of .55
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I think there WERE more zombies on the map in this build and they immediately went back to what it was before because the release with more zombies + the new AI caused a catastrophic meltdown.
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Yeah, when I tried the last version of .55 it was hard to even understand the new animations because they were so glitchy. You could tell there were some improvements... but couldn't really see them.
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Sounds like great success then!
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Forget items, how many zombies and what is their performance like?
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It was clear that the amount of zombies (and their AI?) could not yet be handled in the first build of .55 we had access to. In the second build they were still glitchy but I felt like they performed a little better. In .54 on stable the zombies move HORRIBLY. I think server performance needs to catch up to what they're throwing at it right now so in any new experimentals, that's where I hope to see progress.
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Finally encountered a zombie! Couldn't simply walk in circles hitting them, which is awesome. Still lots of lag in how they move. They're clearly a step in the right direction but things like not getting the indicator to open a door when you're running away, and being hit through walls are still a primary reason to fear them. If zombies get better, we need to be able to flee and barricade properly. They are definitely cool, though. I can't wait to see them a little less glitchy.
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I've never seen it before. It happened once when I was on the 2nd floor of a building, but that's a known and reported problem. EDIT: For fuck's sake, 3rd server in a row that just restarts within 5-10 minutes of playing. Haven't even been able to find zombies yet. This is getting a little ridiculous. Should we be testing or is it just too problematic right now? Why are the servers restarting so often?