FeroMax
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Devblog details on engine architecture for DayZ
FeroMax replied to rocket's topic in Mod Announcements & Info
Good news. Less hacks, more fair gaming. I have to ask something though - Is proper File Caching be ever implemented? Bigger (read larger) Ram usage perhaps? Imho, current 'HDD file stream rape' is plain silly. Have you ever tried playing on a non-raid/sdd machine? You probably should. You may feel the bane some people have to endure. I would duly enjoy the moment this game starts using copious amounts of ram I have. I mean seeing the game use less than a gig of ram, while some six and a half gigs is still free, makes me wonder whether this is the reason I get 10-15 fps in Chernorus cities. Sad panda. Taking unnecessary stuff out is always great, but don't forget to tweak the engine so it can use the resources we have. I'd rather sit extra minute or two on the 'Loading...' screen to get game assets properly cached in Ram, than have all the stutters, freeze-ups, and fps drops during the game-play. Cheers, FeroMax -
Great fixes, thank you! It the light of future disappearance of “re-log for ammo” would it be possible to include some more conversions to ammo clips to add much needed versatility?? Examples: 2x M9 mags <-> 1x MP5 clip or 1x PDW clip 2x M9 SD mags <-> 1x MP5 SD clip 200Rd belt M249 <-> 7x STANAG clips (with one of those clips missing 10 bullets(left to right) or being left out with 10 bullets in it (right to left)) 8x Makarov mags <-> 1x Bizon SD mag (RL version of suppressed Bizon - Bizon-2-03 - uses standard 9x18mm Makarov rounds) Or maybe, ‘add bullets to a clip’ feature? A great way to be able to use ammo you cannot in your current weapon or consolidate it to liberate the much desired inventory space. For example: add a Makarov mag to a Bizon SD clip or a STANAG clip to a 200Rd Belt M249 or a M9 clip to a MP5 clip resulting the current bullet counts from initial clips to be added to latter ones. I am guessing this one would be a bit burdensome to code but would greatly advance in-game experience. Additionally, now that people will run out of bullets as a part of the gameplay, would it be possible to address how we switch to a hatchet? The ‘drop the primary weapon on a ground while being mobbed by zombies’ routine is far from being effective, especially at the time when it becomes the last option available. Is there a technical issue that prevents making the primary weapon being ‘shouldered’ while hatchet in use? It would be great to be able to switch to a trusty hatchet without parting with the rifle you carry, especially if you have no means of stashing it in a backpack. FeroMax
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I duly agree with this. Melee should be accessible without a loss of a rifle. Same should be for the Flashlight/Pistol switch. Suggestion: Would it be possible to allow weapons to be 'holstered' in the Utility slots? Example - Pistol takes 1 slot(on a par with flash light) and Rifle takes 3 slots. Same right click mechanic we are having with the hatchet, 'add to belt'. This way we can 'holster' Rifle and Pistol in utility slots and have Flashlight/Hatchet/Crowbar out and use them without dropping anything. Just right click on a weapon and move/take out weapon as needed, with a restriction of one per kind of weapon of course(ex. no multiple pistols stored). This would help game-play experience immensely.
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'Slow Forward' movement is bugged while being prone
FeroMax posted a topic in DayZ Mod Troubleshooting
Date/Time: June 26 What happened: A wrong movement function call Where you were: Any place on a map - no importance What you were doing: Playing :) - latest Mod and Beta Client patches installed. Bug can be reproduced on all servers. I noticed that moving in a slowest pace while being prone is bugged or does not work as intended. If you have a pistol/flashlight in your hands, or have empty hands, the 'slow forward' movement speed is the same as regular 'move forward' speed. To reproduce the bug - switch to a rifle/main gun while in a prone position, use 'slow forward' and 'move forward' movement actions to see that they work as intended (slow forward being 2x slower and, therefore, stealthier). Now switch to a pistol/flashlight and use both movement actions again, observe the result. Now drop weapons, repeat movement actions, observe. The result in both - 'slow forward' action will produce the 'move forward' action - same speed/noise. It appears that the 'slow forward' movement is only available with the main slot weapon equipped and active. :( :( While having a rifle in my hands I can 'creep' past infected with a much greater success. If I switch to a pistol/flashlight, chances of being spotted are lot higher. Starting anew is challenging as it is and with this bug its even harder - the 'slow forward' movement is simply not available while being prone till you find a rifle or a hatchet. I use 'slow forward' a lot while being prone, and not being able to use it while having a sidearm slot item out is just detrimental to the in-game experience :( Rocket please help! FeroMax -
Bump! Great weapon in need of work. Improve aim and ammo stacking please :)
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Crossbow is a great weapon and it definitely needs work. Lousy aim and lack of ammo stacking makes this weapon very hard to use. Better sights/aiming ... please ! Additionally, why not make bolts stack like a brick of 200 rounds for m249? Takes up 2 slots and stacks up to 30 bolts. Make having more stacks in the inventory impossible(just a virtual restriction, due to the size of the bolts for example), but player can have another stack in a backpack, having 60 shots would take 4 slots total. These changes would make crossbow a viable short range silenced weapon for a ton of players and not just a cosmetic waste of primary weapon slot till you get any other rifle. Cheers