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Everything posted by xalienax
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he wants persistence on the private shards so they have less loot (not generated at server restart). basically the same loot situation we have on public servers right now. TBH i agree; but i don't think it should be forced tho. the more options available to server owners/providers the better.
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.55 loot, I'll just leave it at this.
xalienax replied to billyangstadt's topic in General Discussion
because apparently paying for an alpha to support development to a lot of people equates to "I now have $29.99 worth of say in all design decisions so make the game i want!!!11" In all fairness Im not a big fan of many choices they have made, and remain very outspoken about things i don't like but still, If you can't handle the concept that you bought a product that was never intended to be pick up and play, casual, or easy then maybe you need to learn to do some research before your purchases. -
.55 loot, I'll just leave it at this.
xalienax replied to billyangstadt's topic in General Discussion
Pretty much this Loot should not be exclusive to certain buildings, but likelyhood of a given item should follow logic. I don't want pre-patch loot bonanza's but if your looking for a specific item you should be able to use logical reasoning to determine where its most likely to be, not a total crap-shoot. -
It's not broken. as i have said the need to deepen the foraging mechanics, be able to visably see what trees/plants bear fruits and ow many and not have this dialogue spamming random chance of a successful 'pick'.
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So.. when are we going to actually shoot people who aren't still?
xalienax replied to infiltrator's topic in General Discussion
+1 this isn't just a murdering players issue, desynch/lag is a massive headache on many High-Pop servers i have played on. zombie pop-in, Issues looting or managing gear, hit detection, etc. it effects many elements of the game not just shooting other players or 'sniping'. -
Nothing should be 100% safe. that was one of the gripes i had with epoch. it's building system was great, it added crafting system that wasn't at all functional in the vanilla mod at the time. but safezones, indestructible bases, AI traders, and safes annoyed me and felt very Un-DayZ-ish. I agree 100% that something needs to be done about hackers and exploits. its been an issue for some time and it needs sorting sooner rather then later, but ultimately you should have to be clever and original with hiding spots to secure your stuff. (or if your in a bigger clan have a large base with 24/7 security).
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15 apples a day keep the doctor away...
xalienax replied to WolfgangErikson's topic in General Discussion
"what you see is what you get". that's how dayZ needs to be. As we move more and more towards a survival sim where simply keeping our character alive becomes the focal challenge, I should be able to LOOK at a tree and see it has fruit or not. closer examination required to determine state of said fruit. I don't want these stupid RNG elements that you can't scope out an area and make a survival base decision on rather it's worth it like you would in a real survival situation. EG if i seen a tree covered in fruit i may consider using a long sitck/pole/ladder etc to attempt to get some fruit. if however i see nothing or very little on a tree thats in a zed infested town, probably not worth the risk/time. keep moving. -
15 apples a day keep the doctor away...
xalienax replied to WolfgangErikson's topic in General Discussion
I just wish the fruit that's available was actually on the tree not some RNG chance of you getting a 'successful pick' but an actual growing-ripe-rotting cycle. the whole spamming an option on a bush or tree over and over for 30 mins is just as stupid as the old walking side-ways around zombies in a circle while punching. -
Your system should be more or less fine, the game is poorly optimized right now, and there are MASSIVE changes in performance between what on paper is "similar spec'd" hardware. as the poster above said, DDR2 is a bit dated tech but you honestly are just feeling the brunt of a poorly optimized dev-build of a game. the last 2 patches i was getting the "display adapter driver stopped responding and has recovered" error. I've also seen everything from 50FPS to sub-20 FPS in towns having changed nothing but updating dayZ lol. (and mind you this is on an I7-4770)
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PC wont shut down after playing Dayz Standalone
xalienax replied to ReallyNeedHelp's topic in Troubleshooting
Heh dayZ is the only game that occasionally causes my graphics driver to crash o.0 maybe dayZ just hates SLI lol -
simply put, no. You cant modify any of the spawns right now in the Standalone, zombies included. remember that the base game is still in early development and the the goal is to thoroughly test and iterate on each element before opening up the modding floodgates. (lets be honest the minute modding is possible most of us will be playing on private shards that are modded to our own tastes.)
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Is there a way to turn off vignette?
xalienax replied to poodude28 (DayZ)'s topic in General Discussion
aparently he gains a few FPS on screens where it's not visible, thus is asking if he can outright disable it. -
you fired twice. dayZ deals with rounds separately from mags, and your only missing 1 bullet- which was likely already chamdered in the werapon when you picked it up
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.55 loot, I'll just leave it at this.
xalienax replied to billyangstadt's topic in General Discussion
that's a hard one to deal with. a true 1:1 scale would allow us multiple playsessions without even thinking about food. IMHO right now we get thirsty/hungry a bit too fast, Then again when i do play dayZ, it's generally 6+hrs. -
.55 loot, I'll just leave it at this.
xalienax replied to billyangstadt's topic in General Discussion
This patch has brought both good and bad for me. The good: Commons/Food items either reduced (or perhaps just more spread out?)New Zombie AI is much better. still annoying when they spawn within aggro proximity when your in the middle of an animation or something. they really need to prevent zed EVER spawning in insta-aggro range. the player should be rewarded for taking the time to move caurfully and scouts before moving in, not have them 'pop-in' 5 feet away from you (something a simple as a 20-30m spawn exclusion zone around any player would be good)Less predictable Near-spawn deathmatch zones. The Bad: Loot is completely RNG. Logical loot spawns > then completely random. that said any building should have a very minuscule chance of spawning anything, to simulate the dispersion of items that would have been used during the outbreak and previous survivors. NWAF shouldn't be a bonanza but military installations should be the defacto source of military supplies. Likewise Medical items that the average joe wouldn't have in the home should be at the hospital- not in extreme abundance but that should be your best bet to fins something.Zeds still are dodgy. it's great that you made them harder but you really need to work on how the game decided if and how badly they hurt you. all too often i still get hit thru walls/floors or by a zed that's way further then the length of its arm away from me. sometimes they aren't even striking at me but off to the side and i still take damage?? This needs to be a priority. no physics collision between zombie model and player model = no damage. If your going to implement anything crazy like massively increased numbers, hordes, etc you need to first get them squared away to the point of being "what you see is what you get" reliability in hit detection. -
while there at it maybe the can fix zed collision and pathing because as i remember the zeds seem fond of using the same 'exploits' lol
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the reaction to mass amounts of zeds worry me
xalienax replied to gannon46's topic in General Discussion
i agree, but over all mele needs to be stronger. things like fire axes and sledges to an un-porotected head should be 1-HK. and no it wouldn't be unbalanced considering it's useles unless your within arms reach anyways. -
the reaction to mass amounts of zeds worry me
xalienax replied to gannon46's topic in General Discussion
true enough. now lets just hope they can actually make the zeds and mele combat behave properly and predictably. (by predictable i don't mean predictable AI, but work consistently.) zeds that dont actually make contact with my player model shouldn't be doing damage, mele needs to be less dodgy and unreliable and heavy blunt-force mele weapons need a considerable damage buff. especially when applied to the head hit-box. yeah yeah alpher and all that crap but they really do need to adress the dodgy netcode and get the game down to 'what you see is what you get' consistency. preferably sooner rather then later. -
Why delete the thread Udate runied everything?
xalienax replied to Jonah_Hobbes's topic in General Discussion
The point is not to let inflammatory posts like the OP of that thread turn into a shit flinging contest. that's why this (and most sizeable forums) have rules and moderators. else wise all the top threads would just be pages of a hand full of rage-rs arguing back-n-forth for 20 pages. -
9 years in eve Online. I expect this behavior. hell i participate in it. How to survive in eve: Start playing game. Get lied to on day one and tricked into lining someone else's in-game wallet or simply led to a place they can kill you with no penalty. realize everyone in the game is out to get you and either turn hard and cold or rage quit the game claiming it sucks. spend the next few years skilling up your character and insisting that you hate people who act like that and that they are ruining the game. 5+ years later you look back and realize your doing the same thing you once hated and using players newer then you for your own benefit. Actually this is a lot like dayZ on a much longer time scale... maybe that's why im still here.
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Question about Steam Workshop in DayZ modding
xalienax replied to john5220's topic in General Discussion
Expect a ton of vitriol from the folks who think anything associated with dayZ must fall inline with rockets' original idea and making a mod that changes that is some kind of cardinal sin.. As to your question... it's a big unknown. modding is intended to be 'in' at some point. the extent tho which we can mod the actual core game-play, Steam workshop compatibility, and how easy or difficult using mods will be has yet to be confirmed as far as i know. tbh at this stage when the groundwork is still being laid out i wouldn't be surprised if very little work or planing for the actual details of user mods has even been done by the devs. it's not (and to be honest shouldn't be) a priority when the core of the game isn't even done and working properly yet.- 1 reply
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I actually see no point in interconnecting the servers what so ever. it doesn't bring anything unique other then a load of potential exploits. Unless they were to go the MMO path and make each server a seperate 'instance' containing different portions of the map that you would change instance upon reaching the edge of one map to another, imho theres no point. sharing your gear and location across multiple servers doesn't improve gameplay.
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the reaction to mass amounts of zeds worry me
xalienax replied to gannon46's topic in General Discussion
Indeed. im not sure how the coding in SA works, but the way it behaves it really feels like a from of 'hit scan' that is when the zed swings the server decides if it hit, rather than an actual physical simulation of a part of the zombie contacting a part of the player model (collision). Or much more likely, its just tied to the desynch. however i would think in a 'collision detection' model it would still be a case of what you see is what you get, even if a bit delayed. either way its definitely something that needs to be sorted before beta/release is considered. if the zombie doesn't actually touch me it shouldn't hit me. period. -
the reaction to mass amounts of zeds worry me
xalienax replied to gannon46's topic in General Discussion
did you again miss the big bolded red text where i specified when they go to final release. as in the point where the game is 'done'. not alpha, not beta, not early access. release. and yes i do get to excpect a game that's being sold not distributed for free as a mod, to run decently on the advertised required specs when it reaches release, and if it doesn't imho it's perfectly reasonable to slam the devs for releasing a crappy product. AGAIN, AT RELEASE. NOT ALPHA/BETA/RIGHT NOW. -
the reaction to mass amounts of zeds worry me
xalienax replied to gannon46's topic in General Discussion
yes. if you read my entire original post instead of simply defending the precious- as i said. i don't expect anyone to be maxing settings, running multi-displays or insane resolutions on a minimum requirements system. I do however expect a serious dedication to reasonable performance when you start charging for your product.