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Everything posted by flimsypremise
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Newspawns asking to get killed
flimsypremise replied to Count_Grishnackh's topic in General Discussion
Don't make your problem someone else's problem. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
Actually, you're not entitled to anything here. You have a certain set of privileges, and if the mods think you are abusing them, those privileges will be revoked. Trying to start a silly 1st vs 3rd debate in a thread dedicated to the discussion of new features in the experimental branch is probably not counted among your privileges. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
I've noticed that a lot of new features tend to get added in their most extreme form, which seems like a bit of a miscalculation from a development standpoint. New features tend to be buggy regardless, and constraining their impact in the initial stages would help reduce player frustration. I'm sure the constant level of harsh criticism is very stressful on the development team, and it just seems like they could save themselves a lot of trouble by, say, making shoes degrade at 1/10th the speed they do currently. -
How did the player manage to survive quite some time into the apocalypse with only a flashlight?
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why are bags so rare compared to other items ?
flimsypremise replied to dgeesio's topic in General Discussion
I'd like to see plastic bags that you could carry in your hands, but that you needed to drop every time you wanted to hold something else. -
Speculation about "coming" loot system(s)?
flimsypremise replied to Zeppa's topic in General Discussion
I feel like ya'll aren't thinking this through. If there's inventory for an item, it will have the same chance of spawning on any server in any location where it can spawn. So it's not like the NVGs have a great chance of spawning on some servers than others. They have the same tiny odds of spawning in every valid location across every server until they're all found by players. So if you're looking for engine parts, you can just rely on the respawn mechanic on a single server if you want. The only items that you would potentially need to server hop to find would be incredibly rare items that you'll probably never find anyway. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
I don't think you understand how this process works. Builds don't magically become bug free. What we are doing right now is providing the data that the developers will use to fix bugs before release to stable. If the build wasn't buggy, it wouldn't be experimental. When you are playing experimental, you are by definition playing a build with bugs in it that the developers will work to resolve based on your reports and the statistical data recorded about your in-game behavior.- 2148 replies
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Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
You really think it's appropriate to demand 24/7 uptime for the experimental branch servers of an alpha game? I don't think this is a matter of old-school or not, but rather expectations that are divorced from the reality of the situation at hand. There's just an astonishing amount of entitlement in assuming that anyone is going to be working over the weekend to keep the experimental branch running. Go do something else. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
It's friday night. Nobody is going to be at work on Friday night fixing bug so that you all can play on experimental. If it's so terrible just go back to stable. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
So here's a question. I can see how it would be colder in the winter. But why would it be harder to get energized and hydrated? Energized I can kind of see, but hydrated? -
Has anyone blown anyone up with a grenade yet?
flimsypremise replied to t1337dude's topic in General Discussion
How is it possible that every innocuous thread on this forum devolves into a petty argument on the first page? This game must just attract pedantic shitheads or something. Get over yourselves, seriously. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
I said that the loot scarcity is probably not a bug. The hydration and nutrition issues are probably a test of some sort, and I doubt they'll go to stable in their current form. You can file all the bug reports you want, but unless you're one of the very few people who knows how to file a usable, professional bug report, you're probably just pissing in the wind. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
Player bug reports are not really the point of experimental. Most of the people playing don't know how to file proper bugs anyway, so it's generally garbage. The purpose of experimental is more akin to load testing. You're generating log data that provides feedback for large-scale issues the development team is working on. I think people get the impression that this works like tech support, where the dev team is reading your bugs and fixing them. That's not what's going on here for the most part. The developers are building new features on a timeline, and probably aren't going to divert to fix bugs that aren't immediately relevant to getting the new features in a playable state for stable. The stuff that people are complaining about in here probably has a lot more to do with a player population that is a lot larger relative to the number of available servers than stable is, which is why experimental almost always has loot scarcity problems along the coast. It's not going to be fixed because it's not actually a problem. -
Having never run my own DayZ server, I only have a vague concept of how the persistence mechanic works on the server side. It's my understanding that items that would ordinarily persist over a server restart end up wiped if the server crashes, and since the servers crash pretty frequently, it's very difficult to get items to persist. Is there any way to distinguish whether a particular server is relatively stable? Are there servers that are better about creating regular backups and restoring them after crashes?
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Base building and secureing your stuff
flimsypremise replied to Yokai (DayZ)'s topic in General Discussion
Just randomly lock/barricade structures around the map, that way players won't necessarily know that a given locked structure is someone's storage area, and will have to pick and choose how to spend their time and use their resources. -
Experimental Branch: 0.50 Discussion
flimsypremise replied to SmashT's topic in PC Experimental Updates
Please, uninstall the game and go away. Stop shitting up every thread with ignorant crap. You've demonstrated at this point that your expectations for the game development process are unhinged from reality, so for our sakes and yours, just go play another game. -
OK, persistence test results: dropped a bag under a tree, but it got stuck in the tree and was unretrievable. After several minutes of trying to receive the bag, the server crashed, and the bag was gone when it restarted.
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I'm trying a test today with a backpack that isn't completely full. My guess is that the items will all persist if they can be reshuffled in any configuration and still fit.
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I for one prefer everyone running around shooting each other like idiots on the coast stay put on the coast.
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I think the source of the problem is that the view angles on the player in both 1st and 3rd person do not give you a very good sense of how far your weapon reaches. Most misses are falling short of the target, because you can't actually every see the point of impact with parts of the player model in the way. I think the answer lies in a better UI for melee combat, rather than any deficiencies in how hits are registered.
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You can't have private servers on the public hive because players will horde items that should be publicly available. Once we can have private hives, we can have private servers. Being able to keep your items in a persistent tent on a server that no one but you and your friends can access provides an enormous gameplay advantage.
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Temperature effects are broken since hotfix
flimsypremise replied to ColonelBurton's topic in General Discussion
It's bugged: http://forums.dayzgame.com/index.php?/topic/211732-temperature-effects-are-broken-since-hotfix/ -
Temperature effects are broken since hotfix
flimsypremise replied to ColonelBurton's topic in General Discussion
It would be nice if a staff member would confirm whether or not this is a bug. -
Temperature effects are broken since hotfix
flimsypremise replied to ColonelBurton's topic in General Discussion
Do we know it's just the indicator? -
Are you talking about the in game quality of your equipment? Because I'm talking about rifles and scopes that are designed for accurate shooting at long distances in real life. Which is what you will need in addition to the better grades of ammunition in order to make the sorts of shots you are talking about. You'll need a sub-minute of angle rifle, none of which are currently in the game. You'll need a scope that is calibrated and zeroed to the rifle and rounds you are using. You might not need match-grade ammo, but you will need a powerful, high-velocity round manufactured to good tolerances. You'll also need a rangefinder, and an instrument to measure the direction and speed of the wind. You're not going to make the shot freestanding either, (which is why your weapon sways in game, because at the distances we're talking about, you're not going to be able to hold the rifle still enough), so you'll need a bipod or something to rest your rifle on. Really though, all you need to know is that none of the rifles in the game right now are designed to be accurate at the ranges you are talking about, so it weapon sway is the least of your problems.