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About HaseDesTodes

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  1. Hey, um why u do dis?

    hmm, i have ZERO headbob in 3pp (don't like 3pp, but tested it on the stresstest branch). the character moves up and down while running, but the camera floats smoothly and is not shaking. idk, if those people know headbob would mean, of if they have actually camera shaking, but i don't believe them until i see some video footage of actual 3pp headbob. for me, the character bouncing up and down in the center of the screen is no headbob, even though it looks a bit strange. i guess saying, that the bit 1pp headbob it totally fine for me, doesn't help anybody, that is getting motion sick.
  2. Status Report - 19 June 2018

    volumetric clouds for everyone. does that mean we could get low clouds (aka fog). i imagine some valleys at the coast filled with dense clouds, while uphills it's clear sunshine. or some hilltops engulfed in clouds/fog while the areas below have relatively clear view. i know we can't, but can we get non-global weather? like: thunderstorm in vybor while it's sunny in berezino (but you can see the storm clouds in the distance). and while you're already fulfilling unrealistic wishes, give us flash floods. would be funny to see camps in a valley flushed away. didn't check ingame, but could it be like 1km NNE of tulga?
  3. Few questions about 0.63

    3. SVD should also be in the game, at least it was in some stress test version(s). but as all weapons, it comes without scope. 5. depends... i think, some vests have their weight set up correctly... i think it was like 15kg for the plate carrier vest, which sounds plausible to me. press vest was the same, which i found a bit to much.
  4. system specs

    if you can, get a bigger ssd.. i have a 240gb ssd, and i'm suffering from low space quite often.
  5. Own server

    right now, you can't. wait until server files are released.
  6. Stress Test vol.17

    on DE-02 (i think), everyone spawns with guns in zelenogorsk... how is the situation on other servers? the same? i thought we were getting survival now, not DM
  7. Stress Test vol.15

    Don't worry. I got 3 crashes already and will file a report after i die (or when the stresstest ends, depending on what happens first) i guess it will be more then :) edit: damn you! shutting down the servers while i write :)
  8. Fireplace not safe

    maybe you were to close... in 0.62 i have noticed, that if you are to close to/on top of the fireplace, you won't be able to ignite it.
  9. Yet another stamina suggestion

    There might be some stamina suggestion topics here already, but i thought i should share my ideas here. I have read, that people wanted some kind of "adrenaline mode", where they could keep sprinting, even if their stamina was consumed. But as others already have pointed out, having a reliable trigger for this mode can be hard to archieve. My stamina idea, tries to cover this behaviour, and expand on the impact of rest, nutrition, load and terrain. Maximum stamina: This the the maximum you stamina value can regenerate up to. It can be any number from 0 to 1000. You spawn at the coast with 500 max stamina, so a freshly spawned player, will have to live a while in order to get the maximum fitness. When your health or blood take significant damgage, you should get a limit (like 300 for yellow damge) on the maximum stamina. It should work best at the same values, your character starts limping. If you take serious damage to your legs, your max stamina should receive a serious penalty. When you start getting hungry it should reduce your max stamina by a value from 0-25% depending on how hungry you are. Same method with thrirst, but higher values (0-30%). Some diseases should have a small impact on you max stamina as well, but not to much, because you already will get have impacts from other soures (health/blood), when you get really ill. On the other hand you should be able to push your character, above the usual boundrys when you take painkillers or stronger narcotics. This should require some sort of long trem effects, when you take them to often. I don't know yet, how in detail this should look like. Last, but the most important, point is stamina damage, or exhaustion. When you run and loose all of you stamina, you should be able to keep running. But pushing you boundarys a bit should come at a price. When you keep using your stamina, while you have none left, you will start using up you maximum stamina instead. This should happen at a reduced rate (eg. 50%), as regaining max stamina should take a while. Example: A fresh spawn has 500/500 stamina and starts sprinting. Sprinting consumes 25 stamina per second (in this situation), so they will be able to sprint 20 seconds until their stamina reaches 0. If they then continue to sprint, they will consume their maximum stamina at a rate of 12.5 per second. So it will take 40 more seconds until his maximum stamina reaches 0. But even with 0/0 stamina you should be able to sprint, because you can always push your limits more. But this kind of exhaustion comes at a high price. From this point on you will start loosing your health and build up shock damage. So depending on your other situation you can keep going until you pass out or die. So actually you can not always push your limits more. At some point, reality will catch up and hit you with force. What i haven't written about yet, is stamina consumption and regeneration. Let's go with consumption first. There are a couple of factors that influence how much stamina you will use up while moving The most important ones are load, movement speed, stance, and the terrain steepness. I guess it's logical, that carrying much weight or moving at a faster speed have a significant impact on your stamina. But this should even go as far, as that you will use up your stamina while walking, when you carry to much. But unlike in the current system, you can still jog and sprint with much load, but you will get exhausted so fast you will damage you max stamina quickly. Secondary factors for stamina consumption should be the ground, the air and/or body temperature. Let me elaborate what i mean by "ground". In the game, you can curently run over all kinds of matertials, and it doesn't really matter. But whoever has run over gravel, sand or even in the forrest should have noticed, that it's more exhausting, than running on the road. This is, because softer ground absorbs more of you energy. With simple multipliers for all materials, it should be possible to emulate this effect in the game. And it would bring more meaning to the path you choose. Running offroad might offer more cover, but you should get exhaused even quicker. Last points (finally): Stamina regeneration and max stamina regeneration. Congratulations to everyone who read everything up to this point. It should be affected not only by your nutrition values, but also by your maximum stamina. This should ensure, that a totally exhaused player (50 max stamina) can't move like a absolutely fit player. And this should encourage players to watch out for avoidable stamina damage. A player that took the slower, less exhausting way, could this way gain an advantage over players who recklessly ran all the time. Values could be somthing like: 20 base regeneration. Max hydration/energy boost. 20% each max stamina influence: (Max stamina+100)*0.001 So with 500 max stamina and full boost you would regain: 20*1.2*1.2*0.6=17.28 stamina/sec (examplary values). I guess it would be better to use more complex function. Something like sqrt, e^x, log(x) or a combination. I don't really want to provide a perfectly balanced solution at this point. Your maximum stamina should regenerate very slowly the whole time, but have a significantly increased rate under the same circumstances when healing (hp and blood). It could even be boosted more when you are at good health. Like this you can regenerate your max stamina as long as you make sure you aren't damaging it, even when you are hungry and thirsty. quick summarization: Base values: Stamina 100% Max Stamina: 500 (the value you start with) max stamina limits: min: 0; max 1000 max stamina affected by: health/blood; energy; water; stamina damage; narcotics; diseases; injuries stamina loss affected by: load; speed; stance; ground; terrain steepness; temperatures stamina gain affected by: energy; water; max stamina
  10. Offline Testing Mode for DayZ

    @Bruderlos_2.0 this is not even beta. this build is mainly for stresstesting. most things you were missing aren't simply added. don't expect them before Beta release on experimental branch. the reason we have singleplayer, is because some modders mad a singleplayer mod, and devs didn't want players to rely on unsupported modifications (mod support hasn't officially begun yet) and -more important- those mods allowed access to unfinished assets (so things were not working right yet).
  11. The Inventory is a mess.

    refill magazines: 1. have the mag in your hands slot. 2. now combine with ammo. the inventory should close. 3. you get the option to HOLD LMB to load rounds in the mag. you can cancel this by opening the inventory or switching the item in the hands better way (works currently only with mags not loaded): 1. put mag and rounds on the hotbar 2. press mag hotkey 3. hold ammo hotkey 4. hold LMB to load ammo alternative with ammo on the ground: 1. hold mag in hands 2. look at the ammo and hold f (actually not sure about the hold part) 3. hold LMB no need to open your inventory: afair, you should have the options to "Swap" and "Combine" when dragging items to you hand slot. idk what happens if your weapon has already has a round chambered, but if it swaps, even if you drag it onto "Combine", it's a probably bug and will be fixed.
  12. PLEASE -don't- change the new reloading mechanics!

    that might have been what you wanted to express, but as a response to what you have quoted, i'm not sure how i should have gotten what you meant. that guy: *complains about not being able to the mag out of the gun /reload with only 1 mag without opening the inventory* you: "Best part is you can actually have a gun in slot 1, a mag in slot 2 and 3 and then the loose ammo in 4... When you figure out how to use it like this its so natural... Finally brings use to the whole quick bar!! Here's an example!!" me: "what do you do if you have ONLY ONE mag? with 2 or more mags it's simple, but with one you will have to fiddle around with opening the inventory" you: "I think the idea is to bring more use to the quick bar.." don't get me wrong. i'm not trying to blame you for anything (if there is even anything that someone in this discussion could be blamed for). i'm just trying to make sure, that you understand, why i didn't understand what you were trying to tell me.
  13. PLEASE -don't- change the new reloading mechanics!

    but you later said: "I think the idea is to bring more use to the quick bar.." which means to me in that context, that you think that we want to use the quickbar rather less than more. otherwise i would see no reason to point this out. that's why i pointed out, that we had the same opinion on quickbar use. simply to make sure we had no misunderstandings in terms of opinion. my idea was: gun loaded with a mag is in your hands. gun is on hotkey X, mag on Y and ammo on Z. you have shot a few rounds and want to fill up the mag again. a) hold Z -> character takes the mag out and puts the gun away. a1) confirm with LMB to load ammo as usual a2) now hold X, to take the gun back in your hands and load the mag a3) press any other hotkey to put the mag away and use that item b) hold Y : character puts the mag in the inventory c) press Y/Z: no effect d) 2x X/Y: no effect e) 2x Z: take the stack of ammo to the hands (put gun away) i first thought, if 2x Y should be the same as a), but without the "LMB to load ammo" part, and i'm still not sure if it wouldn't be smart. it could act as a failsafe for accidental key pressing (for all items that can be used along with the gun). imagine you want to load ammo as in a), change your mind, but you already pressed the key. so (with 1x key bound to "take item in hands") you would put the gun away and take the ammo out. with 2x key method nothing would happen (as it intended). i don't know if this last stuff ( c,d,e) would become to counter-intuitive, but since it's not my job to decide on this stuff, i can write this stuff here, and maybe the devs discuss this and "improve" the system.
  14. PLEASE -don't- change the new reloading mechanics!

    i can't seen how this makes any sense. if you already can: -take the magazine out and put it away, THEN take a different one and put it in the gun (= what happens when you reload with the quickbar) action 1: take out mag action 2: Put mag in pockets action 3: take (different) mag out action 4: insert mag in gun -put the gun away (with no magazine in it) action 5: shoulder gun -take a gun in your hands action 6: put a gun in your hands -load a mag with rounds action 7: put rounds in a mag in you hands why shouldn't it then be possible, to a) take the magazine out of the gun and put it in you pockets actions 1 and 2 b) take the magazine out of the gun and put the gun away actions 1 and 5 c) take the magazine out of the gun and put the gun away, then load ammo and put the mag back in actions 1,5,7,4,6 So your character is already capable of doing all those things, but we have currently no way to tell him to do simple 2 step procedures, even if he can do 4 step procedures already. and there is already a good enough reason to carry multiple magazines. it takes very long to refill a magazine, much longer than it takes to reload. yes, and that's exactly the point. it should be possible, but it isn't. neither sanguine nor I were saying, that the quickbar shouldn't be used for reloading. we even criticized that you have to open the inventory, in order to reload when you only have on mag. i additionally suggested less cumbersome ways to get to the same result (put gun away, but keep mag in hand). because this is how you would probably do it irl. not everything has to be bad because it's more simple. especially not if compared to an unnecessary cumbersome alternative. the only thing that has to be kept in mind, is that the user interaction has to be straightforward so that the player can know what will happen if they press/hold key in what situation.
  15. PLEASE -don't- change the new reloading mechanics!

    but you obviously missed the point: what do you do if you have ONLY ONE mag? with 2 or more mags it's simple, but with one you will have to fiddle around with opening the inventory