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Photolysis

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About Photolysis

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    Helicopter Hunter
  1. Photolysis

    1.17 Experimental Release

    Some interesting changes, but cooking stuff deteriorating with use is just stupid. I've cooked thousands of meals with some of the things I have, but based on what DayZ developers think a metal fork only lasts 10 meals or something. It's not realistic. And it's not fun. So why are you doing it? Some of your team spend far too much time thinking of stupid, unrealistic, unfun stuff to put in the game.
  2. It's coming to the end of 2021, and there are many aspects of this game that would be embarrassing for c. 2000, and make the game feel like a pre-alpha build. Vehicle physics so bad that it's like driving 20 times over the legal alcohol limit. How bad is this? I get the same issues hosting a server on my own extremely high powered machine. I can connect to localhost and it still takes seconds for a vehicle to respond, and there's lag and rubber banding! If your physics are this bad, make them client side. Vehicles getting stuck on very minor obstacles. The other day I lost a vehicle because it got stuck against an inch high piece of wooden fencing, and the vehicle power is so low it couldn't reverse up a slight incline. Which leads on to... Vehicles with such low torque that even in first gear they can't climb up hills that anyone or the least powerful vehicles in the world could easily climb. BH... if you have to rev your cars to 4000RPM to get up an incline that's 0.01 degrees, please take your cars to a mechanic urgently. This is not how vehicles work and you have a critical fault with your car that needs repairing. How did any of the roads on the map ever get built?! Also if there's a dirt track cars can go down this faster than 2mph. Not being able to place tents in open fields because it's not a mirror perfect smooth finish. By BH's logic, apparently 99% of the people who go out camping in the world are doing the impossible, because they manage to place their tents on slightly inclined ground that isn't perfectly flat. At very least snap it into a position I can place it, instead of having to wander around for 20 minutes trying to get the pixel perfect placement the game will allow. Player characters getting stuck unable to open the inventory (large two handed items seem to trigger this) until logging off and reconnecting. Melee combat so clunky that it often feels like you're hitting air, even if you land a hit. I played DOS games in the late 90s with better melee combat! There's such a horrendous lack of polish for a game that sold millions. This is supposed to be running on a new engine, and yet it behaves very similar in many ways to the DayZ mod, which itself was based on a very old game.
  3. Photolysis

    M4 further customization/atachments

    You can, it just doesn't get mentioned in the UI for some reason. Default key is T for "toggle weapon".
  4. Photolysis

    M4 further customization/atachments

    M203 / M320? Foregrip and camo paint/netting also sounds good additions to me. Holographic sights and laser sights sound good as well.
  5. As the game is in alpha, naturally there will be a lot of bugs with the way the game operates. However, because character status effects are very complicated, giving feedback is made far more difficult by the lack of information made available to the player. As such, I'm suggesting that the debug meter be enabled, to give players more data and allow bugs to be identified more readily. An example of a bug that would have been caught almost instantly with the debug meter would be the blood regeneration bug that was fixed last patch. As it stands, we're trying to test a complicated and buggy system while being almost completely in the dark. This is insane for an alpha test, which typically does feature debugging information that is hidden in later builds.
  6. Photolysis

    Combine pistols - dual wield

    Bad idea. Won't happen due to the insane resources necessary for a useless feature, such as creating huge amounts of new animations. Might not be possible in the engne either.
  7. So I just got into a firefight and barely survived. I took two hits from an M4 and went right to the verge of death, but I managed to escape and survive. Cool! What's not cool is that being hit twice somehow managed to destroy nearly every item in my possession, most of it in pristine condition. That level of damage is utterly ridiculous and beyond any stretch of realism. I fully support items taking damage to reduce the KOS mentality, but that level of damage is insane. Did that bullet play pinball with everything I had? Needs toning down I think. Or a better means of modelling damage.
  8. Photolysis

    Ivan & Martin Free on bail

    A good step towards getting this sorted out. Shame that it hasn't been thrown out completely, but I'm pleased for Ivan, Martin, and their families / friends / colleagues.
  9. Very interesting stuff, and it looks like the wait will definitely be worthwhile. Hopefully I'll be able to give a hand with the testing process when it becomes available.
  10. Not sure about max because very high AA settings can give cards a real beating, Arma II is heavily CPU bound, and DayZ hammers machines even more, but you should be able to enjoy very high settings at a high resolution with that setup. Nice machine by the looks of it.
  11. Photolysis

    Stats (like GTA or Skyrim etc etc)

    I wouldn't mind various stats as a postmortem roundup on death. However, as others have stated this would lead to certain players engaging in certain actions just to get the high score for a particular stat. It's inevitable to some extent (how many zombies can I kill? How many players can I kill?) but would be made worst with the introduction of extra stats. They'd have to be chosen carefully to minimise this.
  12. Photolysis

    why dark is great

    Except that the human eye can adapt to the darkness far more than in DayZ/Arma. Very few nights are so dark that you cannot see anything at all. The problem is not the darkness, but that almost every night is pitch black and a player's eyesight does not adapt much.
  13. Giving the client limited information on a need to know basis is a standard performance optimization and good for security and anti-cheating purposes. It means the server can cope with more players, players are able to enter the game faster, and any cheats that do exist are reduced in effectiveness. These issues are present in Arma II by design but that doesn't mean it shouldn't be changed for DayZ.
  14. Photolysis

    1.7.3 PATCH DEBUG MONITOR TAKEN OUT-SOLUTION

    Except this is due to limitations of DayZ being a game. In reality I feel hungry (cannot be modelled by the game), followed by more obvious signs such as a stomach rumbling, lethargy and so on. Similarly with thirst. I don't need to be dying of dehydration to realise that I need a drink. I also don't have to drink a fixed amount. I don't have to 'min-max' a bottle of pepsi because I'm not forced to drink it all. For most people, the only indicator that they need to drink that they'll ever get is that they feel thirsty, which again, cannot be modelled by the game. So how is the game accurately supposed to model something that for the most part, only manifests itself as a sense of discomfort? Incidentally, I wouldn't know exactly how thirsty I am to the point where I could say it's 43.7/100, but I would have a pretty good idea ("about 40", "about 50" etc). The HUD makes up for the fact that there are severe limitations in conveying stats such as temperature to the player in an organic and realistic way. If you remove them then it's almost like making every player a CIPA patient. Removing blood levels is slightly different though because that information can be given to the player in such a way that it's both realistic, and that a HUD is not needed. The only problem is that a hit from a zombie at 9K can knock you out which players strongly want to avoid, but the difference in-game between this and perfect health is quite subtle.
  15. If you're going to give people an unfair advantage through blood types, why not go further. Randomise maximum health. Randomise how much weight a character can carry. Randomise height. It's not a good game mechanic because it places certain players at a disadvantage with no way to overcome it. If you get a bad spawn you can still move to some place better. If you get bad RNG on loot you can still overcome that. But if you spawn with a certain blood type there is nothing you can do to eliminate that disadvantage, and that's why it should not be included. As best possible, players should all spawn equal, rather than granting some unfair advantages in the name of 'realism'. As for your other comment, you would heat the patient if needed, you wouldn't make a haphazard attempt to heat the blood in a fireplace. Reduced core temperature would help reduce the damage of hypoxia as well, which would be a real danger for your shot up buddy while he's getting the transfusion. Frankly if you get shot almost to death on a cold dark night, you've got bigger problems than the temperature of the blood for the transfusion.
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