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WalkerDown (DayZ)

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About WalkerDown (DayZ)

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    Bean King

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  1. WalkerDown (DayZ)

    Stable Branch: 0.44 Discussion

    We would help to improve the game.. but with little info (to not say no info at all) it's hard to understand what's happening. Now im doing half FPS in the towns/cities for no apparent reason, but i dunno what to check, where to look to improve the situation etc. So what we should do apart posting here: i do s**it fps.. there's so much rubber banding.. the loot is bugged. It looks like we're moaning, but it's the sad truth.
  2. WalkerDown (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    The build is sent to Steam for distribution, there's no way to "remove" something without redistribute again another build (unless it is server side; but in this case you're not going to add it into the client changelog). A second after the build is published, you know perfectly what's into it (and what has been removed). You don't need to write a changelog: it's generated automatically by your repository software (you could eventually make it more user readable or censor/remove the info that shouldn't be shown to the final user). I don't know why they come up with this idea of compiling the changelog manually... unless they are really writing their dev things on a bloc notes with a pencil. :)
  3. WalkerDown (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    A change log is produced in the moment you check and commit the changes for a build, you would only "censor" some info (because they couldn't be spread to the public, anti-cheat, or other sensible information). Producing a very accurate change log is a matter of minutes and it isn't "time consuming" at all, because in fact it's already available: the change log doesn't only tell the consumer of the changes, but its primary utilization is to tell the team itself of what has been done. If you're really spending time to compile a change log manually, collecting info here and there, there's something really wrong into your dev team organization, and i would ask the Development Director (isn't he Dean?) to review it.
  4. WalkerDown (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    The thread title is about the 116002 ... so 90% of the posts into this thread are off topic? If so, where exactly in this forum we can talk about this topics, please explain: - The current stable branch (features and changelog); - The current experimental branch (same as above); - The upcoming experimental branch (changelog); Thank you for your clarification.
  5. WalkerDown (DayZ)

    Rolling Update Rev - 0.43.116251

    So where we're supposed to discuss the past patches, the current patches, and the future patches...? On Instagram? (knowing Dean, i wouldn't be surprised if it will really happen...).
  6. WalkerDown (DayZ)

    Rolling Update Rev - 0.43.116251

    Is that hard to open a new thread with the current build version? There isn't even a thread dedicate to the current stable... This type of arranging thing looks unprofessional to me, people doesn't understand what's going on, where's the change logs, what's the "correct" thread to post and ask question... i can't believe the dev team (or anyone else) doesn't have 30 seconds to arrange the things better than it is currently. It's a complete mess, is that hard to understand?
  7. WalkerDown (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    It could be related to the fact that the most important contents are being worked in the backstage, so you won't notice them for a long while, but we can't deny the fact that each new update doesn't introduce any significant innovation and there's nothing (for the majority of players) that could invite us to touch it again: a new apple, a new helmet, 5 more zombies. I don't know what to think honestly, everything is going (apparently) very very slow and Dean (with his rumination) is not helping to be optimistic.
  8. WalkerDown (DayZ)

    Pending Changelog: Experimental Branch: 0.42.116002

    Why they do not separate the changelogs? What's the differences btw the previous build and this? ...and (since i gor fired by the previous post): why this job is left to the users (so it could be wrong), while the devs knows perfectly what they changed?
  9. WalkerDown (DayZ)

    Cheaters everywhere.. can we please have >

    I would like be ignorant (someone who ignores what's going on) like you and believe that everything is running smooth.. unfortunately I know perfectly what's going on, this is why i'm inviting the developer to finally release the private servers, as it is the only way (unfortunately) to counter-fight the current cheats. PS: the most recent ESP is undetected for a reason, and the reason isn't about the "waves" (lol), but for another reason.. unfortunately i'm here talking with you and not with a real programmer, so it would be a waste of time explaining to you why the "dayz radar" cannot be detected BE. Btw i'm not here to try to fight with you.. i'm here to ask the devs for something specific: please give us the private hive, so we can finally install our own anticheats, thank you. :)
  10. Since it's obvious that the anti-cheats aren't going to works, neither they will ever works (there's tenth of different public cheats used by tons of players, especially those ESP), can we please finally have the private hive and host our server, since this is the only way to enjoy some fun atm? I understand the early access, bla bla bla and all the shit you're going to do.. but hey there's a limit for everything, i do not understand how you could enjoy 1/10th of the fun knowing that most probably your opponent is watching a colored square around your character...? Again, alpha and whatever doesn't mean anything in this case: it's not that BattleEye will suddendly being re-coded and will finally start to be effective, we must accept this situation, so it would be better to think to a workaround from now, instead of hoping into something that will never come.
  11. WalkerDown (DayZ)

    Rolling Changelog: Stable Branch: 0.32.114557

    It's not, and it doesn't depend by the game server, but by the traffic on the hive server: if the hive isn't accessible or the auth server is lagging, your character won't lond (empty gear), but then it may be correctly saved, overwriting the old one and you'll find yourself with an empty gear. On a UK servers two of my mates were reset... while I saved myself with a alt-f4 (I was lucky enough to jump off the server before my "new" empty character got saved on the HIVE).
  12. WalkerDown (DayZ)

    Rolling Changelog: Stable Branch: 0.32.114557

    The other option is playing with cheaters... hmmm... i'm deciding what's worse. lol
  13. WalkerDown (DayZ)

    3 of us died from a hacker last night

    This is odd... coz i never said that BE have ever banned a legit player (that hadn't cheated), but exactly the opposite: an anti-cheat (this is true for any anti-cheat, not just BE) cannot enforce strict rules because they would risk to ban the legit users... this is the biggest advantage they have in the "battle" cheaters VS anticheaters. Btw i linked that post nor to talk about the bans.. but to talk about the only move (in my opinion) that we could make here: trying to mitigate the consequence of the cheating by adapting the game mechanics, instead of trying to fight the cheaters in the hoping of ban them all.. because this will never happens.
  14. WalkerDown (DayZ)

    3 of us died from a hacker last night

    Neither i have any evidence that you actually read my post (that has nothing to do with the unfair bans, despite the thread title) ... :)
  15. WalkerDown (DayZ)

    3 of us died from a hacker last night

    I was laughing at the fact that there's really someone so naive to believe that because of BE there isn't "many" cheaters in the game right now.. while we have more cheaters in DayZ SA than in the mod at the moment (because of the popularity if anything). (it was a bitter laugh tho...)
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