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Everything posted by lex__1
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I just lost several geared characters?
lex__1 replied to Jake Blake's topic in New Player Discussion
I know that PC servers also often practice wipe. Players asked the administration about the meaning of "wipe", the answers sound so that it is necessary to reset the game economy. If there is such a need, then it makes sense to ask a question here about the "game economy" - what needs to be changed in the game economy so as not to force server administrators to periodically wipe the server? As I understand it - When the server is inflated in part by the individual player economy, this leads to an imbalance in the server economy, which breaks the loot extraction for all players on the server, or new players. In any development of events on the server, after some time, all players suffer from a broken server economy. I know servers on which administrators often use wipe. Players left such servers. The player and his character to a lesser extent should depend on a non-game scenario or events. The player’s personal playing time should have more respect in the game than the administrator’s “forced” desire to erase all characters on the server. So maybe the publisher needs to change the economy in the game? so as not to force players to lose their property, for reasons beyond their control, or to force server administrators to wipe. 1. It is probably necessary in the game to make an indicator of the player’s individual economy, which will be to limit the player to the extent of his economy outside the character’s inventory. This will force the player to assess the state of his economy, and return something to the economy of the game on his own. Here, the property accumulated by the player in tents, in cars, in hiding places, etc. must be taken into account. If someone robs a player’s cache - it depends on the server’s settings, the player will immediately receive a change in the “personal economy indicator”, or after some period of time, or only when you personally view your cache. 2. If a player independently, at his choice, does not return items to the server’s economy in order to stay within the boundaries of the “personal economy”, the economy independently extracts inventory from the player’s economy, according to random choice. 3. The player’s economy outside the character’s inventory is cleared automatically if the player has not played for a long time — any reasonable time period for clearing. The next step is to clear the inventory on the character, if the player has not played more than the established second period. 4. For how many players on the server is the basic server economy designed for? The basic server economy should automatically increase if the number of players on the server increases. Perhaps there are still some nuances of the economy that need to be revised in logistics related to economic events on the server. -
I have not tried any tool, and I do not know if there is a way. But a shot from a distance along the center makes the detonator fire. If you shoot at the side of the mine, the mine will receive a red status - “destroyed”, but it will still explode if stepped on it.
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It would be interesting to see Chernarus in such a wide territory, with the continuation of the route to Miroslav, Kirovograd, Primorsk and Novigrad
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In the last patch for KP, "anti-duping" adjustments are made - jumping on servers will send the character to the coastline. Not every player will want to jump on servers in search of "daylight". As practice shows, with the onset of dark night, 70-80% of players leave the server. Once I played on a dark night, of the 12 players remaining on the server, six were inactive, who were AFCs, who were sitting in a house with closed doors. As a result, this is not primarily for 10-15% of players.
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A similar discussion in this thread. After discussion, I created this ticket for PC https://feedback.bistudio.com/T143219 . I hope the game will get a change in the work of moonlight.
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In this video, I record the time at three in the morning and change only the seasons. We see different intensities of nighttime horizon lighting in different periods of the year, but the moon does not produce good lighting for these scenes. Most of the annual period in DayZ we have black nights due to the low intensity of moonlight.
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There are months of the year when the phase positions of the earth and the sun reproduce the intense glow of the sky on the horizon. But such time periods are very short in a year and this period is rarely reproduced in the game. The shortest dark nights in summer, and long dark nights in winter. The presence of the moon in the sky is often in almost every month, but it does not work well as a light source. In, for example, this picture is three in the morning, and there is a glow of the horizon. In this scene, it is the horizon that creates intense landscape lighting, and moonlight does not work.
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I give three examples, without a moon, a low moon and a full moon. The position of the camera in the pictures does not change, the silhouette of the horizon and the tree are almost equally visible in all three pictures.
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Small / large photo exposure is important for film. The human eye is able to see this picture without exposure. In DayZ, the Moonlight Path on the water is almost invisible. I specifically cited three lunar path images as an example. Arma3 has good moonlight. As I wrote earlier, in DayZ the presence / absence of the moon in the sky does not change the lighting of the environment.
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In DayZ, moonlight has a low intensity. The lack of moonlight intensity creates a meager night picture in the game. The game loses a lot of night colors and beautiful night scenes / landscapes, due to the lack of proper moonlight.
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I already understood about your strange idea of reality. Sorry, I don’t know the reasons why you have no idea of a "moonlit night." If it is difficult for you to conduct a dialogue on this topic, perhaps it is not for you.
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I tried DayZ PC 1.4, changed the time, days and months in the mission .... regardless of whether the high full or low moon - this does not affect the lighting. We just have a disk in the sky with a picture of the moon, but it does not work as a light source. If the moon were a source of light, on moonlit nights one could have an interesting atmospheric picture in a clear sky, or in combination with clouds, with fog.
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What to get used to? To the game in a black screen .... What is the realism of the game, is that the moon is in the sky and unable to shine? I hardly see the road underfoot ..
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I agree, the dynamics are changing, the atmosphere and so on ... But the competition of players in the game is virtually absent at night. There are very few who want to compete with a flashlight against NVG, be a bright spot in the night dark and risk attracting attention to themselves. In such conditions, players try not to use light sources, or rarely use light - this stage in the game cannot be called an “attractive atmosphere”. It is foolish to hope that the players on the server do not have NVG or an optical sight with NVG. No one is interested in running without a light source, tripping over each obstacle. For most players, this is a choice between stupidity and a reasonable decision not to play nightly stories. Blind night is a bad period of player activity for PvP servers, but plays well with the atmosphere for PvE servers.
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They do not switch to another server, they simply do not play, waiting for daylight on the same server.
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Just add moonlit nights. The nights look monotonous, always in complete darkness and look like a trek in a cave. A common phenomenon for servers, where for KoS there are no restrictions on the rules of the game on the server, when night falls, players leave the server. Players do not want to glow in the dark like bait with a beacon. Server administrators who take care of this turn off the night time. Yes, there are players who like the night time, but there are very few of them. But I guess that these players also do not have enthusiasm for blind darkness.
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Hawke's PVE Survival Server | Vanilla | Day/Night | No KOS | No Base Raiding
lex__1 replied to aux7's topic in Server Advertisement
This is a good direction for the DayZ player experience. I play on one of the servers DayZ with RP, PvE and PvP directions. PvP on the server is allowed only in the areas of military tents, barracks and police stations. These conditions discipline players in the game process. There is even a lot of statistics when meeting players in PvP zones was accompanied by the development of relations in the cooperation of players, and not principled Kos players in PvP zones. Just grateful for the development of this direction in DayZ. -
what is the counterplay to this fair and REALISTIC gameplay ?
lex__1 replied to MrSnoopEastwood's topic in General Discussion
@MrSnoopEastwood 1. This ticket has photographs of buildings with an empty or low spawn loot. https://feedback.bistudio.com/T137856 2. If you try to play on different servers, you can notice some differences. Some servers are intentionally set to low spawn loot.The mission initially has settings with a good spawning loot, but each server may have other settings. Find your server where you will be comfortable playing. 3. In the main menu of the game, in the upper right corner there are tips that represent a small instruction on survival. 4. A search on youtube for questions that interest you may be helpful. 5. Feel free to ask questions on the forum or in the discord. -
Why say - "I do not use jumping on servers for fraud," when it comes to not quite complete and not entirely successful way to combat fraud? Suggest methods and algorithms to close this issue with jump fraud. Do not talk about returning to the old system of jumping servers. This method solves 100% of the server jump problem for fraud. This method does not solve for 100% the problem of an unexpected collision of players when entering the server. For example, I finished the game on Tisy yesterday and left the server. Today I returned to the same server and appeared on the back of a guy who was walking for two hours on Tisy. ))) The game is not perfect in this way of providing coordinates. But to speak now about the return of the old system is nonsense. First, we need to implement areas of scatter of spawn points for players entering the server, obtaining coordinates in the nearest free kilometer zones, or waiting for their coordinates until the zone is freed from the player who is on the server. Give any other options or methods for getting players coordinates in the "initial safe tactical distance." Only after that it will be possible to return to the old way of jumping to the server. I'm basically against jumping servers. I am for the fact that each server would give the player a new character and save the character and its coordinates only for this server.
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@nemorus 1. I understood correctly - did you make a new installation of OS Windows 7 ? 2. Why is the DayZ process not running as 64bit? 3. Why does your OS have service pack 1?
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I understand that you were doing a new OS installation. The first start of the game reproduced the installation: - Microsoft .NET Framework - Microsoft Visual C ++ You can find them at this address - Disc:\Program files\Steam\SteamApps\common\Steamworks Shared\_CommonRedist Perhaps you need to repeat this. The only caveat, the .NET Framework needs to be removed, the PC restarted and install NET Framework. Check OS update.
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1. Disable "Overlay" Steam or other programs using "Overlay", MSI, Overwolf, Teamspeak overlay, etc. 2. Try to make the parameter smaller than yours - "-maxMem = 12288". I use -maxMem = 9216
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Disassemble the gate
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What error does the game report register?
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I understand that 16GB is more than enough to run any game. If there are any current problems in the RAM, the OS redirects task data to the paging file, so it works in the OS. Did you try to increase the paging file and make a fixed size for it? Unfortunately, the ticket that you created is not available for viewing to regular users.