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Everything posted by lex__1
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Every time you cheat - you will exchange your credibility + time + money = something whose time spent in the game. I do not know how much the euphoria of deception valuable to you and your costs are equal. But the temptation of cheating will haunt you forever. Difficulties fishing in the game you will provoke a new step towards cheating. Perhaps you feel, at some point in the game, what's around you all the liars and you will be broken in the same way. But try, maybe you have enough willpower to be a man. You may need for a successful new purchase, you should also contact your Internet service provider and change the IP address. Not sure that this is necessary, but it is logical. Remember always - Battleye not sleeps. and it does not have a break for lunch.
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There are private server - RP. They work rules that prohibit KoS without cause, or KoS outside certain areas for KoS. Violation of the rules - a ban.
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You have installed the software? from: \ Steam \ steamapps \ common \ Steamworks Shared \ _CommonRedist - DirectX - Microsoft .NET Framework - vcredist
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I just lost several geared characters?
lex__1 replied to Jake Blake's topic in New Player Discussion
There are private server, on which the economy is regulated differently than the default public. There is no shortage of things that have a key role for the server script - PvP, PvE, RP or mixed. This creates the conditions for the game on the server script. If a player is suspected of use of any benefits not covered by the scenario game on the server, such a player banned on the server. You play on the public server and play on the server your game for several characters. I have no doubt that it is comfortable for you personally, but it absolutely does not mean - that is in balance with the other players, it is provided and assigned to the scenario game DayZ. I am against the fact that the player can be in one moment to lose all your gear, not in game situations (as it happened you). But I am also against the players that can create a non-competitive imbalance to other players on the server. At the forum there are reports every day from the players that for a month or more can not find AK or M4. Players begging creators of the game to find a solution for dupers, and here you are with a complaint))). It is your choice and decision with which I just can not agree no more. -
Still very early, what would talk about it. The game has many challenges that are not controlled by the player. Players often have to make the output from the server, which would get rid of the bug, which often arise. No one will be interested for a long time to wait for the server.
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Guys, it's good that you're trying to help SillyJoe gain an understanding - a bad game mechanics in the game. Now, there are many bad features in a network part of the game. All your advice is right. Tips and resulting experience allow us to understand how to act in such situations. According to the guys .... the experience can be used not for any script on the server. No one in the game will not wait for the player until the player will be able to "ride" suddenly received a bug. The player will get shot in the head - before bug games will cease to play at his side. I play on the PC. I can play DayZ on a private RP server. This allows me to not have to worry when something goes wrong in the game. RP server on a different scenario and atmosphere.
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I just lost several geared characters?
lex__1 replied to Jake Blake's topic in New Player Discussion
You started the theme by saying that all your accounts have been cleared. All the loot was stored on several accounts, which creates a hole in the economy of the game - limiting the ability of other players to find in the game a popular weapon. Everyone understood how you used the cross-interaction between the characters and their gear. Now you're saying that a player with multiple accounts is using this for a quick "hike to the shore to a friend." Not convincing. -
I would say that now even one shot from a pistol with a suppressor is enough for mass attention of a zombie to a player within a radius of 80-100 meters. I think it would be good if it worked within a radius of 30-40 meters. This worked well in 1.04.
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Unfortunately, the system of switching from server to server began to be abused. The player has the ability to safely enter the rear of the enemy, performing a tactical transition on another server. Deceivers turn an interesting gaming opportunity into a method of teleporting to advantageous coordinates, gaining a tactical advantage.
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The main problem of the game is in shared servers without a script, and in the absence of a game filter for searching servers by script. New players begin to play and do not understand where they are and what they should do. Private servers regulate the rules for playing on the server. Servers are divided into three main categories according to the scenarios - PvP, PvE, RP (role-playing game) and there are mixed combinations of scenarios. In addition, private servers, depending on the type of scenario, configure the economy in such a way as they see acceptable for this scenario. On such servers, the players do not have questions and complaints, in a similar form: - why this or that is not enough, where can I find something ..., damn dupers again ... and so on. The rest of the majority of servers work without a script, without an economy configured for a scenario, and so on. Players have disagreements and complaints about the game on shared servers, where each player wants to play his script and faces a number of problems that prevent the player from fully gaining the experience that the player expected from the game, according to his ideas. - "Who seeks will always find" Surviving, look for your favorite server, this will save you from unnecessary negative experience, and to a greater extent will allow you to enjoy the game.
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I just lost several geared characters?
lex__1 replied to Jake Blake's topic in New Player Discussion
You guys have a wild fantasy about the rules in games. Usually, the rules of the game on servers prohibit the use of this kind of gaining advantages in an honest PvP match. If you think that this is how it should work, then inform your Steam accounts here, open for viewing, and in which you honestly declare your way of playing. You can combine your work and provide a link to the video, which shows how you do it using several of your accounts. -
I have the opinion that it doesn’t matter when some items can appear anywhere. Since people of different specialties could be anywhere and leave their things. Such a scenario implies some history. One could add random appearances of any objects to random places: on the side of the road, in the forest and in the field. I don't like it when players use a strictly programmed system of places and loot. Such players often abuse it, guarding the places of popular prey and Kos of unarmed and weak opponents.
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1. The idea has the correct idea of how it should be and work. This may be in demand on servers, but not at all. This will require adding a lot of assortment to the inventory database: there is a 1 liter bottle, you need to add 0.5 and 0.25 liters and a similar variety in the assortment. Pans are also different, for cooking for one person you can use a pan less than what is currently used in the game. As a result, if all this is realized, the player will need a little more time to search for all the necessary items, items with good sorting in a defragmented inventory space. 2. Regarding the quick menu of the inventory - if there is a change in the way of accessing the inventory space of the backpack, this will lead to the fact that the players will store there only those items that do not need quick access. Now in the game there are also few items that need quick or emergency access. The player performs all other actions in the inventory in a safe environment. This will temporarily affect the change in the gameplay, just need a new training in muscle memory. 3. Quick inventory menu. Inventory space of trouser pockets, vest pockets, holster, scabbard - all this will remain in quick access in the quick inventory menu. In real life, a trained person can, with his eyes closed, take out an object he needs from his pocket. For this reason, inventory quick menu cells have the correct location and purpose.
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Raise the rating of this ticket https://feedback.bistudio.com/T143219
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This does not mean that the ticket is old. If the ticket was created as "private", then its viewing is available only for the developer and the author, for reasons of confidentiality. For example, if I want to show a bug on a ticket that I don’t want to distribute for possible abuse, I will create a private ticket.
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But it’s all the same, it only works when you hold down the left mouse button and look at the animation. But I suggest that the same actions can be done in the inventory screen, so as not to keep any button pressed.
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TheDrifT3r_Cz correctly suggests. There is no need to remove chemical light or a walkie-talkie from a backpack to turn it on. This should work in inventory just like you send a cartridge or magazine to a rifle in the open inventory screen. Everything that the player moves to the hands in the inventory screen should receive a menu of actions on the item.
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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 try to shoot at close range in the head. One shot or two, but between shots you need a pause of 4-5 seconds. If you shoot without a pause: - the second shot will be heard by all zombies in a radius of 40-50 meters - suppressor wear is faster. Single shots with pauses of 4-5 seconds - less destroy the muffler. This is of course nonsense, but I hope this will be fixed. https://feedback.bistudio.com/T137397 As they wrote, the distance to the zombies matters, you need to be prepared for this, a single shot can attract everyone within a radius of 30-40 meters.
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Do not make me laugh. The game has many items with an absent or “simplified” animation of interacting with them or using them - this does not interfere with their existence and use in the game. As experience in publishing updates shows, work and polishing problems begins when an object, animation, or function gets into the game. For this reason, players worry about the long wait and want to see it as it is. According to your reasoning and the state of the game - the game should not have been published before “polishing”? If at the given moment the developer does not have time to add anything to the game - this is not a reason for you to create useless garbage in the topic, condemning other people's priorities with your personal priorities or views on the game. I hope the administrator will clean all this garbage from here, and you will have respect for yourself.
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1. Bow and crossbow differ in the degree of preparation of the shooter and the use of a crossbow makes some skills of its use easier than for archery. 2. Arrow and animation ... How does your animation work now when you pick up a cartridge from the ground or from a backpack? No need now to come up with any reasons to justify your opinion in any way. 3. This is not a reason for discussion. Discussions should be around what and how it should look and work. This should not create discussion of priorities. When the developer can implement this, then he will add. I do not use cars or construction in the game, and this is not a reason for me to kick those who ask to fix it. P.S. Do not enter into a discussion of issues that do not interest you or have a low priority for you. Useless posts take up a lot of useful space on the forum and contribute to inflating the topic. If you want to discuss something, create a topic about your priorities and write there. Crying, nagging - respect the forum participants and yourself, do not expose yourself in a bad light.
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You have written a lot of things, and the essence is like this - "don’t ask anything from the publisher, everything should be as I want it and my priorities are main." Sorry, but everyone plays their own game here and expects from the game what he wants, at least what was in the game earlier. Do you want to neglect the wishes of the players and send everyone to look for mods for DayZ or play another game? If a bow and arrow is difficult to make, then how is the crossbow implemented and working in Mods? I am writing to you, and to people like you - if the topic is not interesting to you, pass by and don’t need to convince anyone what the game should be for them. Everyone has and can have their own priorities in this game.
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Everyone plays, they have fun .. And if you had added everything yesterday, what should the developer do tomorrow? And so everyone has their own interests 😃
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Review the weight characteristics of all classes. They have an unrealistic heavy weight. For example: 1. Weight is usually about 53 grams In the game, its weight is 250g 2. Weight: 280g (with standard battery In the game, its weight is 2 kg. Mounting on a backpack, increases the total weight by 2+1 kg more. ......The game has a lot of items that have an amazingly large weight.
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Some players abused the transition from server to server in order to get into a favorable position in relation to the enemy or other intentions. In 1.4, changes were made - the player will appear at random coordinates if the player switched from one server to another.