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Everything posted by lex__1
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For the effectiveness of releasing a stable version, an opportunity has been created to use the Experimental version on a PC to prevent the effect of unaccounted problems.
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@ImpulZhi. Pay attention to this effect. If the "reserve of forces" reaches the mark of "0%" - "Holding the breath" will be blocked. In some conditions, the restoration of the "reserve of forces" will not return the "Hold the breath" function to working capacity. https://feedback.bistudio.com/T142835
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I thought this was the point of a forum, but well... Read the last line in my post. I mean the moment when the discussion slides from the game problems to the clarification of relations with the author. No need to incline the discussion to non-gaming topics, or force others to respond to such messages. Now on the context menu or the actions that the player wants to play. We already have on the screen options for actions on objects "press F or hold the F key." Probably everyone is used to it and successfully using it. What is complicated or confusing in the variant that a similar way of interaction will be created for a water bottle? The existing option does not always and everywhere works well. For example, such moments annoy me, in order to get out of the car, I need to look towards the door and continue to look at the open door by clicking on the actions that appear in turn. Any driver does this intuitively, without looking towards the doors and practically the exit of the machine occurs simultaneously with the opening of the door.
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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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There is simply no need to write a lot and express opinions about each problem. There is no need to write a lot and express opinions about which problem is more important or not important, there are just a lot of problems, so that now they could be sorted into any categories. Players will write little about a problem they rarely encounter. If this is not important for you, pass by, do not create chaos for discussion that is not related to the game.
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@ImpulZ Please, Any news in this patch or progress for this issue ...
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See the comments on the ticket. This is recognized and confirmed on the ticket, for the character the position of which "lies on the ground." This is reproduced with all optical sights and iron sights, with all rifles and with all pistols in vanilla, or for any Mods. On an approximately horizontal section of the landscape, the deviation of the character’s centers of sight and the line of sight has a minimal deviation, but everything changes greatly when the angle of inclination of the soil is 5 degrees or more. The greater the tilt, the greater the deviation of the character's centers of sight and the line of sight. Occurs at negative soil tilt angles and at positive soil tilt angles. Just a request, for someone who can verify this on experimental 1.5, since this happens with 1.0 and they are quite tired of these features, look at the target, and when you look at the sight, you can see the center of the sight far above or below the target. It looks like when a drunk cannot put his finger to the tip of his nose.
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Guys, any hotfix news for this ticket https://feedback.bistudio.com/T137471 When the character is in position - lies on the landscape. Each cartridge sending to the barrel (for a non-automatic rifle) forces you to synchronize the axis of the optical sight or iron sight with the axis of the character’s gaze. Is there a change in 1.5 for this?
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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. -
@ImpulZ Just wondering, or I didn't understand something. Now I can not hang a backpack on a zombie? Who did it bother? Or it did not work for someone and now fixed? My guess - Near the well with the pump there should be an action to wash your hands and only then drink water. Drinking water with dirty hands can lead to infection. Now, "washing hands" is not implemented and works as if rondomno, sometimes you get infected, sometimes not.
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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.