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DayZ Mod 1.8.2

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Is there a reason why you folks didn´t push the latest version to the git? Maybe a branch 1.8.2?

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Has anyone else had the problem that the binoculars are out when logging in? This happends to me like ever other time (not just since 1.8.2, but a few versions back).

 

Also, I would like to ask if the auto-closing of the gear menu can be undone. I don't get the point of it, and I have always found it quite annoying.

Happens time to time. Do you have a primary? I've seen it when you don't have one and you have binos. Nothing major though.

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Is there a reason why you folks didn´t push the latest version to the git? Maybe a branch 1.8.2?

 

There isn't any real need to. 

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Swap the gate for a bus :-) perfect gate

Nooo. Being the paranoid nuthead that I am, I see it shot to pieces 2 minutes prior server restart, leaving open a nice breach.

But I guess (hope) gates are planned?

Edited by dayzjarhead

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There isn't any real need to. 

 

Hm :| 

Are you the only one working on the project? What about version control and distributing builds... ah... your choice. I think Git is such a huge help.

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Are you the only one working on the project?

 

 

We are a few people working on it, but it would just mean extra (unnecessary) work for us to create a public DayZ Branch on GitHub for updates and keep it updated.

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emm.. the problme with transfusion is not fixed btw

im and other players geting kicked with #0 before finish

;(

yes i reupdated filters just now, i tryed to restar server but still kick is here.

btw in game i see #0 , but in logs of publicvariable i see #10 with value restriction "remexfields" 

 

and yo all

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Hm :| 

Are you the only one working on the project? What about version control and distributing builds... ah... your choice. I think Git is such a huge help.

We just dont use a public one anymore but we still use git for private

 

 

emm.. the problme with transfusion is not fixed btw

im and other players geting kicked with #0 before finish

;(

yes i reupdated filters just now, i tryed to restar server but still kick is here.

btw in game i see #0 , but in logs of publicvariable i see #10 with value restriction "remexfields" 

 

and yo all

Filters are download separate. Your admin needs to sort it out the links are provided in the 1st post

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Happens time to time. Do you have a primary? I've seen it when you don't have one and you have binos. Nothing major though.

 

Yes, I do. When logging in, I see the binoculars texture but no 3d graphics, then both. After hitting , the binoculars are removed and the char takes his primary, which is automatically followed by a switch to the secondary (no buttons pressed!). I then need to hit [1] to get to the state in which I logged out (primary weapon). Nothing serious, agreed, but still a bit annoying.

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And another thin with transfusion, the only blood tipe that i can transfuse is O-

if i trying other blood groups i get #0 kick

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There is still no humanity gain from bandit kills. :(

There never was.

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Its when someone joins the server during the initial boot and then the client crashes. We know about this one 

This happens on my server regardless of timing, player counts etc.

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This happens on my server regardless of timing, player counts etc.

This is a bug on your server.

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This is a bug on your server.

Its a bug in my brain, turns out if your objects are tied to a different instance they don't show up. Fak im stupid

Joe%20Dirt%202.jpg?itok=k2AUh5ip

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Wait, what? Wasn't it +200 for killing a bandit with negative humanity prior to 1.8.1?

Nope, this has always been a common misconception.  I never noticed any humanity gain for killing bandits.  The DayZ mod wiki states that there is a gain for killing bandits but I've never seen it.  I know that other sub-mods have added humanity gain for killing bandits.

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Wait, what? Wasn't it +200 for killing a bandit with negative humanity prior to 1.8.1?

 

Bullet catcher is correct there never was humanity gain.

 

 

Although it would be nice..In my opinion it would definitely add more incentive to not kill survivors on sight and play friendlier. I hate that the only possible gain is by blood bagging, as it feels so limiting.

Edited by Borges

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Bullet catcher is correct there never was humanity gain.

 

 

Although it would be nice..In my opinion it would definitely add more incentive to not kill survivors on sight and play friendlier. I hate that the only possible gain is by blood bagging, as it feels so limiting.

 

I think the whole humanity system has to go.

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I think the whole humanity system has to go.

Why do you say this?

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Why do you say this?

 

Unless the humanity system can be improved (such as having a set limit, perhaps -2,500 for the lowest and 7,500 for the highest)

 

I see humanity more or less, just cosmetics for our overall appearance to label someone for what they have done. Let's say I shot a couple guys in self defense, bandit skin becomes embedded over their survivor clothes because of that and now they're wearing the outfit that pretty much labels as "Shoot me, I'm a threat" .. It adds a higher chance that everyone can kill that person with the bandit skin like it's hunting season.

Edited by TIC321
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Unless the humanity system can be improved (such as having a set limit, perhaps -2,500 for the lowest and 7,500 for the highest)

 

I see humanity more or less, just cosmetics for our overall appearance to label someone for what they have done. Let's say I shot a couple guys in self defense, bandit skin becomes embedded over their survivor clothes because of that and now they're wearing the outfit that pretty much labels as "Shoot me, I'm a threat" .. It adds a higher chance that everyone can kill that person with the bandit skin like it's hunting season.

 

I see your point with the negative bandit label. The frontside of the medal, however, is great in my opinion: A hero could pretty much be counted on not to kill survivors, because they'd fuck up their humanity. It's a trustworthiness guarantee. A survivor who understands this has much less incentive to kill a hero.

 

That being said, I'd like to repeat that with the new blood type system, less loot (less backpacks, less carrying capacity, while more transfusion-related items to carry), and disappearance of the public hive, it has become much too difficult to become a hero. If not impossible, at least for lone wolves. I'd very much welcome more ways to gain humanity, especially now that I know that I fell for an urban legend with the bandit kills. :)

Edited by RomanZ
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I personally would like to have a bigger variety of skins, so that people can chose what they're wearing instead of being uniformly dressed as Bandits / Heroes.

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I personally would like to have a bigger variety of skins, so that people can chose what they're wearing instead of being uniformly dressed as Bandits / Heroes.

I think the whole "customize your character" aspect of video games is incredibly overrated.  It is just an element that appeals to people's narcissism and the need to stand out or be different.  That being said, it would be cool to be able to change various aspects of your character while still being bound by the rules of humanity in the game.  I do like how you can temporarily hide your identity in DayZ mod with camo/ghillie/soldier clothing but lose that concealment upon death.

 

I think the humanity system, while flawed, is a KEY element to DayZ mod and something that sets it apart from all the GTA type games where you bling out your character with stupid items...for what?  (It's also something that SA completely lacks which I feel adds to the boredom and blandness of the alpha).  The humanity system in the mod, while harshly criticized, is solid and unforgiving.  It's extremely difficult to avoid a bandit skin in a very PvP centric game.  What I love about it is that it teaches you that shooting back isn't always the answer.  My squad has been in many engagements where we are being fired upon by survivors who see us as a threat and we get a hell of a lot of excitement out of trying to either defuse the situation or escape with minimal humanity loss.  Sometimes this means providing cover fire for the teammate being shot at so he can escape (haha we've been called "shit shots" so many times over side chat...if only they knew).  Sometimes it means flanking and holding them up.  Then there's always risking a non-fatal shot, breaking their legs to give your teammates time to get out of harms way (with the risk being that they may already have low blood and you might end up with a murder on your hands).  Then, there's always the scenario where one of our squadmates ends up getting killed in the shootout.  Well, knowing that we all typically have decently high humanity (many of us were heroes or close to it on the public hive), the aggressor, having a survivor skin, is sure to be at bandit level or near it, so we can then take him out to avenge our fallen without taking a hit to humanity.  In my opinion the old "I had to shoot back to defend myself and now I'm a bandit" is a lame excuse that shows a lack of creativity in the approach to playing the game.  People are short sighted and value the Lee Enfield they got (and can get again in 10 minutes after respawning) more than the permanent humanity loss that they take from shooting back.  All of this makes for a much more interesting and intense PvP experience for the people I play with.  We made it a point to try and have tactical advantage over survivors at all times so that we weren't faced with having to shoot back in self defense if at all possible.  Didn't always work, but it did most of the time.

 

Lasting consequences for your actions is something that set DayZ mod apart from all the other FPS, open world sandbox, and survival games.  I'm sad that SA hasn't implemented it and it would be a shame if DayZ mod eliminated it.

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