blunce 991 Posted December 16, 2014 I believe that duplication is less game breaking than all those "private" public servers used by groups of people to stuff themselves. Quite the contrary. Those who use a private server are bound to that one & only server & can't server hop for loot. Therefore, less loot available to us compared to those who play on public servers. Duping is the bigger issue. Share this post Link to post Share on other sites
Tatanko 5591 Posted December 16, 2014 Quite the contrary. Those who use a private server are bound to that one & only server & can't server hop for loot. Therefore, less loot available to us compared to those who play on public servers. Duping is the bigger issue.I think he was referring to locked Public-hive servers. You know, the ones that aren't supposed to be locked because it's against the rules :p 1 Share this post Link to post Share on other sites
blunce 991 Posted December 16, 2014 I think he was referring to locked Public-hive servers. You know, the ones that aren't supposed to be locked because it's against the rules :P Oh derp.. Thanks for clarifying. Apologies Karakoz :blush: I stand corrected -- locked public-hive servers are the bigger issue. lol Share this post Link to post Share on other sites
Karakoz 141 Posted December 16, 2014 (edited) Yes and there isn't much we can do against them. Everytime we complain on the forums someone come and tell us that it is OUR job to report those servers. To make this any fun at all, in my opinion, gamma needs to be clamped. Why can we still crank brightness and gamma to such excessive levels? The ability for this adjustment completely negates any desire to play at night. Anyone that knows about it or is doing it is at a massive advantage against people who want to play more authentically. This leaves the choice to be shot by someone you never had a chance to see coming or to use the exploit yourself. When will this be fixed. I guess they don't do that because some people would still find a way to increase gamma. I remember however that there used to be some moonless nights, totally dark nights during which increasing gamma couldn't help much. Edited December 16, 2014 by Karakoz Share this post Link to post Share on other sites
Tatanko 5591 Posted December 16, 2014 servers hosted on public hive but on whick people are kicked out of the game.Oh, yeah, that too. Share this post Link to post Share on other sites
xCAPx 349 Posted December 16, 2014 • Planting field 3x3 Does that means that you don't have to use a greenhouse to plant tomatos? Would be very nice. Share this post Link to post Share on other sites
Tatanko 5591 Posted December 17, 2014 Does that means that you don't have to use a greenhouse to plant tomatos? Would be very nice.Yeah, presumably more places to plant out in fields and what not. I believe that was the goal all along, it was just easier to start with an existing "thing" in the game with greenhouses. Share this post Link to post Share on other sites
McWendy 675 Posted December 17, 2014 Any news on compass bug fixes? As of now they kill navigating this way. Share this post Link to post Share on other sites
pillock 850 Posted December 19, 2014 (edited) Thank you Mr Hicks! Personally, I don't think the hermit playstyle is particularlyquite viable yetnow, sorrythanks. Not wWhile it is regrettable that your tent/stash still gets wiped every week, and not until you can now craft more stuff from the environment. I have not experimented with it yet, and but it's gets boring fairly quicklooks very promising. You cannot survive under current conditions as a hermit unless you don't go into towns to scavenge the necessary kit first - and by the time you've found all the survivor tools you'll need, you'll doubtlessly have found guns, ammo and canned food to last you forever, thereby negating the need (and most of the allowing plenty of motivation) to go Into The Wild in the first place. OnceNow we can craft clothes, rope, primitive knives/axes and [fire-lighters?] from environmental sources, build shelters and have working, longer-term persistent storage, then it'll beis much more worth it. For now, it just isn't, I'm afraid. I'm looking forward to when it isgetting back on Stable when this update is finished! Apologies if self-quoting is frowned upon - I don't make a habit of it - but I feel like I needed to retract most of what I said in the above post, given the latest update. Great job! Can make fire without matches in the 0.52 version, though? Edited December 19, 2014 by Pillock Share this post Link to post Share on other sites
Meridiusx 0 Posted January 6, 2015 Thank you Mr Hicks! Personally, I don't think the hermit playstyle is particularly viable yet, sorry. Not while your tent/stash still gets wiped every week, and not until you can craft more stuff from the environment. I have experimented with it, and it's gets boring fairly quick. You cannot survive under current conditions as a hermit unless you go into towns to scavenge the necessary kit first - and by the time you've found all the survivor tools you'll need, you'll doubtlessly have found guns, ammo and canned food to last you forever, thereby negating the need (and most of the motivation) to go Into The Wild in the first place. Once we can craft clothes, rope, primitive knives/axes and fire-lighters from environmental sources, build shelters and have working, longer-term persistent storage, then it'll be worth it. For now, it just isn't, I'm afraid. I'm looking forward to when it is! I agree with this post 100%. I would hope that proper project management and content meetings are being utilized to assess the critical components of this games development. I'm not physically there nor do I have any insight on the happenings within DayZ's development. However, It is in my opinion (and many other players I have surveyed and spoken with) that persistence with tents and vehicles should be a critical focus at this point in time. I personally enjoy the "hermit" play-style very much and I feel it adds immense depth to this alpha. My concern is centered around why this hasn't been a critical focus for the development process thus far? The high priority bug list above is no doubt valid, but persistence has never worked properly from the beginning of implementation. I'm certain there is something prohibiting persistence from remaining stable (server, coding, or engine related issues) however, would it be possible to receive an "official" developer answer to this? I performed extensive experimentation and documentation on persistence a few months ago which was posted to the bug forums for analysis. I hope this feature gets addressed with urgency in comparison to other content or mechanics being added. I know the process of adding content is needed during alpha's, but ensuring persistence is prioritized and working "properly" is key to DayZ's early and long-term success. Please don't take this the wrong way, but I'm really not looking for individual player feedback in regard to persistence working. With the amount of testing I've done thus far, I can't help but facepalm when someone tells me "it's working fine, just stay on persistence on servers...". However, I would appreciate any source material pointing to the ongoing progress or statements from official DayZ/Bohemia staff. Thank you for your time and consideration spent reading this post. Share this post Link to post Share on other sites