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Stable Branch - 0.59 Discussion

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I agree , Desync is definitely screwing with damage taken .. Me and a friend saw two others on the road ahead of us yesterday , we flanked left as we only had my mp5 with 13 bullets and he was holding a tire .. These guys were ready to fight as I hid in a bush I see my friend trying to talk to the two , the second I couldn't see but I see he starts to shoot , the first guy is in front of me completely oblivious of me so he starts to shoot my friend as well ... Given this opportunity I just double tap the mp5 directly into the visible guys chest (13 bullets mind you) , I was no more than 10 feet away and I had no sway, not one bullet pierced him enougn to make him bleed (im sure his screen flashed in pain but nothing beyond that). After seeing this Desync shit I decide to run towards the second guy I couldn't really see , one three round burst takes me out (some type of sub machine gun).

Very disappointing to say the least , they aren't even warping around they stay exactly in the spot I shoot them but nothing , it's almost like the teleporting Desync of last patch wasn't really fixed it was just masked , and they are still teleporting but we arent seeing it ?

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Missing deer stand? I have found the stand in the past but  in  .59 it's not there. the deer stand missing is the one south east of Gorka and north west of Polana. I know i'm half blind but i have searched that spot 5 times now and haven't found it it's the one just by the picnic spot in the trees with the stones and the benches. 

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Yeah, player damage seems unreliable at best at the moment. I've seen plenty of large caliber bullets, even 7.62x39 bullets knock people unconscious via headshot. Even with helmets on, this should be impossible. I think it's kind of screwy that .380 rounds and/or .22 rounds don't kill to the head! Honestly how many times out of 10 would someone survive being shot in the head with a .22? Movement also seems to play a big factor. Many times someone will empty a whole mag into someone who is running around, and the running person will end up with a lot of ruined clothes, but still be alive. I know a lot of it is that the bullets will hit the arms or legs and therefore be non-fatal shots. Also, clothing items with inventories help disperse damage greatly. In your case, maybe the vest took much of the damage of the first impact, and the shirt took the other? It's still pretty obvious that 2 sks rounds to the upper torso should at least knock someone out.

Just to clarify a bit....

 

.308 rounds are the same diameter as 7.62 but the energy is different based on the various case and bullet dimensions. Generally speaking any 7.62 rifle round will absolutely kill you with a head shot.

.22LR (Long Rifle) cartridges (while high in velocity) are poorly optimized for penetration. Combined with the soft lead bullet and low energy this round will usually glance off bone and even zippers, buttons, and thick webbing. Head shots with non-jacketed .22 and even to a degree .22LR ammunition is unlikely to kill outright unless you are extremely careful with placement. There are many cases of shootings involving .22 firearms where the victim is hit many times and still fights back. I think the most traumatic damage comes from the mess the little bullet makes if it penetrates the body cavity and bounces around, tearing organ tissue to create bleed-outs or sepsis. The .22 ammunition portrayed in DayZ looks like regular old .22LR soft lead non-jacketed recreational stuff and it is pretty much useless as a reliable means to stop/kill someone.

Getting back to the .30 cal stuff... The Dev team seem to have created a bit of a mess of it, considering all the various chamberings. While it falls in line with the varying weapons you might find in the world of Chenarus it does add confusion to those who might not know or care about the fact that they all take different ammo.

 

To further confuse/ mess with Survivors they should allow usage of the following as well, if they really want to be realistic;

 

.308Win can be used in military rifles that use 7.62X51 (with increased wear to the weapon and higher probability of jamming).

7.62X51 can be used in civilian rifles chambered in .308

.380 can be used in weapons chambered for .357 (just nerf the ballistics).

Maybe the other 7.62 variants can be cross-chambered (with varying effects to ballistics and weapon function) but I have not personally done this.

 

Just wanted to throw this out for those who might not know why you posted this ( you have good points, but I don't think they will address this until much later or post-1.0

Edited by philbur
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Very disappointing to say the least , they aren't even warping around they stay exactly in the spot I shoot them but nothing , it's almost like the teleporting Desync of last patch wasn't really fixed it was just masked , and they are still teleporting but we arent seeing it ?

I've noticed this several times, too. Often when I aim, I am stuck on the spot, until I stop aiming and can run again. I thought this happens only on 3p, but it happens the same on 1p servers. I assume we enter a different "mode" when we go into aiming and the engine sorta locks that position as the one that has been fired from. If you hit anywhere else, the shots don't count, but people usually aim, shoot, move and repeat. So you can basically never catch up to your target, unless they stand completely still (and aim) or run at you in a straight line. Even then, this doesn't explain why you can't hit targets that aren't aiming/moving. I mean, it looks like you're hitting, but you're not hitting at the same time. I'm not even sure this is a desync issue, as I get stuck like that even on fairly empty servers after a fresh restart. The servers should have no trouble coping with the few people online at that time. It just seems like something is seriously wrong with the whole targeting/positioning and we are displaced when we shoot as well as when we just aim. Beta coming in three months? Yeah, right...

Edited by S3V3N

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I've noticed this several times, too. Often when I aim, I am stuck on the spot, until I stop aiming and can run again. I thought this happens only on 3p, but it happens the same on 1p servers. I assume we enter a different "mode" when we go into aiming and the engine sorta locks that position as the one that has been fired from. If you hit anywhere else, the shots don't count, but people usually aim, shoot, move and repeat. So you can basically never catch up to your target, unless they stand completely still (and aim) or run at you in a straight line. Even then, this doesn't explain why you can't hit targets that aren't aiming/moving. I mean, it looks like you're hitting, but you're not hitting at the same time. I'm not even sure this is a desync issue, as I get stuck like that even on fairly empty servers after a fresh restart. The servers should have no trouble coping with the few people online at that time. It just seems like something is seriously wrong with the whole targeting/positioning and we are displaced when we shoot as well as when we just aim. Beta coming in three months? Yeah, right...

I thought the movement "pause" is a mechanic to account for the difficulty of aiming through optics versus just hip-firing. The Devs might have intentionally added the pause when you aim to add "realism".

If this is the case, then as long as they tweak it so you only pause when running and "aiming" but can still move slowly while "aiming"

 

The issue of erractic hit boxes might just be the unfinished Player Controller? Not trying to make excuses for the Devs...just an idea.

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The issue of erractic hit boxes might just be the unfinished Player Controller? Not trying to make excuses for the Devs...just an idea.

Yes, I'm really hoping the new player controller is at the core of solving these issues. However, it is only Human IK, which means procedural animation blending and locomotion. I don't know what else they have in mind with it, but I hope it's a lot more than what it seems.

 

The problem with pausing occurs (to me) when I pull out my weapon and hold rmb to aim closely. It is most likely not a feature, as when I keep holding rmb I will run on the same spot endlessly. I really have no clue though what the problem is. I just post my ideas about what it might be, in the hopes someone will give us a better explanation or knows the reason why this happens. It might be that things really come together when they have all their planned features with DX11 and the player controller done. I really hope it will be, but despite all the great things in Dayz, the two (or three) main selling points of the game are really still rudimentary: zombies/infected, shooting, vehicles. 

Edited by S3V3N
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I am hating switching back and forth between UI's to get a vehicle running.  This is nuts.  On the other hand, I am kind of glad it's such a frigging pain in the ass, most folks won't have the patience to endure this particular "quest". 

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I am hating switching back and forth between UI's to get a vehicle running.  This is nuts.  On the other hand, I am kind of glad it's such a frigging pain in the ass, most folks won't have the patience to endure this particular "quest". 

You have to switch back and forth? Why's that?

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Hey, yesterday I found two choppers (USSR + US) pretty close together near Green Mountain. The server had just restarted and I thought I might have some luck, but both of the crashsites were completely (!) empty. First time that I saw a chopper that didn't even have crap-loot. About 90 minutes later I returned there on my way back to camp and both choppers were gone. Is it possible that we see "ghosts" of the choppers after server restarts, even though the actual (new) choppers spawned somewhere else, already? I just never saw choppers that completely empty and wonder, if it is some kind of glitch. 

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Hey, yesterday I found two choppers (USSR + US) pretty close together near Green Mountain. The server had just restarted and I thought I might have some luck, but both of the crashsites were completely (!) empty. First time that I saw a chopper that didn't even have crap-loot. About 90 minutes later I returned there on my way back to camp and both choppers were gone. Is it possible that we see "ghosts" of the choppers after server restarts, even though the actual (new) choppers spawned somewhere else, already? I just never saw choppers that completely empty and wonder, if it is some kind of glitch. 

Helicopter respawn cycles are no longer linked to server restarts in any way. They persist over restarts and respawn on their own timers.

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Helicopter respawn cycles are no longer linked to server restarts in any way. They persist over restarts and respawn on their own timers.

Yes, I've seen them disappear right in front of me, before; they're on a four hour rotation, I think. But the question would be, if they can be artefacts, i.e. have no loot and only appear as still being spawned, whereas the choppers with loot actually already spawned somewhere else. I've never seen a chopper completely without loot before, let alone two of them. Usually at least there is some crap nobody wanted. In other words: I'm wondering if what I was seeing wasn't really supposed to be there any more.

Edited by S3V3N

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Crashsites are persistent during server downtime, they will respawn at the exact location but without their loot, except persistent items, like ammoboxes.

 

The respawn cycle seems to be around 30 minutes and they can however respawn in the exact location they were before, without boundaries of a certain amount of crashsites in a certain area. 

 

I found 67 crashsites. 19 RU / 48 US, no M4 or AK101.

 

AK101 mags are spawning, but the m4 mags dont (20, 30, 40). The coupled 60 STANAG mags do spawn.

 

On this 48 US crashsites i found a amount of 83 pairs of boots.

 

That what i found out during my playtime.

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You have to switch back and forth? Why's that?

In old UI I cannot switch out or move any parts for the vehicle or manipulate tires already on the vehicle. .   If the tires aren't on just right I just sit there and spin

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In old UI I cannot switch out or move any parts for the vehicle or manipulate tires already on the vehicle. .   If the tires aren't on just right I just sit there and spin

Oh yeah I forgot not everybody is using the newui I've recruited so many people to use it XD

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On this 48 US crashsites i found a amount of 83 pairs of boots.

 

Because Bohemia thinks we're still gonna need boots if we're hunting Heli Crashes even though everything else military related is already Boot Simulator. Like fuckin hell, do we really need so many boot spawns?

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Experimentalprep update on SteamDB and some test servers running 0.59.131121... hmmm...

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No more .59 experimental please !! We need .60 , .59 is now decent so please lets move forward!!! I'm seeing more and more delays as we get closer to beta and it's truly scaring me lol ... I want dayz in beta by spring !

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Experimentalprep update on SteamDB and some test servers running 0.59.131121... hmmm...

 

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Here's hoping one of those fixes was for MP5 sights. That one is killing me. We have at least 1000 9mm rounds spread out over 3 camps. No one is really using it.

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We have at least 1000 9mm rounds spread out over 3 camps. No one is really using it.

Not even for the Glock & Red 9? Those are pretty hot items right now.

 

1e4cf16ee0544be1351c6f5edd5afcfee78940ea

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Not even for the Glock & Red 9? Those are pretty hot items right now.

 

1e4cf16ee0544be1351c6f5edd5afcfee78940ea

 

Meh. How fast can you actually use rounds in a Glock?

 

Also, I just logged in on Experimental. I have an MP5 on my guy. Sights still borked. Oh well.

 

Storage wipe, no character wipe.

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Meh. How fast can you actually use rounds in a Glock?

 

Really fucking quick.

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In old UI I cannot switch out or move any parts for the vehicle or manipulate tires already on the vehicle. .   If the tires aren't on just right I just sit there and spin

 

This is incorrect. There's so much misinformation in the community smh...

 

Lug wrenches will allow you to remove wheels in the old UI. To remove spark plugs/batteries simply look under the hood and you will see an icon for removing/adding the item. To manipulate doors/hoods you need the regular wrench.

 

Of course, if you don't want to carry a lug wrench the new UI is a very handy tool.

 

I do so much testing and research when a new patch comes out so that I know how everything works. Surprises me that so many people choose to live in the dark.

 

0.59 vehicles guide: https://www.reddit.com/r/dayz/comments/3yhm2i/psa_vehicle_manual/

 

0.59 general information/tips: https://steamcommunity.com/app/221100/discussions/0/527273983046897257/

Edited by ghoulman
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This is incorrect. There's so much misinformation in the community smh...

 

Lug wrenches will allow you to remove wheels in the old UI. To remove spark plugs/batteries simply look under the hood and you will see an icon for removing/adding the item. To manipulate doors/hoods you need the regular wrench.

I think most are aware of the wrenches for removing the wheels and tires with old UI. I just don't think you can add a spare wheel to the 4x4, unless you use the new UI; please correct me, if I'm wrong. And the batteries and sparkplugs can be removed by looking at them with the new UI, too. It's some hassle to have 4 slots occupied by tools you don't need at all. It's far easier to just switch to the new ui, get yourself stuffed on water and start eating as soon as you get too hungry. Once filled up, it doesn't really matter that the new UI doesn't show indicators for hunger/thirst. In fact, I prefer it that way. I don't know why not more people are using the new UI for sakes of simplicity. The symbols are a bit tiny, but we know what each thing means and you get used to it. The only annoying thing about it is that you can't drag clothes off a dead guys body, but have to strip butt naked, get in his gear and drop those clothes from your own body. If your friend dies and you want to safe his gear, you first have to undress your friend, then get in his clothes only to undress and get back in your own. That's wrong on so many levels...

Edited by S3V3N
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