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Experimental Update 1.04.151915

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I really enjoy more content and new additions, but I wonder why the main gamebreaking issues are not being addressing.

Im talking about things like:

  • Combination locks getting reset and stuck after every server restart / crash
  • The items collision that allows you to glitch/boost inside bases and structures
  • Basebuilding general balance, destruction times, complexity to avoid 20 seconds raids
  • Jumping high to avoid having to go all around a 20cm house fence.
  • The incorrect weapon holding representation (People shooting with their fists, usually related to jumping with guns)
  • The "looting throught walls" bug and infected/players looting area
  • The weapon collision system (Nerf/tweak, its almost impossible to aim inside some buildings)
  • The bug with the main character selection (Since BETA) that does not saves your skin/model
  • The lights not showing at all at nightime when you zoom in or ADS from distance
  • The communication devices that are still broken and are extremely unreliable
  • The infecteds / predators going through basebuidling walls/fences and above roofs
  • The soft skills progress getting reset after logging out
  • Infecteds going through players when you melee them
  • Structures/windows/bushes that do not let bullets go through when they should
  • Vehicles performance with +40 players (Vanilla server, ping < 50). Random moving from where you left them or despawning.
  • Quick bar and general keys responsiveness (Im talking about Vanilla, ping < 50)
  • The remaining clipping issues (balaclavas, hats...)

We can enjoy some new content for a week or two, but whithout any fixes for this, the game little by little forces you to play in modded servers (PC) because of the current lack of balance or working endgames.

Edited by Asmondian
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Submit all of those issues to the Feedback tracker. These forums are generally just community members. I'm pretty confident the BI devs aren't really reading anything here.

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6 minutes ago, BetterDeadThanZed said:

Submit all of those issues to the Feedback tracker. These forums are generally just community members. I'm pretty confident the BI devs aren't really reading anything here.

If you're referring to my list, all those bugs and issues were opportunely submitted in the Feedback tracker around 2-3 months ago (some by me, others even before by other users) and I'm aware that the devs already know most of them. Which is why I wonder why they're not a priority.

Edited by Asmondian
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29 minutes ago, BetterDeadThanZed said:

Well, I put up an experimental server. The version is correct and my client matches it. I get this error when trying to connect to it: Client contains pbo that is not part of the server data

I verified my files and nothing had to be replaced. Everything was good.

Please check my previous post, I had the same issue and found a temporary fix.

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there is a bug when spawning in. the main menu screen never goes away. i have done everyting to fix it. nothing works. you can speak ingame when this is on and no access to inventory. and another bug is people cant see the chat in the game. it does not work.

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11 minutes ago, ForrestGump92 said:

there is a bug when spawning in. the main menu screen never goes away. i have done everyting to fix it. nothing works. you can speak ingame when this is on and no access to inventory. and another bug is people cant see the chat in the game. it does not work.

Was watching HappyBombs on Twitch -- same thing happened to him -- you have to close down the game and then delete your config folders (/My Documents/DayZ and {username}/AppData/Local/DayZ).  After that, verify your game files.

That worked for him anyway.

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I'm getting kicked instantly when trying to connect to my private un-modded Experimental server, the error is something like "Client contains PBO that is not in the server data files".  I can fix it by setting verifySignatures = 0 in the dzserver.cfg, but was wondering if this is correct?  Normally I used verifySignatures=2, what's the correct setting now for this parameter?

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6 hours ago, FunkInYourTrunk said:

a few of the changes are awesome.  server hopping deterrence is nice and as it moves u to specific spawns it may make meeting ur friends easier.  throwing is nice.  but to be honest.... wasnt it hinted that we would be getting a survival patch.....?  the only thing survival here is that u can clean the water that wont make u sick anyway.  if u do get sick all it will do is make u drink more water..... no fishing still and no word on it whatsoever....  

so basically..... hint at a survival patch..... and immediately get to work on adding more guns and ways to kill each other....  

again dont get me wrong there is lots of good stuff here...... none the less..... super dissapointed

Medical items are getting a bit of a change. I'm also sad no broken bones are in but I would rather them take their time and have it well done than say, go back to the way it was, buggy and walking over random rocks or stairs break your legs. 

 

I'm also waiting for rotting food, and poison food. Like deadly mushrooms. 

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37 minutes ago, vertshader said:

I'm getting kicked instantly when trying to connect to my private un-modded Experimental server, the error is something like "Client contains PBO that is not in the server data files".  I can fix it by setting verifySignatures = 0 in the dzserver.cfg, but was wondering if this is correct?  Normally I used verifySignatures=2, what's the correct setting now for this parameter?

same problem.

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1 hour ago, BetterDeadThanZed said:

Well, I put up an experimental server. The version is correct and my client matches it. I get this error when trying to connect to it: Client contains pbo that is not part of the server data

I verified my files and nothing had to be replaced. Everything was good.

And I guess the logs don't go into the details ?

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Nice patch all in all, I just don't understand this milsimmey direction they have taken. Since 1.0 they've added two high powered hunting rifles, one specialised sniper and three assault rifles. Oh yeah bayonets and NVG:s too, and now grenades. No pistols, no double shotty, no .22s or .357s, or the bow for that matter.

It is starting to feel more like this is Arma 4 Early Access more than DayZ...

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1 hour ago, Derleth said:

Nice patch all in all, I just don't understand this milsimmey direction they have taken. Since 1.0 they've added two high powered hunting rifles, one specialised sniper and three assault rifles. Oh yeah bayonets and NVG:s too, and now grenades. No pistols, no double shotty, no .22s or .357s, or the bow for that matter.

It is starting to feel more like this is Arma 4 Early Access more than DayZ...

Well think about it -- behind the scenes, they are working on the SurvivorZ Battle Royale game, so even though they haven't come out and said it, it makes sense to me that they are focusing on adding in battle elements before adding in things like fishing, additional sicknesses, etc.

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5 hours ago, Dorka said:

Well this is weird. I can connect to my server only with the Launcher (adding my PC IP address & port). First the server kicked me off because some .pbo issue client vs server. I removed the "verifySignatures" from server config and now I can connect to it. It's still not showing in LAN tab when I quit the game.

Same issue here. Changing 'verifySignatures' allows me in. I can use Launch Options via Steam or the DayZ launcher to get in.

Interestingly, I can see the current Experimental server from the most current Stable client, although I am unable to see it from the current Experimental client.

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Can somebody please explain how the server hopping mitigation actually works? My friends and I always switch servers to more populated ones, and we also often leave at dawn, so what does this mean for us? We'll just spawn randomly all over the place? How far apart? Is there a limit to this? Or does this only happen if you're near some military loot points? Is so, then how far away do you have to be so you're save from being moved? And will we now constantly have to expect that randoms spawn in the middle of nowhere, or right in our faces, just because we happen to chill where one of  these spawn points happens to be? In the far north?

I like the basic idea of this, but I have no idea what this exactly does. Help?

Edited by Deadboy (DayZ)

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So I do like the multiple items being added in all. And a lot of other things. But what about cars? I kind of skimmed over some of the post but correct me if I am wrong which I might. Some of the cars are a bit buggy sometimes. And well whenever a server gets restarted they despawn. *Went to the wrong post lol.*

Edited by DeadlyWolves200

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A few other odd things I noticed:

When you are attempting to use chat (typing) if you press any number keys it activates the corresponding key on your quick slots.

Loading an SKS with ammo (even one round) makes one of the rounds appear above the chamber when the rifle is hanging from your shoulder. It's just floating. Expending all ammunition makes it disappear. 

Putting just about anything in your hands and using the throwing stance, point your mouse up as high as you can and throw. This is just hilarious to me. There is now a lake in the game that has so much crap in it. Still, I'm glad throwing is in. Good job guys.

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4 hours ago, Derleth said:

Nice patch all in all, I just don't understand this milsimmey direction they have taken. Since 1.0 they've added two high powered hunting rifles, one specialised sniper and three assault rifles. Oh yeah bayonets and NVG:s too, and now grenades. No pistols, no double shotty, no .22s or .357s, or the bow for that matter.

It is starting to feel more like this is Arma 4 Early Access more than DayZ...

Bow is the single hardest weapon for them to implement. And it's not coming anytime soon.

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Quote

Fixed: AI could teleport, visually appear where it was not positioned or be positioned at roofs (T139728)

This is huge. They can properly reduce the spawn radius of infected now. The default config is spawning very few numbers of infected (5-13) in a HUGE radius (100+ meter radius). This is why we don't see infected in dense numbers. They're always too far spread out with already little numbers. I've been dabbling with the spawn config for a while and infected spawning on roofs was one issue I've noticed when I toned down a spawn point's radius to something like 50 meters.

And honestly, they've given us multiple tools in the last few patches to properly handle infected.

- Dispersion when they lose sight of the player

- 1 hit sneak attacks

- Melee attacks with guns

- Throwing to distract infected

All we need now is actually dangerous infected or numbers/density that can actually influence your gameplay. They have no influence on gameplay at all. Biggest city in the game? Yeah I can sprint right through it. End-game military camp? All I have to worry about are other players. We never have to sneak around or actually throw something to distract them cause they don't pose enough of a threat right now.

Please fix the zombie spawn config next patch please! or at least run it on experimental to have a feel of the server performance impact. I've already handed Sumrak a pretty polished zombie spawn config file.

Edited by repzaj1234

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I was expecting update with some kind of survival things. Like more hunting, fishing.. Instead of that we get guns for PvP.. Of course there is a good stuff in, medicaments make more sense now, but still not a true survival experience, but at least they haven't bring any new car, which are bugy as hell. 

Now just wait for PS4 release.. Do someone know, if they send update to Sony (Microsoft), or they are still working on it in studio? 

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39 minutes ago, TheDrifT3r_Cz said:

Now just wait for PS4 release.. Do someone know, if they send update to Sony (Microsoft), or they are still working on it in studio? 

Per the first post of this thread:

"Note for console players: While we tried our best, this update 1.04 will NOT be released on consoles at the same time as it will be on PC. This is because of the certification process that the console versions have to undergo. We expect the console updates to be released in July."

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Just a quick update for those that get the black screen in the main menu and then in-game, you don't need to delete the folder or verify the files after all (I did that the first time too :P), just change the video settings to low and then back to what you want them as, seems to be a graphics bug, hope it helps someone else 😄 

UPDATE: It seems to be specifically linked to hardware antialiasing in the video settings, turning this off fixes it!

Edited by Madiakz

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I have to say, I am not a fan of the main menu music it just doesn't seem fitting to DayZ somehow, sorry 😛 

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