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ImpulZ

Stable Update 1.05

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1 hour ago, ImpulZ said:

If you only did a kilometer random placement, players would still abuse server hopping to go across servers and loot military areas.

There is nothing to loot anymore anyway... Dupers just killed loot economy.

Oh yes, it's on console, so you don't care.

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Is there a separate site for PS4? I just wanted to know when and or if this is going to be applied to the consoles if at all? maybe someone has already asked this, for that i apologize. 

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5 minutes ago, FantastickyGreen11 said:

Is there a separate site for PS4? I just wanted to know when and or if this is going to be applied to the consoles if at all? maybe someone has already asked this, for that i apologize. 

Yes, PS4 section of this forum is here: https://forums.dayz.com/forum/140-ps4/

As for the 1.05 update I would assume it went to the console team once it was pushed to PC stable, so it should be on consoles within a couple of weeks unless they run into some major issue.

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Is it true that they will alleviate the thirst issue in the next update? Lots of people dying contaminated, whether fighting zombies or drinking water from the spout.

I'm waiting to know more about it. Does anyone here know anything?

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Can we please get some fucking balancing in? I nearly died because of 2, TWO!!! cuts. Went from white (probably nearly yellow) to flashing red and just made it with bandaging, it's ridiculous. Also, I've counted, in 3 hours of gameplay, i had to repair my shoes SIX times.

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2 minutes ago, IMT said:

Can we please get some fucking balancing in? I nearly died because of 2, TWO!!! cuts. Went from white (probably nearly yellow) to flashing red and just made it with bandaging, it's ridiculous. Also, I've counted, in 3 hours of gameplay, i had to repair my shoes SIX times. 

Everything has gotten more hardcore, imagine how are the lives of survivors on hardcore servers.

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2 hours ago, Major_Kalu said:

Everything has gotten more hardcore, imagine how are the lives of survivors on hardcore servers.

I don't call that hardcore but bad game design. Having slow generation and a sane amount of bleeding is called hardcore.

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Bad design, it is.

I got sick from a contaminated bottle of water...

My hunger and hydration started to drop rapidly, so I had something to eat but I ate maybe too much (like 2-3 bites more than I should), started to vomit, my hunger dropped to yellow, thirst dropped to red.

The well was on the other side of the town, I died on the way.

The entire tragedy took 5 minutes.

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15 minutes ago, Tarkules said:

Bad design, it is.

I got sick from a contaminated bottle of water...

My hunger and hydration started to drop rapidly, so I had something to eat but I ate maybe too much (like 2-3 bites more than I should), started to vomit, my hunger dropped to yellow, thirst dropped to red.

The well was on the other side of the town, I died on the way.

The entire tragedy took 5 minutes.

To be honest, I think it is more of a case of getting used to. Diseases should be hindering or in come cases lethal. Sure some tweaking could be in order. Such as making the incubation time longer and adding gradations to the diseases. So that it starts mild but becomes worse over time when not treated. 

Blood loss is something similar with this patch. Initially I was pretty happy with it. I don't do much PvP so the most cuts I get are from the infected or in some rare cases, broken shoes. Usually I fix those cuts directly after receiving them. But I saw some PvP footage and how easy it is to get 4 cuts from being shot. In those cases the blood loss is a bit too much. Like IMT mentioned, I think the sweet spot is more in decreasing the blood regeneration speed while also simultaneously decreasing the fast blood loss rate.

Shoes however, I haven't had any problems with so far. Usually I already traversed a good portion of the map before it becomes nuisance. Especially military boots can go for a very long time. 

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"Fixed: It was not possible to equip bandanas as clothing"?...  You've never been able to equip the bandana.  You guys just gave the "Bandana" items properties of the "BandanaHead" item.  The "BandanaHead" and "BandanaMask" items all function fine, except you can't 'craft' them into a "Bandana" and the "Bandana" doesn't craft into either.  It would be cool, however, to have the "Bandana" craftable into a new "BandanaArmband" as well.  Whenever you guys get around to fixing them, that is.  It's hardly a priority.  Also, being able to use them as a bandage again would be awesome.

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On 9/11/2019 at 11:00 PM, amadieus said:

To be honest, I think it is more of a case of getting used to. Diseases should be hindering or in come cases lethal. Sure some tweaking could be in order. Such as making the incubation time longer and adding gradations to the diseases. So that it starts mild but becomes worse over time when not treated. 

to be honest, the game is dwindling, if you try to arbitrarily make it harder than real life just to keep it more "hardcore survival", especially, since it is now way beyond it's prime.

so yes, untreated infections, diseases, etc. would be nice mechanics, if they have long time survival consequences. on the other hand, surviving diseases could give you resistances. and surviving longer should make you tougher for some threats. and in any case, giving constant issues for the character is not really a play experience.

player numbers seem to show, that making every issue a critical one seems to not fare well.

after all, the nice thing about dayz was the constant danger, until you forget it, and death happens suddenly. a constant "you need to fix another issue with your character or you die in 10 minutes" is just not fun gameplay. It does not achieve the goal to make the game harder, only more ridiculous.

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59 minutes ago, g4borg said:

to be honest, the game is dwindling, if you try to arbitrarily make it harder than real life just to keep it more "hardcore survival", especially, since it is now way beyond it's prime.

so yes, untreated infections, diseases, etc. would be nice mechanics, if they have long time survival consequences. on the other hand, surviving diseases could give you resistances. and surviving longer should make you tougher for some threats. and in any case, giving constant issues for the character is not really a play experience.

player numbers seem to show, that making every issue a critical one seems to not fare well.

after all, the nice thing about dayz was the constant danger, until you forget it, and death happens suddenly. a constant "you need to fix another issue with your character or you die in 10 minutes" is just not fun gameplay. It does not achieve the goal to make the game harder, only more ridiculous.

Yeah, I want a video-game, not a Tamagotchi.

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3 hours ago, Duck Solo said:

Yeah, I want a video-game, not a Tamagotchi.

You call it a Tamagotchi ?
We call it a Tune or an Avatar

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On 9/12/2019 at 12:00 AM, amadieus said:

To be honest, I think it is more of a case of getting used to. Diseases should be hindering or in come cases lethal. Sure some tweaking could be in order. Such as making the incubation time longer and adding gradations to the diseases. So that it starts mild but becomes worse over time when not treated. 

 

It's not about getting used to hygiene and treat yourself when you're sick. It just happens too fast and it needs to be tweaked and slowed down, same as blood loss.

And I think that in both cases the character should drop and become unconscious once or twice before he/she dies.

Players should be able to treat others, when they need medical help.

Edited by Tarkules
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4 hours ago, g4borg said:

to be honest, the game is dwindling, if you try to arbitrarily make it harder than real life just to keep it more "hardcore survival", especially, since it is now way beyond it's prime.

so yes, untreated infections, diseases, etc. would be nice mechanics, if they have long time survival consequences. on the other hand, surviving diseases could give you resistances. and surviving longer should make you tougher for some threats. and in any case, giving constant issues for the character is not really a play experience.

player numbers seem to show, that making every issue a critical one seems to not fare well.

after all, the nice thing about dayz was the constant danger, until you forget it, and death happens suddenly. a constant "you need to fix another issue with your character or you die in 10 minutes" is just not fun gameplay. It does not achieve the goal to make the game harder, only more ridiculous.

Very well spoken... uh typed. This is exactly what's wrong with the balancing of these mechanics. It makes it not harder but annoying, tedious, ridiculous, whatever word fits in this case. I would love hardcore survival, but this is not the way to go about it. It would also mean that death is inevitable, no matter how good you've become at the game. It might not even be your fault but a bug. There is very little reaction time right now and it totally breaks the immersion. For the old players, remember how cholera was back in the day? It was brutal but slowly. Bleeding the same, cuts by infected didn't make you bleed a lot but a gunshot did, depending on the caliber, just as it should be.

So again, when are we getting a proper balancing patch? There is enough which needs to be balanced and if you guys don't know what to balance, ask the community.

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6 hours ago, g4borg said:

to be honest, the game is dwindling, if you try to arbitrarily make it harder than real life just to keep it more "hardcore survival", especially, since it is now way beyond it's prime.

so yes, untreated infections, diseases, etc. would be nice mechanics, if they have long time survival consequences. on the other hand, surviving diseases could give you resistances. and surviving longer should make you tougher for some threats. and in any case, giving constant issues for the character is not really a play experience.

player numbers seem to show, that making every issue a critical one seems to not fare well.

after all, the nice thing about dayz was the constant danger, until you forget it, and death happens suddenly. a constant "you need to fix another issue with your character or you die in 10 minutes" is just not fun gameplay. It does not achieve the goal to make the game harder, only more ridiculous.

Not sure what the player numbers have anything to do with it, as they are pretty constant throughout 2019. 

But back on topic. I guess we mostly agree on things here. As I said, some tweaking and further development of the diseases should be in order. Diseases should always be hindering and some to become lethal or more dangerous as time passes.

I do think that we more or less continuously need to fix issues with our character. At least that would make the game fun for me. The important point here is the size of those issues. Issues become goals, but should not always be cumbersome or annoying. Something that is the case now with the diseases, as they appear too fast and too fierce. Nonetheless, I do think that the disease and health system went a step into the right direction with the last patch.

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On 9/9/2019 at 10:58 AM, ImpulZ said:

 And as you mention it, teams get separated when switching, making the possibility of exploits even lower.

...and the possibility to play together. If I need 1h to meet my team again after server switch (nighttime, servercrash, etc.) the whole "official server hive" gets redundant. Treat every server as a individual world, like on private severs, would have the same effect.

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1 hour ago, Arthur Dubrovka said:

...and the possibility to play together. If I need 1h to meet my team again after server switch (nighttime, servercrash, etc.) the whole "official server hive" gets redundant. Treat every server as a individual world, like on private severs, would have the same effect.

^^ THIS!

The hive system might have worked years ago, but with DayZ as it is now, we really don't need it anymore.

Eliminating the hives is a better solution to solving exploits than forced relocation is, IMO -- just get rid of them.

As Arthur says here, with each server as its own world, if one server goes down and some people were playing together on it, they decide as a group which server to switch to and, unless they have characters on that new server, they start as freshies.  I'd rather have to do that -- start as a freshie on the coast and meet up with my mates relatively quickly than be spread out as we are now, taking ages to reconvene the group.

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The main problem of the game is in shared servers without a script, and in the absence of a game filter for searching servers by script.
New players begin to play and do not understand where they are and what they should do.
Private servers regulate the rules for playing on the server. Servers are divided into three main categories according to the scenarios - PvP, PvE, RP (role-playing game) and there are mixed combinations of scenarios. In addition, private servers, depending on the type of scenario, configure the economy in such a way as they see acceptable for this scenario. On such servers, the players do not have questions and complaints, in a similar form: - why this or that is not enough, where can I find something ..., damn dupers again ... and so on.
The rest of the majority of servers work without a script, without an economy configured for a scenario, and so on. Players have disagreements and complaints about the game on shared servers, where each player wants to play his script and faces a number of problems that prevent the player from fully gaining the experience that the player expected from the game, according to his ideas.
- "Who seeks will always find"
Surviving, look for your favorite server, this will save you from unnecessary negative experience, and to a greater extent will allow you to enjoy the game.

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Regarding the last posts....some or maybe better said  many years ago we discussed the possibilty to travel between maps which because of the engine limitations would mean in fact changing  to a new map by changing also to a new server the map is being played on. The uncool thing about this would be that with the current system one of course can change to a new server and  to a different map but has to start with a new char at the coast again  most likely far away from any team mates. How cool would it be, especially for rollplaying and storiy telling to instead keep your char, your gear and spawn together with yout team on a new island and continiue your story or maybe just do a few raids and then go back ....the possibilities are endless.

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6 hours ago, Private Evans said:

Regarding the last posts....some or maybe better said  many years ago we discussed the possibilty to travel between maps which because of the engine limitations would mean in fact changing  to a new map by changing also to a new server the map is being played on. The uncool thing about this would be that with the current system one of course can change to a new server and  to a different map but has to start with a new char at the coast again  most likely far away from any team mates. How cool would it be, especially for rollplaying and storiy telling to instead keep your char, your gear and spawn together with yout team on a new island and continiue your story or maybe just do a few raids and then go back ....the possibilities are endless. 

Unfortunately, the system of switching from server to server began to be abused. The player has the ability to safely enter the rear of the enemy, performing a tactical transition on another server. Deceivers turn an interesting gaming opportunity into a method of teleporting to advantageous coordinates, gaining a tactical advantage.

Edited by lex__1

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This weekend clearly showed how badly designed the displacement system is. Servers were having whatever issues and they were each unavailable for hours. Which means that to continue playing a player MUST server hop. Character is saved in the hive so that's ok. However; due to the displacement system it's a lottery where you spawn, so everyone gets displaced randomly. This culminated with my friend spawning inside a military area (tell me again how it prevents players from raiding them) and of course got shot. And everyone was amused and wanted to play the game for years to come. NOT. 

Also, all the stuff about item degradation as written above. Having shoes damaged after walking 5 kilometers is not only bullshit, moreover the (vanilla) loot economy is not even able to satisfy such demand for shoes. I know Chernarus is kinda post-socialistic country set purposefully some decades back, however; even then you didn't have to bring five pairs of shoes on a mild trek. 

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