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Experimental Update 1.06

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1 hour ago, Derleth said:

It has definitely improved a lot, but it is still not quite there, the ground absorbs nearly all moonlight in an unnatural way and there is little or no reflection from surfaces you would expect it from. Metallic weapon parts, rain coats and so on. These things were actually pretty much perfect before the anti-gamma system came with 1.0, which makes it very frustrating. I'll post some old screenshots later to show what I mean.

Yet there is always that one magical tree that is lit up like in bright sunlight and from afar it looks like someone is having a fireplace or flashlight turned on. I swear they make it on purpose. Just like tree sounds which resemble the infected.  

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As for the shotgun in the backpack, the whole idea of being able to saw off a shotty, BK-18 or Mosin is defeated by this, there is just no need when you can shove the complete gun down your backpack and have it magically out in a second. That is not 'convenience', it is just stupid. Dividing clothes into compartments by pockets would cause too much inventory Tetris, I will admit that, but items in backpacks must be blocked from the hotbar. It is a gameplay balance issue, heck I would even call it a bug.

Now here's the thing, it of course appears as cumbersome if you would just shove a shotgun into your backpack and so on. Yet, if you want to, you can rig it for quickdraw so I always take it as if my character took the effort. Same goes for having an SMG in tracksuit. Sure, you're never going to have an SMG in your track suit pockets, but it's not a problem to carry an SMG under your tracksuit. So the fact that you can stash an SMG into the tracksuit inventory slots is for me the equivalent of having it under your tracksuit. Hell you could even cut your pockets so that you can grip and shoot  the SMG without unzipping. 

Otherwise let's face it, the whole inventory is utterly unrealistic. How many big cans can you really store in your pants? You would never do that IRL, even if the pants have large enough pockets. You can put a lot of beer cans in a field vest thought, that is a tried and proven concept 😄 I always try to somewhat sensibly organize my inventory, so that I have quick draw items in my vest if I have it, store only small items in pants and so on, but in the end the game is just that. Now, it does make sense to reconsider the overall inventory space. Here I would lean more towards the idea of layers of clothing and, to quote Donald Trump, make backpacks great again! In the sense that only a backpack really allows you to carry a lot of items. Right now, if you have hunter or equivalent clothing and a vest you're very much good to go as far as your inventory is concerned. Granted, you cannot carry excess inventory and run into an area picking up everything you see, but you can manage. 

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41 minutes ago, William Sternritter said:

Now here's the thing, it of course appears as cumbersome if you would just shove a shotgun into your backpack and so on. Yet, if you want to, you can rig it for quickdraw so I always take it as if my character took the effort. Same goes for having an SMG in tracksuit. Sure, you're never going to have an SMG in your track suit pockets, but it's not a problem to carry an SMG under your tracksuit. So the fact that you can stash an SMG into the tracksuit inventory slots is for me the equivalent of having it under your tracksuit. Hell you could even cut your pockets so that you can grip and shoot  the SMG without unzipping. 

True, I'd be all for having a feature for strapping rifles to backpacks to have them available for quickdraw (i.e. put them on the hotbar) but in that case it should be as an attachment slot and visible on your character, as with some modded backpacks.

Edit:  I looked up some of my old 0.63 screenshots, look at the moonlight in these pics, how it reflects off surfaces and illuminates the ground while the shadows are dark where it can't reach. Perfect. Makes me furious that an anti-cheat feature rules this out for some reason. I'd rather have this kind of night lighting again than anti-gamma, or at least the option for server admins to choose.

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Edited by Derleth
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3 minutes ago, Derleth said:

True, I'd be all for having a feature for strapping rifles to backpacks to have them available for quickdraw (i.e. put them on the hotbar) but in that case it should be as an attachment slot and visible on your character, as with some modded backpacks.

That is an option that also occurred to me, but I'd say that you can even stash it in the backpack and have it ready for draw. Basically make a gun compartment in the backpack to allow quick draw. Could be slower than swinging it from your shoulder but not impossible. And we also need tactical straps to carry gun on the chest, similar to pistol holster we already have. That could be the fastest option.

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13 minutes ago, William Sternritter said:

That is an option that also occurred to me, but I'd say that you can even stash it in the backpack and have it ready for draw. Basically make a gun compartment in the backpack to allow quick draw. Could be slower than swinging it from your shoulder but not impossible. And we also need tactical straps to carry gun on the chest, similar to pistol holster we already have. That could be the fastest option.

I think that is basically what that attachment slot in e.g. Munghard's hiking backpack simulates (with that pack you literally become a walking base...) Basically, in the regular compartment of your average drybag - no quickdraw. In a specialised or modified backpack - yes. There are some rifle holsters in mods too, ammo pouches you can put on buttstocks and other fun little gadgets. The modding community has really kicked off, it's great to see. I'm hoping some of those ideas will make it into the core game in time.

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On 11/27/2019 at 10:38 AM, McWendy said:

Use the hotbar its what its there for.

lol you cant put everything on the hotbar

i just feel like there should be an easier way to return an item to its held place.

Quite a few times im stumbling trying to drag and drop where the items reserved spot is.

sometimes its hard to find the reserved spot you have to drag to to put the item away

Edited by olyeller
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13 hours ago, Derleth said:

True, I'd be all for having a feature for strapping rifles to backpacks to have them available for quickdraw (i.e. put them on the hotbar) but in that case it should be as an attachment slot and visible on your character, as with some modded backpacks.

Edit:  I looked up some of my old 0.63 screenshots, look at the moonlight in these pics, how it reflects off surfaces and illuminates the ground while the shadows are dark where it can't reach. Perfect. Makes me furious that an anti-cheat feature rules this out for some reason. I'd rather have this kind of night lighting again than anti-gamma, or at least the option for server admins to choose.

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Those screenshots look beautiful. With the state of nights lately, the devs should just commit to something. Either go full casual and bring back nights like those screenshots (No one really uses light sources anymore in this build anyway, and switching to brighter nights like that might actually keep people playing at night) OR bring back pitch black nights.

I wonder if it's even possible to somehow randomize how bright the nights are with the moon, that would be a middle ground compromise between casual and hardcore... but that might be too complex.

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3 hours ago, repzaj1234 said:

Those screenshots look beautiful. With the state of nights lately, the devs should just commit to something. Either go full casual and bring back nights like those screenshots (No one really uses light sources anymore in this build anyway, and switching to brighter nights like that might actually keep people playing at night) OR bring back pitch black nights.

I wonder if it's even possible to somehow randomize how bright the nights are with the moon, that would be a middle ground compromise between casual and hardcore... but that might be too complex.

It is not only possible, it is how 0.63 behaved right up until the beta release. When the sky was clear and the moon up the nights would look as is in the screenshots - atmospheric and perfectly navigable. If it was overcast and the moon hidden behind clouds, it was much darker. It looked as below. It wasn't perfect, the ground was often too illuminated even when there was no moon, making the night unnaturally bright, but it was a hell of a lot better than the abhorrent personal night light which negates the whole effort to make night darkness matter anyway...

I'm positive a better balance can be found, I'd say the current ambient brightness is good - if moonlight would just behave as in 0.63 it would be awesome. Sadly people felt the need to use gamma to see in the dark without light sources, so the devs added the anti-gamma thing and the moon became but a pretty prop in the skybox...

 

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Edited by Derleth

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1 hour ago, Derleth said:

It is not only possible, it is how 0.63 behaved right up until the beta release. When the sky was clear and the moon up the nights would look as is in the screenshots - atmospheric and perfectly navigable. If it was overcast and the moon hidden behind clouds, it was much darker. It looked as below. It wasn't perfect, the ground was often too illuminated even when there was no moon, making the night unnaturally bright, but it was a hell of a lot better than the abhorrent personal night light which negates the whole effort to make night darkness matter anyway...

I'm positive a better balance can be found, I'd say the current ambient brightness is good - if moonlight would just behave as in 0.63 it would be awesome. Sadly people felt the need to use gamma to see in the dark without light sources, so the devs added the anti-gamma thing and the moon became but a pretty prop in the skybox...

 

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Comparing those screenshots are just night and day. I hope a better balance can be found by the devs. I think it'd really make a difference with the number of people that leave servers at night and the overall playability of night time. The main problem with nights right now is navigation/exploration is really off-putting, it gets you squinting at your damned screen all the damn time because all you can make out is the 5 meter radius around you that has the night light effect and players don't really use light sources anymore because everyone just puts up with using the night light even though it detracts from the whole night experience.

Edited by repzaj1234

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Yeah I think the night light is still a less than desirable 'solution'.  I think I preferred it when it was just punishingly dark.  

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9 hours ago, olyeller said:

lol you cant put everything on the hotbar

Nor should you be able to. 

9 hours ago, olyeller said:

i just feel like there should be an easier way to return an item to its held place.

Quite a few times im stumbling trying to drag and drop where the items reserved spot is.

Double clicking the item in hands Will return it to the spot.

 

9 hours ago, olyeller said:

sometimes its hard to find the reserved spot you have to drag to to put the item away

So you want everything in your inventory to have easy access? This game focus a little on realism. Or a key to return to placeholder. 😂

You Just wanna pull rabits out of your hat. I

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Something strange I and my friends are noticing, on experimental:

Some wild game seem to be very bullet resistant.  Our last two experiments were:

- double barrel shotgun blast to a deer at less than 15m distance, two slugs, right in the body, it ran, and after much searching, no body
- SKS shot to the head of a wild boar, about 25m distance, it turns and runs away

This seems different from before.  I know sometimes you can wound an animal and it will run and bleed out, but both times, we never did find anything after doing large sweeping circles, and we were careful to shoot the animal right in the head, or in its chest area with two 12 gauge slugs.

EDIT:  Found a cow.  Shot it in the side with 1 SKS shot. Drops dead.  Deer and wild pigs seem affected, at least. Cows, no.

Edited by Tim Keyes

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@Greensek please do not publish 1.06 on stable before this bug is not fixed (Zombies can't hit player in run):

New players in DayZ(Game about zombie) don't expect this bug

Edited by pr9inichek

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4 hours ago, pr9inichek said:

Catch one stupid bug:

 

It is a new feature?

It's definitely a feature... They changed what you get from some trees and bushes... And also amounts of what you get... Previously you get like 3 firewood and 1 log even from the biggest tree ever... All trees give the same... Now they changed how much you get what and from where... So that tree gives a lot of logs i guess

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Yeah, and that drag & drop, loot and swapping desync is most likely the primary reason 1.06 is not on stable yet.

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8 hours ago, KajMak64Bit2 said:

It's definitely a feature... They changed what you get from some trees and bushes... And also amounts of what you get... Previously you get like 3 firewood and 1 log even from the biggest tree ever... All trees give the same... Now they changed how much you get what and from where... So that tree gives a lot of logs i guess

Ooh, okay

Do you know how much get wooden logs from tree if player have max level of woodcutter?

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4 hours ago, pr9inichek said:

Ooh, okay

Do you know how much get wooden logs from tree if player have max level of woodcutter?

nah because soft skills are broken... they reset every time you reconnect i think... so idk probably double lol

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@Greensek Hey, would it be possible for you to address the issue of night lighting? I think there are more than a few players who would like to know the whys and hows of (lack of) moonlight, cloud/moonphase impact on ambient light and the extremely low quality of clouds at night. If you haven't noticed, clouds look 8-bit pixely and glow unnaturally at night. In reality clouds obscure light at night unless there is light pollution illuminating them from below, currently in DayZ the thicker the clouds the brighter the night sky! It looks terrible@Asmondian posted a comparison screenshot on Twitter, one my old screenshot from 0.63 and one from current exp from the same spot with the moon in the same position. It does not look flattering to the current exp. How come we have moved from 0.63 lighting to the current model and implemented the godawful "personal night light", instead of letting the moon actually provide light? The anti-gamma system? If that is the case I seriously would like to suggest you remove the anti-gamma and only add it back once it can be implemented without ruining lighting completely.

First a screenshot of the current night sky. It can't be intended that the clouds look like this:

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Then Asmondians comparison:

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4 hours ago, Derleth said:

@Greensek Hey, would it be possible for you to address the issue of night lighting? I think there are more than a few players who would like to know the whys and hows of (lack of) moonlight, cloud/moonphase impact on ambient light and the extremely low quality of clouds at night. If you haven't noticed, clouds look 8-bit pixely and glow unnaturally at night. In reality clouds obscure light at night unless there is light pollution illuminating them from below, currently in DayZ the thicker the clouds the brighter the night sky! It looks terrible@Asmondian posted a comparison screenshot on Twitter, one my old screenshot from 0.63 and one from current exp from the same spot with the moon in the same position. It does not look flattering to the current exp. How come we have moved from 0.63 lighting to the current model and implemented the godawful "personal night light", instead of letting the moon actually provide light? The anti-gamma system? If that is the case I seriously would like to suggest you remove the anti-gamma and only add it back once it can be implemented without ruining lighting completely.

First a screenshot of the current night sky. It can't be intended that the clouds look like this:

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Then Asmondians comparison:

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Hello @Derleth,


I agree it used to look better, but the way the sky is right now is better for performance.

Right now, the dev team focus is to have Livonia in its best shape possible, and fix the most pressing issues in all platforms.

The sky is not a priority right now, but it doesn't mean that we won't do anything about it in the future.

 

Still, I'll be sending these pictures and feedback to the team 😉

 

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2 hours ago, Greensek said:

Hello @Derleth,


I agree it used to look better, but the way the sky is right now is better for performance.

Right now, the dev team focus is to have Livonia in its best shape possible, and fix the most pressing issues in all platforms.

The sky is not a priority right now, but it doesn't mean that we won't do anything about it in the future.

 

Still, I'll be sending these pictures and feedback to the team 😉

 

Thanks for the reply. 🙂 I know SimulWeather was removed due to the server performance "cost" it had, which happened in 1.02 if I remember correctly, but what I don't understand is why and how the current cloud model cannot be tweaked to look better at night. Currently it does look absolutely awful I'm afraid, and to be perfectly honest I think it should be a priority thing, presentation is important.

As for moonlight, what I'm hoping for is a proper interaction between ambient brightness and moon phases & overcast values. That is, with clear skies and moon you'd get a fairly bright night with illuminated ground but dark shadows (as in the 0.63 screenshot), while a rainy moonless night would be pitch black and force us to bring out the light sources - and a dynamic scale in between the extremes. The personal night light should be deleted forever and buried in the "forget-we-ever-tried-this" bin. 😉

As for the 1.06 experimental I believe it is in a good place, provided you can get the picking up, swapping and drag & drop inventory thing fixed. 

Edited by Derleth

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What Greensek said.  Please don't worry about nighttime lighting.  Extremely low priority.  Fix bugged hands and flying cars first.  Get bears in there.  I don't understand how people can think the devs don't know what the current lighting effects are set as.

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52 minutes ago, Parazight said:

What Greensek said.  Please don't worry about nighttime lighting.  Extremely low priority.  Fix bugged hands and flying cars first.  Get bears in there.  I don't understand how people can think the devs don't know what the current lighting effects are set as.

Well, it has looked horribly bad for so long that the worry was it was intended or forgotten about. Reassuring to now know it will be looked over at some point. While I will not agree it is "extremely" low priority - getting the lighting right at night should not still be a factor a year after release - I do agree bugged hands and flying cars should definitely be dealt with first. Those issues are acknowledged since way back though, the oil slick skies at night was not.🙂 

Edited by Derleth
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Well, this was just put on Twitter: 

I guess that means pending stable release possibly? Unless they trick us again and suddenly put up another experimental release.

 

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32 minutes ago, Uncle Zed said:

Well, this was just put on Twitter: 

I guess that means pending stable release possibly? Unless they trick us again and suddenly put up another experimental release.

 

On reddit,

 

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On 11/29/2019 at 11:54 PM, McWendy said:

Nor should you be able to. 

....  You failed to detect my sarcasm, that would be totally ridiculous!

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Double clicking the item in hands Will return it to the spot.

This is all I wanted to know, thanks for answering my question, I don't think you had to be a smart-ass about it though!

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So you want everything in your inventory to have easy access? This game focus a little on realism. Or a key to return to placeholder. 😂

You Just wanna pull rabits out of your hat. I

No, not at all....  wow, TLDR

:facepalm:

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