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Experimental Update 1.08

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9 hours ago, Fyrd Judge said:

The only point players are making for nullifying the effect of the hoarder by having buried loot vanish faster, is so that they can have a trendy weapon to trot around the map with, that is it.

You have to remember that in these stashes that are buried and hoarded, are not just Weapons. There is base building equipment that require hoarding due to the wear and tear and for further construction. Players need plenty and require to hoard these items so they are not spending every day looking for the equipment. Players stash food so they are not constantly hunting for food or growing it. They stash equipment for vehicles because they are easily broken such as wheels, radiators, batteries and spark plugs.  Players stash these items and may never have to use them for days or weeks so they can thrive and move onto doing other things. To me it looks like base builders, vehicle users and survivalist would all have their DayZ experience ruined, simply because a few can't steal the trendy weapon they require.

I notice no one is asking items in tents to have a shorter life, i presume because all those asking for shorter hoarding times, know they can steal any item in them with ease.

Dear below, if anybody's DayZ experience stands or falls depending on the persistence time of buried stashes, I'd say they are a bit oversensitive. Anybody burying food or base building equipment (why though, above ground storage is much more practical) would probably do that because they don't have access to any better storage at the time. And if anyone keeps so many buried stashes that maintaining them is such a hassle, then they are simply hoarding too much or making it a bigger problem than it is. Remember every persistent container lasted a week before 0.63 and it worked fine. Personally I don't care either way, I don't bury stuff anymore, but if I set it up myself I'd probably let above ground storage remain as it is, while buried stashes would be shortened due to how easy it is to hide them. Either that or just make it impossible to bury the crafted crates, that way containers that can be buried won't be so readily available. You would only bury the most valuable items and keep more mundane things aboveground.

As for the topic - I noticed a new bug tonight, refuelling torches is broken - new rags cannot be added, the animation plays but nothing happens. Works in 1.07. Bit annoying since they burn through rags very quickly.

 

Edited by Derleth
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11 hours ago, JJ_Judge said:

I totally agree.

The things that should (IMHO) be added are bicycles and umbrellas, for example. Because, lore-wise, those are the things of not the utmost need, that would've been looted or taken for a possible evacuation at the begging of the outbreak. But AKs? C'mon. You really think there should be an assault rifle in every kindergarten if it's post-soviet Russia?

School kiddos went to summer holidays and want AK to go tra-ta-ta?

I came to the game very recently, on May 21st of smth, got hooked actually, but that's not the point. Bought the game after the free weekend. We're playing duo with a friend on a high-pop official fpp server. We both have AKs. And we have a stashed FAL and VSS, found in the first week we played. Soooo, just git gud?

And the amount of guns is totally fine, I'd say at times it feels like there are too many even.

Cry moar.

actually everyone does want an AK to go ratatata... trust me... i'm from Serbia.. ex Yugoslavia... as a kid me and my brother used to play war and my grandpa made me an wooden AK toy and we went ratatata around the house... later we got chinese toys actual AKs so we went ratata some more... i'm pretty sure it's same thing in Russia... also what do you mean git gud... i don't play vanilla... i play modded... i played vanilla... went to balota... and the whole of balota got for me is 5 SG5Ks and maybe 7 FX 45s...  that's ridicoulus... literally every gun there was an SG5 or FX... nothing else... modded servers also have a nice amount of loot... depending on a server ofc... and i ofc don't play too much loot servers especially those that have a 500 slot backpacks or some dumb shit like that 

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11 hours ago, KajMak64Bit2 said:

actually everyone does want an AK to go ratatata... trust me... i'm from Serbia.. ex Yugoslavia... as a kid me and my brother used to play war and my grandpa made me an wooden AK toy and we went ratatata around the house... later we got chinese toys actual AKs so we went ratata some more... i'm pretty sure it's same thing in Russia... also what do you mean git gud... i don't play vanilla... i play modded... i played vanilla... went to balota... and the whole of balota got for me is 5 SG5Ks and maybe 7 FX 45s...  that's ridicoulus... literally every gun there was an SG5 or FX... nothing else... modded servers also have a nice amount of loot... depending on a server ofc... and i ofc don't play too much loot servers especially those that have a 500 slot backpacks or some dumb shit like that  

If you play modded servers, why the actual f-word are you even here to complain about loot on official?

Go play some more modded and cry to admins about CLE, they can modify it any way they can, so even sore losers would have an AK to fap on.

Plain ridiculous.

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4 hours ago, JJ_Judge said:

If you play modded servers, why the actual f-word are you even here to complain about loot on official?

Go play some more modded and cry to admins about CLE, they can modify it any way they can, so even sore losers would have an AK to fap on.

Plain ridiculous.

wdym cry to admins about CLE on modded servers... there's nothing to cry about this isn't official servers with broken economy xD

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Having played for a couple of days now (same character) I'd like to point out some issues I've noticed, they might not be exclusive to this update, but this is the first time I have noticed them.

I had a Mosin with PU scope/comp and a Vaiga with drum mag, both of these guns weighed 9(!) KG for some reason, this might have happened after it rained and soaked me (the guns obviously don't display being "soaked" and even after having taken off the attachments and unloaded both, it remained this way). This mean that despite having wrung out my clothes and limited weight in the rest of my gear, that my character's stamina was down to a sliver, which prevented me from sprinting.

This eventually got me killed as within ~20 minutes my character died of hunger (going from full food and health to 0 health).

The new cooking system is quite nice though, but you are still exposing yourself a lot when cooking over fires due to the lighting going through houses at longer distances.

.22s are almost useless as firearms since they take two headshots to down a zombie which often means you have to get quite close, defeating part of the reason you use a firearm in the first place to take out zombies.

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5 hours ago, KajMak64Bit2 said:

wdym cry to admins about CLE on modded servers... there's nothing to cry about this isn't official servers with broken economy xD 

Play modded, nobody prohibits you that. Just don't come here crying "make AKs spawn moar!".

I play official because I like the balance here. And modded servers, from my experience by far, are either 2 AKs and an M4 in every house or "ultra-turbo-hardcore" trash. Vanilla lies in the middle and is the most fun to play.

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4 hours ago, scavenjer said:

.22s are almost useless as firearms since they take two headshots to down a zombie which often means you have to get quite close, defeating part of the reason you use a firearm in the first place to take out zombies.

Anything that doesn't help in one shotting infected is welcome in my eyes (I'd even say make zombies stronger, to have any kind of actual pve threat aside from the wild life). It's a starter weapon, has magazines for up to 30 bullets and a decent rate of fire, I wouldn't call it useless. Of course, we could just add more assault rifles.

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15 hours ago, scavenjer said:

.22s are almost useless as firearms since they take two headshots to down a zombie which often means you have to get quite close, defeating part of the reason you use a firearm in the first place to take out zombies.

Apparently this was an intentional change a while back. Frankly I don't understand why they bother having the .22 weapons in the game at all when they make them so useless. Accuracy should be rewarded, a well placed headshot with a .22 should kill an infected and knock a player unconscious. Either give the infected vital hitzones or just plain increase the damage multiplier when hitting the head.

I made a mod to "fix" this - which doesn't have any effect whasoever on pvp damage - but that really shouldn't be necessary, it was an unnecessary change. The .22 round has very low base damage so if you can't hit them in the head they will tank 5-6 rounds which is fair. But when I pop them in the eye at point blank range and they just keep coming it feels stupid. That is not a good way to make zeds more of a challenge - add more of them instead. Way more.

About that - there are extremely few infected on the experimental server I have played on (official 1PP). I think I saw two or three total when searching all of Berezino. 

Edited by Derleth

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On 6/11/2020 at 12:19 AM, Reaper85 said:

I'm having a strange issue:

When I PUT MY FIELD BACKPACK ON my stamina goes to almost 70%, but when I take it off my stamina is 0% and I can't run.

 

I've also noticed that certain items in my stash have different weigh. For example I have two pistol holsters in my stash: one weighs 0.25kg and second weighs 2kg, although both are empty and dry.

The same with weapons: First tundra is 3kg and the second i 4kg heavy. First Mosin is 7kg and the second mosin is 5kg heavy. First plate carrier is 57kg and the second is 11kg 🤯

The bug with wrong weigh calculation still exists. I'm currently playing at DayZ Livonia EU - UK 0-1 (Experimental/Unstable).

Thank you, we are aware of the issues and are working on a fix.

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On 6/11/2020 at 4:31 PM, Elmer Osorio said:

Is their gonna be a wipe in the update??

No wipe is currently planned.

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44 minutes ago, jakub_bohemia said:

Thank you, we are aware of the issues and are working on a fix. 

And you also work with this, what came in June and August 2019 with the release of 1.04? The problem is not critical, if not for the consequences. Are we, as before, forced to throw things to the ground in order to restore work from the limit of stamina, lose items on the ground, if any client crashes at this moment or server restart.

https://feedback.bistudio.com/T142835

Edited by lex__1

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55 minutes ago, jakub_bohemia said:

Thank you, we are aware of the issues and are working on a fix.

Thank you. It feels silly when a nearly empty mountain backpack weighs 44 kgs...

The current build has recurrent small lag spikes and micro-freezes, is this a known issue? If not I will record a longer video later today and upload to the feedback tracker. It feels like it might be related to players entering or leaving your network bubble, unless it is server-wide - in which case it should be visible in the logs, no?

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32 minutes ago, Derleth said:

Thank you. It feels silly when a nearly empty mountain backpack weighs 44 kgs...

The current build has recurrent small lag spikes and micro-freezes, is this a known issue? If not I will record a longer video later today and upload to the feedback tracker. It feels like it might be related to players entering or leaving your network bubble, unless it is server-wide - in which case it should be visible in the logs, no? 

I always had the impression that some lags, a character rolls back, or a character rolls forward, or the animation does not play correctly - that this is somehow connected with a delay when the server calculates the stamina penalty and the server sends the stamina penalty to the client. Or do you have everything expressed in the fall of FPS?

Edited by lex__1

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20 minutes ago, lex__1 said:

I always had the impression that such lags and tires are connected due to delays, the calculation of the server and the server sending a fine for the cost of the client’s stamina.

Probably true. Plus, they often have more logging active on experimental servers which sometimes causes lag. Would be nice to know if that was the case though.

Edited by Derleth

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15 hours ago, JJ_Judge said:

Play modded, nobody prohibits you that. Just don't come here crying "make AKs spawn moar!".

I play official because I like the balance here. And modded servers, from my experience by far, are either 2 AKs and an M4 in every house or "ultra-turbo-hardcore" trash. Vanilla lies in the middle and is the most fun to play.

I don't say make AK spawn more... i say remove the limit on it so it can spawn i don't say make it have spawn chance of 500x more i say make it able to spawn more then 20 of them at the time it's still gonna be rare except it's gonna be more of them xD it's still hard to find you know... and you didn't play proper modded servers... because on the ones that i play don't spawn AK's and M4s in the houses... it just never... only things that spawn in the house is standard house guns like double barrel and some pistols... AKs spawn at military areas xD and also modded server economy and balancd is different... because the AK becomes like a mid tier gun not high end like in vanilla 

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1 minute ago, KajMak64Bit2 said:

I don't say make AK spawn more... i say remove the limit on it so it can spawn i don't say make it have spawn chance of 500x more i say make it able to spawn more then 20 of them at the time it's still gonna be rare except it's gonna be more of them xD it's still hard to find you know... and you didn't play proper modded servers... because on the ones that i play don't spawn AK's and M4s in the houses... it just never... only things that spawn in the house is standard house guns like double barrel and some pistols... AKs spawn at military areas xD and also modded server economy and balancd is different... because the AK becomes like a mid tier gun not high end like in vanilla  

About modded servers - yes, maybe I didn't, but currently and in the foreseen future I have no desire and no time to experiment with them, especially considering vanilla CLE is totally fine by me.

And I don't perceive AK as a mid-tier gun (well, aside from AKSU, that's really somewhere in between the middle and top). Because with all the superiority of the NATO 5.56 round, it actually doesn't make a whole lot of a difference. You'll die with one bullet to the head or two to the chest either way, doesn't matter if it's 7.62x39, 5.45 or 5.56 NATO, that's how DayZ works and it's actually rather realistic. I consider SMGs and probably shotguns mid-tier. And pistols, along with the upcoming Sporter 22, low-tier.

I'm a noob to DayZ and didn't have problems finding AKs anyway. Hell, I've found a FAL and VSS! Yes, they are not as common as Makarovs or Glocks, but an evening or two of considerate looting and you'll have one in general. Totally fine. I actually have a problem with the rarity of tents xD I mean, c'mon, IRL you could rather easily make a simple, small, makeshift one out of animal hide, rope or duct tape and a couple of sticks, but in DayZ finding a tent, especially a large one, is like a hitting a jackpot in the national lottery xD

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17 hours ago, deathglow said:

Anything that doesn't help in one shotting infected is welcome in my eyes (I'd even say make zombies stronger, to have any kind of actual pve threat aside from the wild life). It's a starter weapon, has magazines for up to 30 bullets and a decent rate of fire, I wouldn't call it useless. Of course, we could just add more assault rifles.

15 round magazines actually.
The are kind of supposed to be specialised anti-zombie weapons (making up for a lack of bows....), yet are not only quite distinctive and obvious when fired, they also really suck against zombies.

Each gun has a role to play, .22s should be dedicated zombie killers and small game hunting guns, currently they can't really do either and when comparing to a 9mm (which is already pretty poor against players mind you) they have no benefits at all, even the sound when supressed is far more distinctive and easy to recognise.
 

16 hours ago, Derleth said:

Apparently this was an intentional change a while back. Frankly I don't understand why they bother having the .22 weapons in the game at all when they make them so useless. Accuracy should be rewarded, a well placed headshot with a .22 should kill an infected and knock a player unconscious. Either give the infected vital hitzones or just plain increase the damage multiplier when hitting the head.

Pretty much this....
I am completely OK with body shots taking many, many hits, but a HS should really do the trick.

 

7 hours ago, jakub_bohemia said:

Thank you, we are aware of the issues and are working on a fix.

That explains a lot, thanks for the clarification.

 

Edited by scavenjer

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2 hours ago, JJ_Judge said:

About modded servers - yes, maybe I didn't, but currently and in the foreseen future I have no desire and no time to experiment with them, especially considering vanilla CLE is totally fine by me.

And I don't perceive AK as a mid-tier gun (well, aside from AKSU, that's really somewhere in between the middle and top). Because with all the superiority of the NATO 5.56 round, it actually doesn't make a whole lot of a difference. You'll die with one bullet to the head or two to the chest either way, doesn't matter if it's 7.62x39, 5.45 or 5.56 NATO, that's how DayZ works and it's actually rather realistic. I consider SMGs and probably shotguns mid-tier. And pistols, along with the upcoming Sporter 22, low-tier.

I'm a noob to DayZ and didn't have problems finding AKs anyway. Hell, I've found a FAL and VSS! Yes, they are not as common as Makarovs or Glocks, but an evening or two of considerate looting and you'll have one in general. Totally fine. I actually have a problem with the rarity of tents xD I mean, c'mon, IRL you could rather easily make a simple, small, makeshift one out of animal hide, rope or duct tape and a couple of sticks, but in DayZ finding a tent, especially a large one, is like a hitting a jackpot in the national lottery xD

on modded servers AK becomes mid tier... because there are huge snipers that are shooting like 50cals or some shit like VSSK and CheyTac and other guns that are OP making AK the Mid tier

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If this :

  • Fixed: Sun shaft effect was not present over the course of the day

Has relation with this: https://feedback.bistudio.com/T150608

Its not fixed, in fact it seems even worse somehow.

6700k, 1080ti .

Lg Ultrawide 3440x1440

win 10

Almost everything on Ultra, something on high.

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@Roddis

the persistence of sun shafts is fixed.

what you are showing are some problems with shadows it seems.

Edited by ast65

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10 hours ago, lex__1 said:

And you also work with this, what came in June and August 2019 with the release of 1.04? The problem is not critical, if not for the consequences. Are we, as before, forced to throw things to the ground in order to restore work from the limit of stamina, lose items on the ground, if any client crashes at this moment or server restart.

https://feedback.bistudio.com/T142835

this is still in?

luckily there are workarounds for all those minor glitches but they can be an annoyance at large.

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On 6/14/2020 at 12:22 AM, Derleth said:

container lasted a week before 0.63 and it worked fine.

Personally I don't care either way, I don't bury stuff anymore,

 

 

0.63 - Wasn't that when base building was implemented and players building bases asked for the timings of burying stuff to be extended, because 0.63 timings were not working in favour of base builders, but for base wreckers ?

 

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Is any changes with the mesh Barrier going to be made?

Takes about 10 seconds to unfill a mesh barrier, and 10 seconds to unfill it. 

I don't see how anyone would even use a mesh barrier for building a base when they can be swiftly dismantled with a shovel lol.

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11 hours ago, Fyrd Judge said:

0.63 - Wasn't that when base building was implemented and players building bases asked for the timings of burying stuff to be extended, because 0.63 timings were not working in favour of base builders, but for base wreckers ?

 

Base building was not added until beta (the very last days of 0.63), just before 1.0 release. 0.63 was in fact a pretty long succession of builds since it was the first public build after the shift from the legacy engine to the current hybrid Enfusion/RV engine. When 0.63 first hit experimental most features were still missing, including storage. After a while barrels were put back, already then with 45 days persistence, and some time after that buried stashes were added. Iirc tents didn't make it back before beta when base building was also implemented. So persistence time of 45 days came months before base building.

Edited by Derleth

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