Sounds like fun (/sarcasm)
Day Z: Persistant world zombie survival mod - Page 58
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Keitzer
United States2509 Posts
Sounds like fun (/sarcasm) | ||
ChinaWhite
United Kingdom239 Posts
On June 18 2012 02:35 drivec wrote: i dont know about you guys but I think if your going to play to play on patch 1.7.0 untill they fix spawn rate and los for zombies in 1.7.1. right now rays which is used by los is disabled on buildings so they can see through walls for now and zombie spawns are almost instant. Yeah Zombie Spawns are broken in 1.71 but Rocket has promised a hotfix within 48hrs or so | ||
TSBspartacus
England1046 Posts
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Masq
Canada1792 Posts
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beachbeachy
United States509 Posts
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MaestroSC
United States2073 Posts
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tokicheese
Canada739 Posts
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TigerKarl
1757 Posts
On June 18 2012 04:40 tokicheese wrote: Is anyone else having problems loading into the barren wasteland after the patch? Yes. Here's what i had to do to solve that problem. Enter the server "canada 2" and run towards east until you find a village. This run will take around 3-4 minutes. Log out near that village and enter any server you like to play on. You should be back in reality. Watchout though, those new zombies are nasty and you're starting near a village! On June 18 2012 04:37 MaestroSC wrote: my problem with the new patch... now instead of people spawn killing eachother with makarovs... there are bandits just rollin around killing all the unarmed fresh starts... and when your being chased by ombies scrambling to find a gun and u get sniped when u dont have a gun... its not that awsome Well it's not like people who enjoyed the game before have a limited frustration tolerance, so this is just something that makes you feel a lot more vulnerable, something that you will not experience in modern shooters. I think it's a step into the right direction. | ||
uNiGNoRe
Germany1115 Posts
On June 18 2012 02:35 drivec wrote: i dont know about you guys but I think if your going to play to play on patch 1.7.0 untill they fix spawn rate and los for zombies in 1.7.1. right now rays which is used by los is disabled on buildings so they can see through walls for now and zombie spawns are almost instant. LoS is only disabled within buildings which means zombies can see through walls inside a building but they can't see into the building from the outside. That doesn't stop them from running through walls and closed doors though. And the zombie (re)spawns are a problem. You can't loot deer stands at the moment because of it but apart from that it's not that bad. On June 18 2012 04:33 beachbeachy wrote: ah, i really want to get this! if i buy this today exclusively for the mod will i look back and regret it? I bought it just for the mod and I feel like it has already been worth it after the first week. Up to you. | ||
uNiGNoRe
Germany1115 Posts
Changelog: + Show Spoiler + * [FIXED] Server item cleanup error (thanks Dwarden for identifying) * [FIXED] Server weighted random object error (thanks Dwarden for identifying) * [REVERT] 5 second delay for disconnecting (will need to wait till new method developed) * [REVERT] Disabling of interior raycasting (will mean some buildings you will be invisible/can't be hit in for the moment as they don't have view LODs) * [REVERT] Infected sight based on head not body direction (infected glace around alot, this meant that they had super view directions. Now locked at body direction) * [FIXED] Area not checked for existing infected before spawning new ones ("blind faith" that it had not made a mistake didn't work) * [FIXED] Crippling performance issues caused by loot items never being cleaned up (loot now cleaned up) * [FIXED] Tent pitching (Who the hell codes tent location checks TWICE before pitching? Oh apparently I do) * [NEW] Marakov spawn rate increased * [NEW] Small chance Mararov ammo will spawn on an infected * [FIXED] Converting magazines didn't work if you had MORE than one of that magazine type (now works as intended) * [NEW] Tweaked audibility and visibility values for kneel walking * [REVERT] Secret nerf of prone (you noticed) * [NEW] Can select gender for each new character * [FIXED] Toolboxes aren't spawning (classname error in loot table) * [NEW] Small tweaks to AI zombie routines to improve performance * [REVERT] New spawn timer mechanism (back to the old one for now) ETA: - 2 hours Source | ||
gn1k
United States441 Posts
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Critter
United States196 Posts
Secondly, with three of us playing last night over the course of about 6 hours, we all got Session Lost errors at the same time and booted from the servers. This happened on 3 seperate occassions. Were these just server resets? Because we couldn't find the servers in the list afterwards, and that seems like really odd luck to hit two servers that were restarting as we were playing. Thirdly, I hope you guys keep everyone up to date on the new patch! I don't want to have to switch over all 3 of our computers multiple times so I'll be waiting to see when a majority here thinks the new patch is solid before switching. Finally, a short story time tonight. We had a new friend join us last night for the first time and decided that since we were fairly well armed (me still with the MP5 (5 clips still) and an M9SD (about 2 clips), TJ with a winny (like 150 rounds, our main zombie killer) and Kyle with the AKM (2 clips) I'd been lugging around) that we were going to search some towns for backpacks for them, and vehicle parts! We scavenged through like 5 different small towns between Zeleno and Gorka, coming across 2 vehicles on 2 seperate servers (before getting the session lost error) but no spare parts or backpacks. Felt pretty damn ninja crawling through those towns, but we didn't find anything of note yet. | ||
acerockolla
United States219 Posts
Session lost is generally due to the admins putting in set timers for the servers to crash and restart (every 3 hrs, 4 hrs, etc) so the spawning doesn't bug out. The servers should come back up within minutes. | ||
Serpico
4285 Posts
but where is the hotfix DL? I don't see it in the patchnotes thread on dayz | ||
torm3ntin
Brazil2534 Posts
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TSBspartacus
England1046 Posts
On June 18 2012 11:41 Serpico wrote: so we need 93701 from here http://www.arma2.com/beta-patch.php but where is the hotfix DL? I don't see it in the patchnotes thread on dayz No you need the one at the top of the page from there, 93825 iirc | ||
Serpico
4285 Posts
On June 18 2012 11:47 TSBspartacus wrote: No you need the one at the top of the page from there, 93825 iirc Oh, I guess I got misinformation. For some reason I saw someone saying we needed an older patch. I have that then, is the link to the beta hotfix on dayz? I can't find it googling. | ||
Ighox
Norway580 Posts
On June 18 2012 04:33 beachbeachy wrote: ah, i really want to get this! if i buy this today exclusively for the mod will i look back and regret it? I almost regret it, because I have played it way too much since I bought it. Seriously though; in the beginning you'll die a lot and be completely lost 100% of the time. After that 'stage' you'll die and lose gear you've been aquiring for days, and sometimes deaths you couldn't have done anything to stop, like a single sniper shot or horrible bugs due to the mod being in alpha (something most people seem to forget). If that all sounds fine, you probably won't regret it. On June 18 2012 11:48 Serpico wrote: Oh, I guess I got misinformation. For some reason I saw someone saying we needed an older patch. I have that then, is the link to the beta hotfix on dayz? I can't find it googling. You should use Six Updater for easy updating, or follow the install guide. | ||
Kojak21
Canada1104 Posts
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TSBspartacus
England1046 Posts
On June 18 2012 11:48 Serpico wrote: Oh, I guess I got misinformation. For some reason I saw someone saying we needed an older patch. I have that then, is the link to the beta hotfix on dayz? I can't find it googling. beta hotfix is just re-download the dayz code and put it in, you only need the code. Its not actually part of the beta patch. | ||
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