On January 23 2014 13:21 Disengaged wrote: With the new patch out I think I'm going to not play for a couple days and see if they fix the problems that has come with it. Wiping our characters along with the implementation of the patch, I think, screwed some things up and thats where some problems lie in. First problem is that you spawn as a fresh spawn and if you play for awhile and get some loot and such and then try and change servers then the character you had on the previous server didn't save/transfer over to other servers. Second problem is basically the samething but reversed as in you spawn in as a fresh spawn and such then you change servers then BAM, magic happens and a character that you had previously that DIED like maybe a few days ago or over a week ago magically revives and everything you had on that dead character, you now have again.
Spray painting a mosin can cause a problem where it only loads in 1 bullet instead of 5.
From the time I played of the new patch it was okay. I found some spray paint and a mosin and painted it black and then green just to try it. I found the double-barreled shotgun but never found a saw to saw it in half for it to be a sawed off shotgun.
My advise is to wait awhile until they can manage to fix the first two problems i mentioned because theres no point in playing then finding some good loot and logging off then coming back to play and your suddenly a fresh spawn.
but arent they trying to remove server hopping from the game?
Isnt that the point of what they are doing? If so I am completely for it. IMO every server should save its own version of every player so players cant abuse server hopping on low pop servers to gear up, or to flank enemies.
I cant even count the number of times ive had players DC as soon as they were hit, only to pop up behind me 2 minutes later.
I am glad that he is addressing these issues. It really ruins the game at points when people abuse these things.
Hopefully one day when we have a TL server back up and running we can eliminate this sort of thing the way we used to, by banning all combat loggers.
Server hopping isn't the problem, and isn't something they are going to prevent. The problem lies in combat logging, which I can't fathom why isn't fixed yet. In the mod there used to be a timer if I remember correctly.
To be honest I understand that they delay the combat logging stuff to adress more glaring gameplay problems like animations and server performance. It is way more infuriating to me to die cause it takes 10mn to switch weapons than to have a dude combat log when I shoot him (even though it's annoying, especially when 3 guys in a row do it like it happened yesterday xD). Their "performance" team is working on the servers lately it seems, as with the new patch they seem to be working quite a lot better. The goal of an alpha is to adress this kind of technical problem first afaik. The sawed off shotgun is awesome btw.
On January 24 2014 22:23 Nimix wrote: To be honest I understand that they delay the combat logging stuff to adress more glaring gameplay problems like animations and server performance. It is way more infuriating to me to die cause it takes 10mn to switch weapons than to have a dude combat log when I shoot him (even though it's annoying, especially when 3 guys in a row do it like it happened yesterday xD). Their "performance" team is working on the servers lately it seems, as with the new patch they seem to be working quite a lot better. The goal of an alpha is to adress this kind of technical problem first afaik. The sawed off shotgun is awesome btw.
The only thing is that all you've listed there takes a while to fix. A logout timer would take at the very most and hour to add.
On January 25 2014 00:14 KadaverBB wrote: What is combat logging?
Closing DayZ with Alt-F4 to avoid being killed by another player. You disappear instantly and can server hop to safely log back in. Also, it sucks and needs to be fixed.
On January 25 2014 00:14 KadaverBB wrote: What is combat logging?
Closing DayZ with Alt-F4 to avoid being killed by another player. You disappear instantly and can server hop to safely log back in. Also, it sucks and needs to be fixed.
Can't wait till they fix it, you have half the population playing a survival fps and the other half playing an ESC-em-up.
On January 24 2014 22:23 Nimix wrote: To be honest I understand that they delay the combat logging stuff to adress more glaring gameplay problems like animations and server performance. It is way more infuriating to me to die cause it takes 10mn to switch weapons than to have a dude combat log when I shoot him (even though it's annoying, especially when 3 guys in a row do it like it happened yesterday xD). Their "performance" team is working on the servers lately it seems, as with the new patch they seem to be working quite a lot better. The goal of an alpha is to adress this kind of technical problem first afaik. The sawed off shotgun is awesome btw.
The only thing is that all you've listed there takes a while to fix. A logout timer would take at the very most and hour to add.
Well logout timer would not take one hour to add. Or you are coding as fast as you can without testing and coding on the production server and don't have to compile what you are programming and deploying realease.
Every single thing is to be tested on a program that large. Also you have to manage connexion between client and server because you don't want to have the logging session still in there for whatever reason (like you get killed while the session is alive and it case you to be bugged and the session doesn't kill itself and then you can't log on etc....) there's ton of thing to check and DayZ dev team is quite small. Stuff that seems easy are not always like that
But i agree with you that it should come on their top priority list. I don't play the game (just watch people play it) and my friends who play it are fed up with the combat log. Was watching 2 friend play. First one get killed, my friend turn back want to shoot the guy and he was just gone...
Yeah, i just starved to death in a game where i had found a map of cherno.... god damnit.
And some more questions. Are there servers with different spawning-rates or something? I just got into a new game, found tons of Zombies everywhere, but the loot inside the houses was really low to non-existant. I can not be sure, that those weren't looted before, but i think they were not, cause dors were shut and occasionally i did find something noone would have left there (like a pristine mosine). Two days ago, i would have found 10 backpacks and stuff to fill into these backpacks already, now i have 8 inventory slots and they are not full...
Also, do doors always spawn closed on server reboot?
No servers do not have different spawn rates. On server startup the map will get populated with loot set by the loot table of central hive. With the new patch this loot table has been modified to spawn less military gear M4 e.t.c. And on server startup all the openable doors are closed.
On January 26 2014 00:54 DarkEnergy wrote: No servers do not have different spawn rates. On server startup the map will get populated with loot set by the loot table of central hive. With the new patch this loot table has been modified to spawn less military gear M4 e.t.c. And on server startup all the openable doors are closed.
Servers have different restarts rated though. Ranging from every 2 hours to 4.
Branch: Experimental ETA to Stable: 5-7 February 2014 Version: 0.33.114782
Known Issues: - Spawns: Loot is not spawning in military tents - Spawns: Some structures in Svetlo currently do not spawn loot - Server: Servers under load can delay actions from the client - Only 4 dynamic light sources will be rendered at one time currently
What are experimental/stable branches? In your steam application settings, you can choose a "beta branch". This allows you to opt in to our experimental branch to try it out.
Does my saved character get affected in experimental branch? No. It runs on a different database, so any changes will not affect your character on stable branch.
I can't find a slot while on experimental branch! Only a small number of servers run this branch. You will need to change your game back to the stable branch and play on a normal server
Can I join a stable branch server wil experimental branch client? No, you would need to change your client back to stable.
When will this be in stable? We expect stable to be updated before the end of that week (by 7 February 2014).
Why has <insert any bug> not been fixed yet when there is new content coming in? While priorities are very important when assigning work, there is a limit to how many people can work on a complex task without making it even more complex. Also, many of the team are focused purely on content/design so while the important stuff is being fixed, they continue to provide content and design updates.
Is mouse acceleration being fixed? It is not fixed in this update, but we plan to make control changes. It is not as simple as turning it "off" as the speed your character turns is not dictated by the mouse itself, but your movements combined with the type of weapon you have, how tired you are, etc.
New: - Actions: chambering SKS round from pile, loading 10 rounds from pile - Actions: You can uncuff other players with the hacksaw - Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined" - Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly - Actions: Restrained players cannot use inventory or action menu - Animations: Player now can take and hide rifle in crouched run - Animations: SKS reload animations - Crafting: FNX45 pistol can be chambered with single round - Crafting: Opening cans with combat knife added - Crafting: Opening cans with machete added - Crafting: Painting Motorbike Helmets to Black and Green - Effects: Magnum revolver ejecting shells when reloading - Effects: Magnum revolver sounds - gunshots, reloading - Effects: Mosin ejecting shells when cycling - Effects: New Mosin sounds - gunshots, cycling, reloading - Gear: Improvised courier backpack added - Gear: Machete added - Gestures: Clapping Gesture added, default F5 key - Gestures: Pointing Gesture added, default F6 key - Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly. - Server: Player spawns now cached by engine directly, increasing performance - Spawns: Added Bubble goose jackets into the loot spawns - Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns - Systems: Hunger and Thirst slightly modified. - Systems: Notifications added to UI for hydration and high energy - Zombies: Different types of Military zombies now have tougher attack values and improved durability - Zombies: Engine dynamic obstacle checking (zombie, another player) - Zombies: Svetlojarsk zombie spawns added
Fixed: - Action: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands - Actions: Keys won't disappear after uncuffing - Actions: loading ammo works for sprayed Mosin variants - Actions: Read/Writing notes with paper and pen now works again - Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood - Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation - Animations: Weapon reloading for magazine was not working properly when no magazine fitted - Animations: Rifle Aimed Walk Updated, diagonal animations fixed - Animations: sidesteping through doorway with rifle while crouching should not cause the player to get stuck now - Config: Berries have more nutrition now - Crafting : You can no longer saw off sawed off shotgun - Crafting: Can spraypaint M4 to green or black - Crafting: Damage is now transferred when items are painted - Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted) - Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun - Effects: Dazed effect plays again when a player is hit/damaged/shot - Effects: Some effects were not active locally when a player was restrained - Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa - Fixed: Popping up texture error for beret models - Gear: Spraycans won't deplete after relogging - Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands - Gear: Headlamp beam raised slightly - Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset) - Gear: Various item descriptions and notifications fixed for grammar, typos, more detail - Gear: ZSh-3 Pilot helmet fixed and updated - Gestures: Taunt defaults correctly to F4 key - Graphics: "god rays" could cause overloaded post-processing and graphical corruption - Graphics: fix of removing shining object from hand (switch off) - Graphics: Roads have per pixel lights - Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters - Loot: Splint position in hand was wrong now corrected - Spawns: Drastically lowered chance of backpacks spawning on the construction site - Spawns: Loot spawn tweaks in some civilian structures - Weapons: Mosin recoil increased - Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance) - Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread - Zombies: Better filter/check of attack hits directly in engine - Zombies: Military zombies made tougher
Hotfixed: - Engine: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity
This game would be so good if it would actually be playable Two of my friends bought it as well and we tried teaming up for some social experience. The problem is, the game doesn't just lagg. It completely desyncs for almost minutes. There are times when i have to wait for more then a minute until a door opens i clicked or my axe is drawn. The only threat of zombies is, that i see them, i see them running towards me, they keep runing in the direction while i run around scared trying to take my axe and suddenly i hear them on me, blood is dripping from my clothes and i can attack them. And on the weekend, i got killed. I was in the game, saw everything around me. Suddenly my friends tell me there were shots from the direction i was covering them from. okay. nothing happens. 20 sec later, the game just closes. I log back in, "You are dead." Fuck yeah. And the worst, it gets worse when i am running around with other people, so, no social interaction for me I know it's just an alpha and all, but seriously, this sucks
Hm, as much as the game is clunky and laggy for me, I never experienced anything to this extend except when the server I was on was dying xD You might want to check your connection to the servers, you might have a network issue or something. The most frustrating thing that remains is the weapon switches that can take forever if the game decided you would die like shit trying to take out that magnum of yours :D