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NAyRAM
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User Since
Mar 24 2021, 6:44 PM (26 w, 3 d)

Recent Activity

Wed, Sep 22

NAyRAM created T160901: Suggestion for dynamic toxic zones..
Wed, Sep 22, 1:29 PM · DayZ

Tue, Sep 21

NAyRAM created T160895: Game freezes for multiple people in the same area.
Tue, Sep 21, 7:50 PM · DayZ

Fri, Sep 17

NAyRAM updated subscribers of T160823: Performance decrease with the latest 1.14 patch.

Hello @Geez,
I have tried doing what you suggested and it did help me a lot. Game runs around 70-100fps at all times now. Thank you very much for the help!

Fri, Sep 17, 2:46 PM · DayZ

Thu, Sep 16

NAyRAM added a comment to T160823: Performance decrease with the latest 1.14 patch.

Hello NAyRAM.
Have you tried to verify your game data and clear the documents folder? (Make sure to have Steam cloud sync disabled). Does that make any difference?
Regards,
Geez

Thu, Sep 16, 2:11 PM · DayZ
NAyRAM added a comment to T160823: Performance decrease with the latest 1.14 patch.

I've been told that some people experience the opposite, the 1st 1.14 patch was running poorly and the second is smoother.

Thu, Sep 16, 1:46 PM · DayZ
NAyRAM added a comment to T160823: Performance decrease with the latest 1.14 patch.

Those are my PC specs:
i5 7600k
16GB of ram
1050ti
Running on SSD

Thu, Sep 16, 1:36 PM · DayZ
NAyRAM created T160823: Performance decrease with the latest 1.14 patch.
Thu, Sep 16, 1:02 PM · DayZ

Tue, Sep 7

NAyRAM added a comment to T160583: 1.14 tripwire exploit feedback.

@NAyRAM you are mistaken, you can unpin a grenade and hold it for how long you want, If you keep holding onto the lever, and you can pin it back If you didnt release the lever and grenade would be safe, as I said THE PIN DOESNT AFFECT THE FUSE, its the lever on the nade that makes the fuse start, as soon as you drop the nade the lever detaches from the nade the fuse starts and there is no preventing it from exploding that is how the nade should work, you cant stop a activated fuse on a grenade. You can pin and unpin the nade all as you want if the lever is not release fuse wont start grenade wont explode, and if the fuse start there is no way to stop it.

For gameplay balance, in doorways tripwires are almost invisible (the wire is really thin) and the sticks can be easily hidden, way less visible than landmines, and they insta kill you with a cook nade, that is not good gameplay, the same reason landmines were changed, to a way better state now.

Boring is dying to a insta death almost invisible trap with no counterplay, and no decision input from the player, and most of the time the people that set the trap will have long gone like what happen with landmines before.

Having normal fuse time (4 s on russians and 5 s on americans) on nades its balanced for how easy is to make them and how easy it is to make people fall into them.

PS: I set up 5 tripwires total at different times with smokes and road flares on Prison Island in random buidings doorways , I camped prison for about 2 hours and 3 different players at different times triggered the tripwires because how you can make them so hard to spot

Tue, Sep 7, 11:48 PM · DayZ
NAyRAM added a comment to T160583: 1.14 tripwire exploit feedback.

But that would just make it boring, landmines are visible enough such as bear traps but guess what? Players still step on them.

Tue, Sep 7, 8:24 PM · DayZ
NAyRAM added a comment to T160583: 1.14 tripwire exploit feedback.

In the cases most have pointed out, a grenade should not be pinned back. Yet you can hold it in your hands for as long as you can, the issue is not cooking the grenades, it's just that the mechanics we have for throwing atm are slow. If they were gonna start the counter the moment you unpin it then you'd die every time you'd try to throw it.

Tue, Sep 7, 8:06 PM · DayZ

Fri, Sep 3

NAyRAM created T160533: Stabbing zombies 1.14 EXP.
Fri, Sep 3, 9:54 PM · DayZ

Aug 11 2021

NAyRAM added a comment to T160188: Arms then Head shots..

Hello Digiblast.
Currently we do not see any issue with this. The damage is reduced since the arm was hit first.
Regards,
Geez

Aug 11 2021, 4:02 PM · DayZ

Jul 26 2021

NAyRAM added a comment to T159885: Being kicked with message "Your latency is too high".

Yes, it has only started happening since 1.13 has came to stable for me.

Jul 26 2021, 4:09 PM · DayZ

Jul 25 2021

NAyRAM added a comment to T159885: Being kicked with message "Your latency is too high".

Hello, I have had the same issues on vanilla and modded servers.
Join a server, connect to it, about 30 seconds in I get the messages that my ping is getting higher and higher, goes up to 600-700 and then I get kicked.
If I log back in the same server again I will not have any issue anymore.

Jul 25 2021, 2:46 PM · DayZ

Jul 1 2021

NAyRAM added a comment to T159356: Unpinning a grenade making no sound.

Glad I could help! Keep up the good work!

Jul 1 2021, 3:12 PM · DayZ

Jun 28 2021

NAyRAM added a comment to T159407: Dislocated shoulder.

@FragDead on twitter said:

Jun 28 2021, 8:28 PM · DayZ
NAyRAM added a comment to T159407: Dislocated shoulder.

Hello Geez,
I have asked if people know something about it, if I get any answer I will post it here.
Thanks!

Jun 28 2021, 3:45 PM · DayZ

Jun 26 2021

NAyRAM created T159407: Dislocated shoulder.
Jun 26 2021, 5:37 PM · DayZ
NAyRAM added a comment to T159356: Unpinning a grenade making no sound.

Hello, I have tried reproducing it on experimental and I have recorded multiple ways of cancelling the sound of unpinning/pinning a grenade.

Jun 26 2021, 5:28 PM · DayZ

Jun 24 2021

NAyRAM added a comment to T159345: 'Wonky Aim' - sights not aligned.

The issue happens on 1.12 and has happened on 1.11 as well. I have asked around if anyone has experienced on experimental yet. Will post here if anyone confirms it happening.

Jun 24 2021, 11:51 AM · DayZ
NAyRAM created T159356: Unpinning a grenade making no sound.
Jun 24 2021, 1:26 AM · DayZ

Jun 23 2021

NAyRAM added a comment to T159314: 1.13 Gun sounds.

Here is a clip from 1.12 where the sound seems to behave the same way. The shots are roughly 300m away and it sounds like 50m away.

Jun 23 2021, 6:35 PM · DayZ
NAyRAM added a comment to T159299: 1.13 ADS Bug.

Another video of it happening
https://www.youtube.com/watch?v=EhygFOWwhsc

Jun 23 2021, 1:36 PM · DayZ
NAyRAM created T159345: 'Wonky Aim' - sights not aligned.
Jun 23 2021, 11:46 AM · DayZ
NAyRAM added a comment to T159299: 1.13 ADS Bug.

The issue is a lot more common on servers where the player has higher ping. For me playing a US server makes it a lot more common due to higher ping than a EU server that has less ping.

Jun 23 2021, 11:14 AM · DayZ
NAyRAM added a comment to T159299: 1.13 ADS Bug.

Here is a video of how it looks in 1st person when the ADS bug happens.

Jun 23 2021, 11:04 AM · DayZ
NAyRAM created T159342: Tracers not working properly.
Jun 23 2021, 1:00 AM · DayZ

Jun 22 2021

NAyRAM added a comment to T159206: Feedback for 1.13 exp.

Hello everyone.
While we do appreciate the feedback and information regarding to the issues on current experimental. Please file a ticket per each issue you come across. Posting them in the comment section not only makes the tracking of the issues much more complicated for us, there is also chance that your issue might get lost in the comment spam.

Regards,
Geez

Jun 22 2021, 7:04 PM · DayZ
NAyRAM added a comment to T159206: Feedback for 1.13 exp.

Also about Radios, a Radio right now weights 2kg, not sure if I am the only one thinking that it could be lowered to 1kg.

Jun 22 2021, 5:01 PM · DayZ

Jun 20 2021

NAyRAM added a comment to T159206: Feedback for 1.13 exp.
  • At the moment it feels like everyone gets shot unconscious wakes up in 4-5 seconds, does not matter the calibre, shot by .308 or .357 or 7.62x39 they all take the same time until waking up.
Jun 20 2021, 8:26 PM · DayZ
NAyRAM created T159206: Feedback for 1.13 exp.
Jun 20 2021, 1:54 AM · DayZ

Apr 28 2021

NAyRAM added a comment to T157911: Mods not loading in 1.12.

Looking forward to the new updates! Hope everything works as planned! Thank you for your work!

Apr 28 2021, 12:44 PM · DayZ