- User Since
- Apr 11 2015, 2:42 PM (302 w, 3 d)
May 11 2016
You missed the point of what I said. DayZ is not supposed to be an easy squad-up-and-PvP-spawn-with-your-friends-just-respawn-if-you-die kind of game. It's a simulator. What would happen if you died in real life with your friends? You're gone. You're not just going to respawn and run to regroup with them. If you want to just get a close respawn and get your gear back easily then there are other games.
This completely goes against the core characteristics of the game. You're not supposed to go back for your body, you're supposed to start over new after dying. If anything, I think that spawning near one's recent place of death should be blocked. But preferably it would just stay as the random spawn system we have now.
The vignette effect is a matter of taste. Personally I like it, but I van understand disliking it. I agree that there should be a way to disable it.
That's because persistence is still turned off. The inventory is supposed to reset.
This issue has been confirmed for some time. To avoid it just put away your weapon before you get into the truck. Same goes for ladders and some other situations.
That's just how the crafting mechanic works. Same if the conditions are reversed, the condition is an average of the two once they areally combined. I think the original condition should be retained if it is taken apart though, nor sure if this happens.
This issue was discussed in the most recent status report.
I have noticed them too. I'd call them grass, but "bushes" gets the idea across.
This isn't a bug, the cooking pot is considered a container. If there are not enough open slots "before" it, items will automatically be placed inside.
If it wasn't a location where loot normally spawns, it was must likely a spot where a player was killed and some of their gear was dropped on the ground.
It's completely realistic. Our characters are supposed to be untrained civilians. How well do you think they would be able to manage the recoil of a powerful automatic weapon like this?
Doesn't happen for me. Have you tried relogging? There are a lot of weird bugs like this in the most recent patch, most of them fixed by relogging.
I have experienced this looting items from the body of another player. Usually splitting the stack or sorting out the usable rounds (in the case of damaged ammo) will shoe the numbers properly.
They're not dropping through the floor. They're actually teleporting up above the school and floating there. Weird, I know. If you go to the roof and look closely you can actually see them floating there.
Persistence is currently disabled globally. No server can change this currently. Not a server option anymore, so I'm not sure why some server names even still mention it.
Another minor issue with the Winchester, it currently cannot be spraypainted despite information in the game files suggesting otherwise.
Not sure then. I personally have been able to find things there. Mostly boots, but loot nonetheless. I know that the loot distribution varies randomly from server to server so this is likely the root of the issue.
The helicopter crash sites are currently static, so the most likely explanation is that other players knew the locations and were able to loot the sites before you.
I can find them just fine. Look in the small office-ish buildings (sometimes attached to garages, two floors, has a bathroom on the first floor) and in the new school building, these seem to be the most common places to find them. Cargos in the former and Hunter Pants in the latter.
It seems to vary from server to server and/or session to session. Sometimes it will work correctly and zombies cannot run through doors, other times it will be reversed (they can run through when it is closed but there is an invisible barrier when it is open), and sometimes they can run through no matter what. It's especially annoying as these zombies run very fast and seem to never stop chasing you...at least they don't ruin all your gear in one punch anymore though.
Not sure. They finally released the changelog and barrels are listed there so they should be spawning. I'm not quite sure if this changelog is 100% accurate, as it lists the UMP, VSS, and Red 9 despite statements I have seen from the devs saying that these weapons are not in stable yet. It is also definitely incomplete, as it makes no mention of several changes to the inventory system (changes to the capacity/size of various containers and the reduction of capacity in the Taloon Backpack, as well as other changes I may not have found yet).
Same. I wish they'd release the patch notes with the update rather than waiting until like a week after so that I can actually see what was changed...
Same here. I think that they probably decided that the barrel wasn't ready to release to stable.
Already reported this.
I have found the new system frustrating at times as well. What I think they should do is make the item take up the space in your inventory and in your hands if you equip it through one of the quickbar slots. That way I can actually loot without accidentally filling up the space I have reserved for my pistol.
Somehow I just realized and decided to update this ticket...this issue actually used to be present in the game (I forget which update it was fixed in...), but obviously now it's back.
I have encountered this too, in the schools at Chernogorsk and Elektrozavodsk. It seems that gear dropped inside the school will instead float far above the roof. This is my theory as after switching into a new pair of pants on the second floor my old pants disappeared, and after I went up to the roof I saw the same pants floating (roughly) above where I had dropped them.
Also, is it just me or does the school spawn exclusively Hunter Pants? It is possible that everything else was taken before I arrived, but in both schools the only items I found after searching the entire thing very carefully is variations of Hunter Pants.
I found one too, same issue.
I can see changing the Protector Case (its purpose is more for protection of items) and the attachable pouches (intended as an attachment, not standalone storage), but the changes to the Ammo Box and Medkit make no sense. There's absolutely no point in using either one as you could just hold the equipment you would be carrying inside in the same amount of slots, but it is easier to access while not in a container.
IMO they should definitely change the Ammo Box and Medkit back, the Attachable Pouches and Protector Case could go either way I suppose.
Already reported this.
It isn't overpowered at all. If you've ever used it you'll find that you have issues with it and keeping warm, which can be a major downside. Even the Wool Coat, a highly common civilian item, keeps one warmer. Add to it that it sucks at keeping dry and you really have a major downside only justified (IMO) by the M65 Jacket's badass look.
What I do find strange about military clothing balancing is the difference between TTsKO and Gorka clothing. Gorka is pretty much objectively better than TTsKO (same amount of space and pretty much same insulation, but completely waterproof), but the TTsKO clothing seems to be much more rare. Seems like a small issue there, but obviously not a major one.
Ehh...some easter eggs are cool but IMO they should not be references memes/"flavor of the month" things. Like the ghosts and radio signal at Green Mountain, the fallen statue that you can find in the woods, the Blair Witch Project reference, the big trails making an image of a person, and that sign where the terrain glitch used to be. Things like that are good. Bigfoot maybe, but obviously not a priority. And a double rainbow is something that can actually happen (although rarely) in real life, so that would be fine.
This is confirmed to happen to everyone pretty much all the time. Interacting with some objects (such as ladders or the V3S in your case) causes a hands bug which requires a relog to fix. The devs are aware and are working on a splution. To prevent this from happening in the meantime, always remember to put your gun on your back manually before interacting with the V3S. I have found that this never happens if your hands are empty.
Hello and thanks for your quick reply! I have looked through the resources at the link you posted and unfortunately was unable to find a solution. I decided to try a full uninstallation and reinstallation of the game. The issue was resolved after this. Thanks for your help!
Yes, this seems to happen with every gesture/animation, vaulting included. Occasionally it'll even put you in the prone position automatically when you try to wave. Really weird and difficult to explain when you're on an RP server...
Yeah, realistically you shouldn't really lose anything while opening cans with various tools. Personally I often use a steak knife to open cans in real life, and I never drop any on the ground. But even if you do drop some on the ground, shouldn't you still have the choice to eat it? I mean, if you're starving to death, I think the 3-second rule can be extended a bit...
All of that being said, I do understand why this mechanic is present. Without it there would be no point in carrying a canopener at all.
All of these are pretty good ideas and I believe most of them will be implemented eventually. Except the infection meter thing, as the devs have explained that the zombies are not actually undead (i.e. "super rabies") and the players are only alive and can be hit by zombies because they are immune.
What happens if, for example, you game crashes or your power goes out while you're in a military base then?
Obviously would be a rare case but it needs to be considered.
Sounds similar to the bug where if you select "eat all" for raw meat you cannot get sick from eating it.