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Jun 22 2015, 7:15 PM (405 w, 22 h)

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May 11 2016

vox added a comment to T113248: You can't look up enough. Limits a lot of 1st person view..

Linking to forum topic about this as well.

Very very very bad and non realistic.

Please fix.

May 11 2016, 6:51 AM · DayZ
vox added a comment to T112643: Suggestions: speed up right-mouse eye zoom.

I think it's pretty good as it is.

IRL your eyes take time to focus and stabilize, especially when you are trying to concentrate on a narrow vision path (Looking down iron sights for example). Even when using a scope as well, or when stopping just to take a second and concentrate on looking at an object in the distance.

The Arma zoom mechanism is actually rather fast as it is and isn't very realistic... Especially in a stressful situation, your entire movement will be uncoordinated and "slower".

It's not COD after all :-)

May 11 2016, 6:32 AM · DayZ
vox added a comment to T112584: Lootapaloozas on roads and at Police Departments.

Godammit... That's where all my books went! lol

Yes these need to get addressed soon or they will cause problems with the CLE.

May 11 2016, 6:30 AM · DayZ
vox added a comment to T112376: unpleasant changes of brightnes during gameplay.

I believe that is normal. It is to emulate the same effect your eyes have in the same situation. In low light conditions when you look at the sky, the rest of your vision of ground objects goes much darker... Once you focus on the ground, they come back to visible light, but the sky is much brighter.

It's "annoying" in gameplay, but realistic. You would have the same issue when driving looking into the sunset in front of you.

Unless I'm mistaking this? Got a video?

May 11 2016, 6:23 AM · DayZ
vox added a comment to T112317: Impossible to restart your character with the new ui.

Any ETA on this, or can it be rolled out on the fly? Currently this is what I would call absolutely critical/gamebreaking.

(Along with the "Tear into rags" bug)

May 11 2016, 6:21 AM · DayZ
vox added a comment to T112287: WHERE THE FRACK ARE ALL THE BATTERIES.

I agree. There should be more common spawn points for batteries. Or anything that requires one, should automatically have one in it (Random charge levels).

This would at least allow people to find an item and take the batteries out of it.

That or there should be more "standard" spawn points for them such as the general store, etc where you can almost always find some, or a BOX of them. (They should actually be boxed similar to bullets, as they are in a real store.)

May 11 2016, 6:20 AM · DayZ
vox added a comment to T112276: No reason to pick up a first aid or an ammo box....

Once rain come back, these will again be very useful if they are considered waterproof. (As they should be)

Even with a mountain backpack, your gear still got wet and damaged etc.
The waterproof bags were the only things that would protect your gear at my last recollection.

These cases can help that. So for instance, paper and matches can be put in protective case. Cans, those can stay in the bag.


May 11 2016, 6:20 AM · DayZ
vox added a comment to T112276: No reason to pick up a first aid or an ammo box....

(Unrelated request...)
I want to see a 1st aid backpack. A large "Paramedic/1stResponder" style kit with markings.

May 11 2016, 6:20 AM · DayZ
vox added a comment to T112276: No reason to pick up a first aid or an ammo box....

Agreed. They are somewhat useless to pick up. They make a nice "kit" that can be looted or passed around though.

I think the 1st aid kit should be attachable like a bag around the waist. (Think ugly fanny-pack... It's ugly, but functional, and many 1st aid kits have this option).

The ammo boxes, well those make some sense as they can be passed around as a single box. But hopefully they follow the same persistence as tents and backpacks etc.

May 11 2016, 6:20 AM · DayZ
vox added a comment to T112224: Weapons without magazines should be able to be reloaded by pressing 'R'.

That may be tough as the hotbar is to put an object in hands. Not to use it.

So you would put the bullet in your hands, and then scroll wheel to load it into X weapon. A little slow.

A dedicated reload function does make sense for single shot weapons that don't take magazines. Perhaps not tied to a certain button, but even that makes sense.

It's different for weapons that do not have default reloads. You would not use R to reload a pile of rounds into a Mossin. That requires a little more work. But a single shot weapon with a quick load makes more sense.

I could carry a pocket of bullets and reload a single shot with relatively quick motion. But to reload 5 rounds into a weapon would take a little more effort and should involve dragging them into the weapon. You can't take a handful of rounds and slam them into a chamber.

May 11 2016, 6:18 AM · DayZ
vox added a comment to T112206: Anti-Dupe Algorithm - Suggestion w/ code.

I can see the cry of "This will be horribly server taxing".

But if implemented properly, it shouldn't be too ugly.
You couldn't have it run this check every time an item spawns or gets touched.

BUT you could have a cleanup script running this every minute or so. And instantly kill off both duped items. (Fuck you dupers... Lose BOTH items)

I could see this getting abused in the short time. (Imagine mags duping on the fly as you shoot them, they wouldn't get nailed by the cleanup. That or with the CLE, it may be possible to run the check much faster without killing resources. Maybe run it more often on key items like weapons/mags.)

There could easily be a way to get around that as well by flagging certain variables for the script to check out as it passes.

Has user fired X bullets in X time. Someone who pisses out 500 rounds in a minute, something's wrong.

I really think there needs to be some heavy/handed consequences to duping as well. Maybe something that keeps a master list of client IDs and how many times they've been nailed for duping. It's one thing to do it by accident. I think I've managed it once or twice. But someone who gets nailed with 10+ items duped, and multiple times, should automatically get a heavy handed consequence. Or at least enough to kill him off globally until he has a chance to explain.

May 11 2016, 6:18 AM · DayZ
vox added a comment to T112199: [CRITICAL] Firing a weapon sometimes gets only registered on the client side, making it look like the bullets do not work.

This explains a LOT.

I thought this was just simply a sync issue, but after running some experiments at close range, it's visible that something is very wrong with hit detection.

I apologize as I don't have any other info to submit, but I hope this gets taken seriously as I consider it a critical bug as well.

May 11 2016, 6:17 AM · DayZ
vox added a comment to T112196: Ability to use wood cook stoves/furnaces in houses, as well as pick up wood from woodpiles.

Hey Devs, any chance of an acknowledge on this? I see that stoves are supposedly going to become functional at some point, but what about woodpiles?

May 11 2016, 6:17 AM · DayZ
vox edited Steps To Reproduce on T112196: Ability to use wood cook stoves/furnaces in houses, as well as pick up wood from woodpiles.
May 11 2016, 6:17 AM · DayZ
vox added a comment to T112194: Key for Raising weapon doent work properly.

I've been noticing this one for a long time now.

It's absolutely maddening on a full server. Obviously it appears to be tied to server performance, because on full servers it's nearly un-usable. (And has been from the very start).

Most of the time I press 3 times and if by the 3rd it doesn't work I have to hold for aprox 5 seconds and suddenly the character will make the change, or will make 4 changes in a row.

Happens to everyone I know, regardless of setup. Just more commonly on busy servers.

May 11 2016, 6:17 AM · DayZ
vox added a comment to T112176: A lot of items that should come with the update are not spawning - some examples:.

I'm noticing this as well with a few items. Oil barrel being the primary one I am having trouble locating. Did not have trouble in EXP. Batteries and fresh fruit (Any fruit for that matter) is another that I am now realizing.

Batteries should be more common as they are used in multiple devices, but I almost want to say I haven't seen them spawn at all lately.

Personal comment:
Oil drums should spawn much more commonly, especially in farm land etc. Metal drums like those can be common in farm usage.

May 11 2016, 6:16 AM · DayZ
vox added a comment to T112172: Items falling through school floor / items spawn above the school building.

Confirmed on my end as well. Happens in the school near Bero...

Pants and junk floating 20 feet in the air.

May 11 2016, 6:16 AM · DayZ
vox added a comment to T112171: new elektro school huge FPS toll.

I have to admit the rendering toll caused by details like this is quite visible. I'm not having as bad of an FPS drop, but certainly a very noticeable one.

I'd suggest perhaps "toning it down?" until the actual render system is optimized.

May 11 2016, 6:16 AM · DayZ
vox added a comment to T112149: Multiple quickbar keybind presses cause character to be unable to drink from wells.

I noticed something similar, and perhaps there is a link.

I noticed that whenever I would get into a truck and come out, my hotbar would do stupid things like this with a water pump. It would act as if I had a weapon in my hands (No animation of it on character), it also would not allow me to change weapons in the hotbar, and it would block me from drinking with "You cannot fill X"... Even though my hands were empty.

I was able to clear it by relogging.
I was then able to reproduce it by entering and exiting a truck.
Cleared by relogging again.

I tried to reproduce this again the same evening and could not. But I did not spend a lot of time on it. I was unsure if I entered the truck with an item in hand etc... But I have a feeling there may be something in common with the issues.

May 11 2016, 6:16 AM · DayZ
vox added a comment to T112112: M4´s Too Rare.

I believe the M4s were removed temporarily. (Don't quote me on this).

I have come across AKs and mags however. So automatics are around.

I also prefer that full auto be kept to an absolute minimum to avoid the kiddies spraying them everywhere. Played with probably 40 people for fairly long term. Not one has complained about lack of full-auto, but more complained about non authentic weapons or weapon spawns.

May 11 2016, 6:14 AM · DayZ
vox added a comment to T111882: Put Server Information in Player List.

Yes please!
This is a real pain when trying to remember what server you were on when the server reboots. You can find it by going into options menu, but it's a strange route to find that info. Normally on other games, the overall player/scoreboard menu is the place to find this.

May 11 2016, 6:07 AM · DayZ
vox added a comment to T111865: Random character type..

I've noticed this as well. Not all the time, so I didn't pay attention to it, but it seems to be my default gets randomly changed. (Possibly through different versions?)

I have never modified startup params, nor do I have any upon checking.

May 11 2016, 6:06 AM · DayZ
vox added a comment to T111364: Public Servers being whitelisted or auto "Admin kick or ban".


There needs to be some serious development work done on the server administration side. This has been lacking for a while, and it might be time for a refresh.

I would also like to see the ability sooner than later to host your own servers without needing to pass through a GSP. I understand you want to keep things updated and under control, but that's what a simple auto-update mechanism is for. Many of the GSPs used

Currently, paying a GSP (A ridiculous price at that!) for a game that isn't even released, is a little more than aggravating. I know it's coming in the future, but perhaps we could have a little love on the admin side of things. I dumped my servers because administration was a nightmare and we don't have the tools we need to do it properly.

May 11 2016, 5:50 AM · DayZ
vox added a comment to T110830: .56 EXP still no rain.

Bring back the rain! But please first make the stoves in buildings operational (As well as finding wood in wood-piles)


May 11 2016, 5:33 AM · DayZ
vox added a comment to T110421: Using non interactive wrecks with the option "Scavenge vehicle" to get random vehicle part.

I am sure this is in the long term plans, but it would be nice to have sooner than later. Especially with vehicle repair mechanics coming into the equation, these should be part of it.

Really annoying when I need wheels for a truck, and right next to it is another broken down truck with perfect wheels, and even two spare tires.

May 11 2016, 5:19 AM · DayZ
vox added a comment to T107236: Dayz Rain.

Hey Devs... Don't mean to be pushy, but can we get some kind of comment/feedback on the rain in general? (Please perhaps have a look at my above question/comment?)

(I'm starting to think weather needs to be addressed in one of the big update blogs)


May 11 2016, 3:29 AM · DayZ
vox added a comment to T107236: Dayz Rain.

IIRC The devs have said that they will make the fireplaces/stoves in houses usable. (If they could re-confirm it here, that would be reeeeeeaaaaly nice)

There needs to be some new work done on the rain/weather IMHO. The sound is one issue for sure. But a lot of the mechanics are missing/broken/strange.

(That and the rain actually needs to WORK lol) - AFAIK it's still inoperable.

I really think the rain/environment needs to be a lot more threatening. Almost enough to keep un-prepared players bunkered down in a house until it passes (Or at least stuck in the same small town).

No way should it be possible to walk from town to town in heavy cold rain without any kind of gear. Sucks for new-spawns in rain storms. But there are still buildings relatively near most spawn points.

May 11 2016, 3:29 AM · DayZ
vox added a comment to T105723: Modding an SKS to load 30rnd AKM magazines.

Yeah this kinda turns me off as well. It would be different if we had some kind of global weapon modding ability. (We can't even duct tape a scope to a gun that doesn't fit it, so we apparently cant use a screwdriver to save our life)

If there was a system in place to handle this stuff... Okkkaaay maybe. But not in the current implementation.

Just pop the rounds out of the mag and load accordingly.

May 11 2016, 2:32 AM · DayZ

May 10 2016

vox added a comment to T91592: Instant Death Glitch (Inside Buildings on 2nd or higher level).

How's this coming along? It's pretty much become a "Normal" occurrence for most players.

Last update to this was OCT. Time for a review of the issue I think.

May 10 2016, 6:12 PM · DayZ
vox added a comment to T87202: Night time can be easily cheated away with gamma/brightness sliders for night vision.
  1. "Independent of all settings you should not be able to see things you should not be able to see."
    • EXACTLY! This data should not render for the client regardless of what their gamma settings are. There should be some form of threshold that is processed locally "If total darkness of object is below X, don't render the thing in the first place". This would negate the use of cranking gamma in the first place. It would still be processed locally so objects like flashlights would still work etc.
  1. The gamma controls for this game (As well as Arma!) are beyond bad! There's no reason to be making such drastic changes to Gamma. If you're running any kind of decent rig, (Powerful enough to play the game with any FPS higher than 5), you won't need to change gamma more than a very miniscule amount.

The gamma controls should give no more latitude than 5% in either direction. Currently they can give a 50% boost nearly. There's absolutely no need for that any more. People aren't using a potato for a screen these days. This made sense in old CRT days, but anyone playing this will most likely be on a flat screen, which 99% of them have decent gamma curves that are better than the best CRTs ever were. If someone is playing this on a CRT and bitching, well... It's like bitching that your 8 yearold laptop won't cut it. It's not going to do it nicely, live with it, or upgrade. You don't need a serious gaming rig to play this, but don't expect your ancient shitbox to keep up either.

-Drop the gamma control range substantially as a patch.
-Change the local rendering where things that are meant to be black, simply don't render at all, or they render as black.

May 10 2016, 3:23 PM · DayZ