DayZ Standalone
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Discussione: DayZ Standalone

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  1. #1
    I Hope I Never Get Sober. L'avatar di Antorugby10
    Registrato il
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    DayZ Standalone





    Prima di tutto vi lascio alle parole di Rocket che ha creato DayZ Mod per Arma 2 e che ora ha avuto la possibilità, grazie a Bohemia, di creare la versione standalone.


    Citazione Rocket
    Please be aware that our Early Access offer is a representation of our core pillars, and the framework we have created around them. It’s a work in progress and therefore contains a variety of bugs. We strongly advise you not to buy and play the game at this stage unless you clearly understand what Early Access means and are interested in participating in the ongoing development cycle. Please keep in mind that we do not expect to reach Beta status sooner than the end of 2014.
    System Requirements
    Spoiler:

    Minimal Requirement
    CPU: Intel Core 2 Duo E6600 2.4GHz / AMD Athlon 64 X2 Dual Core 5800+
    RAM: 2 GB
    Video Card: NVIDIA GeForce 8800GT / ATI Radeon HD 3830
    OS: Windows Vista 32

    Optimal Requirement
    CPU: Intel Core i5-2310 2.9GHz / AMD Phenom II X4 940
    RAM: 4 GB
    Video Card: NVIDIA GeForce GTX 660 3GB (OEM) / ATI Radeon HD 7870
    OS: Windows 7 64


    Detto questo, il gioco per ora anche essendo in Alpha è giocabile, non ci sono grossi bug che impediscono di giocare tranquillamente, ma il gioco è ancora un pò vuoto di contenuti, anche se ci sono circa 3 grosse patch al mese che aggiungono roba e fixano i bug.
    Inoltre vorrei dire ai nuovi giocatori che DayZ è un gioco nudo e crudo, inutile iniziare a lamentarsi del KoS, dei banditi stronzi, il gioco è difficile per chi inizia ma così resterà, anzi, dovrebbe diventare ancora più difficile, quindi niente whining.

    Credo sia inutile a questo punto fare una piccola lezione su cosa è DayZ, la mod è stata sulla bocca di tutti per un paio di anni e adesso il gioco è top seller su Steam da Dicembre, quindi passerò direttamente ai consigli pratici e alle nuove features del gioco.


    ETA su alcune features:
    Spoiler:


    More Zombies

    Target delivery: Ongoing

    We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.

    Multithreaded Server

    Target delivery: Early 2014 & Ongoing

    To assist with increasing player and zombie numbers, we will be parallelizing the server architecture. Currently RV does offload some extra threads off to other cores, but this is for rendering and file handling - neither of which are issues for the dedicated server which uses no rendering and has a greatly reduced file footprint. This should provide some very, very dramatic improvement in performance where additional cores are available. Note, however, that this will increase the complexity of hosting DayZ - it may mean that we see a greater dispersion in the capacities of DayZ servers.

    Respawning Zombies & Loot

    Target Delivery: Early 2014

    Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.

    Server Management Options

    Target Delivery: Ongoing

    Additional options for those hosting servers will be rolled out as soon as we can. We want to encourage a "hardcore" mode that will operate on a separate database, featuring things like first person only, no hide body, etc... In addition, we also want to provide passworded servers that will operate on their own shard of the database. This shard could be grouped, so that a group of passworded servers could operate on their own database. Eventually, we would like to see these different communities on their own db running their own variations of DayZ to meet specific communities needs.

    Animals & Hunting

    Target Delivery: Early 2014

    The AI for animals is based on the new AI for zombies (some will notice the old local ambient animals making zombie noises and acting aggressively!). We have a cutdown version of this we will be using for hosting animals, including those from ArmA2 as well as new animals such as a deer. We already have the meat models made, and we have the basics of cooking. So this functionality is quite close. It does have an impact on the server, and at the moment we could only run about 300 animals per server without seriously impacting performance (until we have started additional server optimization).

    Additional Anti-hack and Security

    Target Delivery: Late 2013

    We are working on additional anti-hack to supplement the implementation of VAC. We have been working closely with Valve for VAC as well as our other anti-hack partner. Details of this will be released shortly. The most important thing to remember is that anti-hack is really the secondary defense - the primary defense should be good architecture. We have already identified (and fixed) several key vulnerabilities in the three days since launch. There are more we know about and I am sure more we don't. The purpose of this early phase of alpha is to identify and fix those. As our architecture now relies on the server controlling and adjudicating everything, we can close off locally controlled functions and back doors - which is what we have been doing.

    Cooking & Gathering Resources

    Target Delivery: Early 2014

    This is a system that was not completed prior to the alpha launch so is half-done. Additional work will be done and pushed when we can. This will include gas cookers (already ingame) and the creation of fireplaces. We will be allowing players to gather resources from the world, such as firewood, stones, etc... This will then be utilized by the existing crafting system.


    Alcune features (prendetelo con le pinze, in rosso le cose già presenti e in blu le cose che so essere vere):

    Spoiler:
    ENVIRONMENT
    All buildings enterable (confirmed)
    Develop the northern portion of the map (confirmed)
    Balance the “attractions” across the map (confirmed based on Rocket’s statements)
    Sewer system under a few a few of the major Towns (discussed by Rocket, nothing concrete)
    Additional ways to store items (Inventory system)
    Edible berries and mushrooms of which some are poisonous
    Extreme weather and conditions (M.L has discussed the weather system being ported from TOH)
    New buildings (police stations, malls, amusements parks, hardware stores, mechanics garages, military surplus stores, clothing stores, prison, small med clinics for small towns, etc)
    Functional windows (can’t be done until a new map, would have to redo all textures)
    Grass at farther distances away….essentially better character concealment from far away players.
    (Rocket has mentioned looking into it, nothing concrete)
    More animals (Deers, rats confirmed)
    Customizable houses. ie barricade windows with planks (Rocket has mentioned this, not confirmed)
    More islands
    Some form of painting/marking the world (Rocket is worried about vulgar markings)
    Seasons (Matt Lightfoot has stated that to be done properly, season will need a new map)


    TEAMWORK
    Better group mechanics (some form of teaming up) (Being discussed, nothing notable yet)
    Wearing common clothing will help spot teammates better
    (Rocket has mentioned “clan tatoos” and other forms of identification)


    VEHICLES/MECHANICS
    Horses (Rocket loves the idea, but very hard to animate)
    Cannibalization of parts (confirmed)
    Helicopters MUCH harder to fly/maintain
    (Rocket has mentioned taking the mechanics from TOH essentialy making it much more difficult to fly)



    WEAPONS/MECHANICS
    Chainsaws
    Quivers (confirmed)
    Punching (confirmed)
    Pushing (been discussed, not quite a confirmation)
    Bows
    High grade weapons much more rare (pretty sure confirmed by Rocket)
    Various weapon conditions (confirmed)
    Hunting knife as weapon (confirmed)
    Tasers
    Non-lethal ways of-incapacitating players (confirmed)
    Cleaning kits (confirmed)
    More diverse civilian guns (confirmed)
    Clip/Mag combining (confirmed)



    WEAPON ATTACHMENTS
    (most of these items are loosely confirmed, this is pretty much his list that they’re working on)

    Bayonette
    Flashlight

    Laser pointer/IR Pointer
    Stock Cartidge/Magazine Holder
    Underslung Grenade Launcher
    Beanbag Underslung – Non lethal
    Tactical forearms (For multiple attachments)
    Foregrips
    Scopes
    Silencers
    Muzzle/Flash Surpressors
    Support mounts/Bipods etc.
    Straps/Holsters/Slings
    Ammunition types
    Different mag types
    Some form of cammoing your weapon

    Tape as make-shift adhesive for items
    Cleaning kits
    Longer/Shorter barrels

    NVG scopes


    ZOMBIES/MECHANICS
    Survivors will NEVER become zeds, this is an anti-idea (confirmed by Rocket)
    Massive hordes of zombies wandering aimlessly
    Better animations (confirmed)


    FOOD/MECHANICS
    More emphasis on the hunting aspect rather than the looting of a market
    (Rocket has stated that he is personally doing this portion, the hunting stuff at least)
    Water better for your health/character than sodas (which comes with the risks of disease)
    (totally new health system which tracks what you eat/drink confirmed)


    HUD/GRAPHICS
    When knocked unconscious, your screen goes black w/ muffled sounds
    Add noise to the opening of a backpack (Stated that he likes it, not confirmed though)
    HUD Colorblind mode (Rocket has stated that it is on the table and will be implemented)
    Make the weapon lowered by default (Confirmed @ PAX, still a WIP though)
    Better inventory system (confirmed)
    1st person only servers
    Add a use key, “E” opens a door….no more scrolling system
    (Rocket has stated that they haven’t decided on this function yet, leaving it open)


    NIGHTTIME
    Headlamps, can actually be attached to points in the world (confirmed)
    Generators for nighttime lighting that must be powered by flatbed gasoline trucks (towed flatbeds?) (Discussed by Rocket)


    ITEMS
    Shortwave radio system with multiple channels (confirmed)
    Varied maps (from military high grade maps to civilian tourist maps)
    (Rocket has stated that they aim to do something with maps no one has seen before, so he’s leaving it hush hush for now)

    Varied watches/compasses (high grade military combine both in one) (digital & analog variants…..watches need AM & PM) (confirmed, Rocket has mentioned creating many variants)
    Pens/Pencils (confirmed)
    Portable Cookers (confirmed I think)
    Can Openers (confirmed)

    In-game mini games (Rocket has discussed this and would like to do something, not confirmed)
    Diary system (confirmed)
    Spray paint (Rocket is worried about how long it takes until players do vulgar things)
    Batteries (confirmed)
    Various NVG’s; from simple civilian to amazing military
    (NVG’s at least confirmed, not sure on variants)


    SURVIVORS/MECHANICS
    A survivor “background”…..not every person on the planet knows how to change an engine or fly a heli (has thought about it, nothing concrete here)
    Strip dead survivors of their clothing
    (pretty sure this is confirmed, he’s mentioned getting diseases from it)
    Fishing (Rocket has discussed, nothing confirmed)
    Male beards (that grow with in-game time) (Possibly confirmed)
    Persistent injuries and scarring (Mentioned, nothing confirmed)
    Vaulting while running (confirmed and on the a vidblog)
    Key binding options on the #’s. So I could assign #1 as bandaging and #2 as eating….and so on (confirmed @ PAX)
    Games to play during downtime (Discussed, nothing confirmed)
    Communications channel – Shout (has acknowledged, not confirmed)
    Communications channel – Whisper (has acknowledged, not confirmed)
    Cannibalism (Rocket said it will probably be in there, eventually)
    Trading System (being looked at
    Player tracking(“confirmed”….players leave can, some sort of “finger print system” in the future)
    Dog companions (confirmed)
    Autorun (for the love of everything please confirm this Rocket)
    See breathing when cold out (confirmed, not in initially release though)


    SURVIVOR CLOTHING/MECHANICS
    Various masks to hide your face (confirmed)
    Various speeds based on shoe type (no shoes you’ll run slower)
    (Rocket has stated that shoes will have a major role, so well see)
    Clothing that protects from environment (think weather/disease) and player items (think flash bang/gas grenade) (confirmed to an extent)
    If shaded visor/glasses are worn, you actual screen is tinted and protects from inclements/player items (has discussed, haven’t quite seen a confirmation)
    Gasmasks (confirmed)
    Crafting (confirmed)
    Ballistic vests and helmets (confirmed)
    Hats types (boonie hats, regular ball cap, top hat, cowboy hat, beanie/skull caps, Russian hats w/ ear covers, fedora, etc) (some confirmed)

    Leg types (jeans, leather pants, khakis, shorts, cargo pants, camouflaged pants, motorcycle pants, etc) (some confirmed)
    Torso types (rain gear, camouflaged, t-shirt, long sleeve button up, polo, hoodies, cold weather pants, etc) (some confirmed)



    ANIMATIONS
    Vomiting (possibly confirmed, Rocket has discussed)
    Pooping (confirmed)
    Waving (confirmed in vidblog)


    BALANCING
    Remove spawn locations
    (Rocket has stated that keeping coastal spawn is ideal to give a reputation to northern areas)
    Increased sound range for guns
    (Rocket has stated that sounds are “easy to do” but will be hit up after initial release, getting big stuff out of way)
    Less ammo (Rocket has discussed)
    Vehicles more common, but gas hard to come by



    ENDGAME
    Generators (large and small) for night time lighting
    (Rocket has discussed and looked into it; this article was/is his inspiration)
    Radio towers allowing people to broadcast messages to other towers (Radios confirmed)
    Base construction (above & below ground)

    Portions of the map that crossover onto other maps/servers (different “worlds”)
    (Rocket has stated that would be desirable in the future)


    MEDICAL/MEDICAL MECHANICS
    Splints (confirmed)
    Defibrillator (confirmed @ PAX)
    Improved health system (confirmed by Rocket)



    Tips
    Spoiler:

    General:
    Spoiler:

    QUANDO SLOGGATE, IL VOSTRO PLAYER RESTERA' IN GAME PER 30 SECONDI, QUINDI CERCATE DI SLOGGARE IN UN POSTO SICURO FUORI DALLE CITTA' SENZA ESSERE SEGUITI.
    Per combattere il server hopping, cambiare server spesso in breve tempo porterà ad avere una penalità di tempo prima di joinare, fino a 5 minuti di attesa.
    Il server browser nel filtro blocca i server che pingano sopra 100, rimuovete quel limite e avrete più server, per esperienza personale fino a 150 si gioca tranquillamente.
    I server Hardcore sono bloccati in prima persona e sono basati su un HIVE diverso da quello Regular, quindi avrete un personaggio diverso, inoltre nei server Hardcore sembrano esserci più giocatori disposti a collaborare, senza contare che l'esperienza è completamente diversa, molto più immersiva e difficile.
    Appena spawnati rimuovete la vostra maglietta e fatene delle bende, vi serviranno.
    Si corre più veloce con i pugni alzati.
    Quando correte, se la vostra arma è abbassata potete cambiarla senza fermarvi, se è alzata il vostro giocatore si fermerà.
    Smettetela di correre in mezzo alla strada o in mezzo ai campi.


    Healt:
    Spoiler:


    Stato Cura
    Bleeding Bandage / Rags
    Low Blood Blood Bags / Saline Bags
    Broken Leg Morphine/Sticks & Bandages
    Unconscious Epi-Pen / Saline Bag
    Food Poisoning Charcoal tablets
    Infected Wounds Alcohol tincture/antibiotics

    Bevete e mangiate sempre fino ad essere stuffed.
    Se siete stati avvelenati con altro, bevete e mangiate fino a vomitare, questo ripulirà il vostro corpo, ma dovete bere e mangiare moltissimo subito dopo per non morire.
    Per fare delle trasfusioni bisogna avere lo stesso gruppo sanguigno, troverete dei Blood Test Kit negli ospedali, ma sono molto rari. (Tabella per le trasfusioni)
    Mega immagine con tutti gli status message.



    Navigation:
    Spoiler:

    Potete orientarvi guardando le stelle se siete dei piccoli Bear Grills.
    Il vento soffia sempre verso est, guardate il movimento delle nuvole.
    Occhio al sole, data la latitudine non lo troverete mai ad Est/Ovest, ma a Sud-Est/Ovest.
    Se siete nuovi e non conoscete la mappa, cercate i cartelli stradali per capire dove siete.




    Guida per migliorare gli fps
    Mappa dettagliata
    Armi
    Items
    Nuovo sistema Fame/Sete/Vita
    Ottimo subreddit in cui spesso postano i Devs
    Rocket Twitter
    DayZ Twitter
    Official Facebook Page


    Patch Changelogs
    Spoiler:


    Pending Update Experimental Patch
    Spoiler:
    PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: Within next 2 hours
    ETA to Stable: No current ETA, dependent on testing results
    Version: 0.37.115791
    Known Issues:

    • Physics: Item throwing physics is currently disabled
    • Melee: Gestures currently do not work from two-handed melee
    • Melee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")

    New:

    • Actions: Vomiting have associated sound effects
    • Actions: Ballistic helmet variants can be painted to black and green color with spraycan
    • Actions: Can check pulse on unconscious players
    • Actions: Searching for berries will now add berries to your inventory
    • Actions: Eat All now supported for consumables
    • Actions: You can catch rain into canteen and water-bottle from inventory
    • Animations: New Ruger 10/22 reload animations
    • Animations: Player now can sit with gun/weapon
    • Animations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. "Low" and "Aim" stances introduced for stand, crouch and prone.
    • Environment: New rock textures
    • Food: Sambucus berry item added
    • Food: Canina berry item added
    • Gear: added black and UN ballistic helmet variants
    • Gear: can opener can be used as melee weapon
    • Gear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masks
    • Gear: Farming hoe configured and spawns
    • Gear: M4 attachment green variants added
    • Graphics: Adding lights to currently rendered scene changed
    • Graphics: Lighting from objects now is rendered during daytime also
    • Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)
    • Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctly
    • Map: Olsha has been updated
    • Map: Khelm has been updated
    • Map: New rock formations outside Svetlo have been created
    • Map: New Orthodox Chapel has been created
    • Map: Police Stations & Medical Centers have been placed across the map
    • Map: New villages surrounding Svetlo
    • Medical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)
    • Weather: Rain, Clouds, Wind, calculated on server and distributed to clients
    • Weather: Rain now causes items and player to become wet
    • Zombies: Simple respawn mechanic implemented for zombies, pending more robust method

    Fixed:

    • Actions: Added 'inUseItem' back to action on target function
    • Actions: Proper nutritional value will be added when eating near empty food
    • Actions: Berry picking script messages to player improved.
    • Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandage
    • Actions: Ruined rags/bandages and wooden sticks doesn't produce infinite splints
    • Actions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animation
    • Actions: Edited player messages in force drink action and fixing broken limbs
    • Actions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after action
    • Animations: Bandage and eating pills animation glitch fixed.
    • Gear: Added color variants of ballistic helmets into loot spawns
    • Gear: Even lower chance of backpacks spawning on construction sites
    • Graphics: SSAO in options saved
    • Graphics: Rain effect settings changed
    • Graphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)
    • Graphics: Spot light culling fixed
    • Graphics: Fix of terrain intersections
    • Graphics: Fix of geometry trace for flares
    • Graphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settings
    • Login: Failure during new character creation could cause player to get stuck as unconscious
    • Map: Optimizations for Svetlo performance
    • Map: Forests surrounding Svetlo bugfixes
    • Medical: Would never actually die from zero health or blood due to medical conditions
    • Medical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very low
    • Medical: Defibrillator used for restarting the heart of players who have a heart attack
    • Medical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)
    • Medical: Melee damage application system changed to better balance
    • Medical: Chance of bleeding from fists reduced significantly
    • Medical: Disconnected players avatars did not take shock or blood damage
    • Medical: Falling from height while sprinting did not kill player when it should have
    • Medical: Player could vault with broken legs
    • Network: Dropped items appeared only after a delay (now instant)
    • Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)
    • Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/server
    • Structures: Changed inheritance of barrier structures (due to errors in logs)
    • Weapons: Long-range scope reticle properly centered
    • Zombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)






    Ultima Stable Patch
    Spoiler:


    Branch: Stable

    ETA: Complete (Being pushed now)

    Version: 0.34.115106

    This update was released to Stable as a critical update outside of scheduled maintenance. This was because of a serious issue with the connection logic that could trap some players in the "dead" state. There was also a critical bug with looting other players inventory. These have been fixed.

    Known Issues:
    - Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivated
    - Actions: If player puts burlap sack from his head to ground his vision stays black

    New:
    - Animations: Ruger 10/22 hand pose
    - Animations: It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)
    - Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)
    - Gear: Configured sewing kit and its recipes
    - Gear: Added configuration for durable riders jacket
    - Gear: Added Cowboy hats to the loot spawns (multiple colors)
    - Gear: Added Sewing kit to the loot spawns
    - Gear: Added B95 and 762 speedloader to loot spawns
    - Gear: Added configuration for durable riders jacket
    - Gear: Added durable leather jacket to loot spawns
    - Gestures: Thumbs Up gesture added with default F7 key binding
    - Server: Optimization of synchronization of textures/materials (minor improvement to server FPS)
    - Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)

    Fixed:
    - Actions: Could not cover another players head with a burlap sack
    - Actions: No longer spawns clones of sack after Remove Head Cover action
    - Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
    - Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
    - Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
    - Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
    - Animations: Pointing and clapping now works even when initiated from aimed states
    - Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
    - Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
    - Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
    - Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
    - Crafting: Cannot chamber/load magazine with ruined ammunition
    - Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
    - Crash: Game Crash when using FLUSH command
    - Crash: Out of bounds crash when no sounds defined
    - Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
    - Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
    - Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
    - Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
    - Spawns: Lowered probability of Weapon cleaning kit spawns
    - Systems: Healing system was double processing for blood regeneration
    - Systems: Notifier messages were not being cleared/reset on within-state changes
    - Systems: Players position was not saving on disconnect
    - Systems: Players could get continually stuck in a dead character during load from central server
    - Systems: Players would not receive any falling damage
    - Systems: Disconnecting dead player would delete the body after ~30 seconds
    - Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
    - Systems: Notifier gets stuck on "stuffed"
    - Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)




    Gruppo Steam: Dayz-Gv
    Lista Survivors Gamesvillage
    Spoiler:


    Username - Steam Username
    Antorugby - Antorugby
    Drake - Drake_Zee_Spy
    Malfa - > Malfa <
    Kithkin - Kithkin





    IP:
    185.25.204.130:10002
    Channel:
    GW-Dayz

    Bonus:
    Spoiler:
    Ultima modifica di Antorugby10; 26-02-2014 alle 16:45:27

  2. #2
    I Hope I Never Get Sober. L'avatar di Antorugby10
    Registrato il
    06-07
    Località
    Reggio Calabria
    Messaggi
    15.837
    Bene ragazzi, spero di aver fatto un buon op.
    Fatemi sapere se avete consigli per l'op e se volete essere aggiunti alla lista survivors.

  3. #3
    gamer online disconnesso L'avatar di Ogogghe
    Registrato il
    01-05
    Località
    perfettamente al centro
    Messaggi
    4.063
    gran bell'op.
    "E così signori mentre strombazzavate ai quattro venti il vostro folle proclama di attacco al cuore dello Stato, al cuore siete stati colpiti voi.[..]
    Di legnate dunque ne avete avute e ne avrete ancora finché non la smetterete di provocare le masse lavoratrici con le vostre assurde imprese di piccoli borghesi frustrati e megalomani.[..]Per le masse lavoratrici del nostro paese impegnate in una lotta sempre più difficile e serrata eravate dei nemici pericolosi. Con folli responsabilità stavate agevolando l’avanzata della melma fascista. Ciò che avevate fatto era grave. Ciò che stavate per fare lo era ancora di più.[..]Chiusi nel vostro castello di illusioni febbricitanti di sacro furore contro tutto e tutti non avevate saputo interpretare correttamente neppure sui punti espressi con chiarezza estrema da quegli stessi di cui vi siete auto nominati avanguardia: la classe operaia.[..]
    Non voglio rivedere nel mio paese sangue operaio sulle bandiere della piccola borghesia anarcoide della quale voi siete un tipico esempio.[..]"
    Frate Mitra.

  4. #4
    winterhell
    Ospite
    Che brutti ricordi ho di quando era una mod.. tipo sono salito su un palazzo con le scalette e.. morto così, a random xD
    ahah la gif xD

  5. #5
    Hayden Panettiere Fanboy L'avatar di Sirial
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    finalmente l'op per Dayz è un gioco che mi attira molto, come stanno messi adesso con lo sviluppo del gioco?

  6. #6
    Utente L'avatar di Drake
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    Citazione Sirial Visualizza Messaggio
    finalmente l'op per Dayz è un gioco che mi attira molto, come stanno messi adesso con lo sviluppo del gioco?
    è un alpha ci sono poche armi, niente veicoli, niente malattie, stanno aggiungendo piano piano roba, ma diciamo che per ora "c'è poco da fare" ti equipaggi e fai il bandito o l'eroe, ma diciamo che non ci sono molte risorse per cui combattere

    però stanno buttando già delle basi per un bel survivial

  7. #7
    Hayden Panettiere Fanboy L'avatar di Sirial
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    Citazione Drake Visualizza Messaggio
    è un alpha ci sono poche armi, niente veicoli, niente malattie, stanno aggiungendo piano piano roba, ma diciamo che per ora "c'è poco da fare" ti equipaggi e fai il bandito o l'eroe, ma diciamo che non ci sono molte risorse per cui combattere

    però stanno buttando già delle basi per un bel survivial
    c'è da aspettare un pò insomma.. xD

  8. #8
    MalfaPC L'avatar di Malfa
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    Bisognerebbe fare una lista di giocatori.
    Canale Youtube MalfaPC: https://www.youtube.com/user/MalfaPC

  9. #9
    I Hope I Never Get Sober. L'avatar di Antorugby10
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    Citazione Ogogghe Visualizza Messaggio
    gran bell'op.
    Grazie!
    Ci ho messo un pò a farlo, ma penso sia venuto bene, speriamo sia usato.

    Citazione winterhell Visualizza Messaggio
    Che brutti ricordi ho di quando era una mod.. tipo sono salito su un palazzo con le scalette e.. morto così, a random xD
    ahah la gif xD
    Io non sono mai morto sulle scale, credo che ora abbiano tolto l'animazione che ti faceva girare verso le scale e semplicemente il giocatore compare sulle scale, credo sia fixato boh.

    Citazione Malfa Visualizza Messaggio
    Bisognerebbe fare una lista di giocatori.
    Per ora ci siamo io e Drake, fatemi sapere gli altri nick e aggiungo.

  10. #10
    MalfaPC L'avatar di Malfa
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    > Malfa <
    Canale Youtube MalfaPC: https://www.youtube.com/user/MalfaPC

  11. #11
    . L'avatar di Kithkin
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    op thread

    Appena posso lo prendo anche io

  12. #12
    Vault Dweller L'avatar di dvxhero
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    Io sono sempre più indeciso tra questo e Rust. Qual'è il migliore se si gioca spesso da soli?

  13. #13
    I Hope I Never Get Sober. L'avatar di Antorugby10
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    Citazione dvxhero Visualizza Messaggio
    Io sono sempre più indeciso tra questo e Rust. Qual'è il migliore se si gioca spesso da soli?
    Premettendo che i giochi non hanno niente da spartire.
    Rust è un po' inutile da giocare soli, sopratutto se non hai molto tempo da spenderci, visto che devi sempre cercare risorse per costruire.

    DayZ al contrario hai la tua roba, slogghi e rilogghi quanto vuoi, non hai roba da cercare in continuazione per costruire.
    Ed è giocabile da solo anche se perde molto.

    Inviato dal mio GT-I9300 utilizzando Tapatalk

  14. #14
    Utente L'avatar di Sparks
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    Secondo me troppa gente ci sta giocando ora che è solo un Alpha.. va a finire che quando diventa gioco a tutti gli effetti non ci giocheranno neanche la metà degli utenti per quanto se lo saranno spolpato..

  15. #15
    . L'avatar di Kithkin
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    Citazione Sparks Visualizza Messaggio
    Secondo me troppa gente ci sta giocando ora che è solo un Alpha.. va a finire che quando diventa gioco a tutti gli effetti non ci giocheranno neanche la metà degli utenti per quanto se lo saranno spolpato..
    Come minecraft?

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