Just a simple " Are you sure you want to respawn? Yes / No " prompt and then maybe another would be a fine solution too.
Disabling the respawn button was not a response to accidentally pushing it. It was a response to people respawning each time they don't get a spawn they liked. This behaviour cost the server a lot of time so they disabled it.
Just a simple " Are you sure you want to respawn? Yes / No " prompt and then maybe another would be a fine solution too.
Disabling the respawn button was not a response to accidentally pushing it. It was a response to people respawning each time they don't get a spawn they liked. This behaviour cost the server a lot of time so they disabled it.
I thought that if you log out at the debug zone, you log back in at a spawn location.
Yeah, that's always been my fix for it. And you'll spawn with all your equipment too (whenever i'd spawn in the debug plains it'd say I died but that's just a bug)
I thought that if you log out at the debug zone, you log back in at a spawn location.
Yeah, that's always been my fix for it. And you'll spawn with all your equipment too (whenever i'd spawn in the debug plains it'd say I died but that's just a bug)
I thought that if you log out at the debug zone, you log back in at a spawn location.
Yeah, that's always been my fix for it. And you'll spawn with all your equipment too (whenever i'd spawn in the debug plains it'd say I died but that's just a bug)
I found out the difficult way that zombie detection has changed in the latest patch. No more hiding in pine trees/red bushes anymore. Things got a little hairy in the airfield today when I found out I wasn't really stealthy anymore... Used to be a pine tree was sufficient to keep from getting attacked if you were inside and not moving. This new version is better balanced, since you can't just prone by a red bush and headshot zombies with immunity. However, I suspect this may mean more attacks thru walls again...
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I found out the difficult way that zombie detection has changed in the latest patch. No more hiding in pine trees/red bushes anymore. Things got a little hairy in the airfield today when I found out I wasn't really stealthy anymore... Used to be a pine tree was sufficient to keep from getting attacked if you were inside and not moving. This new version is better balanced, since you can't just prone by a red bush and headshot zombies with immunity. However, I suspect this may mean more attacks thru walls again...
I was wondering about this. I tried the whole "run into the trees" thing to ditch zombie pursuers and they followed me in a bit, but not the whole way. Can zombies simply lose aggro if you get far enough away from them now?
Though this was also at night. I don't know how zombie vision, zombie aggro, and escaping both of those works with the current visibility setup. Still, I was able to run away at all in a decent amount of time, which is still good.
I found out the difficult way that zombie detection has changed in the latest patch. No more hiding in pine trees/red bushes anymore. Things got a little hairy in the airfield today when I found out I wasn't really stealthy anymore... Used to be a pine tree was sufficient to keep from getting attacked if you were inside and not moving. This new version is better balanced, since you can't just prone by a red bush and headshot zombies with immunity. However, I suspect this may mean more attacks thru walls again...
I haven't been on but how is zombie aggro? Prior to this patch I'd shoot one zed then the entire town would come at me by the end I'd have 40-50+ kills
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0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
It's still pretty harsh if you're running during the day.
You can still lose zeds via trees. You can't just stay at the tree and expect them to get stupid dumb and wander around right in front of you like before. Before you could get close to a pine tree or bush, and fire an enfield all day safely (ignoring other players). Now, not so much. It seems like the zombies still keep spawning and attacking in towns and such... I killed a zed in a tent in Starry, and another spawned there 1/2 a second later. I'd rather have the number of initially spawned zombies increased 10 fold and have like a 30 minute/1 hour respawn counter...
You can still lose zeds via trees. You can't just stay at the tree and expect them to get stupid dumb and wander around right in front of you like before. Before you could get close to a pine tree or bush, and fire an enfield all day safely (ignoring other players). Now, not so much. It seems like the zombies still keep spawning and attacking in towns and such... I killed a zed in a tent in Starry, and another spawned there 1/2 a second later. I'd rather have the number of initially spawned zombies increased 10 fold and have like a 30 minute/1 hour respawn counter...
I don't know about 10 fold, but I would also like an increase in the number of initial zombie spawns and a longer spawn timer for them
Did a bunch of servers rollback on the patch or what.
Having a hell of a time joining servers and when I just joined one I was sent to a new spawn location.
Well since you have to manually install the latest patch not a whole lot of servers are running it. And yes, for whatever reason you will spawn on the coast with the new patch. Only once though, after that you should be solid.
A Capellan's favorite sheath for any blade is your back.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Spent the first big chunk of time on this since a couple months ago; didn't run across any hackers, so hopefully that Battleye update was worth something. Overall, some pretty sizeable improvements since when I played last. Zombies go at a decent pace now instead of the ultra-speed they had, plus they tend to look a good bit better as well. Never spent enough time in-game before to judge the shift to spawning you with basically nothing, but it was working pretty well for me, though that was probably because I spawned near Electro. Being able to use a hatchet as a weapon is a HUGE improvement. Combined with the changes to zombie aggro, dealing with zombies is enormously less aggravating; evading them actually works, but I can also kill them without bringing an entire damn town of them on top of my head.
Spent an hour or so playing and got myself a decent spate of gear, albeit while taking a good bit of damage running around town. Found a hunting knife to go with my matches and decided it was time to head for the hills, since I was now self-sufficient. Got out there, whacked a couple animals, cooked some meat, and got myself from down around 5000 blood back to up around 12000. Ended up with plenty of food and drink to last me a while, plus all the essentials to keep on living out in the woods.
Of course, just when I was really starting to get on a roll and decide to tag a firehouse in Electro before logging out, somebody one-shots me from the middle of nowhere. Nice to see that the biggest impediment to enjoying DayZ is still other people.
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0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
Going to an Elektro firehouse and expecting not to be shot is like going to a KKK meet and expecting acceptance and understanding.
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Yeah, I wasn't snap-a-keyboard-over-my knee angry or anything, just mildly irritated; if I'd been really REALLY intent on surviving, I wouldn't have gone for it. But I was curious and wanted to see if anything new would show up there; still enjoyed the overall run quite a bit, so I don't feel like I wasted my time or anything.
It was at least enjoyable enough for me to give this Lingor Island thing a spin. Hoping I can get that set up right, but I'm betting that even if I do it will be packed with hackers.
Going to an Elektro firehouse and expecting not to be shot is like going to a KKK meet and expecting acceptance and understanding.
I tend not to go near elektro these days unless I spawn right outside it, and if I decide I want something more advanced than a lee enfield before I hit the road towards the infinitely more attractive cherno/balota combo, I do it with the knowledge that I'm probably going to be in somebody's scope the entire time. can't think of a single reason to go there over cherno unless you're really attracted to low-tier weapon pvp, which is admittedly entertaining the first few times you get into a turf war over the supermarket/restaurant/office building.
does anyone want to hazard a guess as to when sixlauncher's going to update? I'm using the time to play my steam backlog, but I really want to log in and 'mire all over my inevitable bandit scarf.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2012
One thing I do feel like should be changed for spawn is giving people a hatchet, hunting knife, and matches from the start. I came across a hatchet almost first thing, but still, it's annoying to be completely defenseless from a fresh start. And the hunting knife and matches would mean that you wouldn't have to be spending 20-30 minutes on every new life even getting up to the point of being able to survive for a bit, which has been one of the big things keeping me from playing for a while.
I enjoy the scrounging, but I hate that you can still scrounge and go for a while without finding what you need to survive. I was 30 minutes into this latest game before I found food or drink; that's a lot of time sunk into making sure you won't just starve to death at the next login.
EDIT: Oh, and is it just me, or has the optimization been much improved? Performance seems far more consistent and smooth than it used to be.
For some reason the game isn't pitch black at night anymore, it's all shades of grey and I can see everything perfectly. I haven't changed any video settings but I want it dark again. Is there a way I can get it back to how it used to be without fucking with the gamma? (that makes the menus almost unreadable)
For some reason the game isn't pitch black at night anymore, it's all shades of grey and I can see everything perfectly. I haven't changed any video settings but I want it dark again. Is there a way I can get it back to how it used to be without fucking with the gamma? (that makes the menus almost unreadable)
If you're playing on a us server it might just not be that dark yet.
For some reason the game isn't pitch black at night anymore, it's all shades of grey and I can see everything perfectly. I haven't changed any video settings but I want it dark again. Is there a way I can get it back to how it used to be without fucking with the gamma? (that makes the menus almost unreadable)
If you're playing on a us server it might just not be that dark yet.
Hmmm, it was this morning around 11:30 to noon but my friend I was playing with said his in-game watch said it was 8:00. AM or PM we weren't sure since it didn't seem to be getting lighter or darker.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
It's been pretty bright on the couple of nighttime servers I was on today, but there was also a full moon up.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
It's been pretty bright on the couple of nighttime servers I was on today, but there was also a full moon up.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
Don't knock the enfield it's one of the most powerful guns just slow and loud but it can take down a chopper
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited August 2012
Yeah, I know it's not a bad gun, it's just not one I favor.
Giving up on this Lingor thing for now. Depending on how I try to run it, I get the resources accessible, the beta number correct, and a real list of servers I can connect to, but never all three at once so every attempt fails because at least one vital thing won't work properly.
The best I've managed to do is get into a Lingor game and then get subjected to the alternating screen-dimming indicator for "you have the wrong version", which is obviously useless.
EDIT: Ugh, now I can't even play regular DayZ. This is just going to be loads of fun to figure out what stupid thing is futzed up.
Yeah, I know it's not a bad gun, it's just not one I favor.
Giving up on this Lingor thing for now. Depending on how I try to run it, I get the resources accessible, the beta number correct, and a real list of servers I can connect to, but never all three at once so every attempt fails because at least one vital thing won't work properly.
The best I've managed to do is get into a Lingor game and then get subjected to the alternating screen-dimming indicator for "you have the wrong version", which is obviously useless.
EDIT: Ugh, now I can't even play regular DayZ. This is just going to be loads of fun to figure out what stupid thing is futzed up.
How is lingor? Bigger still have heli crashes?
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I dunno, I haven't actually played Lingor yet. From what I've seen, it's more of a tropical settings, and I've heard that enterable buildings are the rule instead of the exception.
I'm amazed anybody can get it to run at all, considering what even regular DayZ has to contend with in terms of bugs.
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0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
It's been pretty bright on the couple of nighttime servers I was on today, but there was also a full moon up.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
The backpack thing isn't a bug. It's just not very forgiving.
You have to learn how to manipulate your inventory to where that doesn't happen. Once you get it down, you never burn anything. Why you were even putting a 1911 in your bag is beyond me.
Oh hey, I got a question. A friend of mine has a pistol or something with a flashlight attached to it and he can't figure out how to turn on the light. Is it possible?
Oh hey, I got a question. A friend of mine has a pistol or something with a flashlight attached to it and he can't figure out how to turn on the light. Is it possible?
Oh hey, I got a question. A friend of mine has a pistol or something with a flashlight attached to it and he can't figure out how to turn on the light. Is it possible?
The flashlight button (L by default) turns it on.
He said he tried that and it didn't work. I wonder if he changed his keybinds or something, hmmm
It's been pretty bright on the couple of nighttime servers I was on today, but there was also a full moon up.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
The backpack thing isn't a bug. It's just not very forgiving.
You have to learn how to manipulate your inventory to where that doesn't happen. Once you get it down, you never burn anything. Why you were even putting a 1911 in your bag is beyond me.
How in the hell is backpacks eating items not a bug? Shit shouldn't just disappear because I don't magically know exactly how many slots I need in a pack to store it. It's not seriously an intended item, is it? Because that would just be batshit-crazy stupid. And why did it throw all my 1911 ammo on the ground as well? That was pretty inconvenient.
And I was trying put it in the pack because I was trying to equip the hatchet, but forgot that it counts as a two-handed weapon and not a pistol-slot item.
I maintain there's a fairly large gap between "unforgiving" and "fucking stupid". Unforgiving is being able to bleed to death because you ran out of bandages, which I don't have a problem with; fucking stupid is backpacks that eat gear for something as idiotic and arbitrary as not having all the item sizes memorized. Or eat gear at all, really, since if I can't cut wood because it won't fit in my inventory, it shouldn't be hard to simply tell the player "that item won't fit in the backpack". Like what would actually happen with a pack.
Ninja Snarl P on
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0Replace4DisplaceThe best girls are ships and guns.Registered Userregular
It's been pretty bright on the couple of nighttime servers I was on today, but there was also a full moon up.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
The backpack thing isn't a bug. It's just not very forgiving.
You have to learn how to manipulate your inventory to where that doesn't happen. Once you get it down, you never burn anything. Why you were even putting a 1911 in your bag is beyond me.
How in the hell is backpacks eating items not a bug? Shit shouldn't just disappear because I don't magically know exactly how many slots I need in a pack to store it. It's not seriously an intended item, is it? Because that would just be batshit-crazy stupid. And why did it throw all my 1911 ammo on the ground as well? That was pretty inconvenient.
And I was trying put it in the pack because I was trying to equip the hatchet, but forgot that it counts as a two-handed weapon and not a pistol-slot item.
I maintain there's a fairly large gap between "unforgiving" and "fucking stupid". Unforgiving is being able to bleed to death because you ran out of bandages, which I don't have a problem with; fucking stupid is backpacks that eat gear for something as idiotic and arbitrary as not having all the item sizes memorized. Or eat gear at all, really, since if I can't cut wood because it won't fit in my inventory, it shouldn't be hard to simply tell the player "that item won't fit in the backpack". Like what would actually happen with a pack.
Relax, chief. It's a 1911. Holy shit.
It doesn't eat your gear, for one. It also isn't a bug, no matter how you want to slice it. It places any item that was put into it without sufficient room near you in approximately a 5m radius. It's a bit tough to locate at times, but generally it's possible. The game doesn't have confirmation menus because it's both unnecessary and distracting.
Second, DayZ does not have a tailor-made inventory system. It uses the ARMA system, which was not designed for such heavy manipulation of the inventory. You grabbed your items at the start of a mission and rarely if ever had to pick anything up, trade anything, etc.
Third, DayZ is built around a game that was built as a simulator. It is not designed to be forgiving, it is not designed to be easy to learn, and it is not designed to give a fuck. It's a roughly made game with an engine designed around making as realistic of an experience as possible at the time.
It's a bit absurd to imagine that you might have to memorize and learn things in this game, I know. But you can grin and bear it like we all did. If you think losing a fucking 1911 due to your own inexperience is a huge deal, then you should probably go ahead and stop playing right about now. We just lost a helicopter, a car, and about 6 sets of NVGs/coyote backpacks/high-end guns/et cetera due to a hacker. You shrug it off and keep playing or you quit.
Maybe? I don't know, he says it has a flashlight on it though
The G17 is the only handgun with a flashlight on it. If hitting L with the weapon out isn't causing a huge beam of light to propagate out about 150m, then it's not a G17.
Just stuck at "waiting for character to create" or "loading"
If you're trying to join the Clam and it's doing this, it's because you haven't updated to 1.7.2.5 and gotten the current beta patch for ARMA2.
0Replace4Displace on
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
edited August 2012
About the G17, unless it is actually night it will not turn on.
edit- and yeah, we spent all day fixing a car and then a helicopter only to actually have them for like an hour and then loose it all to a fucking hacker.
Gotta let things slide or else this game will eat you alive.
Axen on
A Capellan's favorite sheath for any blade is your back.
Posts
Disabling the respawn button was not a response to accidentally pushing it. It was a response to people respawning each time they don't get a spawn they liked. This behaviour cost the server a lot of time so they disabled it.
This should be the thread title.
NintendoID: Nailbunny 3DS: 3909-8796-4685
Good point.
Yeah, that's always been my fix for it. And you'll spawn with all your equipment too (whenever i'd spawn in the debug plains it'd say I died but that's just a bug)
I see, I guess I've been lucky so far then
Aye!
I was wondering about this. I tried the whole "run into the trees" thing to ditch zombie pursuers and they followed me in a bit, but not the whole way. Can zombies simply lose aggro if you get far enough away from them now?
Though this was also at night. I don't know how zombie vision, zombie aggro, and escaping both of those works with the current visibility setup. Still, I was able to run away at all in a decent amount of time, which is still good.
I haven't been on but how is zombie aggro? Prior to this patch I'd shoot one zed then the entire town would come at me by the end I'd have 40-50+ kills
I don't know about 10 fold, but I would also like an increase in the number of initial zombie spawns and a longer spawn timer for them
Having a hell of a time joining servers and when I just joined one I was sent to a new spawn location.
Well since you have to manually install the latest patch not a whole lot of servers are running it. And yes, for whatever reason you will spawn on the coast with the new patch. Only once though, after that you should be solid.
Spent an hour or so playing and got myself a decent spate of gear, albeit while taking a good bit of damage running around town. Found a hunting knife to go with my matches and decided it was time to head for the hills, since I was now self-sufficient. Got out there, whacked a couple animals, cooked some meat, and got myself from down around 5000 blood back to up around 12000. Ended up with plenty of food and drink to last me a while, plus all the essentials to keep on living out in the woods.
Of course, just when I was really starting to get on a roll and decide to tag a firehouse in Electro before logging out, somebody one-shots me from the middle of nowhere. Nice to see that the biggest impediment to enjoying DayZ is still other people.
It was at least enjoyable enough for me to give this Lingor Island thing a spin. Hoping I can get that set up right, but I'm betting that even if I do it will be packed with hackers.
That reminds me, did you hear about the KKK not wanting to be affiliated with the Westboro Baptists because they're "hatemongers"
I mean, goddamn, how fucked up do you have to be when the KKK thinks you're a hatemonger?
I tend not to go near elektro these days unless I spawn right outside it, and if I decide I want something more advanced than a lee enfield before I hit the road towards the infinitely more attractive cherno/balota combo, I do it with the knowledge that I'm probably going to be in somebody's scope the entire time. can't think of a single reason to go there over cherno unless you're really attracted to low-tier weapon pvp, which is admittedly entertaining the first few times you get into a turf war over the supermarket/restaurant/office building.
does anyone want to hazard a guess as to when sixlauncher's going to update? I'm using the time to play my steam backlog, but I really want to log in and 'mire all over my inevitable bandit scarf.
I enjoy the scrounging, but I hate that you can still scrounge and go for a while without finding what you need to survive. I was 30 minutes into this latest game before I found food or drink; that's a lot of time sunk into making sure you won't just starve to death at the next login.
EDIT: Oh, and is it just me, or has the optimization been much improved? Performance seems far more consistent and smooth than it used to be.
If you're playing on a us server it might just not be that dark yet.
Hmmm, it was this morning around 11:30 to noon but my friend I was playing with said his in-game watch said it was 8:00. AM or PM we weren't sure since it didn't seem to be getting lighter or darker.
And the item-eating backpack bug is still in the game? Really? I don't even want to think about what kind of deep, dark mistake is in the original ARMA II code that backpacks still eat items. Stupid bug ate my 1911.
At least I buzzed through Electro pretty uneventfully at night; hit up a firehouse, supermarket, and another major building without incident. Managed to get all the essentials again and an Enfield (ugh) with a bunch of ammo, so now I'm set to head inland.
Also, tried to give Lingor Island a spin. I think I got about 99% of the way to get it working, but it looks like there's a billion different beta versions running it, none of them compatible with the beta patch I have. Pity.
Don't knock the enfield it's one of the most powerful guns just slow and loud but it can take down a chopper
Giving up on this Lingor thing for now. Depending on how I try to run it, I get the resources accessible, the beta number correct, and a real list of servers I can connect to, but never all three at once so every attempt fails because at least one vital thing won't work properly.
The best I've managed to do is get into a Lingor game and then get subjected to the alternating screen-dimming indicator for "you have the wrong version", which is obviously useless.
EDIT: Ugh, now I can't even play regular DayZ. This is just going to be loads of fun to figure out what stupid thing is futzed up.
I'm amazed anybody can get it to run at all, considering what even regular DayZ has to contend with in terms of bugs.
The backpack thing isn't a bug. It's just not very forgiving.
You have to learn how to manipulate your inventory to where that doesn't happen. Once you get it down, you never burn anything. Why you were even putting a 1911 in your bag is beyond me.
The flashlight button (L by default) turns it on.
He said he tried that and it didn't work. I wonder if he changed his keybinds or something, hmmm
Just stuck at "waiting for character to create" or "loading"
Maybe? I don't know, he says it has a flashlight on it though
How in the hell is backpacks eating items not a bug? Shit shouldn't just disappear because I don't magically know exactly how many slots I need in a pack to store it. It's not seriously an intended item, is it? Because that would just be batshit-crazy stupid. And why did it throw all my 1911 ammo on the ground as well? That was pretty inconvenient.
And I was trying put it in the pack because I was trying to equip the hatchet, but forgot that it counts as a two-handed weapon and not a pistol-slot item.
I maintain there's a fairly large gap between "unforgiving" and "fucking stupid". Unforgiving is being able to bleed to death because you ran out of bandages, which I don't have a problem with; fucking stupid is backpacks that eat gear for something as idiotic and arbitrary as not having all the item sizes memorized. Or eat gear at all, really, since if I can't cut wood because it won't fit in my inventory, it shouldn't be hard to simply tell the player "that item won't fit in the backpack". Like what would actually happen with a pack.
Relax, chief. It's a 1911. Holy shit.
It doesn't eat your gear, for one. It also isn't a bug, no matter how you want to slice it. It places any item that was put into it without sufficient room near you in approximately a 5m radius. It's a bit tough to locate at times, but generally it's possible. The game doesn't have confirmation menus because it's both unnecessary and distracting.
Second, DayZ does not have a tailor-made inventory system. It uses the ARMA system, which was not designed for such heavy manipulation of the inventory. You grabbed your items at the start of a mission and rarely if ever had to pick anything up, trade anything, etc.
Third, DayZ is built around a game that was built as a simulator. It is not designed to be forgiving, it is not designed to be easy to learn, and it is not designed to give a fuck. It's a roughly made game with an engine designed around making as realistic of an experience as possible at the time.
It's a bit absurd to imagine that you might have to memorize and learn things in this game, I know. But you can grin and bear it like we all did. If you think losing a fucking 1911 due to your own inexperience is a huge deal, then you should probably go ahead and stop playing right about now. We just lost a helicopter, a car, and about 6 sets of NVGs/coyote backpacks/high-end guns/et cetera due to a hacker. You shrug it off and keep playing or you quit.
The G17 is the only handgun with a flashlight on it. If hitting L with the weapon out isn't causing a huge beam of light to propagate out about 150m, then it's not a G17.
If you're trying to join the Clam and it's doing this, it's because you haven't updated to 1.7.2.5 and gotten the current beta patch for ARMA2.
edit- and yeah, we spent all day fixing a car and then a helicopter only to actually have them for like an hour and then loose it all to a fucking hacker.
Gotta let things slide or else this game will eat you alive.