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Private Evans

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Everything posted by Private Evans

  1. Private Evans

    Combat AI / Arma 3

    That's what i said...I know that they removed all that stuff a long time ago since they do not need human AI. What I would like to discuss or would like to know is if we will be able to share resources between Arma and Dayz for modding and if it will be possible in some way to create human Ai units for Dayz ....would be nice to hear something from the devs about this :)
  2. Private Evans

    0.63 Stable (BETA)

    Playing BI games since Operation Flashpoint and DayZ from the early days of the mod, being around here on the forums since 2012. I really was hyped for the so called year of DayZ 2018 expecting to see constant content and feature updates and a full release by the end of this year. But as it seems now we will be lucky to even get a half assed beta version before 2019 including some basebuilding and two cars and tons of features and stuff missing. The new engine will defenetely show its full potential in coming BI games like probably Arma 4 ( my steam account stopped counting Arma 3 at 1800 h a long time ago btw) and I am also sure that the console version will be recieved and do very well..but they finally killed the PC version with not fully delivering this year...it also feels a bit like we paid the price for BI getting a new engine and getting a feet into the console market....(not talking about money) For me the pure sandbox is simply not working any more without features as vehicles...helicopters...boats...planes...bikes...base building....contaminated zones...dynamice events...high end military gear...predators...real scary zeds in large numbers...dynamic weather including storms and maybe even frost and snow....etc etc etc Walking and looting...a shootout at NW Airfield and some old dudes running around dressed as girls with rubber boots and school bags is not fun and defenetely is not enough any more after 5 years.
  3. Private Evans

    Beta == 1.0 This year?

    As for content and feature updates, the progress there will be shared with the progress of our PC builds, since DayZ is developed as a fully multiplatform title with PC serving as our primary development platform Currently, DayZ is projected to leave Xbox Game Preview in Q1 2019, along with a full release of the game on PlayStation 4 ...which means future major content Xbox updates will come with or short after the corresponding PC platform updates. So if Xbox verion will go final in Q1 or more likely in Q2, PC version 1.0 will come out roughly estimated at the same time.
  4. Private Evans

    Beta == 1.0 This year?

    https://www.bohemia.net/blog/dayz-is-out-now-on-xbox-game-preview
  5. Private Evans

    Beta == 1.0 This year?

    1.0 will not come not before Q2 2019. This is for sure since they have already stated that xbox will go final at this time. This year ( my guess is not before christmas time) we will see a beta release which will then contain the content patch we are waiting for since June as well as a first implementation of vehicles and base building. Vehicles will probably, as stated by the devs, not be more than 2 cars ( maybe the helicopter) but we've got no info about what will be included for base building. Everything else will come later with or after 1.0. since they are now concentrating on polishing and bugfixing until beta release.
  6. Private Evans

    Status Report - 28 August 2018

    This Status report is exactly what I expected it to be ... They don't have a clue when the content patch will go life Quote : We are also discussing the switch over to Experimental after last of the issues is fixed. Also no information about what exact new features have been added to it during the last weeks Quote : The Internal build and its development have seen a steady amount of features and content come in No exact release date for beta...as far as I remember they wanted to reveal the relaese date during gamescom Quote: The game will be leaving Early Access this year, and we now have an official date ready to share. Cars and base building ( they could not call it beta without having at least basic version of this features...but we allready know that there will be two cars only for the first release) Also no info about how many of the base building features will be in for the beta Quote: a lot of features will be reviewed ...means for me that we will not see version 1.0 before summer 2019 if everything goes well
  7. Private Evans

    Just a concern - game direction

    A very good topic :) I am asking myself a lot why me and my friends still are talking about all our DayZ mod adventures and epic stories after all these years while the DayZ Standalone most of the time seems boring after a short time (allthough being so much better in technical ways). It is exactly a soods say...if I want a gun porn...good quick and dirty PVP and stuff I play Escape from Tarkov for example and if I want to focus on survival gameplay there are also a lot of games out there that do a much better job on that than DayZ does. I also think that all the different game aspects, as soods also wrote above before, do not fit/work together very well and probably never will because they were never meant to work in a proper way (if that makes sense). Deans vision was an antigame...the wild west where everything could happen everywhere and every time. But this vison died when Dean leaft ( took me years to finally realize that) and this also goes for so many good ideas and not forget to mention the complete background lore about the virus and stuff. With Brian Hicks we saw DayZ becoming more and more a PVP orientated youtube and twitch streamer friendly game while Peter and Eugen being a lot more focused on the survival gameplay. All of them being extremely focused on the technical side of gameplay mechanics without getting the originally idea and soul of the game and without having some fresh and innovative ideas. Desperately trying to create somekind of an endgame by forcing people to leave the coast by placing all the high value loot up in the north only...by creating fog at the coast to prevent freshspawns from being sniped at the beach ..by restricting spawn points to specific areas etc etc etc while on the other hand making it completely easy to live as a hermit....avoiding players and zombies and with no need to ever visit a hot spot..... As sooden said the different ganeplay aspects have to be combined in some way but I also think we need a bit more of the old anarchic wild west feeling back..... just my thoughts
  8. Private Evans

    0.63 Stable (BETA)

    I am sorry to say, but for me it seems that announcing beta just was a desperate try to get back some attention on social media like youtube and twitch, hoping and praying for the best, while preparing the ground for the console versions. However... regarding consoles I have to say that I am impressed... the One man xbox team did a really good job ....
  9. Private Evans

    Xbox news only ?

    So is it just me or are there really no news about the PC version from Gamescom ? All I could find on youtube was a trailer and some vids about the Xbox version :/ I was expecting to see at least some new stuff ingame like basic basebuilding or a first look at vehicles. Also I was expecting some proper news about their plans and roadmap for beta release (PC version that is). Nothing...not even a single usermade video about the PC version.... My guess is that after gamescom, we will see instead the same copy and paste status report as usual...that everything looks fantastic, that a lot of content is ready but sorry... they ran again into some blockers regarding server performance...but hey...the futute shines bright and beta is on the horizon. Then we we will get some impressions (happy faces) from gamescom and some new animation and vehicle teasers.
  10. Private Evans

    I know, but be patient.

    I don't give a fuck about if it is called 0.63 or 1.0 ...alpha...beta...omega or whatever. All I want is one proper game version instead of stable, experimental, stress test X box PS4 half assed versions. I would not mind playing an alpha version for one or two years more ( waiting 6 years already), as long as they pump out now stuff and features on a regular basis. Calling it 1.0 by the end of the year but having it probably not feature complete is not helpful at all but making things worse....
  11. Yeah but this exactly what i am talking about...take the firearms for example...there are how many in experimental ? 10 out of 50 ( roughly)..so if they have to do new sets of animations , configs and sound polishing for every gun because of the new engine the weapons alone will take months to implement...not weeks :/ same goes for animals and so many other things....of course it is not completely from scratc, the models are there...and this is the problem...they should provide us some real info about such things, something like how many people are working on implementing weapons for example and what the workflow is for that, instead the same blablabla again and again in nearly every status report. This then would give us a realistic timeframe for full beta.
  12. To be honest, as it looks right now, with roughly 4 months left , we will definitely not see a full beta release this year. At this pace my guess is that beta will not be fully playable and feature complete before next spring/summer, with version 1.0 maybe then coming at the end of the year. What really pisses me off is that we we were told that once the new engine goes life, it will be all down to more or less adding the missing content ( "speaking more about weeks than months here" ). We were also constantly told over the last years that all the good stuff is being worked on but can not be released before the new engine is in place. Ok the new engine is here , but as ist seems to me, everything has to be made from scratch again, then being stresstested before it goes to experimental (not even talk about stable). PS: In this case celebrating the return of the Mosin and M4 seems ....sad... since they were in from day 1 of the SA .
  13. and after 6 years there is still no sign of crimean sparkling wine xD PS: good to see some of the veterans
  14. Private Evans

    Where is the DayZ population?

    Being around here since the early days, I am checking the BI forums regulary but stopped playing DayZ a good while ago... until zeds, animals, vehicles and base buidling are feature complete that is :) I also defenetely know a lot of people that are waiting for the final game. Modding and hopefully some nice dlc's like in Arma series will then keep this alive and kicking for years ...that's for sure :) cheers
  15. Private Evans

    Mapping Tools Question

    The big Question for me is...will BI maybe do a DayZ Altis , Tanoa and/or Malden version and an Arma 3 version of Chernarus + ? I mean that would be such a clever way to provide new high quality maps and assets for both games without creating them from scratch and earning some extra money (dlc).
  16. Private Evans

    Q&A with Map Designer Adam Franců

    THIS !!! The transition between playable map and outer terrain is terrible immersion breaking . Arma 2 Chernarus had this ring of forested border regions which were not meant to be used as playable areas but more to provide the illusion of a world beyond the campaign/mission map. http://ps3media.ign.com/ps3/image/article/978/978805/arma-ii-20090501110714336.jpg In DayZ SA this regions are entirely used as playable areas which means there is no more transition between the map and the outer terrain which looks horrible. Would it be possible to create a border region that gives us the illusion of Chernarus being part of the world ? It has not to be very detailed, not even enterable, having just a very limited view distance. cheers :)
  17. Private Evans

    Status Report 22 Nov 2016

    at the end we will even get Crimean Sparkling Wine
  18. Private Evans

    Status Report - 25 Oct 2016

    What about having different ways to open a door...slowly by using the action button + mousewheel and fast ( kicking in the door) by double tapping the action key ( swinging away from the player). Gates should of course always swing away from the player... just some thoughts
  19. @Hicks_206 (DayZ) Yeah I it was absolutely clear that infected will spawn in zones but the question is still, will the number of infected spawning in a zone be random, ranging from a min to max number, for example from 0 to 10 per player until a total max of infected for the zone is reached or will it always be constant per player? Also will zones have a random chance to spawn no zeds at all ( which would be very cool and creepy) and finally will other aspects affect the spawning rate too like for example time of day , noise etc. ? cheers :)
  20. In standalone zombies are persistent (as in they do not require a player to continue existing). They are spread out across the entire map, which makes them appear few and far between for the average player moving across chernarus. On top of these natural zombies, the devs are going to add in the old system as well so that wherever players go, there will be a constant influx of zombies being spawned nearby And exactly this is what I do not like. If I will enter for example Zelenogorsk with my two buddies ( no other players around)..there will be a given amount of persistent zeds for the Zelenogork spawn zone ( let's say 10 for the whole city). plus there will be additional zeds spawning depending on player count and zone. Let's say for such a big city 10 zeds per player which would make in my example additional 30 zeds spawning plus the 15 persistent infected ( a total of 45). This means when entering a specific area you will always know that there will be zeds around for sure and you will also know how many infected roughly to expect. If there are no zeds around or a place is even swarming with them you also definitely will know that other players are around. Honestly this is too simple and I would expect a more sophisticated system. PS: Also a good idea would be to have random delay times for spawning. Means sometimes zeds could spawn immediately and sometimes maybe after 5 minutes if a player enters a zone.,,,stuff like that :)
  21. An example how things could be interesting an special ( 28 days later style) : daytime : A few ( inactive) zeds randomly spawn across the whole map ( zeds would just idle, sit or slowly walk around) A high chance to have zeds spawning inside buildings if player enters the building Additional zeds will only spawn if there is a lot of noise ( gunfire, vehicles, zombies screaming etc.) zeds would spawn out of sight and then moving towards the noise ( depending on player count and zone) nighttime (including dusk and dawn) : A few (active) zeds randomly spawn across the whole map ( zeds would wander and run around) a small chance to have zeds spawning inside buildings if player enters the building Additional zeds will always spawn around the player (depending on player count and zone ) random events : there should always be a very small chance to spawn no zeds at all or a large group of zeds not depending on any other variable. ( for example no zeds in Elektro but a large group deep in the forest or a small village) when at least one player is around that is :)
  22. @ Tigermonk I absolutely understand that the spawn mechanic is or better will be based on player count in a given area / spawn zone and that of course performance impact has to tested :) What I am saying is that such a spawn system even if it will work with large numbers of zeds is too simple and boring. As Imunone said, zed spawning has to be unpredictable. Knowing how many zeds will spawn in which zone would be boring. This is why I said that the whole system has to be spiced up with different variables.
  23. Also spawning should not depend on player numbers only but also on the noise they make. ^ would you care to explain? because the infected ARE based on player numbers (I thought around 13 zeds vs 1 player if i'm correct) Simply spawning a given amount of zeds per player and depending on the location seems too simple. Gunfire and vehicles for example could increase the number of zeds spawning in a specific zone. Also there should be a random chance of spawning no zeds at all even in a hot zone but also spawning a large group even in a small village with just one or two players around. Also there should always be a small chance to have zeds spawning inside buildings if a player is around or in remote areas... just my thoughts
  24. I think there is no need for a huge number as long the spawn system is working properly:) That said for me the key is unpredictability. This means there should always be a chance for running into a herd but also no zeds at all, at any time and any place. Also spawning should not depend on player numbers only but also on the noise the make.One idiot firing his AK in the middle of Cherno should attract more zeds than 10 sneaky guys :) Edit: Will there be a random chance for zeds to sawn inside of buildings ?
  25. Private Evans

    New stuff on Trello

    Pretty nice but I am more looking forward to see the overgrown buildings ( ivy). the mass graves and contaminated areas :)) Also dying for the new SFX and Infected sounds !!!!!
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