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Everything posted by liquidmind
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To be honest, Origins doesn't have much to do with rockets dayZ anymore. it's basically a game on it's own. I think there were developers they took more stuff from, than rocket. But still, some features are their own and in times where mods that come out are basically collections of arma2 mods put onto a regular dayz installation, you should give them some credit for what they do. I don't agree with their model, but at least they provide unique content. That's rare.
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Just told my clanmates yesterday that we have to kidnap someone in a car, drive to the side of taviana bridge and tell him that we won't go further unless he sings "I feel pretty" in Adam Sandlers Singingvoice.
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Alpha test, closed alpha, even more closed alpha?
liquidmind replied to Felixthefriendlycat's topic in New Player Discussion
As rocket explained it, the purpose of the first test-round was to get data on connecting and disconnecting; spawnmechanics and other stuff while they finished the server-client-architecture. This phase involved 30-100 people mainly BI-employees, Forum-Mods and Some other contributors. The second stage, will involve over a hundred other people, mainly streamers and other pro-gamers. This will allow extended Testing and give first feedback on how to tweak some features. Rocket mentioned, that there are currently a lot of parts finished, but not implemented in the final build. My assumption is, that now that the serer-client-architecture has been tested, they will include feature after feature that is already finished, for the second testing-team to evaluate and when everything is in and running, they will release the game. E3 being on schedule soon also delays things a bit, as the devs have to divide their attention to have some new info to present there, maybe even a final build. My personal opinion, people who complain about the SA taking so long, just don't know the least bit about development. Usually the things you don't see take the longest to finish. And what they have done with those, is just incredible. -
@Razor: Seems like "bandit and hero" are still the path to go. Will there be an option to go as a survivor? A 3rd Card. I was under the impression, that the 2-class-system of bandit and hero is replaced with a bit more flexible way that uses less labels. Are there any definite decisions on the hero-bandit-system made yet or is it a trial and error stage? thx for any response. Personal opinion: I'd prefer to see only one card, that changes according to what a player does, not according to how far he has progressed in his pre-planned career as a bandit or hero. People should make their own minds wether behavior is acceptable or not. The game should not have hardcoded ethics.
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Latest update (Monday Evening) was, that the lead developer wasn't in that day and that he will get the detailed update about what to there is to do today. (tuesday) 2 Possibilities: it's finished or it isn't. But as it looks like, the Server-client-architecture is "almost done" and Rocket said that he would go into the next testing-phase if it turned out to be. 2 Things we know: 1) We will get more information in this week 2) Streamers will get access "very soon"
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Why is dean more active on Reddit then on the official forums?
liquidmind replied to Felixthefriendlycat's topic in DayZ Mod General Discussion
There's a thread on reddit collecting his twitter-updates and he commented on it himself. http://www.reddit.com/r/dayz/comments/1f4x4o/rockets_twitter_updates/ And for those of you who don't want to read all the stupid reddit stuff.. I know how some of you dislike it's lightblue and white likeness: Rockets Posts ONLY: http://www.reddit.com/user/rocket2guns -
Perma-identity. Nickname is permanent. Nickname as face. Cover face - conceal nickname.
liquidmind replied to DZR_Mikhail's topic in DayZ Mod Suggestions
I've been thinking about perma-identities recently, when I watched RP-Videos. It should be possible to modify a server, so that You have to whitelist on a forum so that the whitelisting ends when the player dies. You would create an identity, a profile, a Story in the forums, get whitelisted for that and when you die, that character is dead. You have to create a new one, that gets whitelisted (as soon as a spot is free). This could be extended, so that other members can vote for stories that they want to see in the game and those players get whitelisted earlier than those with bad stories. I think having only one life in a RP-Scenario would give a lot to the game. It would give a real value to a life. But it only makes sense in Roleplay environments. -
like I said, it was the only explanation that made sense, but I admit a huge portion of humor to have flown into that statement. But I agree with you. I think a tutorial should cover the basics, so that players can move and explore the world. They need to know everything that allows them to explore the world, but they shouldn't know about the world. If you'd crash on the shores of chernarus. you'd know how to walk, open a door or a can of beans. you should know that too when you crash in-game.
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I understand your fear to loose the sense of unfamiliarity. But a tutorial isn't suppose to show you everything. It should cover movement (walk/run, crouch, prone) and how to interact with objects, how to open the inventory and stuff like that. A small example like "drag purification-tablet onto waterbottle" would introduce the player to the crafting-concept and after shooting two zombies that got close the tutorial ends. You still know nothing about the world, the items in it or what's to be expected. But after you spawned, you at least know how to toggle to 3rd person view and run away. Some people are bad players but want to be the best. So when a game comes out they play 24h a day to know more about it than anyone else. When the others can learn the same thing by playing the tutorial, their advantage disappears. That makes them sad, so they go online to protest against tutorials for others. Must be something like that. Most other options I thought about made even less sense...
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I could imagine that an offline-tutorial would be possible. You could decide to start "with tutorial". You then spawn locally in tutorial-mode. f.e. wake up, have a guy who rescued you show you around and then drop you off at the shore. Then the game connects to the server and you start your regular game. If you choose not to go through tutorial mode, you can directly join a game. I think that type of tutorial would help the most and be in the way the least.
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I think broken parts wouldn't be that problematic. broken firepin. some broken mechanic. There could be a Mechanics-box in barracks that would allow for a player to repair a broken gun using the spareparts that are in it, but couldn't be carried around as you couldn't carry all spareparts for all items. Would be a lot more fun in SA tough, as it would allow for found weapons to have randomized components. once repaired fully, it would be more reliable than if just picked up to use. This would give an additional bonus to players who are alive for a while and take care of their equipment and punish people rushing to loot-sites to get the best rifle fast.
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DayZ uses more CPU than arma, as zombie-movement and stuff is calculated clientside. In standalone, that will be a server-issue, so you should be able to play it like arma 2
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I Found a Box with everything... can i get banned for taking stuff from there ?
liquidmind replied to omribaso97's topic in DayZ Mod General Discussion
In general, Server-admins probably wont track what item you took where and if you f.e. took some ammo for your m4 and a map, no one will notice. If you gear up with NVG, GPS, Rangefinder, As50 with thermal scope and an MK48, you'll probably get banned for it, as it would seem to an admin, that you might have known the cheater or used another account. Best thing to do is, notify an admin that there is a suspicious box at your location. You don't need to tell where you are on side, as he can probably see you, but notifying him will make sure wether you can take something or not. -
DayZ Double Developer Blog 14th May 2013
liquidmind replied to mattlightfoot's topic in Mod Announcements & Info
DayZ also didn't :-) Rocket was a game-developer before he started DayZ and it was ment as a proof of concept for Realtime-Environments in the Arma engine. He wanted to show that persistent servers are also possible, not only "by mission"-gameplay like arma2 usually is. I get your point, but it's not entirely accurate. -
I found 1 machete and 1 ghillie right after the patch came out. first day. NEVER since!
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I am playing no-pvp servers a lot. Especially if you want to get to know the map and what you can do, they are great. Just try to avoid those servers that have 100x the loot that is normal. You get bored even faster. But I recommend to talk to the other players and maybe even join Teamspeak with them if they have it. If you cooperate with others in a group, the game is much more fun. I spent hours driving or flying around with others and even if we didn't accomplish much, it was a fun day. It's always more fun to travel in company than playing marathon-simulator alone :-)
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Did anyone else feel dayz felt cooler first time playing?
liquidmind replied to poodude28 (DayZ)'s topic in DayZ Mod General Discussion
I completely agree. I too played chernarus for months. I tried out namalsk and one or two others, but always went back to chernarus. I don't even need a map there anymore. A friend made me start in Origins, as he wanted to build a house desperately. I played once or twice alone since. The nights are freaking dark. I don't know the map at all and all the new loot-types made it really hard for me. I don't know all the weapons yet. AI helicopters make you shit your pants whenever you hear the sound of a huey. So again: try other maps! -
DayZ Double Developer Blog 14th May 2013
liquidmind replied to mattlightfoot's topic in Mod Announcements & Info
Like they said. their focus is on development, not on documenting what they do to the public. Several things are completed, but not yet included in the main build. SA will contain "NO CONTENT" when it is released. It is all about the Client-Server architecture, the new character system and the new spawning system. everything else will come later. This is going to be an ALPHA RELEASE. everyone angry about it not filling his expectations is angry about himself and the devs could have done nothing to prevent that. Not reading what the developers promised and being pissed afterwards, that it's different from what they imagined, cannot possibly be blamed on the devs. So Again: Standalone, when it is released, will be a "working alpha". you will be able to connect. you will be able to run around and you will be able to pick up stuff. Everything else is a bonus. -
(SA) Third-Person: Project Zomboid style Line-of-sight mechanic. (UPDATED 5/18)
liquidmind replied to colekern's topic in DayZ Mod Suggestions
The whole 1st person vs. 3rd person thematic is old by now.. It's all about PvP vs. PvE. Some people like to play it competitive, they fear being spotted by enemies. Others like to experience the einvironment, loot stuff and build a future. Those are two entirely different play-styles that will never work together. So in the end, there has to be either a first person and a third person version, so both player-types can enjoy standalone or some will be disappointed. -
choose what type of person you spawn as.
liquidmind replied to methr1k2dop3's topic in DayZ Mod Suggestions
I think you should get a certain amount of points to spend on your character. Like it was said before. Starting at older age might give a disadvantage in speed. But could use the saved youth-points to f.e. add helmet or a vest. In a way that short pants are free, short cargo pants cost 1 point, jeans 2 points, cargo pants 3 points, military pants 5 points. .... The same goes for all the other Items. I imagine if the balancing is done properly it would allow a fair chance for everyone. Of course starting as a fully equipped soldier with 120 rounds and NVGs, is stupid. For people like that, there could be a single-player-mode with spawn-menu... but other than that, It's a survivor game, not a militarygame. -
Will Sniper Rifles be nerfed in the standalone?
liquidmind replied to VibroKnife's topic in DayZ Mod General Discussion
The whole damage-model is different in SA.. don't compare Mod-Weapons to Standalone. I still hope the whole "I have to shoot other players to win the game"-mentality stops when Standalone offers new methods of collaboration and more threats to protect from. Those who play DayZ for a long time now, know that it wasn't that KoS-style in the beginning. Players getting bored, starting to shoot at random. I remember people posting "I'm a bandit now till standalone comes out, because there is nothing to do for a hero" and stuff like that. Also. There won't be hero and bandit in Standalone as far as we know, so the whole game mechanic might change. to the better I think. -
DayZ Double Developer Blog 14th May 2013
liquidmind replied to mattlightfoot's topic in Mod Announcements & Info
According to schedule, they will attempt to reach the summit tomorrow or the day after that. + another 5 to 10 days for him to get back, It's probably going to be first week of june for him to return to work. As far as his comments go, it looks as if the server-client-architecture is "stable enough", so let's all be optimistic and hope for a june-release :-) -
DayZ Alpha won't launch until launched !
liquidmind replied to [email protected]'s topic in Mod Announcements & Info
Latest feedback was, that Rocket is early on Everest, just waiting for a sunny day to make the final push to summit. He expects, if weather is fine, to be back up to 2 weeks earlier than expected. News from the Engine-Front: "it's stable enough", implying that there are still some bugs to fix, but it would be stable enough to release. Personal estimation for release (very optimistic): mid of june. -
You got to admit tough, that Namalsk with it's Stalker parts really invites Stalkers to relive the Chernobyl/Prpyat experience. In that sense it's a special mod. @OT: I think wether Side is enabled or not makes much more difference than the map. Second biggest influence is wether there are Guns in starter-gear. No Side, Starter-Guns, better prepare for PVP; Side On, no-guns, give people a chance. That's why Origins has more pvp. No Side by default and makarov as starter-gear.
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Am I the only person that really doesn't care for 'base building'?
liquidmind replied to Target Practice (DayZ)'s topic in DayZ Mod General Discussion
I think the appeal of bases is, that it gives you a spot, that you created for yourself, that will remain even if you die. If you put stuff in, you can retrieve it in your next life. Even if the thought of one life alone increases the immersion for some people, the frequency of dying in dayz can make it a really frustrating experience. And in any survival situation, having a spot that protects you from the weather and stores your possessions is a primal instinct in every one of us. Most of us don't enjoy being in the open when it rains.