Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
DMZ_Sniper
Members-
Content Count
137 -
Joined
-
Last visited
Everything posted by DMZ_Sniper
-
Issues that should be addressed before release
DMZ_Sniper replied to [email protected]'s topic in General Discussion
I am quite enjoying my 1200 5.56 rounds and my single M4 that bugs out every 5 minutes. But then again, it is not really a finished product. -
How MOUT has changed (Military Operations in Urban Terrain)
DMZ_Sniper replied to DevilDog (DayZ)'s topic in General Discussion
SA is worth it just because of those massive new buildings. I am already having fantasies about sitting up there in one of the 200 apartments in a warm ghillie suit, screwing a silencer on my sniper rifle on a tripod, and peering down on Cherno, looking for campers. Bonus props if they create a suitcase with a disassembled sniper rifle. -
Night time In Dayz SA and your thoughts?
DMZ_Sniper replied to BlackDalia's topic in General Discussion
Take portable gas lamp. Turn on. Enjoy being a shining beacon of hope. I play nights just to see flashlights and to see my own muzzle flashes. And yes, I do turn Gamma up, because I like seeing at night. -
You really did miss the yelling of half the forum and Rocket himself that the game at this stage is meant for bugfixing, not actual playing. Sorry for shocking your world.
- 64 replies
-
- 21
-
-
Too many barracks and Stary Sobor tents [appeal]
DMZ_Sniper replied to DayZbalkan's topic in General Discussion
The problem is not the amount of buildings, it's that all the loot spawns on restart. I like the barracks because they now don't spawn only weapons, but also other gear. And on the subject of too many barracks, you should be paying more attention to military offices. I can gear up about twice as fast from the military offices on that way. -
Minecraft has more bugs than I care to count. And graphics that are on the level of DOOM. Which still makes it a hell of a lot of fun. Since this thread has derailed and I have given my well-thought out answer, adios.
-
Oooh boy, let's do this First of all, the standalone has only been in development for 1,5 years. Half life 2, nine years ago, was also a collection of very small narrow maps, which allowed for a lot of interactivity at the cost of freedom. The maps and sections were very, very small. Hence they could use physics more loosely. Not to mention said physics would break the DayZ immersion like a mother when something inevitably goes wrong. HL2 had plenty of examples of bugs with the system. Now this is just me, but bugs are the last thing I want to add. Yes, the world of Arma is very static, but it sadly has to be to allow PCs to run it at any level. BF4 runs fairly badly with 64 players on a much smaller map and a few destruction sequences, now imagine 220km2 with 50 players. It's unfeasible. And it's not their netcode that's badly optimized, it's their game. And yes, asking for full animations for everything is indeed too much, especially early in the process and when there are more important issues to be solved. Combat: Please never invoke the name 'Last of Us' as an example of animated combat in a game. TLoU is an interactive movie, not a game. Mirror's edge is a very controlled game and the combat is very controlled and focused, with little room to bug out. Arma 2/DayZ's is not. Zeno Clash is a melee-focused game, they put all effort into animations, and have you seen how buggy that game is? Get your facts straight. Combat could be more fluent, but it would require huge amounts of work. Graphics: You are naming, every one, games that are far smaller in scale and mostly, far more linear and controlled than Arma II/DayZ. Witcher 2 is wrecking PCs to this day with its graphics, and you want them in DayZ while keeping 60+ FPS? Forget it. DX11 is simply too heavy for the type of game. You don't see Just Cause 2/GTA IV using amazing graphics. The bigger the world, the more graphical fidelity you sacrifice. No matter how much money you throw at it, there are some things you just can't do yet. Nontransparent development process: I actually agree with you there.
-
Who said anything about Open Source? Just like Bohemia did with Arma II: They provided the tools and said: 'Good Luck!'
-
Give this game to modders with the following words: ' Have fun ' Watch what happens. From the pool of newly risen modders, recruit a few to work for you.
-
In real life, you'd be a shambling zombie. Simple matter of fact. DayZ is popular because it is like it is right now: KoS or not, nobody is giving you rules. Complete and total freedom. That's what makes the game powerful and very very fun. And this is not an alpha thing. There are not going to be safe zones and the game will still have bugs after release. Period.
-
Allow private hives, but with regulations and licenses....
DMZ_Sniper replied to muggerfugger (DayZ)'s topic in General Discussion
That is exactly what I am saying. Those issues are something that is almost impossible to fix without compromising the entire public hive structure. Hackers especially is something you will not and cannot, stop. -
Allow private hives, but with regulations and licenses....
DMZ_Sniper replied to muggerfugger (DayZ)'s topic in General Discussion
Might want to read my post again, I helpfully put (Good) in front of both private and public hives. Assuming admins do not do this on good hives. -
Allow private hives, but with regulations and licenses....
DMZ_Sniper replied to muggerfugger (DayZ)'s topic in General Discussion
Let me just play the devil's advocate: Upon release: Private Hives should do whatever they damn please, as long as it doesn't affect other private hives and the public hive. There is a reason why implementing all these, in my opinion simply fascist, rules about how the game is 'supposed' to be played, will simply kill off more than it will preserve. They paid for their private server, let them mock around with it! You don't like that? Find a different one! Even in the darkness there is always a shard of light, good private hives which enforce their own rules, not limited by the developer. Heck, the more freedom you give people, the more chance they will maybe even produce something good! Don't limit something because it differs from your view of how it is supposed to be. You may be wrong... You don't like BS private hives? Play public! And please, don't complain that it shatters the community. It is shattered to begin with, with people wanting to play different settings and different variations. Private hives can provide this much faster and much better than the public ones, while also building a community to play with. I left public hive because it was full of hackers, combatloggers and ghosters, neither of which have even been remotely solved in the mod and which will not be solved by SA. Forgive me for being realistic. TL;DR version: (Good)Private hives: + No Ghosting + Quick response to hackers + Quicker problem solving(reverting versions, loot decisions and so on) + A regular, solid community + Tailored to what people like (Good)Public Hive: + Quick switching if you don't like the server + Ability to meet a lot of new people faster + Ability to gear up faster(server hopping, OMG!) - Ghosting - Combatlogging usually unpunished(switch servers, proceed) - Hackers usually unpunished(same as above) - One size does not fit all -
I like how you guys and girls all advocate isolation and loneliness in a multiplayer game... I like global/side. I want it back, if only for private hives. The option to disable it client side is the ideal solution. Global gives the ability to mold friendships, create alliances and enemies within a community. On Public hives this is terrible, on private hives it is to me, invaluable.
-
Eating and Drinking is way too frequent
DMZ_Sniper replied to lunatik20's topic in General Discussion
You only get full after eating about 10 cans of beans and drinking 2 full bottles of water, I've noticed. Once you reach that level (and which should give you a nice 'healthy' icon), you will not require food or drink for at least half an hour, assuming you sprint everywhere. -
The current gun sound on the M4 seems to be what it should be with a silencer. Since there is no unsilenced sound, you can't hear the difference.
-
Bullshit. Fresh Fruit does not make you sick. Food does not make you sick. Eating any kind of medicine while HEALTHY makes you sick. Eating more of that same medicine will make it worse. Wearing clothes does not make you sick, AFAIK (had to emphasise so people would no start yelling) Rotten fruit makes you sick.
-
Vilayer is the main hosting partner of the DayZ SA, they host over half the servers...
-
There will be an indicator in your inventory screen called 'healing' when you are regenerating.
-
Before you say things, might want to check facts: The icon IS there and only there when you are healthy. It also changes to 'healing' when you are actively regenerating.
-
An Educated Opinion on Standalone 2 days after release
DMZ_Sniper posted a topic in General Discussion
WARNING: This is for people who want an opinion in more than one sentence. This is a long read. Even so, for your convenience I have highlighted the pros and cons at the moment. Enjoy! Okay, so, the fancy title aside, the main question: Does this game even work? Yes, it does, mostly, sort of, kinda. It's bare bones as is, but what is there usually works fairly well even for me. I started on the coast a few days ago after being given a free code by a buddy (Thanks Luckyshot!) and the first thing I noticed: + The movement feels much, much smoother than the mod. I mean for me, it's a difference of night and day. You walk around, run around, creep around or crawl around and all of those feel really, really smooth. Yes, it still looks like your character is an animatron with buggy software, but my god is it smooth. Did I say it was smooth? So then I found a crowbar in a nearby industrial and equipped it, looking for some zombies to smash. I immediately noted the next good points: + Zombies no longer serve as player indicators They spawn at restart and if killed, stay dead. Simple, efficient, but also bad: - Zombies only spawn on restart and there are very few of them There are far too few between and once killed, towns become ghosttowns. Which as is, also has benefits, like being able to loot in peace and not worry about zombie glitches: - Zombies are very, very glitchy They will go through walls if needed(though I have spotted them using doors), they have a ridiculously long range on melee attacks and they will run everywhere and through everything. Which brings me to my next point: + Zombies run everywhere No more safe hiding indoors, zeds will come and get you at speed. You want to go loot that barracks and you draw aggro, better have a melee or firearm ready to dispatch em. Melee is particularly interesting: + Melee weapons are, if buggy, much more fun to use[opinion]. Swing arcs mean you have to consider timing and room before attacking/ A fire axe, being a one hit kill, is hampered indoors if you don't have a wide enough arc to swing it, while smaller weapons still work well. This, coupled with the fact that you can swing while moving, also means that: - Zombies are extremely easy to dispatch without taking a single hit using melee I will leave it up to you how this is done, but an open field, 1-3 zombies and a melee weapon usually mean you can fight them without ever taking a hit. When you do finally get to the looting, you should see a few nice things. I myself was pleasantly surprised to see the 'inventory tetris' mechanic you have to play: + Inventory now not only requires space management, but also volume management. Putting a cereal box next to a sidearm in your 6 slot pants is not going to work. You're going to have to move around stuff in your backpack, pants, shirt, underwear or simply have to find pants with more pockets. You are constantly scrounging the place for bigger pants, shirts, backpacks, helmets and holsters to satisfy your hoarding mentalities. Ammo now needs to be loaded into magazines and kept safe in a storage box, tools now take up inventory space and actually have to be used(can opener for tin cans is the most notable example). + A lot of customization regarding clothing, weapons, and player characters You can find a wide variety of clothing items which have the same carrying capacity but look different and pick the prettiest one, or you can go strictly for the powergaming approach and pick out the best camouflaged items with the most holding space. This also has its downsides: - There are items which are flat-out better in every way I have only seen one shirt/hoodie with 6 item slots and it appears to be the most camouflaged one as well, making it the supreme choice. Fun fact: Backpacks don't suffer from this as much, since the biggest backpack is not the most camouflaged one. The Hunter Backpack with 30 slots is smaller than the Mountain Backpack with 35, but at the same time it's olive, making it hard to spot. And naturally, I have to address another big issue at the moment: - There is very little weapon variety I expect this to be a temporary issue, but I do have to say that the weapons which are in and which I have seen (M4, Mosin, FXJ(or whatever the pistol is called)) are really customizable and offer a good basis to build on. Some more good stuff, especially in cities: + Many, many buildings are enterable Naturally, at the end of the alpha/beta cycle I would like to see all the buildings enterable, such as Panthera Island did it on the mod, but you can enter almost every building you see and you have to really scrounge for loot once inside, which also means: + Looting a city takes much, much longer than in the mod You will be spending hours in Cherno if you want to loot all of it and even looting places like NWAF now takes a good half an hour if you maintain stealth. + The map is expanded with new territories There are now many places to visit which will get you geared, there is also an absolute ton of loot lying around the place and if you are not at one of the hotspots(Balota), other players will usually be of little concern to you while looting. Should you manage to find some, you now have multiple options to deal with them: + Players can be interacted with in different ways Handcuff them, force them to strip, force feed them or shoot them, the standalone adds a few new features to undoubtedly make the sadistic amongst us scream in glee. The more this area gets expanded, the less KoS we will hopefully see. And speaking of players: - People are still dicks and will still shoot on sight This hasn't changed since the mod, nor will it change soon. Expect to die just because you can. Maybe your killer is testing his new rifle: + Weapons feel much more satisfying and have a noticeable weight behind them This goes mainly for firearms, but you should notice a little on the melee weapons as well.Shooting a zombie just feels good as your weapon kicks back, a casing ejects and you see a splatter of blood on the zed's head - Bugs and Hackers You bought an Early Access Alpha. You are expected to report bugs. This is not an early demo, so don't expect good functionality. Expect character wipes, rock ninjas killing you, randomly teleporting outside of buildings, hackers to ruin your day and your gear to disappear and glitch every single time you use it and sometimes even if you don't. This is an unfinished product, be glad if something works instead of being angry when something doesn't. - Loot spawning only at restart means you won't find any if you're not the first one there If you are in a big city two hours after restart, don't expect to find anything. While pondering your bad luck, you should think that there is more to the map than the coast: + Loot spawning at restart means you have to move inland if you want gear Moving north from the coast will usually mean the first village you visit will be fully stocked on gear, because most bambies are deathmatching in the bigger cities. As long as you don't mind walking, loot should not be a problem. + The food/thirst/hunger/sickness system is now clear The food and drink issue has been resolved in a most helpful manner, with the inventory indicators now also indicating when you are healthy and actively regenerating blood. Got something to add or correct(Grammar Nazis are most welcome)? Post here! -
I think those run a more experimental version? I have connected to both, doesn't seem to differ.