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Everything posted by pilgrim*
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Why don't we spawn along the southern coast?
pilgrim* replied to libertine's topic in General Discussion
Objectively DayZ LOOKS really nice now - the GRAPHICS are Great IMO.. I can sit and watch a sunset.. I can sit under a pine tree out of the rain and watch the rain for half an hour, overlooking a road and some wrecked vehicles, wondering if someone will turn up to the tents they left across the way (mainly no-show) .. I can walk through the trees skirting along a road (I don't run much, ever, what's the rush?) and I take my time or just sit in one place, because I sure don't have any place special to go.. i don't collect stuff for the sake of collecting and I don't have any barrels or tents anywhere on any server.. most of the players I see (pretty rare) look and act like "beginners having fun" so I let them go their way.. ya know? their tents either have worn hand axes and damaged bags of rice and sticks and bits of raw meat, so i leave them something - or they are the other kind of player and they have 8 tents lined up full of AKMs and sniper rifles and pristine scopes and 70 round mags and 5 full ghillie suits; etc.. I leave them alone too (those guys never put the tops back on their barrels, ya noticed?) BUT the game looks totally GREAT.. I LIKE the way it looks graphically.. you are right about that, for sure, it looks objectively better than ever before? that's true. A long while back I used to go up past devil's castle into the N and NWest and see if I could hunt down a helicopter or a real hidden-away camp up there, in those big wide wooded isolated areas - like they were way back then.. before the whole playing area was "homogenized" in some kind of DayZ blender that scattered towns and ruins and cars and outposts and and rocks and apple trees very evenly everywhere - kind of like pizza topping, carefully & evenly spread. What you might call "always reliably expectable". Seems to me - coming back after a year - the whole trend is to standardization and SIMPLIFICATION - no place is difficult to get to, no thing is difficult to make or to find.. everything is about the same difficulty and everything is predictable, the zombies are all the same zombie, no one can complain that anything is much too difficult, or way too far away, or nearly impossible, no one can find surprise big loot stashes, no one can get lost, no one can starve ..everything is kind of standard everywhere in fact (random total-chance illness or exposure is the easiest way to die, and those are always avoidable) - Why do i feel like I'm in a game that has been leveled down to a careful standard the same everywhere on the map, so no one gets over excited or shocked or meets any unfair event or has any problems or DANGERS to complain about.. Hey, tell me (for instance) - when was the last time you EVER found THREE cans of beans in ONE house? <lol> nah... it can't happen.. THREE cans of beans together ?? In ONE house? Nothing THAT unusual can happen in DayZ ATM ... so =WHY= am I sure about that feeling? - Did I change or did the GAME change - sure LOOKS good though. Beanz for that. xp and - seriously - this is NOT an attack on dayZ, (I like DayZ) it is a REAL question.. which way is this game going & why ? I can't be the only person to see this ? -
Why don't we spawn along the southern coast?
pilgrim* replied to libertine's topic in General Discussion
I cant agree with that. I cant see ANY WAY it is more interesting. Different areas used to have very different aspects, You could TELL you were in a different place - different country, remains of a different population density - you FELT you were in a different region - different looking villages, different terrain, big forests and large and smaller areas of woodlands, empty fields, dense housing in the "big towns" (which were different-style towns NOT the same town x5 and isolated places.. Now the terrain has the same lumps and rocks everywhere - evenly Spaced (good grief), as if it's procedural generation - the forests are THIN, there are many pointless tracks between the many roads, there are buildings between the roads, buildings on the tracks, buildings in clearings, between villages between the towns and there are sheds between the villages, their are picknick spots (for jeez sake) in all the woods, there are tourist footpaths, you can see through WHOLE forests from one side to the other, you cant tell the difference between one village and the next, the ground has the same lumps and same irrational piled up rocks with those carefully convenient little ways through every 30 meters. You know what you will find before you get there .. - what happened to the great North Woods - what happend to Cherno - what happened to the West - what happened to Berezino - what happened to the real isolated places - what happened to thickets you could HIDE in - what happened to crowded places, the places that you had to take care - what happened to the unexpected places, places you discovered like you've never seen - what happened to the hideouts you couldn't find - where's the danger at now, what is there to attract or focus attention - where would you hide a tent - really? Now? you can hide a tent well? - which roads are used frequently, why are they used - what's with the dozens of meaningless dirt tracks winding through the trees going nowhere - why have 2/3 of the trees left the map forever - so now you can drive a truck through any forest (but you can't hide a truck in a forest) - why is there an extra 50 villages on the map and the gaps between them all plugged up with barns, sheds & shelters It used to be that everywhere you went was unique - you could TELL where you were - Now everywhere is the same, and the sameness is filled with sameness carefully spaced the same distance from the last sameness of the last same-distance place to the next same place with some more same stuff filling the gaps between this same place and the next same and the last same place. These aren't "places". Which village or town or hill has a soul or a feeling that it is unique? Is there ANY place on the map you can stand and NOT see the same church tower, or see 3 of the Same Church Tower?.. Can you walk away 50 or 70m from a road without hitting a track a shed a truck a feed shack a bus-stop and a bench another road a wall and a shrine a car wreck and a fence a barn and road block? From half a mile down the road you know where there will be military tents and 3 zombies. Is it possible to actually get lost on this map? .. because to get lost you have to be going somewhere. Is there some place you want to go? I did this - Try 1PP for a session 100% and also DONT USE your field of view change, your in/out vision ability - don't look close or look wide. Do that for a day and suddenly it gets drab and tiring. Same lumps same corners same view, zombies doing the same things. You know - you can tell - how often you have to look in a stand to find a Blaze. A tin of beans, some apples, a bag of rice, and then where do we go now? we pick the stuff up on the way and then - where do we go now? same lumps in the ground same slopes same trees same corners same visibility same buildings same rocks same paths same wrecks, same zombie I swear - it's like Doom One (the original!) - except it's outdoors! Everywhere is the same-same everywhere you go. It's like a goulash, it's a stew - stir in the same ready-sliced elements 100 or 300 of each and they are small enough so the combination fills the whole pot, scatter grass and EVERY spoonful has the same stuff in it - Walk a mile and then walk a mile and then walk a mile and see if it looks different compared to where you just came from. There are literally 3 or 4 carefully constructed set-piece buildings on the map, that's about it. I walk till I hit the edge, then I turn and walk in some other direction till I reach some other edge.. Then i go diagonally from corner to corner. It doesn't make much of a difference WHERE you are.. does it? Is this because i am a survivor? - or is the map so full that the whole map is missing? xx pilgrim [enjoy] -
Archon DayZ | 150 Veh | DZAI | DZMS Missions | GMT+10
pilgrim* replied to jbraddock's topic in Mod Servers & Private Hives
Discord ArchonDayZ- Terms of service [May 2017]: << .. You may have to pay a fee to use certain features of the Service or to obtain Virtual Currency or Virtual Goods. The Service may include an opportunity to obtain virtual currency ("Virtual Currency") or virtual goods ("Virtual Goods") that may require you to pay a fee using legal tender (that is, "real money") to obtain the Virtual Currency or Virtual Goods. .. etc .. >> xxp -
Speech ! I understand and appreciate your point. Also, not every gamer can follow the explanations of particular software problems and solutions. To many players its just "run, shoot, jump, drive, eat, upstairs, downstairs, in the backpack." They don't understand when they close a door and the zombie thinks the door is open and walks through it. (I know YOU understand) But just look at this one topical case: We have known for a LONG time there is difficulty in changing field of view in Dayz - it uses processing power, it means textures have to be changed, the player interaction field is modified.. this happens - to an extent - for the width of field manual control AND it happens - to a greater extent - for the scopes, but the scopes are more static by nature. And of course you no-way just CANT have a gun & combat game without scopes and binocs... So you are stuck with all those texture and location specs and the time it takes to shove that info onto someone's little flat screen and match it to what the other player is actually doing, right down to what color his boots are and if he has a clip in his AK or not. So as always you guys NEED to get some spare processing time in hand - a lot of stuff needs to happen at once through the server, limited processor power, limited look-up table space, multi-threading, limited memory, standard bandwidth problems .. So let's see where we can to take out a few TECHNICALLY expensive problem areas. What is processor intensive that we can scrap? WELL : To be STRAIGHT (if that is policy) - In my opinion you should FIRST up front say "we have a technical limit to deal with here - we are looking at ways of winning extra processing elbow-room to employ on things we (you) want". But what has in fact happened (just taking this one case in point)? You should REALLY NOT start a "this-comes-from-nowhere-really" rumor that mentions the depth of field on-the-fly function is cr@p and no one needs it, it's unrealistic, it was never important, it worked badly, its crazy, its not useful, the human eye doesn't function like that .. etc etc... The DEVS never actually SAID this up front anywhere - but word came from "nowhere" and the "decision-that-was-never-made-officially becomes REAL and already in the PAST.. because you know you will always have SOME fragheads who agree to anything, some others who have no idea what's going on, and some who plain don't give a damn about the game, they have 100 games.. and the forms of words and comments coming FROM BI are playing down interest in that one "expensive" aspect of the gameplay are SO OBVIOUSLY spin doctor excuses .. people who are interested can see that WAY up front. .. you have a tech problem, so you would like to think that no players will notice when you take that function out of the game.. and hope that maybe it wont HARM the game too much and average players will not notice and accept it's just another DOOM-LIKE, so what the hell, players will grumble, the problem will blow over the game will be LESS - and you'll have your extra clocks to squeeze more XYZ in because you just squeezed ABC out ... OK - not your fault RaptorM60 - I FEEL for you dude. BUT you would have SERIOUSLY more support if you said; << Hey - we got this fast unique eyesight thing to work great a while back - it was a great unique idea, it was functional and immersive, and a lot of people LIKE it and it seems a great BI-first - a way of imitating a realistic human eye experience on a flat 2D scree.... BUT if we keep that in we can't ATM figure a way to eg respawn zombies fast enough, we can't get more players on one server, we are using clocks we now want to be using for OTHER stuff, we have player interactions we cant nail accurately inside the tick limit, ... so we have run into a Game Problem ! A wall ! A hard limit. So we are going to have to make the game SIMPLER. Ask the players what they think, instead of trying to tell them. And give them BACK their access to all the hundreds of threads and suggestions on this forum over the last two or three years... many of those already go into these subjects but it has been arranged that players are not aware of the ongoing discussion, or the forgotten replies of the DEV and BI teams and decision makers.. they can't FIND that info that WAS right here on this forum. * The way it comes across on the Forum is the exact opposite of "technical" It comes across as : << So lets hope and pretend the function is "useless" and pray - and even ignore, threaten and cajole - to "prove" no one cares about it, and keep mentioning it indirectly non-technically, encouraging pretty low-level casual comments that the depth of field eyesight function is LOW grade and uninteresting and NON-REALISTIC and no one cares and it OUGHT to be dumped to improve the game! (pause to lol here) .. And then we programmers will determinedly with honest dedication stick to what has "somehow" become the OFFICIAL line (hey, WE didn't invent the official line.. it just turned up on our desks and in meetings..) .. and the GAMER'S problem in DayZ will talk and argue itself out until it fades away (again) Then - right now in fact - we ARE and WILL move to use that freed up processing power for something else. We are already working on it. >> = So yes RaptorM60 - I FEEL for you - I spent my time working freelance for small games companies and for AGES for the BIG serious folk with name that rhyme with HeychP and Philipz - and I KNOW how it goes down and how the meetings work and how the personalities operate. You NEED = NEED = BIG MEGA NEED = a PROFESSIONAL PUBLIC RELATIONS TEAM - of just 2 or max 3 people, Totally Full Time and they MUST = MUST link SOLID with the Players. And that is NOT easy to do. And they have to be tough enough to stand up to (even stand against) the Boss and the Team Leaders and the Software Engineers.. because what comes out from the crunch of those "big three" is the GAME and the only thing important to the game is the PLAYER. And the only thing important to the Player is the Game. That's the end - boring.. right? - You must tell your clients the TRUTH or you must professionally lie through your teeth to them 100%.. there is no middle way. - you sound like a good bloke, thanx for your comment. Remember, RaptorM60 dude "Hearts and Minds" .. = Hearts a Minds = don't ever forget it. xxPilgrim
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Yes right, but Danny keep in mind that BI are making a GAME that works. They are NOT building a DIY KIT BOX for modders. Anything GOOD they can put in the game themselves, NOT just say, "we won't do anything and someone will build it from our Zero-Feature DayZ Mod Kit". SA means "Stand Alone".. it doesn't mean a box of bits that a modder can use to build a game that works (or not). SA means a complete fully-featured game, otherwise it never reaches 1.0 - DayZ is not " Wal-Mart Modder Kit v1.0" Have fun modding it (later) but remember BI must construct a full working set of FEATURES first, for DayZ SA even to exist. Saying "if you want you can change that in the mod" is Not an answer to every suggestion about DAyZ SA. Are BI taking out variable width of field? What are bases like? Are they changing Zombie aggression? Is loot distribution being altered? Are animal or forest warning sounds a good idea? What game features make DayZ exciting? - "Who cares, you can put it in your mod if you want to " - That is NOT a DayZ SA answer to anything.
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a long while back it was suggested that some bird sounds need to be be used to signal player presence... In a forest anyone approaching will usually 90% sure) startle a blackbird or some other bird will cry/fly suddenly (eg wood-pigeon) - this is standard and nearly impossible to avoid IRL.. just one bird alarm cry if another player moved into a radius would be great - and realistic.. plus every so often, maybe once or twice out of 5 there would be a random warning cry when the re is NOT a player, just to keep you on your toes. A big problem for folk who notice this stuff, who are used to country woodland, is that DayZ bird sounds are random, so they are always the same under any circumstances across any par of the map, even in the middle of firefights.. this is totally unnatural.. because they are really randomly repeated the bird sounds are ALWAYS the same wherever you are. It gives a strong sense of hallucinating dreamlike ABNORMALITY - Any woodsman will tell you how totally unnatural this is. If you are used to woodland, hedges & hunting (and combat has to be the same) the current bird sounds repeat in a VERY spooky and unnatural way. The server (to operate the basic gameplay) already has to detect when two players move into the interaction radius, and when that happens, a variable chance of a warning sound - like a bird taking fright or a sudden stick breaking underfoot - would be a BIG plus for game realism. Have you noticed how the birds go n singing happily when you send a few shotgun shells through the woods.. Wow - that's NOT normal !! Sounds with MEANING - based on the existing server calculations needed for the game - would be very easy to implement compared to other signs, like smell; etc... This was talked about quite a lot a while back, but then faded out, and it is impossible to search back through the forum to find the references. Several current discussions have already been talked through and argued out in the past, but now the discussions have vanished and the same talking points come up again, as if they were never mentioned before (not your fault you cant find them, I cant find them either.. and I was involved a lot in those discussion.) Meaningful warning sounds (not always, but sometimes) are EASY to implement.. as standards of software difficulty go.. and DO NOT take up the processing power the devs are trying to hoard up by stripping out and simplifying unique DayZ stuff ( like the width of field view-change) .. This was proposed and fought over 2 years ago, around the time the forest started thinning out and more and more villages started popping up all looking the same.. and the terrain all across the map became standard, same-same everywhere... It was discussed hotly, and dropped. Nothing happened. Pity, because it would be EASY to do AND augment gameplay and NOT slow down the game. But DayZ is being simplified down into another DOOM "everything-as-expected". Originality is being sacrificed for "sameness" because that's what the bulk players want (I guess.. they complain if a zombie hits them too hard.. they don't like "danger" and surprises" maybe ?. They like a safe no-skill game? NON-Originality is the flavor of the month. YES, dude - GREAT idea.. I support your thoughts on that sound-awareness 100%.. So EASY to implement. And in towns, a creak of hinge, a tin can being knocked over, a cat yowl.. the things that stand up the hairs on your neck in real life, so you KNOW there is contact coming.. The immediate alert that grabs you when you hear THAT sound. We all know this is true and VITAL in life - but in the game it is not happening. So you get my vote.
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So let's all go back to Doom ? Any advances in simulation and realism on a flat 2D screen should be stamped out? << Duke Nukem didn't have variable field of view so why should we?. >> ... and those games didn't have even semi-realistic weapons so why does DayZ bother to attempt those? Lets have straight-line shooting and scrap ballistics. For years people have had no problem playing FPS games without ballistic effects. And we also do this ridiculous 1PP - 3PP stuff which is a way of ZOOMING in and out from in front of your face to behind your OWN HEAD - how come no one is complaining about that? You should all be HOWLING about how crazy that is. But I don't hear any complaints? I thought you "eye zoom" flat-earthers HATED changing field of view? So how do you explain switching from 1PP to 3PP except as a kind of "zoom" - (as some players call it) - what does it have to do with how human eyesight works? .. er.. zero? .. But it's definitely a "zoom" effect. You should "bitch and moan about" it right? The IN/OUT field of view change in DayZ is very cunning, very well thought out, immersive, a clever simulation of RL vision - it has dozens of uses that simulate human eyesight over a range of experiences. It should not be called "zoom" at all. It has NOTHING to do with what you see through a scope or a pair of binoculars - in those "artificially magnified restricted field optical-device" situations there is NO "zoom" in DayZ because human eyesight does NOT operate in that way. So let's scrap anything in DayZ that is not in "other games" - Great - It will sell better on consoles.
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So the Zoom OUT will be dumped too.. right? .. Having a wider (or narrower) field of vision is according to Pilskin "not a necessary feature" So I guess we will be getting rid of 3PP too, so players CANT "zoom OUT" - for instance into 3PP - in the current .. quote .. <<unnatural and 'unnecessary' manner>> We will be all 1PP with just a 'magic' zoom when you point a weapon at something? Isn't that what the 'Anti-Zoomers' are looking for? That will certainly simplify gameplay and make it less realistic. Will it make the people who don't understand eyesight into 1PP happy bunnies? No zoom in either direction.. That is what THEY seem to call "realism" At the moment in DayZ players can widen their field of view or reduce their field of view. IRL human beings are EXTREMELY good at this, the human brain is wired to process "eyesight" for specific & complex reasons. A 2D flat screen cannot imitate this. - thoughtless players use the term "ZOOM" to describe both IN or OUT - and both are available right now. Go test it out, compare it to reality. So -effectively - We dump 3PP totally and make the game more "realistic" - to please these strange players - the casual happy bunnies who REALLY don't understand how human eyesight works, and don't want to "ZOOM" in either direction for any "unrealistic" eyesight simulation - This is what they want: Give them what they want - fixed 1PP POV. = End of subject. Then they won"t complain about "zoom" - lol. * * * = I'm astonished NO ONE (including the Devs) mention that the DayZ angle of vision goes BOTH WAYS.. Sounds to me very clear there is a discussion (a problem) behind the scenes concerning a DIFFICULTY with the software, and the Devs are doing their best to rationalize this, to invent or encourage a plausible excuse for messing with the IN/OUT field of view.. <just the "IN" side of it, not the "OUT", right devs? > .. but this gameplay "improvement" balderdash is in fact mooted for technical software reasons NOT AT ALL for realism, simulation or for gameplay .. Be honest ?
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OF COURSE IT IS REALLY NEEDED ... are 3D games really needed ? Very sad to see BI take a head dive backwards into the past. Remember that game-control of field of vision moves OUT as well as IN... this is not a "zoom" - it is a clever simulation of attention, concentration, hunting focus, and peripheral vision - the natural human binocular rangefinding and attention/ visulal-concentration & awareness abilities that cannot be depicted on a flat screen with no simulation effect. Just CANT... Back to the days of DOOM 1 I guess... Great pity - the BI eyesight simulation was VERY well thought out and endlessly USEFUL and IMMERSIVE... You lose 100 points. I cant follow you that way. Sorry flat-worlders. BIG BIG ERROR xx p
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[Dev] Eye zoom 'probably' being removed entirely
pilgrim* replied to -Gews-'s topic in General Discussion
The IN/OUT "field of view / area of concentration" visual acuity simulator in DayZ is far to important and too realistic to drop it from the Game. -
TSEs in non-human mammals include scrapie in sheep, bovine spongiform encephalopathy (BSE ='mad cow's disease') in cattle and chronic wasting disease (CWD) in deer and elk. The variant form of Creutzfeldt–Jakob disease is caused by exposure to bovine spongiform encephalopathy prions. TSEs (prion diseases) may be transmitted through contact with infected tissue, body fluids, or contaminated instruments (knives). Normal sterilization procedures such as boiling or irradiating materials do NOT render prions non-infective. The infectious disease model of TSE has been questioned in favour of a prion transplantation model that explains why cannibalism (within any species) particularly favours transmission. Prion diseases have an incubation period of months to decades during which there are no symptoms.
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1 subject: You have to wait over 2 mins ATM if you want to spawn out from one server and into a different server - this avoids unfair advantages like fighters switching servers, moving position; and then switching back eg overlooking or behind the enemy. I think the timer is set to 200 seconds right now.. but I don't rush to change servers much so haven't paid attention.. It is around 200 seconds? it is an on-screen COUNTDOWN - Try it: log out, and straight away log into another server, you get the blue screen with the coundown timer. Different subject - the time your body stays in play after you log out was SET SOLID and FIXED after a lot of discussion. It is DEFINED - It was SET in the game maybe +18 months ago or longer. WAY BACK. Your avatar stays in play after you log out for a SET TIME. Has this now been changed in the last few months... ??? Looking at Youtube I see strange stuff going on and think "maybe" there has been some temporary alteration in this patch? for some reason? But in this game DayZ - The Rock Solid Standard - Your avatar STAYS in GAME after you log out. The timing is FIXED. I believe it was set to 30 seconds, but I don't even remember - I never worried about the exact length of time because I don't log out in dumb situations. This AVATAR LOG OUT TIMER has been part of DayZ for a REALLY LONG TIME - Back since 5.3 or before.. You leave the game right away, but your Avatar does NOT.
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you mean (eg) - if you have a pass to Base X you can get in and out freely - and no one with a pass to Base X can attack each other INSIDE Base X This would have to be a very simple system. It would not be possible to stop players in the base exchanging gear or just stealing some other person's gear stash - With a "non agression pass" you couldn't stop this from happening. (in case of stealing gear, the players involved would have to go fight about it outside the base) Would this "pass" be a physical in-game object like a key or a pass card that the base builder could copy and give to people he wanted to? if it was an ingame object people could steal it or loot it from a victim outside the base, but with the pass they couldn't attack anyone inside the base. And the pass would have to be be un-droppable inside the base. Kind of thing? Can a copied pass be copied again and given to another player, or is this a "one boss" base, where only one person can "make" passes? If you hit someone over the head outside the base and took their pass they wouldn't e able to get back in. If you obtained a pass you could loot the base and no one could stop you until you left. * < IMO any special rules for a faction in Base X (- non aggression - or - do what you like - or - no cannibals - would be difficult to implement in-game, this would have to be a tick-list to be simple enough and even 'possible' to implement). Those rules would be included with the Base X entry card. > I don't know if the BI devs would go for this - or if it would catch on with players. Moot. ..hmm ?
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Seriously I thought it was sorted - I haven't checked for ages (yep, lone wolf) I don't even know where the blog topics have gone, there was tons said and ARGUED about this. Then a solution was put in place. In a combat situation 30 seconds is a serious interval of time.. the guy is in a house or a camo building, you can judge within 10 secs of "action-time" what is happening, where he is located or probably located, and how to deal with it - you hear him moving or see peeping, etc.. you make your move or hold off, even another 10 secs to get into position, decide if you go in for him or not, maneuver for a shot (and you know maybe he is logging, or hes waiting quiet for you to THINK that?). .. if the guy is standing behind the door upright and doesn't move he's logged out and you kill his body. Nice. It's not ideal but it's very PRACTICAL .. the dude knows he can't just dodge into a shed and log, because in the next 20 secs you may just burst in there or peek in and catch his body standing up, logged out, and next time he logs in he's dead. So in many situation he DARE NOT log out until he is at least has a chance of being safe, getting lost, away, really out of sight, or he fights I play that way - am I wasting my time now? Never log where there are zombies, evidently. Stand in shelter. Also 20+ seconds is about the warning time for a wolf attack, so either don't log in those regions, or log in a shed or house or trailer, log with your back to a tree (even log out in a shooting stand if you have to but you know that's a risk) .. ya know.. and don't log if you're dying of exposure (why would that help?) - deal with it or die, fight or stand and run, surrender, commit suicide, go down shooting, or be cunning fake them out and log while they're still too afraid to come looking, you have half a minute. Are they dumb or smart? This is gameplay. It's a survival & combat game, you have to THINK about where to hole up to log, even when alone, this is BASIC gameplay (Its REALLY Important!) - you only do it where you are pretty CERTAIN nothing is going to get you in the next 30 seconds. And I have to say, look at your previous firefights - 30 seconds is a LONG time in a firefight. A lot happens. 30 seconds of leaving your body in the game makes it frighting and dangerous to log out and take that "chance" - you are forced to find better solutions or to avoid those fight-and-log situations in the first place. This USED to be in the game. Damn! - after ALL those 100s & 100s of arguments for MONTHS on this blog here (really, no one remembers?) ... but if NOW the log out timer is NOT still there, Gone - on account of the "cut down" current version, then damn - I have no idea what's happening. It puts the gameplay back by about a YEAR or MORE, for sure. Am I wrong? - DEVS ??? Tell me i'm wrong. Make my day. thanx.
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yep, I thought this was part of the same thing. There was a LOT of discussion and a LOT of argument mainly around server hopping and combat logging (like; this discussion went on for a YEAR solid) - and I THOUGHT that was all sorted. Then for a while SOME players complained because they'd snipe and log out, and when they came back in they'd be dead - or they'd log out in a dumb place and when they logged in again they were being eaten by a zombie. But those things were WHY there was a set logout delay. The body log-out countdown timer was signed sealed and delivered to solve those gameplay problems - it was implemented - along with the login delay. = Better gameplay. Coming back to the game I never thought of playing any other way.
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In fact I thought that had been sorted ages ago and there was a reliable body-wait after you logged out, of 30 seconds - to avoid combat logging, eg players cornered in houses logging off before they could be reached - to make it as dangerous to log out in as to stay in the game.. also to make the player face surrender or parlay. And to stop other easy unfair combat logging, natch. I really thought that had been set at a definite time period. I always play to 30 seconds. Meaning I expect my avatar to be in the game 30 secs after Ive logged out. So I always log out where I expect to be safe for that time. I'm dazed and amazed its not a set parameter? I thought it was, since an AGE ago. What happened? * Similar for backpacks - last I heard there was "going to be" a fixed minimum time-period that players could leave a backpack (nothing else) - with or without gear in it.. and it would stay where put for a set time, minimum, before despawning. But when I've tested it out with school satchels or any other pack I pick up in the game, if I log out and come back, it's gone.. and if I stay in game I don't think Ive seen any loot, including backpacks, stay on the ground where I dropped them - definitely for longer than an hour - its always gone if I drop it under a tree (with 1 or 2 gear in) leave the area and come back a few mins later - maybe 15-20 mins later. A while back (a year or 18 months?) the backpack "durability" time was moot, being discussed, agreed as a DEFINITE gameplay improvement. * Logout delay was a SET parameter, already discussed ENDLESSLY for months, and decided, implemented over a year ago. The log-out "pause" was exactly as definite and fixed as the "anti-hopping" pause to log in again, and for the same set of reasons. The accepted idea (and decision) is you log out in a safe place. For a while plenty of players were complaining that when they logged back in they were dead. And the reply was "only log out somewhere safe, dummy." Please - Anyone know the actual ATM REAL programmed-into-the-game SET time for after-logout continuation - and for backpack durability? .. Emuthreat? .. I'm baffled by this. What's going on? - thanx
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hmm.. did these IRL laws you speak of apply to the stupid monkeys way before they existed? Are we talking pre-neanderthal here, or the ancient laws of the cosmos in general? How & where did these laws come from (I can't find ANY reference to them) ? Our 17-18 century (er..) "social" philosophers (Bacon, Hume, Kant, Locke) .. (let's just skip over Confucius, Freud, Marcuse, Bakunin, Jung and Plato, ok?) - they came way AFTER the stupid monkeys turned up. IRL can YOU point to any ONE semi-durable community which has not defended itself against other communities, has not made war on other communities, and has not suffered from internal dissent, civil war, revolution, empire, theft, slavery, injustice, riot, violent regime change, invasion, betrayal, murder ? I mean of course, any group of human beings that have existed in social close proximity at any time in .. say.. the last 4000 years? Anywhere? (let's say 4000 to stay 'recent' and historical OK?). Any examples? Socrates ended up drinking poison, ya know. Caesar was stabbed . etc (plenty of etcs where those came from). Any exceptions? Of course your base problem is the enforcement of property rights (gear, stashes) and in what way the game itself (not the players) will lock or block or control "ownership" on behalf of the players. Eg. - here is a barrel (not hidden) : who has the right to open THIS barrel and who does not? Can it be broken open? How? - these are pre-set game decisions, not player decisions. Rule 66 : Players will ALWAYS sooner or later do ANYTHING and EVERYTHING they CAN DO . This is the only certainty. In DayZ this is "the human condition". It is what DayZ is about. Are you looking for built-in gameplay rules or for an ideal society? Serious question, no disrespect.
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In every town, village, castle, boma, walled city, krak, hill fort, or inhabited enclosure on earth since time began = IRL = arguments, melees, fighting, murder, or massacre, revolution; has broken out, leaders have been overthrown, the innocent have been shot or trodden underfoot, invaders climb over the walls at night, friends stab each other in the back, looting theft & death appear without warning, or war has passed through and left the place an abandoned smoking ruin. - just saying.. Are there exceptions?
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Isn't that what happens? Have I missed something < I've been away > ? So how long does your body stay in the game after you log out now ? & ps - what happened to the idea that backpacks would have some limited persistence? - so you could leave your backpack under a tree, go into town, and come back to pick it up an hour or two later. That was being mooted a year ago, but i've never seen gear vanish as fast as in this patch. Dumb example, on Official, I killed a zombie with an axe and he despawned before he hit the ground. Guess he was needed somewhere else? Put anything down, walk away 50 paces and when you come back its gone. I thought the backpack "durability" - "mini persistence" - was a great idea. Did it just fade out and get forgotten? Or is someone stealing my stuff as soon as I turn my back?
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dont get stroppy, lad.. be careful waving your tomahawk close to your brain. You are being unpleasant and it is unnecessary. "Just because a culture had a long knife as a multi-purpose tool and weapon, doesn't mean they are the same thing as a modern machete." = You mean that what YOU decide to call a "machete" is a "machete" and what the guy with the Machete calls it doesn't matter to you, a damn... so how can you be wrong? Please don't start telling me about the different names for very similar devices created with the SAME purpose, used world wide, or else I'll start telling you all the different names for WHEELS since the dawn of time, as if that proves they are ALL not the same thing. I'm talking about Use and Survival and Melee, not about cultural historical museum artifacts.. TODAY << In the English-speaking Caribbean, for instance in Jamaica, Barbados, Guyana, and Grenada and in Trinidad and Tobago, the term cutlass is used for these agricultural tools.>> Didn't I EXPLAIN that. ? Damn; wasting my time; right? Go LOOK at the Beagnoth Seax and tell me it is NOT a machete.. https://en.wikipedia.org/wiki/Seax_of_Beagnoth - made for display and too fancy for daily use, and specialised for war, but still a single-edged heavy-backed curved one-handed cutting-tool with the blade weight deliberately well forward (hence the broken back, still a common distinctive feature, serving the same mechanical purpose. Give it what name you like - For instance, you know "tomahawk" is Powhatan for "cutting tool" ie it means LITERALLY a "single-handed AXE" ... tomahawk is a non-translation of the English "HAND AXE" ; so just mentally translate into "USE" and don't get too hot about words, think about USE. A one handed axe from DayZ (find them in sheds) is a tomahawk.. here it takes our standard English word for the factory made object. I could go on in detail but I'll bore you. USE is what counts. duh .. "machete" is a NAME for a long heavy single bladed knife-like instrument 12-18-24+ inches long, with the point of balance forward such as a SEAX or a DAO or a CUTLASS... what YOU call a machete, the people who USE them every day in the kitchen and at Work and in War call a CUTLASS... that is the bloody name they give it... not my idea ok? eg, A long-shafted two-handed short-bladed axe - or "WEDGE" - as they are called in various places on the planet by people who really use them, was devised specifically for LUMBER.. (Lumber is only a word in n America; it's real NAME is "timber".. are you following this at all?) ie. a "woodcutters axe" is not for survival or field work or kitchen work or gutting game or fighting or building temporary shelter or digging furrows or working crops So lets drop the "you have no idea" cr@p and you be nice now & end your unnecessary trash. I was aiming to be polite and informative. Guess i missed the headshot. My aim is to be helpful, not to be dissed by an ill informed and thoughtless ga-ga pseudo-pedant. Go cut down a good growth of bamboo with your tomahawk. Try it. I REALLY have a heavy bladed machete - I call it "a machete" - and I can in fact cut down a medium size pine with it. If I need to, if I came out of the holocaust without my chainsaw. I can build a damn canoe too - but I rarely have any reason to do either - because what the F would I want to do that for? I'm really not a homesteader. You carry a two-handed saw in your kit, or is it all "tomahawk"? Yes a Parang is a Machete. No a modern Western kitchen knife is not a machete. ... any other dumb questions? Before you ask, the US Army is NOT great at making machetes or entrenching tools, and the Brit Army has never been good at wooden camel saddles .. but who give a screw about that? it doesn't mean these things don't exist. Some folk - worldwide and through history - know how they work and what they are used for. thanx
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I live in the (real) mountains and I can cut down pine trees with my machete if i put my mind to it.. I use it for gardening and clearing bushes (when required) for clearing heavy secondary undergrowth, cutting branches to clean down a trunk, barking and splitting new wood, building shelters, it is totally ideal. I have to correct you that jungle and tropical plant's aren't "thin and leafy" - Seems you never got spent time in a jungle? Also the SAS are keen on machetes as survival tools, so that's really good enough for me, I usually agree with the SAS, as often as poss.. It's a standard tool/weapon that comes under various names around the world. The Vikings used them, the Chinese used them. In melee I wouldn't consider it as a "light weapon".. as I said earlier, they were synonymous with the cutlass at one time.. and a real cutlass - a naval boarding sword is an evil mean heavy melee weapon with a good weight of metal in it, when you hit with it, what bones it doesn't cut into it breaks and smashes .. machete's are still called "cutlasses" in the Caribbean. Think of it as a cutlass and you will appreciate the melee value. I carry a good "hunting knife" too.. you can also skin a machete them and cut meat. The finest, lightest part of the blade close to the handle can be honed razor sharp and used for whittling and fine work etc.. there are many uses. But each to his own. An axe is definitely less of a multi purpose tool.. unless you mean a short handled hand-axe, - a 'chopper' - like a heavy or elongated meat cleaver.. but ... whatever.. as you feel.. I have no objection to tomahawks (or flint axes either, in DayZ) xxP
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Player base? Lets look at where the player base is coming from (people who play video games) and see what they play.. OK? Just sticking to the category area = FPS, Survival, Survival-Strategy, Action Where do we GET a player base from? Let's look. Because I guess people play what they think is fun, right? ... 1 ) Games bought for PC : (categories: FPS, Survival; Survival-Strategy, Action) TOP selling scores: DOOM III = 3.5 millon Crysis = 3 million Dayz = 3 million Rust = 3 million ARMA III = 3 million Counter-Strike CC = 2.5 million Far Cry = 2.5 Battlefield 1942 = 2.4 Counter-Strike S = 2.1 million 7 Dayz to Die = 1.5 million - these do not count "MMORPG" games & online subscription games & not counting "Real Time Strategy" games. 2 ) Games bought for Console: (categories: FPS, Survival; Survival-Strategy, Action) TOP selling scores (but just SOME of them, OK, there are 100+ games well over the 10 million sales) In our general category: CoD Black = 26 million CoD MW 3 =26 million CoD Black 2 = 24 million Pokemon D&P = 23 million < .. joke> CoD MW 3 = 23 million CoD Ghosts = 19 million GtA = 17 million CoD4 WaW = 16 million CoD5 = 15 million Battlefield 3 = 15 million .. etc Did I miss out important stuff? It's shows about right for comparing sales figures in and around this game category. So - the gamers (the buyers) are voting by more than 50 to1 that "FUN" means CoD on a Console. If your Target #1 is serious player-base, that's the way to go. Is this what we are aiming for with 6.3 ? (but .. didn't it it used to be that "CoD" was a kind of insult on this blog?) * [ Just making the base-obvious point. To see what people want, look at the figures. Then discuss strategic options ]
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Check your local files are OK using Steam: In Steam - go to Library/Games/DayZ Right-click on DayZ in your list of games, then choose Properties In Properties open the 'Local Files' tab Click on "Verify Integrity of Game Files" - takes only a minute. xxP
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Here are two types of community = concentrated civic centers (= bases?) as they are ATM with 6.2. Just ideas-material on how players interact in a deliberately closed & guarded small-space environment : re. "publicly owned utility" https://forums.dayz.com/topic/237306-my-visit-to-the-un-trade-center/ https://forums.dayz.com/topic/237456-how-messed-up-the-village-community-is/