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
-
Content Count
1542 -
Joined
-
Last visited
Everything posted by Damnyourdeadman
-
PSA: Game development takes a while, but...
Damnyourdeadman replied to Beizs's topic in General Discussion
The decison to calculate all resources server side,was indeed a wise choice! However the Arma 2 - (RV) Server Architecture,just isn't strong enough to support a game with DayZ's scale and ambitions. The ideal DayZ engine would effectively need to... - Calculate a massive number of Items and their respawn mechanics. - Calculate a massive number of infected and animal AI. - Calculate a massive number of players. - Calculate a massive numeber of new assets. Arma 2 server architecture,was never designed to support the needs of a large scale MMO. It was struggling even when playing against others in a vanilla deathmatch. People (like me) who have been constantly (bitching) asking for an engine change since 2013,aknowledged these limitations. The SA proves more limiting than the mod because,although it expanded on features,it still dosen't have what it takes to support a game like DayZ. Unless they develop a completely modern and rehalued new server archtecture module,the game will always feel clunky and restricting to new additions. Edit: Removed speculations -
PSA: Game development takes a while, but...
Damnyourdeadman replied to Beizs's topic in General Discussion
The current Arma 2's Renderer runs on DX9. Plans were made to change the version either to DX11 or DX12. DX10 was also outdated. That's why i said,to lower you expectations because there's a high change for the Renderer to fail in enhancing the game's performance. The main reason the game runs like a potato,lies in the server architecture. If we change the Renderering module,it may provide a minor fps boost,but most chances are the main problems to still persist. In addition to this,there are major concerns of possible "compatibility bugs" that could further deteriorate the situation instead of improving it. -
PSA: Game development takes a while, but...
Damnyourdeadman replied to Beizs's topic in General Discussion
If you may,please allow me to debunk some myths using facts. Once upon a time,when Rocket was still in charge,a heated discussion took place over in Reddit. People wanted to play DayZ at night,but flashlights leaking through structures threw stealth out of the window and made night gameplay undesirable. Folks made a heavily voted bug report on the bug tracker,but a dev closed the ticket,claiming it was not possible to fix,due to engine limitations. The discussion quickly escalated to drama and Rocket calmed everyone down,with a decision to replace the Renderer. Although most of you will crucify the developers regardles,you should also know that the Renderer was never aimed as a solution to the game's performance problems. When Brian posted a tweet that it would maybe help provide some performance boost,everyone welcomed it like the second coming of Christ. But in reality Brian said that we are (most likely) many months away before we can predict any major fps gains. (Source) The real problem with the game's poor fps lies in the ancient and weak (Arma 2's) server network and the decision to calculate all resources on the server's side. I honestly don't predict a performance gain any time soon,unless radical changes take place in the server architecture. -
I really don't honestly believe that a mere "floating bug" is keeping the devs from updating 58. to Stable. Truth is,they've been trying to push the update for over 2 weeks now,just take a look at the previous Status Reports... Status Report - 15 Jul 2015 - As we're in crunch to resolve the last few blocking issues for 0.58 we don't have too much *new news*... Status Report - 21 Jul 2015 - The team is still working hard on the last few issues blocking a stable release of 0.58... Status Report - 29 Jul 2015 - The team has been crunching away on our last blockers for stable release... These last blocking issues are sure tough to break. :P Whatever's the case though,seems like something's definitely,delaying their progress. Oh,and love you guys too <3!
-
That depends,were the shotguns fixed? There have been times when i shot someone in the face and he just pretended that nothing happened! I find the damage to be very inconsistent,sometimes it's a one-shot kill but others not so much. Due to the facts mentioned above,i would advise you to go with the SMG instead. Edit:Grammar
-
Whatever their final decision,i still feel the need to provide my feedback. For me personally,world containers was the holy grail of DayZ features that could get people back in the game! Imo this is an excellent mechanic,that a lot of us were waiting for. There are so many possibilities,that it would really be a shame to scrap it. In addition i disagree with Hick's point of view on having to physically see items in the world. That doesn't make the game any more realistic. Correct me if i'm wrong,but only on very few and rare occasions do people physically point their cursors on an an item to grab it. Most of us just Tab-away while running around homes,dragging and dropping items in our inventories. And this is one of the most unrealistic elements currently on DayZ... (i think you were the one that made a topic about it) As to what were their original intentions with world containers,i honestly don't know. I made the same assumption as you,but maybe Hicks was planning on spawning them empty in the world,for them to function the same way as barrels. Seeing them making house fireplaces into functioning containers,i think it's safe to assume that converting the rest of the furniture is also viable. From a realistic scope,looting from world containers is an improvement in every way. I'm not saying that it's impossible to find loot on the house floor,but the majority would still be stored in their respected containers. I would be in favor of implementing a 5sec search animation. This would effectively eradicate the current mentality,of bulldozing though homes with the vicinity window open.
-
I'm really curious how's that gonna work out. You mean like opening a wardrobe or a cupboard and the items will be physically in there? The same way we open the junked car's trunks and find items laying around? What is the point for residental world containers then? Whatever your plans,i personaly wouldn't be too quick to underestimate the value of world containers. You are given an excellent opportunity here,to promote gameplay elements and mechanics. Spawning the majority of items inside containers is way more authentic than having to drag and drop items from the vicinity window to our inventories. In addition,you could have some of them spawn locked,requiring different tools in order to be breached (screwdriver,pliers,crowbar,etc). Furthermore they are the cornestone for base building and player controlled storage. Giving players the option to make them persistant,would make a great incentive for players barricading their position. And these are only a few of ideas from the top of my head. In the end of the day,you are the one pulling the decisions on the game's scope. But imho,it would really be a shame if you choose not to utilize them at all.
-
Personally,i really wish if the devs reimplemented the CLE for the majority of the loot to be configured and spawn through global containers. I have a feeling that this would mostly solve the problem with loot explosions,save performance and be an overall more flexible system to manage. Imo,at the very least it's better than tweaking the loot spawn ratio though "map zones" and have the server render thousands of items in the world.
-
Anyone else finds more people in the mod than in SA?
Damnyourdeadman replied to mike49's topic in General Discussion
But it needs to be noted,that the hatchet in the mod wasn't as effective as in the Standalone. :) Two swings with the fireaxe and the victim is unconcsious. However in the mod,it was very clunky and unreliable. if i remember correctly you had to swing multiple times and was almost impossible to get a headshot. It was very difficult to win against an armed player. -
Anyone else finds more people in the mod than in SA?
Damnyourdeadman replied to mike49's topic in General Discussion
Can you guess why? :) The answer is pretty simple: Unlike Standalone,freshpawns in the mod can't fist fight! Without a hatchet or a ranged weapon,a player in the mod had no means of defending himself. This worked to the game's advantage,freshpawns were extra cautious around zombies and heroes were a viable playstyle,as there were indeed people in need of protection. By the time the melee system was first implemented in SA,the people's mentality radically changed. Player interaction was devolved into the all too common freshpawn wars and geared players developed paronoia and fear around them. People in the mod were safe around unarmed freshpawns as they were harmless. However in SA the danger always looms of the ever so friendly freshpawn,punching your lights out and finishing you off,using your own weapon. -
Sounds good,but is it realistically possible? A functioning explosive arrow would require a moderately large amount of explosive compound. Even if we somehow manage to craft it,wouldn't the increased weight affect the arrow's flight distance and piercing force? Then comes the question of making the said arrow,explode upon impact. What kind of mechanism would be required? And also,would it be possible crafting one using only makeshift materials?
-
Lighting Fires in Fireplaces inside homes.
Damnyourdeadman replied to DURRHUNTER's topic in Suggestions
And this is only the beginning... :) Proper functioning fireplaces indicate that devs have now the ability,to turn several static home furniture into world containers. We're in for some very exciting times ahead! :D -
Gave out 3 guns to a nice group of bambis, lol, you see where this is going...
Damnyourdeadman replied to Death By Crowbar's topic in General Discussion
It would be nice for a change if people that claimed to be friendly actually stayed friendly to the end. Seems to me like almost everyone is secretly planning to take you out when you least expect it. I have fallen victim of such people countless times. For me,there's no honor in such tactics. Yeah sure,it pays off in the end but in my book that's the lowest of the low. KOS is a thousand times more acceptable than having to deal with backstabbing serpents accidentally born human. -
You don't get it do you? For starters,have you even actually played the mod? The mod has ran it's course and It's preety outdated now. The SA aims to overcome the mod's restrictions and become a superior version. Going back to the mod now,would be a lost cause. Seriously,what's the problem with people wanting to play SA with mods? The possibilities are endless,it would be a shame if in the end they don't implement modding support. Personally,i'd play the hell out of a "Project Zomboid" styled mod. Contrary to alot of others,i'd like more to gameplay other that gearing up and running around while shooting everyone on sight!
-
Exactly what did you explain? The game you know as DayZ,came true through modding Arma 2 OA. Yet,by your logic modding is obsolete and advocate in favor of keeping the game pure. But what if i want to play DayZ on Namalsk? I have been playing 3 years on this God forsaken map called Chernarus and i'm sick of it. Why should we restrict people,in porting and sharing their own custom maps? In addition,you incorrectly assume that the SA's end product,will be everyone's cup of tea! How do you know that? And even if you say so,what makes you think you're right and they're wrong? A lot of you in here seem to forget why people prefered playing on Epoch,Wasteland,etc. Maybe...it's because these mods offered more content and were overall more enoyable. I honestly despise this purist attidute among the fanbase. You play what you want to play none's forcing you! Judging players by their personal preferences don't make them more or less "hardcore". Personally,as a mod player i never played anything besides Vanilla. But forbidding other people the tools to create their own custom content just because "it's different from the original",is just ridiculous.
-
Speaking as an old mod player,the SA version is fundamentally a different game. That being said,maybe tomorrow the Vanilla version won't turn out to be good in the end. If that happens,i don't see what's wrong in someone making a mod that's closer to my preferences. There's no reason in restricting player freedom and forbidding users from modding the game. On the contrary,we should support every endeavor in favor of fan-made content.
-
whats the plan for optimization?
Damnyourdeadman replied to d.walker43's topic in General Discussion
Trust me,i can relate to how you feel,but this is just unnecessary. You gain nothing in being rude,be critical but in a civil manner. Truth is nobody really knows what the plan for optimization is. All we know is that Hicks with his statements pretty much confirmed that optimization will not come until Beta. Also contrary to popular opinion the new Renderer is not going to improve things for a very long time. For the time being,we'll just have to learn to live with it! -
DayZ REALLY needs to add basebuilding or barracading
Damnyourdeadman replied to billyangstadt's topic in General Discussion
What's the point of barricading when there's currently no need to make such preparations? The infected are almost non-existant and they don't pose a threat to survivors. But even if that wasn't the case,the infected would simply teleport through the forifications. In the same sense,there's no point in base building when persistance is often malfunctioning. I'm not a psychic but i can predict a lot of people getting annoyed when they lose everything they build,upon a server restart. As the game currently stands,such features would be deemed just as unessecary as walkie-talkies. Above all,we must make sure that persistance is stable. Work must continue on more world containers and their mechanics. Home appliances and storage containers will surely drive people to barricade their position. In addition to this,we need to make infected a proper threat. More numbers,mechanics,buffs and any other means necessary to drive people look for shelter. In the end all i'm saying is that first,we need to wait for all the coresponding systems to be implemented and function correctly,before we introduce such features. *Sorry for the multiple edits. -
Recent footage from DayZ TV reveal that the first container has already made it into the Experimental Branch. This particular model has some history behind. It's called "Minsk Refrigerator" and was first introduced back in 2012. While it's still uncertain when or whether additional models are introduced,chances are that they're probably gonna take a while. They are still not configured within the central loot economy,lack proper placement within the structures and also most likely lack persistnce. As you may have already noticed it uses the traditional inventory system,shared by the rest of containers. From breachable locked containers to working furniture and home appliances,the possibilities are endless! One thing is for certain,If the dev team utilizes them correctly,they will enhance gameplay greatly.
-
That's good news! Any further information would be greatly appreciated. :)
-
I'm following development very closely and World Containers is one of the features i was hyped for,since we had the old roadmap. Regardless,i don't think Brian mentioned or provided any substantial information on the subject. The only evidence hinted the intention of such implementation was a very old fridge model,which is currently removed from the game files.
-
Hicks there's something i've been meaning to ask you. When i saw World Containers as a feature,i was expecting to see work on home apliances and furniture (fridges,cupboards,wardrobes,ovens) to turn them into containers. However according to a recent Reddit post you explained that containers imply things like tents, backpacks, cases, etc. What is the real definition and yout plans towards accomplishing this particular feature?
-
Multi-Person Mechanics to discourage KOS
Damnyourdeadman replied to FlimFlamm's topic in General Discussion
I was thinking about a mechanic that gives a high percentage chance for bullets to actually get lodged inside the victim's body. The only way to remove them would be with the help of a second person,if the bullet is left without treatment,the victim would succumb to lead poisoning and eventually die. What do you think? I personally think this would be awesome to have,despite being a little too much on the realism side. :) -
How would you feel if 1st person perspective was mandatory?
Damnyourdeadman replied to FlimFlamm's topic in General Discussion
We'd be lying to ourselves if we denied that 1PP is far superior and miles more immersive than 3PP. If tommorow Hicks said : 1PP is now mandatory - I would absolutely love it! 1PP Master Race for lyfe,you filthy 3PP peasants. :P -
Hey everyone,this one's an ancient and highly controversial topic. But maybe now's a good chance,to discuss and dwell further upon it. As you can see below,i have compiled a text,refrencing the community's most stereotype opinions about the DayZ's teamwork aspect. Your own comments would be highly appreciated! :) In a Reality Scenario DayZ is a game that has strong foundations in realism and authenticity. However,in a real Apocalypse situation the majority of people would most likely form groups to increase their chances of survival. One of the main reasons being,that people with different abilities are essential. Doctors,engineers or even farmers would prove valuable assets in an outbreak scenario. Furthermore,besides "security in numbers",alot of working hands,can achieve the completion of a task much faster. DayZ PVErs The people playing DayZ,mostly for the game's survival aspect. They ocassionaly engage in PVP,but that's mostly as an act of self defence. They are the survivors and the majority of DayZ's player population. There are mixed feelings concerning player cooperation,many advocate in favor of teamwork,as a means of an end-game goal. However most players in DayZ are against a skill and profession division. People hate grinding and are against the idea of losing everything in death. Then,there's those that deem it unauthentic for a system placing restrictions on them. The Lone Wolf gamestyle I'm sure this is one of the most popular and widespread playstyles in DayZ. A lonewolf gamestyle,describes a player that depends on himself against all odds for survival. Lonewolves are often against anything that would give an unfair advantage to their playstyle. They often dispute about future possible ingame restrictictions,placed by the lack of player cooperation. Some advocate that almost every action should be do-able,without requiring the assistance of a third party member. DayZ PVPers A large number of people,play DayZ soley for the PVP aspect. This large fraction of the community,enjoys the sheer adredaline feeling of a firefight,rather than the game's survival aspecet. Pvpers are often against something that would potentially decrease the game's KOS aspect. They often support the idea,that the ideal game's setting must remain a brutal bloodfest where everyone can die for anything. Some advocate that player cooperation should be mainly about,security in numbers,anything else is trivial. Most are against player cooperation actions and restrictions,as this would possibly degrade their PVP experience. You? What is your personal opinion,towards player cooperation and teamwork? Should it be encourged,as an optional but rewarding playstyle without being forced upon players?Would you rather have DayZ as a survival game heavily driven by teamwork mechanics?Should the player be able to perform almost everything on his own,without the need of player cooperation? Your feedback would be highly appreciated! :D