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Everything posted by Damnyourdeadman
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What is the final goal of this game?
Damnyourdeadman replied to darlonian's topic in General Discussion
OP i feel the same,but sadly we are something like an endangered spiecies here. The game has always been heavily based on the PVP playstyle. It's all about gear-kill-die and repeat,this is an endless cycle. There is nothing to do besides that and i don't think there ever would be. The people urging you to "Roleplay" probably seen a Youtube video. In reality,if you try to be friendly in an "unscripted" enviroment,you'll end up KOSed. I had a topic the other day about cooperation and teamwork mechanics. It's a shame but,the fanbase dosen't want any restrictions or higher value to the average survivor. Most want a setting that people are classified as nothing more than walking lootbags which can die for anything. If you have patience do as i do and wait. However i don't expect things to change any time soon and maybe in the end,the game will never really be for people like us. -
i would like to start a discussion about the current looting mechanics...
Damnyourdeadman replied to joe_mcentire's topic in General Discussion
This is quite a dilemma... On the one hand,it's unrealistic to plow through a room,looting everything straight from the open vicinity window. On the other hand though,the reticle is not always accurate and some items are impossible to reach while others are bugged behind walls. Sometimes hard to reach objects are a pain to loot,even through the vicinity option. When the game suffers from clunkness,the vicinity window has proved a worthy ally many times in the past. So if i were to make a suggestion at this state,it wouldn't be about restrictions for the particular feature. However,i would prefer if the vicinity feature was seperated from the inventory window. Instead of having the whole inventory window opened while players are moving around,i would suggest forcing players holding down a button to search the vicinity. Make only the vicinity window pop up and instead of draging and droping,clicking on the item automatically stores it in our inventory. -
Neithertheless,that's his personal view and it dosen't make it any less valid. :) You see,that's the point of this topic,despite our internal disagrements and different opinions,goal is to discuss and expand further upon the player's inner whishlist. Knowing that a topic of this nature would create controversity,i purposly classified the playerbase and it's opinions into different categories. I did this as a way for people to express themselves freely,without the fear of denouncement. Despite my own personal opinions,i wish to remain neutral without attacking a certain playstyle. The feedback is invaluable as it gives a clearer image of the fanbase opinons,about a topic that's very hard to elaborate on...
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Is survival about avoiding death against other players? Because by these standards GTA V and other shooters can be classified as survival games. Survival is the procudure of keeping yourself functioning When i think survival,guns is the last thing that comes to mind. DayZ and teamwork mix well,but only in a firefight scenario. Although i strongly believe that a survival title should be more than that. I think DayZ's number 1 problem is that it's lacking gameplay mechanics. So enforcing and encouraging a more teamwork aproach would certainly benefit the game. Players that are more PVE oriented are currently suffering and player interaction is admitedly preety bad. Is someone wrong for playing DayZ as deer hunting simulation only with people? No. But,there should be more value and gravity to a human's life.
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I'm not upset about people sharing other opinions. I don't wish DayZ becoming an arcade shooter(h1z1)and believe that hardcore survival is the key element for this game,i stick to my guns 100%. Many share my reasoning but when the time comes to advocate on the negetive side of realism,they conviniently forget their agendas. Survival is hard alone,there are plenty of ways to promote teamwork elements while not taking away from the simulation elements. This is what i wanted to see from people. :) Formulating their opinion the same way you did,straight and to the point. Well,what i personally want to see,is a survival,sandbox experience. However the direction is surrently towards a slow paced team deathmatch. Now,i don't know if that changes as development progresses,but i believe it would be a step in the right direction promoting teamwork gameplay elements. In my understanding,placing teamwork mechanics(radios,bllodbags,etc) without making them "gameplay viable" isn't gonna help.
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I think there should be some restrictions when playing alone. We all like the "lone wolf" play style and hate a system enforcing it's rules on us,but there should be more to gameplay. If we leave it as it is,players will be able to build whole villages alone. Would you really like the game that way? Everyone is quick to play the realism card but when things go against a certain playstyle,you chicken out. Most of you want a survival game heavily based on realism,you should accept the fact that a base cannot be constructed by a single person. You also claim to hate grinding,so should construction be like : drag - drop and poof - insta made base,"enjoy" ? Not gonna lie,i'm kinda disappointed,because it feels like everyone subtly avoids discussion about the stuff that really matter...
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Yep,Grimey pretty much sumed up my train of thoughts. Atm,the only advantage for teamwork would be faster looting locations and added security in numbers. However the negatives pretty much outweigh the positives,as you would have to share your loot with a third member. And if that member is neither an acquaintance or a friend,it's not really worth teaming up in the first place. Would that really work out though? Honestly atm people rarely use the ingame blood transfusion and resuscitation mechanics. I feel like they are mostly for show,just like walkie-talkies. That's due to the fact that design plays an important role,for players making use of the game's "cooperation mechanics". If for example,radios had a global range and was the starting gear for everyone,i'm sure players would use them. That's because the game would support their functionality (design wise). If they go ahead and implement the new medical and vehicle repair systems the same way as the aforementioned features,i wouldn't expect much improvement.
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Are they? Last time i played,night was a bright shade of grey,contrary to the mod's pitch black nights.
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Final Thoughts from an Early MOD player....
Damnyourdeadman replied to xalienax's topic in General Discussion
I really admire your honesty about all the upcoming future hardships without trying to sugar coat anything. Concerning myself,i have still hopes that you 'll make it through eventually. Tech is a major restricting factor,so i'm going to support your decision on overcoming this Goliath. That being said i'm very eager on what the new updated CLE has in store for us. -
Final Thoughts from an Early MOD player....
Damnyourdeadman replied to xalienax's topic in General Discussion
With all the respect Hicks,that was a very diplomatic answer. All the people posting here are only intersted in your game and your game only (and you know it). Nothing else on the market beat the experience provided by DayZ. Despite the state of the game being adressed as "early access builds",game has passed it's 1.5-2 development milestone. Consider this as a plea requesting for something to restore our faith and interest in the project. A large portion of the fanbase is curently on the sidelines waiting for the day the game is "reasonably fit to play". As 1.0 is a very long way from now,is there any planned feature,for players to look forward to in the near future? -
Final Thoughts from an Early MOD player....
Damnyourdeadman replied to xalienax's topic in General Discussion
I agree with that sentiment but it's also a fact that the mod delivered an overall different experience to the player. If the adredaline is like 1 in the SA it's safe to say that mod was 10 and that's not only based in the fact that the mod was new and exciting. But why is that? Let's go back in time and reminiscence on what it meant to be a freshpawn in the mod... Melee didn't exist back then,as a freshpawn you had absolutely no way of defending yourself against bandits or zombies. I remember bitting my gut in fear not to be spoted and in the sight of an armed player,the feeling intensified tenfold. That's not the case in SA,players go YOLO on armed dudes,punching away in hopes they land a headshot and render the poor sap uncouncious. Mod bambies on the other hand,had no way of causing harm,that fact alone promoted player interaction big time. Then bandits appeared,and took advantage of the poor defensless saps to steal them dry of all their equipment. Although it should be noted,that at the time it was somekind of a taboo to shoot them as they didn't posed a threat to anyone. As melee was missing,bambies had almost no other choice but to be cooperative and that further promoted player interaction. Then heros appeared,with a mission to defend bambies from the hands of bandits. Back then it was a more than valid playstyle,as there were people to protect and bad guys to shoot. A lot of friendships flourished by that fact alone but the possibility of betrayal still existed. Betrayal back then had a far greater magnitude than what we experience in the SA version. People were geniounelly nice and nobody was faking anything,thus a betrayal was equivellant evil. That's why imo the mod was a more accurate "human nature simulator" . But that's just the tip of the iceberg,there are pleanty more reasons that contributed to the game's success. Surely you remember how it was like sneaking through a city full of "scrapped vehicles" and "junk barricades",in fear of not alerting the whole village on your presence. Or the pitch-black nights and the fear of turning your flashlight on and all those pesky NV sniper hunters. What i'm saying is that SA should expand on the things that made mod a great and unique experience. I know that's better said than done,but the game needs to introduce something fresh and new,which will make players again,look forward to their next game session. This is something that is currently missing from the SA and we can't blame it soley on the "gradual lack of interest". -
UPDATE! According to the 22 April Status Report the VAZ-2121 "Niva" was [CONFIRMED] With a top speed of 137 km/h (85 mph) and superior off-road capabilities,it grew into an extremly popular vehicle. The legendary Niva can preety much scale everything,a force not to be reckoned with. Admitedly,i'm very happy with the dev's decision of introducing it into the game. Chernarus was practically made for it. :)
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Well,if they're good enough for Hollywood,they're good enough for me! :D However,this is something i would like to see further down the road when barricading mechanics come into play.
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Final Thoughts from an Early MOD player....
Damnyourdeadman replied to xalienax's topic in General Discussion
Well yeah,i don't argue with that. But as things currently stand hunting in the mod remains more rewarding than the SA. We still lack the incentives and means to promote it as a viable gameplay mechanic. If i rememember correctly a steak was around 2000 blood and that was kind of a big deal in the mod,having a cooked steak was equivalent to a first aid kit. However in SA there's no much need for cooking,players don't bother making bows and leather working is way too demanding for such low quality items. Maybe the updated,upcoming loot system is gonna make the difference,we'll see! Edit:Engrish -
Final Thoughts from an Early MOD player....
Damnyourdeadman replied to xalienax's topic in General Discussion
That's not entirely true. Sure,the early mod DayZ were unique and the air of excitement was still fresh. But some things completely separate the 2 titles,allow me to give a couple of examples... In the mod : No meele,freshpawns were defensless and that made everyone ultra cautious and fearfull of their surroundings. In the SA : Meele system,freshpawn boxing in the coast is common and everyone is not so cautious or fearfull of their surrounding. In the mod : Zombies were weaker but had an advantage in numbers,they made the player use extreme stealth and look for shelter. In SA: Zombies are stronger but are way less in numbers.they make the player use stealth but are manageable. In the mod : Bloodbags and Vehicle Repairs gave an incentive for teamwork,KOS was still pretty common. In the SA : There is absolutely no reason against not KOSing someone,KOS is another way to say hi! In the mod : Night gameplay was terrifying,pitch black nights were cruel with no one to hold your hand,i remember waiting for the moonlight to navigate myself. In the SA: Night gameplay is non existant,grey nights and gamma exploits ruin the experience,flashlights are junk gear because it's unnecessary. In the mod: Despite it being a mod,there were hardly any problems with persistance,the system allowed one geared character per server. In the SA: Persistance has multiple issuses and wipes are common,but the system allows characters to save across the database of all servers. In the mod: Animal hunting was an effective way to resupply with blood,it was more than a high nutrition meal. In the SA : Animal meat offers quantity and high nutrition,it doesn't reward players further. In the mod: No clothing,everyone had his preset clothes and changed depending on hero-bandit system. In the SA: Large variety of clothing,temperature system and no hero-bandit system. In the mod: Large variety of weapons imported from Arma 2,no attachment system. In the SA: Less variety but higher quality of weapons remodeled from scratch, with attachment system. These and many other small differences may seem insignificant at the first glance but really make a difference to the eyes of some players. *Edit:Sorry for the long edit,post felt unfair. -
Server hopping? Is there a solution? If not, what else....
Damnyourdeadman replied to rickyriot's topic in General Discussion
Until today,i still think that the old mod system was fine. That is the "one unique charachter per server" instead of the current global character database. I know Rocket's intentions was to introduce it as a refreshing new feature and planed to make it an exciting gameplay component,but the sheer number of server hoppers is ridiculous. Truth be told.there's no possible meassure to enforce an effective policy. If they can,people will always take advantage of the system,either it's the Gamma brightness,FOV settings or even the animation bugs. -
I want to ask the devs some questions from time-to-time...where is the best place for it?
Damnyourdeadman replied to The Gent's topic in New Player Discussion
Here ---> Developer Discussion & Status Reports Just pick your category and ask away! Also i'd advise going through the posts to see whether your question has already been answered. Cheers! -
That would be so epic! Scratch everything else,if the team makes this happen i'll be the happiest man in the world! :D
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Nametags + Reputation System Proof of concept
Damnyourdeadman replied to stray cat's topic in Suggestions
Just use the "special bb code" located on your top left (a light blue picture with a green stripe icon) and select the "spoilers" tag. Then drag and drop the images [*spoiler] Here [*spoiler] They will show up like this... -
Here you go,enjoy!
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According to the majority of responses,we seem to have a long wait ahead of us. Food recipes are a maybeFurther map expansion plans is out of the questionOnly 75 player capacity per server0.56 is probably planned for first week of May (maybe)Another vehicle addition other than the V3S is planned for 0.57+Renderer test is comming late May (only internally)Player custumization is a No (we kinda knew that but i held hoping...)Vehicle repair and inventory systems are tied to the new "inventory matrix" (propably 1-2 months)Multithreading is on standby awaiting new tech On the brightside there were a couple of long awaited features confirmed,like Craftable tents and Electricity. Personally i think that tech is the major restraining factor. It's a vital requirement of great importance to features like multithreading support or even additional performance,essentilal for increasing zombie count. The transition period to newer modules has only just begun and from the looks of it,seems like it's gonna be a long one...
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About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Damnyourdeadman replied to SonicSonedit's topic in General Discussion
Yep,development is moving in very slow paces. Despite not having basic vehicles (some would argue V3S is that) we still miss the new Renderer and improved cooking. Even the met features are WIP or in very basic form. But in this case it would be a waste of time fixing the bugs of a system that is gonna be completely replaced. In the end,all their proggress would have gone to waste! -
About upcoming stamina system, player speed reduction, vehicles and other premature game changes
Damnyourdeadman replied to SonicSonedit's topic in General Discussion
Well as i see it,they have 2 options... One would be to commit time and resources to fix these physics related bugs. Or they could implement a new physics system from scratch,like it was initially planned. (Q2) -
As 55.rolled out on Experimental,alot of people including myself grew fond of the food rarity challenge. However,spamming the search command looking for berries and apples in my book is time consuming and frustrating. But also finding tons of canned food in houses is neither something we could call a rewarding experience. Players want a hardcore survival game with strong foundations on realism and authenticity. So how can we find the perfect balance for all the different tastes? There is a solution that is both practical and realistic at the same time. :) Greenhouse Plant Spawns How does it work? : Upon server restart,every greenhouse will spawn a random number,condition and type of vegetables,meaning that a player can find every possible plant (tomatoes,zucchinis,potatoes etc.),of a random quality (pristine-rotten) and quantity.The majority would be empty,less than half would be rotten and a minor chance for healthy produce. What are the benefits? : Having this system,opens the way for dramatically lowering food spawns.Furthermore it makes a great incentive for survivors to cook and live of the land.Not to mention the fact that it "rescues" players from the dull berry and apple foraging mechanics. Is it Realistic and Authentic? : After the outbreak,it's safe to assume that alot of people left their greenhouse harvest intact.That also implies the lack of someone around tending to them,so the majority would be rotten rather than healthy,ready to eat produce.I believe this to be the case with this system as well,even though some harvest may prove useless for consumption,survivors would certainly benefit from the seeds,and plant material.
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Spawning bear trap/mine protection
Damnyourdeadman replied to IgnobleBasterd's topic in General Discussion
That would be a waste of time imo... Taking into account the map size,there is a bigger propability of winning the lottery than someone spawning directly on top of a deployed trap. If the spawned player fails to notice his suroundings,well...tough luck,no one's to blame except himself! Edit:Grammar