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.
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Stay safe out there,
Your DayZ Team
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Everything posted by gorvi
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0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
about the only thing which matters in this post -
Building DayZ is like eating an orange. First, you have the skin...then the sweet, sweet innards...
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I see no bananas in holsters in the checklist and am deeply concerned.
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I'd rather just post this considering your posts seem like a low key "DayZ is dead" echo. The chart shows is what everyone else has been saying. Spikes in players during major patches/updates. Not only that, but it shows a decline in users just before the Enfusion update when the new player controller and animation system was announced. This is for two reasons. 1. Software engineers needed to focus on the new systems. Attention was taken away from other areas of what would be gameplay or "gameloops" as it took higher priority to complete said loop. 2. Users paid attention to status reports. They understood it would take a long time and took the advice to play other games until focus could be shifted back to gameplay. 0.60 was a great patch for player numbers, but unfortunately DayZ was still plagued by legacy systems. This is the main reason you see such a drastic decline in numbers compared to other updates. For future reason why 0.63 is so important, please regard this. "User actions as we know them are great as they are very robust and allow usage of anything in any way you like, which leads for such a great ArmA 2 mod as DayZ to happen. Imagine if there were only shooting and door opening - such a situation would leave you with a very limited possibility for application of your creativity as designer. On the other hand user actions are also known for their not so friendly behavior like scrolling menu, issues with precision and our underlying implementation of actions on own character and others in SQF paired with old and limited animation system led to many problematic situations, to mention some, no elegant way to cancel action, spamming actions or serious ones like duping. New user actions and controls are designed to be modern, user friendly and of course to address all issues which we run into with the old system. Actions will be contextual, for example performing same eat action will feed yourself, or your friend when you are looking at him. They can behave as single event or can be performed continuously, think of flipping the switch by clicking the use button or drinking from a water bottle while holding it. You can perform them during other animations, so you will be able to eat while traversing countryside. Canceling continuous action can be simply done by releasing the use button. All this and more means that scrolling menu will become redundant in the end as all possible situations are covered through different usage, based on context and duration of action. Every item can be used as melee weapon, and with redesigned controls comes a fresh breeze to melee fights as there is a difference between one click which performs quick attack and continuously charged heavy attack which is performed by releasing the melee button. This allowed us to finally use firearms as melee weapons - bayonet stabs, buttstock hits or pistol whips. Best of it all is that we removed so called aggressive stance which was mandatory to attack with melee or shoot from firearms and it felt forced as it was too static. Now readying the firearm for shooting is a continuous action so once you release use button your firearm is lowered to waist level. Prone position and bipod can make your life easier as far as keeping your firearm ready, also we would like to examine weapons resting in the future. Items can be dropped, rolled or thrown which is especially useful for grenades. I'm convinced that with new user actions and controls coupled with new animation system and physically based character, DayZ will become a fluid, modern and pleasant experience. I'm looking forward to this day, as with these changes it will feel more like DayZ 2.0 than with any others." -Peter Nespesny
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A man only hears what he wants to hear and disregards the rest. Hounds follow those who feed them. It is discouraging how many people are shocked by honesty and how few by deceit.
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DayZ has always been
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Nights need to be dark unless its a clear night and a bright moon. There is no room for complaint from players considering light sources are readily available.
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Maybe its time you took a break again. Your demeanor over the last couple posts hasn't been in the best of spirits. You are taking what I said out of context and turning it into a personal attack while also offering nothing but anecdotal and false evidence behind the justification of your actions.
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Assuming you aren't taking alpha out of context. There are a lot of times where criticisms completely warranted the response of alpha as it was most users first look at development from the ground floor. Gradually it has become somewhat of a derogatory term in the eyes of casual users. There is no real word that can sate peoples displeasure when it comes to the early development grind. Constant balancing of gameplay when major systems are still changing is a huge undertaking which most developers dont even bother attempting. DayZ had some balance, but ultimately was restricted by legacy engine features. This confused fans as some problems would be fixed while others went months, if not years to be addressed. The funny thing is; dev's explained this. Supporters explained this. Eventually after each new user would ask the same question, alpha became the only response most fans would be willing to give.
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This sounds good on paper, but its not the case. Alpha: Feature planning and building the tech which supports those features Beta: Refining those features into polished gameplay. Skipping alpha phases for early access not only decreases feedback, but also very valuable data which is actively collected to help better build those fledgling systems. I understand it can be frustrating, but if these are not processes you wish to be a part of it would probably be best to avoid purchasing any early access titles until they are at a point you will enjoy.
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I can not stress this enough. Lots of users think that trolling and "nipping at the heels" of the devs makes them work faster, when in fact its probably very depressing to see all your hard work being called shit at the end of the day. Some devs took time out of their personal life to try to explain things only to be met with backlash. For example, I enjoyed Brians perspectives into game design and his passion for DayZ in the status reports. Alas, it only became another attacking point both against the development of the game and his character. Quite frankly, devs are doing the right thing by keeping their heads down. It just sucks that those who legitimately care about the game get left in the dark because a bunch of bad apples.
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This is work which was done while they are waiting for these new features and systems to be complete. Tweaks to the melee system are just that. Tweaks. The underlying tech is complete which allows devs to fine tune and internally test how it operates in a live scenario. Since they are working on more features which are considered blockers for experimental, it gives devs time to play around with things. You are overreacting and reaching for reasons to discredit the team. Its comments and attacks like yours which make the devs avoid the community. All the answers are there if you took the time to both look and learn rather than going after BI and the devs because of your own ignorance. I'm sure if you didn't act so aggressive and show a willingness to listen a lot of your concerns would be addressed by both the community and devs, but it feels as though your mind is made up. The most that can be done at this point is wait until 0.63 so you can make a judgement with a fresh perspective. Lots of very hard work has gone into DayZ and Enfusion which inadequately translate to words when users dont understand the underlying tech devs spent years on to make possible.
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The bigger goal is whatever you make of it and an epic beard.
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Even if they use that page like a piece of toilet paper? There's a difference between expression and attacking something because of blind hate or an unwillingness to learn. DayZ already has a bad rap because of peoples misinformed "expression". These forums are not the place for that type of attitude. Although, I'm sure other places will cater to it.
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Remember. This is based upon how quickly the work goes. 1.0 could take into 2019 or if ahead of schedule we could see some of these features in November.
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One issue some players have with the map is how the North and West boarders are going to work. I think it would be a good idea to have it filled in with very thick woods instead of some sort of invisible wall. The deeper the player gets, the more fresh infected or predator animals are spawned which are programmed to automatically target the player(s) until they are away from the boarder. I'm not in favor of an actual wall or fence or anything. That would feel unnatural unless there was some sort of lore behind it like the Berlin wall or something. Rather, I would like to see some sort of game mechanic or gameplay which deters players from venturing that far to the maps edge. Increasing infected or predator spawns coupled with natural or biological barriers would be a great way to achieve this. Infected with increased spawns and/or their life cycles beginning there will deter players from wanting to hang around the very edge of the map when most gameplay should be focused away from it. The main idea is stopping players from exploiting the map boarder either by pinning players against an arbitrary game mechanic such as invisible walls or by camping near the boarder. A never ending stream of infected coming in from the rest of the region coupled with predators, biohazards, and naturally blocking terrain would make a great way to counter this.
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Altis and Limnos are the same thing. Also, Altis's total land mass is 300km2. The actual map size is much larger. 625km2. If you were to overlay South Zagoria over Altis from the top left there would still be 5/8 left.
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I'm not sure if we would see a sling within the game. The main thing of the video was to show off how cordage could be made from natural fibers.
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Not entirely. VSB3 has shown its possible to have automatically generated terrain. I know they are different branches of the engine, especially now with Enfusion, but it does show that its something which is possible to reduce workload. Besides. I said this could be planned after release as DLC or something. As it stands, Chernarus+ is the main focus for the release candidate.
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Of course it is. Although, RV and Enfusion was specifically designed for this so they would need to find solutions within their engine. This means it would operate completely different than what was presented in the Unreal tech demo.
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The current maps size isn't going to be expanded but there is no reason why it couldn't be added into a new map after release. Altis is almost 4 times the size of south zagoria. Thats on the the old engine. I could see a full sized Chernarus map being possible with Enfusion.
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Shoelaces too!
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You see problems with anything. Lets discuss solutions which can give the appearance of a natural landscape which deters players rather than just ignoring it and going "oh well". That sort of logic could have been used with many gameplay features. Devs are trying really hard to avoid any immersion breaking aspects of the game. To answer your questions. 1. Extremes which dont apply 2. Easily done from a lore stand point. Armies, especially European ones, love their checkpoints and fences. We already know there was an attempt at quarantine which failed. This would account for partialy completed fences. 3. See above. For a new player with fresh eyes, coming across the debug plains would rip you right out of the world devs are trying to immerse users into.