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Everything posted by gorvi
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What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
My main question is regarding how infected are going to operate. Will there be some sort of system which virtually tracts their movements and life cycles? At this time they would be despawned from the map until a player comes into range. Once the infected are within range they will spawn physically into the world and continue to follow their life cycle and normal PvE behavior until no players are within range at which point they would be despawned again. This would allow for a more natural feel to the infected. You could leave an area and then return to find the same infected as before rather than a bunch of random spawns. -
Sadly. I dont think it will. There are many people out there who make it their life mission to cause discord within the DayZ community. Coupled with poor management of public venues of information, there is going to be a lot of disposition which will be very tough to overturn. BI doesn't just need to release 0.63. They need to make a huge splash and re-establish their presence within the gaming community to remind people of their innovation and vision in a big bad way.
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What is the difference between a trigger and a dynamic event?
gorvi replied to Weyland Yutani (DayZ)'s topic in General Discussion
I never realized how much DayZ needs beehives and collectable honey until now. -
Random tripping could be if your character has a broken leg, is sick, or is drunk/high.
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Let’s talk about the night-time, shall we?
gorvi replied to Kirov (DayZ)'s topic in General Discussion
Which is why this needs to be a feature. -
Who really cares if it takes a few extra months. We've waited this long and I'd sooner have a well polished and fleshed out game rather than rushing it. Any extra time will be to make sure they deliver the experience DayZ and its fans deserve.
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I'm on the same page, so it sounds like both you and I can just sit around all day agreeing with each other. Different shoes/boots should effect gameplay more than aesthetic or a knife slot. Quite frankly, most boots should be able to conceal a knife Sneakers should be able to "sneak" more reliably than a heavy soled work boot, but is more vulnerable to environmental factors such as wetness and damage from different terrain.
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The problem with doing this is that it would take away resources currently being used to develop the game. Just as much as devs constantly answering questions while on the company dime also takes away from time worked on DayZ. There needs to be a balance between what aspects of development are focused on such as community involvement and how it will help benefit the game and the company. Its nice and all that devs give us status reports, but at this point I'm wondering if it is even worth it when they are being either ignored or used as a point of attack against the team and BI.
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Before people freak out about "too real". I assume these are risks which accumulate over hours of playtime depending upon the situation the character is currently in. In example, crouching and moving will very slowly decrease the condition of a players shoes with the risk of ruining them faster when at a damaged state. On that topic, this is something why I would love to see shoe's and boots have laces as an attachment. Not only for the chance of laces snapping, but the possibility to use laces as cording which is a very important survival tactic.
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Except this can take away from development or a devs personal life. Brian spent many hours of his own time explaining stuff to users just to get dragged through the mud or outright ignored. Concerns are always valid and personally I would like to see devs chime in and talk about some sort of advanced medical system. Something like what is offered within Project Zomboid. This may not be a top priority at the moment though. Sometimes patience is a virtue.
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Most other games do work on a somewhat open-ended timeframe and spend a majority of their development behind closed doors which can take upward to a decade. The only difference between them and other early access games is that users now get to see what is happening from a development standpoint. Its also one of the rare times where development can be frustrating for both developers and users. With other titles, users are usually never aware of the game until its nearing a release candidate, the fatigue which comes with long development cycles, or problems which can set the game back. Even some of the more popular titles can see delays for months, if not years. I agree that some of the magic has died down, but most users have done what was recommended and took a break until they can return to a fresh experience. Your idea of what game development can mean is a little skewed. BI is not a small development team constantly under the gun from a larger publisher like the very competitive working environment of companies like EA. BI currently views DayZ as an investment they are willing to gamble on and offer their full backing. Rest assured, it will be one of the few platforms out there which offers a fully supported modding toolset that can operate within a MMO type environment. This not only allows devs to give us the game which was originally envisioned, but modders the ability to create their own play styles or make entirely new games. This is the strength behind DayZ and Enfusion. To tell your stories.
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"let me make it clear: we will be adding jumping, alongside with climbing over obstacles later, after ladders are done, as smooth traversing through environment is very crucial for DayZ gameplay." -Peter https://dayz.com/blog/status-report-12-december-2017
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I never even thought of this aspect. This is a great idea to help promote users utilizing different light sources or keeping to a path/river when in the dark.
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Of course they will be continuing to work on it. This was most likely a preview of the new tech allowing watercourses which still requires more work from the environmental and art teams. Devs stated items and players dont have physics while in rivers or oceans and wont react to the current. This is something which I would like to see as it opens up many more aspects of gameplay which uses the environment to the players advantage, or disadvantage.
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It also doesn't help that one of the main venues for DayZ, reddit, has become a very toxic community with both users and mods who encourage and enable a strongly biased negativity toward both the game and BI. The mods do nothing to promote the game in a positive light and allow misinformation and harassment to run rampant. Support for DayZ is often met with inflammatory remarks toward the fans and devs which are never removed, nor even follow the subreddits unforgotten rule of "be nice". Some may treat this as "nipping at the heels" to encourage development, but all its doing is damaging both the DayZ brand, community, and its profits.
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I'm not sure what you mean by this. DayZ has gone through many changes since being released to early access and is already miles ahead of unsupported features offered within the mod. Besides the huge change to the engine and switching DayZ to Enfusion, new features include updated sound technology, new scripting language, dynamic shadows, predatory animal behavior, new shaders, increased map density, and the continued implementation and updates to the central economy.
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This isn't planned as far as I know, but AI modules from Arma may be compatible or modders may be able to introduce them.
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Only fallen apples I think the question was, by the time features are being polished for a release candidate will apples and other collectable items be attached to other objects. Other examples include weapons on gun racks, harvestable foods such as berries and tomatoes, low branches from trees, and lightbulbs from fixtures.
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There are problems with these other titles which use a third party engines which may come with their own limitations. Support from the company of the licensed software can sometimes be slow or non-existent and licensing fees can be quite costly. Resources can also increase with every additional platform which in turn takes away from development both financially and in progress. While the development of DayZ might seem slow from an outside perspective, deciding to stick with an in-house engine is the best choice with a game like DayZ and future titles. It will allow for greater feature support built upon a already very robust platform designed by dedicated programmers. The work put into the engine to not only support features DayZ requires in order to make it an enjoyable experience for the end user, but also offers additional development tools for modders. The ability to add gameplay not necessarily within the scope of DayZ, but is coincidentally supported as well, is imperative for the future of the platform.
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I have always loved this idea. A stalled out carrier or other large boat like a cruise ship would make for an excellent destination. Besides the addition of another large island accessible primarily by air or boat, it helps geared players move southward on the map and spread out varying player interaction. If a group of players wishes to put in the effort to transport supplies from the coast and maintain such big target, possibilities for bases or barricades on a large ship opens up gameplay for player staging areas. Areas like these would also help use what would otherwise be an empty portion of the map. As another user recommended, oil rigs and other off shore platforms would make an excellent addition to Chernarus and help expand lore of the countries economical growth between Arma 2 and DayZ.
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Most of those other titles operate years behind closed doors so most users never see the trials and tribulations involved with creating a new title from an older, or even new platform. As devs have stated before. The data and feedback they have received from early access has been invaluable when it comes to both current development and future planning of design and features.
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Nothing should be 100% safe, but there should be ways to make it quite difficult but not impossible for players to steal loot out of a high tiered locked object. A solution would be some sort of combination safe which can hold smaller items which requires a code to unlock and explosives to breach. This would add a real life risk of damaging the items or causing harm to the player. Of course it could also require tools and/or some sort advanced lockpick which would be quite rare.
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Allowing the player to move while drawing back the bow is one of the reasons for the new character controller and animation system. Rest assured, you will be able to move with the bow but with a penitently to your shot.
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Maybe that is just your cynicism talking, especially when you try to write off any sort of optimism by using the term "fanboy". Because of the nature and history of DayZ's development some aspects of the game have remained in a broken state, but barely anything has been taken out. The only feature being removed from the promised feature list is animal companions. The reason behind this is because it would require a huge rewrite of AI, if not an entirely new module. Considering its outside of the normal gameplay of DayZ, I can see this being introduced as a free update or DLC if there is still enough demand from the community.