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Everything posted by gorvi
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Broken bones and fractures will return. Its not a high priority at the moment and devs want to do it right compared to what we had for the mod and alpha builds of SA. This means a whole slew of art, animations, and of course programming which are better spent getting other missing features and items from 0.62 into the game. As much as I miss the mechanic things like vaulting, fishing, and the huge backlog of missing items were more important for the game as a whole.
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Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
This isn't the problem at all. Barricading is going to require a lot of work where basebuilding has been in the works for many, many years. Survival aspects rely on server performance where guns already have the standard assets ready for implementation. The biggest focus is server performance which is why its been the main topic of discussion for experimental patches. -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
This is absolutely the main concern with devs. Once they are finished getting the servers more stable and polishing recently added features I'm sure they have a backlog of assets to power through. It does no good to keep adding stuff if they can't pinpoint if its the engine or the feature causing the issues. -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
Just to be clear. Nobody is allowed to have an opinion about your opinion? Am I getting this right? -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
This isn't a game design choice though. Its simply a condition of missing features which aren't prioritized. Personally I'd rather have a stable game where I die from game mechanics rather then crashes and server database issues. -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
If you're so cynical then why even bother trolling the forums? Devs are still following the original vision and nothing has changed regarding that. Persistance issues aside, the loot economy was always designed to be more than simple spawn points. It was to offer a supply and demand type system that would encourage players to interact be it through whatever means. If you wish for a different game or playstyle there will be custom servers or other games which might meet your standards. -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
I'm going to have to disagree with you there. That might be the current situation until persistence is fully working as intended but loot will very much matter. Just like your people is a resource analogy, materials are also a resource. The only stickied post on the general forum is for trading and this should ultimately reflect what will be a huge part of the game. -
Who actually build bases and repair cars?
gorvi replied to Evilsausage's topic in General Discussion
Besides the technical problems still being worked on this sounds like another "Muh responsibilities. Make DayZ easier for ME" type of post. For that I'm sure there will be lots of easy mode custom servers soon enough. For vanilla, users need to approach the game reasonably and level-headed. If fixing a car or making a base is too difficult or time consuming you can either try to group up and split the work load or change your tactics such as using banditry to achieve your goals. Nothing in this game was designed to be easy but instead intuitive and authentic. Trying to brute force the game mechanics be it in game or on the forums are just going to lead to further frustrations. On a final note about bases. They were never intended to be a 100% safebox for users. I'm sure we will see many more improvements and deterrents in the future but as it stands they are geared toward active groups. Hiding tents and burring stashes would be a much more reliable solution for single players or small groups. -
There is no option to do it via 3D editor like in Arma 3?
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How would I go about editing the map for things such as outposts and etc?
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When I try to import the chernarusplus.wrp file in Terrain Builder I get the error "Source file is in unsupported version format" Any suggestions?
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Thats odd. Maybe the xbox version doesn't have the new damage system in yet? Could you use xbox game dvr and reproduce the issue. When playing on PC I need to hit center mass with a high caliber bullet on a character for any real stopping power or one hit kills.
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Are you playing on 0.62 or 0.63? Hit boxes was a known problem and a mechanic from days past which games like COD still suffer from. It has been revamped so elbow shots and etc will only make you die from blood loss or pass out.
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Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Pretty much this. I'd use sidestep for the directional swing which can leave the attacking player exposed on the other side and momentarily prevent blocking. -
Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Quick attacks are good against moving or sidestepping players but weak against blocking. Power attacks are good against blocking but poor against moving players. When it comes to directional attacks I would only like to see left or right swings take advantage of getting around a blocking player or kicking while blocking. -
Melee combat - which game do you think does it best?
gorvi replied to rickyriot's topic in General Discussion
Modded skyrim for me. DayZ has the potential to be one of the best melee survival games but devs need to make sure directional attacks or some other system offers a rock, paper, scissors scenario -
DayZ Standalone Base Building is almost here! How do you plan to use it?
gorvi replied to DR. IRISHMIKE's topic in General Discussion
I personally look forward to making small fortified bases within the wilderness or cities. Larger ones tend to draw way too much attention. Walled off alleyways and baracaded buildings, natural caves and cliffs, junk yard choke points. All these areas need to be ready for habitation. -
Lets wait to see how infected are in 0.63 and their impact on gameplay before jumping to conclusions.
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Wait.. So whos tied up in my basement then? Brb.
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0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
I think they are talking about the simplicity in making the item. Im sure this is stuff that will come with expanding functionality of the animation system and balance. For example, they mention lighting fires being easy and instantaneous while it should be determined by many other factors such as environment and dampness. Visual representation of successful or failed attempts should reflect this. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
I'm pretty sure this will be the long term goal. Without reliable transportation, its something we will have to just deal with. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
Its better to try and push the numbers after the engine has stopped going through major iterations and true optimization can begin. At first I imagine we will see the standard 60 player servers for testing experimental. Devs might try to push servers up to 200 near the mid/end of beta, but trying to guess at this point is a crapshoot for both devs and users. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
Not true at all. Its going to take a lot of work to make sure barricading will be working as intended and also fit within DayZ's environment. Rest assured, barricading will be more than just locking/boarding up doors and will work in tangent with the persistent player placed objects feature. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
Priorities are set for what major system those other features are dependent upon. The primary reason behind the animation system was a huge lack of tactile interaction with the gameworld with a legacy feature. This engine feature will cross the entire facet of DayZ's mechanics such as base building and bikes. In regards to base building itself, we saw a proof of concept with the introduction of tents. Programmers do intend on making it a fully supported engine feature, but this takes time and resources which first needed to be allocated to other areas of the engine. Rushing ahead would have easily meant other critical updates to the engine might have been pushed aside or bases completely reworked if the scope had to be dialed back in favor of performance. -
0.63 Developer Live Stream - 14th March 2018
gorvi replied to Baty Alquawen's topic in News & Announcements
This was only because of the Real Virtuality limitations. Dean very much intended for DayZ to have melee and other forms of combat. Its also very important for Arma 4 as the Arma series leaves CQC something to be desired. There is nothing worse than being left defenseless in a combat situation.