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rickyriot

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Everything posted by rickyriot

  1. I'm trying my best to like DayZ in it's current form. Many things are going for it but also many against and I've now wasted 10+ hours of gameplay due to game breaking bugs or unexpected results. To be fair the unexpected results could be filed under "stuff I should have known", but to say it's not endearing the game to me is an understatement. This time I got punched out by a zombie. I had full health and full blood, no cuts and was using an axe to defend myself. The zombie aggro'd then ran towards me, I raised my axe, swung and got a hit but at the same time the zombie hit me too. Ok, that seems fair enough, but the result of the hit from the zombie put me unconscious while my axe to their head did absolutely nothing to impair it's movement or attacks. Now don't get me wrong, I want a hard game, I wish for zombies to be rock hard*, my question is whether what I experienced is genuinely how people expect the game to work? If it is? C'est la vie, I'll just deal with it, but in the scenario I just described does it seem right? * I also want melee to be a solid and enjoyable part of the game, perhaps even key, but I've been asking for that for years and it's never arrived and I doubt it ever will.
  2. Dayz is online. Sure there is an offline testing mode, but essentially you need other players to make the game worth playing - unless something happens to the zombies to make them a credible and frequent threat. This is a screenshot of my server browser. It was taken less than an hour ago. I am based in the UK so the lowest IPs will be UK/EU based. I may be wrong here, but the weekend will see the highest player count and certainly at Sunday midday you'd expect a reasonable number of players. If the above does not zoom for you, use this url: https://i.imgur.com/peym2O4.jpg That is 5 pages of servers. My filters are set to show everything - even though I only play 1PP which in turn reduces further the number of populated servers available to me. To be fair there are several locked/passworded servers listed. I would have removed them but while there is a "show/hide passworded servers" option it doesn't work - or at least not for me. Bottom line? Online games need online players. There are no players, or at least very few, so I ask again the title topic: At what point do we consider DayZ dead online?
  3. rickyriot

    At what point do we consider DayZ dead online?

    I don't think there is anyone here who doesn't like DayZ, any disparaging comments tend to be borne from frustration than dislike, but the second part of your comment is obviously good news. I genuinely think there is an audience for the game, but it needs to match what people want (and what is offered by other games). Ultimately developers don't work for free and I say that as a dev (albeit in a different sector), as adults we have to accept the financial realities of things and if the product is not selling then there is no income. Merchandise can help with that, and DayZ has branding that has remained strong despite the age of the title, but it can't cover over the cracks. To me, fairly empty servers suggests that people are not buying the game because they are not playing the game. You might have had a bump in December due to 1.0 but even that across the whole year and I can't imagine it's enough to sustain the title. Consoles are a different revenue stream and I have to say I have no insight into the numbers on those platforms. Out of interest, and in regard to the "virality" comment, do you feel that the way 1.0 was framed was perhaps not ideal? You look at the stats and a lot of people "came back" to test it but those have dropped off somewhat and I feel (although only conjecture) it's the divide between expectation and delivery that has seen that drop.
  4. rickyriot

    At what point do we consider DayZ dead online?

    I'd say most agree with you on the exact way beta/1.0 has been framed.
  5. rickyriot

    At what point do we consider DayZ dead online?

    Tell you what though, if you want doom and gloom, I've often held up Miscreated as a game that if it just made some serious jumps forward it could match much of what most of us want from DayZ. Within the last 6 months or so they've improved quite a lot, added dynamic weather including a rather nifty snow effect and updated the UI yet have a look at the stats compared to DayZ... https://steamcharts.com/cmp/221100,299740#All DayZ in green, Miscreated in blue.
  6. rickyriot

    At what point do we consider DayZ dead online?

    Setting aside the overly dramatic nonsense, which nobody has suggested, your point has some validity - there are more servers so in essence that will spread out the player base. I think it's fair to assume that the weekend will be "peak users" and that lunchtime on a Sunday would in itself be one of the most active times within peak. It might very well be the case that some of these servers need consolidated a little, fewer servers but a higher user count overall. I have a hunch that you might have interpreted my OP as being one calling the game dead online, when I was more querying at what point do we make that general call. No game really "dies" of course, that's a judgement call rather than a literal one. Yeah, the hype train never really set up a regular service. It's not all bad of course, looking at the overall stats: https://steamcharts.com/app/221100#All It's noticeable that the ~30k users they managed for the 1.0 release shows there is still some interest in the title. The way it trailed massively off is telling though - even if it's now almost double what it was 6 months beforehand.
  7. rickyriot

    At what point do we consider DayZ dead online?

    It's a fair point to raise. I'd counter that my first post is subjective. Those are the servers I see and the pings I get. I don't mind playing on foreign servers, it just needs to be a decent ping to do so. The second post with the link to the Steam stats is probably a fairer judge of player-base. As far as I am aware those are global, but I could be wrong.
  8. rickyriot

    At what point do we consider DayZ dead online?

    Ah, now, I suppose I should have included the Xbox and PS4 versions into this mix. Apologies for being so "master-race" about it! I'm guessing if Bohemia can make money from the consoles perhaps there is still a motivation to continue to support the title.
  9. rickyriot

    At what point do we consider DayZ dead online?

    Out of interest are they meaning official or community? I used to play on the official UK servers, some of which used to be 1PP (or at least I thought so) but now there is not one that is. If it's the case of reducing the official servers then job done as far as I am concerned as there is no decent official 1PP server within a decent ping range of the UK. There are two NL ones, but their ping is normally 75+ As for community, I'm not sure Bohemia would want to restrict the number of those. Hiring and maintaining a community server is clearly an act of someone engaged with the game and to restrict that would be counter intuitive.
  10. rickyriot

    At what point do we consider DayZ dead online?

    More stats, this time from Steam, showing the number of players: https://steamcharts.com/app/221100 I'm not sure what anyone's guess would be, but I'm going to assume those figures don't match it. Don't get me wrong I wish it was not the case, and you could make a case that there was a spike in December when 1.0 was released but it's fallen by over 2/3rds since then - albeit there are more players in Feb than there were in over a year stretching back from before 1.0 was released. The sad and obvious reality is that it's a bit of a death spiral; less people playing > more empty servers > less people wanting to play > less people playing > more empty servers > etc, etc... Edited to add one other thought. Considering the number of players will generally dictate the sales of the game, and sales of the game go towards paying Bohemia staff just how long is it financially viable to support/develop the game? Aside from the finances the vast majority of people in the forum bought the game as EA, now we have 1.0 that's effectively the "promise" complete. There is now no longer an "ethical" reason to continue supporting the game.
  11. rickyriot

    So is this normal? One punch death in melee.

    Are we talking in real life here? If so I could explain both the logic and physics of why you would want to hit an oncoming opponent rather than dodge them. As for in game? There are probably several successful strategies, and as I say the one I was employing before was fairly successful barring the odd hit. I think we'll both agree that the melee combat is some way off from being fluid and it's only then will we have a true picture of how to interact with the zombies.
  12. rickyriot

    So is this normal? One punch death in melee.

    Apologies in taking so long to reply to this. I was unable to capture the one-hit knockout, but the fact that others have reported it is good - it means it's not just me and that it will get worked on at some time. In terms of behaviour, I'm well aware of just how difficult and complex coding the AI is. Many things have unexpected outcomes. I'm glad you don't think what happened should happen in general although I will fully accept that ultimately you do need RNG within the system and that RNG can sometimes lead to harsh outcomes. Is it possible to one punch someone unconscious? Of course it is. Could it be I was just unlucky in this instance? Extra unlucky considering I had full health. I take on board your comments, but up until now I've been managing to time my swing (whether weapon or just my fists) as they come at me. They'll get a little knocked back allowing me to engage in melee. I don't mind taking the odd hit, albeit close melee doesn't feel like anything except spamming the hit button and hoping for the best, but in general that one or two hits they get do nothing more than damage my clothing or perhaps cut me. Just wasn't really expecting a full out knock down. As for your "think about it" comment, in real life if someone bum-rushes you then the odds are far more in your favour if you do take that risk and hit them first rather than dodging. I understand why you'd think otherwise but it doesn't actually get borne out in real situations. That said, I appreciate you were only mentioning it as an analogy, and in the game perhaps you are right.
  13. rickyriot

    Who actually build bases and repair cars?

    For me, as a solo player, the only reason to base build is to have somewhere to stash items. Repairing cars is just a means to an end. I certainly don't want to create some sort of fortified base or a car pool of vehicles.
  14. rickyriot

    Any update on Notes returning?

    They were a great idea but in the grand scheme of things, I'd be more concerned they turn their attention to the many things missing that actually affect the game. No harm in asking for an update of course, not at all, but I'd be worried if this was in any way a priority.
  15. rickyriot

    cars still flip and you die

    Ta. Seems obvious when you think of it. I see a small update dropped, perhaps that's solved it.
  16. rickyriot

    cars still flip and you die

    For me it was the exact same situation. See a car, it doesn't have all the components. I get inside as I believe that is how you can tell what's missing - I could be wrong with that, I honestly don't know because looking around I see no "see car state" option so it seemed like the next obvious thing - and it hits me with instant death. I know what it is, it's a bug relating to the positioning of the cars as to resolve it you take off a wheel then replace it again and the car "resets" it's position allowing you to enter without dying. I only know this after doing a google after the second time - as I say the first time I thought I had fallen foul of a boobytrapped car (if that is possible, but then if it is you just know someone will do that to f**k with others! In many ways I wouldn't mind that if it was both noticeable and you can disarm the trap). Even if getting into the car isn't the way to determine it's damage status, perhaps it's more nuanced in that you visually need to see what's missing (ie: car won't run, open bonnet/hood and see visually there isn't a spark plug - and if that is the way to do it then I applaud the nod towards realism), the very fact of getting into a vehicle even if it's not working shouldn't instakill you. I will add that it's been hatchbacks that have killed me on both occasions so I can't comment on other vehicles. I'll be honest and say I've not seen any vehicles other than them. Ultimately the most frustrating element is that you realise what a bonus finding a vehicle is. You'll spot it evaluating it's rough visual state, give it some time to check nobody is camping it, then work out if you have enough carrying capacity for the parts as well as whether those parts are likely to be lootable close by or maybe you'll go looking for stashes buried in case the car was running and when someone went to log out they removed and buried the "useful bits". It's only after maybe 5 minutes getting all excited, doing the maths only to have it cruelly snatched out of your hand by a bug.
  17. rickyriot

    cars still flip and you die

    Been killed twice in a row* by this bug, that was after being killed 3 times in a row by the bug regarding not being able to swap out melee weapons. That, combined, is about 5 hours of gameplay. Both of these things are fundamental to the game, the fact that these bugs exist in a 1.0 (1.01) stable branch release is really poor. As a developer myself I always give the benefit of doubt when it comes to bug identifying and testing but things like this are a real black mark against a game that really can't take the added weight of even more game breaking issues. * You might think that twice falling for the bug is daft and it is, but I didn't realise that was the bug until I googled it. I had thought someone might have planted a landmine near the car as a "fun joke". Turns out the joke was being played by Bohemia, not other players...
  18. rickyriot

    Some feedback and questions

    You say "too strong", I say "factually inaccurate". I fully understand how difficult coding effective and believable protagonists can be, however I would contest that in it's peer group (whether that be Miscreated, 7 Days to Die, State of Decay, Dead Island, Dying Light, Left 4 Dead or any other number of zombie open world survival games) it's easily the worst implementation. What's disappointing is that this element of the game has been core since the mod, and while the mod had clunky enemies that was a mod released 6 years ago. We really shouldn't be "at this position" so late in development. You can argue the engine, animation, character and all sorts of other elements have changed - and you would be right, they have - but that isn't an excuse for the state of them when you consider this is an official 1.0 release. There is also the point that you can abstract the base elements of AI and work on them in isolation - essentially removing any potential bottleneck such as game engine, animation, character, etc and Bohemia have had a very long time to do this - it just seems they didn't consider it a priority in any sense. That's their choice, at no time am I saying they are "wrong" in the way the development has been done. Have there been mistakes? Sure, I think we all accept that, but simply as a game player I shouldn't have input into how they create their games. However I have an opinion on the end result, as do others. Has there been improvements? Of course, although to be fair some of those were retrograde rather than progressive. I spotted zombies climbing a chain link fence the other day. Not sure if that is a 1.0 or 1.01 inclusion but I'd never seen it before. That's an improvement. It's not like I'm hating on the current system because I want to, it's just a reflection of the game outside an echo chamber and in comparison to it's peers. Am I on record as saying the visual and aural environments, including the frame rate that it runs at, have been improved considerably? Yes, I am. I will also say the UI has also improved with the 1.01 release (albeit it wouldn't be hard to improve from the last iteration). It's not like I've seen the improvements made to the game and stubbornly ignored them, my issue is that the protagonists are key. Without them this is nothing more than a PvP game, and if we are being honest here there are numerous "by the numbers" PvP games out there that do what DayZ does but better.
  19. rickyriot

    Anyone else having problems with melee?

    I don't really understand what you mean, my item is already on the hotbar. Not sure what you mean by EQ but I presume it's the [tab] inventory. Are you saying I need to click the item in the hotbar rather than selecting it via a hotkey? I'm not sure how possible that is when in close combat though - and it's close combat when you find out if the "slash" move is bugged. I mean, thanks anyway, if it is a work around despite being a finickity one. The new UI in 1.01 is a lot better though, much more responsive and (unrelated to the bug) the ammo is easily distinguishable, which is nice I suppose.
  20. ** For clarity: We all know the "bug" where you can't change your weapon because there is not enough room in your inventory to place the item currently in your hands. That is not a "bug" nor is it what I'm talking about here. ** So, for my last 3 playthrough's I've been killed by the zombies, and it's all down to some weird melee bug. At least it seems like a bug to me, and if it is then it's quite the showstopper, and I'll be interested in whether others are suffering from it. The scenario is generally the same; I don't have a bladed weapon in my hands but I do have one in my inventory. I swap to the item via the hotkey, press right mouse button to get into a fighting stance and click left mouse in order to slash. Fine, we've all done that loads of times before and there should be no problems right? However recently I've swapped the weapon into my hand, raised my hands to fight but when left click to slice it does nothing. No animation, no sound, nothing - as if I hadn't pressed left click at all. This happens randomly it seems. There seems to be no common denominator in regard to weapons or inventory space. If I try and swap out my weapon it won't allow me (except once, and the picture below shows the result!), I am stuck with a weapon I can't use and one I can't swap out - leaving me defenceless. This has now happened to me 3 games in a row, and although it's not every time I select a melee that's several hours of play that's been lost by my melee utterly failing me. One time I did get the game to swap to a weapon, it allowed me to pull out my pistol (but not the Scorpion that was held in a separate loot slot), when it ended up in my hands this happened... No, I'm not putting up a defence, that is the "natural stance". I am not actively blocking, although the image was taken "while I was in combat" I did manage to run away to capture this screenshot. What happens if I press right shift (in some way to cancel the blocking hand gesture)? Nothing. What if I press left click, well it fires the weapon - directly up into the air. If I lean forward as if I could somehow tilt the gun to a more horizontal level and shoot a zombie then the aim remains directly into the sky. I can't imagine I am the only person suffering this issue. On a side note: I was happy to see the 1.1 update - although in my (somewhat cynical) opinion it's the "let's release the stuff that wasn't ready for the 1.0 release date, despite the game not being worthy of a 1.0 release yet" - but I shouldn't complain as we are at least moving in the right direction these days. Has that update fundamentally changed the way weapons/melee/inventory works? I checked the release notes and I don't see anything listed.
  21. rickyriot

    Anyone else having problems with melee?

    OK, well at least I'm not the only one suffering this. I have to say, I don't believe I can hide my weapon. I tried all sorts of things. I understand how easy it is for bugs to get introduced, but this just underlines the game is not 1.0 ready.
  22. rickyriot

    Some feedback and questions

    "They are almost perfect now"
  23. Since the introduction of modding it's becoming clear to me that the things the dev team have failed to add into the game, despite us hitting 1.0, will be added by modders. "Missing" weapons, objects and maps already fill up the Steam Workshop and I can imagine it's only a matter of time that the true survival stuff (stuff that really _should_ have been part of 1.0) will be rolled in not by the devs but by modders. What can't be fixed by modders though, is the enemy AI - or at least from my understanding it isn't an easy thing to "mod in" (and I am happy to be corrected on this). This requires the dev team to do this and in many ways I think this should be one of the highest priorities. Unless of course Bohemia are looking to just set this as a PvP game with zombies as a pointless annoyance rather than a threat - and for me this is where the game is at just now. Apologies if there is an actual dedicated and valid roadmap that details when enemy AI is going to be completed (and it's fair to say it's miles from completion just now), I followed the status updates and most of the chatter in the forums and the most I've garnered is that "yeah, that's something we'll look into". The question is, when....
  24. rickyriot

    Official servers disappearing.

    I'm unsure if this is an issue with the server browser but I have less than 10 official 1PP servers, when before it was easily 5 or 6 times that. There are the non-official ones of course, and while that's an option, I would like to see the number of 1PP only official servers increased.
  25. rickyriot

    When will the zombie AI be fixed?

    Nail, hit, head. The melee is very poor, although in my defence I use the term "AI" to represent all enemy actions including the melee and not just their movements outwith combat. As I said before the poor melee is somewhat of a surprise considering many status updates trumpeted the new animation system and how it would link seamlessly into combat. So both amadieus and BCBasher make the same point (what is wrong and what do you expect) so I'll answer you both at the same time. What I am looking for is a non-player enemy to act in a manner that is both "realistic" and challenging. Realism, while we are clearly dealing with a non-realistic threat of a zombie apocalypse (or whatever lore you wish to offer up), should relate to how the enemies interact with their general surroundings and the player. In terms of positioning, I can't really complain. No random zombies in the middle of forests, while lots in the middle of cities. That's fine, although clearly it would be lovely to see more everywhere. However the movement is clunky, they are akin to an abstracted layer than inhabitants of the world you are. They will glitch through things, will teleport and/or suddenly react and run off through a wall then disappear. Other games such as Miscreated or 7 Days to Die are hardly leaders in developing AI but their protagonists act like they are part of the world. So movement is one. The second element would be interaction. I don't mind too much about the "area of influence", as that can be tweaked. Want more sensitive zombies, sure that can be done. The melee when you do interact is, as mentioned in my reply to Parazight, doesn't give you the feeling that you are actually in a fight. Take out a knife, right click to swipe, swipe three times and they are dead. All the time the zombie just stands there taking the punishment and not reacting. Now to be fair if you hit them when they are arriving into their "melee space" you will get a reaction but that's the only time I see it. Finally what most people would consider AI, which is their pathing and routes taken around the world seems utterly unrelated to that world. Eseentially I am looking for zombies that are an actual challenge, they are not that at the moment. I'd even put up with jerky and glitchy movement if the threat for them was genuine. They are annoying because they are glitchy and a pain in the ass to fight. This would be fine if the game was solely PvP with some extra environmental challenges but that isn't how DayZ has been pitched. If Bohemia removed the zombies and said it was now an out and out PvP then I'd have nothing to complain about, it's because it's always been pitched as a PvE (players, zombies and environment) that I expect the competence of those threats to be equal - at present it does not seem to be the case. Some might say of all this, "but it's still early access" or "it's a beta release", but it's not, it's 1.0 and this sort of thing should have been resolved before a full 1.0 release. And finally this... Do you feel condescension is the way to go here, bud? I feel it's probably not.
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