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.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
424 -
Joined
-
Last visited
Everything posted by Yuval
-
How can he forget such thing with trolls coming up out of nowhere mentioning it.
-
I don't know if it's just me but the way you write your essays are plain unreadable for me. Too many randomly UPPER-typed words, slashes, dots and weird symbols. Keep it civil if you want people to keep up.
-
Oh boy I can't even tell if you're serious or not. Take notes of your own essays while you write them.
-
Ah, your stubbornness is bigger than me. I'd have to cut this conversation because it won't lead anywhere. Ignorance wins everytime.
-
There were 4 thousand peak concurrent players this week. I don't understand what playerbase are you scared of fragmenting.
-
Hey there pal it doesn't natter how long you've been here, if you turn a blind eye over the fact "the people that own DayZ" had abandoned it a long time ago you are a fool. DayZ used to be a legendary game, a pioneer. It is now at the bottom of its cycle. It doesnt matter how much effort the dev team will put into the game, the man hours they can put are just a fraction of what modders do invest in their *free* time. Ever heard of Bushlurker? I highly advise you to educate yourself and see what legendary people have invested into BI platforms. Half-baked work is something you do see often in modding, thats how it is. Modders do not gain money and do their work at their free time. Your comment is an insult to many respected modders in the community who dedicated a great deal of effort to the foundations of BI titles.
-
Who's us? I haven't touched the standalone since patch 0.55. It is borderline boring and not fun for me. DayZ SA's vision is not something I ever liked. And thousands feel like me, way more than the active playerbase. People are not here for the technology. The 0.60 update that increased FPS to 60 didn't bring any new players back. The visual upgrade didn't bring anything too. I doubt new animations and base building will. It's not about the content. It's about the vision. It has always been that way. You have to seperate what a game means and what an engine means. DayZ is running on a good engine many people are interested in taking advantage of. But the game itself is something that had its peak at 2013. Your definition of "all" is not nearly the same as Bohemia. ArmA 3 still takes DayZ's playerbase to school, and not because the vanilla experience is amazing. BIS had always been a platform for modding. The platforms BIS offer are not a fixed game with a set of rules, but an adjustable experience. This is how BIS had been and why it has been so successful in the past few years. This "game" is not meant to be played the devs have shaped it. It never has. DayZ by its root is not a fixed game. Edit: In continuation to my reply, I do not think the vanilla experience is bad. In my point of view it is just another way of playing the game. Certain people like it, others do not. That is how it had always been. I guarantee you, the moment mods are released, not only the playerbase will grow but you will also use mods. Why? Because that is how modding have been. I do not want to bash on DayZ Dev team or BIS in general. But it is a common gig in the ArmA communities that vanilla tools by BIS are not near the quality of community made tools. You can ask yourself how is that even possible, but it is true I assure you. Anywhore, what I mean to say is that you need to look at this topic in a wider perspective, out of "the way I like is how it is for everybody" perspective. It isn't. The same way I accept what you like to play, I expect you do the same and be open minded. Let me tell you a secret, about a year ago I was banned from the forums for posting a topic with testings I have done with the older engine (pre-Enfusion) where I loaded legendary maps from the ArmA 2 DayZ days (Taviana, Panthera, etc..). I was banned straight away by the moderators for breaking rules or something. I had never thought of being active here again although I have calmed. Taking this story into account, imagine what this forum actually represents. A fracture of potential playerbase. Over 90 percents of the players who could be playing this game right now are away from the game and from this forum. Why you ask? Just because of such anti-modding behaviour. I remember the time people said PlayerUnknown's Battelground was a failing DayZ copycat. I'll have you know that besides PUBG had tripled the copies sold from DayZ. The origins of that game, began as a mod for ArmA 2 DayZ (later moved to ArmA 3 and then H1Z1). That's right! ArmA 2 Battle Royale mod - I remember playing it to this day (was a great mod though). So yeah, you should be open minded for everything.
-
But that was the bad part of modding. The problem was people were ignorant enough to navigate themselves to quality content. Your comment is invalid for 95% of what modding actually is.
-
Hello everyone. I'd like to present something I've been working on for months.I am slowly developing a mod, initially intended for ArmA 3 but with the main focus on DayZ SA integration. This mod is supposed to be my first and last release on the Bohemia Interactive platform. Although it is the work of a few months, it is based on my experiences during my good ol' ArmA days. This mod is inspired by many ideas and atmospheres that have floated around the ArmA (and DayZ mod) community for a long time. It is currently under development with the knowledge that Enfusion will change alot of how modding is done, and respective decisions are made to make sure it will be compatible once SA mod support is integrated. Before I present anything, I wish to go on with the credits first (not that much so far!). I'd first like to thank Sumrak (Adam Francu) for allowing me to use some audio and models from his legendary Namalsk Crisis mod. Also, ArmanIII for his permission to use models from his Chernobyl Zone. Except them, I'd also like to thank Dean Hall, Bushlurker and Martin Bauer for creating some amazing missions and terrains that have forever shaped modding and terrain making to this day in the community. With that, also big shoutout to GSC games that created the STALKER series - who have placed a big footprint on many of the Eastern European terrains made in the RV engine. Last but not least, me! I have been working and dedicating a lot of free time for years experimenting with ArmA terrain tools. Though never released anything, I created a lot of projects that never seen the light of day (Unnamed desert map, Implementation of Novigrad in South Zagoria region, Kholodia which this mod hosts a terrain that is atmospherically based on). This mod is unleashed from projects that were started and never finished. Left behind is a mod that focuses on player interaction, PVP and the progression of the players' character throughout gameplay. It is intended to forcefully place a player in a situation and continue his character's story from that point and on. The background for this mod is set on an Eastern European Island in the Baltic sea that isn't technologically advanced, with the main business activity being related to agriculture. During the 20th century it was mainly occupied by a Soviet government until the desolation of the USSR so alot of its architecture fits the style of that era. The island had experienced a terrifying event of Radioactive leak from its main power source - a nuclear power plant. An evacuation from the Island was ordered shortly after the leak was discovered, but it was far too late for a few hundreds who hadn't made it to the extraction zones in time. Those who stayed, left behind by the government, had to survive with what was left for them. Cities abandoned, military bases scavenged and most importantly, radioactive material in the air - the civilians left behind must survive under harsh conditions. The mod will place your character a short time after the evacuation attempt, where you are left alone in a post-apocalyptic environment. Mutated enemies are not planned to make an appearance. This leaves most of the focus on player interaction and PVP. The mod is going to manipulate how players will react upon encounters with other players. Shifting the simple kill-on-sight approach to a much more complicated observation. Killing has consequences, the mod will ensure you do not just blindly eliminate other players. That being said, this mod will not be anti-PVP. The map design uses 'psychological choke points', mainly large cities, to endorse the use of force in intimidating locations (think them as 'Dark Zones'). Some aspects of the character are going to be determined for the players by the system. The players will be identified by a name given to their character upon first spawn, a basic background is also determined (a job for example, farmer will have farmer clothing and spawned near farms - etc..). These aspects are out of the players' control - and the players will have to adapt to them, the will escort their characters until they die. That being said, the players' character is also to be developed throughout gameplay - in addition to shaving (and maybe soft skills?) that are coming to DayZ vanilla - a humanity system of some sorts will also be implemented. The effects of humanity on the character are still undetermined at this point. Also, a player-driven barter system (not system-driven!!!) and hopefully soft-AI is also planned. Base-building is subject to change (waiting on DayZ's take on it). The high value loot is not going to be found in military bases, but rather at the heart of larger cities - specifically makeshift evacuation camps made for evacuation and then abandoned. This changes how the combat will differ from the Vanilla survival experience. The map design focuses on simplicity in terms of terrain features, with the main sightings being settlements, meadows, forests and mountains. Most of the open areas are fields of different colors, emphasizing the agricultural background of the Island. As final words, I would like to say that this mod doesn't have an official completion day - it will not be released farther than half a year from today. I am going to enlist to the army in Q1 of 2018 - therefore this mod will be released completed or not by then (hopefully SA will integrate modding until then!).
-
Haha I see that ban as a good thing - 5 years COD sober.
-
Rolling with a 5 year old vac from MW2 from when I was 14. Say what my dear?
-
I truly hope we get some dev response here.
-
Same. I assume there won't be player AI which is bad, but hey what do we know. One more challenge would be porting content, like maps. I know that in earlier builds, some building models had their root position changed from their A2 counterpart (For example, the pub building from A2) so if you port a terrain from A2 certain buildings will be placed away from their original position. These smaller problems will be a headache to solve. Also, since DayZ is based on A2 (ToH) - Porting A3 terrains can be a problem since there are many new config entries and features (new roads, new wrp format (I think). Also A3 has a new p3d file format. All these things cause problems.
-
I am hoping for the same modding accessibility ArmA has. I would like to take out the zombies module, and I am not so sure about the loot economy since it is very dynamic (I guess it depends on how much can the loot economy module be accessed and rewritten). One of the single features DayZ was superior from all other ArmA games since Day 1 was the weapon attachments system and the inventory as a whole. I would (since I also mess with alot GUI stuff, even at my workplace) love to be able to change and redo some of the aspects of the inventory system. The attachments system is awesome, but could be even better (Take notes from Escape From Tarkov). I have managed to *almost* implement a completely new inventory system in ArmA 3. But sadly ArmA 3 does not support weapon attachment handling and container handling outside the actual player (unit). Sadly for this piece of module to work I had to virtualize the whole aspects of loot (all done in SQF mind you) which is something I am still working on today. The inventory is one of the most important aspects of a survival game, and I hope the modability of it will prove that point out.
-
These numbers have no meaning. 0.7 probably wont mean 8 updates (from 0.62 to 0.70). At this point the numbers are a mere identifier and not an order. From 0.63, the road to 1.0 is quite short and numbers are to be skipped.
-
Yeah I have previously seen those as I follow every possible social platform information could come from. Although I thank you for reintroducing these pieces of information and enlighting us again! EnScript looks identical to C++ (not C, haha as functions are called from objects, which means there are classes). I wonder what exactly is different in EnScript from C++. The only difference I see, is that no pointers and memory handling is present. (Which might be wrong since the code snippet is very small). If there is no memory handling and pointers, if memory is handled by the compiler all alone I'd assume it is to preserve the "easy to learn" attribute you could associate with SQF. Real Virtuality (and so is EnFusion I suppose) is written in C++, meaning modders will possibly have way more functions and exposed features than SQF (Like handling weapon attachments in ArmA 3). As for the loot Economy, I hope it is possible to get completely rid of that. Not to be all negative, I believe DayZ's loot system is the most advanced out there for ArmA games - but I do know modders (just as I do) appreciate the ability to build our own systems for handling loot distribution. Since I can already assume the CLE is hardcoded into the engine (which I hope I'm wrong), I atleast expect a switch to turn off anything related to the loot economy. An additional observation I made in the video you've linked, is that the Zone Generation tool has a much wider functionality than discussed in the video. As you can see in the top left corner there are alot of layers. These layers represent a big collection of areas. As you can see layers prefixed with "Spawning-" seem to be auto-generated by the loot definitions. But in addition there are layers named "tex_CR*" which are layers that represent the ground texture types. These are auto-generated by the map definitions. These cannot possibly be related to loot spawning since it hasn't (or shouldn't have logically) any affect on loot. These might be related to zombie spawning but that's an ugly guess. Anyway this is what I could analyze for these small pieces of data. What mostly interests me are the changes done to the modelling and terrain editing side. I know for sure that all the building models now include vertexes for loot positions (mod-wisely was done by defining offsets in config). Also, the whole animation part was scratched and is done entirely different. Terrains now have new definitions regarding zombie navigation (so called navmesh files).
-
I have a feeling your comment does not add new information to anyone. Just Caused's comment was a mere illustration and not a serious factual point.
-
Day Z and survival game clones........No legal actions?
Yuval replied to stefos71's topic in General Discussion
the end is never the end -
Is this game (full paid version) worth buying now?
Yuval replied to stefos71's topic in New Player Discussion
I think it is NOT worth buying *currently*. And here's why: I've had tons of fun with DayZ SA, and it's totally worth the money I paid for it (day one price, can't remember exactly). I've spent hours on top of hours with friends and alone, it was fun and I'd honestly pay 60$ for the experience I've had. This game truely is amazing and capable of delivering the best gaming experiences you'll ever remember (till this day we go down the memory lane sometimes remembering awesome moments of player interaction or firefights). It truely is fascinating. But here's the deal: It was fun while it lasted. The combination of wrong development decisions, and the fact updates were beginning to progress *extremely slow* after a while - killed the playerbase. In my opinion, mod support was supposed to be released as early as 0.45 - 0.46 no matter the state of the engine, game, how broken system X, Y or Z is - I've got banned off the forums for having this opinion, and I still stand by it. If you ask me? Give it time. Wait for the beta, or full release and see how things go then. Currently, there's really no point in buying the game because you will not experience the amazing stories I and many others have to tell. Now really, the game is all about looting, and looting and looting. There's too many guns and too many ammo types, you will spend hours getting an average gun with ammo. Getting a Mosin with proper ammo is harder than getting an AK, the game is full of unbalanced and not-so-fun little things like that. It all causes players to be seperate, to KOS. I don't feel like interacting with players currently because there is no point. As I ranted about alot, mod support is the way to go for this game. It always been, always will be. Since everyone had their piece at vanilla experience, the only point for me to play would be to tinker my own mods and play other people's creation - something BI is very supportive of, ironically to the fact this game is no where to feature modding anytime soon. I said my piece, -yuvalino -
Some persons are very nice but incompetant. That's how I see DayZ.
-
well the thousands of people who left this forum at patch 0.55 don't like the vanilla experience. Nor the people who left at the 0.40s. So go ask them what they feel about. You can start by visiting the guys who play arma 3 breaking point on bozcaada or arma 3 exile on namalsk. the fact you like one thing doesn't mean everybody likes it.. they are simply not here to tell you that so you hear this for the first time.
-
Are you guys serious or blind? Modding means community made maps, unofficial patches, gameplay overhauls and much more content to choose. Namalsk Crysis, DayZ Sahrani, Panthera and Lingor, and Taviana are nothing no more? The whole point of modding is letting everyone play with their imagination and unleash their ideas into the game.So instead of having only one experience, the vanilla experience - people can try out new things. Oh yeah, and right off my head I can give you 5 of my best experience in ArmA DayZ mods (Epoch, Origins, etc..) that were based on community made content. DayZ vanilla in infact very boring (mod and SA), and the only people who wander this wasteland of a forum board are those who like it and close-minded towards content and those who pass by every now and then to check for the development progress. You can already guess which group do I associate myself with.
-
Sometimes I think free speech is worse than better.
-
Seems like 0.60 underwent major loot changes. M4s, AUGs, AK101 and VSS seem to spawn in tents and Quonset huts. Rumurs are SVDs spawn in Barracks too. I can confirm the M4, AUG, AK101 and VSS new spawn locations (Myshkino Tents. Tisy and NWAF) what about the SVD rumor? Someone said something about tbe barracks in Tisy but I've been there alot and haven't found it - got like 7 mags of it though
-
AUG, M4, AK101 and VSS spawn in quonset and tents.
Yuval replied to Yuval's topic in General Discussion
5.56 10 round mags with a 4-8 bullets are very common in the two-sided tents. I have found AUGs and M4s in the wooden-floored ones.