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Jevez
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DayZ Frostline Dev Blog Week 38
Jevez replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
When/where did they say this? That'd be awesome news but I haven't seen anything about that. Would like to see the source because I heavily doubt that they said that. -
Just ignore it, the system is being removed in 1.26 anyway.
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The developers haven't released anything that recently, if you're still getting new updates then it's because you have some mods installed that were updated.
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DayZ Frostline Dev Blog Week 26
Jevez replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
That's probably true of anything in the entire game, but at the end of the day they're mods, it's nice to have these things in the base game 🙂 -
DayZ Frostline Dev Blog Week 26
Jevez replied to lynn.zaw's topic in DayZ Frostline Expansion Dev Blog
I'm surprised by how fresh the reworked house interiors feel, these ones are much better than those few variants added a few years ago 👍. I'm really hoping this map will have at least 2 distinct underground areas that are decently sized and feel meaningful, if it has either 0 or 1 like Chernarus/Livonia that will be pretty disappointing imo. Though I'm sure if it does have any they'll be kept a secret 🙂. Thanks for the dev blogs, they've been enjoyable, please continue doing them after Frostline. -
DayZ Frostline Dev Blog Week 24
Jevez replied to scott.bowen's topic in DayZ Frostline Expansion Dev Blog
This blog is great but the fog/view distance changes especially are huge, this has been one of my biggest gripes for a while now. If I'm understanding it correctly then this is one of the best changes in a LONG time.. THANK YOU. -
Well I don't think it was an intentional removal, from what I understand when they did the engine rework part of that was getting a new player controller, so all player movements/animations were redone and the ability to toggle lean was lost in the process, which is understandable, but it's crazy that it hasn't been re-added yet when that was 6 years ago. If your game has leaning I think the ability to toggle it should be considered a very basic setting, this kind of thing should've been done years ago. I hope the DayZ team grows after Frostline because it's clear that the game doesn't get the resources it deserves.
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Don't get your hopes up, it's been nearly 6 years since they removed it and no word on it coming back. Would be great though, hope to see it soon.
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Hmm I have to disagree with this one, I don't think it's a bad thing that it indicates player presence, I like that when you roll up to a dangerous area and spot dead infected it's a real "oh shit" moment. Even if it doesn't lead to you finding a player, just seeing dead infected or items like paper (from ammo boxes/seed packs etc) makes the world feel more lively. If anything I hope they add a few more mechanics like this, bring back empty food cans!! 🙂 What I'd prefer to see is the ability to drag dead infected so you can hide their bodies, maybe drag them into a container and lock the doors, or drag them away from buildings into the bushes. This way you can cover your tracks if you want but the trade off is that it'll be risky and take time, and there's still a chance for other players to find the bodies and know someone is nearby. I think that leads to much more interesting gameplay than spawning dead infected. Right now we have the bury mechanic but it's very lame and restrictive (requires a shovel, for the infected to have died on grass, and forces you to stand still for ages) a dragging mechanic would be so much better in every way.
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We had it in the past but they removed it 🙂 very cool. Not really sure why, I'm assuming it's either an issue with the new animation system or they can't add it to controller due to lack of buttons maybe? I don't know the current controller layout but I'd be surprised if all possible inputs were taken already. If it is a controller specific issue then I'd still very much appreciate the feature being returned to the PC version 👍.
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I know how you feel, for me I loved the overall design of the gunplay the most, the feedback from firing a weapon just felt so visceral and satisfying. I've never enjoyed firing a weapon in any other game more than I did in 0.62. It felt like you were actually holding something powerful, guns felt alive, like a separate entity and it was your job to control it, to "tame the beast" if you will, and as a result landing successful shots felt amazing. The only thing holding it back in my eyes was all the damned bugs.. yet in the very same patch they fixed most of the bugs they also redesigned the entire game. Man.. I don't think I've ever felt so simultaneously excited and disappointed. I definitely try to engage with these type of posts when I see them and will continue to do so, however at times it can get exhausting when trying to interact with certain people, such as: 1. Players who joined after 2018 that only know the current version, yet argue against you anyway. 2. Players who did play before 2018 but like to say that everything was universally bad because the game was buggy/clunky, while ignoring the actual design of mechanics. That gets tiring..fast, but hey, I'll always continue to like threads such as this one, write the occasional comment and suggest to devs that I'd like changes to movement/gunplay, in hopes that maybe someday we'll see a DayZ that fully utilizes its potential.
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Hey Lakevu. I just wanted to say that I appreciate your persistence in regards to this topic. Even if I don't always agree with the exact wording, I usually do agree with the overall sentiment and appreciate it. Whilst I'm someone who personally cares a lot about the issue, I'd find it hard to repeatedly engage the conversation when it feels like no progress is being made, so yeah.. respect and thank you for that. Here's to hoping indeed.. wishing many good things for DayZ in 2024. Merry Christmas to you and the DayZ dev team.
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I would say so yes, however there's obviously a lot of people who love heavily modded servers, so it's a very subjective thing. For server slots though I'm sure 99% of people would agree that you need 60 as a minimum on Chernarus. 70-80 is the ideal amount in my opinion, but some servers go even higher.
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For me personally 55 mods and only 20 player slots makes it an immediate no.
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Completely disagree.. Zoom is needed and it is NOT a "gameplay issue", it's the solution to a real gameplay issue AKA trying to play a map of this size/foliage with the default zoom level. (Before someone comments saying "that's not why it exists" I know, what I mean is that if you removed eye focus and kept us at the default zoom level it would create a real gameplay issue, and it feels especially bad on maps this big). We had a patch in the past where the eye focus wasn't available and it was fucking horrible. The devs already nerfed the zoom while sprinting which was more than enough. Eye focus is decent but it isn't a replacement for scopes/binos, they are much stronger and have their place in the game. I take binoculars on every character and use them often. Without eye focus you'll be stopping every 5 seconds and whipping out your scope/binos to check on every little bush or flickering pixel that catches your eye, a way worse experience than what we have now.