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Your DayZ Team
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Everything posted by scriptfactory
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I am not sure what that is supposed to mean. DayZ SA has been in development since "early" 2012. The alpha was supposed to have been release November 2012. http://www.pcgamer.com/2012/09/28/dayz-standalone/ http://www.pcgamer.com/2012/10/08/dayz-rocket-standalone-november/
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Should Rocket go sooner rather than later?
scriptfactory replied to banjo (DayZ)'s topic in General Discussion
Good thing this is not how business works. "The people that bought my game are mean to me. Better just drop the project..." -
Should Rocket go sooner rather than later?
scriptfactory replied to banjo (DayZ)'s topic in General Discussion
I don't care if he stays or goes. I just hope DayZ reaches beta within the next year or so. And by "beta", I mean they should add all of the features Rocket said would be added, including companion animals. -
"Loot: Some guns spawn with ammo now " anyone seen this?
scriptfactory replied to Forrelist's topic in General Discussion
I just meant the mags shouldn't always be filled. A few years into a post-apocalyptic scenario you would be more likely to find empty mags than filled ones, I guess. -
"Loot: Some guns spawn with ammo now " anyone seen this?
scriptfactory replied to Forrelist's topic in General Discussion
In my opinion, weapons should have a chance of spawning with (empty) magazines, not just piles of ammo. I hope they are talking about mags and not bullets. -
This is true and it is definitely a welcome feature. But the public hive could use two separate game modes as well. Some people just don't want to deathmatch all the time. I hear people occasionally throw out the sandbox argument as the reason why DayZ shouldn't have different rulesets but even Garry's Mod (the king of sandbox games) has multiple game modes...
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I wish there was a way to have a bandits/heroes/coop server and a separate deathmatch server on the public hive. You know, almost like there were actually two different game modes that would promote those styles of play.
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Pretty sure he is talking about the dexterity system.
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Wallets and Player Identification - Dog-Tags and Russian Ruble -
scriptfactory replied to TrampledByTurtles's topic in Suggestions
They might be able to change their username, but I don't think hackers can spoof a Player ID. Arma has unique player identifiers so I guess DayZ does, too. -
Wallets and Player Identification - Dog-Tags and Russian Ruble -
scriptfactory replied to TrampledByTurtles's topic in Suggestions
The players and the KoSers are the same people. The KoSers are just a portion of the entire playerbase. Everyone should able to apply to a private shard as long as they follow the rules, right? Making KoS a bannable offense seems like it might create a boring atmosphere. This is a very interesting idea! Let people keep mementos of their kills on their dogtag chain. When you start the game you choose a nickname. You aren't allowed to change it. How would this be a hack target? Wallet or dogtags, it doesn't really matter to me. I just want to be able to identify other players without them being able to "forge" their identify by changing clothes and usernames. -
I thought Rocket was shooting for 250 player servers eventually or do I have that wrong?
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Richochets and bullet penetration (ala Arma 2) used to be enabled in SA. I haven't tested either one recently.
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Wallets and Player Identification - Dog-Tags and Russian Ruble -
scriptfactory replied to TrampledByTurtles's topic in Suggestions
People will start to post on the private shard boards about a particular clan or person that is KoSing others and perhaps offer compensation. Heroes on the private shards will go looking for that person. Not too complicated but it is impossible to do without unchangeable, unique player names and some way of seeing those names. I care. That sounds like no fun whatsoever to me. Just kicking out KoSers so everyone can run around and PvE with each other will make private shards super boring, super quickly. It would be way more fun to have a system where the players attempt to keep the servers KoS-free. -
Wallets and Player Identification - Dog-Tags and Russian Ruble -
scriptfactory replied to TrampledByTurtles's topic in Suggestions
PvP is already encouraged. If they gave us options to check and collect dog tags a bounty system would naturally start to form on private shards which would possibly combat KoSers while not really affecting PvP. Also, someone told me it was possible to check someone's pulse from a distance when they are still alive to see their name. If that is true, all of this wallet stuff is kinda' pointless. -
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Speculation about "coming" loot system(s)?
scriptfactory replied to Zeppa's topic in General Discussion
Without server hopping for loot and the public/private shard system this game isn't very fun. The ability to hop to a high-population server with a hive persistent character keeps my interest piqued. I sometimes play on a SA private hive server that usually has a server pop of 5-10. It is horribly boring running around with a fully geared character and no one to shoot. -
I'm happy that you enjoy the game. Getting an LRS from a random player is a indirect motivator and is dependent on the DayZ meta-game. As I said before, I do not enjoy meta-gaming or roleplaying. Also, trading or meeting with other people is not a rush for me. The first few kills I got in DayZ were very interesting and made my pulse race but, after 500 hours, I no longer get those kind of feelings. I am a trained assassin. Players are not brainwashed at all. The game has taught them to think a certain way. DayZ is a permadeath game. It sucks to get killed after investing hours of time into a character because you lose everything. So people get good at surviving by either avoidance (boring) or KoS (much less boring). There is absolutely no in-game benefit for them to talk or trade with another person unless they need food or a blood infusion. It doesn't HAVE to be for a kill but it probably will be. The PvE portion of DayZ is severely lacking and, from what I have seen from the DayZ roadmap, it always will be. Some fishing, five zombies per village, simulated heart attacks a pet dog will not turn a game into a "survival horror" PvE experience. Just my opinion. :)
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It is just my opinion but "the proof is in the pudding". All of the survival and social mechanics you mention are superficial and (from an objective game design/theory perspective) they do nothing to decrease the risk of social interaction nor increase the reward thereof. Because of this when two random groups of players meet in DayZ the safest (and smartest) course of action is to KoS. This basically guarantees that most interactions between players will be violent and result in PvP. This is why I believe DayZ is a PvP game by design. The PvE elements are just there to (hopefully) push people together so they can kill each other. Meta-gaming and roleplaying are not fun for me. I appreciate you trying to show off a different side of DayZ but the only roleplaying I do is in the bedroom.
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In your opinion what makes DayZ deep or hardcore? The longest threads on this board are complaining about hacking, KoS and zombies and yet the devs never address the issue anymore. I only played vanilla mod for a short time because of all of the hackers and griefers. Rocket promised to take care of this and addressed it in several of his live streams as recently as 6 months ago. Since then they have been fairly silent on the issue. PvP is the primary focus by design. This is how they want the game to be, in my opinion.
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DayZ SA is a very basic "loot and pew pew" game, at the moment. I wish people would stop trying to make the game seem more deep and "hardcore" that it actually is.
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This guy has a nice voice and I love that I don't have to look at his fucking face for the whole video. Off-topic (kinda): Frankie is not happy with DayZ at the moment. Look at the last Survive the Nights video he did. It was only complaining about how shitty DayZ development has been and how he hates certain game mechanics. I actually agree with him on many points but he is acting pretty butt-hurt.
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Will I be able to take suicide in DayZ?
scriptfactory replied to heradon89's topic in General Discussion
Suicide is kinda' unnecessary in this game besides for roleplaying scenarios and getting unstuck. I hope this feature isn't prioritized at all. -
does anyone find the crossbow underpowered
scriptfactory replied to hellzbro's topic in General Discussion
Totally underpowered by design. I don't like it but it is a game design decision. To make crossbows and bows the slightest bit useful they really need to implement arrow/bolt crafting. -
I love the look of that MASKA helmet + balaclava. I will definitely be wearing that combo. I hope they haven't forgotten about armbands (or other faction identification) and (working) rainwear, though.
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This game is and always will be way too military focused by players
scriptfactory replied to billyangstadt's topic in General Discussion
The game actually feels pretty "thin" to me right now. Mostly loot and shoot like in the mod. Maybe once more game mechanics are added (e.g. disease, world containers, gardening, companion pets, faction identification, barricading, etc.) the game experience will feel richer. Until then, I really hope they don't reduce loot too much. There have been a few times Experimental wasn't spawning loot. It was never that much fun.