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About Caatalyst

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    Woodland Warrior

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  1. .63 Combat System

    I'm with this guy. The devs should look to tarkov for how they have set-up their UI / Inventory Management system because it's very intuitive and fluid in comparison to the Dayz clunk approach. I do love the new melee though. There's nothing like running to your mate for an entire evening only to do a full on swing punch in his face when you finally see them.
  2. 0.63 And Beyond - My Biggest Concerns

    I really like this idea! Plenty of risk even with the production of raiding tools. Also like you said - Security level should play a factor in the raiding requirements as well.
  3. 0.63 And Beyond - My Biggest Concerns

    i am definitely hoping for some modded goodies! Exile 2 would be the dream. Have the devs discussed adding new maps as well? How good would it be if we got Takistan remastered for Infusion? :-)
  4. 0.63 And Beyond - My Biggest Concerns

    Thanks man I appreciate it! I really wanna see Dayz do well and with the new engine it feels like it could really be a great survival game now. It just needs that end-game content adding to give it longevity.
  5. My Suggestions/Wishes for DayZ

    Like your points dude! Especially on base raiding. I'd like to see some more developments on vehicles, maybe we can upgrade to provide additional storage, defence... maybe even speed. If you could add code locks to vehicles and bases too that would add a bit more spice. As a counter attackers could use lock picks or even laptops to hack and break in. Of course, all this would need to be balanced well to make it fair for both the attacker and defender.
  6. Hello Everyone! First off I just want to say that the current build is absolutely fantastic. I've been away for quite some time while the devs worked through the dark period transitioning to the new engine. I know there is still a lot to do and fix but I finally dived in deep last night with a friend during the overnight stress test and we had such a good time. It was nice to play Dayz as it was intended instead of an hour of hunting rifle deathmatch. The new engine looks and sounds amazing. Most of the new controls feel fluid. With that said, I've got some pretty big concerns that I wanted to point out while the final features get introduced and ironed out. I know i'm probably speaking for a lot of other players as well including many of the ones I've had the pleasure of teaming up with over the past few years. So in order of priority I really hope the devs really think about the following features and game play balances; Raiding System This is gunna be a tough one and I really hope the devs get it right. As far as I know, no information has been released about how raiding will work. I really hope we get some tools specifically designed for raiding, rather than allowing bases to be destroyed with anything a player can find. Just to give you an example of a good raiding system, if anybody has played Exile mod for Arma 3 they have specific charges that you have to craft using items you find in the world. There are different types of charges depending on the building materials you are attempting to destroy. For example, low tier wood bases require wood charges. High tier concrete bases require concrete charges. Higher tier charges require more resources and more time to detonate. Now I've played all of the most popular PVP open world base building games there is on steam and I can tell you in my experience this still is the most balance raiding system to date. Additionally raiders can use thermal scanners to scan the code locks of doors and vehicles if they can manage to get to them without been spotted by the owner within 15 minutes of the last time they were accessed. The raider will receive the last 3 digits of the code and they will have to work out the remainder. These two systems are absolutely great, very well balanced. I suggest anybody who hasn't played exile go try it to see. For the defender there is another fantastic Exile system which sends a notification to their real world smart phone to tell them they are been raided as soon as an explosive is detonated on one of their base walls or doors. I think the main point for base raiding is that I really hope the devs consider balancing. Please don't make it so that anyone can easily get into somebodies base and wreck havoc. Make them work for it and with each raid there should be a great deal of risk. Base Building From what I've seen so far bases look pretty simple and mostly like glorified tents. I really hope that bases have a greater purpose than been a place to horde loot. There is so much scope here for things like workstations to craft clothing, armour, tools weapons and ammunition etc. User Interface / Inventory Management Another aspect of the game that in my opinion needs some serious TLC. The current inventory management system is clunky and unintuitive. Some smaller items are really hard to see and the inventory can be slow and unresponsive. I'd suggest the devs take a good look at Escape from Tarkov with regards to UI and even Rust. These two games have a very clean and user friendly method of managing loot and modifying weapons / ammo etc. The current method for loading magazines and ammo is also very mundane and clunky. I get what the devs are going for but it is just too far and impacts the flow of combat negatively. Half the time it doesn't even chamber a bullet when using the hot keys combo. Health & Nutrition Statuses The current notifications for things like taking damage, losing health and food or water are not all that clear. Why not add graphics for when your character is full o or in a good state of health? Also hunger / thirst seemed to go down slower when you were healthy in 0.62 and this worked really well. Sometimes its hard to see whether a zombie has made you bleed or just damaged you. Some additional audio and visual cues would really help out here. Food / Hunger It's feeling pretty brutal at the minute. The amount of food and drink our character has to consume in a day is pretty insane. It's particularly stressful when you spawn and your hydration level can hit zero before you even reach the closest town. I suspect new players will have a really hard time here not understanding the game mechanics and not knowing where to find the best sources of nutrition are. Rotate Items In Inventory Please allow us to rotate items in our inventory so that we can fit more in our bags and clothing slots. End-Game Content While there is a lot of excitement over the beauty of the new engine atm, I'm worried the novelty will quickly wear off and that Dayz will still be a case of spawn, rig up, die and repeat. I really hope we really get some tiered game play that involves progression and plenty to work towards when we get our gear and base built. Maybe around the map there could be secret objectives or missions / highly radioactive areas with nastier zombies and exclusive loot and vehicles - Maybe even some NPC type objectives. I just really hope base building doesn't become the last thing we do and then quickly get bored. They are my biggest worries right now and I really hope we hear more from the devs and there plans to combat them in the near future.
  7. Stress Test vol.10

    I played for about 4-5 hours last night with a friend and the game ran better than ever. Only problem we encountered was that the first server we were playing on got battle eye kicks after a few hours so we just hoped on another. great work devs! Can’t wait to get stuck in experimental. Feels experimental ready to me for sure!
  8. Stress Test vol.10

    Fingers and widgeys crossed.
  9. Stress Test vol.10

    hooolllly poop pants! Can't wait to get stuck in. I'm curious, If you can keep it going for an entire night... why not push to experimental? :-) Hopefully this means we are close!
  10. General Discussion

    After a bit of time in offline mode I've got to say everything feels great so far except the user interface / inventory management. This just looks and feels so dated and clunky. I really hope it gets overhauled. There are so many great references now (Escape from Tarkov, Rust just a couple of examples).
  11. Offline Testing Mode for DayZ

    The Bad Module error has also recently started happening in arma 3... weird considering Dayz is a new engine.
  12. DayZ 0.63 (GPS) noob.

    Find yourself a map and a compass buddy :-D
  13. Let's just we can build house like structures rather than just put up a wired fence around some tents :-|
  14. General Discussion

    Have you played Rust? If you hold R it brings up a menu wheel and you can cycle ammo types (HP / Incendiary etc...) . It's very fluid and quick / easy to do whilst moving. Dayz could take that one step further and add unjamming. Pressing R chambers and all other reload commands can be accessed via holding R and bringin up the menu wheel. If you haven't played Rust it probably sounds more effort than it is. It really is quick and easy and doesn't obstruct gun play in the slightest.
  15. General Discussion

    Exactly - your solution alone to reloading / chambering fixes this problem. The current system is way to clunky and over complicated and without going online to find that out the chances are players will just think it's bugged. I'm all for realism but the current system isn't fun at all and going to cause a lot of frustration for players. Holding 'R' Could bring up a menu for advanced reloading / ammo changing / chambering options.