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cuartas
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Everything posted by cuartas
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Have you any plans to add new civilian buildings, to keep the diversity and avoid the generic looking towns? you've added military, educational, government and industrial buildings, but what about civilian ones? I can't remember any, log cabin aside that is more like a restaurant/hotel than a civilian house
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Especially civilian buildings. This is a kind of criticism, because right now we can compare dayz with some games like H1Z1 and Miscreated. I mean, dayz has the simplest and unrealistic buildings, just make a comparison about furniture, overgrown areas, post apocalyptic feeling and both competitors have done a better job, In my opinion, Miscreated gets the prize, because you can see how detailed every building is, where everything is placed, they're 100% enterable (every single room), the nice touch in the postapocalyptic messages in the walls, the trash, blood, broken furniture, and the most important thing for me, is that houses are not the same, I mean, the structure in two houses are the same (walls position, ladders position, etc) but everything is placed differently, you can see a bed placed in a different room, sometimes a different bed model, the kitchen design changes, some doors appear half blocked by planks, the attic sometimes has improvised beds, sometimes it's plenty of boxes and an endless etcetera. I mean, this adds a lot of value to the gaming experience, because you don't know exactly the interior of the buildings so you get diverse experiences and don't get bored so easily. I think that dayz, with such EA success, backed by bohemia, and creator of a brand new genre, lacks of work and love on this, I mean, for example, most of houses doesn't even have a bathroom, yes, you can say, "the wooden bathroom outside some houses", but to be fair, the logic states that every house should have this in the surroundings, but that's not the case, they're randomly placed across the towns and cities, but the lack of logic comes when you see those bathrooms in the biggest cities, the most populated and prosperous (pre-apocalypse of course) cities still have wooden bathrooms? We can apply the same with essential rooms like kitchens, lack of garages and so. I think they should put some love to the buildings, make them more realistic, more scarier, more messed, 100% enterable, etc. What do you think? are they working on this?
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why? aren't they direct competitors? like cod and bf? EDIT: I was doing the comparison with miscreated without providing pictures: http://images.akamai.steamusercontent.com/ugc/1474154076838320318/A30D5F6A65CCFF6D31BC165FCF94D861E0BA2D69/ http://images.akamai.steamusercontent.com/ugc/1474154076838321597/F2E1D4E92214F15C62082B8C821E2ACB3196B4D1/ http://images.akamai.steamusercontent.com/ugc/1474154076838321344/B505C36C4FA40AEEA9C4168FC15EA6FEA4AE30E2/ http://images.akamai.steamusercontent.com/ugc/1474154076838323134/3ED31A7D709BF7F3D3A3786C5405F9952A0B4A29/ http://images.akamai.steamusercontent.com/ugc/1474154076838320850/7A13F39CFE30D1A53E08491A9A58B7D0ACE8F921/ http://images.akamai.steamusercontent.com/ugc/1474154076838321106/36C594719743D8E1F0A61CFE8CD4BFBD6B0CFB36/ http://images.akamai.steamusercontent.com/ugc/1474154076838320607/B18E0C87328ACB30017CE6ED4EB51E7E6FCB373D/ Here you can see the differences inside the same house, same room: http://images.akamai.steamusercontent.com/ugc/1474154076838323458/EAEA63525D6E609E233CE3183873FD924AFDD526/ http://images.akamai.steamusercontent.com/ugc/1474154076838322880/7D85DDCD10355A7321ED153B69D7780EFD017CDB/ Here is the detail in those buildings, and I just shown 2 of them, as I said before they are fully enterable and have a lot of interior design variations, I guess they call those prefabs. Dayz might have detailed buildings in a czech/russian style modifying the existing ones
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I know, played the mod for years. Do you know if the devs have plans on working on the existing ones? as I mentioned earlier a good example is the 2 story green and red houses, that just have ladders in the 1st floor. I mean, those buildings might get a nice redesign
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well, they're making some buildings enterable that weren't before, they might work in the existing civilian buildings after that
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maybe making a map is hard, but changing a existing building to make it more detailed adding furniture, blood, etc it's not that hard, and that's art related for chris torchia team, and they doesn't work on map design. For the last time, I'm not talking about map design, you have to separate map design and 3D modelling and assets creation
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omg. just assume they changed the interiors for good, they look more realistic and better, but they keep the map design, every building is placed in the same exact position. What level design has to do here? what the map size has to do here? seriously, I'm not talking about enviroment, I'm not asking for filling cities and towns with more buildings, trees, fences, roads or things like that, I'm not talking about map design, c'mon dude, it's not too hard to understand
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Again, we're missing the point of this thread, I am talking about buildings interiors, the details and the enterable rooms inside of the buildings, so map size or everything else it's irrelevant to this discussion
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emm, why not? enviroment is something that both games share in their scope, that includes the atmosphere buildings can provide
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well, you missed the point completely, I'm discussing about buildings interiors and you talk about a city redesign, but well, if you want my opinion, cities are ok, but towns, even newest towns, just have a generic design that discourage people to visit them. Everything takes work and time, I am not discussing that, but it's that relevant? miscreated has a < 20 team, in a real indie company with a limited budget, without all the media campaign or hype, and did a better job since the beginning in this area, do you get my point? dayz devs definitely have more resources and the capacity to do and improve such important thing. And yeah, I played the mod for years, but as you stated, it's a mod, not a standalone game, and the comparisson cannot be with the mod because that seems mediocre, thats why I make the comparisson with real standalone competitors. I don't want to talk about your first salty comment, we are discussing nice here.
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-The lack of postapocalyptic feeling -The pvp way this game is taking
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yep, they're working on making some buildings enterable that weren't before, but they have to expand to the current ones, for example the 2 story red and green houses with 3 useless doors in the 1st floor, etc
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Wish dayz had 50% of the info people get in rust weekly updates, that's a good example of keeping people informed
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well said, modding is a Q4 feature, so why you speak about that in a status report 8 months before? ¬¬
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It's well known that chernarus haven't a good variety of civilian building so we get generic towns with the same houses here and there. So I have 2 questions: -Will there be brand new civilian buildings? -Will they update the current ones to make them 100% enterable? (example of useless doors in the 2 story red and green buildings with inexistent 1st floor rooms)
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I just want to ask, does experimental never gave any signal of all those bugs?
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I'm sorry if this is a repetitive thread, I haven't found something in forum search. Knowing renderer is coming soon (2 months as much according to 2015 roadmap) I'd like to read any word from devs or anyone who knows about advantages/disadvantages, graphics, optimization, lightning, possible bugs as well. Also to know whether it will be either a first iteration or a complete release, etc. thanks in advance
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I wan't some answer about this question. We know the new renderer is part of the new scope they established after the PS4 version was announced but I'm wondering: what could happened if this game had never received all that money and PS4 version was never in the plan? were they happy with the current renderer, DX9 version and the lack of optimization? or they initially had different optimization strategies? I'm asking this because now the only FPS hope is the new renderer and I can't see another feature that could help in the client side. Thanks
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A question about renderer and the scope of the game
cuartas replied to cuartas's topic in General Discussion
If you see rocket comments after the PS4 announcement, you can see that the only reason to make a new rederer was because of PS4 and dx11 was needed to work on that console. So it's a little confusing -
A question about renderer and the scope of the game
cuartas replied to cuartas's topic in General Discussion
LOL, you are the only that understood my question. That's my point, before they decided to make a new renderer and use dx11 because of ps4 port I was wondering about what optimization features with the current renderer and dx9 they had in mind, and what could be the final result. Then you mentioned 2 features (multicore support and 64 bits client), I can't see them in the newest 2015 roadmap http://steamcommunity.com/app/221100/discussions/0/624076027527531863/ Maybe included in the renderer part? On the other hand you're wrong, they will optimize before beta (see the roadmap), unless renderer doesn't mean optimization -
Will DayZ reach Beta or at least have the most wanted features in by the end of this year / beginning of next year.
cuartas replied to xxpillsxx's topic in General Discussion
mmm I guess before Dean made his conference showing the roadmap at rezzed, dayz sold 2million copies, or almost 2million Navmesh it was a feature of Q2, advanced weather effects as well. -
Will DayZ reach Beta or at least have the most wanted features in by the end of this year / beginning of next year.
cuartas replied to xxpillsxx's topic in General Discussion
I came here to dayz forums firstly posting this discussion http://forums.dayzgame.com/index.php?/topic/200242-q3-starts-on-july-q2-development-balance/#entry2014657 As you can see, we had some nice opinions, but some of them were simply to attack my thread. Well, Q3 ended yesterday and I want to read your thoughts about Q3 developement in a serious way. Based in the roadmap again (the only on we can get a basis right now), I guess the balance it's not fine again. -One of the features I had a great expectation was multithreading, the possibility to get more players and zombies per server, most of you knows the nice experiences we can get in experimental 100 player servers, I was aiming for that but well, it's not done, moving on. -We can see that advanced animals are not implemented yet, we got leaked models ATM of hostile animals but not companion ones. -Zombie behavior, I didn't see any noticeable change since Q2 and definitely stealth is not here -Central loot economy, implemented in it's first stage, with some bugs and glitches. -Barricading, mentioned but not implemented yet. -Vehicles, same as barricading, but personally the lack of them doesn't make me feel sick. -Modding support, since the end of Q2 I never expected this to be finished, I think the core engine needs more than they have right now, even if they could reach the goals of the roadmap entirely. -Player statistics, I think this don't provide something gamebreaking so it doesn't matter if is implemented in game or not (personal opinion, you know) -Horticulture, something expected in 0.49 but has never come, we can see leaked models atm. So, just like Q2, 1 feature accomplished for Q3 (central loot). I always thought that Q2 features might delay Q3 features, and that's what just happened, a lot of resources and energy to make persistence work, and weather effects tweaks, in fact in most of cases they were the most discussed issues in status reports. On the other hand, the status reports, nice way to keep people updated. As you can see I am based on current roadmap, we can see that things like enfusion engine are not mentioned and maybe other unknown features being worked on, but with the info I had, can say that they are still far from their goal to reach beta, even they still aiming fot it. Do you think they will bring beta to us at the end of the year? -
I'm not pleased to say that just got this in 0.46. This was the second time, the first time was when I joined a barely restarted server then I thought: "well, maybe things needs to load yet" but this second time respawned in the same server confirmed me it wasn't normal. To clarify: -I haven't a video record program installed, so the only resource I found was my cellphone -Sorry for the defocus in the beginning of video -Sorry for the display problems, yeah, I need to change my screen when I get money -Sorry for the background sounds, and yeah, I speak spanish -From 1:08 I set the speakers to the max volume so you can hear the zombie screams and the hit sounds, hopefully. -Maybe you noticed I clicked too much from 0:52, I was trying to melee, but as you can see, it doesn't works with that weapon/tool, looks like I found another bug there. A random situation or a real breaking bug (again)? Thinking in posting this on bugtracker, but Idk if this happened to more people
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I didn't realize untill checked roadmap again that Q2 will end in just 11 days!! Looks like Q2 development balance is not good when you see that the only thing working according to their roadmap is "Protoype Animalist" No "Ragdoll", no "AI Pathfinding", no "64-bit", no "Persistent Objects", no "Advanced Weather Effects" and no "World Containers" yet. So, just 1 check in the list. I know, roadmap it's an estimative, I had a long discussion with some users in steam forum, but damn, this is too far from what I expected. I hope 0.46 brings a lot of things (a "BOOM" update as hicks called it) I'd want to know your thoughts.
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It was the interview? I read this the day it was released, nothing new about ragdoll I see