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Your DayZ Team
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Everything posted by Parazight
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Joined 6 hours ago. No post count. Provides link. Posts about streaming in the suggestions forum. No description. Nope. Won't be watching that.
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No idea about the persistence. You don't really need it. With Beta, we'll get mods to test in offline mode. Right now, you can use something like the Arkensor Github offline mod addon. Use this to explore the game. Test mechanics, base building, melee fighting, the effects of removing dispersion, find map bugs, and more! It's a great tool. I imagine it could really help with generating feedback during beta. Devs haven't endorsed mods yet, but have given us offline mode, and opened the door to what comes with that. http://www.dayztv.com/video/dayz-how-to-install-dayz-0-63-single-player-offline-unofficial-mode-tutorial-tips-nomadgaming/ Follow this video closely and you'll be base building in no time.
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Looks good. You should be able to run higher settings and record. Anything in the 1000 series, a not bad i5 and some ssd should work. External SSDs can be an option. 500+ is ideal.
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The idea has merit. Perhaps layering could be implemented by combining items to fill a particular slot. Maybe, as Mullraugh suggests, to add more slots. I'm not sure which would be easier or better, or if there's another option. It's true, from clothing items to weapon loadout, your needs change according to the circumstance. Maybe you're with a squad and you're methodically clearing out an area like the new urban Cherno. Maybe you're roaming open fields. Maybe you're camping. Either way, a standard set of gear probably isn't ideal. Heavy SWAT gear for clearing towns, a ghillie suit for camping, or a lightweight set for high movement, for example. Each has pros and cons. Sacrifices are evaluated. Realizing this and working on different gear sets provides an interesting dynamic, for sure. How to implement it, I'm not sure. Whether the team decides to not change anything or maybe add it at some point, well, we'll have to wait and see, I guess. Good food for thought.
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So, if I play the game with no real interest in acquiring fancy gear but only to meet and interact with strangers on the coast then am I playing the game wrong? This has always kept me fully engaged. I find this to be much more interesting as most people with a decent amount of advanced gear are afraid to lose it and just decide to shoot at you by default. Also could you give an example where leveling up your character in a sandbox, like DayZ, actually increases social interaction? Where does this happen? Also, aren't PVP targets a great resource for getting better gear?
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Sarcasm and name calling. Brilliant. Lexman61's posts are not insulting. Try to not be offended easily. Maybe you need a nap. There's no true endgame content in a sandbox, unless you consider youtube as endgame. This has been the dilemma for decades, across all MMOs without gated instances. Social interaction mitigated by skill points doesn't work. If at any point soft skills are deemed necessary, then it's going to be a total failure, design-wise.
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He's talking about when you die, not when your shock value goes critical. The above quote led me to believe that the OP wants to replace the current unconscious state with this death cinematic. Instead of inducing this 'death movie' we have a mechanic where the screen goes to black/white then you just lose consciousness. Many times you will lose so much blood that you go unconscious, but it's not lethal. So let's say that something only mildly bad were to happen. You black out in a fist fight. You go unconscious, but aren't in danger of dying, right? What if some guy comes around after you lose your boxing match and fills you with 5.56 rounds, all limb shots. You bleed out and die quickly. So do you magically become conscious and enter the death movie? I dunno. This suggestion sounds messy and narrow now. Perhaps Pliskinki could clarify.
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OP is suggesting to make the following change... I'm saying to leave it as is. As we have it in .62. OP is making a suggestion because of the following reasons... (subjective) (all subjective) lolwut!? (more subjectives) OP suggests we change the unconscious state to be like in the video. I'm saying that it's not authentic at all and to leave it as-is. imho
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Modern neuroscience believes that with unconsciousness you cannot have focused sensory perception. Being able to partially see, hear, or understand what's going on is NOT being unconscious. Being practical, you'd probably be describing your assailant to your teammates in discord. I've experienced sudden unconsciousness in real life and it wasn't anything close to what you're expecting. There's no immersion while unconscious. That seems ridiculous to me. A black screen, without audio, that instantly says "you are unconscious" seemed the most authentic representation.
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Meeting up with friends SHOULD be more accessible in .63.
Parazight replied to haydaman712's topic in General Discussion
Dying isn't the only way to get a new spawn. Why commit suicide when you'll be able to start a new character? -
This seems like a lot of work to develop. And not fun at all. If I was ever the victim of being kidnapped and tortured I would likely just log out and then respawn. I dunno. Maybe there is a small niche for this sort of thing.
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What a great reason to make another character, eh? One for dying a lot. One or two for crafting. Think of how much more you have to play the game now. :P
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DAYZ is a NUTSHELL + Two Important Rules to Rememeber!
Parazight replied to INomadZ's topic in Gallery
Haha. That blue child backpack guy. Screaming wildly about his friend dying. I guess the other nutshell is to load your gun before you aim it at someone. -
It would be great if proposed soft skills (whatever the outcome) could be used in a practical way somehow and be provide the means to a goal. Soft skills have to be balanced and worked out carefully. It's been a real challenge for designers since the beginning of online gaming to create progression in a sandbox. It's no different here. Having a storyline or an easy path to follow has always been critical to linear games that move from instance to instance. DayZ has none of that, so it's a fine line design-wise to provide this and reap all the benefits a storyline adds to a game. It's a sandbox, so pvp combat has to be on relatively equal terms. A player with a fresh spawn has to be able to rely on his/her natural skills to win interactions, even against players with toons that have been alive for months. Not only would the game be totally exploitable if this isn't true, but it is much more appealing as a game if your shooting skill is more important than your skill points. So how much should the game invest into soft skills? Huge issue here regarding progression (soft skills). The DevZ know this. What we've seen so far isn't representational at all of what the end product will be. So sit tight. With this in mind, it would be great if the game could really explore soft skills, and put them to the test. Maybe what DayZ could use (mod or event(obviously)) is something like The Barkley 100 (as seen here on vimeo) or other ultramarathon like events. Something you can use possible soft skills on without having to worry about getting shot. I'm guessing players will make soft skills interesting somehow. Soft skills are important. I know that I won't personally value them (mostly because I like to die a lot) but they add a great timesink and additional feature to the game.
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This is an interesting mechanic. Which mushroom do I eat to get stamina quickly, I wonder?
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There's nothing wrong with having these soft skills. They're not going to help you in combat situations. You're not losing out by not working on your soft skills. Having meaningless grinds in a sandbox is good for the game. It helps to keep players actually playing. As far as them implementing it now, it's fine. If they're working on it right now it's for a reason.
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Great status report. Thanks! It sure was fun finding loot on zombies. During the stress tests, I always sought to punch out infected first. Seemed like the quickest way to get peaches. And please increase the apple spawns in the Berezino orchards.
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DayZ forums 2.0. I'm sure Baty can keep these nerds in line.
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Because the first timelime is like a flat circle. Whatever happened will happen again.
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Yea. I agree. But like you said, it's the stress test and nothing's balanced.
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Please go lick some batteries while you punch a guy out with it. ;)
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That's a great piece by M1NDR. He's clearly better and got three nice kills. You'll notice the fresh spawn didn't block or dodge ever. Only when he returned did he ever use a stunning attack. M1NDR blocked well and pooled his stamina properly to stun and then took advantage of that.
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I will concede that saying 'it's not meant to be challenging' is a bit misleading. The basic gist of what I'm saying still remains, however. There are two distinct facets to DayZ. Player versus Player and Player versus Environment. Perhaps this is where our fundamental view differs. You may think PVE and PVP are completely entwined, but I do not. Partially, yes. Dayz is long moments of boredom separated by short intervals of sheer terror. Long moments of 'survival pve' and short bursts of tense player combat situations. Maybe this is why I don't see PVE and PVP being totally married. BI and the developers assume the title will last many years. I certainly hope it does. For this to happen, the game has to retain a player base and not have high player turn-over, right? These long term players (the expected majority) will have to learn to navigate the environment. They will have to learn to not die to infected/AI, not die to starvation, and maintain a healthy status as they travel about Chernarus. There is a learning curve, but it's not bad at all. The core PVE mechanics won't really change. Once you learn them, and you will in relatively short order, not dying to the environment is pretty easy. Easy in .62, easy in .63, and easy at 1.0. Humans are smart, they will adapt and learn to overcome the static set of variables (pve) that any game presents. This is what i'm referring to when I state that survival will be easy. Dealing with the environment will be easy. That's what this thread started out talking about. How walking makes the game more tedious. But not harder. The simple way to realize this is to group up with your friends in this sandbox. Do this and then realize that pve survival is pretty trivial. This has been the case for sandboxes since the beginning. It's there to enhance player interactions. It provides something to do and a grind to make living and dying mean something. Not just spawn, kill, and respawn without meaning or investment, like PUBG. The past reveals. From UO, Everquest, Asheron's Call, Lineage, WoW, SWTOR, Dark Age of Camelot, Anarchy Online, and more we can see how player interaction is the real obstacle in a sandbox arena. This is the real wrench that is thrown into the gears of your plan. Surviving other players isn't something you can just learn to do easily. Other gamers are nowhere near as easy to predict as PVE mechanics. Over and over the past has shown us that pve isn't really that hard in an open world structure. This is because you can't have linear progression in a sandbox. This has been the case for decades. I absolutely read it all. I read a lot and have experienced just as much. Let's not put all of our faith into the articles that people have written. Just because the developers have written articles and said things doesn't mean that's how it's going to pan out. What do you call a spade? You seem like a smart guy. You should be able to take things at face value and not rely on the skewed perceptions of people that happen to be behind the steering wheel. People in charge have intentions all the time. These intentions don't always play out, gaming or otherwise. Just because (the developers) say something is supposed to be one way doesn't mean it's going work out like that. Intention isn't that important. It IS relevant. This was a great example of Dean wanting the title to be something that's impossible. What is 'supposed to be' and 'what is' are completely different things and the latter is the only relevant thing. DayZ is fantastic at providing a place where people can interact, hostile or friendly, with no real world consequence. This is biggest thing that it has going for it. PvE doesn't even have to be hard for the title to be successful. Good thing, because it wont be. Do you really need handcuffs in this game to not die of hunger or stave of zombies? PVP is the focus. That's the consensus. Go have a look at the endless amount videos out there created by players. All about player interaction, not fighting zombies or growing pumpkins. I hope this answers your questions regarding my previous posts. Beans to you.
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Perhaps you should try hanging out near the apple orchards for a while. Wait for apple spawns. Also, zombies are a great source of food. Chickens too. You can eat them without worry. Please note that the .63 branch is testing the loot economy right now. If it doesn't work out, try playing on the .62 stable branch for a while.