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DocWolf
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Everything posted by DocWolf
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Funny, because it does not seem to me that "the majority of players" are actually asking to slow down movement speed. It seems, on the other hand, the overwhelming majority of the players simply don't give a damn about current movement speed being too fast/too slow or whatever in the middle. And we all thank the Gods for this. But SPECIFICALLY because stamina and weight system are going to be implemented mantaining current speed (or slowing it slightly) should be the logical choice. You know...considering that with weight and stamina people will not run or sprint 24/24 and all that there's no reason to further slow down movement. Just sayin' I'd like to read what Bohemia stakolders (or owners) think about that. You know, gaming business being a business whose core idea is selling lots of products and actually make money. On a more serious note, I feel that the developers really can't be too heavy-handed on the survival mechanics: I personally would love to play an extremely detailed and realistic zombie survival simulator...but such a game would end up in an extremely niche market. Something along the old Master of Orion or the more modern Supreme Ruler games, extremely complex (and truly entertaining) titles enjoyed only by few people. I seriously doubt Bohemia is aiming at a niche market. They're not going too "arcade" on the survival part, I'm sure of that...but I don't expect ultra-detailed or realistic survival mechanics, and don't feel anyone should realistically hope in that either.
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It's one of the most egregious examples of how much DayZ Standalone community absolutely NEED to leave behind our days in Mod DayZ. Together with the meaningless "hero/bandit/survivor" trinity, it's one of the most useless and annoying traditions (for lack of a better term) in the game. "You friendly?" they ask. Yeah, I'm friendly...but I don't know you and I don't trust you. Answering "yes" is not an invitation to follow me anywhere, asking (or pretending) items or whatever. I've lost track of how many times after the word "friendly" people just charged at me with fists raised (if on the coast) or weapon in hands (if inland)...talking about "being friendly" is at best simply a waste of time. At worst, a very inefficient ploy to lull you in a false sense of security. Usually I ask what I need/want when I meet someone who does not shoot or axe me on sight: "do you have any spare XY?", "do you know if there's item-so-and-so in the town you're coming from?", "have you seen any boar around?", "can you tell me how much to the next town?" and so on. Do you want to team up? Ask it. Do you need bandages or food? Ask it. Do you need a map or directions or tips to find a certain thing? Ask it.
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I never team up with people I don't know and I don't trust...playing with an eye constantly on my back is not really entertaining. When there are no friends online, I don't mind playing solo...it's not really hard. Most of the time you can trick people showing their true intentions simply saluting and start running away from them and the place they were heading: of the last ten people I've met, four pursued/bumrushed me and were killed. One opened fire when I was going away but was a lousy shot and an even worst tracker, and never found me outside Dolina. Two pursued me babbling "friendly hey stop friendly" and then stopped when I told them to stop following me...three simply greeted me and carried on their business.
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Found one in Staroye, near the long barn in the northern part of the town. There was a jerry can nearby also, in the small concrete depot with the boxes with the taiwanese flag on them. It was a welcome diversion...the hungarian/english 1st person server I'm playing in currently is seemingly full of players addicted to bum-rushing other people. Killed four in just two days, and witnessed two more assaults against other players from afar...hell, how I miss experimental.
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Any of you guys wonder what time period dayz is in.
DocWolf replied to Azzerrrr's topic in General Discussion
Official quotable source, or it's a simple fan theory/wishful thinking :) -
Well, considering infected behaviour and spawn/respawn systems are one of the most important features of the game and (exactly like many other important features) are considered "placeholders" since day 1 and after a year they're still listed as "placeholders"...yeah, I too think that more dumb zombies could help the game. Because I suspect "proper" (as in "non-placeholder") features are going to be extremely difficult to design and then even more difficult to implement, and probably creating a Plan B (AKA more dumb infected) and testing the hell out of it should be one of the priorities, both from a gameplay and a performance point of view. Yeah, I know the developers disclosed the whole 2015 roadmap online...but those are just public statements. During the various patches we tested this year there was no solid evidence of "major" improvements boiling in the background concerning the systems governing infected behaviour, navigation, aggro, spawn/respawn and many other things...good "minor" improvements? Yes, good ones indeed. But nothing revolutionary on (or even slightly beyond) the horizon. Maybe they're working on a complete new system and they will disclose it in the future eliminating the placeholders...maybe. I'm all for realism in software and game development and, considering all I can see in this alpha, I find more probable they are still on the drawing board for this one.
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If you hear crying/laughing noises from other characters, stay still and broadcast your position until they acknowledge it and come to you. Those are in-game features that help you recognizing the most helpful and trustworthy players in Chernarus. Remember: if they laugh or cry, they're humanitarians and you can trust them at once!
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Medic here. Everyone is starving to death
DocWolf replied to spuddy0108's topic in General Discussion
Berries in 0.50 gives you a very low amount of calories, and in 0.51 it's the same. If my character cannot leave orange "hungry" after eating a 100% can of spaghetti one (or few) berries are not going to make any kind of difference; same thing if we speak of apples. Foraging is an useful strategy only when you have a very high amount of bushes/trees around you AND are already occupied doing something more useful...trying to survive only on berries and apples is not going to work for a freshly spawned player. Growing tomatoes is something you can do with tomato seeds (very common), fertilizer (very common) and a shovel or a farming hoe (uncommon, but not rare)...but you can plant the seed only in greenhouses, and that makes you extremely predictable in your movements: you're tied to one spot. Two or three if you're clever, but rarely you can afford to survive thanks to tomatoes and have multiple greenhouses in different towns. More likely you'll have one or two in the same town. Another problem with tomatoes is their extremely low calories intake: it's good, because they're a low effort food source, but they work as a complement to another food gathering strategy. In the future when (if) water-borne diseases are going to be implemented, they could be a healthy hydratation source. Fishing in-game is easier than hunting...but sardines can be fished only in saltwater - i.e. the coast. You need a water bottle (uncommon, but not rare), a shovel/farming hoe to dig out earthworms (uncommon, but not rare) and a blade to cut the bottle in half (common). To fish in ponds and lakes you need a stick (common), a rope (uncommon, but not rare), a fishing hook (quite uncommon) a shovel/farming hoe to dig out earthworms (uncommon, but not rare)...again, it's not impossible gathering all this things. But it's very situational and you can't rely on those food gathering systems when you're already starving AND you have only few (or none) of the necessary items...that's the part keyboard bear grylls always forget when they ridicule players who manage to starve. Right in the first point. Not really sure on the second...it really depends on server population, loot history of the area, number of active players and so on. -
Medic here. Everyone is starving to death
DocWolf replied to spuddy0108's topic in General Discussion
While I agree that starvation shouldn't be an issue for a moderately geared player, there's always the problem of almost naked newspawns and unlucky geared players too. I don't like the keyboard survivalist attitude of "dude hunt or fish and shut up, l3arn how to play!1!"...some items are actually quite difficult to find sometimes: matches, for example. Sometimes even bladed weapons: in a playing session I visited four inland towns before I was able to find some kind of implement to fillet game or gut fishes. Let's not start talking about lighting a fire: yes, you can search sticks and use books - so you don't need an hatchet or machete to start a cooking fire. But have you tried to cook a boar steak on a fire without wooden logs? I don't even think it's possible...and if it's possible it takes forever, endangering the survival of your character. Just a reality check on all the things needed for hunting, for example: * firearm OR stick and rope to build bow OR crossbow * correct ammo for the firearm OR machete to sharpen a stick and chicken feather to build arrow OR crossbow bolt * knife to gut/fillet preys * paper OR rags OR bandages AND sticks to create fire OR gas canister AND gas stove * matches AND POSSIBLY * hatchet OR fire axe Obviously it's not impossible gathering all this things - but it's situational. If you're lucky you find all the right things and meanwhile you manage to find some decent clothes...if you're not, you have to struggle even to find a simple hoodie. All that, obviously, if you happen to trek away from the sea: if you stay on the coast and you think you can survive there your character deserve and embarassing death. -
Yeah. Because when you see a discount on STEAM you go and look the pricing history of the game and visit the company website in order to rule out the possibility they're selling you the game at the same price they were selling before, but with a convenient price hike that negate the discount rate. Of course you do. And everyone else do the same...what was I thinking? I'm trying to have a constructive conversation here. Don't put things in my mouth I didn't say or even imply, that's the death of any discussion. Gamers are not "dubm cattle", but sure as hell very few people (to the point I'm tempted to say "no-one") start an info hunt every time they see a sale/discount. As I said before how many people do you think look at pricing history, proprietary and third-party websites before buying a game? Very few. Obviously you can put the blame on the customer that didn't read the fine print...it's his fault, it was his duty searching information before shelling out money. That's true but I'm sure that, after putting apart our fanboyism towards Bohemia and the game, everyone can see how bad it sounds. It's not illegal, but it's bad PR nonetheless. I, too, doubt they need more money. As a guy on Reddit said, they already made "Lamborghini money" - more than enough to develop the game and increase the studio at the same time. But it's not a brilliant move, far from it: and in fact the only people on the web defending this move are people who already bought the game and are, more or less, fan of DayZ. You said before that people who already are looking in the game and/or are fans will know of the price hike/discount: that's right. But DayZ SA is not a mod, it's a standalone videogame: it's a commercial investment, and Bohemia cannot cater only to the people who already like DayZ. It's like saying that Bethseda should aim only at the TES fan for their next game. Any move like this will alienate future customers, even if it was planned with the best intentions. That's all I'm saying, and that's all the others condemning this stunt are saying.
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Sorry to be harsh, but the fact you can't understand this is not an honest business strategy does not make it legit. The problem is quite simple: people will see a certain high price discounted to a lower one and will think "hey, it's a good deal, let's buy it and try the game"...they will not know that the "discounted" price is simply the original one. That's a very debatable way to increase sale volume - and I'm really crancking up the understatement here. No-one here is raging or making it a fuss. Personally, I think that's a very naive PR move - something like the #askJPM fiasco J.P. Morgan managed to create some time ago. No doubt Bohemia intended it to be a "visual", as you say, way to remind people the game is going to be pricey in the future...but they botched it, creating what many perceived as a dishonest marketing move. Misleading a customer is never a good strategy obviously...but looking like you want to mislead your customers is exactly the same thing. And they did exactly that.
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Skills could help giving players a sense of attachment to their characters, though. If my character with 89 days of survival unders his belt dies, nowadays I loose simply replaceable gear. If the developers follow the suggestions of some players, tomorrow I would loose gear and a character with a shaggy beard and muddied clothes. Yeah, that's horrible indeed. What a pity. With skills implemented I would loose gear, the beard and the mud on clothes AND (more importantly) some kind of non-gamebreaking benefit in core/non core mechanics like fishing, cooking, stamina and so on. That would help A LOT increasing immersion (last time I checked more often you do something the more you master it), promoting character attachment and help creating some kind of long-term view for the gameplay. Let's not go all drama-like citing WoW, CoD and all that boogeymen...let's see how the developers will implement that. On paper it's a good idea (way better than many other I've seen on this forum or even implemented in the actual game)
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Five dollars or, for us european players, 4 euro is not really that much. No problem about the idea of a price hike, as I said, it's obvious that a product is going sooner or later to cost more and more - especially if it's popular...besides that, being a player I've already purchased the product so who cares. But increasing the price and then discounting it to the previous price tag just to announce there will be a "true" a price hike in the future is...naive at best. Like, amateurish naive. The only thing a lot of people not following the development will see is a discount. And some of those people will buy the product not knowing the sale discount is basically a way to make a point about future price hikes...this (understandeably) got under the skin of a lot of people. It's not really an honest way to attract customers, even if it was done with the best intentions. EDIT: As it was said, they increased the price and then applied a "sale discount" reverting the price to its original level. New customers will see an inflated "fake" price discounted, and could buy DayZ thinking they got a good deal...while in reality the inflated price is not the real one, and the discounted one is in reality the true price of the game. That's misleading, as I said...even if it was planned with best inentions. Either you discount the original price or you increase it and then discount it MUCH later. Also, if you want to announce a price hike, you use press releases/interviews/social media and other PR tools. Rising the price of your product and then immediately discount it to the original price tag is not...well, an efficient way to communicate with your customers about pricing issues.
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Yeah, well. That solve the mistery about Bohemia/Valve responsability. Bad move. Seriously: I have no other way to describe it. Very, very, VERY bad move. It's the PR equivalent of a guy shooting himself in the foot to declare firearms are dangerous...I'm not covering the legal part of the issue because I'm no interw3bz armchair lawyer. But regardless...bad move (IMHO of course).
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Yeah, well...all the drama exploding on Reddit is not about the price hike itself. That's normal, a popular product sooner or later is going to cost more - regardless of its state or quality. The problem seems to be linked to the fact DayZ price jumped to 34.99$ and then was discounted with a price of 29.99$ ... which is, if anyone noted that, its original price tag before the price hike. So, it's something like that: from december 2013 to yesterday I'm selling you this product and I'll ask you 10$ for it. But today I put on it a 20 dollars price tag, slash it, and write "DISCOUNT! Only 10$!". If that's what happened* it's not exactly a very good and/or savvy business practice. * I write this disclaimer because I can't, for the life of me, find an unbiased source on what happened exactly. The closest one is STEAM price history for DayZ, which seems to validate the scenario described on Reddit. EDIT: don't know if the price hike was a (legitimate) Bohemia move and the immediate sale discount was an (unfortunate) one from STEAM or if everything was a Bohemia idea. Regardless of that...pretty bad move from a PR point of view, IMHO. Misleading customers and ragequitting accounts on a social media is not exactly a top notch performance.
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Time to reduce run speed with vehicles inbound?
DocWolf replied to Bororm's topic in General Discussion
Short answer, to avoid TLDR: no, not now. Now, the long answer: no, not now. First, because when a new item is introduced in experimental its spawn rate is greatly increased - meaning that when EXP 0.51 will hit stable V3S spawn rate will be greatly reduced, making it fairly rare. Second, because by admission of the developers themselves, acquiring and mantaining a vehicle will be rather time and resource consuming...this means that even if a lot of vehicles will be implemented they will not be a common alternative to walking/running/sprinting. Unless of course some kind of low-tech, low/no-fuel, low-manteinance vehicle like a bicycle could be implemented... but allegedly bikes and motorcycles are extremely difficult to implement in Standalone architecture, so let's not count on it. And let's not forget that the current vehicle management system is, according to Bohemia, extremely rudimentary and it's scheduled to be improved. Considering that a stamina system is scheduled to be introduced somewhere in the next year (see the post in this forum about 2015 roadmap) I suspect that decreasing running speed will be rather uselss, especially now. Just to cover all possibilities developers could reduce it of 10% or 20%...but only after EVERY SINGLE mechanics/feature influecing the character and its general movement on the map are implemented and working as intended. Let's not give in to the vehicle hype: the V3S is little more than the first step of a very long journey. My two cents. DocWolf -
Very excited about diseases (yay!) and stamina (finally!)...even if stamina is listed as Q2, I hoped sooner. New zombie AI and further (radical?) works on loot economy in Q1 are extremely good news. Can't wait to see "advanced" animal behaviour and dynamic events, whatever those things could be. Don't know about aerial transport and base building...I mean, WTF. It's definitely too early to judge, but I hope a vocal minority of the playerbase does not push DayZ Standalone into DayZ mod MkII. Considering the timing of this year updates I suspect the dates provided in the article are going to be revised and changed a lot of times...but even if the timing is doubtless a placeholder, the content of those planned updates is extremely interesting. Seems the next year will be an interesting one.
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While I agree that it's nonsensical asking to remove a feature/game mechanic because it does not work as intended during an alpha-test, I understand OP's concerns about persistance. Yes, it's too early to call it a failure and yes, it's too early to moan pretending a perfectly working feature...but it still doesn't work and while we have seen some (VERY) slight improvements thanks to latest patches, on a broader term we can say it's not a working mechanic since its introduction. I hope the devs will be able to sort things out, because I feel persistence is a valuable asset for this game...but I fear the issue is not related to some technical problem, but more likely to the current idea/design of how persistance and item spawn/respawn should work. Time will tell.
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Not exactly hair-splitting...glitching through walls is a huge problem: means the model can glitch through everything, and will do just that. Glitching through certain doors means the model have problems only with certain kinds of interactables, or with only certain locations. That's a huge difference from a developer point of view, and IMHO a great difference even from a user point of view too.
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Infected running through walls are not a problem since 0.49, possibly even earlier. Infected NPCs ignoring closed doors and glitching through it, otherwise...
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Still in placeholder state: extremely low numbersable to bypass certain (most?) closed doorswith an in-built radar (once they lock on you they'll know where you're going even if buildings are in the way)with super-glitchy aggro system (sometimes they aggro when you scope their back from afar, sometimes they ignore you unless you jump right in front of them)Probably in order to compensate for those (and many other) problems, they have supernatural sight/hear so they could pass as (slightly) more dangerous on paper. The good thing is the dev did a good job in working out hitboxes and attack animations: now they hit where their arms and hand hit and could be killed aiming at their head, torso and arms/legs without fearing inexplicable misses. The infected crawling on all four apparently was even more glitchy than his brothers and sisters, and now it's gone.
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Lead Producer of DayZ says, "1PP is better"
DocWolf replied to rickyriot's topic in General Discussion
Yeah. Especially the part where he speaks of wall peeking and I say that regardless of wall peeking and/or camera position someone playing only in 1st person on 3rd person server will ALWAYS be greatly disadvantaged. Especially that part indeed. -
Lead Producer of DayZ says, "1PP is better"
DocWolf replied to rickyriot's topic in General Discussion
Using only 1st person on 3rd person servers will put you ALWAYS at an extreme disadvantage, even without wall peeking and with a camera view relocated closer to the character as many here and the other thread advocate. Just saying. You know...reality check. Maybe it's time to start playing on dedicated 1st person servers? I play on both, and I enjoy this alpha. -
I've never met an hacker in DayZ SA My favourite spawn point is in the northern outskirts of Novodmitrovsk, behind the truck depot I absolutely, positively dislike assault rifles in DayZ SA I started murdering fellow players in DayZ SA only recently I've never been at Central Railway Station Once I was able to lose myself in Black Forest I've never found an EMT or Firefighter uniform (sadly) EDIT: I've never killed an infected with my bare fists...yeah, sorry mom and dad. What a disappointment
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You can switch view with iZurvive and look at the map with satellite resolution, having basically the same visual input of DayZDB - only difference being up to date with latest map modifications (as far as I can understand DayZDB is still blocked with 0.48/0.49 map) and not having heavily outdated loot information on it. When I first started playing on standalone DayZDB was the best tool, hands down..but with time and with different patches released it wasn't updated and that means it's useful only for planning routes. At the moment a good half of the loot tables are wildly inaccurate or plainly wrong...and many of the new cities and features are not represented (or weren't until a few days ago).