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Beizs
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Everything posted by Beizs
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.56 patch coming anytime soon? Is this game progressing at an increasingly slower rate?
Beizs replied to Miquinei's topic in General Discussion
.57 should be coming out next Wednesday. It's being developed at the same rate, they just skipped the update last month. I feel like the updates are actually including more each time than in the past too, making it, overall, faster. But yeah. .57 next week, forget .56. You have to bear in mind that they're currently working on (and near to releasing) some of the large aspects of the back end of the game. Renderer, 64 bit, multithreading, etc. -
This came out this day last week, but four hours later. Have some patience. :P
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It's not server side - it is player side. However, it is not the experimental branch. They're working on .57 already (that'll release to stable next week, skipping .56 on stable). We only have up to .56 in experimental. The performance improvements have been achieved in .57. That doesn't mean we'll even see them in .57. They might have to change stuff to get things to run stably. But yeah, the performance increases are on internal tests, not on experimental.
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Literally just spraying the rags with disinfectant? Are you sure you didn't accidentally drink it? As for not being able to survive it, it was chemical poisoning, which isn't supposed to be recoverable without somebody helping you. There's no bug or issue in that - it's realistic and intended. Bleach, for example, really does require medical attention when ingested. You can drink a lot of milk (as in, a lot), which limits the damage, and activated charcoal, again, can limit the damage, but it causes massive problems with the stomach lining and, if you throw it up, can cause problems with breathing, as well as a whole host of other things. Chemical poisoning isn't quite there in DayZ, but it's a lot better than just being able to eat and drink until you get over it.
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MMO's aren't defined by the number of players on a single server. That's the most obvious one, but from a game development perspective, DayZ is absolutely an MMO. If you just use player count on each server, where do you draw the line? Is Destiny an MMO? Runescape? WoW? These all have pretty large differences in player counts per server. All of those are considered MMO's. DayZ has already had servers with 100 people on (somewhat) successfully. The 75 player servers on experimental have all been pretty playable. Obviously there's issues with lag and desync, but that's the only limiting factor. They could, theoretically, have a server with 1000 people on it. DayZ can support pretty much a limitless number of players online at the same time on separate servers, all of which (on the public hive) are pretty much interchangeable, ignoring persistence. This is, essentially, the definition of an MMO.
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Ebrim goes foraging! (forage yield experiment 0.56 exp)
Beizs replied to ebrim's topic in General Discussion
I'm sure I got them when I cut the pumpkin in to slices. As in, not an option to cut out seeds, but just cut them in to slices. -
Ebrim goes foraging! (forage yield experiment 0.56 exp)
Beizs replied to ebrim's topic in General Discussion
I can only speak for pumpkins, as they are all I've ever grown (some of the best food in the game, honestly), but when you cut the pumpkin into slices, you also get a bunch of seeds.I assume that cutting the other plants will yield seeds too. -
Absolutely, I think that it'd be awesome and I really do hope they add extra maps. Just wanted to point out that it's actually a much larger job than simply 'porting' them over. :P
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This. The throwing up thing is a myth from coincidence. The only thing that heals all of these illnesses etc is time, or, with a few of them, things like charcoal tabs and antibiotics (you can check out WOBO or other, similar YouTubers to find the exact cures to everything). The way these illnesses work is they have a few stages, each giving its own messages and having its own effects. I'll completely make up an example, but this is how they all work, in essence: Fake Sickness Stage 1 Message 'I feel ill' -1 Water/s -1 Energy/s 10 Minutes Stage 2 Message 'I feel absolutely awful' -5 Water/s -1 Energy/s 5 Minutes Stage 3 Message 'I might die' -15 Water/s -15 Energy/s -5 Blood/s -5 Health/s 10 Minutes Stage 4 Message 'I'm starting to feel a bit better' -1 Water/s -1 Energy/s -1 Health/s 5 Minutes After the final stage, the sickness ends and you're 'healthy' again (in the sense that you're not dying any more - you'll still need to eat and drink). Most of the cures skip you straight to the final stage, which is generally fairly mild. So, the illnesses don't actually kill you, but the lack of food, water, blood or health is what does it. As such, the best thing you can do is take whatever cure has been proven to work, if there is one, and load up on food and drink as much as you can. Some sicknesses, namely chemical sickness, are so bad that there is no way to stay conscious for the whole sickness. This means that you will go unconcsious and die from them, unless you have somebody to force feed you food and water while unconscious. This is the only cure to chemical sickness. It may be the case that throwing up immediately after eating/drinking something that causes sickness prevents it from kicking in. I've seen no evidence either way. However, once you start getting those status messages, the sickness has kicked in and throwing up will do absolutely nothing for you.
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I'd just like to point out that the only one of those three things that isn't present in experimental right now and being released next week is the base building (as in, 'boards for a house'). That kind of thing is a much, much larger undertaking and they've said that you're not actually going to be able to build buildings, similar to what you can do in Rust, because that just doesn't fit in the DayZ world. However, if you're simply talking about building basic shelters etc, I don't imagine there's a lot of work left to be done with that. Really, it's just making new models for tents and adding the crafting recipes. There is already a basic crafting system otherwise, which has been around for a long while and has a decent amount of depth to it so far, and persistence has been around for a fair while now.
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Would be nice, but I don't think they're going to consider more maps until the very end of development, if they do them at all. Might just leave that to the modders. You have to bear in mind that every new map needs all of the zombie, animal, loot, dynamic events and everything to be set up, as well as adjusting the CLE to keep the map balanced with its size. Would be awesome to see more maps in DayZ, I agree, but I don't think they'll happen any time soon.
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There can't really be calling or texts, as that requires the maintenance of cell towers and a whole infrastructure that would be dead, at this point. Same goes for GPS, which needs the clocks on the satellites to be adjusted regularly. As for playing snake, I don't see why not, but it's not a particularly useful feature. Music, I believe is available through the new radio in the exp branch, but who knows what they'll add in that regard in the future. Have seen a lot of people requesting musical instruments for RP and ambiance purposes.
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Well, in my experience, quite a few of the people I've argued with over the development rate of DayZ have actually changed their minds in the end, once presented wth all of the facts.If I can get one person to understand and stop shitting on the game/giving the devs crap with this thread, that's a victory in my books. I feel like the fact there's been no negative replies so far on this thread is actually proof of my success in explaining it - there is definitely people who often complain about this topic who are active on the forums. Honestly, I just really wanted to get this off my chest in a clear, concise manner once and for all. In the future, when I see people bitching about it, rather than typing out several paragraphs each time, I can just link them to this. :P But yeah, there are some people who just won't be happy either way. But there is definitely a few who will change their minds when properly presented with the facts.
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With things disappearing from the roadmap, it's more of a case of things being written more broadly. Bikes and boats fall under vehicles. Snow falls under weather. Not everything is going to be listed in the roadmap - that would be ridiculous. As for things taking longer than stated, that has happened a few times, sure. But the roadmap is, essentially, written as 'best case'. That's rather obvious to most, I feel, and saying that the devs should be able to follow a timeline perfectly is ridiculous. Nothing that I can think of was delayed that much (it's mostly been one or two patches later), besides the renderer, which was down for Q1 of this year. That was delayed for a good reason. One that benefits us. (DX11 and 12 support, rather than 9 and 11) I'm not saying that critics can't criticize the game, but it's also just as important for people to be able to point out the flaws in their argument. The idea that the game is being developed slowly is unfounded and just the opposite of reality. It's that simple. What the devs hope for is irrelevant in that, because it just is. It's not really nit picking, you're trying to fault the devs in any way you can, and I'm simply rebutting your arguments. They never said that it was going to be released as beta in 2014. They always maintained the roadmaps as goals, not fact (literally the only way they could lay out a roadmap that was set in stone would be if they could see the future). They've developed this game a whole lot since initial release and they've done it quickly. That's all I'm arguing for.
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Just throwing this out there, but talking future wise with multi threading coming to DayZ (it'll have to for the PS4's sake), I would not recommend 'upgrading' to an Intel processor (I wouldn't recommend it for any game, honestly - only tasks that Intel processors really excel at. The price difference is not worth the performance difference, imo). Games that have good multi threading tend to play incredibly on AMD CPU's. Out of my friends with BF4, which is well optimised for multi threading, the AMD users seem to have the best performance, generally.
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Player donations equal exclusive acces to whitelisted servers
Beizs replied to byrgesen's topic in General Discussion
I wouldn't say it's alright, but it's not too bad, either. So long as it's not on a public hive and people are aware of it, it'll just drive traffic away from their servers, making them unmaintainable and force them to change or shut down.It's not important that they get shut down by BI. What's more important is people knowing that they might be at a disadvantage and being able to choose whether they use that server or not. -
Player donations equal exclusive acces to whitelisted servers
Beizs replied to byrgesen's topic in General Discussion
Exactly. It is against the T&C, but it's not game breaking. Just don't use their server. It is a private hive, after all. Reporting is a good idea, but honestly, it's nothing too serious. Personally, ignoring the T&C, I don't think this is much of an issue at all. If people want to use their servers to keep their servers up (if that makes any sense at all), then why shouldn't they? I very much doubt they'll make any real money off of it. So long as they don't lie about anything and are up front that donators will have an advantage, which they seem to be, people can just not use their servers. -
100% spot on. So many people say 'BUT THEY MADE LOADS OF MONEY!', expecting that to make it faster. But they didn't want to make a mediocre game quickly. With the funding, they decided to go for an incredible game in a normal (though I still think they're being pretty fast, considering the scale and the fact they're rebuilding the engine) time frame.
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Holy crap, that's awesome. Definitely should be more visible though, IMO. Have yet to notice one. That's so damned faint I don't think I'd see it if it were right in front of me in game.
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Player donations equal exclusive acces to whitelisted servers
Beizs replied to byrgesen's topic in General Discussion
There's the answer to your question. Donation only servers break the rules. -
Please link me to where it was said that DayZ would be in Beta in 2014? I have never seen anything along those lines, and would be genuinely interested to see that. As to comparing it to other games, show me any game that was developed faster than DayZ, with a similar scale. As a quick example Skyrim took ~4 years to develop without a single bit of multiplayer. GTA V took 4 years too, with a larger budget and larger team, again. Those games are both of a similar scale to DayZ, though DayZ is actually more of an undertaking in my opinion. While it has no storyline, which saves a lot of development, it's entirely online and has many MMO traits that generally take a lot longer to develop than anything in either of those two games, which were developed with an absolute tonne of money and huge development studios, let alone the fact that Skyrim was built on Creation engine, which was developed separately. The GTA V engine, to my knowledge, was new, but, again, was developed separately, making it a lot faster to make. DayZ is being developed incredibly quickly, considering the engine is being developed at the same time by the same general team. Even without considering the engine, honestly, considering the scale of DayZ, it's not being developed slowly at all. DayZ is planned to hit beta and the end of 2015, which is incredible considering the size of the game and the size of the team. I'm not saying people are idiots for thinking DayZ is being developed slowly. Most people don't understand how games are developed and the normal timeline. But that doesn't change the fact that they're just wrong. EDIT: After searching, the only thing I found from anybody at Bohemia referencing DayZ hitting beta at the end of 2014 was this: http://dayzdev.tumblr.com/post/72473656344/dayz-three-weeks-on-the-road. Here, they didn't even say that it would hit beta in 2014... They said that there was no way that it would reach beta before the end of 2014... This was at the start of 2014, which was just after the SA had been released and before they'd decided to do a bunch of things that would make the game a hell of a lot better in the end, but take a bit more time. Also, about that line 'Nobody forced Bohemia & Rocket to use the Arma engine. Or to start with a public paid alpha on Steam instead of releasing a closed alpha for fans only. Or to announce a 2014 beta instead of playing it safe.' Really? Nobody forced you to buy the game before it was fully released. In fact, the devs actually advised not to. That logic is completely contradictory to your standpoint. Also, had they not done those things, it would have been literally impossible for them to develop a good game. Not use the Arma engine..? They'd be in the same position they are in now, building a new engine... But this time, from scratch, without any play-ability for at least a year or two. Not release a paid alpha? They'd have far less funding and take longer to make a game that wasn't as good.
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Yeah, I'm fairly certain that disinfectant has no cure and kills 100% of the time (unless someone can force feed you food and water while you're unconscious until it passes..?). Sounds like disinfectant to me. Cholera should have been cured by the antibiotics. Some sicknesses have a recovery phase, I think, in which you continue to lose food and water for a short while. Shouldn't have been enough to kill you from hydrated and not hungry though.
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With the MMORPG thing, obviously they don't need to set up instancing, quests, skill trees etc, but the basic infrastructure for DayZ, I imagine, is very similar to some of the setup I've seen for MMORPG's. Think network bubbles, completely free/sandbox/open world, large map (though small by MMO standards), random events, CLE, etc. The main thing, however, is that DayZ is massively server side. Like, a surprising amount, from what I've seen. This is where it's really very much an MMO(rpg) in terms of development. The devs moved as much as they feasibly could, from what I've read/been told, server side to remove/minimize the ability for cheating. Networking is one of the largest factors in DayZ's back end development, as it is with any other MMO. So, sure, in terms of actual gameplay, DayZ is absolutely nothing like an MMORPG. But I maintain that it's pretty much one in many ways looking at it from a purely developmental standpoint.
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Current EXP character, restarted just yesterday. I like this look.
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Yeah, I'm aware that this could cause arguments/flaming and would be more than happy for it to be locked it it does. I just really think that people who are complaining about the rate of development just need to think about it a little more.