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Your DayZ Team
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125 ExcellentAbout Salty seadog
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I don’t think the current system that calculates if assault rifles/ high tier weapons spawning is a good system. Ive played Livonia to death. My mates have played it to death. The combined amount of loot runs through heli sites or military barracks has to be in the high thousands between us. Nobody has come across even an AKM. Currently every single gun that has a spawn limit is buried in a box that will never be found, and the timer is refreshed by these groups that don’t even equip these guns (literally just horde them). I’m also fairly sure that duping is still a thing, and further solidifies the poor design of this mechanic. if the goal of this system was to make these guns rare, but obtainable, then it has failed. PLEASE remove the server cap for ALL of these guns (heli guns too). If you have to just tweak (or lower) the spawn rates to accommodate this change, so be it. Please just do it soon, don’t wait another 4 months till the next patch to do it. Thanks.
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Dayz DE 1948 is missing too. I’m pretty cut as a solo player I managed to get a Really nice stash/ base going which I never bother to do and it’s wiped. given there were zero assault rifles and assault rifle suppressors or high end loot spawning though, I’m pretty sure there were people just duping a lot from day 1 on this server. I wish they would fix it on PS4, or just change the loot economy to not function like it does. Anyway either the server was wiped because of duping, or they are deciding to cut costs for paying for extra servers when the playerbase has declined, and just deleted a few. This sucks.
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This is pathetic, and frankly not good enough BI. You guys rushed this broken husk of a game to 1.0 on PC, and decided to milk it further by releasing the sloppy, buggy and technically inept version to Ps4 for a quick buck. Weather it was initially your intention or not, you have lied to the community over years of false promises, and moved the goal posts to suit yourself when you consistently were too lazy failed to deliver promised features. We have been told to "be patient" for years as you promised once the new engine was built, a backlog of old and new content would come pouring into the game at great speed. So many people on this forum and from your community gave you patience in spades at the promise of a good, feature rich game at the end of it. Even with 1.04 this game is still a shell of a survival game. Half the weapons are still AWOL let alone ANY new ones, barely any vehicles, no helis, no bears, no ✌️✌️flavour features✌️✌️, no traps, no hunting, no advanced medical (you actually said you want to dumb it down?), no fishing, no bicycles/motorbikes in sight, many loot pool items still missing from earlier builds years ago, no radiation zones, no bows, no ragdoll physics, no 100 player servers, no zombie hordes, 2 way doors missing, climbing obstacles, carrying/decaying characters, no tutorial or crafting list and probably 10 tons more stuff if I cared to trawl through the old dev/trello boards. I could forgive most of this BS if your status report read; We are buckling down and will be releasing a monthly patch that will fix bugs AND continue to deliver on ALL of the promised features you kind folks have been so patient to wait 7 years for, and a few extra features/ guns because you have been a great community and as an apology for releasing this fundamentally broken half-game to consoles under the guise of a finished product for AUD $80. Instead all I read was: This game will see 1-2 bug fixing patches spread out across 6 months, ensuring a swift death on consoles. Well give the keys of parts of the engine to you modders so you can salvage what you can from this half assed attempt at version 1.0. Also we'll be releasing some paid DLC before the game is even remotely close to a functioning v1.0, and we reserve the right to not deliver on the backlog of 60% of the game that is missing in future, and we're just giving you a heads up, we will be cutting out lots of stuff but we're not gonna tell you what that stuff is yet, so we cant be held to any standard and therefore have no obligation to even deliver on a single piece of missing content.
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Status Report - 23 October 2018
Salty seadog replied to Baty Alquawen's topic in News & Announcements
Not much else to add ontop of other sentiments here other than I'm pretty shocked and also very disappointed with this SR. First impressions are everything. If you release this game on console as a 1.0 build (aka feature complete full game), the backlash you will rightly receive will be be overwhelming. All the videos on youtube and negative press will end up being a No Mans Sky 2 scenario, because it is exactly the same situation (promised all these extra features, then delivered a game missing most of the core baseline elements. I mean you're going to release the game missing the throw animation? are you serious?). To be very blunt, you work far to slowly as a studio to pull out the comeback card 9-12 months from launch too. Games like NMS, Destiny 2, For Honor, and R6S were able to to successfully pull out a mighty comeback, because they were able to create and stockpile a HUGE amount of content and rework entire game systems from the ground up in what was probably an insane slog of crunch time. Enough effort in these cases it could almost be classified as an entire games worth of work. Are you capable as a studio of your size, of doing this? Because if you cant, it means you have ONE shot to nail this launch out of the gate, and not leave any loose threads around this games edges for the media and customers to pull at. You already have the disadvantage of starting with negative press due to this games long and bumpy development cycle, so your detractors WILL be vultures when they critique the state of this launch. Also, do you think releasing in this particular window is a good idea? Why would I (or anyone on the fence) buy Dayz at Christmas with the strongest absolute unit lineup of games releasing in the next few months. (Shdow of the tomb raider and Titanfall tried this, and titanfalls studio has been disbanded I think, and their game was AAA, excellent and meticulously polished.) You cant compete with AAA games, you need to find a window where gamers are dying to pickup a new game. Wouldn't it be better to find a gap in the market where there is a lul in interesting games, and where many people on the fence might pick it up because there isn't many new games out? Like Id guess mid next year, a good bit after Anthem where there will be a few quieter months. This is where smaller studios can make a name for themselves, because they dont have to compete with AAA games for customers, and they also get TONS more free gaming press as all they journos and youtubers are looking for interesting games to cover for their own publications and channels. An excellent feature complete and polished launch in this window seems smarter than going head to head with Battlefield, RDR2 (with reviews looking like a 10/10 AAA game), Anthem, COD, Fallout 76 (a direct competitor?) and a few others, especially when you are releasing half a finished game, as a small studio, in this same window, and advertising it as "complete" (aka v1.0). I'm not a marketing guy, so take my opinion with a pinch of salt, but Ive seen enough Devs make this mistake thinking they will get those sweet sweet Christmas sales, and tank their own franchise because they released in between a flood of AAA titles. I don't know if there is some other motive you have not mentioned that is forcing you to release now? So I wont speculate on that. I want to see this game succeed, and I genuinely hope you do. But if I were you, I would forget about releasing this game soon. I would make sure I have everything that has been posted on the trello board or Dayztv, or in any gif or status report since, in the game, and functional. DONT launch with a giant content or core game mechanics backlog, as you will lack free devs that can fix bugs and hopefully implement some extra content when this board get flooded with excited new gamers (if the launch is good) that have good ideas for the game. In your case, I think you will need an active team of devs ready to brainstorm solutions to allow mods on console or establishing the framework to do so, and convincing Sony you are capable of doing this without bricking their console. If you are still trying to implement the the ability to throw a rock 4 months after launch, it wont help your case with them. Anyway, they're just my thoughts. I hope you reconsider what you are about to do, I think you are making a giant mistake releasing now, but I wish you the best of luck either way. Cheers. -
Will we be able to tame wolves, falcons or other animals?
Salty seadog posted a topic in General Discussion
Tried searching for this topic but I couldnt find an answer. Just wondering if there are any plans as of yet to add something like this into the game? ARK did a pretty good job at this, giving each animal a few commands and different abilities to help the player survive, although the taming process got fairly legnthy. Any official word on anything like this making it into the final game? Cheers -
Salty seadog started following Will we be able to tame wolves, falcons or other animals?
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- Too many infected. Infected that are a real threat. At least one INSANE horde roaming around the map ( at least 200 zeds), and some smaller ones at random (like out in a forest) - Ability to craft a supressor out of an oil filter + tape + wiring. Could be used on a bolt action for 5 or so shots and could be spray painted. - Taviana map! reworked like Chernarus + and a uh1y with door guns! Take all of my money.
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I agree with all of you pretty much. I like this game, and will always have hope for it, but I cant understand the snails pace/seemingly grinding halt of development, especially after the new renderer has been out of the way for 4-5 months. I know you cant always compare development times between other studios, but at some point I gotta call a spade, a spade! Smaller, less experienced dev studios are passing this project by at blistering speeds. Things they implement seem to work for the most part, and community updates arent just kinda fluff that could be applied to any update. I dont know if the code this game runs on is particularly harder to write than other games, I can understand switching the renderer took considerable time etc.. But even tiny sub-sections of Star Citizen are churning out buckets of content bi-weekly, at an incredible rate, with real video logs from the devs, communtiy interaction, bug fixes etc.. Hope this game can pick up the pace soon and retain some players, I want to see it succeed.
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Day Z is an Eatign frenzy and nothign with survail to do at all
Salty seadog replied to Thor Rikki Byhre's topic in General Discussion
Seems about right to me... Spent a year driving a GSA1200 over the whole of Australia, and after spending 2 months getting through the desert near Wolf Creek and the Kimberleys near Darwin, it was possible to drink over 10L of water a day. Pretty sure I had some days where I got to 15L! I ended up running out of water for nearly two days and using a GEOS becon, getting airlifted out of the simpson desert with blinding pain, and found out that I had developed kidney stones from constant dehydration! Anyway, considering were exclusively marathon sprinting in full mil gear + vest + head protection etc... Id say a canteen means very little. Also, an average man would need to eat ~50 apples a day just to maintain the average calorie consumption. So sprinting for the best part of an entire day would probably more than double you calorie intake, as a stock marathon can boost calorie consumption by 2600. Apples are probably the worst survival food, peanuts are where its at! So if your "very thirsty" or "starving" near death, I dont think a few apples and a bottle of water will fix you. Ive never been "starving" in the survival sense of the word thank god, but as for "extremely thirsty" to a point of passing out, I dont think a canteen would really go as far as you think it would. Try like ~8 saline bags and 3 days of hospital rehydration! Half an hour to "cool off" in a swamp, neked, in the middle of the night though, is another story... Anyway, welcome to the forum. -
A doctor's suggestions for DayZ's medical system
Salty seadog replied to bacter's topic in Suggestions
Great post OP. If I could add my .02 cents to your idea, id also like to see one or two other changes ontop of your idea. --- When fully hydrated/energised: I wish they octupled the time it takes to recover blood in this state, so a saline or BB is sometimes a smart idea, and worth seeking out. Alternatively, if you want to recover blood from food, make it so eating a piece of "fresh food" (ie. grown vegetables, freshly caught meats/fish) speeds up the recovery time (to approx half what it is now) for 15 minutes per piece of food. So its worth keeping better foods with you, and helps to promote some survival aspects and other game mechanics. --- The ability to self administer iv catheters and a blood/saline bag (if only taking much longer than having a friend do it, maybe even a full two or three minutes so it isnt abused mid firefight). Im in no way medically qualified, and ive been able to put a catheder in a vein, tape it, and attatch a saline after waking up from a loose wedding night (friends an EMT, free salines for everyone!) still drunk and beyond hungover, so im sure if everones life depended on it, they could do the same! Or give it the ol college try... save a few dingle berries who'd inject straight oxygen bubbles into their tube or something, or pump a full bag into muscle tissue... ( I dunno, maybe there is an extremely tiny chance of getting a septic wound from self administering OR a small chance or accidentally ruining your catheder, and if your very low on blood and dizzy, maybe that chance could increase?) --- Unrealistic one here, but it would be cool if the defibs had a chance to bring someone back from death! I know they dont work like that irl and only stop dangerous arrhythmias, v-fib etc.. but I think itd be cool to have it in just for gameplays sake. Maybe using a defib takes a full minute or two animation, is ruined after one full attempt at resuscitation weather sucessful or not, and only has a ~60-70% chance to revive that person. I dunno, could understand if people wanted to go with realism on this one, but seen as its in the game, and has no use since you can just carry an epipen, I think it could add in a cool mechanic. Maybe making a medic role a viable playstyle in a group of survivors. -
Im with Gews on this one, the M110 is much cooler. Classic from the mod too. Would also love to see the SV-98!
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Awesome, really looking forward to this update. Keep up the good work chaps!
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Should the VSS vintores fit into a backpack or get a buff?
Salty seadog replied to Salty seadog's topic in General Discussion
I hear you, and I agree with you that bullet damages should fall in line with real world values, and especially flight trajectories. I was just trying to say that bullets are lethal anyway, and that making a realism arguement with no wiggle room is tough considering there is such disparity between rounds in the game, and that in real life, you could easily survive a 6X 9mm to the gut, or get shot by a 5.56 that hits bone in the upper shoulder and wraps around the bone into you chest and kills you. I was just trying to have a sneaky dig at the realism arguement! I agree it would be brilliant if they could work on shot placement, so smaller rounds could be more lethal if it connects with vital organs, also expand the medical system and possibly some amimations for certain non life threatning shots, hand, foot etc.. (although I think I saw a limping animation coming up) Some interesting points on velocities there, gotta say I didnt expect the ump to be slower than the VSS. But still, it kina shows how you could easily classify this gun as a SMG, as many other games do. As for weapon legnths preventing certain guns from fitting into a backpack, it would probably be one of the only areas I would argue that we could make a small exception on the realism front to allow the VSS fit, even if it is bigger than an M4. As the whole concept of how the backpack works, and the fact some guns with attatchments are bigger than most stock guns in the game, I dont see it being a huge problem in the grand scheme of things. I just find it hard getting hung up on this one fact of it not fitting, or now having to allow most assuault rifles into your backpack because of the size, when the whole system is already heavily unrealistic, and there are already many weapons with attatchments that already break this logic. It acts like a SMG, with its own positives and negatives in comparison to the UMP, MP5 etc..So I just reason that it would be beneficial to the longevity of game if it got some use. Although it would be great to see all guns that have collapsable stocks have the ability to fit into a backpack. -
Should the VSS vintores fit into a backpack or get a buff?
Salty seadog replied to Salty seadog's topic in General Discussion
Ok ease up! You're assuming that im dealing in absolute's, and I dont like that, its not what im saying here. Also no... Boots are not a high end gun.... they are boots. Cmon... Weather im right or wrong here, I would make the assumption that the "M4, AK101, AUG, SVD, UMP, VSS" are all high end weapons, and that the Scout' SAW and probably a few others will also join the ranks of end game weaponry. Even if it isnt a high end weapon, my point still stands that it is not seeing use. Look, I believe the game should be as realistic as possible too. Yet if we can't discuss any minor tweaks in any single category because you feel its not hyper realistic, I would be inclined to remind you that this is still a video game. Why would we even have a forum if the answer to every possible solution is "no, because realism". There is also a debate that could be had on what you percieve as realistic, as opposed to what someone else views as realism. Every single possible aspect of this game is still, and will remain, grossely unrealistic in comparison to real life, bullet physics probably being the closest thing to real life. I wouldnt dare suggest changing bullet physics and velocities, unless it was very minor damage tweaks in favour of gameplay.There are probably 1000"s of unrealistic things that happen in every hour of play, so suggesting a gun the same size( maybe smaller) as a supressed MP5 K cant fit into the same backpack, seems like an overly firm stance to have. Im not suggesting we start messing with bullet velocities at all, or anything else that would be deemed immersion breaking, just trying to come up with a way to make all guns in this game an option, at least in some area of the geardness scale! Because itll suck if the only possible option is one or two high end or common weapons, while the other ~20 are just not used. If weapons can be collapsed or broken down in real life, then I also agree it should be an option in game. I know not everything found at a heli crash is deemed high end gear, but I am just saying that it is one of the rarest guns in the entire game at the moment, and only found at high risk locations and heli sites, so you could probably assume that it is considered somewhat high end. Anyway, to help rectify this, there are a number of options you could take that dont seem to be horrificly unrealistic, or unrealistic at all: Have the weapon break down or collapse, Allow it to fit into a backpack and take up the same space as a SMG or(possiby allign it vertically and have it take up just a few extra spaces over an SMG), Make it a fairly common gun with common ammo so it might be considered before you drop it for an M4, introduce the 20 round mag for it maybe... -
Should the VSS vintores fit into a backpack or get a buff?
Salty seadog replied to Salty seadog's topic in General Discussion
Thanks heaps for the offer Red_Ensign, I think we traded for something similar last time! But I might pass on the offer, as Im not really looking to use the VSS anymore. Cheers anyway. -
Should the VSS vintores fit into a backpack or get a buff?
Salty seadog replied to Salty seadog's topic in General Discussion
He did mention that the in-game round outperforms its real life counterpart, and that if the game were to maintain its realism, it should look at nerfing the round to act more in line with reality. Im just stating that we should aim for reality, but allow tweaks to mechanics and some slight weapon balance in favour of gameplay. Maybe we should look at classing it as a rare SMG that can fit in a backpack, im not suggesting we quadruple its velocity or something completely immersion breaking. Im definitely not saying that "since the game isnt entirely realistic, we should stop talking about realism" at all, Im simply saying that we should not entirely base every singe aspect of the game on realism, and make no room for tweaking undesirable realistic mechanics in favour of gameplay. I did say "every high end gun should be considered as an option", and I did ask "why its in the game if literally nobody is using it". Because I believe that it is currently the only high end weapon that is not being used, and therefore does not allign with my view that "all high end guns should be considered as an option" hence why I am asking we allow it to be stored in a backpack, where I feel that doing so would be enough of a change so as to see it being used. I do understand that we are playing an alpha, and that much will change. Im citing systems that are currently in because thats the only feedback that we can give! Talking about balance and game mechanics now, is the best way to shape the future of the game as opposed to not talking about anything at all, and only giving feedback when the game is complete.