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Everything posted by Espa
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Which of these are Must-Fix before EXP? - And IF POSSIBLE, what kind of timetable is there for such a fix, optimistically? Player SFX significantly quieter than others: (Fix for this is in testing now) Network: Players can become severely out of sync with each other: (Gameplay Programming team working on a fix for this currently) Client crash when exiting title Player position hitching when navigating collision Magazine ammo count quantity reporting incorrectly Items can be stuck in hands under certain cancel action situations Dynamic Infected spawning without player trigger Some infected not responding to triggers (Fix in test currently) I can imagine the Desync definitely being one, but I can bet that the majority of us would love to play. . even if there were early broken versions of experimental. The wait to see wolves in action and all the other goodies is maddening!
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As for the future of DayZ in .62, out of what category will be the most game-changing addition? The new animation system, player controller, user actions, or what? - May we have a glimpse of just what any of those changes will do for the experience of the game? Maybe an exciting example? Also, out of soft skills, weapon customization, base building, which of these appears to be the most heavily invested in and should have players engaging with first?
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I think opening the game up to the modding community would inherently be a problem - Some people will think of things that weren't created by the Devs and make it even better, or even provide a harsher environment than is previously made. Some might want a game that is purely Death Match, and that's cool too. Options are never a bad thing. . But I do have trust in the Devs to make a Vanilla game that is bossmode.
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I'd be cool with this taking up residence somewhere on the Northern East coast, maybe even have it be a *Contaminated zone* with additional zed and supplies from a Refugee zone.
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Cool new stuff! I love to hear about what is in the making.. Makes the future DayZ seem veryyyy awesome! Also, very interested in seeing how many Infected we can pump out in Stable! If we can hit scary numbers AND be forced to endure cold rainy weather, .61 will be the bomb.
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Why not instead of *Removing 3PP* - Do instead, bring the zoom closer to the PC perspective so we get more of an Over-The-Shoulder view. -By having the camera over One Shoulder (Switchable by key?), it would be closer to the character and eliminate exploitation of view, it would also obfuscate a corner of your vision and give you a blindspot (Increasing tension and fear). Additional fix: Allow 1PP Mode to grant you a few visual options that 3PP does not. This won't make 3PP worse, it'll just make 1PP more informative. In a way, this makes 3PP more *scenic* while 1PP would be more tactical. Temperature Thirst/Hunger Blood/Injury Sound Stamina
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Just a list of interesting new Infected that could be added: Doctor in lab coat Full geared military with helmet Old lady Sports Guy/Gal Chef Priest/Nun Prisoner School Teacher Guy/Gal Sailor Types: Sprinters (Move at 125% Player Speed) Normal (Move at 75% Player Speed) Crippled (Move at 25% Player Speed)
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Hey guys, so how does everyone see the Dynamic Spawner working out for DayZ? I had a few ideas on it and thought it'd be a worthwhile discussion to have. Spawning Placement 25% Inside Buildings/75% Outside Wandering Spawn Ratio On Recycle, Spawning Infected surround the city and walk inwards to their respective spots of sentry. General Spawning (Recycled every hour) City Sites: 25 Infected Military Sites: 20 Infected Village Sites: 10 Infected Farm Sites: 2-5 Infected Dynamic Spawning Dynamic Infected Spawn - In Towns (Per Player) - 5 Infected Spawn whilst entering Town radius (In/Outside of prominent buildings) Dynamic Town-Horde Spawn % (Per Player) - 5% Chance to Spawn 20 Hunting Infected (Patrolling one end of town to the other) Dynamic Wandering Horde Spawn % (Per Player in *sector* of Map) - 10% Chance per player in a large radius of map to Spawn 20(+Amount of Players within Sector) Hunting Infected (Patrolling through designated paths of town-to-town) Dynamic Animal/Predator Spawn % (Per Player within larger woodland radius) - 20%/10% Respective chance to spawn appropriate animal type and predators in woodland area Dynamic Spawn Timer (For Infected/Hordes/Predators) - Per 15 minutes recycle Spawn node and spawn again. Exceptions Spawn Timer is halted for 3 hours when all Infected are cleared out FOUR times. (4 Dynamic Spawn Checks = 60 mins) Military Sites cannot be cleared out to halt the Spawn Timer. Dynamic Wandering Hordes are calculated from FOUR sectors of map and the players that are within the area, consistently happening despite Spawn Timer halt. Other Spawns *Situation Corpses* that resemble players that hold gear. Resource Caches that are a collection of goods a lucky survivor can find (Weapons, food, survival) Crashed (Yet functional) vehicles with corpses of gear inside.
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I wonder if they'll ever change the animations the Infected do to something more grotesque or sickly, like coughing or vomiting. . Eating from corpses of animals and players, etc.
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I largely took the ratio and spawning types in relation to the Zeus program in Arma 3 since I figure they won't be too far off from each other. This is only conjecture, but I'm hoping that with a heavy spawn rate and high chance of spawning dangerous environments, it'll force players together if they want to take out stronger targets.
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Timetable for .61, Devs? Any answer would be good.
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As most of you know, or have played as, Cannibals are an interesting type of playstyle that is based solely on PvP and has no beneficial properties to being as such - And that's fine - But their disease, Kuru, is tough on the player and has no gameplay incentive. I propose a slight change to Kuru that I think will be appealing to most: Have the disease Kuru show its' symptoms more and more the longer the player waits to devour human steaks, but be almost non-apparent if recently consumed. Essentially: Up to thirty minutes the Kuru laugh and shakiness is at a minimum, only laughing every 15 minutes. After thirty minutes the Kuru laugh and shakiness is at a medium, laughing every 10 minutes. After another hour the Kuru laugh and shakiness is getting intense, laughing every 7 minutes. After another hour the Kuru laugh and shakiness is extreme, laughing every 5 minutes. This makes it a true game style and pushes the player to continue hunting or be a more apparent/easier target
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DayZ Asylum | 1PP Hardcore RP Server | Experienced Players | Active Staff |
Espa posted a topic in Servers
DayZ: The Asylum Hardcore Roleplaying Server Whitelist and Player-created Factions/Events Featured Backstory New Community! 60 Slots and high dedicated amount of base players Dedicated TeamSpeak Server Interactive Map! (Lots of land unclaimed!) DayZ The Asylum is an EU based private server and community for DayZ Standalone. Adopting a rich persona, you must shape your life as you journey through the post-apocalyptic wastelands of Chernarus, meeting fellow survivors and battling against the elements as well as the odds. In order to encourage this kind of survival, we ask that players adhere to a small amount of rules to ensure the community thrives in the best possible way. The server is also whitelisted, so if you wish to be considered as a community member you must register here. A Whole New DayZ Experience Shape your story like never before. Whether that story is a bitter tale of gritty survival searching desperately for the basic necessities or a prosperous tale of communal survival against the odds. Everyone you meet is writing their own story. Soldiers patrol the military bases caught up in widespread rebel warfare, civilians turned bandits capture and rob the unsuspecting, civil servants work to provide basic supplies and traders gather and sell to the highest bidder. The Asylum is no ordinary shooting range like other DayZ servers. It is a rich tapestry of hundreds of characters, each of them different and each fighting their own battles. No Limits Go anywhere, do anything, be anyone, play any role. The choice really is yours. Whether you choose to don bright blue paramedic clothes to collect blood samples for your experiments or suit up in full military grade camouflage to assist the Chernarus Defence Force and stake out highway bandits, there is no limit on what you can become and how your story may unfold. The Asylum is open to all kinds of players regardless of experience or skill level. All you need to do is submit an application and if you get accepted, commit to role playing. RULES: The Big 3 The following are the most important rules. Breaking these will lead to an instant, permanent ban. NO KOS Under no circumstances is KOS (Kill On Sight) permitted. If you wish to attack or kill someone reasonable interaction must be made before hand. All kills are subject to investigation. NO BREAKING RP You must remain in character at all times when in game, actively supporting the survival and growth of your current character. If you wish to change character, you may do so upon death (please let an admin know). NO METAGAMING You must not check pulses, use the player list or any other knowledge that your character does not organically have access to. Only a doctor would know about Kuru for example, unless you’re character has met cannibals in the past. Our Vision Our goal is to create the next level of DayZ immersion. Each player is different and so is every situation you find yourself in, but with the majority of servers there is no incentive for interaction, no incentive for changing play styles and no incentive to make more of the game than another shooting simulator. We aim to deliver a hardcore experience in a rich and diverse way. There will still be PVP and even KOS and nerve wracking tension, but all violence must be justified as a necessary decision appropriate to your character, their back story and the gravity of the current situation. Ultimately, the game is far more rewarding if you don’t just shoot anything the moves and instead aim to fulfil a role. We promise you that. To help with this but to maintain a degree of action, we encourage players and groups to form factions and territories. Not only does this help provoke interaction, but it also acts as the foundations for a fortified base or sub-community. After all, if you catch a thief in your territory you are fully entitled to “deal” with them as you see fit. We also hope to provide some interesting “random” encounters, staged by trained actors from the community to force unusual interactions. We hope to see The Asylum grow to become a leading name in RP communities. As DayZ develops, so will we to accommodate new features and play styles. Exciting times are ahead, and together we will make DayZ history! GO TO THE WEBSITE- 1 reply
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I really can't tell if you're trolling or just an idiot. . Kuru is in the game. Fact. End of story. This is not real life - The game is not set in Papa New Guinea or any other region. We're in a fictional place, in a fictional world, where realism is bent. I hope you understand that and don't think you live in DayZ and the real world simultaneously. . I play on mostly Hardcore Roleplaying servers with a bit of PvP and guess what, in roleplay, that is a playstyle. And for the player, who is not the character themselves, they are going to want to ensure that their character is as safe and geared as possible - This would include 'feeding' so that the symptoms of the (fictional) Kuru (that is in game) would be harming the character as little as possible. If this kind of time-dependent system was placed into the game for players who enjoy playing a wacko cannibal, it would give you something to do, a way to limit the fear/violence you elicit from strangers, and actually bring more 'realism' to being a Cannibal in DayZ. - I say this because if the system was instituted, it would be like playing a drug addict. If you can't understand the reasoning, I am sorry that cannot process this, but it does make sense. Also, a playstyle does not have to have benefits to offset a negative - It is simply how you play. For example, some players opt to play a nonviolent role in a setting that is intensely violent. This actually weakens them in terms of the larger picture, but it gives them a role. Cannibals are a role, also, otherwise they wouldn't have been put into the game. - I, also, expect that when the game is being more refined that food will become less and less available and make killing others for their flesh an option to think about. Cannibals CAN eat other food than Human steak. . This is not about starving, this is about having a way to manage your psychotic nature and debilitating ailment resulting from.
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The Melee combat....Worst shit i have seen in any game.
Espa replied to Evilsausage's topic in General Discussion
After the audio fixes are in, for Melee Combat to become well-done, DayZ has to first implement the new player-controller that shows shifting weight in the body and speeds up/slows down the movements of the body depending on which directions you're sending it. - And obviously Fatigue, so that movement/sprinting is limited. For example, with this new player-controller it should be that you're not going to be able to zigzag crazily and dodge bullets/melee, you can't spin 360 degrees in less than a second, and you will always be having to shift your characters weight as you turn and it will slow you down. The physicality of the melee weapon needs to be realized then - Distance of reach, power, speed - Then you can define the exact place the weapon will strike on the screen, perhaps showing an opaque but visible line that the weapon will fall across/land on. Then the Melee weapons need to have the ability to both do their Main Attack (Stab, Swing) and also do a Bash/Pistol Whip that has a likely chance of knocking someone unconscious if you strike them in the face/back of the head. For the final touches, the weapon strikes need to have a visible effect on the victim that is struck with one, and in the correct spot it was struck. For example, if I hit someone in the arm with an axe, I want to see blood slowly spilling across their shirt and down their sleeve, their arm slightly mangled and being held by the other arm - or held closely to the body as the person attempts to use a weapon that requires just one arm. -
Players already adopt this play style and it is a largely static mode that causes you to shake and laugh consistently. - The change I've made would push players to have a reliable amount of meat on them during their characters' life just so they can appear to look like any normal survivor and make it easier for them to kill again (Being silent and without the laugh), orrrrr they run out of meat and the symptoms start progressing more and more. It's a bit like playing a drug addict. As long as they have the horrible drug, they're not doing so bad. . But take it away and force them to scour, they're twitching and freaking out, making it very apparent to those who are being cautious. Kuru is a game mechanic that anyone can receive from eating Human Steaks. It is around.
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Hey guys, relatively simple idea and just gauging how people would like this. Perhaps a new area on the map that appears to be a Fallen US Army Encampment. It wouldn't have to be too much, but what it does is allow for certain things to become possible in the realm of DayZ: US Military Weaponry An English Site that is starkly different than the Russian we see today Another Military area for players to gear up/fight over More RP Opportunity This could be placed further away from the Military bases we see today and provide just another flavor. Would anyone like this?
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Any ideas for a name? I like Camp Salvation.
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The only thing I could see with having to do with power would be a personal generator that you fix up and it could, in total, power a house/small building. That is it. - It would be neat, still, and give distinct groups plans to 'fix' a town. . But it would be hard as hell and very time consuming. - Also, you'd have to get those things powered by gasoline, which. . is likely not going to be a continuous resource. (Maybe it will be?) Zombies will get their day and have better actions, dynamic spawning, better noises, and scarier movement, I am sure. - I would personally like one of those things to be leaping through windows and breaking down doors - Let alone hunting for prey. That would be fantastic. More areas to attach to DayZ would be interesting. DLC/Mods that would add more islands, or another southern area passed the edge of our map at the moment, would be interesting. Who knows what will come.
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[FalconRP] | DayZ Standalone Realism | Private Shard |
Espa replied to energeticsheep's topic in Servers
Hey guys! I'm Espa of the Promotion Team of FalconDayZRP.com and Welcome you to check out our website and to join our hardcore RP DayZ and ExileZ Server! There is a whitelist and the most amazing roleplayers I've ever come across! - We have generally full servers at peak times with several factions that come and go! Also, we are very much looking for more members for our new ExileZ project on Panthera, however we may be altering it to our own coding so that it is unique and fun-filled! Enjoy my ridiculous Promo Ads <3 FalconDayZRP.com Promo Ad Espa Promotes a Romantic FalconDayZRP.com -
Just what the title reads! I'm an experienced RPer and would like to play on either a Private 1PP - or a Private 1/3PP Server with both a day and a night cycle! What kinds of options are there for a player like me?
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Glad to see that insta-death on the police stairs is still a thing
Espa replied to The Daryl Dixon's topic in General Discussion
New-er, I suppose. I've been playing for about 3 months and never have ever actually died from a bug. Count me lucky. -
Heli crash, police car crash, why not ambulance crash?
Espa replied to yazar8's topic in Suggestions
I can dig it. There also should be military wrecks with a smattering of Glocks, AKs (in small quantity), and explosives. -
Give a bit of information you're seeking and perhaps we could assist you! Try it in bullet points so that it's all separated topic by topic.
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Glad to see that insta-death on the police stairs is still a thing
Espa replied to The Daryl Dixon's topic in General Discussion
I always read about these kinds of deaths, but have never witnessed one or have ever been subjected to one either. Are you sure someone at the top didn't shoot you? xD