Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
273 -
Joined
-
Last visited
Everything posted by cirkular
-
Spotted those bugs like a hawk. Hey, there's even a plus side too.
-
@Kirov (DayZ) I get all that, sure. Not that I can add anything or really answer to your post. I'd just continue with my rant and finish hopefully :D People can complain here, on Twitter, Youtube, reddit, you name it, and also give '1 stars' or 'not-recommended' on Steam. Dayz early access got and still gets all of that. I'm not talking about complaining or not. It's the general tone of the complaints which are mostly speculations in posts and youtube videos that through different levels of creativity, self-promotion, self-entitlement and weak arguments are considered fun and even valid. This is an echo of the gaming community, and sadly not just of that area of life. I'd never announce anything to gamers until I'm sure I'm done with the bugs and the release is really right around the corner. This is early access and it could be a disaster, but at the same time you get that valuable feedback from actual players, not regular game testers, who want to get involved with the development in this way. On one hand, you get that half of the regular price from those, on the other hand you have to deal with the others who feel like now they've been scammed and never posted on the feedback. But we all rushed to get it at half a price anyway. And what's worse, you get this even from other game developers who bought the early access game. It's kind of discouraging to put yourself in this kind of environment. For sure, my hat off to bravery of BI and these devs for going through this. The OP has that one point - it takes so long. Since the early access to nowadays, Dayz got to a sort of a remaster or even towards 2.0, without even being fully released which wasn't expected. I get the tone of the anxious players saying basically "quit jerking off and release it already". Personally, I couldn't care less for the time it took so far. In 2012, 2013 and 2014 I wasn't there. I didn't know about Arma 2, the mod and the game. I understand the negatives of impatience, but I won't support developing it further into bashing. Since I got into early access, I had a lot of fun playing it with buddies or alone despite it obiviously stated that it has bugs and features to be resolved yet. We're casual enough. I don't know what I'm doing wrong :D As I wrote, in the end it all comes to "we want to play the finished game so bad ASAP".
-
I like the last one.
-
You don't yell at a race car driver to drive faster or just park it and finish the race couple of laps earlier and then expect some miraculous results. And he's got the pedal to the metal anyway. You're not in a cult @Kirov (DayZ) you can leave whenever you want, but you'll never be one of "us" then lol But seriously, all the metaphors and comparisons aside, what's the point in complaining about the speed of development? There is no influence. It goes its way, it's going to have this and that. Might have to get some features stripped just to make it for 2018 release, as said earlier. What's the point now? We're so quick to suggest this feature and that feature, on these forums, on Reddit, on Feedback, yet it surely takes even some more time to implement. Then we get to have another topic like this, and around and around. In the end, I always understand only one thing from all the complaints: We want to play it so bad and ASAP
-
This is not a good comparison now is it?? :) Since you can leave without any eventual threats to your life. And didn't things get better indeed, since you've played the mod? And isn't the new engine showing at least something to you? Except you have to wait all this time. We are all waiting as much as you are, someone enjoys the game and it's progress, some clearly don't as if there's nothing else to do in life or just come to places like this to vent out some frustrations. Good that you wrote segments of your progress in life, which is impressive.
-
I think running speed is okay, we have stamina now. Maybe the character speed should be reduced a bit also, when carrying a lot of gear on you, like with stamina pool. There is already a difference in speed when having a weapon in your hands and when it's holstered. The current UI is still in works, so looting without TAB/vicinity window is still not a better solution if you want to be precise. In the end there's always got to be some compromise between in-game interface/abilities and the reality. BTW There's no reason why you shouldn't have posted this in Suggestions.
-
I think this is exactly the reason why the devs went with the 'soft skills' thing when they first talked about it. Not to make it necessary and caging you in some route, but kind of optional. Still somewhat useful to someone who invest in it, but not a must for everyone to have a good time. I know it sounds bland but could be able to support the diversity in the player base. And on this particular topic :D We've all played so many hours of Dayz, that clearly some things are now being missed, looking for something to make the experience even more rich, reading through so many reactions here. I don't really have a good idea about this but I'd make it invisible. I'd make the characters have to live for a longer time to see some benefit in their efficiency. Meaning, in-game days and equipment usage, distance traveled etc. would be recorded on the hive or just a particular server. They'd be able to do everything just a bit faster, even some combat-related elements, like reloading mags and weapons, ADS time. Not accuracy really. Maybe some sway. A bit. Somewhat reduced stamina drain... I'd like to see something like that. Any ideas what could go wrong? We've had these weapons jams already due to bad ammo. This was nerve-wrecking but sometimes great fun (when you make it out alive). @emuthreat has a pretty good idea with worked out scenarios. Sounds great if they're able to produce something like that. Whatever the path they go with, I'd also discuss about how will the players be able to go around this and exploit or even hack these, just for the sake of preventing it as much as possible. I didn't play a lot of multiplayer games, but Dayz certainly made me a high skill level person, not a character :D This is why some time ago I decided to always shoot/bash the run-around mutes in Dayz :D never mind the gear I have. Thanks :D I had some good laughs reading some of your comments on the topic... this is on the positive side of course :)
-
Hi, and welcome :) First of all, this game is not finished. Of course it has bugs and also missing features. What makes it special is the unique feeling, none like other much quicker FPS out there. This one is closer to an RPG so it's usually slow and sometimes hard to survive for newbies, but the pace can really speed up at the heat of the moment. Map is really big, about 255 sq km, and of course you'd have trouble finding your place playing for the first time. The servers are capable of 60 players which is the case most of the times. Some server owners decide to keep it at 30 max. If you played Arma 2 in Chernarus, you'd have no trouble with the map size I think. The layout was changed somewhat and refreshed a couple of times since then. But basically, you'd most likely run into other players at mutual points of interest like places with loot (cities and military bases). They usually have mics and some communicate, some just shoot on sight :) The game currently has none of these features you're looking for like spawning near to your friend and teleporting. There are two game branches available to play. Stable and experimental. Current stable version is 0.62. The 0.63 experimental version is still in works and in testing, with whole new different engine and player controller which plays quite differently but lacks some 0.62 features and items from the stable version. That will be added back over time as will the new content. I'd suggest you take a look at some Dayz youtuber's videos like The Runningmanz and M1nd3r to name a few, and check out if that kind of gameplay is for you in the first place. It costs a bit of time, but you don't have to buy the game if you don't like it. I'd rather not compare it with H1Z1 or similar, since it can be very well be that the Dayz mod for Arma 2 (which this standalone version was based on) was the thing that kind of started out that whole genre.
-
I tell ya, smokes would hardly 'boost' your stamina :D may help with calming the shaking hands after you've obtained some human steaks. :edit: May also increase aggression when left without any :D
-
Meeting up with friends SHOULD be more accessible in .63.
cirkular replied to haydaman712's topic in General Discussion
Well, I also think that majority of people wanting closer spawns/re-spawns near their friends are either : 1. Just plainly wanting to have a good game night with friends after a hard days school/work, despite of dying a few times maybe - which is understandable 2. Just looking for a quicker revenge for their demise, be it fair and square or "unjust". It's just their way of playing the game. But let's not forget these vehicles. They might turn up pretty good and relatively easy to acquire and get to them. I agree that the solo ability should be in the first place, before easily meeting up with friends. They might make something like those closer spawn areas for the time being, but I'd wait for vehicles feature to get implemented back and then see what's to be done to have some even better game play. -
It was a bit before New year... here it is https://www.dayz.com/blog/status-report-28th-november
-
Well, another suggestion then... tapping R is for cocking the gun anyway, so hold R to release the empty mag into hands voila haha
-
Since this is a first person shooter... first... then actions need to be taken quickly. The magazine change was a bit complicated from the beginning, now it's really good. But it can be even more complicated with another option :) If you have only one magazine being one in your weapon, and you need to reload it, the weapon doesn't have to be holstered, meaning going on your back or to the inventory. If you can have a weapon on your back, the common sense is that you have some kind of weapon sling on it. It means it can hang around your neck so both of your hands are free to take out the magazine and to reach for the bullets in your pockets. The devs have already looked into least possible inventory fiddling to make the actions quicker using hotbars which is awesome. I agree with this. My guess is that this is something kind of on its way. When you aim to pick up a can of drink for example, it shows the option to take it by pressing a key. As soon as you press the key, the option changes for a moment to take it into hands but it doesn't work. I think there should be two different options if you want to take something from the ground directly into your hands, or just to your inventory (tapping a key, or holding a key). I guess that's kind of what you're referring to here.
-
Had the same thought @Joseph Tucker Sucks that one will always find some workaround. I'd be surprised if there is ever gonna be a good solution. Just shoot the mutes.
-
Impressive
-
Well from your examples you're obviously on the point :D and I agree it shouldn't work so accurate and so good in such distance. This seems easy when you get used to it. But I think the double-barrel shotgun would more likely hit from there, another thing is how much damage would it make. Maybe if they made it like the older one with just two arcs on the side but wider. A quick but complicated additional idea coming to my mind is it would kind of fade in only when there is an target or an obstacle in front of you say 15 meters or less, which would need to work similarly as the range finder does... On the other hand the easiest way would be just to remove it completely. Hopefully it wouldn't make life harder to navigate through a floor of loot and ladders and doors. I think those two are connected there and I'm curious how will that UI part be developed. Anyway I got what you guys were saying in the first place of course. So you'd be basically using 'hip-fire' only in close-up fighting, extreme cases like that and IMO it should be a bit quicker then ADS. But you better have that target close to the center of your screen. You just bumped into a geared guy around the corner and you got to shoot first, shot a few rounds and then went back for cover. Oh the excitement coming out of the cover after half a minute of silence, finding out that you've actually drilled a hole in them :D Much more rewarding. Good gameplay is what matters to me also and I think this could bring something there.
-
I understand :) Another thing I find a bit wrong is we have one same stance for "raised weapon" and ADS. That is obvious if you look at another character doing those two. I think it should actually be a hip-fire stance and I miss that with the characters appearance. So, in some situations is if you're holding your rifle as your character does down by your waist, maybe I wouldn't bother raising it at all. I agree it's way less precise but think about it. Especially after sprinting and out of breath trying to aim really could be a disaster. Just roughly pointing it towards danger to make one shot or spray some bullets might be quick enough and crucial. Or it could still not be good enough. It all depends on a situation. Sometimes, being real close to the enemy, the last resort could be shooting first. Sometimes it's running away or ducking for cover if there's any. Crosshairs or not, I still think hipfiring is not a no-no or useless. You might try as hard as you want to stay out of sight, you eventually could get backed into a corner, like you said. It's just that I wouldn't want to feel unable to react quick. You are not going against some animal prey, but against another player or several trying to flank you. Not just that. You could avoid being overrun by several of these infected, now that we have some kind of stamina system and getting stunned. Of course you'd try not to get caught by them and they're still kind of dumb and pretty lacking. They do have a strong swing :D Hahah yeah that's true, I get it :) how many actual shots did those take though? Anyway I liked it, maybe because I got used to it. I still think they made it as a sort of a compromise because you don't have a complete from your hands feel on the direction of the barrel. And I'm talking about close up fighting. Just some visual clue on the screen. The way it works in distance too is unfortunate and can't really think of a workaround. I guess one could get used to aim with just the center of the screen is for example.
-
I just tested offline, never could make the stress tests, too early for me. Anyway I guess this melee system is just basic and very unfinished for now. Thinking like that because we can see our character holding and axe for example high above, and then swings on the side. What was a bit annoying for me with it was that your character always makes a step forward when attacking. Even when you're sidestepping or moving back, it brakes your movement and then goes with that forward animation. What would be great is to be able to swing at someone with some more freedom of movement and block I guess. What would be even greater would be to actually choose the direction like, swing left or right, above on the head or stab forward, depending on the weapon used. Good melee was neglected in games except with a few brilliant dedicated ones like Mount & Blade and Kingdom Come.
-
I agree that's two different games there which I think is great. I like both, sometimes I play 1pp only, sometimes I liked to relax with 1pp/3pp servers :D I'm sure there's plenty of people that like 1pp only, so there should still be plenty of servers to play like that. Never had a problem finding those in the past. @FunkInYourTrunk As far as crosshair, what's immersion braking is the fact that we're playing a game on a screen :D There's nothing like holding a real weapon and using your real vision and awareness to aim without ADS. Possibly VR could make up for some of that. But I liked the old arc shaped one which really did make up for that playing on the screen. For precise aiming, you have ADS and that's it.
-
Just like with VoIP and Teamspeak, buddy.
-
[Terrain addition] Artillery/Airstrike/Gunship/Naval bombardment craters
cirkular replied to RaphaelDeFusco's topic in Suggestions
Fine thinking there both @RaphaelDeFusco and @Dancing.Russian.Man... But I like the idea of having one area like that. It would be unique. There's already that hole filled up with infected corpses somewhere in the north (can't remember - around Kamensk?) so things there must have gotten really scary. There's a couple of towns bigger and smaller near both NW airfield (Vybor) and Tisy base (Novaya Petrovka). Also Kamensk with Severograd. So maybe a few bigger attacks could have happened following and pushing the military towards back north - north west into those bases. Those desperate military forces that eventually got caught up in the base, decided to use whatever they got finally, like those tanks or some artillery and mortars, just before bailing towards Tisy and the hell out of Chernarus. Maybe that open field by the road separating NW airfield and Vybor and/or Kabanino. No loot to be destroyed there :) -
I used space tap for raise weapon or lower weapon from the beginning, but some time ago when .62 came out, I changed that to hold space for holding raised weapon and releasing space would lower the weapon. Made much more sense with running and gunning. Now, with these changes, I just made one right mouse click to get into ADS, click again to get out of it. Holding left CTRL would hold breath for that precision far shot. It's not really a piano-stretch since I wouldn't be moving much in that moment anyway.
-
Although things like saturation and brightness levels are surely a matter of taste and are prone to changes in the development stages, I don't see much problem with colors in the game really. I don't like too much of those, but I don't want to watch a gray horror movie either. It's like having a sticker on your screen saying that this is a horror movie you're watching. The real world indeed is a colorful place. Except when it's raining. That's why the game is not set in England. And sometimes it can feel like a really strange place to be in, too. You can live in a beautiful colorful little village surrounded by hills, valleys, forests and streams yet your first door neighbors or even your own family can make your life miserable. Let alone one virus. For me, this is what made a certain contrast into the whole Dayz world. A colorful looking world with some really grim and desperate situations our characters get in. The more contrast, the more maddening. Now, keep in mind that with many of us having played these early access versions for years now, getting to learn and use so much of the game mechanics... we don't feel that much impressed or surprised anymore. Maybe take a break? As far as crosshair, sway, recoil aiming and ADS stuff, or to cut it short: "this game will become PUBG arcadey and BI is going for the $$$"... I wouldn't like that either, and it's why I never got into H1Z1:KotK and PUBG in the first place. But I think that it's their business decision what they will do with it finally. It's okay on our end to state our opinions what we like and what we don't like in a developing game, but without speculations which can be really hurting and insulting. Let your opinions be heard on the forums, reddit etc and we'll see from there which side prevails. Maybe millions of players will run to it then, which is $$$ of course, or maybe it will be Dayz's doom and the whole thing would get watered down in the mix with the others. There's too much wish from us users to control a direction of a product as if we made some kind of a major investment in it and became shareholders. And not someone who paid half a price for an early access game like this, that we still played for years, undoubtedly had fun, created ziggabytes of video content from etc. With Brian Hicks also leaving couple of years after Dean Hall, and trying to get into some new project back home, I can't really tell what's wrong with that. I don't really want to read between the lines. So I don't see a point in guessing and predicting what that means for Dayz. There's plenty of people that just left or sold their years-successful businesses, bands, game franchises, projects which went on going. But they could finally do something else in their life, elsewhere.
-
Great to see good and detailed answers here to some of the questions :) From thoughts on future game mechanics and stress tests experience, to Brian taking a back seat. Anyway...
-
Yeah, that's what I thought when I saw this about with shoes / without shoes. Some positive or negative values, although it does make it even more complex for a first person shooter, it's not more then what RPGs have. Meaning items that increase some stats or add bonuses for your character. I like this way of translating it into a game like Dayz. Also sounds from running in sneakers as opposed to running in working/military boots. I'll be very happy if any of these other fine details make it into the game. But don't forget that characters did originally spawn without any gear, just basic clothing. This is when you should get that full stamina, which is a small bonus actually if you go barehanded against someone who is armed :D Also I think having an axe on your back, especially anything in your hands while sprinting should slow you down. Another thing is to have a pistol held in a pocket, or just carried in a backpack, as opposed to carrying your gun in a gun holster. There should be some fine differences there.