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Everything posted by ZomboWTF
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them stating leaving early acces is the same as stating the game is fully released what else do you think comes after beta? the end of beta is the start of the release period, there is no development stage after beta other than continued support and adding features and stomping bugs post-release, please read up on software development in general the state of the game after beta is what will come to xbox, ps4 and pc as the finished game, if that isn't good, the game will fail, it's as easy as that
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That is the main problem that i have with this 1.0 release The diehard DayZ fans know the game isn't feature complete, the devs know it just as well, but they are calling it "Core gameplay loop complete" which is just a complete joke of a statement, the games core gameplay loop was finished when the mod first came out ffs, the core gameplay loop of the standalone was finished at the very beginning of Standalone i would really like to know the real motivation behind ending the beta so abruptly, this wasn't a beta, it was a "oh shit we need to release the game this year because X" reaction, in a proper beta you need enough time to take beta tester feedback into account and try different things to make the gameplay satisfying, look at the focused feedback subforum, we were supposed to get the second round of focused feedback this week, but the subforum is completely silent i am so sorry for people buying this game on xbox and ps4 expecting a completely polished game, but they only get a rushed release version if the devs would extend the beta with the focus on fixing bugs two or three months into 2019, it would look MUCH better, but we have not heard any other plan than to "exit beta this year and release 1.0"
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be aware that you can now climb on basically any building with barrels or jump over roofs very easily, since the jump has been added to the game i am not aware though of the supermarket having a skylight, so this definitely sounds fishy
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read the status report again, carefully 1.0 will be the end of the beta, and the end of the development cycle where they focus "80% on bug fxing and 20% on features" once they hit 1.0, which they stated will happen this year, they will go back to focusing with 80% on features and 20% on bug fixing end of beta means it's a full release, there is no other interpretation
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that is not at all what the devs told us in the status update regarding 1.0 and beta end of this year, the game is released, and more content gets pushed in afterwards, but the state of the game end of this year is supposed o be a "core gameplay loop complete" and "stable" version for which they then only need to add more content on, yet there are still a huge amount of bugs in the game, calling that a stable base to work on is just a joke
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1.0 is the end of beta and the official release, read the status update again
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Hello, lately i had an idea regarding the current stagger mechanic, especially regarding the stagger from getting shot: Right now, you stop and lose control for about 1-2 second when getting shot, and are forced out of first person (not sure if this is in a bugged state), this seems to occur very randomly and has no counterplay, it feels like a bad dice roll kills you My suggestion would be that the stagger is bound to the movement status: 1) Jogging (normal run): Getting hit by a gunshot makes you perform a very short stumble animation, maximum 0.5 seconds, during this animation you will be slowed down and can't turn, but can aim in a limited cone in front of you and still pull the trigger, also, your aim jerks around violently (like when a zombie hits you) 2) Sprinting (fast run): Getting hit by a gun makes you stumble really hard, you fall flat on the floor, animation should take about half a second to a second max, after which you are prone and need to stand up again 3) walking/standing/crouching/prone: no stunlock animation, just a violently shaking aim (like a melee zombie hit), control doesn't get blocked, camera isn't forced into 3rd person With this, combat should become a bit more realistic and predictable, since hits while moving fast are very punishing and near guaranteed death if the enemy can follow up a shot, this motivates players to not sprint towards someone or zig-zag towards someone to melee them, and if they do, all it takes is one hit to nearly guarantee ending them reliably @ImpulZ Tagged you because the player movement topic in focused feedback was allready closed
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Melee + Ranged Weapon staggering mechanic suggestion
ZomboWTF replied to ZomboWTF's topic in Suggestions
yes, this is purely made as a gameplay mechanic suggestion, i know it's not a realistic approach on the pain aspect of getting shot, but looking at it from the realistic point of view, a 7.62 to the leg or arm would take you out in such a situation, no matter what, the pure shock, especially if it hits a bone, would knock the person out and lead to bleeding out really fast even smaller calibers would knock you out to the chest, or outright kill you, but i think everyone can agree that getting one-shotted by every gun would be a bit much i just thought it would be a good approach to make the whole stunlock mechanic feel more "fair", because right now it just feels random and frustrating -
I hope they take a look at all inventory sizes again Besides the mountain Backpack, there should be no backpack where an M4, AKM, or Mosin should fit in to, pretty much every gun bigger than an SMG should be too long to fit inside other backpacks than the Mountain Backpack
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i don't know about that, the civilian NV version could be rather popular, especially for hunters, in Chernarus and regularly found on deer stands since you wouldn't be able to run around very effectively with them, they could be a spotting tool when stationary or walking, and wouldn't be useable when running
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i think there is a pretty obvious solution to this, like in Hunt: Showdown, you should be able to melee attack with your gun right now, holding a gun in your hands and pressing LMB does nothing, why not make this do a buttstock punch or shove? make R block, and only cycle when aiming the gun, or give us back more dedicated buttons why have a function in the game to distinguish between a long button hold and a simple press when you don't use this for melee attacks being heavy/light? i highly suggest the DayZ devs looking at the control scheme of Hunt: Showdown, since it has a lot with DayZ in common gameplay wise, even if on a smaller scale the current control scheme leaves a lot of possible actions unmapped, or actions impossible
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while you are right that we need to see 1.0 in order to judge it properly, the state of the game right now doesnt fill me with hope i dont see the devs having any fault in this though, they are clearly doing their best, but the time is just not enough i think, there is so little time left for feedback that i highly doubt every major problem will be addressed until 1.0
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stunning is outright broken right now, if people know how to stunlock, you are basically dead if they get into melee range and you have equipped a gun
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afaik organ damage was removed in the search of the hitreg issues, and was since then not re-activated, that might be why it doesn't appear in the code right now you have the old simple damage zones i think (head, upper + lower torso, limbs) as to the devs fixing DayZ before 2019, i have said it right at the first status update when they announced the plans to bring us a 1.0 version before end of 2018: it won't happen with the speed the devs work at given that in the last weeks they fixed a lot of bugs, they also re-introduced a lot of old bugs that plagued pre-0.62 versions for months, which makes me believe that they have a hidden bug somewhere resulting from bringing back so many items zombies used to work really good, now they bug through floors and doors again, warp around like an anime supervillain and give you a heart attack there has been this really annoying bug with the headlamp being backwards for weeks, which should be a simple config change for that specific item car physics worked better in Arma 2 vanilla... let that sink in... yes, the cars are now more detailed, with suspension etc, but when they handle like a bugged bethesda ragdoll, the problem lies deep in the engine physics calculation, these physics problems have been solved years ago in other games the devs stated that the balancing of basically everything will happen in beta, yet there is still SO much to re-evaluate regarding hunger, thirst, stamina, bleeding, shock damage, becoming unconcious... the list goes on i can understand that the devs are just humans, thats why i am baffled who forced them to the decision to bring 1.0 this year, i can just not believe that they seriously believe they can handle this in the next three weeks, i just don't see it
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Try playing ambient music in the background over youtube, for example the Stalker ambient music, or resident evil ambients, i personally don't think DayZ should have music, since the slightest bit of it would make you miss important sound queues like shots in the distance and zombie or player step sounds
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Weapons like axes, hatchets and blades
ZomboWTF replied to Tigerhaswood's topic in General Discussion
i didn't even know these existed before you mentioned them, giving i have not played very long sessions of 0.63 in the last patches, i only knew that you used to be able to re-sharpen bladed weapons with the normal small stones originally found at the shore, which are now found on nature trails now i have something new to search for and see how it works ^^ -
Weapons like axes, hatchets and blades
ZomboWTF replied to Tigerhaswood's topic in General Discussion
then i have never even seen one -
Weapons like axes, hatchets and blades
ZomboWTF replied to Tigerhaswood's topic in General Discussion
Good luck finding one though, they spawn on nature trails afaik and are way to rare to reliably find -
Good choice, focus on whats important, maybe we can get a good 1.0 this year still
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Well, Fallout76 is a game where you are dis-incentivised to PvP pretty much all the time, no wonder DayZ is a better Survival game
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Here, i think you dropped these: .,,/,',s.,.ee'. and a few /n, but not sure where to put them why on earth are you paying 120$ for internet?
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why slugs? just get micro grenades and have yourself an MP-133 grenade launcher! just like Desert Punk
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One question: shouldn't rounds like the .45 be more effective against unarmored targets? they have a bigger diameter, and unless the ingame bullets are FMJs, should make way bigger wounds and cause more bleeding than a 5.56, if a 5.56 straight up passes through a target, it leaves a lot of energy somewhere you don't want it to be, 9mm hollow point and .45 should do way more damage if they enter the body, or is that a misconception? other than that, i hope that all weapons get a BIG balance pass in both rarity and power, it's all over the place right now if you know where to go for military loot spawns, an M4 is almost always there, along with a lot of ammo and the best sight in the game the only weapon that is better is the SVD, wich suffers from the ammo being very rare An M4 should be very hard to find, and IF you find one, should almost always need cleaning to work properly, finding pristine M4s lying in the dirt makes me chuckle
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I think the modding community will have to do actual bases that have a use, right now there is just no meaning to it bases in a game where you are offline 80% of the day is just... nonsense, why build a base in the first place? if it won't let you have any advantage over just hiding your car in the woods bases really only make sense if they are indestructable, or if there is a very in-depth crafting system requiring you to invest a lot of time to break into a base, not just *find crowbar, destroy base*, but then you have the problem of people building bases around resources, for example high value lootable buildings if you can take a base down in less than, say, 4 hours, there is zero sense for bases except for BIG clans where almost 24/7 someone is online, and near the base, else it's just a giant "RAID ME" sign visible from miles away sorry for being salty, but why did they put developing time into this rather than the true DayZ Vanilla stuff like a chopper? or guns? right now the base building is little more than what Arma 3 offers out of the box an any wasteland server, and i know it's still wip, but i can't imagine in the slightest how they playn the whole base building system, there has been zero info about this DayZ was never meant for bases, especially not the public servers where you can just ghost into one (or, which is even quicker right now, just take it apart) the only thing i could imagine any sort of base building to be viable would be a temprary small kind of base, that will give a vantage point or barricading rooms of an apartement building with door blockades or traps, everything else seems way too vulnerable or to powerfull for DayZs playstyle, i'd rather had it they would leave bases to the modding community (because i know the devs won't have as much experience in what makes a good base building system as the modders or players of for example epoch) the really important parts are still lacking, and base building was just hyped, allthough the most sensible part of dayz base building is just grabbing a waterproof backpack, putting guns and ammo into it, and burying it somewhere i think 2 or three years ago there was a discussion thread about base building here, and discussions about what the base building in DayZ will be like, and to no suprise it's barebones at best
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there is a thin line between immersive and unplayable, and night right now is unplayable, but not for everyone not being able to change gamma is one of the issues, right now, as a fresh spawn, when it's always night, you have a few minutes to find a flashlight or more lightsources, or else you're doomed to die of starvation or dehydration, this will, realistic and immersive as it may be, only lead to everyone using day only servers i also want good nighttime gameplay where you can't crank up the gamma to outright see clear as day when it's nighttime, but we need the gamma slider back, and since the countermeasure is in place now, this should both make night an even playing field again and give us the possibility to test the grain gamma countermeasure