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Mantasisg

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Everything posted by Mantasisg

  1. Mantasisg

    State of the Game?

    Your attitude is quite sad, and disrespectful towards everybody. Sure everybody knew what they were buying, there were videos, there were streams, a lot were attracted by the mod and expected (and expects) this to be same and better. You obviously saw the future, didn't you. You are happy that DayZ sold a lot, and that it will not continue doing it lol Even more... devs admitted that gameplay is not at its best in this last SR, and that it will get more attention now. And I'm not surprised - because steamcharts. I refreshed the page in 10 minutes and AVG players count dropped by 2. DayZ will be charging a rebirth in next updates, I'm pretty sure. But the question is, how strong it can come back ? People enjoyed this game much more when it was in worse technical condition. This so obviously shows that gameplay is what controls success of the title. But hey, people didn't know what they are spending money on - it is supposed to be "stay in a bush - find/hunt/fish/grow a food, maybe find a gun and bullets for safety - and come back to the bush, KOS if found". And I guess those "Niche" players are the core of players at the moment.
  2. Mantasisg

    State of the Game?

    Yeah, niche game with almost instant 3mil sales soon after realease
  3. Mantasisg

    State of the Game?

    Recent StatusReport brought quite a lot of hope for me. I wish forum was a little more alive too lol
  4. no Does infected goes to sleep ? lol I wonder what would be their morning routine People are just comfort zoners, I enjoy racing Assetto Corsa, if they would add physics of rain one day, I bet not more that 1/10 servers would run wet tracks. People are boring and only few individuals shines. It is usual. Awesome status report, by the way. As it was said game will be becoming a game soon. Meanwhile, it will be really interesting to check 0.62 more realistic growth, I believe soon too.
  5. Mantasisg

    Player interaction and loot distribution.

    I still suggest to turn off PC, get a car and work with it if you want that much detail of realism. What you guys want will make vehicles even more unused than they are now, and game will be too time consuming. Well but if that is what people want...................... I have a suggestion for greater realism, what about ruining engine if you use wrong fuel, what about separating tires from rims, what about increasing amount of car parts to be needed, what about having to learn "mechanic soft skill" to be able to change some parts, how about death if you crash, what about......... It is easy to be back seat developer. But do you think about what it all would result in ? Cars are already too complicated to use, at least for lonely player, and then there are bugs..... you know. Pls devs don't....
  6. I see that everything that had to be discussed in this thread, was discussed. :D Don't forget to play at night people... oh wait......... for some reason night servers are unpopular.... :( Also people hate rain apparently Damn comfort zoners....
  7. Mantasisg

    Player interaction and loot distribution.

    Over realism and over complicated gameplay will get a game nowhere. If people want actual reality, then go, turn off PC and live lol
  8. I'll also try reverse hands trick - left hand for mouse, right for keboard. It might help to get in more action and interaction.
  9. Really looking into whats up in the long run, but this long run is indeed a long run. Running is quite a thing in DayZ. I'd love to run into things more often, than I do now.
  10. I guess we could call tents, barrels and choosing spot as basebuilding at the moment :D I never played DayZ mod, it is really hard for me to imagine meaning of bases in DayZ, I'm very curious about them when they will finally come in game and how they will work, I hope it will be worth building and rewarding...
  11. Mantasisg

    Player interaction and loot distribution.

    Lets hope gameplay breakthrough soon, it is all about core development now......... I guess, thats why gameplay felt a bit disappointing last year. By reading numerous posts about DayZ mod, some people just being back seat devs, and me being back seat dev too... It is obvious that there are endless ways this game can be. Seems like devs took harder route - devoting themselves more for the core, than they planned. I wish we already had 100+ population servers, bikes, bicycles, no major bugs, no desync, spiced up gameplay, statistics, rankings, more goals... The gameplay is quite clear answer - put it to dust in the shelves till it is in good shape, and just let devs do their thing. But personally I see no logic why gameplay got a bit dull. It is suicidal for DayZ. Some players might not ever come back.
  12. PVP is interaction also haha, unless it is first and deadly bullet from someone you have had no idea being around you. And it happens a lot, especially now. It is all down to player density. It is actually awesome to get involved into proper gunfight. For me it is what I want to do in DayZ, I don't want to kill as much, but I want to get into battles. And it is too rare. And it is not like getting into battles asap you see other player, but playing around, communicating, and things naturally happen. But if there aren't enough people to interact you might start forcing things out of frustration and gameplay gets rather poor.
  13. Yes, getting shared goals would be awesome, I remember searching for car parts with other people already, it was quite fun. I would love Bikes and Bicycles to be much easier, especially bicycles - just take and go. Finding some people to get a boat and ambushing prison island would be epic. Could not help being beck seat dev here - a river to reach inlands with boat will be one of the most popular wishlists item as soon as there will be teasers with boats lol We have to admit that there might be a physical limit for server sizes, weren't we supposed to have 150people servers by now ? I don't think it is possible, I think 100people servers are quite optimistic. Devs already are optimizing things such as dead body despawn time... It is most likely that for more people, the answer will be not more people, but smaller maps, or more defined locations, where encounters would be guaranteed. I don't think map, chat and public kill messages would help. I think public server info window in options would help, I don't find console being fully informative. Would be good to open server info window, and find useful info. Such as "battle at Gorka", "drag race at NWA", pvp zone here and there, hunting event, event to find something hidden somewhere and so on.... Of course we will get the gameplay after Beta, I hope
  14. ^^^ Sounds like really fun game. Hey lets avoid everybody and survive as long as possible (and it is sooo easy to survive in DayZ, when you are serious about it). Really entertaining... I remember when DayZ had audio after death (another fun feature which was removed, sadly) I was chased by the side of the map by highly geared up guy, clearly playing extremely seriously. He came at me with M4, and furiously yelled to put my hands up. I was stressed and it was dark in the room, I did press "2" instead of "F2", and accidentally pulled out Red9, he killed me instantly of course. It would have been just stupid accident... But if you would have heard that guy... He was honestly angry, sad, upset because of that - he spend a lot of time looting, surviving, running in virtual world for hours, and when he had an opportunity for some interaction to break down the frustration and loneliness, he used it, but I ruined it by accidentally pressing F2 lol The truth is that when you choose to meet and talk to people, you are no longer very serious in your "survival role", so it is best to rest in your loneliness, if your goal is just to survive longer. You may encounter someone sometime accidentally. But you most likely will be unaware of it to happen at all because of all those hours spent alone.. And that rare encounters might be quite weird, for example really short. Fun. When I bought DayZ I expected to struggle to survive. Average life expectancy shouldn't be hours. But thats how much time it takes to get average loot in the first place, then another hour to spot someone or get spotted, then it is 50/50, and cycle continues.
  15. I'm sure you'll find less populated areas in huge Chernarus map. Especially if there will be some places where population will be significantly larger. Who said "just" ? But PVP element must be heavy, especially at certain parts of the map. It would help to have more PVE and more PVP oriented areas. For example like prison island, who would have gone there not for pvp ? I thought that DayZ map is 10x10, 13x13 is so much more ! I'll be looking for Devs making really good use of it, as now IMO size of map is working against the game. Surely higher player count, more accessible and more vehicles, more PVE, less "what to do now?" and it will be fine. Really looking for future updates. However if this will turn out to be "lonelyness running simulator" it will be sad.
  16. 150 or even 200.... If it can not be achieved, smaller map would do, I hope to get that from mods. Or perhaps an official smaller map. Right now density is 0.6 player per one square kilometer if I did maths alright. Thats quite low IMO, and gameplay shows it. Lets consider that you are really lucky and you got into a place where are 10 players in 5 square kilometers, what it means for players who are elsewhere ? It means that in the rest of the map density has dropped from 0.6 to 0.53. Ok, there are two spots where players density is 2players/1square kilometer, now at the rest of the map density has dropped from 0.53 to 0.44. This inequality of densities could be brilliant, but the problem is that there is no way to know where the hell the most of players are concentrated. It used to be few spots on the map, we got more spots, and increase of player count from 50 to 60. Maybe it is more fun for those who would spend all time in inlands, but I doubt that change for them is very noticeable, as inlands is much larger area than coast. I see inlands being really meaningful when vehicles will be actually a thing to use. Whats the optimal player density ? I guess it doesn't exist, because sometimes after heavy battle you want to spend some time alone, heal. But you don't want to get too lonely, I guess.
  17. @JBURNS489 Yep PVP is definitely not less important for PVE, for me too. I'd agree that KOS is not a problem, but it has become because of dropped chances of running into each other, but the need to use the gun and have a fight is not gone. The argument that there are less people to interact is not completely true, because there are some full servers anyway. I think we have came to the true problem - probability of player encounters. It is really obvious. I think if you meet a lot of people then you are less likely to kill first one by KOS, because you know that you'll have more opportunities for gunfight (though KOS is not a gunfight, but some are happy even with such achievements), also if you start slaying people in more populated area it is much more likely to get a feedback and judgment from others, resulting in thinking twice before you KOS, or being defeated more likely by someone. Also if you hear shots in town you know that there might be dangerous, that someone got KOS'ed, and if encounters are too rare, then it is you who gets KOS'ed first one. There is quite some psychology in it IMO @bfisher Exactly, player count was not increasing as places to go were increasing, resulting in much more spread and hiding. I remember some places almost never lacking players....... I don't remember when was the last time I've heard "Friendly ?" lol Yeah, player count, and more importantly probability of having encounters has a lot to do with KOS. I remember times when there used to be a bandit in town, and it actually would unite a lot of players, because shared fear unites quite a bit.
  18. PVE is a must, but fortunately there will always be bandits, so there will be a point to be hero. I say that higher player density is very necessary, because when there are only 2-3 people in large town (if that even happen) then bandit should probably be more scared of zombies (who does not that bad reacting to shots now) than other players fighting him down. Two capable bandits probably could control town endlessly till they'll run out of ammo, also it must be boring for them too not to receive any serious opposition. I'd really welcome more rough and detailed PVE element, being attacked by bear will be really scary, wolves are quite scary too (a bit soft now, or I was lucky all those times) and so on... Even Wolves haven't caused much trouble for me till now, it certainly has added a lot for gameplay. Things I don't want in DayZ - players to be hiding all the time, avoiding each other, too scared to die, not engaging. It is quite confusing situation, because trying to survive as much as possible does exactly that. The trick will be made when in DayZ there will be a balance between a point and value of surviving a long time (look at player value thread), and players interactions. And both contradicts each other, if you want to survive it is dumb to go where are, or might be people, you can play in empty servers, log off... (SO FUN), if you want interactions, then you are in risk. KOS will always be, even with most dangerous PVE. KOS will always be the more annoying the longer you'll survive. Thats why spawning intervals (spawn lifetime) shouldn't be extremely long, you'll get KOS'ed once anyway. Of course it is better to end the run in a good battle for survival against PVE or PVP. Players will always be tend to KOS more as they'll get better gear. Some people sometimes are playing as a bandits - and KOS is what they actually do, naturally. But there is no difference in killing bandit or hero, or neutral, there is no reward for that, being bandit is nothing but a thing of players fantasy. Bandits should naturally feel enhanced pressure, killing somebody who has not been threatening should have a lasting meaning, while heroes should feel support of other heroes and neutrals. But it is not in DayZ and probably will never be. Because now you'll have to see someone in crime in order to know, and even then you will not know who was bandit, and who was defending or acting hero. By the end of the day everybody is a hero, and a bandit, and a neutral too with the same character... I think there would be plenty of interactions in DayZ if there was some meaning for bandit, hero, or just survivor. And something cementing everybody together, rather than just looting around the map. I guess it will come towards the betta. And if it will not, then I hope DayZ at least will work fine and have a lot of people in servers. And fine mobility, to save valuable time for players. Agree ?
  19. Quite confusing post ^^^
  20. Yes it is definitely not helping either. The selection of well populated servers is pretty low, but there are some full servers anyway, so it shouldn't be very big issue. Although it is. This issue exists because it is harder and harder to have interactions, people stop, or lets hope just taking a break till some updates will bring better gameplay. Personally I hope that people like those who I met playing in early 2015 will come back, I had incredible interactions, felt like in a great improvised spectacle a lot of times. But it was coast and NWA days, game itself was worse, but it was more fun. It was also great that dead body would not despawn so quickly... I understand that Devs changed it in favor to performance.
  21. What are those servers ? I haven't checked Remnants server just yet. Might be nice. I also understand that there are people who are happy with DayZ gameplay pace right now, but I don't understand them :D Maybe you guys are just lonelyproof haha
  22. Mantasisg

    Character Value: A discussion.

    Yes it has to be a game, and survival itself is not a game. You can stay hidden for hours, come out at night, search for loot, spend hours making sure that town is empty, examining it, studying zombies behavior, then going in and hoping to get lucky, and trying to get back into your safe spot. It is not a game this way, first of all nobody would have time for it, and it is not fun. You can also survive a lot longer in low populated servers, it is easy in full servers too though, you just need to be a little bit careful, avoid players - which is easy. I don't understand people who are happy about this game pace. It is like real, I don't have twenty hours of spare time to hide in virtual world just to experience a bit of danger once. You know what can be done in case of emergency, when after hours of being alone you meet danger ? - Logging off. Switching server. That is it - you survived. There has to be something driving people not only to survive for longer, but also to get into action as much as possible. Then there will be a gameplay. It could be more intense player oppositions, more severe environment, goals to be better bandit, goals to be better hero, saving something important from other players somewhere in Novo, for example.... and so on. Just not trying to stay alive for days, and avoiding player contacts all the time. Pure survival means pure hiding, pure boredom and just rare episodes of being exposed in danger. You can do it in real life if you want, stay in bushes till its dark and then get some apples - thats it its DayZ, and with real life graphics, no bugs. I really don't say to throw survival through the window, but it is too much "just existing" right now. I bought dayz to get into difficult situations, negotiate for my and others lifes, make friends and enemies... Not just running around for hours and getting KOS'ed after getting bored (not being careful). I want interactions, I want to speak damn English better lol I want goals. Consider average life expectancy (without suicides for better spawn) would be 20minutes, consider staying alive for 2 hours would be very valuable. Its the value to look for, it has to be the time being alive. If you stay alive for 10hours because you haven't met anyone and stood extremely cautious all the time in 10 people server it is not an achievement, it is time spent wrong way.
  23. Mantasisg

    Character Value: A discussion.

    Sorry for being another one back seat dev.... just for fun One particular spawning of character in DayZ shouldn't have big value, because then it would ultimately increase KOS, hiding and camping. But there should be global continuous value of the character tied to steam acc, and perhaps player should be able to have a few... There should be some kind of rankings, statistics... karma rankings, hero rankings... a rewards for bandit killing certain ranking player, a rewards for hero killing a bandit. Different kinds of rankings/statistics as: total achievements; achievements per single run/ achievements per month and so on... For example higher ranking player should be more rewarding to fight down, and it should be multiplied by the level of gear which would be present on active spawned character (fresh spawn of high rank player shouldn't be worth very much more than average player, but as he would get geared up it should be more and more rewarding to kill him). I could continue on this forever... easy to be back seat dev, maybe easy to do bad decisions too though... Obviously not only killing should matter, helping someone should be rewarding too. I really think that these type of things will be flowing into DayZ rapidly as soon as core will be ready, and gameplay will be much better than it ever was. Speed of development, horribly failed "internal" roadmaps, and some other questionable stuff doesn't help to believe, but DayZ can be 10/10. I do think that players shouldn't be encouraged staying alive as long as possible, unless it woul become actually very challenging one day finally. But I'm sure some kind of this will come into DayZ towards 1.0, if we'll ever see it finished. And then it will be a blast, there will be finally a real goal, other than just to gear up, kill, and die, there will be some actual meaning in it. I didn't really read most of the thread yet, really sorry about it.
  24. Probably yes, if we count in military and and police weapons. I wouldn't say that there are so much civil weapons, quite plenty though.... But I find guns more often than food too, a bit harder to find bullets, bullets probably are as hard to find as food. I'd say that I would expect to find more bullets than guns though.. As for food - perhaps it is ok, because it has to have value. I don't know if there has to be more kinds of food, would give more depth perhaps, but i don't think that it is an issue... There are quite a lot of food kinds anyway. It is a very difficult game to get right. Everything is either too much, or not enough.
  25. Yep first of all you have to meet people if you want to have an interaction... Sadly not happening so much... But yesterday it was different, not sure if it was luck, or is it really better in RP servers. I joined random heavily populated server, turned out to be RP server. In short ~ 50minutes playtime I've met 4 people, and it felt like DayZ. One at Gorka actually spoke to me, I wanted to talk to him more but he killed me very quickly, after asking "-Do you know 1st rule of DayZ ?" :D Then one freshspawn at Berezino also talked with me, and two armed Bandits were shooting everything what moves. It was quite some time since I've met so much players in such short time span. I agree, would be great to see current players heat map, I'd guess that it would be much more spread. I'm pretty sure that probability of meeting people has to do a lot with KOS. IMO, if you'll only meet someone in 2-3hours and you are already quite heavily looted you probably are looking for pvp, and will feel more fragile because of collected loot value, but you'll also want to finally use your gun, because you spent so much time for it and now what ? Why you spent all that time to collect stuff, if you don't have real reason to use it for hours to come ? So you become really protective, thats when you engage military zones for battles. Or become bandit, or hero, or both :D But what if you still don't meet, even see anyone for hours ? It is most likely that you'll shoot first person you'll see. Plus if you kill anyone nobody will come after you, because most likely there are nobody around to play hero. And I'm pretty sure that Bandit comes first and Hero next, and right now there is mostly only Bandit, and nobody to oppose him. Also how quickly dead player bodies are disappearing now ? It used to take a while, it was an indication that something is going on, it was that moment when you look somebody and you know he was there, because it is still warm. It is different at the coast or till your character is not geared a lot, you are more relaxed then, you care less, and take bigger risks in interactions, go closer to people, talk to them more. In the very early days when I bought DayZ I remember a lot more players with medium or higher level of gear playing heroes, talking to freshspawns and noobs, helping them, much more roleplay, everything more. I wonder if it was easier to get loot, or just community was better ? I remember 4-5 people meeting at the same street of the coast quite often. Shame that I had to enjoy it with 15-20FPS then, now I have 50-60FPS, but don't have the gameplay. KOS is severe not only because there are no mechanics to prevent it. IMO it does have a lot with probability of meeting other survivors, player density in the map, over protectiveness, not being relaxed, not having clear goals, desperately trying to make use of the loot before death/end of play session. How many times your play session started and ended without any significant event ? Not everybody can afford to play for 2-3 hours continuously.
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