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Everything posted by Mantasisg
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Lol he took like million hits as well with fists as with axe, and just survived. I get few sombie hits and I am out :D
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haha, it is crazy how littlebird heli is expected to be in before bikes and bicycles... I don't see whats so difficult about bikes and bicycles apart animations, of which I believe there are plenty for bikes and bicycles. Regarding physics, it could be basically a very narrow trackwidth car with high CG, fitting torque, not consuming any fuel, and always in balance just for begining... it could get fancy later. Gameplay is more important. They really are saving best for last, aren't they :D
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If that is "everything" to you, then I am sorry, thats just the tip of the iceberg. Unfortunately, with such attitude we aren't getting anything from DayZ, or at least didn't for a couple of years. It indeed should be time consuming to get to the top, high end gear stuff and so..., but it absolutely shouldn't be so at basic level. You should be able fast pace the game around the coasts if you would like, also you would have to go through it as a freshspawn, then you would get a bit slower pace as you would get further towards inlands, but you would also get more risk to encounter predators and more and more seriously armed players and their unclear intentions, and then finally around military zones, and especially tissy you should totally be shittttttttting your pants the whole time... May i quickly draw my version, of what I would guess could be "game pace" map, red fast, blue slow: As a base I will use this "safety" map from 2015 (when game was fun): http://www.dayztv.com/pic/dayz-safety-map-of-chernarus-and-chernarus-using-standalone-data/ Room for all styles... By the ways where Devs said that they, lets not hide it - sorta "canceling" bike and bicycles ? I really hope that two wheeled vehicles will be introduced soon after cars, and I hope that they will help to pace up the game.
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Meeting up with friends SHOULD be more accessible in .63.
Mantasisg replied to haydaman712's topic in General Discussion
I don't think so, you can obviously spawn in your base by reloging while in it. Spawning in the coast and going through it is a great part of DayZ IMO, DayZ without beginning at the coast is not a DayZ IMO You always have to start fresh and vulnerable at the very start, and try to improve your character while you are surviving. Also that would be abused to such insanely great degree, imagine dummy bases all around best loot locations... I also think that ghosting between very different population servers should not be allowed. Like in a car you shouldn't be able to shift down from top gear to lowest, you shouldn't have a possibility to ghost from your personal loot collection server which you keep empty from other players straight to pvp in some other server which is full, I'd suggest that you should be able to move same character between servers that are relatively similar in player population at the time..... Thats so incredibly wrong, having to consume a lot of time is not even a challenge it is grinding. Well but if you'd have to survive for three hours and feel like a champion because of that, then I'd say the game is difficult and enjoyable. Of course devs could make insane zombies or something, but everything has to work together: zombies, predators, other players, weather, physical and health status, loot and so on - to make one continuously flowing game experience which keeps you in action, and wandering around and looting should be less than third of it (of course for basic loot, higher end gear obviously should be progressively harder to get). You say that DayZ is difficult because it simply kills your time in order to achieve super simple goal, like meet your noob friend, and get him a bullet to chamber into sporter, thats exactly why relatively every single person who owns DayZ wasn't using it for past ~2 years. I believe it will change. And you and many others plays "too easy" argument card on defending things that aren't difficult nor fun at all, just simply time consuming. Thats true, it could possibly bring some abuse, of which we couldn't think of by now. I'd say just make bicycles rather common, that would decrease average traveling times and that would solve the OP problem, not completely, but to great degree. -
Meeting up with friends SHOULD be more accessible in .63.
Mantasisg replied to haydaman712's topic in General Discussion
Don't you think that this is a bit rough, and not very nice to say. This guy is not asking to dumb down DayZ. I really know very well that it is sometimes next to impossible to meet your friends if they aren't very familiar with the game and map. Obviously nothing has to be put on the plate and brought right in front of you. But it is not a science to understand that some stuff just doesn't fit a computer game. I suppose that when there will be bicycles (hopefuly there won't be like only 10 per map lol), then many of the current "we are such a niche elite this game is only for us and nobody else" players will be frustrated, that it will be possible to cut down a lot of gameplay time which is exactly a WASTE. I believe there will be enough of running/jogging/walking anyway, even when (if) bicycles together with other vehicles, will be more common and usable, and adding to the game. Especially the bicycles and bikes, because I believe they will be more common and will have less missing parts. -
DayZ definitely has to be hardcore, and it should not be too time consuming. You have to be able to move fast, you have to be able to be alerted all the time, you have to be at good health, you have to continuously look for food and drinks, you have to look for tools, clothes and equipment, you have to look for guns and ammo, you have to look for medicine, you have to run into zombies, you have to run into other players, you have to run into predators, you have to run into hypothermia and hyperthermia.... You shouldn't be able to ghost empty to full servers, abuse gamma, avoid harsh weather and night, be camping at one spot for very long (IMO it always should be rather cold, so you would have to move). But the game should never be too time consuming, it should be time consuming to get great gear and build up your character to high end and so... But it never should be time consuming to get to play it at basic level. Running for ten mins to nearest town, then running another ten mins to find a can, or something to open it with, then 10 mins more to find a gun, or a bullet just to chamber it in... please no, in 20mins you already should be able to be a bandit with repeater or magnum, or defend from bandits, or try to be a hero and help others.... Surviving in DayZ for 30mins should be a challenge, but it is more like a patience challenge if you can stay logged in before soething eventful happens. 0.63 seems very promising, not yet there, I am about to play a bit today. Last time it took about 30mins to find something to open a can, but the economy is in the tweaking. Zombies overall made very good impression to me, just perhaps they're slightly too powerful.
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Meeting up with friends SHOULD be more accessible in .63.
Mantasisg replied to haydaman712's topic in General Discussion
I agree with you. Game in general is too frustrating. This has to be discussed carefully because many things can be frustrating in a good way and make game more challenging and involving. But many are just plain frustrating and nothing else. First of all, like you mentioned it takes way too much time to even begin to play. I have had only two chances to play this game with friends, both times they failed to navigate the map, so we could have met faster. It actually wouldn't be big problem if there would be a vehicle, at least a bicycle that would be as easy to find as a gun. Being able to go down the road 5x faster would be huge help. But it appears to be insanely difficult to implement bicycle somehow... DayZ without interactions is so much less. -
I am starting to find 0.63 quite impressive. Also really liked how I was sometimes finding something, I am not sure if thats the finaly unleashed proper loot economy, or it was just because server was fresh and not yet outlooted everywhere. Haven't had fights with other players, but zombies seems perfect to me, they seem to lag a bit in some occasions, but not a big problem. You really don't want to get on them with bare hands, an axe is huge help. I am starting to believe that PVE can be super involving one day, adding other players as a threat, predators and weather and it is going to be really nice, adding increased intensity at military zones, and as it was once teased chemical hazzard zone (probably tissy), really kool. But walking still would provide only frustration 95% of the time.
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Yes, kool, Sqeezorz, but what about that you are actually spending your free time in playing the video game, where you spend 30mins to walk from A to B, much realism wow, it already feels mega slow when jogging, but I am kool with that, just give us bikes, bicycles and stuff Yes indeed. Actally whole health mechanics feels accelerated a lot, you go super bad really fast, and you get well really fast. That might be intended for stress tests, so systems would cycle quicker and tests would generate more data, just my guess, I have no idea :D
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I want to say big thanks to developers, for implementing offline mode. It is really good thing, because now you can learn basic stuff and get used to controls much quicker than you would be able to do it online, especially having in mind current stress tests which are often very time limited, and stressful enough due to various problems which are expected. It will take proper amount of hours to properly judge what DayZ is now, and thats when it will be in stable, many things in stress tests are possibly off, of what they will be, or what they should be IMO, nevertheless it looks like the work done is really good for what is available in the game right now. Controller seems to be really nice, a bit uncomfortable in few occasions, but lets see how it will be after getting used to, I didn't even fully understood how to reload yet. Inventory navigation and items options seems a bit weird at first, dunno how it will be later. Inventory spacing seems weird now, small bottle of water 6 slots ? Doors opening is very annoying, I suppose yet to be implemented, they should never push player or make him stuck in any way. Stamina is too quick to drain, too quick to regain. In other words there is too little of it IMO, unless it somehow depends on things which I don't know. Limping occurs very rapidly after short fights, it also goes away quckly. I think this progression just like stamina is accelerated. No bleeding for now I haven't experienced black and white screen No player condition messages In online mode loot was worse than ever A lot of great things to be mentioned yet, and most of gears grinding things mentioned above are hopefully easily adjustable, or will be implemented/returned as DayZ goes exp. or stable. 0.63 is yet to be discovered.
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It is definitely not right to have stamina this strict without having any vehicles. When it will be possible to find a bicycle or some other vehicle in ~15mins then it will be kool. I also don't think that stamina system is complete, it is too static, it should depend on health and time rested (maybe it is, but I haven't noticed?), in general IMO it should last at least 2x more. But it is really nice feature, definitely makes game more interesting, except that there aren't any other choices of traveling which is - no thanks, I'll wait for vehicles. Great thing is that you can run uphills again, that used to be very annoying. Another interesting new thing which affects mobility is health. I also hope that it is not finished because it is too not well adjusted IMO. I have already wrote an essay on that.... It takes too few hits/impacts for a player for him to start limping very hard. I think it is very nice feature just like stamina adds great deal of immersion and is interesting, but it also just happens too quickly, just like stamina it gets really bad too quickly, and then gets well again too quickly also. Also I think that limping seems too much directly tied to health, at least I have not yet experienced being poor health but not limping. I also haven't seen bleeding, or loosing colors (which IMO is signature of DayZ), but thats stress tests, not even experimental so... Think about people who can not spend 5h per day on games lol, some has real lifes beside gaming, but still likes DayZ haha.
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From the status report: "Our main goal with stress tests is to test server load and see the number of players we can handle on one server. These stress test can both happen very often, or there might be some delay between them. We will be auto collecting logs and servers crashes for further analysis, as well as profiling the server performance. A big chunk of the work will go into making sure we get lots of data to sort through and evaluate." What do you think guys, what server load can be possibly expected, and will it be what it will be for 1.0 ? I find it finally something interesting in years, finally something what seems to have a connection with gameplay. But this also seems rather worrying as it is not mentioned at all what is expected. However, seeing how much better performance + graphics became with 0.6, I have some real hopes that something similar can happen with server population and performance. But I really don't know what to expect, I suppose devs doesn't know that too, because if they would, then why would public stress tests be needed at all. I wonder if long time ago targeted 100+ players in server is going to happen, or it will remain the "good" old 50-60 players on foot inlands and camping in bushes for each other in 14x14km area. I also wonder if decent server population will finally happen, would it be outweighted by some terrible gameplay decision like, for example, it happened after 0.6 - wiped out coastal areas + sad sad loot ecconomy = no interactions. I suppose if servers would be able to perform with 100+players, then loot economy inevitably should be more like it was used to be. And balanced with increased players number (assuming that it will increase, which probably wont't, hopefully won't get reduced). I really hope things will go well to developers - and eventually for players.
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It is more like DayZ has to come back to us, than we to DayZ. Simple as that. The drop down of popularity of this game is very logical, because game was almost on purpose balanced to be as uninteresting as it can possibly be. My argument to that is that player interactions got very rare, game became really asocial. Loot economy is really bad, and it has a ton of effect to gameplay. This is almost as designed. Delays and long lasting development is not promising at all.
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A bit of food for thought about releasing a game before "it's ready"
Mantasisg replied to philbur's topic in General Discussion
Streamers won't make anything successful and lasting. They might add success that more people will try it, but if they will keep on at it doesn't depend on that marketing thing at all. DayZ had the thing which was naturally keeping people in, much like counterstrike mentioned by JF, it just worked despite bugs and things people complain about. Well it stopped doing its magic and without it even fixing/adding bits and pieces that people complained about won't help. I stopped watching SepticFalcon, because he doesn't say anything real. Poor Wobo said some real things, and obviously got disconnected from the crooked system for that. I really hope that Wobo is doing alright, bless him. When we talk about gameplay in DayZ, the majority of gaming industry is totally irrelevant. First of all, they needs to produce quickly consumed games which are based on first impressions, and won't last longer than needed. Second, DayZ is completely unique concept, only good indie devs can make work without being affected too much by super smart managers of big studios. I think we can safely claim that THAT MAGIC of DayZ was its eventfulness and spectrum of interactions which was directly related and then dealing with consequences (surviving). At the moment it is uneventful and lacking interactions, nothing to induce the second stage of gameplay - dealing with consequences. You can talk and talk it is all air, if you talk then say something that matters. -
A bit of food for thought about releasing a game before "it's ready"
Mantasisg replied to philbur's topic in General Discussion
I doubt too, as it seems like game lost path long time ago. No one even talks about gameplay 50percents of words in this forum should be "gameplay". True about amount of loot locations. -
A bit of food for thought about releasing a game before "it's ready"
Mantasisg replied to philbur's topic in General Discussion
That video gave me dyslexia.. talking talking... saying nothing, couldn't make it past half as I have started to hear a single hummmrumbumsumbumbubm lol and see that weirdo game footage. Obviously content matters little if gameplay just is not crafted well, and too much content also can unbalance the game.... People who are drooling over the "moar gunz", or "bigger map would be kool" always makes me sad... So many people doesn't realise what factors actually improves their game, and what are the opposite. For example bigger map - it means more running, less interactions, less dense population. And more guns means more different magazines and bullet types as well, this means less chances to find matching gun+magazine+bullets combination. Thats because people does bad at maths. -
Kool, Namalsk looks like it is 10 times smaller, I can image that pace is really fast there, more like PVP map I suppose. Very good, because DayZ really lacks a choice for more pace, this is really bad for those who are noobs in pvp (me). At the end I don't even like pvp, so I mostly try to make conversations. Wit ha faster pace game it would be very nice to develop skills in fights, which you just can't develop in current DayZ when you spend hours to loot, and meet very few persons in entire play session, or don't even meet anyone at all (often if you are unlucky and too busy to run around for two three hours, who would want to play such game ?). Really looking forward to Namalsk. Namalsk and 100+ players probably would be something like CSDM in Counter Strike, I liked it haha
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Hello, mentioning of server load test incoming in status report made me think of good things which has gone down in the past for sake of performance. Such as a lot shorter dead bodies despawning times, or having a sound and vision around you when you were unconscious (were useful if you were so especially for a long time), dense distribution of players (coast). IMO that was really pricey thing to gain performance, anyone who has played in earlier versions of standalone such as ~0.55-56 should remember how striking it used to be to find body of a player. In my totally first time playing SA in 0.54 I ran into a completely fully geared guys corpse in the ship wreck near berezino, too bad just as I took his M4 his equally geared friend appeared.. couldn't do much with 14fps at the time lol I don't remember exact time when despawning times became shorter, but I think it had bad impact for gameplay. Finding some dead player used to be such a special thing to happen. Depending on luck it could have been greater than heli crash. I know that some of you, realism freaks, gameplay - not-lovers, would say that it was off that you could respawn somewhere as near as possible and run to reloot yourself. And I think it wasn't terrible thing, at least you had a real goal and race with a time and luck for it, also probably helped to maintain action for longer, as corpse was still an important object with its loot, or without loot still a great sign of danger.
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I agree, 100 probably would be a sweetspot. Though I would perhaps say that it could even go up to 150 (if system could handle) before player encounters in game would begin to feel less and less meaningful, and hiding in safety more and more difficult till it would be impossible. Depends on map size, type and possibilities of travel. Another solution could be smaller map. How big is Namalsk ? :D I would believe that current DayZ (would just need lively coasts, like back in the day) could work well with ~120 players in map. Roughly half could be slowpacing with more hardcore stuff in inlands, and the rest could be fastpacing around the coasts and everyone would be happy. I really hoped at least a bit of love towards the gameplay by now, for example in dev stream, but it is all tech and tech, all functions and nothing about making the whole thing really work together again.... Feels bad. Higher player count would be a bit of sunshine.
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Yes, and looting them is only a small bit. They are probably going to be looted anyway... But the fact that you find them, that you know that something is going in the place. IIRIC dead bodies used to despawn in a hour maybe ? That was kool. And how much now ? I mean performance is great, but come-on... stripping out awesome stuff for it, maybe some other solution is possible. If someone would ask if I would choose 2h server restarts or hour lasting player dead bodies, then I would choose the later.
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I think you are underestimating DayZ and overestimating Curveage2. First of all 1000 players would be too much, second it would be almost all DayZ players in one server (sadly), third with complexity of physics and all functions that DayZ counts per player sends to server and from server to other players, and from other players to you so everything is in sync and functioning properly is insane. In wildest fantasy I would dream for 200 players per 14x14km which Chernarus is, I would be extremely happy if it would jump over 100 and would work well. Loot economy is very important yes, at some point it used to be very good. I really dislike (almost hate) to be in a server where nearly all loot locations are empty. Geared people are hibernating in bushes or even in empty servers - once I was one for few days, I understood what zombie is then. Time is really up. Regardless if 0.63 will be plenty of bugs or so.... please devs you can always make some good decisions for good gameplay. It was too long for now, you can unleash it again, I think. If it is possible. I think, I should lounch DayZ once more, perhaps it secretly became fun again. About a time as avg players almost dropping bellow 2k.
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I hope that it will reduce most of it, but most likely it will as you say, well I hope it will not increase it, because, honestly, so far I am not impressed at all. And I don't even need to be impressed that much. Only reintroduce gameplay. What used to be core community of dayZ, probably now are dads, mothers, real soldiers and so on, maybe new people will be able to build a nice community again.
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I think Hicks is that type of guy who really loved the good old DayZ, and expected it to remain good old DayZ, but just fixed polished and improved as standalone title. Sadly it all went somehow 180degrees. It is the weirdest thing. Some says it is because alpha... I don't think so, well, we'll see. Some says DayZ started going down since 0.54. I have entered DayZ world when it was 0.54, I enjoyed it less, and then more, and less in different patches, but it all went so bad within ~late 0.6. Why ? Because gameplay. Early DayZ showed that epic game can be epic even with bugs and terrible performance at a times. The early 0.6 was one of the best DayZ days to me, then everyone just settled deep in the map and started camping for each other. To me more than half of DayZ enjoyment came from the coasts, and few inland spots. Dayz always was one big unpredictable story. If you wanted faster pace you stayed close to coast, or went to coast, you wanted slower pace went to inland. I will launch DayZ when 0.63 will be in, it will be fun for first few weeks I almos guarantee. But if after that everyone will start camping for each other till the next "wipe". Then I think I will assume that DayZ era won't begin. And thats why some guys don't enjoy DayZ anymore. I don't know if it is Hicks, but probably.
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Some questions to the devs regarding the content shown in the stream
Mantasisg replied to exwoll's topic in General Discussion
Yes, perhaps there is a bit of enthusiasm, but not much. Most of it probably is because finally the day is comming when you will not have to work on this same DayZ stuff over and over again. Perhaps finally will be able to do something entirelly different, or just quit this sinking ship. And how it can be personal, is their team a person ? I just was expecting a game, not a we redid this, we redone that. It is great personal achievements I believe, congrats, hard work kool. But why I should be happy if I hardly see anything significantly better, if better. And how it should make me happy if I see none of the stuff being addressed to gameplay. I don't care what has been done if nothing seems to add up to gameplay, I think we should be glad if it doesn't take away by this point. Seems to me like DayZ is more like a sandbox for developers, not a meant to play sandbox game. If not its past greatness, NO ONE would care already. Because they just aren't making anything to contribute for actual gameplay. I haven't seen anything in a stream what is not in now. Just redone stuff. Organise a stream with a proper gameplay in a full 100+ people server, with vehicles, zombies, predators, night and rain and more.... Play something like a survivor games or something.... Invite some streamers like Puhdado, Patriot, Dimitri, Moon, Kiwo, Lirik, Runningman, and more Do Not invite TopeREKT... Make it all natural unscripted with real fights and converstions, real struggle. Show what DayZ is about. But what I see is air punching, rolling on the ground forever, struggling to shoot down a hen, aiming for headshot for a minute and not making it, randomly running like it shows anything. And I am not surprised that at the end the game has no play. After all the great stuff, all epic teasers such as planes, helicopters, bikes, for example.... We see weird melee fight, some new animations, climbing the ladders masterpiece, new UI once again, modified controller - which you can't really show, just try. And nothing else. How should I feel after all the wait, and teasers ? :) Oh well it all will come in a rate of DAYS after 0.63 will hit stable, and yes it has to hit stable at first, I don't believe it hits stable this year. Years of majorly disappointing game will turn into something everyone believed in a few months. Yes sure. -
Some questions to the devs regarding the content shown in the stream
Mantasisg replied to exwoll's topic in General Discussion
The stream was really disappointing to me. The game and stream itself. All this time, and same story all the time. I can't feel the progress, perhaps even regress. Ever since 0.6 came out, I thought thats it, now it is going to be rocket. But happened the other way. Now had similar hopes for 0.63, but I can already see how it will be. I also can't feel the devs, no charisma which you'd expect from someone who is in love and crazy about. Obviously how can you be if you aren't really good at it, and possibly don't even believe yourself, faking everything. Game has ended, the directions were absurd. I feel that this project felt into wrong hands unfortunately. Bohemia, thanks for giving (actually thanks to Dean), and then thanks for taking it away, slowly and painfully. I don't know how could you mess up such a gold mine game, but you did it, and it is amazing.