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Everything posted by Mantasisg
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Good topics requres good community, and good community comes with good devs :) I'm really not sure if this lethargy will end up well. Maybe It was all set when Dean Hall left. I hold lots of respect to Dean Hall, wish he always had some kind of controll over the project, at least a little bit, because he probably was the only one who knew what makes DayZ a DayZ. It is really unclear how it is going to unwrap now. As the date is getting close I'd expect it to be announced. This is not happening, so I suppose the progress is doubtful.
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Let’s talk about the night-time, shall we?
Mantasisg replied to Kirov (DayZ)'s topic in General Discussion
Great study right there :) But yeah, I think that there is quite some randomness about burn times. DayZ is such a science to play. Very interesting stuff about furnaces, it is really amazing if they can burn so long. TBH I didn't know they were in game, never even seen one. Looks quite awesome in quick google search. Last time I was crafting fire was in household hearth, I ignited fire and added one firewood, got next to fire for about 30s didn't got warmer at all, then rushed for few more pieces of wood, which took me about another 30s, when came back to house fire was already out, and DayZ bug got me there, and I couldn't do anything. Just, by the way, logged again few hours later, it was night, ran out of house sprinting to get warmer, and been shot imediately lol Thats night in DayZ. -
Let’s talk about the night-time, shall we?
Mantasisg replied to Kirov (DayZ)'s topic in General Discussion
This would be interesting, though from my own experience I can say that darkness is not always scary, sometimes it is rather cosy. Well it depends. it definitely is not cosy if you play in darkness as supposed, and someone is abusing brightness settings. Another worst thing is that people will always migrate to sunny dry and warm servers, unless proper game design actions will be applied. @Squeezorz Thats true, fire really burns for really short time in DayZ. Last time I was making it, wasn't even outside, but in a house. -
Let’s talk about the night-time, shall we?
Mantasisg replied to Kirov (DayZ)'s topic in General Discussion
By reading a thread title I thought that we are going to talk about something very intimate, or perhaps even kinky lol I must be not enough realsim obsessed, so I think DayZ night is rather awesome. Just that it makes already impossible interactions to be even more impossible. And then someone with cranked up gamma just snipes you.... Goodnight. IMO using lightources is stupid because it makes you visible. But it is a must just to see how f**ing incredible shadows are implemented. It is incredible. But we can only dream about insane battles, or stressful encounters at night in between fireplaces, or car headlights.... you know.... I think DayZ night and day/night/day transitions are really awesome. I like occasionally launching The Village server. Which, incredibly, use night and rain - how amazing. I usually die because something is messing up with hands when you are crafting a fire, and it is usual that when fire stops (and it damn stops burning in 30s like if you were making a fire place out of single sheet of toilet paper), you can't do anything about it... Rain and night - the best. -
Time will answer everything. Time of the past has already suggested a lot, and to ignore that would be stupid. However, there are usually plenty of people who are never able to see the past. “You have to know the past to understand the present.” Carl Sagan. I'd add future too.
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I have almost ended up googling "brainstorming" haha But I don't want to end up as just another internet expert. Go on with your imagination game then, I won't spoil it anymore, if it hurts. Perhaps you'll imagine the way how to make 3D grass work in far distance without exploding GPU.
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Thoughs on Open World and the SR Report
Mantasisg replied to sneakydude's topic in General Discussion
I think devs might go for such extra stuff in the late stages of development. However, AFAIK Chernarus has quite a bit of such extras. Also Soviet architecture was very generic, so thats how it is. In my opinion, the reason why towns feels so generic is that the game is dead. Everyone, well most of those ~60players are camping in those 196square kilometers, not much is happening, players are scattered all across the map, coast towns are empty, there are next to no interactions... -
DUDE, are you looking for ways how to get offended now ? Because feels like that. I wasn't aggressive at all, just a man. Have you ever noticed how incredibly hard those trees are LOD'ed, the struggle for good performance is huge. Also those trees aren't placed on top of one another in multiple stories. I have played with lowish range laptop and before new graphics renderer was introduced. Those appartments were no go place because of extremely bad performance there, that clearly showed to me that that place is sensitive for performance. I think it is obvious that it shouldn't be expected to have more geometry and detail in near future. My mindset is that if you post something, be ready to discuss it, it might be rather silly stuff you just have posted, thats how brainstorming works - it is not always "oh **** I'm such a genius" stuff. I bet you can't imagine that. Too bad only good imagination doesn't work here, so you should develop more skills. Imagination is just a part of creativity...
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Then try to imagine the complexity of realisation the things which just went through your mind. Imagine how much effort all that unique stuff would require, then imagine how much more graphical resources it would consume, then ask yourself is it practical. Ask yourself why you can't use those appartments as your base just now ? Ask yourself why you are wishlisting impossible things, and if you really need them.... Come down mate, don't overestimate yourself. And don't be backseat developer.
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Do you guys realize that what matters the most is not the overall size, but the amount of drawing calls for GPU at any given moment ? And reducing the map size would increase players encounters dramatically regardless of how crazy accessible would be the buildings, or would there even be insane tunels and sewers systems all together with huge basements, accessible mines, or in other hand amillion stories tall skyscrapers lol. Unless everyone would hide from each other and be camping to KOS all the time, like it is now. Very fun.
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So going straight from 0.63 to 1.0 might be done without releasing 0.64-0.99 iterations to public ? Hope for pleasant surprises. This must be the toughest game ever to make function as supposed, moreover as there is no clear picture what it is supposed to be, I think. It was proven in the past that it can work. Really looking forward to DayZ standing up from the grave.
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Lol this is coming to life, I wonder if it is not too optimystic to have 0.63 so soon though. Also if we will look further, then 1.0 should come in roughly two years after 0.63 release. I wonder if 1.0 will come out to experimental at first, or it will be stable in single shot :D Perhaps exp branch won't be used anymore after DA BETA...
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^^ Sure everyone is only like that and all the time, forever, just "I" am not. I want to prove that i am true fan now. I want to encourage devs not to rush things out. Take a couple more years... why to rush things out in 2018. You have been working so long on this, you have taken massive gambling by choosing some ways, most of them really haven't payed off, 2017 was the worst year for DayZ just because your aim was to have as best result as possible (I suppose), and somehow, strangely resulted in most uninteresting gameplay since the performance became pretty awesome. So perhaps make the performance garbage again, and the game will be exciting again ? lol joke Just don't rush things out. How is it possible to work on single iteration for whole year, and then push nearly forty of them in less than a year ? Working in weekends, not sleeping and not taking holidays maybe ? I know that it is possible to build a house in a few hours if you have crazy good organisation and all the resources. But can you do FORTY iterations in lass than one year, when you do one almost whole year ? Thats an iteration every week basicaly (if 0.63 comes really soon), otherwise it will have to be more than one iteration per week.
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Thoughs on Open World and the SR Report
Mantasisg replied to sneakydude's topic in General Discussion
Just implement player interactions back, and disable KOS lol is it hard haha worked few yaers ago -
I'm quite sure it is going to be a year. But true fans never complain. I just want old DayZ to come back, when actually clever people used to play and there were plenty of very interesting interactions. And I'm afraid that is lost forever.
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This seems like the right direction. Though the soldier is not a 2D cardboard object, unfortunately. Also the background is not always a hill, or even the grass, for example if background would be sky in horizon, or water, or building building or...... it would still stand out. But it should be better. But sometimes it would look weird when moving, so the engine should know when the player should be camouflaged, or when he shouldn't, and that would be difficult I suppose. It could be some kind of ring around player laying down, enabling thick grass to be rendered. Because Mip Maps would make thin bladed grass useless anyway. I suppose most simple solutions would be working with player models partial transparency in huge distances. But it should need better solution than simply making player transparent bellow the waist. Perhaps engine could work by detecting surroundings of player in distance, which are obviously detected because they are rendered to him. And create some kind of blending in cone around him with special rendering. if it would be too large though, it would be giving the position out though, too small also wouldn't work once spotted I guess.... There are reasons why nothing works.
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lol4 So what could be done about those distances ? I don't think that we have any business about that, as we are not Devs. Obviously the performance will have to be sacrificed , and the distances increased. Thankfully weeds are mostly in places away from towns, but I suppose it could be an issue with weed fields which are close to towns. Only developers know how much further the game can be optimised. So perhaps we will see 150players, and properly serving foliage. Or perhaps we will not. So what can we do ? Nothing really, just wait and hope, like all those years we did. Unless you have some serious knowledge in game developing, so perhaps you'd have some other ideas. But if we play back seat devs: Perhaps the game could LOD the player model (when out of grass rendering distance) in such way that it would seem camouflaged when he would lay down in areas with tall grass. Maybe some kind of magic like that. Maybe the player model could go partly sink in the terrain surface and/or become partly transparent/ or maybe partly reflective to easily seem camouflaged. It shouldn't look bad as it would happen in far distance. It get a bit tricky with scopes and binoculars. I guess with scopes and binoculars different rendering mode should be used, to actually make foliage work, different step of lodding in relation with amount of zoom. Suddenly it all looks quite complex and you understand how stuff could be difficult to virtualise. These things should come in early visions, or early stages of developing IMO. So devs should have thought about such things years and years ago. And maybe they did. But we have what we have. Though I don't remember if grass rendering distances always were like that, or became an issue in certain point. Another point - people playing with low world details - the problem is how to dial out the advantages of that, such as grass LOD'ing decreased, or even not being rendered at all. Honestly, I don't remember last time when I played DayZ with low settings, as well as I don't remember when I played DayZ in the first place. Since it became majorly unexciting because gameplay design and such little technical issues.
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Maybe he found himself having a family one day ? :D Same could be applied to us in future in terms of playing DayZ.
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Cirkular lol just travel in circles lol wut Sum ppl R using DayZ as travel simul8or 4real #yousmartyouloyal
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Clickbait lol But I agree, it is possibly the best map ever. But is it playable,in other words - is it the best in terms how it merges with gameplay ? I really don't think so. Mostly because its size. It is definitely too large for a game where vehicles are really really rare, or/and doesn't work well. Too large for a game which fits way less than hundred players. Too large because devs wants you to really use it all, by nearly disabling loot in the coasts. Too large to get a proper interactions happening frequently, which is why I got interested in DayZ - thats gone. I also want to point out that I really loved the old Novo :) It was the best place. Also trees LOD'ing has to be fixed. Also doesn't feel like vertical aka 3D grass works as a cover, ever. Probably will be superb in 0.9 iteration.
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After Long break i understand why nobody plays DayZ.
Mantasisg replied to exacomvm's topic in General Discussion
Wat ? I bet you haven't really mastered any. Real fun begins when you really start to rock... Now we know what is the typical picture of current DayZ fan. A person who is enjoying finding ways around broken things. Thats probably the whole concept of survival. Don't get depressed simulator. Those quoting skills though. I know a good solution - don't use broken stuff, especially if you can't fix it. You are just player, you aren't looking for solutions. You aren't the dev. You are not the Dev, you aren't Henry Ford, you aren't developing, you are the user. Only thing you can do is to modify your personal item. Would you do it ? Could you do it ? Probably not. Don't be ridiculous. The solution is - not to use unprepared software. Which obviously is so. There has been nothing focused for better gameplay for more than a year, perhaps for two years now. -
After Long break i understand why nobody plays DayZ.
Mantasisg replied to exacomvm's topic in General Discussion
I'm choosing 0.9. Unless you are saying that 63 will be last iteration, and there won't be 0.9. 0.63, nor 0.73, nor 0.83 doesn't sound interesting anymore. Doesn't matter if each iteration will be waited for months or for weeks. I suppose ~0.9 will be the approximate time when it will be worth to aim to use this product. We'll see if it will be real DayZ again then, or if it will be run and loot simulator like recent builds. Doesn't matter to much how it will be in between. Problem solved. If the game will reborn, people will talk about it. It will be easy not to miss that time. -
After Long break i understand why nobody plays DayZ.
Mantasisg replied to exacomvm's topic in General Discussion
I think it will be better to wait till DayZ 0.9. There is no use, to keep the expectations on. -
Looks like you are ready to become a bush for a lot of hours to come.
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DAYZ Status from a famous Youtube blogger
Mantasisg replied to GunnyITA's topic in General Discussion
I was more about the very way how the game played. Content matters little. There could be five types of weapon, two types of vehicle and the game still could be incredible. Because, at least for me, DayZ was all about interacting with people. Even though the game has ridiculously huge map, for very little amount of players, it used to be very nice closer to the coast, and around NWAF anyway. Later everyone was spread out. Literaly only this was needed to ruin the game. I loved to talk, I could have been totaly destroyed in PVP with my 20fps, but I enjoyed the unique experience each time. Then interactions were "turned off", KOS values got turned up to 11. The game became unbalanced. Started to feel like waste of time, it was already great amount of just runing already. But it just got worse later. For me the reason to push people out of the coast "so they will explore more of the map" was stupid. I remember watching generals sam video where he bashed DayZ very early on, IMO he was really wrong then, but slowly becoming right. He was really wrong when he said that people becomes bored of the game when they explore the map, and nothing new is left. He was and is totaly wrong about that. DayZ used to be all new, and unique all the time as interactions happened, didn't matter if it is Novo and Novo again, or Berezino non stop. Content, places..... meh. People. Other players, not knowing what will happen - it was interesting.