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Everything posted by aaronlands
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Chernarus is a beautiful map. I still have to explore Livonia more to develop an opinion. I was recklessly playing the other night and I found that many of my respawns felt like I was going through the same areas over and over again. With Chernarus, every life does feel pretty different. Not hating on the new map but I feel like it especially needs working cars to make it fun whereas Chernarus is somehow still interesting without vehicles.
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I believe the devs are on record in July stating that there would not be full parity with features that were in older versions of the game. You will have to look at that particular status report for precise wordage. How I interpreted it: advanced medical systems might not be returning to the game but this does not necessarily preclude fractures from being implemented in the future.
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I think the issue is with the indicator. Even when the indicator is full, you actually have a lot more water that you can consume in your reserve. I've found that consuming more water even with full helps to prolong your hydration.
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Vehicles could build up torque to go up hills and even burnout
aaronlands replied to Pauperprince's topic in PS4
Oops didn't realize. It's the sprint bottom bound to the shift up button? Either I'm not even sure if this is true because it's been so long since I've even attempted to drive a car. -
Vehicles could build up torque to go up hills and even burnout
aaronlands replied to Pauperprince's topic in PS4
I mean the (shift) key. -
Vehicles could build up torque to go up hills and even burnout
aaronlands replied to Pauperprince's topic in PS4
Is it true that if you hold shift it gives the car more throttle to help with going up hills? -
I've played on a few deathmatch servers and it seems that the guns spawn with their attachments but are not loaded. I have no idea how to do this only that part of what your are requesting does seem possible.
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Perhaps a compromise of some sort would be the most prudent way forward. Their reduction in servers might be a prudent decision if player counts are as they are and if private servers will eventually make their way into the game. However, I think I speak for a good number of people on both platforms who would at least like to see some form of locked official servers. Unless there is some technical limitation preventing this, might it be an interesting thing to experiment with a few locked official servers? I do understand that the developers want to maintain a consistency of experience on the official side of things but how many people would actually complain if all the officials were locked?
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*Please Read* Potiential Solutions to several problems
aaronlands replied to TheCentralPlaza's topic in Suggestions
I must say I'm not a fan of any of these suggestions except for the safe. That would be interesting for sure. However, the other suggestions seem more like what would be be good mods but not features to roll out as a baseline mechanic. -
"want a fun creepy experience? go to a night server, put on a headlamp, and explore a town." This is too dang scary to do alone TBH.
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Night Time is unfairly darker for some players vs others
aaronlands replied to Cyral's topic in General Discussion
Dang Cyral, that's even more drastic than your first photo! Thanks for posting it though. I'm definitely going to be thinking about this. -
Night Time is unfairly darker for some players vs others
aaronlands replied to Cyral's topic in General Discussion
Hey Cyral, thanks for providing that info. That is certainly an interesting observation. Like you said the expensive monitors are able to depict darker colours with more depth especially with those tailored gamma settings. With respect to the photos, you say that they were taken several seconds apart. Is this a image of two merged photos? If so, was the camera on an automatic light balancing setting? Just want to make sure what were seeing on these images is true and accurate. What do you think should be the way forward? In my opinion, I like the dark and dangerous night but there needs to be an even playing ground. I suspect that was the intention of the gamma updates anyhow. I don't like the idea of making the whole night brighter to accommodate monitors that have poorer black depth. I think eye adjustment can be a way around this. On bright nights (full moon, no cloud cover) I think the player eye (subject to character nutritional factors) should be able to adjust to the darkness to the extent that there is a relatively even playing ground. -
I'm currently creating a "lightweight" zombie spawn mod to spice things up in Chernarus. Let me know what you think.
aaronlands replied to repzaj1234's topic in General Discussion
Thanks for this. It sounds really interesting so keep up the good work. Do you think there is a way to have zombie pops more persistent? What I mean is that I think it would be really cool if you could essentially clear a zone and it would remain cleared for a longer period of time rather than how it is currently where if you leave and come back the zombies are back again. -
The DayZ Steam store description is a straight lie
aaronlands replied to IReadTheAgreement's topic in General Discussion
Ah no worries. I myself am always curious in the 'why' as it tends to contextualize the 'how.' I think it is particularly important especially when you are essentially discussing misrepresentation. Do you think you would define the alleged inconsistencies on the steam page as honest/mistaken, negligent, or fraudulent (intentional) misrepresentations? -
hmm . . . *twiddles thumbs* . . . no. j/k yeah there should be less of them or something. agree with the pens
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The DayZ Steam store description is a straight lie
aaronlands replied to IReadTheAgreement's topic in General Discussion
Why are they lying? -
The DayZ Steam store description is a straight lie
aaronlands replied to IReadTheAgreement's topic in General Discussion
Well I'm glad we got that sorted out! -
The DayZ Steam store description is a straight lie
aaronlands replied to IReadTheAgreement's topic in General Discussion
I would categorize as follows: Straight Lie: seamless network synchronization - this is a high claim for any game, I will say though that I appreciate the scope of the game and I tend to give it some leeway for not having fully achieved this goal/claim; Marketing Grease: sophisticated injury simulation - this is debatable but not a straight lie, depends what you mean by sophisticated; persistent servers - bit of a high claim, wouldn't classify as straight lie as it has been addressed and improved upon since 'release' and as amadieus pointed out if it works it works; authentic gunplay - debatable, not straight lie though, in fact I quite like the system; and Rewarding and authentic experience of driving vehicle - this is pushing it toward lie, however when they work it is relatively rewarding and somewhat authentic except for the torque issues. That's just the way I see, but I can totally understand how one might perceive these to be lies, this is just my take though. -
I agree with most of what you said but I can't find any sources which indicate that console gaming is billions ahead. Could you point me to some sources? I found this source: https://newzoo.com/insights/articles/global-games-market-reaches-137-9-billion-in-2018-mobile-games-take-half/ which says that consoles games make up $34.6 Billion while PC makes up $32.9 Billion, while this is technically billions it's also not as big a difference as I might've thought. Is this source accurate?
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I admit that I do not fully understand how the AI operates in this game but I have noticed similar behaviour. I have had experiences where I'll be stationary and crouched in an area not making any noise and they will seem to drift toward me.
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Night Time is unfairly darker for some players vs others
aaronlands replied to Cyral's topic in General Discussion
This is fascinating. Can you provide a bit more information about what monitor you're using as well as what monitors your friends were using? It would also be interesting to know what settings you have set on your monitor. And one final other question: were you playing in a bright or dark room? -
To me the perfect balance with respect to the zombie loot can be met by reducing the respawn rate of zombies. I'm not sure if I have just become aware of the mechanics of the game but it seems that zombies spawn back into an area to the point where it is almost immersion breaking. For example, I run into a town and I tend not to see any zombies. I enter a few buildings and then come out and the zombies have spawned. I don't really think this mechanic is too impressive. If I then kill the zombies and then return the to the town the exact same process can be repeated. What I would really like are threatening zombies that are dangerous not because of the risks stemming from a finicky combat system but because of their AI and inherent characteristics. Then increase the amount of zombies so that actually clearing a town would require some work. Then make it so that zombies respawn at a less frequent rate to make the clearing of zombies feel rewarding. I admit that this suggestion might have potentially broken components as certain game areas might effectively be cleared of zombies. But then the rewards of clearing an area should be balanced by the cons of lower loot (respawn and placement) so that staying in an area while protecting you from zombies would starve you of certain resources. Additionally, the zombie respawns could be tallied in an area even while players are not in an area so that the zombie population of a town would slowly increase even without player presence. This would make it so that 'uncleared' areas would have a higher risk and reward: where there is loot, there are zombies. I don't actually mind the amount of loot on zombies so long as they are a challenge to the player. It should be a bit of a calculation to determine if it is worth it to fight zombies.
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Random Spawns and Forecasted Weather Server
aaronlands replied to drgullen's topic in Server Advertisement
Not sure if I am allowed to comment on this thread but here goes: I really enjoy the server and I think you've set up DayZ in a really interesting way. I love that the cars are working and simple to find and that the loot is more unforgiving. I also appreciate the 1pp. The field transceiver in the car trunk is a great idea. Only thing I wish is that there was a server similar to this on the East Coast because I keep getting kicked for high latency. All this to say, keep up the good work!