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lakevu
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Everything posted by lakevu
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in regards to your "walking while hitting" comment. that is an interesting one that i havent thought of yet. but i think inherently in the system with holding right click to raise fists does not allow this. i think it is just impossible with the current system. not that this is a bad thing just a fact of reality that you cant have both when you have that feature vs when you have, press spacebar, to always keep fists up. you just cant have both. atleast with the running part. im not sure if you can change stances and such while doing it. but yes i will say some of the things we get are pretty cool. but that doesnt change the fact that they are completely undermined by being put on top of a foundation that is working against it and undermining it. aka the movement and gunplay. you can add whatever cool features like car bombs you want but that wont change the fact the pillars of the game it is built on are still garbage. thus you just have garbage with cool things in it.
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my favorite part is when guns shoot but its doesnt even move and just the end of the barrel seems to snap up and down. like it wiggles up and down in front of you but the gun stays locked to your screen and doesnt move. its hilarious!
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for a little context. dayz standalone when it released in 2013 sold 1 million copies in the first month, 2 million in 4 months. the market spoke and people. millions of people bought the game knowing it was hard. because that was and IS its identity. and they bought it because thats exactly what they wanted and wanted more of it. but to change the foundational mechanics of the game to the baby like mechanics we have now and usher in a completely new audience of people that want those baby like experiences and claim "look how big the game is! wow isnt it doing great!" without thinking that it might be different type of people being attracted is crazy. so to give this reason of "do you think the game would be big now because of the changes" is just ridiculous. the game was already big! and it dropped the ball when it first came out and failed expectations. because it was garbage and failed to provide even a fraction of content the mod did. so sure the player base got "bigger" but with what kind of people? adults? or children? dayz has become as big as it is right now because it now caters to the braindead. simple minded, children that dont care about the deep experience the game was before. all they care about is a big map and zombies and people to kill. not to be a surreal survival simulation but just to be a shooter. cod with a bigger map and yes you are right. you can not make everyone happy. when you make a game for everyone. you make a game for no one. and in this case "making a game for everyone" meant lowering the bar of difficulty so low to attract every person possible even at the cost of not having integrity to what the game even stands for. or STOOD for to begin with. there is no conflict here! millions of people bought the game in 2013 when it first released with the expectation of it being hard and millions of people will return when it comes back to being hard! the only thing that will be lost is all these children that think quickscoping with a mosin to take away everything a man has worked for ingame for hours is an actual level of achievement and think they deserve it. and have a meltdown when their gun isnt acting like a lazer beam on their screen where they actually have to have some skill and knowledge to play the game. besides pointing the center of their screen on the target and left clicking.
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absolutely. i am not saying i hate everything about the current game. many things ARE better. such as the melee system in its current form has the POTENTIAL to be better than it was in every single way. but like you said it is missing fundamental things that the old system had beyond that it "looks" better. it just seems that when new things are added that seems to be "good enough" instead of taking the time to perfect the system and make it the best it CAN be. its just simply "check marked" off the list. lacking any sort of depth to what is needed to make it great. like why is that i have to be walking backwards to defend? why cant i defend from a standstill?? etc etc.
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boost last comment august 24th, today is September 7th (14 days, 2 weeks)
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i am not saying adam is a bad guy or that he lacks passion for "something". but just because you are passionate about chemistry does not mean you understand the fundamentals of chemistry. if you get my analogy. this does not change my current analysis of him that he takes the tools he is given and creates on top of that. not having to question the deeper things that made those tools possible. like movement mechanics, gunplay mechanics, rendering technology that massively effects the overall aesthetic of the game. all questions you never need to ask when you just take what you are given and make a map and story to go with it. things that are far deeper than that and set the groundwork for you to do anything. and once again if this isnt true and he does have a deep understanding of the game why have we not seen massive overalls of these systems in 5 years? as they are massively incongruent to how the game SHOULD be. unless you lack the understanding to question those things and cant conceive of how they may be conflicting with the overall experience of the game? but then again apparently adam isnt even in charge but yet we talk of him like he is. so who is really at fault here? is it adam or the "other people" who dont understand it and he does?
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this my friend is the virtue of integrity. the pursuit of keeping something 100% whole and uncontradictory with itself.
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i agree. but what allowed this? how is this allowed to continue to happen without outrage? because dayz lacks a firm understanding of its own identity and what "it" really is. and because of that it is allowed to get away with casualizing gameplay and arcadizing the game because nobody made the argument and proved it that dayz is a hardcore zombie survival simulator. not a shooter. if dayz had a more concrete identity of what it IS then it would be irrefutable and undeniable that these choices are not what SHOULD be.
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what makes me think this is i have spent alot of time analyzing the game. specifically the mod and what made it the lightning in the bottle that it was. and then compared it to the current version we have now to see what exactly went off the tracks. and why it is not inspiring the same reaction that it once did. and im not saying "i am the one" who truly, 100% understands the game and every facet there is. because i dont. there are still things i dont fully understand. but i am saying that i do believe i have a better understanding than what seems most people of what "dayz" actually "is". beyond whats seems to be "dayz is just chernarus + zombies" and thats as deep as the understanding gets. and no. i know they dont understand because i can see their actions and the things they create. from the trailers that are put out to the changes made in game. and if i am to judge by actions. these actions do not show me a deep understanding of the games identity and what it "is". like for example lets look at the 1.20 trailer with the couple. this is the stupidest thing ive ever seen come from this game and is detached of any sense of reality or seriousness. now compare that to dayz standalones first ever early access trailer where at the end the lady shoots herself next to what i can assume to be her boyfriend underneath a tree. that is serious. that is what dayz is. and that is the type of video 1.20 should have been about. that lady succumbing to the perils of the apocalypse with her lover. not some stupid video that could be confused for a rap music video. and look at the game itself. its been 5 years since .63 release. why does the game still have arcade like mechanics and controls for its movement and gunplay more reminiscent of cod than of a simulation? why is my gun locked to the center of screen when aiming instead of disconnected and free floating like it use to be? why is there still no turn speed limiter on my character so i cant just do 720's at the flick of my wrist? why can i spam left right left right with minimal input delay in between so my guy looks like a coked out jack rabit when he moves back and forth looking like a spaz. so yes when looking at the teams actual actions and not intents. cause we can only judge actions and not intents right? outcomes not intentions. i am confident to say these people dont understand what this game really is. and i would also be confident in betting that that understanding doesnt go much deeper than "chernarus + zombies = dayz"
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this seems to be the answer i keep getting. that its not just adam. so then it is impossible for me to say whether he truly understands the game and accurately evaluate him or he is being handcuffed and held back by other people, who dont understand, that he must concede to and compromise with diluting the integrity of the game.
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i understand who adam is and what he has done but i am skeptical to the level of understanding he has about what exactly "IS" DAYZ not namalsk. or whether he truly knows the factors from Arma 2 mod that made it the basically the lightning in the bottle that it was. and seemingly has never been able to be created again only to lesser, incomplete, unimpressive forms by comparison. because from what ive seen both in arma 2 and now. is that he basically takes the fundamentals he is given and builds on top of it. and because of this i am skeptical whether he has even considered the deeper mechanics of the game. things like movement mechanics, gunplay mechanics and aesthetical mechanics like post processing effects. but again i as far as i am aware adam is in charge but is this true? or is there somebody above him influencing his decisions and only giving him a leash of what he can and cant do. because that would also make alot of sense to me why the game is in the shape it is today. but i can never know if adam is the problem or whether somebody above him is the problem not letting him do things
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i understand the division of labor here but still the principle is the same. nothing? not even a casual post here or there? absolutely nothing? I would doubt to say that dean or matt would have taken it that far and would have interacted themselves to some degree. but i think the root source is the passion is gone. i dont see the same level of passion as dean and matt had from these people. because if they did that is the sort of actions that manifested because of passion.
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but is that really the source they came from? it would be nice if they interacted with us like normal people so that we know if it is actually us making a difference or its just blind luck they add something we happen to bring up
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thats a farcry away from what ive heard how matt and dean treated. which in his recounting of the matter on 87.8 podcasts interview with him he seemed very passionate about the topic of scouring the forums for ideas. nothing like i see today
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sure "prioritize tasks" but not to seek inspiration. the feedback tracker is about bugs and problems not about ideas of what should be in the game and is not a substitute for that purpose. in regards to devs watching other places besides the forums i dont agree with. ive never seen it. and surely not to the degree that i understand Matt and Dean did when they were making the mod. which from what i understand they obsessed over every night to read and talk to people. none of which ive seen from people there now.
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i agree. from what ive seen this "kylara" person is the only one i ever see writing anything on here. which isnt much to begin with. this is stark contrast to how the game use to be with the first creators of the mod that would spend countless amounts of time scouring the forums for ideas and communicating with people. now it seems that is gone
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if this is true. which i dont know if it is. i would say is a problem. which the update schedule makes no sense to me. sometimes we go 3,4 even 5 months without an update. and to go that long to fix something so small is. irrational in my eyes
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i click on this and read through it. it seems like they said it was being fixed in future update. which doesnt seem unreasonable to me
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i am skeptical and probably think they dont. i dont think ive ever seen a reply to a post recently from any of the devs here. just this person names "kiara" or something that i think is the one person watching this. however i did see that they answered my bug tracker input pretty fast. but that is not a place to suggest things. which is unfortunate to say the least
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"I bet they have no time to waste on forums" if you go back to the original creators of dean and matt lightfoot of the mod. they said they stayed up for hours reading the forums to see the things people were thinking about. but i doubt this is the case anymore.
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i agree with the spirit of the post. but probably not its implementation. I think fire maybe could benefit from being a more "intimate" experience than how it is now. but the key is not making it so much that it goes from being a novelty to an annoyance. but anyways this is incongruent with the current form of the game and things like this. imagine if this was added to the game right now. would this seem congruent with the rest of the game? or out of place. the true root to why things like this wont happen is not because this is a bad idea but because the foundations of the game are against this sort of addition. most importantly the movement and gunplay of the game. the mechanics that meld us to the actions of the world and set the tone for how the game is. serious? or stupid and simple like we have now. real? or reduced and regressed? that is what you should be focusing on. focus on changing the roots and foundations of the game that allow these sort of things to be added. because right now with the current foundations of the game (movement and gunplay) this is completely out of place for the game. a serious addition for a game not trying to be serious
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really its not about "accuracy". the real problem is there is basically no sway at all to make you not accurate. this is wrong and incongruent with reality. and is blatantly insulting that when aiming down sights you gun is locked to the center of your screen instead of moving around like your arms actually exist. not just because thats how it "used to be" but because that is real. and as much as i like the mantra of "dumbed down" i dont think this is entirely the whole picture of what is happening and isnt harsh enough to its action. I would say what is happening should not be described as "dumbed down" but more a "degrading", "debasing" or even "willful destruction" of the true soul and identity of dayz. destroying it and taking it down from what it is for the sake of mass appeal and of coarse, money. taking something that is meant to be and in its origin was to basically be the "definitive" zombie game. of realism and simulation. a super real experience. now degraded to that being of an arcade shooter.
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the post is factual. sure they may have added inertia but incompletely. why do i not have inertia slowing down? why do i dead stop when i let go of the keys? finally. why is there no inertia while turning? you cant just add one dimension of the system, in this case, going faster. and then say "problem solved! inertia's in the game!". this is just short sighted. and this post is a joke. to you. cause you dont get it. and thats fine. this post is not meant for you. this post is for people that do "get it" and can piece what ive said here together and understand the bigger picture.
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boost last comment august 7th today is august 21st (14 days, 2 weeks)
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Balancing melee damage system and adressing some other problems via bone stat
lakevu replied to Officer Failure's topic in Suggestions
i see your bottom attachment and i approve More arma 2 and less cod but behind this statement is a philosophy. arma 2 stands for something much different, philosophically, than dayz currently. these things you mention will not happen. why? because they are incongruent with the current direction and "philosophy" behind what the game is being made to be. not to be "real" but to be "fun" at the cost of seriousness. to be "arcade". dayz's philosophy has changed and if you want to change the game you must focus on the philosophy and not its derivates that come from one. like more realistic melee damage when the game is fundamentally not trying to be "realistic".