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dannyboyle
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Everything posted by dannyboyle
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Remember guys, bigger maps or more maps is not better if they are empty without much to do, Bohemia needs to improve the playable systems, beyond survival, add narrative, improve PvE by adding NPCs and quests, dynamic events with NPCs, charismatic characters, bird systems that can be hunted, improving playable physics (towing vehicles with chains, ripping doors with chains attached to the door from a vehicle, being able to attach a rope to an animal and drag it to a trailer, locking the trailer door and transporting it organically, no scripted actions, pure physics, etc. ..) The main problem with DayZ is that it feels empty because it hasn't expanded on its initial concept of survival, so people feel that its maps are empty, the little that helps are the animals and the infected, and the latter are very unrefined, bad combat, bad gore, bad physics, bad AI, bad scripting.
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Why Are DayZ Mods Better Than Official Content?
dannyboyle replied to Allan Barcelos's topic in General Discussion
For Bohemia I think that DayZ was never their priority until recently, and even now they continue to prioritize ARMA over DayZ, knowing that DayZ is the goose that lays the golden eggs. Bohemia isn't that big and they manage several games, Vigor shouldn't have existed either, they're diversifying too much when they should be betting everything on DayZ, and ARMA in second place. Diversification is very important in business, because you never know if your core product could be superseded at any moment by other company, but in an industry like video games where it takes many years to sustain itself and release a decent product I don't think it works that way. If you look at many companies that used to diversify, they've ended up doing the exact opposite; look for example at Rockstar Games, they used to make all kinds of games in 2000s (Manhunt, bully, the warriors, state of emergency, Midnight Club), but they ended up working on very specific IPs for a long time, the most successful, GTA/ONLINE + aditional IP (RDR2 - any new), In addition, they will ensure that what is done in the next IP the old one material will be used in the future for improvements in the engine of the next game that comes, they will have to tweak certain systems that have already been created previously. This is a good thing about both ARMA and DayZ, because DayZ can draw on systems created for ARMA and vice versa. ARMA maps can even be used in DayZ, and vice versa. For example, programming human NPC AI for ARMA can be used to implement NPCs in DayZ and thus achieve better PvE. ARMA vehicle upgrades can be used in DayZ ¿You see? There's a connection between the two games, there is a symbiosis between both. Some studios know there's no competition if they only focus on one or two IPs, taking them to the extremes of simulation because that's what they're dedicated to. Plus, they've chosen the ones that work best. Nowadays, an infected apocalypse with the high quality and detail of DayZ could be much more successful than DayZ is today, but much more, remember when GTA didn't usually sell more than 30 million units, same can happen with DayZ if the product gets better. I don't know if Bohemia is aware of that, because they had to see it with The Day Before being a scam, how a game that looked a mile away mediocre and a scam could have caused such a stir, it's because people love these kinds of games and they are hungry for better systems and graphics, now, Bohemia is not playing its cards well or is playing them in a very calm way, maybe they are hiding more from us than we think and are just keeping an ace up their sleeve. What happens is that people want a high level of quality and DayZ, in terms of technical level, leaves a lot to be desired, tomorrow a studio could come out and copy their concept, even a Chinese studio, they are learning a lot and fast from Western studios, in fact, Tencent has stakes in Bohemia. Look at the creator of Mafia, who's also from the Czech Republic, Daniel Vávra. He's been in the industry for many years and isn't stupid. He released an original medieval game, KCD, and the sequel is nothing more than an improvement on the first one with new and more expanded systems, basically an improved simulation. He knows that making a completely different game of that magnitude is suicidal, It's either focus on something or die. For example, I love Obsidian's Grounded game ¿Why go all out on crazy, different stuff if you have an original, brutal concept with Grounded that you can take to the next level? Why make completely different games if you know you're not going to be able to give it your all? Wasn't it better to make a sequel to Grounded, but better? A bigger improved open world with all the previous systems created, a neighborhood with multiple gardens, more animals, human NPCs, a giant bad guy who runs around the neighborhood shrinking people with a shrink gun ¿Why leave that aside and make a magic fantasy RPG game that has nothing to do with the concept of Grounded? Avowed is a generic magic game—there are many like it—but Grounded is a unique multiplayer concept, and multiplayer sells a lot, even though it's co-op. To ignore that and focus on 5 different games seems like a mistake to me, and even more so considering that Grounded is the one that has generated the most sales of all their games, It's like turning your back on someone who has helped you a lot.The problem is that if you change IPs so often, you run the risk of losing the engagement you had previously achieved with the loyal audience that knows your product and the company, who could go elsewhere if you no longer make the product you were making before. On the other hand, if you change IPs so often, you're rarely going to achieve a quality game with depth; it's very difficult. On the other hand, if you work on the same thing, there's always room for improvement, and even more so in open worlds where it's about improving the world simulation, something that rarely ends. It's a ceiling that's hard to reach, and as a decade goes by, you see that there's much room for improvement. If I've learned anything in this industry, it's that the most relevant studios end up specializing in one or two IPs and no more, especially when it comes to open worlds or multiplayers. Not doing so can be a mistake and can end in failure. Back to the topic, I think Bohemia is allocating a large part of its staff to developing the graphics engine for the future games and that if for some reason DayZ 2 is in development, I mean abandoning the game with a hybrid engine, they are hiding it, I don't think we will see that until 2028-2030 unfortunately, They don't seem to be in a hurry to launch anything because they have no competitors at the moment, only ARMA 4 has an official release for 2027 and I think It goes first. A lot of modders were hired by the studio, still I think DayZ has a lot of limitations if almost all or most of the modded maps look the same, even the most reputable ones, I think it would be great if external assets could be imported very easily and without having to make crazy conversions, especially considering how photogrammetry has advanced in recent years. There are some amazing mods made by the community, but I think the hybrid engine is very limiting. Mods are also partly what gives the game a loyal community that feels part of the studio, and that makes the game grow. This happens with Bethesda and many others. Bohemia should provide easy-to-use tools and systems, even on consoles, so that people can create and generate content about the game, It would be great if ARMA REGORGER's Game Master mode could be used in DayZ 2 for this purpose as well as providing a marketplace with assets and things like that that modders can create and can sell if they want, while Bohemia can get a percentage of it would be a good way to monetize. -
https://x.com/DayZ/status/1918306572012302752 Looks like a desert map, like TAKISTAN. As always I guess they will rely on things like weather, dehydration, sandstorms and so on, I think it's a better setting for Arma, I don't think it's going to be very successful as a setting. Also the other day I had a discussion with a friend of mine and he told me that nobody plays in Takistan, that it's a forgotten map, I think such a scenario is more reminiscent of a war scenario than a post-apocalyptic scenario, also, in a place like the desert, the infected would not last long, they would die quickly because there is no food or water. I think DayZ settings should be mainly Western, (European or American), as this is what the Western audience tends to like the most, You can try things in other countries, but it is more risky. For me I would really like UK, but with some big city (bridges, big ships, subways) and without being cloned with buildings and interiors, and then a part of countryside like in Czech Republic, as uk also has green countryside. And also something American with different biomes and animals like Florida or Australia, where there are big dangerous animals. I like the United Kingdom because it's lugubrious. People describe it as a very rainy and cloudy country, a sad place, and I think that translates a lot to DayZ. On the other hand, it has many areas, from rural areas with houses and rivers, to cities with canals and suburbs with family homes. I'm European and I love castles. I'm surrounded by them wherever I live, but I would try to avoid medieval settings with castles; I would focus on modern urban and rural environments. A more beachy setting could be interesting, as it would be the complete opposite, like a happier and more cheerful flavor, with a different atmosphere. In the Mediterranean there are many interesting islands, but I think it's good to choose an environment where there are many interesting animal species, since in DayZ animals play a big role in PvE and survival, the situations they can put you in. Going to the root of the problem, I think that for Bohemia to manage many official maps is a problem, it is better to focus on one or two for developing most of the technologies and systems and then modders make experimental maps, which can be better, and it is better to focus on maps that can share systems, and if the other one gives place to other kind of systems, but to manage many maps is a danger. The good thing about this map is that it cannot reuse buildings from other maps because it is a very different country, although in Bohemia they are able to do it XD I repeat, I don't think it's an attractive setting. It would have been fine as a map for ARMA, and if someone later wanted to port it to DayZ, that would be great, but I don't think it's an attractive map for the type of setting.
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I think the most important thing is the bird systems, we need birds to make the world feel real, and the good thing is that bird systems work on any map if they are created. Adding snakes would also be nice because they are everywhere of the world, you can look at the system in RDR2 where if you get close to its perimeter it goes into attack position and can flee to another random spot. On mod servers there are even crocodiles and they look and move well. I think Bohemia should explore other environments where there are other types of animals, but always looking for an interesting setting, I think Florida would be very interesting, as there are alligators, American crocodiles, white / bull / hammerheads sharks, etc.. Australia could also be interesting, with its great white sharks and saltwater crocodiles, or koalas and a lot of different animals, I think a new map should bring completely different flavours.
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¿DO YOU THINK THE RELEASE OF NVIDIA's PHYSX AND FLOW OPEN-SOURCE CODE CAN CONTRIBUTE TO DRASTICALLY IMPROVE THE PHYSICS ENGINE OF ENFUSION ENGINE FOR DAYZ? I hate that this game doesn't have gore like dismemberments, Dead Island 2 has an amazing engine in that aspect, in terms of breaking glass, or when you hit a zombie it swings or gets half stunned by a kick, I think Dead Island 2's melee design is almost perfect, especially the kick to push the infected out of the way. In DayZ running over an infected with a vehicle feels like playing Gess Who? Where you knock over a token instead of running over a human, there's no real physics, it feels horrible. The environment has no destructible elements with physics. e.g. fences that break, poles that fall down if you collide with them, being able to drag the body of a dead animal with a rope to a truck, or a slab of ice that can break if you step on it while carrying a lot of weight on your back or if two or three players step on it at the same time it breaks. I've said the basics, but a decent physics engine can open the door to some very interesting things, the problem is that DayZ fails in that aspect. At the beginning the physics don't have to be mind-blowing in everything, but so be implementing basic improvements to make the game feel more real and fun, the ragdoll for example is essential, it's fucked up that in that respect DayZ feels like a playstation 1 game. ¿Do you think the release of this code could change things and implement it in Enfusion? https://github.com/NVIDIA-Omniverse/PhysX
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Crocs: a very controversial top in the DAYZ community?
dannyboyle replied to RenDark2000's topic in General Discussion
I think that in Europe there are no crocodiles, but I prefer that before they work on a system for birds, add insects, for example in a tree. -
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Reduced aggressiveness of autocontrast in ground collisions
dannyboyle posted a topic in Suggestions
Hello! In the game when the player's vision comes into contact with a collision, be it a wall, the ground, a streetlight in front of the player, etc... an autocontrast occurs, it is automatically intensified, this autocontrast causes it to be increased by modifying the scene's default illumination, anyone looking at the ground will have noticed this. Here I shot a scene showing how the lighting is screwed up by aggressive autocontrast. I do not mind a little contrast to illuminate a little, even the contrast when looking at a wall does not bother me, it gives the effect as the view gets used a little to where it focuses, even at night it bothers less because the scene is illuminated a little giving a little the effect that the pupils dilate to see a little better, but during the day it is hateful to look at the ground and see how the whole scene is illuminated in a very aggressive way modifying the contrast that comes by default. I think there should be an option to control the intensity of the autocontrast, to intensify or reduce it manually, or simply Bohemia should reduce it to the maximum, at least that of the ground collision which is the most aggressive. For example, in forests I'm fine with autocontrast, or when it gets almost too late, but during the day it destroys the default contrast of the game, I think that the autocontrast should be configured better, especially when looking at the ground, which is when the color of the whole scene changes just by looking down a little.