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Your DayZ Team
FrostDMG
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Everything posted by FrostDMG
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DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
FrostDMG replied to carbine781 (DayZ)'s topic in General Discussion
No need to quote entire OP you know. -
DayZ in 2012 vs Now, and why DayZ was so much more fun for me in 2012. Tl;dr at bottom
FrostDMG replied to carbine781 (DayZ)'s topic in General Discussion
Fantastic post, absolutely agree. -
Easily fixable. Disable the damn option.
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Yeah but this isn't Call of Dooty.
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Next step: add more sway, remove dispersion from pristine weapons.
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My post was a bad joke, this is scary.
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WHAT THE F?????!!!!
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Anyone else think DayZ should switch engines?
FrostDMG replied to SomeCallMeNomad (DayZ)'s topic in General Discussion
I don't know the official version, but this sounds right. -
Does the fist only sprint super speed still work? It's faster than most cars off road.
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If this is real, Australia and Germany are SOL...
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I think they want to keep the number of ammo types to a minimum. So 7.62 for AK, DMR and mosin would all be the same.
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As long as they fix it, I'm all for it.
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The mod was a huge success, with over a million active players at it's peak - not too bad for a free mod, considering it's better than some MMOs (cought GW2 cough). DayZ also caused a relatively unpopular game - Arma II - to shoot up in the Steam charts all the way to no. 1, undoubtedly introducing many new players to the series and thus affecting Arma III sales. When it was announced that the mod was essentially going to be abandoned in favor of the stand alone, there was a mix of emotions. Some were frustrated that the mod never progressed out of the "Alpha" stage and saw the untapped potential which was then explored by sub-mods, such as DayZero. On the other hand, people were excited for the standalone and couldn't wait to get their hands on the game. Inevitably, as time passed from the initial announcement, players begun putting forth their ideas for the game - some of them really good, other's not so much. What this created however, was unrealistic expectations of the game, especially for one that's only released as the Alpha. Developing a good game takes time, and fixing the core issues with RV was never going to be an easy task. Arma II, while being a great military sim, did not have all the necessary features for a zombie-survival game. For example: melee combat was non existent, neither was melee AI (hence why zombie pathing has been such an issue), vehicle physics was poor too. A lot of people don't seem to understand that fixing these underlining issues isn't something that can be done in a year or two. Though I cannot comment on the development of the game (and neither can you, unless you're working on the game ;) ), what I can say is that the communication between the devs and the community has been and still is woeful. I have made a thread or two about this issue in particular in the past, but people don't seem to care or see a problem with it - the very same people then whine on the forums about why stuff isn't happening quickly enough. What I would've done differently: Kept the game in closed Alpha - with a proper NDA to prevent bullshitProvided frequent teasers i.e screenshots, short video clips - keep players interested in the game's progressProvide updates regarding different aspects of the development progress - allowing us to see what we can hope to see in the final product.Release the game in Beta stage - by this time the game should be pretty much good to go (engine updated, AI fixed), and getting a large number of people to test would allow the developers to fix the most gamebreaking bugs before the launch.I think that releasing the Alpha was a mistake, and the only conceivable reason for doing so was to capitalize on the hype of the mod before said hype died down, especially with other "similar" games on the horizon. I think that upon release players who've been playing the standalone from launch won't feel as if they're experiencing the game once again, since they've already been playing it throughout all the updates, so they gradually saw the progress from the "updated mod" (essentially) to a final product.
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With more people PvP in cities would be even more out of control... But I suppose if it meant more random player interactions and player spread then sure.
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QFT. Over 60 players and the map becomes a clusterfuck. Chernarus simply isn't big enough.
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The item will still appear in game, used to get these errors in the mod too. No big deal it seems.
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What players want is not necessarily best for them. I actually think in the long run delaying the game would've brought more players in. I know of quite a few friends and players I spoke to on the mod that won't be buying the stand alone due to all the negative press - regardless of how accurate - it accumulated.
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Doesn't work on flat keyboards... :( Why can't we use the steam overlay to run.
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Petition: No more randomness in weapons, SKILL based combat.
FrostDMG replied to xalienax's topic in General Discussion
I call that SWAG -
When the game is "finished" (out of Alpha|Beta)
FrostDMG replied to Raoul9753's topic in General Discussion
Just Cause 2's map is bigger than Altis and Chernarus combined :D Plus over 1000 people playing on a server -
While I do remember people asking for the SA, I also think that had they not released anything for a year, the hype would'e died down and the amount of money made would be significantly less. Maybe it was BI who pushed it, I don't know, but it makes a whole lot of sense.
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When the game is "finished" (out of Alpha|Beta)
FrostDMG replied to Raoul9753's topic in General Discussion
No, there's no ETA, and yes, I agree that the map should be bigger, but this Chernarus is what we're getting. -
All servers going down (Why ? =Because it's Maintanence Day).
FrostDMG replied to xploD's topic in General Discussion
Down for 3 hours mate. All the info is always posted on reddit instead of the official forums because logic. -
Do anyone know when is the Q2, Q3 and Q4?
FrostDMG replied to kircheschm's topic in General Discussion
Are you.... retarded? -
I know this has been added a long time ago, but it completely ruined the one city in the game that wasn't infested by retardation. The whole challenge in DayZ is about starting at the coast and making your way in-land, gathering better equipment as you progress, ultimately going for the high risk areas of NWAF and the safer, NEAF. I hope this will be changed back in the future, I'm hoping everyone will spawn between Kamenka and Kamyshovo - I think the Solnichniy spawn is bit too far north tbh, Keep the noobs away from north and loot basically. EDIT: Forgot to add - my main reasoning for this is simple - north spawns make the map feel even smaller.