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Everything posted by Sterling (DayZ)
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Played the mod a lot on Arma 2 during its prime. Pre-ordered DayZ Standalone and played it a little bit, loved the enhancements that were made but decided that I'd basically stop playing it until tents and vehicles were added to the game. First off, were these things ever added? Secondly, how's the game looking in general ya'll think?
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So its been a little over 6 months again, how's the game now?
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Glad to see improvements! Still not quite ready for me to splurge on yet though. See you guys in another few months.
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So its been another 6 months, how's the game looking guys?
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Been a couple of months, figured I'd check back in and see what's up. Were these things ever added?
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Came back because friend from Steam is pushing me to play this with him tonight and wanted to see if there were other responses, glad to see there are. I won't judge the game itself too harshly during this extent, at least not until months later (or next year) when vehicles are hopefully added and the population in game is similar to what it was in DayZ Mod's prime age. Interesting to hear about "persistent objects" being added towards the end of May. Hopefully tents are added to that. Checked out the change log, really cool to see that they're getting more blueprints and crafting going, as well as fixing (and at least acknowledging) a good portion of bugs that arise. EDIT: Also, what's happening in 5 months?
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Fair response, appreciate it. Will come back either in a few months, or next Summer then.
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Rocket created a thread titled "Confirmed Upcoming Features for DayZ." A great many things were talked about with estimated release dates (late 2013 and early 2014 being the common time table for most things), but some things that I personally deem exceptionally important, to where it should almost be a priority over most of the things listed on that thread, are not spoken of at all. The implementation of Vehicles and the incorporation of the Tent system being some of those things.
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Hows performance on an i7 and GTX 770?
Sterling (DayZ) replied to WhiteZero's topic in General Discussion
Your game will run just fine. I'm running a Sapphire 7850 2GB Oc Edition, further OC'd to 1100 mhz, with a I5-2310 2.9ghz sandy bridge quad core CPU and I'm running the game at Normal Settings, 1920x1080 resolution, with "Very High" Antialiasing + View Distance, and I'm getting between 35 and 40 FPS at all times. -
Thank you from the people with terrible computers.
Sterling (DayZ) replied to Niqlas's topic in General Discussion
I'm forced to run this on Normal settings (With Antialiasing set to Very High) at 1920x1080 resolution to acquire a steady 40 FPS. I know the struggle, I used to try to play World of Warcraft on a 1995 desktop, we're talking 5 FPS average on the lowest of settings back during Burning Crusade times... yikes. -
I now know what to do with myself when I'm in the fruit section of the grocery store.
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It spawns just underneath each level of the map, standing on top of it doesn't allow you to pick it up.
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Devil's Castle loot isn't acquirable
Sterling (DayZ) replied to Sterling (DayZ)'s topic in General Discussion
It's actually weird, one item out of the total loot might actually be acquirable from the vicinity window if lucky, but the rest of it usually isn't. -
Fraternity attire.
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What I think the night should look like;
Sterling (DayZ) replied to victusmortuus's topic in General Discussion
This is one of those things where it comes down to: Realistic vs Fun. Is DayZ's goal to stand out as a "What could realistically happen if a Zombie Apocalypse occurred Simulator," or a "Let's make this as enjoyable as possible." I think they're trying to go for more towards the former, while keeping in mind the idea of enjoyment that can potentially be derived from the game. It's more realistic to have your vision limited from nighttime, so I don't expect for that to change at all anytime soon. -
Charging people money to help you "make" a game....
Sterling (DayZ) replied to jBrick's topic in General Discussion
As good as the OP's thread post was... let's be honest now. -
Yes, in case you haven't noticed, you typically go "unconscious" before dying, there's always that chance that the player is still alive. Although, with the way things are now (prior to the newest patch implemented today), you'd probably be long gone before they got out of their unconscious state anyways.
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How to get the newest update as well as other updates ASAP
Sterling (DayZ) posted a topic in General Discussion
Go to Steam Library -> Right Click DayZ -> Left Click Properties -> Click on the Updates Tab -> Click on the drop down arrow and select "High Priority." Doing this gave me the latest update within minutes. -
Saw a thread earlier of someone complaining that they couldn't drink from a pond or lake without a container still and declared that the lack of this feature impacted their experience. I was travelling through Pushtoshka when I came across a Water Pump that gave the option to "Drink Water."
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Drinking is now doable without a container
Sterling (DayZ) replied to Sterling (DayZ)'s topic in General Discussion
Just got the 113772 update. -
Why The Coast Has No Supplies.....
Sterling (DayZ) replied to King of kong's topic in General Discussion
Could be it. I think a more plausible reason is that the majority of the playerbase is still sticking around the coast, as it contains the most spawn points (I've spawned in Vybor before) and contains a few hotspot areas with potential for loot. I found that when I traveled north and hit up some of the more obscure towns like Pushtoshka and Vybor, they typically had loot. I was surprised, but even North Western Airfield had quite a bit of loot inside. -
Drinking is now doable without a container
Sterling (DayZ) replied to Sterling (DayZ)'s topic in General Discussion
Apparently I'm still on build 113734, or atleast I think I am. I know that I was unable to drink from the odd lake or pond I stumbled upon, just the water pump(s) (I only tried this one pump). -
Steam library states that I've played two hours so far of the standalone, feels more like 10 minutes, that's how fun this is. I'll divide my opinions thus far up into sections, and write small sentences / summaries explaining them, doing my best to compare this game to the mod, the goods and the bads. Before I begin, understand that throughout this entire session of gameplay, I played at night on a 35/40 man server. Zombies / AI The biggest difference I've noticed thus far is between the zombies. First of all, the zombies have different designs than presented in the mod, I've only noticed two of these designs however, but they definitely look more "zombie-like." The zombies themselves are very scarce, traveling throughout a good chunk of Cherno, I only stumbled upon 4 zombies. No zombies were encountered in the woods, and a few more were found around the North Western Airfield (I died, spawned near Vybor, and headed straight to NWAF). The zombies didn't react to the utilization of my flashlight, but they did react to firing gunshots. In general, they're A LOT slower than they were in the mod, making running away very doable, but they're extremely persistent. In all three of the zombie quarrels I've participated in, I suffered bleeding, which wouldn't stop on its own and resulted in my unconciousness, and 20 minutes later, my death. Due to this, I believe that unless you have bandages on you, it's the best bet to play it stealthy when dealing with zeds. One last thing, zombies tend to glitch through the walls and fall halfway under the map (to where only their torso and head are above the ground/floor) resulting in their no longer being a nuisance. General Gameplay The game feels just as clunky as it did as a mod for Arma 2. This is very unfortunate, walking through buildings can be annoying and awkward. Switching through weapons and items has proven a bit awkward as well, it's overall just like it was in the mod really. One difference I've noticed is that there are medical kits that can be found, and these kits contain things like bandages, water pellets, blood bags, etc, the medical kits themselves are items that literally go into your inventory, so it's like a health-backpack within a backpack. One new addition to the game is the need to equip a battery to a flashlight, and this is probably something similar that must be applied towards other items (needing an item to get another item working). I had a M4A1 for a while, and I noticed that I had the ability to remove the different parts of it, the muzzle and what not. I died shortly after acquiring it unfortunately, but I believe that one could be able to replace these things with enhanced parts (silencers / scopes). Players are now able to equip all different sorts of shirts, shoes, pants, and helmets / hats. Items now come in different qualities, varying from refined to badly damaged, not entirely sure how this plays out quite yet but I imagine it could impact the use of long-kept items, you might need to perform maintenance on them. I noticed seeds were in the game, perhaps one can grow their own food now? Overall, the game feels like it did in the mod, but it now has quite a few more additions to make it more interesting. As of so far, I have yet to see a single vehicular item / vehicle in the game. UI / Interface The inventory system is completely different. You're able to select which items you wish to put on your equippable slots (1=flashlight, 2=shovel, 3=fire extinguisher, etc.). Things like the server browser are the same as the Arma 2 Mod's server browser. In the Mod, we were given a status box on the right side of the screen that told us our noise level, sight level, hunger level, thirst level, temperature, and our humanity (are we ruthless killers or friendly medics?). All of this is gone, and now we receive messages fairly frequently telling us that our character could use a drink, is bleeding, could use some food, etc. Stability The game runs a lot better than it did as a mod for Arma 2, which isn't saying much. With an I5-2310 2.9 Ghz Sandy Bridge CPU and a Sapphire 7850 2GB OC Edition 1100 Mhz GPU, I'm able to run the game on Normal Settings at 1920x1080 Resolution with frame rates between 35 and 45 frames per second. People typically say that they're getting better performance with this standalone than they were getting with the mod, so that's something. I've noticed that the view distance is much larger compared to the mod and the general atmosphere feels much more significant. The Community During DayZ Mod's prime, the community was very diverse. You had your killers on sight, but you also had quite a few "friendlies," as well as the occasional "survivor who wants little to do with other players." After this prime had ended, nearly everyone was a killer, friendlies were exceptionally scarce, and the typical gamers felt pushed to behave in this senseless killing manner. Happy to say that within my couple of hours of gameplay, I've encountered an extraordinarily diverse group of individuals. Some completely tried to ignore me, some actually befriended me and offered their services, some have even added me on Steam, and of course a couple of individuals possessed the old kill on sight mentality. This variation in gamer behavior really makes a difference in your own experience in this game. My Current Standing DayZ Mod: 6/10 DayZ Standalone when compared to DayZ Mod: 8.5/10 DayZ Standalone compared towards every game ever: 7/10, with potential to get higher DayZ Standalone when playing with friends: 9/10
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My first impressions - DayZ Mod Vet
Sterling (DayZ) replied to Sterling (DayZ)'s topic in General Discussion
Figured this could use a bump. -
No ammunition though.