Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1494 -
Joined
-
Last visited
Everything posted by SalamanderAnder (DayZ)
-
You know, you can turn down head bob in first person, as well as altering the aiming deadzone. First person can be as rigid as half life 2, or as bumpy as mirrors edge. It's really just user preference. I don't get it. You can change those values.
-
The "End Game" does not belong in DayZ
SalamanderAnder (DayZ) replied to RooBurger's topic in DayZ Mod Gallery
This is a very eloquent summation of the core concept of this game. This is why item perma-storage and a global trade system is a very bad idea in DayZ. -
Basically everything is placeholder, it's an alpha. I just want them to nail the performance and kick this thing out the door.
-
I asked but who knows if he'll reply. And jm2c the melee combat actually looked pretty great. Much better than in the mod. Once the zombies are straightened out, it's going to be fantastic. I can't wait to get into a fist fight.
-
-
I have to say, I think that's totally incorrect. Rocket said they were rewriting the zombies from the ground up. In the November update thread he said "the zombies are very much a work in progress." They will improve. This is pre-alpha. Once it works they will rewrite the zombies completely and update it. It's very simple.
-
Ohhhh nice. My mouth feels ready.
-
All I know is that shipwreck is mine.
-
They're too busy organizing anti valve riots on 4-chan. Idiots.
-
Images are beautiful. The game looks so crisp and atmospheric... I can just see it now, fistfights, knife killings, knocking people unconscious, crafting, new inventory, radios, 95% enterable buildings... This is a whole new animal... Player interaction is going to be very interesting indeed.
-
The updates seem to directly correlate to the player population dropping to zero, at which point it begins to repopulate. I've watched this trend and normally you would be right, they don't always cause this phenomenon. But in the past week it seems like every update causes the server to drop to zero, indicating to me that they must be changing something in the game and not simply updating some irrelevant piece of data. Even still, it's just nice to know that there are people updating things to the game and making adjustments. Regardless of what they are updating, someone had to do it, and for some kind of reason.
-
Means they're making some kind of progress. They hit 25 players, which is a good sign. They also just updated it one hour ago, so let's wait and watch the next testing cycle, to see what kind of progress they've made.
-
http://steamdb.info/graph/221100/ The graph changed, a lot...
-
Great ideas, all around. Am I crazy, or could fist-fighting and knocking each other unconscious actually reduce the amount of lethal violence used in PvP? I think it will. I know I personally would prefer using non-lethal means to subdue a person who might kill me. Mostly, I kill people because I'm afraid of them...
-
Okay... video was not serious guys. And to quote the producer of the game - "Hicks_206: As someone that has played thousands of hours of the mod...DayZ makes DayZ Mod feel like the difference between watching a cartoon from the 80s, and then watching the live action series on bluray... Side by side, the difference is SO noticable... I go back to the mod on my off hours, and it just feels so very much like watching reruns of TMNT >from the 80s" Just saying. There's no reason to jump to conclusions about a release when we don't know the facts. It may be closer than we think. People just tend fill a void of information with negativity, or too much positivity. I'm just looking at where they seem to be now and making cautious predictions. I'm not going to assume the worst because it doesn't change the state of the alpha, it only changes my state. Btw, I say we set up a Fight Club/bar trade post in the wrecked ship. Anyone?
-
Yeah, that was also when they were just going to package the mod and sell it as-is. It's changed a lot since then, but prudent business practice says that the time for release is within the next 30-40 days. Just give it time. We don't know first hand what kind of things they are dealing with.
-
-
I don't think there's any reason to jump to conclusions. The end of the year is Dean's deadline for alpha launch, and I'm sure they want to get it done before Christmas. At the long end I'm guessing a late November, early December release. All in all, things seem bright. Even Hicks said the Standalone blows the mod right out of the water. It just needs some clean up and adjustment before it's really ready. I must say, in many ways this reminds me very much of the construction of the World's Fair in 1893...
-
Nope. You can look at the steamdb graph and see that they haven't even broken 29 players on a server at once yet. They need to fix performance to get the player level up to spec. They are going to add content later. Right now is optimization and debugging.
-
What else would they be updating besides their fixes for the performance bugs? That's what they need to test, it stands to reason that is what the updates are for.
-
I wouldn't lose any sleep over it.
-
Who knows? bugfixing is weird. Sometimes, a severe bug might be kind of easy to fix once you identify it. Other times, it can be pretty layered. Let's just withhold speculation until we get more data.
-
The testing just stopped due to an update 2 minutes ago. Not habbening. Not yet. A watched pot never boils.
-
Quick status update for week 8 November
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
Lol okay let's not keep splitting hairs. Rocket said and I even quoted, the game functions at 5 spfs, with the only issue being the rubber banding zombies. That means it's basically sufficient to run the game, but not quite enough to meet performance specs. That's exactly what I've been saying this whole time. Elo, you're clearly just picking a fight for no reason at all. They are improving performance as we speak. It doesn't matter what differences we have in our subjective understanding of the word sufficient. It's pointless. The point is exactly what Boneboys just said. I'm not even saying the game should be released with that kind of performance, I'm just showing that at minimum, 5 sfps is still running the game. I am simply providing a point of comparison to demonstrate that 10 - 15 - 20 server fps does not mean your client will be rendering at 10- 15- 20 fps. The point is, we don't need to freak out about fps before we get to see it for ourselves. -
Quick status update for week 8 November
SalamanderAnder (DayZ) replied to rocket's topic in Mod Announcements & Info
It doesn't matter what I think. We are talking about reality. The reality is that neither one of us has played the SA, so making a snap judgment based on a few performance bugs that we have no experienced is pretty pointless now isn't it?