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Everything posted by SalamanderAnder (DayZ)
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Because of numbers, man! Something close to half a million people are probably going to try to play it on day 1. The servers have to be able to handle it. That's why they have to test the game internally to ensure the network architecture is stable and reliable, ect. The gameplay has to be at least as stable as the mod version, otherwise people are going to bitch and moan and call rocket a liar because at the end of the day 90% of people don't seem to understand what "Alpha" means. The devs want things to at least work before they unleash a product to people who are probably going to treat it like a finished product anyway.
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I just put a small, heavy object on the w key. Problem solved.
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Talk about splitting hairs. The internal pre-alpha tests still have to take place before a public alpha test.
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Yeah, I know that. Tomorrow is Monday and therefore testing should continue. Based on that combined with chatter from the different developers on Twitter and Reddit, we might be able to form a picture of when we might see the Alpha as it draws nearer. I should add that I don't expect a fifth of November release date, but it might be plausible. It's still highly probable we will see it this month. It is, after all, prudent business practice to release in time for the holidays.
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We'll see what happens tomorrow.
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http://www.reddit.com/r/dayz/comments/1pnvbi/dayz_5_november_confirm_or_deny/ I think it's time we bump the release imminence level to orange - any day now. Red will be confirmed/announced.
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I expect testing servers to be down on the weekends. -_- It's Sunday there, so it makes sense. They were testing last week so I would expect that on Monday they would be back at work and testing, since they need to perform stress tests prior to the alpha launch. So... if the test server is down, I wonder who is running the game...
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That's pretty disheartening as you can see the last update was on Friday and subsequently we can observe that the test server is down. It's Monday night in Prague, right? Or is it still Sunday? That would explain it...
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That's the official steam db entry for the early access alpha. I don't see your point.
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http://steamdb.info/graph/221100/
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What is „The Infection“? a definition (-approach)
SalamanderAnder (DayZ) replied to joe_mcentire's topic in DayZ Mod Suggestions
I'd actually like to see more interesting zombie behavior sometimes, like maybe sometimes you'll find a zombie laying down and crying, or maybe a non-aggroed zombie would do weird stuff like run around in a circle screaming for no apparent reason. I like to imagine that zombies can't come through the hospital glass because they are looking at their own reflection. It would be neat to see soldier zombies who are still clinging to their rifle, though unable to operate it beyond a simple bludgeoning device. Things of this sort. If the zombies are indeed just infected human beings, wouldn't they exhibit more complex symptoms than just this one standard mode of zombie operation which seems to get regurgitated through the lore? I'd love to see zombies which will chase and kill animals, for example. Perhaps some rare zombies are just so sick and old that their brains have been destroyed by the virus, making them basically docile. They would just sort of shuffle around not doing much of anything at all. -
The modular weapon building is not meant to be "fun." It's meant to be functional. I don't see how you can get bored with a system that allows you to enhance your weapon by attaching a bayonet, or a flashlight, or a scope, or a new stock, ect. It's not like you're going to spend a lot of time thinking about your weapon attachments. It's gonna be like "Oh shit, I just found a scope for my mosin nagant!" Then you attach the scope. Then you forget about it and continue playing the game, with your scoped mosin nagant. The variety really isn't that important because it's the difference in functionality that matters.
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In the last dev-blog Hall stated that the current version of the zombies in the pre-alpha is good enough to meet the alpha release, but they are building new zeds from the ground up anyway which will make them even more effective later. Of course, one can hope that the version in the Alpha will be the new and improved zombies, but my guess is that they are just highly improved versions of the ones in the mod. 2 players now in the test.
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Standalone: Foreign Weaponry
SalamanderAnder (DayZ) replied to khaenz's topic in DayZ Mod Suggestions
Um, what? America is the world's largest weapon's exporter by far. Colt in particular exports a huge number of firearms to foreign militaries and civilians alike. Why do we find so many Glocks in America? They're made in Sweden. The logic doesn't work when you turn it around the other way, does it? How come everything made of plastic says "Made in China?" lol. We live in a global economy. This shouldn't even be under debate. -
Weird server activity today.
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How Bandit Skins Could Become Useful and Your Identity
SalamanderAnder (DayZ) replied to carbine781 (DayZ)'s topic in DayZ Mod Suggestions
There is already a comprehensive perma-identity thread with mask functionality, ect. I think this is the most practical approach. http://dayzmod.com/forum/index.php?/topic/101579-perma-identity-nickname-is-permanent-nickname-as-face-cover-face-conceal-nickname/ -
Radios, More Viruses, Wound Cleaning
SalamanderAnder (DayZ) replied to King of kong's topic in DayZ Mod Suggestions
This kind of already exists in 1.8. You can get antiseptic wipes to disinfect wounds from zombies and prevent infections. I agree it should work with bullet wounds and other types of wounds, but I believe that is probably going to be a factor in the SA. Rocket said items can carry diseases, which means maybe bullets can even carry diseases. Melee weapons too, could transfer infections to a victim. That's one of the advantages of the new item system. -
Different spawns and spawning as different sized people
SalamanderAnder (DayZ) replied to karatekids300's topic in DayZ Mod Suggestions
I don't even want to begin to describe how difficult and pointless this would be. No way. -
What is „The Infection“? a definition (-approach)
SalamanderAnder (DayZ) replied to joe_mcentire's topic in DayZ Mod Suggestions
At least it's settled. -
That's such an incredulous false analogy that I'm going to choose to take it as sarcasm. It's more like you hired a team of workers to build a shed and when you came back they were nowhere near done, but they had laid the foundations and built the framework of an entire house. Now really, what would you rather have for the thousand bucks you paid the guys? A shed, or a four bed?
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They aren't slaves. They still get weekends.
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Why do people cry so much when they presume on my mercy?
SalamanderAnder (DayZ) replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
I say we all get together and do a good old fashioned manhunt for Ozelot. You know, just to see what he's made of. Who's in? -
Massive FPS drop for a £1100 PC.
SalamanderAnder (DayZ) replied to coldfusion's topic in DayZ Mod Troubleshooting
This has very little to do with your graphics card and more to do with the server/client connection. Question. Have you tested this across multiple servers? Have you tested this by running the mod offline? My FPS often varies with the quality of the server I'm on, and I have a pretty old gaming laptop. Look for servers that have the best connection/give you the best possible framerate. Don't bother lowering your settings to try and squeeze performance, it's pointless. In fact, sometimes lower settings result in a poorer framerate. Also, I love how all the new members of this forum seem to think they know everything there is to be known about the Standalone. You're clearly new and yet you make comments like "I'll die before the SA comes out." Quite foolish, since many of us have been waiting since last September (when the SA was announced) and we're doing just fine. You people act like this is the next Duke Nukem or some shit, when the reality is that one year of development is not a lot of time in the video game industry. No wonder game companies generally keep their projects under tight wrap; people can't comprehend the simple idea of a work in progress. -
Random occurring events in DayZ SA
SalamanderAnder (DayZ) replied to yuklee's topic in DayZ Mod Suggestions
Have you played a server with "survivor" bots on it? They run off in strange directions, they don't fight players or zombies, they basically don't do anything. It's the worst. There's nothing less satisfying than thinking you see a player, only to shoot them and find out it was a stupid bot which wouldn't even react to you anyway. The whole point of the game is to drive natural human conflict. Adding human bots would only detract from player interaction, as it clearly doesn't add to it in mod servers currently. You want a "safe zone?" You should have to build one and enforce those rules yourself. Adding scripted events is really a cheap way to cop out of putting infrastructure in place for players to accomplish these things themselves. As Helix pointed out, we don't need AI for PvE events. Furthermore, the game is not complete. You act like the zombies are a final product, when clearly the standalone is improving them and turning them into a major threat. -
This game feels too hard, something wrong on my server?
SalamanderAnder (DayZ) replied to xoiio's topic in New Player Discussion
I see your new here. WELCOME TO DAYZ.