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SalamanderAnder (DayZ)

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Everything posted by SalamanderAnder (DayZ)

  1. SalamanderAnder (DayZ)

    More Suggestions for SA

    Well unfortunately a good deal of what you requested is basically nigh impossible. I get that you want more from the game, but it has certain limitations and we kind of just have to accept that. I do agree that we need more map detail and better environments, however. I would also like to see more maps and unique locations as well.
  2. SalamanderAnder (DayZ)

    STANDALONE - lynch mob

    This is a good idea. Things like this could be implemented once we have restraints and non-lethals. Maybe once you've cuffed someone you can move them around against their will. Restraints should keep players in game as if they were afk if they try to alt-f4. At the very least we should be able to string up corpses as a warning. It would be really satisfying to incap a bandit who is attacking your base and as he's bleeding out you drag him over to a tree and yank him on up there. Unfortunately I think almost all of your ideas would have this game banned in many countries. There's a lot of bad blood around lynching in the US especially. Dead Island even had to change their logo art for the US version, because it depicted a silhouette of a man hanging.
  3. SalamanderAnder (DayZ)

    My experience with Bandits

    All I know is it was introduced with 1.8. That's also why you saw a new gear menu. Non-vanilla servers may or may not have it.
  4. SalamanderAnder (DayZ)

    A Few Suggestions For Standalone

    A 50 x 50 km map would never work. It would be far too laggy as it would have to be populated with at least three to four times the number of zombies, objects, and players as the current one. No one server could handle it. That's why it's necessary to divide it into cells which can be hosted by separate severs and then interconnected.
  5. SalamanderAnder (DayZ)

    I have done a bad thing.

    I shot a man in Cherno, just to watch him die.
  6. SalamanderAnder (DayZ)

    My experience with Bandits

    I've been waiting to see what kind of effect that zipper sound would have. Apparently it is effective. Awesome.
  7. SalamanderAnder (DayZ)

    A Few Suggestions For Standalone

    As far as I see it, server cells are the only feasible way to drastically increase the size of the game world aside from switching to an entirely new engine.
  8. SalamanderAnder (DayZ)

    Moon Phases

    This is the easiest way to find the north star.
  9. SalamanderAnder (DayZ)

    Dayz convention (Own or Know a good pub?)

    Haha, I forgot that I voted on this. Fraggle is my hero, apparently. I don't own a pub, but I do know the guy who works in the smaller half of Maggie Mae's (I think he might be the owner). He gives me really good drink specials. I'm talking six or seven drinks for like 20 bucks. No joke. Let's get fucking rowdy.
  10. SalamanderAnder (DayZ)

    playing dead opossum style

    Wouldn't you close your eyes and hold your breath if you are "playing dead?" Otherwise you aren't playing dead, you're just laying down.
  11. SalamanderAnder (DayZ)

    More Suggestions for SA

    Uhm... That's extremely vague. What do you mean "free?" It's not like those things are automatically possible and the engine is deliberately preventing you from doing it. They have to create code for any kind of event they want to happen. "Provides glitches and bugs?" The word "provide" implies intent. Bugs are not intentional; they're bugs. Come back when you have a basic comprehension of programming and try updating your suggestion with some sense, please.
  12. SalamanderAnder (DayZ)

    Get an Alpha out!!

    Indeed. It took a long time to develop arma 2 and the fundamentals are definitely there. However, it was never really meant for 50 players and thousands of zombies and hundreds of thousands of items all interacting simultaneously on one server. So I would have to disagree simply in the fact that DayZ is a very different animal when it comes to what it is trying to accomplish as opposed to Arma. They have to handle all of that in a very different way which means large swaths of the engine have to be scrapped and written from the ground up. So it's no easy task... But anyway, rocket said they're pretty much in the final stretch, so I don't think we really need to be worried. The Standalone will come, and I anticipate that even with all of the new implementations it will have it's own problems. First and foremost, the game must be stable. It's very easy to say "release it now I don't care about bugs," but if they released it and the game simply doesn't work, that's when we are going to encounter serious issues. After the last dev blog or so, rocket said himself something along the lines of "What you see in the dev blog is a lot of gameplay going on. what you don't see is the 2 + hours of trying to connect to the server and failing, crashing, ect." I'm just paraphrasing but he did say that. So really, are 1,000,000 + players going to want to deal with a game that takes over two hours to even join? Probably not. That's fundamental. That simply must work before they can release the Alpha.
  13. SalamanderAnder (DayZ)

    Get an Alpha out!!

    You're right. IT'S HARDER. Know why? Skyrim doesn't have to deal with MULTIPLAYER issues. Also, Chernarus has a larger landmass than Skyrim. It also has to deal with 50 + players, 3000 + zombies, hundreds of thousands of unique items, a server wide item economy, and it all has to be persistent. Skyrim was also developed with a staff of close to 100 people. DayZ does not have that kind of developer base. Furthermore, Chivalry is a much smaller game than DayZ, and even that took two years of development. Now just try and keep telling me that it's harder to make a single player game than a multiplayer one. Puh- LEASE.
  14. SalamanderAnder (DayZ)

    Get an Alpha out!!

    1: Creating new models does not have anything to do with creating new netcode. These things can occur simultaneously, and usually models come out faster than CODE. 2: The game has been in standalone development sicne AUGUST 2012. It's OCTOBER 2013. Now why don't you go research any other game's development timeline. I can GUARANTEE you that none of them took a year and one month to finish. http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim#Development Skyrim - 4 years. http://en.wikipedia.org/wiki/Watch_Dogs#Development Watch Dogs - since 2009, four years and counting (see link below). http://www.nytimes.com/2013/10/17/business/international/maker-of-assassins-creed-delays-release-of-2-games.html?_r=0 - Watch dogs delayed until next year. http://en.wikipedia.org/wiki/Grand_Theft_Auto_IV#Development Grand theft auto 4 - 4 years. http://en.wikipedia.org/wiki/Chivalry:_Medieval_Warfare#Development Chivalry modern warfare - 2 years (twice as long as dayZ's current development time) http://en.wikipedia.org/wiki/Half-Life_2 - FIVE YEARS OF DEVELOPMENT. Now shut up and learns some patience. This kind of thing takes time. Oh I know, why don't you try to develop a massively multiplayer, persistent zombie apocalypse sandbox that can support up to 100 players on a server and allows them to do all the things DayZ allows you to do. AND MAKE IT SNAPPY.
  15. SalamanderAnder (DayZ)

    Get an Alpha out!!

    Then you clearly don't know what server control over player damage means. If the server is dictating ballistics, then you can't hack. Hacking is based on altering client values. If the client behaves in a way that is incongruent with the server information, then they can automatically be detected and global banned. Otherwise, the real issue with hacking is actually not aimbots or wallhacks. It's the creation of gear, teleportation, and invincibility. Again, all of this (including player damage and ballistic impacts) are going to be dictated server side. There is basically no way to hack against a server dictated system. You would have to directly attack the server, a form of hacking that is actually illegal.
  16. SalamanderAnder (DayZ)

    Get an Alpha out!!

    Actually at first I thought you were talking about Dead Nation for the ps3, but anyway. Player damages are completely fucked in the Arma 3 version. Also, loot spawns in weird ways, and of course it won't have the robust server architecture and server side anti-hacking measures of the DayZ Standalone. To me, hacking is the most crippling problem with DayZ right now. No matter what happens, one day you're going to end up with a character you've played for like 30 days and then a hack shows up and nukes you or some dumb crap. Hence why the Standalone will always surpass any mod. The devs need control over the gameplay to make a persistent experience, which is a more satisfying experience. To me, the question is not "who releases their zombie game first," it's "who releases the best zombie game?"
  17. SalamanderAnder (DayZ)

    Get an Alpha out!!

    I don't think the mods will ever be able to accomplish the same kind of features that standalone development can reach. Why? Well mods are just that, modifications. They can only work with whatever is already there. However, the standalone is going to have totally rewritten zombie ai, (which requires professional programmers), brand new netcode (which is designed specifically for this kind of multiplayer game) and of course all the features that we can see in the dev blogs (like item degradation, crafting, ect.) These can only be accomplished effectively by professionals. Let's also not forget that Arma 3 is probably going to be hacked, which means any DayZ mod for it will also be subject to lots of hacking activity - whereas the standalone uses the server to dictate all actions on the map, thereby making hacking pretty much impossible. So regardless of what people do with the mod; I have faith the Standalone will surpass it. As for the whole dead nation thing - that game looks dumb. Players absorb bullets like sponges. I see a lot of survival horror games coming out in the wake of DayZ, but none of them are DayZ. It's the only place I can get this particular experience. So I don't really anticipate the game to be DOA.
  18. SalamanderAnder (DayZ)

    A Few Suggestions For Standalone

    There's a difference between travelling between multiple cells on a map and teleporting. Do you consider it teleporting when you go into a dungeon in Skyrim? Because technically, you are. Also, I have a thread where I am discussing the idea of a cell based mega map and other related features. It's not really based on level, or on vehicles. Simply travelling to the cell boundary is enough, and you can go back. The key is that when you die, you have to spawn in the original cell. This makes other cells a risk/reward choice that players can make for themselves. http://dayzmod.com/forum/index.php?/topic/149976-long-term-standalone-discussion-globalization-logistics-economy-and-more/
  19. SalamanderAnder (DayZ)

    playing dead opossum style

    http://www.youtube.com/watch?v=vklOq6KFQy4 Go to 5:43. I think this would be a good play dead animation.
  20. SalamanderAnder (DayZ)

    Majority of playerbase are kids?

    Fixed that for you. Now you know.
  21. SalamanderAnder (DayZ)

    sea bases in SA

    Apparently in the Czech Republic they don't have anything. Period. Cars? Nope. They don't have money. Guns? Nope, they don't make bullets in Eastern Europe. Canned food with ENGLISH labels? Apparently, they have that. Look people. Just because they have a Cryllic alphabet doesn't make them fucking retarded and poor. Other countries have modern infrastructure too. We live in a global economy for crying out loud. I love how people are like "There's no way you'd find an m4 or a .50 caliber rifle in Europe" When in fact the United States is the world's largest exporter of guns. They get around. There are fucking boats in the Czech Republic. You don't think there are fishermen in other countries? http://www.no1-houseboat.com/ This is a Czech site for house boats. http://www.rentabo.com/charter-boat/yachtcharter/czech-republic/river-labe/pistany/tarpon-tarpon-42-a-4cab.12836.html Here's a site to charter powerboats in the Czech Republic. Boats in the river in Prague. /Rant over.
  22. SalamanderAnder (DayZ)

    [SA] Map switching - Survival End Game

    Hmm. Then what is the point of preventing people from doubling back? The only reason I can see is to keep people from moving gear. But moving gear across servers is essential to trade. I just don't see why it's necessary to restrict player movement. If someone wants to return to Chernarus, isn't that their prerogative? It's not like Chernarus is some amazing candyland full of beans far as the eye can see, where nobody shoots each other and happiness reigns supreme. Returning to Chernarus would be just as dangerous, if not more dangerous, as the frontier cells - because it would be more highly populated by players. There are risks involved in every decision players make in DayZ. Again, this would be forcing players through an advancement process rather than letting them experience unique, individual advancement. Maybe someone's idea of an "end-game" is to run supplies from Chernarus to the frontier, to trade with other players. It's not like you can cross the map boundary from one place and BAM suddenly you're standing in the middle of the Stary Sobor Supermaket, and you have all teh beanz. You still have to make a physical trip across a dangerous map, which means you can die along the way.
  23. SalamanderAnder (DayZ)

    A Few Suggestions For Standalone

    Then you are clearly not using the term correctly as you are only using those examples to somehow defame the idea of making DayZ more in depth. It's not like adding more maps would suddenly turn DayZ into a top down, mouse clicking, turn based game where you have to fight monsters to gain xp. That really has nothing to do with the "MMORPG" label.
  24. SalamanderAnder (DayZ)

    Grabbing Ledges

    This is the second time I've posted this video...
  25. SalamanderAnder (DayZ)

    Adding .50s Back In

    .50's should be in the game, but they should be extremely rare (see item economy) as well as having extremely rare ammo. Also, they should weight about thirty pounds, and encumber your character accurately. Shooting it from a standing or any free holding position, should be impossible. You would literally have to set it down on top of an object, or go prone, to fire it. There would be lots of drawbacks to even keeping the stupid thing.
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