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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.
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Your DayZ Team
[email protected]
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Everything posted by [email protected]
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First vs Third Person Discussion (Dslyecxi video)
[email protected] replied to DemonGroover's topic in DayZ Mod General Discussion
RMB zoom is in fact supposed to simulate the fact that the "resolution" of our eyes is much larger than that of a computer monitor. -
First vs Third Person Discussion (Dslyecxi video)
[email protected] replied to DemonGroover's topic in DayZ Mod General Discussion
The problem is that 3rd person doesn't really fix the situational awareness issue either, it only partly helps with that while also giving players superhuman abilities, cheapening the whole experience. A lot of criticism about 1st person view is very valid, but instead of keeping 3rd person because we can't do this or that surely it would be better to improve 1st person instead? We don't need working mirrors in cars for example. Pressing a hotkey to get the camera looking backward would be sufficient. Most other issue would be fairly easy to fix, unlike 3rd person view which is almost "unfixable". -
First vs Third Person Discussion (Dslyecxi video)
[email protected] replied to DemonGroover's topic in DayZ Mod General Discussion
Dslyecxi is spot on. Although there is obviously lack of spatial/situational awareness compared to real life with DayZ being a game played on a computer monitor with a mouse and keyboard, 3rd person view is not a solution for that either. It doesn't even have a wider FOV compared to 1st person perspective. And it really is almost impossible to find a DayZ video on youtube without someone using 3rd person exploits. I use them as well, everyone does. This is why it being "optional" is not a good thing. In short, 3rd person view makes PvP a rather cheap experience and should be removed. Sadly I don't think rocket would dare to do just that. -
New Devblog announce release date of standalone Yes/no
[email protected] replied to dgeesio's topic in DayZ Mod General Discussion
Buahaha, we've heard all this before even back then when WarZ was coming out. Release date being announced in a devblog seems unlikely to me so no, no disappointment here. I wasn't even aware there was "hype" around this devblog. -
1.7mil is the amount of unique players that have played the mod so far on public hive. It doesn't mean 1.7m people are still playing. Whether or not the game "SHOULD" have come out a year ago is completely irrelevant. It wasn't done then and it's not done yet either.
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Haha, this made me laugh. "Why isn't the game out yet, it has been in development for almost a whole year???". We do get information about the progress every now and then. We actually get more than that. We have screenshots, videos, we know what they're working on now. The only thing that we don't know is the release date, because there isn't one yet and rocket himself doesn't know it either. The "community" getting smaller because the game isn't being rushed is probably a good thing for the game in the long run.
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Melee Weapon Quick Switch Help/Advice
[email protected] replied to r4z0r49's topic in DayZ Mod General Discussion
Neither is ideal obviously but the first option is a huge improvement over what we have now and instaswitch just looks bad. Option 1 all the way for me. -
Do you "collect" kills on servers where people will shoot back too? Or you're getting your ass handed to you over there so you have to resort to "pvp challenges" such as these? :)
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Seems like a cuntish thing to do. I take it you're the kind of player whose whole idea of fun is ruining other peoples' fun. Which would be fair enough if it wasn't against the rules on the servers you're playing. No beans for you.
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Standalone Zombie Jumping
[email protected] replied to globalfriction's topic in DayZ Mod General Discussion
It doesn't look good at the moment, especially with the zombie pathing and damage issues. When those are fixed/improved, I hope they also make jumping attacks a lot less frequent so it doesn't happen all the time like it seems to be the case in these prealpha builds. -
Perhaps, yeah, but it would prevent lots of cheap tactics used during firefights. Currently, you can shoot at someone, hide behind a tree and track all their movement. Get out of the cover, shoot at them again. They can't use suppressive fire because it is useless and actually just makes it easier for you to track their position.
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I think pretty much the only way a compromise could work is if only firefights were restriced to first person. Maybe locking a player to 1st person once he's in combat or something like that. You could still hide and stalk people but without OP one shot one kill weapons, it wouldn't be a problem.
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I don't believe something like 1st/3rd person is easily changed later. And I don't mean that from technical point of view. You just need to look at the mod and see what happens when people get used to it. If there never was 3rd person as an option, everyone would be fine with 1st person and the mod would have become just as popular. Imagine if next patch removes 3rd person however. We would be witnessing the greatest shitstorm so far and a lot of people WOULD stop playing.
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Will the SA Ever Feel like This?
[email protected] replied to OhDan's topic in DayZ Mod General Discussion
I think you're kinda missing the point. KoS rates in this game are extremely high, this is a fact. It has nothing to do with me or someone else focusing on it. The reason for that is mostly the player base which is why DayZ will never be the same as it was when it was ARMA players + noobs playing it. It doesn't mean nothing can be done to at least reduce it a bit however. No one wants to get rid of bandits or stop KoS, but reducing it by 10%-20% or whatever would go a long way making the game feel less like a deathmatch arena.I'm not sure why you think they're dumbing the game down though. The SA weapons will be harder to use and require more skill. If people do leave because they can't find their DMR easily, then it's perhaps for the best for the game. -
Will the SA Ever Feel like This?
[email protected] replied to OhDan's topic in DayZ Mod General Discussion
Probably not, no. It wasn't just that it was mostly more mature player base playing the game back then, but also all new players were lost and didn't know where they were going or what to expect. I remember stumbling across survivors and we would point our guns at each other, both unsure what to do next. Sometimes we'd end up teaming up, sometimes we'd split and go our ways, sometimes I'd get shot. We didn't have loot maps or knew what to search for in this small village either. It was great. The SA will likely succeed capturing some of that atmosphere but will never feel the same. I'm curios, why? It's a valid complaint. Yes, there are no laws and it's an open world sandbox game but even if killing on sight is your preferred way of playing, surely you can see why this game needs KoS reduced if that very post apocalyptic feel that you want is to be there? For me, a large map where everyone just shoots everyone will always feel like a deathmatch arena more than anything else. Early DayZ was much more than that. -
Let's face it, people do like being able to see their character AND the ability of peeking over walls and around corners without being seen. It doesn't really matter what you do to the first person view, with the freelook feature the first person view in ARMA is already more useful than in most 1st person games, there would still be major uproar if 3rd person was "nerfed" in any way. Honestly, I don't believe anything will ever be done about it. I think rocket was interested in finding a solution but gave up on it. And if it's not in alpha, it's already too late. It's a shame because firefights are one of the most awesome things about arma and 3rd person makes them lame and cheap.
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Thank you SO SO much for this patch
[email protected] replied to PimpinSmurf's topic in DayZ Mod General Discussion
The new patch has made DayZ feel like DayZ again. Loving it personally. -
I guess it's to be expected that many will feel the changes that have been made are too much because they never experienced what the gameplay was like in the first place. I feel the new patch is pretty close to what Dean intended this mod to be like from the beginning. It actually feels you're in a zombie apocalypse as opposed to a large deathmatch arena. Obviously, there are some issues that needs to be looked at and some tweaks need to be made but the basic idea around the new patch is a big step in the right direction. Zeds should be feared of and every loot run should be carefully planned to avoid getting noticed. Picking a train of zombies and going into cherno/elektro where you're guaranteed to find 10x more stuff than you could possibly carry should definitely not be the optimal tactic.
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Did someone say DayZ is too PvE oriented? I've heard it all now! This patch is awesome IMO. Played it some more and encountered quite a few people cooperating and helping each other. People seem to be scared of zeds now which is a refreshing change. I'm not going to say infection rates are not too high, but I see many players not adapting at all and doing what they've been doing in previous patch - moving around zeds as if they're not there and then complaning about zombies being stupidly hard. Yes, there are issues that need to be looked at but overall, one of the best patches so far IMO.
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E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
You're not. I'd rather they don't bother porting old ARMA 2 vehicles and just redo them completely later on. Exploring the new map is going to be more fun without vehicles. In the early days of the mod you would rarely come across one anyway and it was great. As for barricade-able houses, it seems to me like one of those ideas that sound cool in theory but in practice would never work. What would be the purpose of barricading an existing house in DayZ world? -
Having not played the game for a couple of months I downloaded the patch to see what the fuss is about. Only played for an hour and a half but it was an awesome experience. Scarce loot and much more dangerous zeds without being stupidly hard. It seems to me even though there are some valid concerns and criticism, many people are used to zombies that pose zero threat when casually moving near them. I got my ass kicked running directly past them so I had to adapt and change my approach. I don't think the chances of getting knocked down are too high, my only gripe is the getting up animation that takes a bit too long which can be irritating.
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E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
lol, no. None of the existing towns were going to be drastically different in terms of layout. We always knew there would be new locations like "Novoselki" and the existing ones would be slightly altered and building made enterable. I don't know why this comes as suprise to people. It's called Chernarus+ for a reason. -
E3 Expo - June 2013 - Interviews and Gameplay
[email protected] replied to SmashT's topic in Mod Announcements & Info
Man, it scares me to even think about what this place is going to look like when the alpha is released. After a relatively short video people are already complaining about everything you could possibly complain about. "Same buildings, only enterable", seriously? Anyway, the animations and the movement of the character doesn't look pretty on first sight. I guess we'll have to wait and see what it feels like during gameplay. I wouldn't mind slightly ugly transitions between animations if it improves character responsiveness in crucial situations. Another thing is we're so used to the way the character moves in ARMA 2 that everything else is going to look weird at first. ARMA 3 animations and character control seemed and looked funky to me until I got used to it and now it feels better than ARMA 2. The fact that they didn't simply leave everything they way it was in ARMA 2, and they easily could have, but instead they made a new skeleton and are redoing all animations cleary shows they think it's an important aspect of the game so no worries there for me. More likely than not they will get it "right" somewhere down the road. Like in the previous screenshots, the UI doesn't look nice but the functionality is there. How can anyone say this is not an improvement over the mod is beyond me. I'm guessing you CAN double click on items on the left to automatically add them to your inventory so you don't have to drag every single item all the time, right? I like how we can consume items without ever taking and putting them into the inventory. Crafting looks nice and opens up tons of possibilities. Motorbike helmets look as silly as ever and hopefully will be more rare than rocket thinks they should be ;) The biggest disappointment for me was zombie attacks and how they still hit you without really being anywhere near you but thankfully rocket has addressed that. They'll probably still be buggy and glitchy but even in the leaked videos of the older build, they looked much better than what we currently have in the mod. -
No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
Don't know about blue tint but one thing I noticed from videos is that the dynamic lighting is much improved over ARMA 2. The whole screen doesn't seem to go all dark even if just a little bit of sky is visible and it doesn't get ridiculously bright when you look at the ground. -
No DevBlog this week but here is some screens
[email protected] replied to rocket's topic in Mod Announcements & Info
I'm not sure what could the devs do to please this "silent majority". From the videos that shouldn't be mentioned, it's pretty clear the game is still in a rough state even if it's an earlier build. Hyping the game up to create more interest would probably not be a smart idea considering enough people will likely be disappointed as it is. I don't think it's true that the majority of players have lost hope anyway. Plenty of people have stopped playing the mod and are silently waiting for the standalone, myself included. And I'm psyched about the game as I've ever been.