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Everything posted by ☣BioHaze☣
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Many things that did not work for you are things that won't be in for a while, unfortunately. Like tanning. If you had follow more closely you can learn what features and mechanics are coming, that hopefully will add those things back in that you want, and polish the rest. It will likely be many more months before that happens though. :(
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A dedicated game engine that seems not so dedicated...
☣BioHaze☣ replied to rickyriot's topic in General Discussion
My confidence was massively shaken by the 7 month update drought we had. My suspicion is that they found so much flawed code in the engine they had to go back and rebuild it. The amount of double and triple work we've seen throughout the alpha phase was disconcerting as well. The data they gleaned from our testing on the old engine seems to be useless now as they are rolling out the latest iterations that seem to be starting from scratch again. The perfect example being vehicles. When they released the latest version of vehicles performance was almost exactly as it had been when they released the first versions of vehicles on the old engine. Infected were originally supposed to be server controlled and they fell back on dynamic spawned infected after many many months with almost no infected in game at all. They could have been perfecting dynamic spawn that whole time and given the PvE players more to do but instead we suffered in an empty game for months. There is probably a list of twenty or less features that should have been worked on as priorities from day one. Things as basic as throwing objects and key bindings being two examples that defy explanation as to why they were left off. At this point I'm slogging forward, taking everything they say with a box of salt, and hoping that maybe something they call 1.5 or a modded version will deliver on the original promises. -
This totally deserved 2 separate threads!!! Thank you. Why anyone would want to play DayZ with a controller on PC is beyond my understanding. You will be at a massive response time disadvantage when aiming.
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Meh, PvP videos aren't going to garner much interest here. We've seen it all countless times.
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Wat? Those things you want are not priorities that bring them closer to their current goals, period. Accept that their priorities are more important to development and realize that they will get to the issues you care about sooner or later. If those issues make the game less than enjoyable for you, take a break. Go play PuBG, Scum, CS:GO, Mary Kate and Ashley's Shopping spree, I dunno, whatever games DOES make you happy.
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Yeah, that's not how this works, see. They have their priorities, and you have yours. If what you think needs to be addressed next is not a priority for the devs right now, it won't get fixed until it is. We all have pet bugs we want done NOW. Acting entitled in your priorities and ignorant of the process will not curry favor with long time contributors or the devs. If you lack simple reading comprehension and keep re-posting topics (which push out more relevant topics on the forum sidebar), some of us are going to take exception to that. I'm really hoping they completely separate the console and PC forums, and soon. I think I can count the constructive XBone members on one hand....
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Thanks devs, all! I guess this issue is one of my favorite to champion... I'm hoping that infected spawn and aggro is looked at closely. Infected are spawning next to players after aggroing other infected. Spawn points in the woods around towns and in random wooded areas (like wolves), would be a welcome change. Bringing in additional infected from wooded spawn points, requiring them to travel a small distance into town, would be less immersion breaking.
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Case in point, every vehicle we get working, dies pretty quickly. AND the shown points shifted again... Hours of work for minutes of testing. Still we'll continue
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Certainly not hiding anything. There are very few vehicles and it's a lot of work getting one going. I'm not about to invite every player to ambush us for parts or a chassis at the few spots we've found.
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Gews is the ballistics expert we need. I am not an FPS fan generally but greatly desire realistic bullet trajectories when I do play games with guns. This was actually one of the things I thought made DayZ authentic. Thanks.
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My friends and I have found 2 Lada's, both needing parts and not functioning. It seems they have changed the spawn locations and at this time I do not want to share the 2 locations I know of.... but they ARE out there. Keep searching. :)
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It's the "debug plain". There's nothing there. I believe if you log out there, it will wipe your character. Back in the mod days, it did not. People would stash vehicles away in the distance, effectively removing vehicles from the server, which sucked and was game breaking.
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Welcome back, Zod. After the backlash from the recent status report, the next 6 months need to be fucking magical to regain some of the faith from even the most dedicated players. If you haven't read the thread, it's a doozy.
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For the third time at least, right? It's like most of the data from prior vehicle testing was useless. I think some models are usable but I know a bunch aren't. The trello has quite a few things previewed over 2 years ago that have yet to be put into the game.
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October 25 2016 https://trello.com/c/jBfyOSxt/142-littlebird-helicopter
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Not surprised by negativity about upcoming 1.0
☣BioHaze☣ replied to Mantasisg's topic in General Discussion
I was just thinking this recently. "How long until someone is going to really 1UP DayZ?" -
Not surprised by negativity about upcoming 1.0
☣BioHaze☣ replied to Mantasisg's topic in General Discussion
There's just SOOO many bugs and unpolished things in the current stress test builds I cannot possibly imagine BI making their current end year goals. The consensus we see among the long time player base (PvP and PvE players both) should be a great implication that after 5 years we demand more than just parity with Fortnight. BI has used up all of the patience even the most dedicated people had afforded them. All of the more complacent viewpoints are from people with less than 3 years experience with the SA. I'm still waiting to hear why throwing items and vaulting/climbing was so far down on the list of things to do.... -
Technically, no. Both Beta and 1.0 will be before 1/1/2019. It's merely the meaning of both which has shifted.
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https://forums.dayz.com/forum/154-general-discussion/ If you're going to be snarky, at least use your reading comprehension skills first, man.
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This basic level of in game capability should have been worked on from Day 0. Same with throwing of items, in my opinion. DayZ EA may have suffered from lack of hindsight in some ways (being one of the pioneers of EA), and maybe the way the engine was built could be part of the problem too... why was throwing stuff so low on the list of implementation? Did it end up being more complicated or was there purely no time, or both? Building the engine was a protracted process to say the least but after it was released was it just so jam packed with bugs you had to strip it down and build it again over 6 months? Oh man.... I'm sorry. you needed the fourth rag @RaptorM60 - I appreciate you addressing and engaging some of the concerns voiced here. This is the most anyone officially related to Bohemia has engaged the forum since before @rocket left.
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Bohemia is Amazon and I'm just a customer pressing the, "Where's my stuff?" button here.
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I forgot to add "aim spaces", to the things discussed as features for production which were never heard of again. We were told that drive by shooting would be possible in the future. The infected were originally supposed to be spawned globally at server start and be server controlled. Instead we played for many many months with ridiculously low infected on the map to the degree that the PvP guys would joke about dayz being a zombie game at all. Only later to be told that dynamic infected spawn would have to be implemented causing all of the same problems that dynamic spawning caused in the mod. Why did that take so many months to figure out? Why does dynamic infected spawning seem so poorly implemented in general?