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Your DayZ Team
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Everything posted by ☣BioHaze☣
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End goal of the game? "PvP fiesta" or "gritty survival game"?
☣BioHaze☣ replied to WolverineZ's topic in General Discussion
You seem to have the right idea about Vanilla DayZ. Factors like scarcity will all be balanced during Beta, which is close at hand. -
End goal of the game? "PvP fiesta" or "gritty survival game"?
☣BioHaze☣ replied to WolverineZ's topic in General Discussion
I think all the early access players need to try to realize that you are not, have not, and will not, be playing DayZ for months to come. This whole time we've been given barely functioning placeholder pieces of limping antiquated game parts that in no way play like Vanilla DayZ 1.0. The massive amount of futility in the conversations the PvP crowds have is hilarious when looked at objectively. ^This, so much this. Most players here go about having discussions like the way DayZ plays now is how it will play forever. Now consider those CoD lovers, Johnny come stream lately's, and total jag offs, as a vocal majority and you find yourself looking at a misinformed belligerent player base that blindly keeps playing the loot a little or maybe just KoS someone to PvP more game. Dynamic infected spawn due to hit in .60 coupled with scarcity alone would throw most of them off their game. -
How I feel on dem full servers....
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use BBCode tags and service like imgur. [img ] URL [/img ] (remove extra spaces) http://www.bbcode.org/reference.php
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Understood, and awesome that you're "on it like blue on a bonnet". I hope they fix those issues. I meant as far as relevant data mined from merely shooting each other, with how things are built right now. Nothings changed in quite a long time afaik. Who knows what the new hit box/damage system changes will effect along the way as well...
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Sure, that's a possibility. Go dig around and look at the most in depth contributory threads and the vast majority are penned by the anti-KoS types and experimental crew. You can probably name some off the top of your head. DayZ will be better when we share more stories that are diverse and dynamic. I'm psyched for that shit. Not another squad wipe, snipe, or ambush video....
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Military Item Spawning has too many useless items
☣BioHaze☣ replied to Rags!'s topic in General Discussion
Meh. Beta is for balancing. Yawn. -
No. You don't. That would be impossible if the only thing you do is PvP than you would never have the experiences to contribute more than on that subject alone. While those of us who do all the things, have input ON EVERYTHING. And careful insightful input through methodical testing of every aspect. Something not normally done during a firefight. All the ballistics data and damage data for the current iterations of ammo and character models has been nailed down ad nauseum by you and like minded "gamers" *shudder*. The Matrix may have ruined movies but "gamers" ruined games by supporting repetitive remake shovel ware hit scan pablum titles where shoot everything that moves is the order of the day and the size of your next dopamine bump from looking at your kill counter is a measure of your "skill". Now if you had the presence of mind to cite the new incoming damage system, you might have a point. Alas, you didn't, and it won't even be in this build, so you're baseless statement amounts to nothing. I know full well that what I propose would never happen but I feel it necessary for the point of view to be heard.
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You missed the point completely. Public servers are not equal to experimental servers as far as player base is concerned. I have a high rate of neutral/friendly encounters in public too but this doesn't apply when you have 50/50 experimental servers where everyone is just KoSing as they spawn. /insert more sarcasm - That's a really helpful data set they provide and I'm sure those people contribute A TON to the bug tracker and build threads here.
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The experimental thread will have no less than 3 and possibly more than a dozen comments by people saying, "Why did I get KoS'd while I'm testing the build?". The experimental regulars should get their own password protected server for .60 so we don't have to mix with the unwashed masses flocking to try Enfusion or compete to merely log in and test versus just KoS with DX11. /insert sarcasm - It's not like some of us haven't slogged through every broken iteration that no one else cared about only to get KoS'd when we are trying to test and the populations spike because a new gun is added, or trucks, or..... the new renderer.
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It's refreshing when someone shows they have been paying attention.... From Viktor in the latest status update,
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This is a twitlonger taken from DayZdev twitter from a couple days ago. http://www.twitlonger.com/show/n_1sognm0 This is a basic rundown of our interaction with you, our internal process for communication and some other odds and ends in no particular order. "When it's ready." The above is our boilerplate response to, "Where is .60," questions. It's gonna remain the same until such point as we say otherwise, which we will. Fact is, our highly skilled, exceptionally dedicated development team are working through the very time-consuming task of bringing the very best, most functional version of .60 to you. Outside of providing details in our bi-weekly status report on exactly why it's not live yet and sharing other vital details, they simply don't have time to stop their work to drill down into the minutiae of their daily tasks to keep everyone abreast of everything, all the time, at every moment. On that... We are working on more avenues to communicate DayZ details to you. And by we, I mean myself and Brian. Last year was a bit of a transitional period in a lot of ways, and communication slowed. You'll (hopefully) be quite happy to know that we endeavor to provide even more video content on a regular basis where the above mentioned devs, QA folk and more will take time out of those busy schedules to put together informational content for you to consume. In this, you'll get to know our team better, understand more clearly the process of our development and what it entails, and get a clearer picture of everything and everyone that is bringing DayZ to you. All of this content will be shared here on this account, as is all official DayZ content and news. Which brings us to our next point... No other outlet, forum or person/s are sources of current or new information regarding DayZ but the DayZ Development Twitter account. None. That means, when you start writing, "I read somewhere that *insert information for unreleased information regarding dates/items/features* was coming on *insert time*," you can save yourself the keystrokes. Unless we said it here, or in a press release sent to an actual reputable outlet, it's guaranteed not to be a thing. Everyone that works at BI with a hand in DayZ still defers new info to this account, even Brian. If we have an official announcement, you're going to find it here and on DayZ.com first, particularly if it's big news. This circles back to, "When it's ready." Asking each week if that's the week .60 will drop, is always going to be met with the same answer, because the day we're quite certain (see: 100%) that it's going live, we'll have already posted it across every platform we use. This goes for any other prospective major feature/timeline news. There will literally never be a time someone writes, "So is it coming before next Friday?" that we'll respond with, "Oh! Fffff, totally forgot to share this info! Yes, yes it is. Pardon the oversight." We want to get the newest content out to you as much as you want it. Trust us, our team gets very excited every time we reach an internal milestone, kill a miserable bug, up FPS in cities even more, etc. But until something is exactly (or as near that as possible) where we want it to be for public consumption, it stays put, and we the fan-facing internet communication-types, aren't going to be share anything new outside of the Status Reports. Which, by the way, are full of clear, concise, easy to delve into information. Speaking of our excited development team and information... Nobody is communicating with you in code. Our developers have Twitter accounts, and working at BI is a part of their life. Twitter is a fantastic place to talk about things in that life! Often, said team will mention their excitement at something that has happened in the dev process as it relates to their particular expertise. Sometimes, they just post a rather ambiguous thing because that happens on social media. Sometimes, they'll even answer basic questions about DayZ. Not often, but it happens. That said, there are no secret messages or meanings behind comments made by anyone associated with DayZ or BI. I can't tell you how many times I've seen a completely harmless Tweet get dissected *COUGHredditCOUGH* by fans eager for new info. I even saw a discussion about a winky-face emoticon at the end of a response, and whether or not that winky-face meant the content of this response was actually the opposite of what was written. This is not a thing. This will never, ever be a thing. As it relates to DayZ, anything we share we share directly, without need for a deciphering key, or any version of cryptanalysis. I hate the term, but handle your "hype" responsibly. If a BI employee talks about being excited about something on their particular social media platform, that doesn't mean we're ten minutes away from the latest build, nor does it mean DayZ is getting submarines. It very likely means they have pushed the game that much further toward a particular goal, even if something as simple as fixing an obnoxious bug. Being that any major news will be coming from @dayzdevteam alone, simply take these Tweets as a small window into the lives of people working hard on a game they are deeply invested in. Also, be nice to them. And speaking of being kind denizens of the internet... Cursing at/harassing us is a fantastic way to get a vacation from our Twitter account! We get it. Waiting for something you want can get frustrating. Nonspecific information isn't always a lot of fun. Working on early access games of this magnitude is time-consuming, and the process can be painstaking when taking steps forward (though we very much are moving forward). That said, dropping f-bombs isn't cool, and while we're happy to discuss frustrations, we're under no obligation to take abuse. We're happy to talk to you folks about the things we *can* talk about, and even happier to go out of our way to provide more in-depth discussion when we're spoken to like humans. Essentially, pleasant interaction goes a long way in opening channels of communication. The opposite closes them, though generally temporarily. tl;dr - .60 is coming when it's coming, you'll know when it's here because we'll have said so, new social content regarding DayZ is being worked on and it's gonna be cool, this account is the official account for all DayZ news (accept no substitutes), there are no secret codes buried in innocuous posts from anyone working on DayZ, and don't be rude, we'll be more willing to chat you up if you aren't. ^DH
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REMOVE ''Player Kill Count'' from newui
☣BioHaze☣ replied to thefriendlydutchman's topic in Suggestions
Maybe we will get a siege completed or siege defended stat tied to a base or camps "flag"? That might be possible without making it too "arcade like"... -
I am also of 2 minds about this. Making mechanics a mystery was similar to the old school PC Sim games where you had to peel through menus and all the combos of items and actions before figuring it out. Unfortunately it is a false sense of discovery/difficulty really as we all know what things interact with other things in real life (for the most part). Immersion is also partly tactile fluidity of control (not just visual in nature), and I think that is the trade off here, which I do agree with.
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Beans. I had the Naked and Afraid in Vybor bug only one time but I did enjoy the challenge as well.
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Sounds like you could catch up on some reading.... Wolves and bears are confirmed.
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Many long time players and experienced testers/experimental branch players like to run with minimalist gear or subsist on hunting alone. The mountain man/hermit playstyle is being specifically looked at by the devs and more features are in the works that will support this way of playing in the future as well.
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3D sound is super exciting! Coupled with Occulus support this would make for an awe inspiring DayZ experience.
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Yup, a blocker is called a blocker because it blocks us from testing! Weeeee!
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I wouldn't care if infected around crashes had special models or not as long as they were of the military type in general. That said, I would not be surprised to see an infected pilot model either. Personally, I don't care how many guns we get as long as scarcity is properly implemented. So sure, throw in the M-11, why not.
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^All that sounds excellent! Thanks Victor! And thank you Devs/all once again! I hope this wait is the final test of resolve, the final deep dark abyss before a piercing light at the end of the tunnel becomes visible!
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Here's a more pointed response which still supports my earlier post. Balance is for Beta.... Items spawning inside things is happening on many layers as well. World containers, infected, both confirmed. How about infected around a heli? We haven't seen that yet (though it was in the mod), but I imagine it might be a thing in the future. Maybe those infected will have a chance to drop higher tiered items.... All things considered (if you follow all things, of course) not a whole lot to discuss....
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Server FPS and desynch DO effect how infected interact with us very very much so. Also, the teams that work on AI are not the same that work on FPS and desynch (AFAIK). So, please don't try to degrade the importance of performance or try to act like it detracts from infected progress. I could easily write an enormous block of text of my own to highlight the importance of improved infected but knowing what is being worked on and what is on the way means that I understand the futility of such a post. The current version of AI is likely to receive so much attention and polishing as to be just as good as a "complete overhaul", which in fact almost everything in the SA actually has had already.
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So much of this is pointless until we play the standalone. What we call the standalone now does not have hardly ANY of the game play we will becoming accustomed to in the next 2 quarters. The next update will feature the first iteration of dynamic infected spawn which should start to show us the beginnings of how higher infected populations will effect the game. Then add in scarcity, environmental hardships, and illness/injury all coming in beta. New character controller, stamina systems, and horde AI are also in the works. Wild wolves, bears, base building..... shall I go on? We have NO IDEA what DayZ will play like once balance and new game play becomes involved. So, when we finally play DayZ Standalone, we can then argue the finer points of infected balancing.