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Fraggle (DayZ)

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Everything posted by Fraggle (DayZ)

  1. Fraggle (DayZ)

    DayZ Standalone Discussion

    We're all doomed indeed.
  2. Fraggle (DayZ)

    DayZ Developer Blog 3rd August 2013

    There was one cloud that was really big and took quite a while to draw.
  3. Fraggle (DayZ)

    Globally banned by Battleye?

    Only Battleye can help you, it's nothing to do with anyone on this forum as mentioned in the pinned topics of the ban appeal section: http://dayzmod.com/forum/index.php?/topic/10011-do-not-post-your-global-ban-appeals/ If you haven't knowingly cheated/hacked then you may want to check your system for keystealers. There's lots of advice already written about that on these forums and on the interwebz. If you have had your key stolen then the ban will still likely stand as keeping your key safe by not downloading files from untrusted sources is your personal responsibility as with any online game. Basically you have to wait for a response from BE. Locked.
  4. I've always liked (and suggested) the idea of players being able to transition from one map to another, if it were ever possible it would make the game truly epic. However, collecting a certain amount of things in order to be able to just seems a tad too "gamey" for me (yeh I know it's a game.) If you wanted to make it so that only experienced players could get to certain areas, I'd just use the enviroment/map itself. For example, to get to a certain point where you could move to another map could mean that the player would have to pass through some really inhospitable terrain such as a small mountainous region or an area with very high amounts of disease infection and/or zeds. That way only players that have planned for it and got the correct gear (Warm clothes, food supplies, meds, gas masks etc) would stand a chance of getting there. That would keep the stlye of the game more in keeping with the "Survival" style and less like a traditional MMO where you just collect random things that make no sense to move on. Or as suggested above, just use the sea as a natural barrier meaning you'd need a boat/plane/heli and enough fuel.
  5. Fraggle (DayZ)

    Gais, Gais, Gais! SA Idea - Children Zeds?

    Hang on a second! Is it you're birthday at the weekend Lok?
  6. Fraggle (DayZ)

    DayZ Standalone Discussion

    Yes but that's exactly my point. They are just using that engine from that point in time as a starting point. The RV4 engine used the RV3 engine as a base. Numbers just describe that iteration of an engine at that point in time. By the time DayZ is complete they'll need a new number or description to describe the engine running it. Dayz has very different requirements to Arma as the modders have found out when trying to port things straight into the RV4 engine. Much of the work they're doing on DayZ and the engine will filter back in to the Arma series so it's a win-win for anyone that enjoys either Arma, DayZ or both. What BIS are doing is not unique (in terms of how they're using the engine). Go and look at the list of Bethesda games available and their history. You can see many similarities between many of those succesful games. Work on one game will filter into another but the content is new for each game and more importantly each "brand" of game plays very differently despite the similarities in many of the games characteristics. I didn't see anyone calling Dishonoured a rehashed version of Rage or Fallout but if you go and play them you can see how much they share because they are all taking advantage of the same engine (or different iterations/branches of it) or at least the same pool of in-house development knowledge is passed back and forth between all of their games.
  7. Fraggle (DayZ)

    DayZ Standalone Discussion

    FANBOIZ 4 LYFE <3 Unless they fuck it up, then I'll go play Witcher 3 to death when that gets released :thumbsup: . Actually I will anyway.
  8. Fraggle (DayZ)

    DayZ Standalone Discussion

    It's not just re-hashed or ported content. Exluding the map (which is having a LOT of work done on it, and we'll likely see new maps in the future) all of the content and most of the systems being implemented are completely new. Every animation will be new, the player skeleton is newer than Arma 3's, every in-game object will be new. Every weapon is being newly made and textured. Later on they will record new sounds in the sound studio. The weapon modification system is new. The inventory system is new, the health system is new, the crafting mechanic is new. The vehicle customisation system will be new. Basebuilding that will follow later will be new. The weather system is new. The wildlife will be new. The disease system will be new. The actual core of the game is new allowing them to do many things not possible in any mod. I could go on. NONE OF THE ABOVE IS MY BIAS FANBOY OPINION. JUST PURE FACTS. None of this is being ported from anywhere else, it is all being newly created for the SA. Doesn't sound like a mod to me. In fact there is simply no definition of the word "mod" that can be applied to the SA. As I explained at length in another post. Every game you own is probably built on a pre-existing engine. It is EXTREMELY rare for any game to use a new engine because they cost millions of pounds to develop. I'll quote my recent post on game engines to clear up any confusion about what it is they're using and why using a pre-existing engine is common practice. I made this post in response to somebody that was dissapointed that the SA was using the TOH engine as a base for the game: "It's hard to define. They used the TOH engine as a base but are making/have made sweeping changes to it. TOH uses the RV3 engine as does Arma 2, it's just a newer version of it. Most "new" engines in games are just different branches or iterations of a pre-exsisting one. You could say Arma 3 used the Arma 2 engine as a base and so on, so really it's just the "DayZ" branch of the RV engine now, the number is irrelevant. It's very rare to see a truly new engine being used in any game at all. To use two common examples, Call of Duty has been using the same engine (IW) as base for all of it's games since 2005 and GTA has been using the RAGE engine since 2008 (or before if you include a little known table-tennis game) and that engine itself evolved from the "Angel Game Engine". People that are getting hung up on numbers/versions etc and think the SA is using the Arma 2 (or the TOH) engine don't understand much about gaming engines in my opinion. Using their logic you could say that Arma 3 is using the original OFP (RV1) engine from 2001 where as those of us with eyes can clearly see that's not the case. There are just different versions of the RV engine for different purposes, including the ones the militaries use for training purposes. Those versions of it are referred to as the VBS (Virtual Battlespace) engine and cater to the needs of the militaries that use them but essentially they all come from the same place. So really names and numbers are only really useful to describe the core engine at a very specific point in time."
  9. Fraggle (DayZ)

    DayZ Standalone Discussion

    Hahaha, bloody metaphores. I can't stand all of this talk of striking while the iron's hot etc. DayZ generated it's own hype and publicity without spending a single penny. Also, simply nothing will change the fact that a game takes time to make, so it's kind of a moot point. Hype or not, content takes time to make and lets not forget they're trying things that simply haven't ever been tried before in any other game. Just because something has lots of hype surrounding it does not mean you should instantly try to capatalise on that hype at the expense of other things. In fact, 9 times out of 10 that's a recipe for disaster. I see DayZ as a long-term project, hopefully it's a game I'll be able to enjoy for the next few years once released. The single one thing that would piss me off at this point would be if I was to think they were rushing it. As gamers we should be happy that a publisher is allowing the team the time and space they need as well as the creative freedom to try new things. Now days that is a very rare thing. Most of the criticisms I see for the SA so far usually boil down to one thing, lack of patience.
  10. Honestly not sure mate. They have a small internal team and some external people (artists etc) working on it but I believe it's less than 30 people in total. I believe that will be changing in the near future though and the team could be expanding. I'm speculating a bit but as Arma 3 production scales down, those resources may be transferred over to DayZ. That's my speculation though based on some posts I've seen both here and on Reddit etc. I'm just joining the dots but may have mis-read the situation.
  11. Fraggle (DayZ)

    DayZ Standalone Discussion

    It's early days. The team is likely to expand. As for the iron cooling down well it can be plugged back in again when the time comes.
  12. Fraggle (DayZ)

    DayZ Standalone Discussion

    Oh dear. If you're still hung up on the December release date you need to go and do some reading. It's been explained many times that was for a ported mod, not a new project as we have now. I really can't be arsed to explain it again, it's all there for you if you want to read about it.
  13. Fraggle (DayZ)

    One thing about -SA-

    I was talking about the restraints specifically. Combat logging is a whole seperate issue that is being addressed in more traditional way, eg: After you log out your character actually stays on the server for a certain time.
  14. Reading some posts on here you can see that some people are so desperate for it to be released they've convinced themselves that the devs are sadistically holding back the release just to toy with their emotions. Makes me chuckle.
  15. Fraggle (DayZ)

    DayZ Standalone Discussion

    If you followed the early development of Arma 3 you'd have heard the devs acknowledge those mistakes (and lack of resources at the time to fix them). What same mistakes are you referring to btw? Arma 3 is infinitely better in every way to Arma 2 including optimisation and the SA isn't released yet. Are we really going to pull BIS/Rocket apart based on an early development build of a game because that's not a very sensible conversation to have. Regarding the mod & DayZero etc, well that's a different kettle of fish entirely. Why not just ask Razor directly? He posts here most days. Also the community devs don't work for BI so I'm not really sure what that has to do with anything anyway.
  16. Fraggle (DayZ)

    One thing about -SA-

    Yeh, unfortunately you can't design a game around unstable internet connections, harsh but true. My connection very occasionally drops but it's rare enough that I'll just suck it up if it affects the game, as with any other online game I play. If it got to a point where it was affecting my enjoyment of the game I'd call my ISP and sort it with them. If you think how rare it'll be to actually be restrained I don't think it'll be an issue unless you're extremely unlucky or have a very poor connection, in which case it'd be for you to resolve it at your end.
  17. It's just people being hyped for a new game. It happens with every game in development. If you go to any forums or read the YT for a high profile game in development the comments generally go: -"This is gunne be sick!" -"Fuck you, it looks like shit ***** is better" And so on. Nothing wrong with people being excited to try something new.
  18. Fraggle (DayZ)

    One thing about -SA-

    That was actually just to demonstrate the new animation/positions. The different restraints are being added as we speak ;). The way it works atm is that you press F2 to "surrender". Your player then puts his hands in the air. Then you can kneel/crouch with your hands in the air, if you then press crouch again you put your hands behind your back which is when another player will be able to tie you up. The plan is to have different restraints (eg: cable ties, gaffa tape, hancdcuffs) which each take a different amount of time to wriggle out of. Time-wise I think they're looking at minutes rather than anything silly and if you log off while restrained it could mean the death of your character so that people don't just combat-log. It's all subject to change as different things are experimented with but as of now that's the plan I think.
  19. Fraggle (DayZ)

    Gais, Gais, Gais! SA Idea - Children Zeds?

    Well at least I didn't post those dick-pics you keep sending me ;)
  20. Fraggle (DayZ)

    One thing about -SA-

    As well as the comments above I'm looking forward to the crafting element. That's something completely new and and I think will become quite a big part of the game. Working out what to do with all of these new items we'll be finding will be a lot of fun.
  21. Fraggle (DayZ)

    Gais, Gais, Gais! SA Idea - Children Zeds?

    I don't really understand it either tbh. I guess some countries have laws that prohibit showing certain things in games (like kids being shot) and those laws are separate from the film laws. I guess they are two different mediums though. Films are passive, you just watch them and games are something you actively take part in.
  22. Fraggle (DayZ)

    Gais, Gais, Gais! SA Idea - Children Zeds?

    I think a big problem outside of the industry in general is that video games are still seen by most as something for kids. That may have been the case a long time ago but gamers are getting older. Some games reflect that with their content but the peeps that make the rules will always (at least for a long time yet) view them as a passtime for children. I personally think they should be treated the same way as films are. Want to add an explicit sex scene to your game? Cool, it'll be rated an 18. I don't think Rocket is averse to adding things that could potentially cause a shitstorm (hence suicide being added) and he seems to be one of the few game devs around that genuinely wants to try new things and push the boundries of what games can do. Shitstorms can help sell a game and are nice for a bit of free advertising as GTA and a few other games have discovered in the past. Having said that, adding things that could mean it would either delay or stop the release in multiple countries is a different thing altogether and wouldn't be too smart both from a business and a fanbase point of view.
  23. Fraggle (DayZ)

    The Server Count is Too Damn High!

    In that sense it'll be like any other game without full modding support. If people don't like it they'll have to play something else I guess. The problem with many mods (or private servers with custom scripts etc) is that many of them are trying to be all things to all people to become popular or raise player numbers. In many cases that has ruined or at least diluted the DayZ experience. The SA will hopefully focus the gameplay and standardise the experience for everyone that wants to play it. Not everyone is going to like that and there will be many tears for people that have got used to a lot of the other styles of playing but it can't please everyone. It just needs to stay focused and make sure the things that it does do, it does well.
  24. Fraggle (DayZ)

    The Server Count is Too Damn High!

    Yup, too true. It's a double-edged sword really. It has fragmented the community but at least we still have a community.
  25. Fraggle (DayZ)

    DayZ Standalone Discussion

    Exactly, and it could probably be traced back further than that.
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