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Fraggle (DayZ)

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Everything posted by Fraggle (DayZ)

  1. Fraggle (DayZ)

    Noobie questions

    There's been a lot of discussion about it in the past but to clarify, Rocket has said they will now just go for a traditional "full" release. It will be in alpha development though and the price will reflect that. As they move onto Beta and then the final release the price will increase but if you've you've purchased early during the alpha period you will not pay any more after that, it's the same model games like KSP (epic game BTW) and Prison Architect are using, it's pretty common now days. Oh and regarding the download size, it's massive because you're basically buying two separate games which both a have a LOT of content and the mod uses assets from both games. It's a pain in the bum but that's the way it goes with mods.
  2. I grabbed this from another thread but it's a good interview and explains a lot because he's not so rushed.
  3. Fraggle (DayZ)

    Servers game or not? What do you prefer (SA)

    Dean has said that he feels the right amount of players per server will be around 150, so that's what I'd expect to see in the SA.
  4. That's actually a really good interview. Unlike a lot of the other shorter ones it's nice to see Dean given more time to explain things without being rushed and the interviewer asks some really good questions. I'd advise anyone that hasn't been following development closely or that has unanswered questions about the SA to watch it in full. Cheers for posting it up!
  5. Fraggle (DayZ)

    I have been global banned?????

    Unfortunatley your key is your responsibility to keep safe so there's not much that can be done. Try contacting BE, we can't help you.
  6. Fraggle (DayZ)

    TMW are (not) bandits

    Mr Tobi has been trying to discredit them for several months, he's accused them of hacking, admin abuse and now they're bandits. I don't want to know the details but it's a personal grudge he's had for a very long time and I think it stems from a general feeling of butthurt. Just adding some context, carry on.
  7. Fraggle (DayZ)

    Ideas for in game radio broadcast.

    But there will also be several "official" radio stations streamed over the internet into the game available on certain frequencies, Dean has asked for people to submit their idea/propositions. Interesting times ahead!
  8. I plan on always carrying one poisoned canteen just to piss of anyone that kills me.
  9. Fraggle (DayZ)

    SA map ?

    You're welcome. Regarding weapons, every weapon added is either being re-textured or designed from scratch. One of the major additions thanks to re-building the engine is that weapons will now be modable, for instance you could find a fore-grip or buttstock for the AK to improve stability or change/add the scope. There's limited info on what we will see, it's likely that it will be an ongoing process so that over time you will see many weapons added, including craftable melee weapons. High grade military loot will be a feature but again, due to the engine being redesigned the whole loot system will be very different. For example the devs could add an AS50 (just an example) but decide that in the whole world (not just that server) there will only be 4 x AS50's meaning that out of every player in the world (literally) only 4 of them could potentially own that gun. Locked.
  10. Fraggle (DayZ)

    Shouldn't doors open inward instead of outward?

    He won't listen Lok, just keeps going on about realism etc.
  11. Fraggle (DayZ)

    SA map ?

    Chernarus+ is the official name. Basically it's Chernarus with additions. Currently these additions include: -95% (ish) of building are now enterable -Utes (a separate smaller map) has been added off of the coast to the south. -More villages roads etc. in certain areas and different areas such as swamps have been added as well as some new built up areas. -Several large stuctures are being added. Currently a very large ship-wreck has been added to the coast, a prison and other things will be added to this as they develop. -updated satellite data is being added and used for more detail Plus lot's of secrets. It's an ongoing process, they currently have a full-time map-maker working on it and according to Rocket the north of the map is currently undergoing a lot of changes.
  12. Fraggle (DayZ)

    SA: Departure from ArmA Animations?

    I've thought about it a lot recently. There is without doubt a need to improve the "clunkiness" we have gotten used to with Arma. I love the slower more tactical style of gun-play in Arma as opposed to the twitch shooters such as COD, BF etc. but there are issues that need to be dealt with, mainly not being able to break the animation loop once triggered. It leads to far too many accidental deaths such as rolling off of a building when in reality you'd be able to stop yourself. I believe in looking for this responsiveness they may have gone too far (as Rocket concedes). The player could be given the feeling if weight and momentum by not allowing such an immediate stop when running/walking ect. I believe this is well within their capabilities and by combining that with the abilty to break certain animations but not others a good balance could be struck.
  13. Fraggle (DayZ)

    Shouldn't doors open inward instead of outward?

    Well I thought about cat-flaps too, one things for sure, I'm glad I'm not Rocket! All of these tough decisions would kill me. Revolving doors plus rag-doll physics FTW!
  14. Fraggle (DayZ)

    Need help trying to get 64 bit Dayz

    Yeh, it's true that they've made many changes (like ones you mention above) that will help a lot with performance but having said that the game will also be more demanding in other areas so all in all my gut feeling is that performance will be more consistent across different set-ups but if you can't run the mod well don't expect to be running the SA well. On balance I think all of the changes will level out so that if you're currently running the mod well enough you will also be able to run the SA well with it looking better because of the improved engine.
  15. Fraggle (DayZ)

    Very mad friends

    He's not been allowed to have multiple accounts and that has been dealt with. There is however room on our forums for humour. I find his "parody" funny but I know some don't.
  16. Fraggle (DayZ)

    Shouldn't doors open inward instead of outward?

    Revolving doors would solve all of these issues but Dean won't listen to me.
  17. Don't worry, it's actually moving on the opposite direction, it's going to be harder. Don't let some buggy animations from a game in heavy development put you off.
  18. Surely we've survived this long by using our brains though, not by tackling every threat head on, hopefully this will be the case in the game too.
  19. No, having quirky (ie buggy) behaviour is fun and to be expected in the mod and I agree it leads to some fun situations, however in a game people are paying for it's not really as acceptable. We can laugh it off in the mod because we understand that a) it's free and b ) it's a mod. I like how they are addressing these issues and we need to give it more time to see how it goes but just saying we should keep it buggy because it's fun doesn't wash with me. I hope they find a nice balance over time between responsiveness (being able to break animations) and the slower more thoughtful approach many of us have grown to love about Arma, there must be a nice balance between the two somewhere.
  20. Fraggle (DayZ)

    Standalone weapons

    No. Locked. Please refer to your other thread for an explanation and use the existing threads discussing the SA to ask simple questions, no need for a new thread each time, cheers.
  21. Fraggle (DayZ)

    Video of standalone starting a game?

    Itamar. Please understand that the game is not ready for release yet and the videos you have been seeing are demonstration. This also applies to your other thread, there will of course be other weapons in the game. I'm going to lock your two threads now as they are a tad pointless.
  22. The last time I tried to merge 2 topics I nearly broke the internet so I'll let someone else have a go if they want :) but only if Miffy's happy about it.
  23. The crosshair is a placeholder as they need a quick and easy way to find the centre of the screen whilst developing and testing (confirmed by Rocket) and items only show in the "vicinity" part of the inventory when you are close and have a direct line of sight. For example, when standing next to a bed items under the bed won't show in that part of the inventory, you will still have to lie down and look underneath for it to show. Regarding the movement etc I agree although it's very early days so what we see now isn't a true reflection of what we may see in a few weeks or more, it does need some discussion though and the devs do need to know many are concerned about it. My main concern is the running and gunning element. Arma has always had lot's of issues but gunplay isn't one of them, in fact it's the ace it has up it's sleeve and why many choose it over games like COD, BF etc. It's because of the slower more considered movements that gunfights take on a whole different feel to any other shooter I've played, it becomes a very tactical game because of that as opposed to the "twitch" shooting of COD etc where the fastest finger wins, not necessarily the better tactition. I like some of the new responsiveness being shown as there are issues that need to be addressed, I swear if I ever roll off a building again because my character decides he just has to complete that animation I'll kill myself but there's areas where the slower approach shouldn't be lost.
  24. Fraggle (DayZ)

    SA: Departure from ArmA Animations?

    I'm out of beans and about to go to bed but you make some great points and I'll come back to discuss tomorrow :)
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