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Element47

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Everything posted by Element47

  1. Element47

    [Suggestion] - Key Binding for Doors Only

    i agree that the interface still leaves much to be desired to be actually usable. sadly, i also dont see UI being a priority at this stage of development. Priorities are based on dependencies, not on gameplay. We'll have to suck it up for quite some time. If the UI doesnt get addressed until mid-beta though, i begin to worry.
  2. Element47

    What do you do when you're under siege?

    reload, find the best possible position, aim at the chokepoint, and wait. patience is a virtue.
  3. Element47

    Zombies are too hard (defending my opinion)

    zombies need buff, not nerf. watch all the videos on youtube: players even ignore zombies completely, instead of dispatching them. as long as you feel comfortably safe in their presence, they are not threatening enough.
  4. Element47

    DayZ mod better then Standalone?

    see thats the great thing about the SA. The cancer of private hives has not yet begun metastasizing.
  5. Element47

    DayZ mod better then Standalone?

    comparing the mod which - despite its limitations due to being an arma mod - has had its share of gameplay-oriented updates and polish (a salute to R4Z0R49 and the team at this place for their outstanding work) to the standalone which - contrary to the mod - does not focus on gameplay elements yet, is a bit unfair. of course it depends on your definition of fun and your expectations. but i would expect the mod to be more fun to people looking for a smooth gaming experience. which you should not be expecting from the SA at this stage of development.
  6. Element47

    PERMANENT SAFE HOUSE or STASH HOUSE needed !

    thats the whole point. i really hope persistent storage in standalone will mean persisting during the lifetime of a character, not beyond that. i really felt that in the mod, that was a cheap copout. yeah, we pretend to have permadeath, but we all can completely regear within 20 mins at our tent cities, conveniently stashed away on low-pop nighttime only servers with minimal chances of having those camps raided. i did it myself. stashed my stuff on a UK server that had horrible performance and night time only so noone ever played there. the lag made flying impossible, so your tents north of pobeda or west of pustoshka were absolutely safe. this completelys circumvented the point of permadeath. i hope this wont be the case in SA.
  7. this is an extremely limited view on what a DLC can provide. you should then maybe rephrase your original post & title to something along the lines of "will we see additional buyable items available per DLC/microtransactions or even a whole ingame store with loot" I personally can see things similar to METROs Ranger Mode released as DLC. And if you look at the recently released (horrible) Karts DLC Arma3 you get an ide a howa DLC might affect gameplay. I'd prefer to see a Ranger DLC and Ranger-only hive than "Dayz Racing League" servers, to be honest But cosmetic Items available per microtransactions? like differently textured tactical vest? Additional attachments? not so much. The need to scavenge for items is at the core of gameplay, purchasable items would quite probably break the game and i am quite sure the devs are aware of that. that said, we surely will see modded private hives with different starting gear as soon as it becomes possible. the dayz mod has spawned quite a number of horrendous abominations in this regard, and once private hives and modding are enabled, this will transfer to SA, no doubt.
  8. Element47

    Plan for release of 0.45 to Stable

    yeah but the place for constructive feedback - reporting bugs and defunct features - is the feedback tracker. the forums are for the whining people who cant be arsed to file a decent ticket in the tracker. or for smartarses like me. ;) anyways, good to know the reason for the "rubberbanding" issue is identified.
  9. Element47

    Is vegetation going to be reworked?

    you must be new here. welcome to dayz forums. there has been a plethora of informative threads about game engines, in particularly which engine is used by dayz, and why. you might want to read up on the topic as for the lighting, it is still horribly outdated in arma 3. the arma community weeps and cries for an updated lighting model for years, and deferrend rendering has been promised as early as 2012 by the BI devs, but also stated that it will not make it into arma 3. hence walls are still not able to block the light of a flashlight. if you had been following the updates from the devs, you'd know that the whole renderer is being replaced in dayz, so we will see significant changes in the future. and if you follow the arma community, you know the woes and complaints that AI pathing has only marginally improved in the last 12 years. again, if you'd read what dayz devs communicate, you'd know that the newly devised navmesh will allow for a vastly improved pathing not currently possible in arma (1, 2 or 3). sorry, but ignorance is not always a bliss. if you have no idea about the topic, refrain from lecturing others. to the OP - i agree with your impression. i hope for improved models and textures in many areas, too. i will refrain from nitpicking though until we see the new renderer, as i expect it to change the game look&feel in a significant way
  10. Element47

    Is this seriously the whole game?

    i think its time i derail this thread. OPs worries have been addressed, its only bickering now. here is a cat.
  11. maintenance status for the main hives should be displayed in the launcher/server browser at some point in the future..
  12. Element47

    Experimental is awesome

    they said the current renderer cant do it. incidentally, they are completely replacing the renderer. that was the point of my post: that it actually WILL be possible - if it will be VIABLE for performance reasons, has to be seen.
  13. Element47

    Experimental is awesome

    the main thing that bothers me in the pics above is, that the walls dont block light. i have really high hopes for the new renderer though.
  14. Element47

    Intresting article on DayZ on Wired

    but thats not the headline, and its not what it communicates: the article does not state that games make you a psychopath, it states that within the game worlds, you act like a psychopath: doing negative things to others without feeling bad about it if you're a dick in the game, enjoying how you ruined someones experience, because you can, because the games provides the tools and does not regulate negative behaviour, then yes, you have chosen to act like a psychopath. whether or not we can make assumptions about you as a human person based on that, is an entirely different matter. but within the game, you acted like someone who brings negative things upon others without feeling bad about it. and the part of not feeling bad about it, the lack of internal guilt about your negative action, is what relates this to the acts of a psychopath. there is also another aspect to the whole thing. killing others without a reason is generally percieved a bad thing in the "real world". in games, being killed may be the end to an elaborate ambush, prank or story, which provided entertainment and fun to all involved - including those who were killed. the survivor of the wired story obviously was a good sport and enjoyed the whole thing, he seems to lack any trauma one would expect froma man who was kidnapped and force to fight his friends for survival. so as the negativity of many acts is relative, so is the evaluation of actions as psychopatic but the psychopath thing wasnt the core of the story to me.. to me, the most interesting part of this article is the reasoning of the player at the center of it all, Klyka. He says he acts as he does because DayZ doesn’t give you goals, it just gives you tools. I have seen many on these forums argue that we have all this KoS and griefing because the game is alpha and there is nothing else to do. I disagree. When the game is finished, and we have the most elaborate survival mechanics, those people who KoS today will still KoS. Because DayZ will not provide you with quests and hold your hand, it will only provide you tools and let you decide what to do with it. Thus the same people will again decide that they get the most fun out of griefing others - because they can.
  15. Element47

    Was I being a dick?

    you did well.
  16. if i'd have to estimate, i'd say combat makes 1-3% of my gameplay. the game is what you make out of it.
  17. Element47

    It's really laggy and it shouldn't be.

    at this stage of development, its not unusual to see updates have a detrimental effect on performance or even introduce gamebreaking bugs.i'd say report it with thorough description and dxdiag to the feedback tracker, but client performance is raw at the moment, and will stay so for quite some time i'd presume.
  18. Element47

    Please, bring back old Zombie aggro!

    two distinct memories form the past: i used to go prone and crawl through every town and city. it was awesome. the cringing emotion when crawling over tarmac raised my sound profile and the relief of finding patches of grass in which one could stay pretty much undetected. yes, i once spent two hours crawling through elektro. it was lovely. i remember that one incident at the NWAF. we went there in a yellow lada to pick up a friend. i was toting my fav weapon of that time, Mk.48 with a backpack full of ammo. with the guys in the car ready for departure, i thought i might clear the checkpoint and pop that four or five zed there. a few minutes later i drowned in dozens of zed bodies. i managed to reload a third time, but they just kept coming, mauling me from all sides.. it was the most intense zombie experience ever.. one of the most memorable deaths i had..
  19. Element47

    How to get the players guids or names

    this may be playing the devils advocate, but at this stage of development, glitch abuse is pretty much expected, as the community feedback about such issues leads to them being fixed. if no one had the reason to complain, half of the issues would be unreported, and might persist into the final game. i am always happy to find a glitcher (or fall myself behind a wall) because i can then take a screenshot and file a report. and every bug report i make makes that warm, fuzzy feeling in my stomach
  20. i would be both surprised and disappointed if we'd see the addition of a 'quest and reward' system. it is a sandbox, missions and rewards are created by the players.
  21. Element47

    [NEW] DayZ artification glitch

    if you bought Dayz Standalone Alpha, you're in the wrong subforum, as this is for the free Dayz Mod. Generally i would advise you to post your bug report to the feedback tracker, attaching the screenshot and dxdiag report. You'll find the tracker here: http://feedback.dayzgame.com/ (you will need to create an account). To create a dxdiag report, follow these steps: 1. Press Windows Key + R 2. Type in dxdiag in the text area of the popup 3. Press enter, and if prompted about verifying WHQL, select Yes. If you are on a 64-bit machine, click on “Run 64-bit DxDiag” If not, then continue on 4. Wait for the green bar to finish loading. 5. Click on “Save All Information” and save the file to a convenient place you might then want to monitor your feedback report in the tracker to check for both solution and further information requests from the team. hope you get your problem sorted.
  22. Element47

    We need a hello Kitty schoolgirls backpack...

    not until i get my schoolgirl outfit
  23. Element47

    How difficult would you like the game to be?

    pristine condition items - especially weapons and attachments - should be ultra-rare. ammo should be as rare as mountain dew/radios in the early days of the mod. hunger should be unforgiving, forcing you to hunt and gather. disease should affect your aim, your stamina and your health. zombies should be merciless, making stealth always the better option and forcing you to crawl through the cities instead of running. btw, regarding rarity of items, i think point 1 and point 6 should be merged.
  24. Element47

    How are players finding me!

    not bad luck. good luck. if it was bad luck (or hacks) you wouldnt have survived.
  25. your posts indicate that you are totally oblivious to how game development in general works, and in the case of this game seemingly have ignored all the communication via social media, devblog and presentations. yes, your "gief content nao" post reeks of entitlement. dont expect hugs and kisses here. you have not purchased a finished product. the 'early access' isnt a marketing perk. the financial success does in no way mean that the game will be released earlier, in fact, it can mean the contrary, because the team can completely rebuild certain things. the aquisition of two studios in recent months and merging them into one productive team - while great news for the future - has obviously slowed the development pace temporary, but thats known and obvious to anyone who actively follows the development of this game. and quoting from the devblog which you apparently do not read: Priorities for tasks are built around what is needed based on dependencies, not what is most needed to satisfy the game design Scheduled builds are targets, not absolutes. We will delay and postpone builds where we are not confident in their status. At this point in development, content is only a byproduct, not a focus. If you cant live with it (metaphorically, as you said "its killing you"), you should learn not to invest in early development projects, and stick to finished products.
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