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S3V3N

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Everything posted by S3V3N

  1. S3V3N

    Pick up the pace

    Well, there always could be more info or more releases. I'm sure nobody would mind, least of all the devs. The peaks in development seem to be around days of gaming conventions and press events, so the game can be marketed and new features announced. However, we are pretty much done prepping and this is where the real game starts. 0.59 is a much bigger step to me than the CLE was. It's the first time everything I expect from Dayz is in the game at once. That they've added *.fbx support is a strong hint at modding for me. It's easier to work with for the devs, since you can also save animations, but I expect it to also make modding easier. There will probably be updates to how materials are applied and previewed in Dayz. It's just a guess, but it would make sense. So I'll wait on updates about the modding tools just as excited as the rest of you. The thing about Dayz is, it's a lot of trial and error. Things can go horribly wrong, but they rarely go extremely well. So we're pairing high hope with low expectations, which doesn't usually pan out. I see it this way: at least after this update we'll have a complete game to play! It's worth waiting for and having high hope yet again. It's a kind of a dependency - if there were more releases, we'd need less info, but then again, this is just a game. There is always something else to do, worthy of our attention.
  2. S3V3N

    Items disappering

    The only time this happened to people is when they (accidentially) used the sewing kit to stitch up a wound. Me and some others have had problems with the health economy of the game, as we would receive messages about being cold and then hypothermia within minutes before death. It didn't happen all the time and I actually cured food poisoning, so I guess the remedies work, just some things about health seem a bit messy at the moment. If you get sick the best thing to do is probably stash your stuff inside a barrel or even a backpack and get killed, so you can restart fresh. You shouldn't have too many problems with getting ill or any of the other stuff. Just make sure you don't get wet (Raincoats or Gorka Jacket) and that you don't stitch any wounds. Bandages and splints work well, so there should not be any problems.
  3. Yeah, but considering how easy and effective it is to do and how well it feels in Euro Truck Simulator, I'd say add it to trucking! Leaning sidewards is gonna help if you are alone and want to drive out of a tight spot. It also makes more sense to look (back) at the side of your truck, instead of the center window, because you need to judge the gap between the truck and an obstacle. It could be done by double-tapping "a" for example, since q+e will be for the manual transmission.
  4. S3V3N

    Spawning with something to suicide with

    Well, I think we've all mostly forgot about it by now, but there WILL be zombies in the game :) So suicide won't really be hard to achieve, unless you spawn very unluckily. I thought F12 or something is the suicide button. Does that only work with guns then?
  5. I really think the devs need to be made aware of this, because it could possibly be the way to a solution. Seems the client has to be disconnected before the host, in oder to spawn back near or next to a truck. Because the fking hikes after trucks really need to be undone and resolved. That's possibly a task for Beta rather than Alpha. Along with the trucks turning into North-East after a restart, these are two two most annoying things with vehicles. I'd also vote on having a function similar to Euro Truck Sim, where you can lean out of the Window and look backwards with one ellbow out the window. Otherwise people on First Person servers will have a serious disadvantage when driving backwards. It's either that or making mirrors work and this solution is simpler to do than Mirrors and costs no rendering time.
  6. S3V3N

    Spawning with something to suicide with

    I think the constant suicides and respawns to meet up with your buddies without making an effort used to slow down the servers on the long run. Not sure if that is still the same in the standalone. From how I remember you can suicide with a stone knife, can't you? That literally take a minute to find a stone and craft. I'm not sure, though, because I don't suicide in the game either. I die enough in DayZ as it is :P
  7. S3V3N

    Vehicle Windows WTF?

    That's a really good question, this is definitely going to be an issue on First Person servers. It would be awesome if we could stick our heads out of the window, like in (Euro) Truck Simulator 2. The reason mirrors are broken is, because they cost rendertime, as they render another camera view with a little less resolution onto the "mirror". So instead of just rendering the environment you have to render it 2-3 times depending on the amount of mirrors. It's possible there are other solutions to this by now, but this is what I learned in the past.
  8. S3V3N

    House repair and scavenging

    You might wanna look into this old thread (which I like a lot). Unfortunately these ideas will be left to the modding community, because the game is in late Alpha and appart from soft-skills and vehicles I don't think much new will be added. https://forums.dayzgame.com/index.php?/topic/45284-control-old-industry/
  9. S3V3N

    Rubberbanding in DayZ

    I know there is rubberbanding, I think that is because Arma games use a different model to calculate player position than most games. I wonder if their military sims lag, too. Would be fun if there was a military exercise with massive lag. But they are problably just using LAN. It's annoying, but the only way to kinda get around is to play on mid population servers with a good ping. It also helps if all that play have decent bandwidth in their connection. One guy from China joins with a 600 ping and can screw up the game for everyone playing in Europe. Who doesn't remember his first time in Arma as a passenger in a helicopter, jumping out, before it crashes into the ground...when in reality it was just merrily flying on :P
  10. S3V3N

    pre .59 hype

    All we are saying, please stop the going front and backwards all the time. Just a few weaks ago, Hicks showed that heli video and had a speech about how they maybe a month late with the beta, but are otherwise on time... Confirming and then taking back, assuming what will happen is what we can do on the forums, but it's not what the Devs should do. At this point we should already be playing 0.59, if 0.60 has any chance of making a release until December. And from how I count, the Beta should happen at version 1.0, so it's alright to ask what the fuck is happening. I don't even want to compare Dayz development to any other games, but frankly it is so well organised on the surface and total chaos beneath. And that's exactly how I feel about the development. It's been the worst idea to put this on Early Access without having a plan for developing from an Alpha stage. There are Alphas that show it can be done without rage from any side; or minor rage only ;) It is a bigger problem that everything about the development seems to be dealing with problem solving. I mean that's part of the creative process, but it shouldn't hinder from designing and developing the actual game. Dayz is far away from being ready for Beta. The patches come slow and slower and aren't really resolving much, just fixing. Yet we have chirpy devs telling us things are going according to plan, though not even the current patch was released, yet; and I'm not even talking about UI design and singleplayer for the Console version. When in 2016 is that gonna happen? It means either hiring yet another team to do the port and singleplayer or splitting up resources from a team that already can't manage the game alone. It would really help if they just set a date for an update, even if it is weeks away and then stick to that date, hotfixes later. I hate the uncertainty about Dayz updates. What are the Wednesday server wipes for anymore? Evaluating data? They used to be for updating, too.! I'm missing some effort on getting organised and making a team work with deadlines. They are getting paid, it's their job. If I disrespect a client, postpone work without explanation and deliver a broken mess, I'll lose that client and damage my reputation. So instead of thinking only about the game, they should also be thinking about their future in game development. It's gonna be a difficult one for some. Rocket has left the building.
  11. S3V3N

    pre .59 hype

    Yes, I read yesterday's report after my post. The thing is, for a long time, the status was: "infected are coming back in 0.60". Now they are suddenly coming, in some amount, to 0.59. Games that hit deadlines aren't released broken, as such. Publishers force deadlines on developers, which often forces them to release and later patch. I don't see this as a problem as long as the game is patched at some point. I always waited on buying Arma games, because they basically needed a full year of patching, until they became glitch-free and playable; however, ArmaII is the only game I remember where I got killed during a cutscene ;) Hitting deadlines is a sign that you are organised and have a development document that ties everything together. With Dayz, yesterdays info is tomorrow's lies. Like when they said zombies will be back for 0.59. Before we heard 0.60 and everybody seems to know something else. They are not tying the same know or at least that's how it feels to me. Dayz should be pretty awesome by now. I look at RUST and the time it took them to come from nothing (they had no Dayz mod as a prototype for 70% of the landscape and 80% of the buildings). RUST has come a long way and looks awesome now, but it looked worse than Dayz mod when they started. ARK is similar though not comparable. These games will be released and part of why they are running strong on Steam is that they make clear announcements about the future updates and mostly stick to them. RUST devs released concepts for their modular cars and they are simple, effective and interesting. Some of the Alphas I play have daily updates and often these are quite notable. Dayz seems to still struggle on the programming. I'd prefer it if Dayz was more like these games, because it isn't a tiny game from an unknown developer. It's a bigger franchise than Arma, imho and Arma only got popular through Dayz. I played it since Operation Flashpoint and it was always a unique game by itself. I was hoping Dayz would be kind of the same, but there are so many parallel developments at the moment, it is impossible to see what we will get in the end. To me it would be important to see how all the game economies tie into each other. At the moment I can't quite tell how one affects the other. It just seems convoluted and overly complicated to me without really making the crafting interesting or fun or necessary as it stands now.
  12. S3V3N

    pre .59 hype

    I'm afraid there won't be much to talk about when it comes out. The important update will be 0.60 when finally zombies are back and hopefully the render part of "Enfusion" is introduced. Then they can also switch to DX11, if they want to. Be nice for smoke and FX, though seriously I'm fine with how the game looks. Biggest advantage will be that the game is 64 bit then; I think 32 bit systems cannot use more than 8GB RAM (not sure). I just have no reason to play it right now, and I'm still frustrated with the progress. Other games seem to have weekly stable updates to their alphas, but Dayz is always "done when it's done - maybe a month or two later than planned". Seen some updates. Cherno overhaul is a good idea, though it comes to question why it wasn't done properly the first time around. Was probably due to lack of manpower and underdeveloped northern map. It's important to iterate, but honestly the map is not the game's biggest problem. The lack of working and connected (!) gameplay features is my biggest gripe. We have a lot of different economies in the game, but the only one that makes sense now is to loot->stash->loot->kill->repeat. Of course, sickness can only be a real issue, once zombies are back. I feel like they should be in the focus of developer attention.
  13. The first step in every game development is getting the documentation ready. It's a WIP, but it is the common ground everyone bases their work on. It entails all elements of the game, describes goals and design concepts, technical solutions. It's also a lot of work to write and is a matter of constant iteration. If Dean Hall wanted to lead this project, this was his first responsibility. I cannot believe they didn't have a design document to start with, because even mod teams know these are essential parts of the creation process. What Hall did is like planning a new car that flies, but there is no factory and no machines designed to make it happen. I guess you are right about the much confusion, and I am surely not blaming Dean Hall alone for this mishap. Mostly to blame would be Bohemia's management, because they didn't make the investment, nor gave the team the time to wrk things out, before actually working on them. A year of designing the game at the start would have taken off tons of stress from its developers and would have helped make the goals for each step more transparent. At least now I know why they never reach their scheduled goals.
  14. So the problems with Dayz were/are a lacking documentation and no common design goals or sense of design among the different teams involved. Employing these guy in Thailand must have been cheaper than hiring them at the home office, but for a longterm project like Dayz it is quite a gamble. It probably won't save Bohemia much if any money to have chosen this path. I can imagine the confusion working with different subsidiaries and time zones. Makes it hard to get everyone on the same table. On the plus side: Thailand guys could work on issues, while Prague guys were sleeping. The one thing I cannot forgive is the lack of a proper design document. The first thing Dean Hall should have done when the overwhelming success of the mod was becoming apparent is sit his ass down and start writing. But I guess he was too busy giving presentations on how "this is your story" and polishing his bling. He didn't have to write the documentation alone, but together with the technical lead. If they had done things right from the start it would have shaved off a lot of time iterating content and functionality that clearly didn't work well. I guess they underestimated how deep the changes and technical challenges with the engine went. Comparing it to the Witcher is not the best idea. Witcher was never an Alpha-funding game. I think expectations for Dayz were too high in the beginning (in part that's Dean to blame for) and the devs went with it, even though they did warn the public the game wouldn't be a quick or easy project. It's not an easy thing to think about what could have been improved. I'd say the Alpha Funding idea wasn't really a good one for Dayz. Sure they sold lots of copies in short time, but people were also pissed off with the progress. It's very hard to see the transition to serverside from a player's perspective. Bohemia, as a publisher, should have funded this game themselves to give the team more time to develop and create documentation and assets without being under pressure from the public. The console port will be a weird thing. Usually it is the other way round - from console to pc. And we all know how that ends, most of the time. A game as complex as Dayz will need an ingenious UI design, because multifunction-scroll-wheels and other UI elements, as well as aim assistance will be needed, but don't really fit with the game.
  15. I downloaded Dayzlauncher (just search it) and play only on one out of the servers it suggests. I don't know if you are into mods of the mods, but I play a version that combines Overwatch, Epoch and Origins + some custom server content and there isn't a dull moment, yet. I think finding a good server is paramount and so far every server I tried had a good crowd, good ping and very different maps and goals. Looking in the ArmaII multiplayer and trying to find a good server on the other hand, is like playing the lottery.
  16. S3V3N

    Love the nights

    I like nights too, feels very different. I hope with the render updates the HDR will work better and we can stop pushing gamma and actually enjoy a game at night that looks and feels more real.
  17. I downloaded Dayzlauncher a couple of days ago after not having played any mods for almost two years. It's a blast, really! You see the potential of DAyz standalone, as it definitely is more refined in most aspects, but I am so enjoying my mods right now :). I can't tell you how good it feels to fly a heli again and repair cars and drive off into the sunset. The mods are far from dead. And I'm not even playing ArmaIII mods - still lots of players for the old ones. The reason I got back into the mods is because my 2 friends decided to get ARMA II Combined Ops on the Bohemia sale. That finally gives me a reason to show them what I played, before they picked up the standalone and dragged me into all of this ;) Glad they did, but I'm also glad to show them Origins and Epoch and especially the Taviana and Namalsk map. Right now we are having more fun than in the standalone, but that is to be expected, since they know none of it.
  18. Ah, I forgot about it in terms of it having its own icon. Thanks for reminding me. Perhaps lockpicks would be used more, if it wouldn't take one shot or two hits with an axe to open the doors up again ^^
  19. I know the place, but if you look at the beginning it seems like he is unlocking the gate. I've never seen a lock icon in Dayz SA.
  20. S3V3N

    so how good is the UMP 45 in 0.58 stable?

    I remember looting Zelenogorsk (city) Military base for several minutes, then entering the prison building and getting shot at by a guy camping the door with an MP5. It was a "Pulp Fiction" Moment. He wasted over 20 bullets, while I took him down with 3-4 shots from the CR75 without taking any damage. It was hilarious. If I carry 9mm, I use the CR75, which is imho far easier and better to handle than an MP5 and does the same damage. The UMP should do more damage from the getgo, because it is 0.45 cal. The mags are slightly smaller, but it's easy to carry a spare. My configuration would be CR75 for Close Combat/indoors, UMP for close to mid range and a SVD for the distance. Did anyone try out if the firemodes on the UMP work? I keep forgetting to try it out and never have an UMP when I remember. It was the "z" button to change modes, right? As far as I remember it works on the MP5 and the Blaze, but does it work on the UMP?
  21. Huh? Is that the Dayz SA map imported into one of the mods? I can't really figure out what the deal with this video is, but the fact that they have a wall build and can lock/unlock gates means this isn't standalone, right? The fake Mickey Mouse voice is annoying though. I'd have shot him after two sentences ;) Friendly people there.
  22. You mean the half hour thing? I'm speaking from my own experience, because I just let it go one time and thought: hell, nothing is happening, why should I even bother treating my leg? I went unconscious later and died shortly after. I think this was as early as patch 0.56. I asked about how long it takes back then on this forum and was told: after 30 minutes. However, making a splint is no big deal and I do use Morphine, if I happen to have some with me. Since I only get those injuries from being shot, I usually bandage and apply a splint right after anyway.
  23. S3V3N

    POLL: DayZ and BI experience so far

    That's why I said "people on the forum" and not "people who left the forum" ;)
  24. Splint was mentioned, but do you know how to make one? It does the same as Morphine, but is much easier to make/find (combine stick + rag). If you run around for more than half an hour in a state of pain like that you will go unconscious and die if nobody is around to help you. So even though it may be tempting to ignore the message for a while, it should always be a priority to get yourself fixed up.
  25. S3V3N

    POLL: DayZ and BI experience so far

    The polls show how faithful people on the forum are to the game. My votes were in the middle, too. They didn't screw up, the game is not a scam, but there are some decisions I don't agree with and that worry me. Gamers aren't developers, so they have no clue about the complexity of a game development. The Real Virtuality or soon Enfusion Engine is probably the only one that can pull this game off the way it is. I once looked for custom AI for a racing game and prices for good AI started at around 50 000$. Something like that is comparably (very) simple to the pathfinding of an AI and decision making in a sandbox game. Arma's AI was complete crap and probably still is. They couldn't even get into houses. What I saw in the AI implementation after the Navmesh was updated was pretty impressive. These zombies don't just have a vision cone and head straight toward you. They influence each other, know their way through and around houses and are very aware of their terrain. And that on such a giant scale. Baking a Navmesh for the game must take a week at least, so you don't want to do it unless you wanna test it or know it's going to work. We need a little patience, but when zombies are back in the game they will be the most convincing ones we've ever seen in a video game. I think a lot of players left the game, because there are other, more complete games to play. And lots still play the mods, because they offer easier access and more acade-style fun. Overall, I am quite pleased with this development and noticed significant changes since I bought the game last year. I always criticised the way how the transition from Experimental to Stable builds was handled. Basically we were getting the least buggy experimental build as stable every 1-2 weeks, instead of working on a truly stable version and updating when ready. The decision to change that to how it is now, may have cost some players too, because they don't get to test new bugs every week any more. But in the long run it will pay out for the devs to stand the ground, because I feel we are clearly getting a more concerted and coherent development than even half a year ago. Maybe they got some more help and resources now, too. I'm not 100% happy with the development, but I think it's going into the right direction and will deliver a pretty sweet game in only a few months. I do agree on finishing the render soon. It's high time to free those resources for more important systems, like the AI.
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