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Everything posted by S3V3N
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True, plus there are people who want to have (long-term) camps - an option not useful on experimental. I've had some of my more fun sessions on experimental. I played the ex builds more hardcore than the stable ones, but I'm usually alone there, most of the time; while normally (stable) I play with friends. I like playing alone though, or - starting alone. I feel a lot different meeting people ingame than when I group up before with some friends. There are probably more than those two ways of starting a round of Dayz, but this is a game I really like playing alone sometimes, despite it being multiplayer. It also shows me time over time again that it is very difficult to approach groups ingame (even just two people), whereas talking to a solo survivor is often more friendly; not that there's been a lot of talk lately. There really isn't much reason to, yet.
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Oh boy, was there a mention of KoS? A page ago? Doesn't matter - of course, I have to share my latest experience. I was playing my male RP-character Nurse Danger again. All I had was white medic dress, hat, white gasmask and a bag full of meds and food. I was going to heal and help others, or at least pretend that I would ^^ The plan was to play nice at first and then become the mad scientist, who mixes cow guts and Infected blood, puts a tiny umbrella on it and calls it a cocktail. Anyway, I was going to do that and happily waltzed through Electro, announcing my nurse-presence every couple of minutes. After I had checked a few buildings, I actually found a M113-shotgun and some ammo. Waltzing on, I was near the church when a bullet zipped past my head. I went into the next building and announced my intentions again. There were two guys outside and they ran past the stairs I went up. So I went after them into the garden and started talking again, but was rudely interrupted by them shooting at me. Some bullet grazed me, but magically my dress stayed pristine and I didn't bleed. I was still the hell up for nursing! So I turned around to get back to the guys, who had made their own assumptions about my route and wanted to cut me off. So naturally I came into presence with their backsides again, and I was damn near ready to lay some led on them. Patience, I told myself and retreated up another set of stairs. I tried talking again, explained that I mean no danger and would like to heal them from any ails. I had some fun, at least. Then the first guy stormed into my building, was surprised to see me on the stairs and ran to cover. I was telling him, how I have medicine, food, water and only if he insists: shotgun with bullets. Short end: I missed him running up the stairs and got mowed down by his AKM. I don't use the shotguns much, but I wasn't even sure that I wanted to hit him. I was still stupidly hoping to find another way out of this. What really annoys me is that those guys were dead-silent. That is, until I was dead and they suddenly started bragging to me about how hardcore they are, or something. Christ - I could have shot these guys in their asses two times and if they simply did not get that by then, they weren't paying any attention at all. And that's the point of this whole long story. Dayz is an immersive game. You have to pay attention to things, not just run and gun at everything. Yet, despite it's current playable state that is exactly what I'm missing in Dayz. A real sense of threat and events around you that forces you to pay attention and not just focus on your guns. It's just not nowhere near, yet. I do believe I didn't have a single death to infected moment yet. And they are just a terrible placeholder for now anyway. Give us some more depth and danger and people will start interacting with other players, instead of interacting with their rifle, only. Of course, there is always the option that you hate someone and part with him, one way or another. But that guy wasn't me that night. Nurse Danger was ready to party and whatever these guys thought they gained - they missed out on the greater story... I can't wait for the game to hit its next stages to completion!
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I remember playing Police Quest on my Atari 512 with a friend back in the 90's. The game was so much fun to us, because we didn't know what to do. And whenever we were out of clues, we would just type "piss in corner" or something completely offset, just to see how our guy reacts. It's funny to imagine that in the 90's there were adventures with text-input, where you actually had the freedom to write anything you want. And today we are celebrating the awesome amount of choice we have in a game when the answer can be more than yes or no. These old games were pretty unique and difficult. Police Quest wasn't that great a game after all, but we would bond together over it at school and with others, think about it in our free time and finally come out with a result. Sometimes I'd play games like these for months without actually being able to find the answer and finish the mission. And in the meantime, there was still "Mission Impossible" or "North versus South", "Test Drive" or "Speedball 2 Brutal Deluxe", or something else to play. I can remember the game I hated the most was "Myst", because it was too difficult and the game I liked the most was "The Dig", although that came out a while later, when I had switched from Atari to Mac. In Dayz the problem are often bugs and chance. It's a huge map and you might be lucky and find what you're looking for, however most times you won't; or you do just that and skip on the diversion. I like finding out things for myself, but I think most of it is so non-sensical that you basically need to reverse your brain-logic. For example - that you can shoot cars with arrows to turn them makes no sense at all. Just something, someone found out,out of desperation, I guess. I like how the devs don't always tell us how to use and find everything, but a lot of things that make life easier in Dayz are actually just bugs, not features.
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Wait - that made me think - without the sticks, can you make a "boar-courier-bag"? Or will it only craft the boar-backpack and you can't make anything, unless you add the sticks?
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Is it really that rare? I've not found many of them and my friends always snatch them and get killed :) True, most of them are beige, but I'm usually finding a beige one and then a black one a few days later. Come to think of it, I've developed an obsession with clothes. I have a couple of favorite outfits I always collect; they basically take up half a car tent. One of them is the all-black gear, including M65. Another is the hero look with just the checkered shirt+holster and blue jeans; reminds me of the mod days :) Dayz is becoming a regular dress-up-game for me. Minus the romance.
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It's a large game. The only other engine I know that comes close to that performance and detail is Cryengine; but not quite. I like thinking that a large populated world (on a single server) is one selling point of the engine. Nobody can know for sure, but whatever games are released after Dayz are probably gonna be interesting. But for now, Dayz is all there is. So you're right, I should stay on point. Status reports just always get me thinking.
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Well, one reason nobody uses the radios is, because you feel stupid sitting at home and talking to yourself. What the radios need is an option to send out a distress call or breaker signal, so someone else can pick that up and chime in. At least you'll know someone is listening at the other end and don't have to repeat saying foolish things to yourself all the time.
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That's more a question of your graphics card. I'm not sure how far back, but I know my card can and it's only a 580 Ti. I should upgrade, but in combination with an i7 and a fast HD most games look and run fine. I'm not playing the latest shit either. --- Thats a big status report, and I appreciate especially Peter's lenghty part in it. It explains a few things that I've wondered about and it's worth taking the time writing and reading that.I got reminded again of what a crazy development Dayz is. Where we have features and even an entire engine replaced or renewed. It's like they are having to make the game twice. I feel like this engine development is a much overdue update for Bohemia. Let's face it: Arma games by themselves are pretty cluncky and not that much fun to play without mods. Vanilla Arma to me was always a starting point to great mods, or at least to modded missions. But the engine was lacking and even ARMAIII doesn't feel right to me. Now it is as if the future of Bohemia's developments rests more on the engine development than on the success of Dayz. Dayz already was/is successful enough. It's a prototype for future games, and I can't wait for what we'll see made with EnFusion. There was a Jurassic mod in development for Arma I/II, which aimed at creating roaming and feeding routines for dinosaurs. Imagine being dropped in that kind of sandbox, aka "Jurassic Park". Just one example. If you add boats to the mix (which we'll see eventually in Dayz -> at least they are on the list for planned vehicles), there could be pirate-styled games with islands to capture and whale to hunt. Digital whale oil for everyone! Seriously, this is an exciting engine and all the tech seems right. I'm a bit surprised they never had a benchmark tool of sorts. In engines like Unreal the environment pretty much adapts texture and object resolution to your specs. Even in editor and during development. It's very handy and I'm glad EnFusion has something similar now. I remember when Cryengine added their Mannequin or whatever they called it and most people hated the system, until they understood how much better it is. I figure something like this will get on with EnFusion, too. Hopefully it will be accessible and documented well enough for the moddest modder to understand and learn themselves. I think the engine technology here is in no way unique and in many ways overdue for an update. However, when that is done, I'm sure people would like to develop amazing projects with EnFusion. Because what EnFusion does is shine in large open environments. More so than most engines. And perhaps Bohemia could expand their business model of accepting promising mods and turning them into production. I'm sure future projects will be smoother and quicker than Dayz, since the bottleneck seems to be technological development, rather than actual game design. Good luck from me and keep up your stuff! I still need to see it though ;) Give us the booty.
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To me the radio station feels like a gadget. I've picked up radios before and tried for hours on rather full servers to get in touch with someone. You know how often I had someone reply? - never. Only if I take two radios and drop one (with a note + inside a container), I occasionally find a player smart enough to pick it up; takes preparation and luck and still is pointless. Unless there is a reason to use the radio station, e.g. to activate PA in a military base/city to draw infected out + away, then I don't know what else you should use the radio station for. I hope it will be more than the gadget you describe, which would only lets us annoy other people. Today is maintenance. I really hope something is gonna happen, but most likely no. I think they said they need some more weeks to rule out the blockers.
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A few thoughts on.. (New Anim System, Bug Fixing, etc)
S3V3N replied to Hicks_206 (DayZ)'s topic in News & Announcements
Are you completely mad? The Culling has the most shite combat, I've seen since...hell, I don't even know. People prove every day that they have no understanding of game design or features, will run after every trend and hype the biggest shit around. The Culling is completely sub-par in every aspect. It's a terribly designed game with poor environments, unresponsive melee (basically it is scissors, stone, paper) and a few other features that are terrible. Dayz's melee combat might get better over time, but it won't ever be good. It's pretty terrible now, but since there will be some updates it can possibly become decent. If you want to quote good melee combat, look at games like Chivalry. It puzzles me why any dev in the first place would make the decision to have Dayz heavy with melee weapons. There's tons of them and they are all useless, unless they are a tool; sure you can chop down infected with it, but that's just as exciting as cutting wood. -
Yeah feel kinda the same. Just wondering why they made their stupid announcements pending since December and before. Honestly - I'm expecting 0.60 since summer last year... The thing I'm thinking though, is that they should add the features that were announced, but couldn't make it into a February release; well not planned, but you know...conjured?! The radio station should be in. Reworked Cherno and possibly some more new environments. If at all possible add bikes or at least improve the cars (getting stuck on air, de-sync, etc.) If the problem with 0.60 is indeed with certain blockers, I don't see a reason, why the other features shouldn't be implemented, as possible. The code for e.g. the radio station seems to be done and all assets are ready. I really feel like this belongs in 0.60 as something new to do (there is no other new feature, or is there?); I'm not particularly keen on the radio station, but I wanna find out what the devs have in mind with it. It seems like the most pointless asset ever, but that can't be right. Seriously, I'm playing everything but Dayz for weeks now, because every week I hope for the update. I have several completely geared characters and camps on servers, but don't feel like running in 0.59 any more. I haven't had great player interaction lately, so I'm really looking forward to getting back into the more friendly atmosphere of an experimental server. On the bright side: Life is Feudal releases its Beta next month, so there is a game I'll play for a looong time. These devs are two weeks late with their Beta, btw. Some people can plan even sandbox games...
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You do not tan the hide for the boar backpack. Afraid you can only make an improvised leather backpack now. You need 5 leather and a leather sewing kit, I think. Still is a pretty nice bag! Also, there is a Wiki and the search takes only a couple of seconds. For next time.
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You tell the worst jokes, too. Surprised nobody shoots you for that ;) First guy's reaction was priceless. How come it seems like so many people still start out playing the game? Or is the reason that it's more fun to troll newbies?
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That's good to know, thanks for the reminder, or in my case - the info.
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Dayz does have a budget, right? And it is in early funding. And it is an Alpha. Disregardless of how you want to call it, this is Prototype-Funding. Though admittedly, Bohemia didn't have to go this way. They had the funds to do a closed development. Yet, they decided this was good idea for all of us. And now here we sit each month, justifying to each other yet another delay. No, Dayz is not a slacker team - because slackers effectively work as little as possible to avoid any stress. Dayz devs work a hell of a lot too much for the kind of stress they get. Obviously, mistakes were made in the past and all we're asking for is that there'll be a change in strategy and information after the renderer-update. Things were announced, now they just need to happen.
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Well, this thread brought out the good in people didn't it? I'm kinda happy someone closed the other "rage" thread, where I wanted to post it. The thing about forum rage is: it is so tempting, but it only vents our anger for a brief time; and that anger is usually just frustration. This is much better! We hear more about concerns here, and I find that I can understand other people's position better. Dayz could be made a textbook example of how a conversion mod-game is more problematic than starting from scratch. The reasons Dayz went into Alpha-funding are probably varied: to stay ahead of the (free) mod competition, to release a new standalone game, to use the hype to get funded... There are pretty plenty of good and not so good reasons why Dayz was put into Alpha-funding, but it wasn't the way to go with this project. It seems awesome at first glance - this contracted bond between gamer and developer. The closeness and involvement with development we have. But fact is - even normal game developments don't run so smoothly. And gamers don't understand that and don't want to know or hear about it. Looking for bugs in a game is a tedious and time-consuming process. The process Dayz is going through seems twofold. For one they have to deal with problems in Arma's legacy code, for two they have to make the old systems work with new ones and replace what they can of the old. There is just something begging to go wrong. And then there is usually a long problem of elemination: is the error in the code, is it in the model, in the folder-structure, or the AI-instructions? The thing we often believe is that computer programs and systems are stable. Because that's what the consumer end looks like and aims for. Yet, in development, there can be moments where the software cocks up. This can happen even, if on the paper things work out. There is a bit more character in advanced 3D software than most developers would wish for. That's why big developers love their annual franchises, where they know things will work as anticipated. When Assassin's Creed switched to Unreal Engine 4, they had quite a few problems and created one of the weaker games. Now they have it under control and are back to old standards (which still isn't very high, just highly polished). So this happens to everyone, except these huge games are on a tight budget with hundreds of developers and can't take much risk. Dayz takes a risk with its development. It wants to get features right, instead of just getting them in. That is the theory. The renderer is one of those features. In practice we've seen lots of placeholders so far and are waiting for the "right" things to get in. That concerns almost every aspect of the game and those systems, which have been renewed (like the vehicles) are still heavily under construction. And since all these features seem to hinge on the success of the renderer, we don't feel reassured when things like that get delayed. In theory, Dayz's development is excellent - except in reality it isn't. And like I wrote, there are many reasons and possible causes for this. It's collateral in the creation process of a game. But I really do hope the devs take that challenge to heart. They have come this far and completed the one main feature that carries the rest. Now should be the time to hammer away at it and set the development on fire. We all deserve this to end well! Perhaps April will help with regaining strength and motivation. April is the new intern ;)
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What I really don't get is that the devs announced the Beta for Q2/2016. Maybe someone should tell them that's next month. And then two more months, if they want to squeeze it in at the very end of Q2. They were pretty adamant about being on schedule with maybe a few weeks +/- BUT - at the current pace of development that's not gonna happen. Unless they have internal builds pre-loaded and ready for testing, after 0.60 is released there is no way in hell they will even release anytime soon. Beta in August or September by my schedule. The Beta-release should depend on the features of the game, not on a fixed date - I agree with that. But the devs wrote that they will continue working on new features during the Beta phase - which makes the distinction Alpha/Beta near pointless. So, disregarding the facts and announcements - what will the Beta really be? Just a way to slap a new pricetag onto Dayz SA, or will it actually mean that we'll see a working product with most of its features intact? I wonder if they stick to the plan of releasing in Q2.
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Most of you are disregarding the fact that without a spawn selection everyone will just keep suiciding on spawn, until they find a convenient one. I've often respawned 4-5 times, until I found myself in a position near where I wanted to be. This is excessive and unncessary. Take into account too that you are just running for a pointless hour to gear up when what you really want to do is meet with your group. In the future with loot rarity upped this process will take longer. There have to be better solutions to this than just placing a dozen generic spawn points. I've described ways to prevent people from abusing spawns, like by a cooldown timer for bases or similar simple measures. It's not ideal, but really - if you go through all that effort and build up a base site, would you not stay there in real-life? It's your only shelter and you've earned it. Tents being respawn locations may be over the top (too many), but there has to be some way to at least spawn closer to where you want to be without suiciding several times. The respawning lags up the server over time and if it can, it should be avoided.
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Yeah, I totally agree. It sucks balls being away from your friends in a small group. You basically spend the first hour looting separately and then meeting somewhere midways (which is usually a shit place to be). I'm even thinking ahead and making spawning a perk. So if you already build a tent or a barrel somewhere, it should allow you to spawn there. I'm not asking to spawn on our friends as this could give an advantage during battle. But since we'll get bases anyway, as soon as we build something we should spawn there, optionally. Perhaps the uses can be locked over time, so you don't spam the respawn for whatever reason, slowing the server down. I think there are lots of options, even some mods had pretty good solutions. Where you could spawn in a general area, but not a particular building (unless you build a bed). This could also add some immersion to the game, despite it being a game feature/unrealistic. Let's face it - most people will play in organized groups with their friends and have their occasional solo run. So spawning somewhere at least halfway decent would help to keep the gameplay flow alive.
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1. I think it's pretty normal. Especially when you are new, the game is somewhat overwhelming, so you don't need the harsh environment of a 50 player server. I used to play on low to mid pop servers myself, until my friends insisted on more players. Now we're having a lot more fun through interaction, while on the low pop server there was more to loot and exploration was easy. Once you find a group, you will gradually start going on higher pop anyway. And a low-pop server is better to meet people and make friends ingame. 2. Since the sky was not fixed I guess they are. I always find it easiest to orient myself with landmarks, power lines, roads, mountains. But I've known the better part of the map since ArmaII. 3. I think doors are clientside at the moment, so what you see is not necessarily what other people see. Which is why sometimes it asks you to close a door that is open and "double" open it. What you see and what the server "sees" is different; which is also the reason, why a vehicle can get blocked at the tent exit: just close/open the tent and you can exit again. 4. For one part that's annoying and a bug. Whenever I chop wood, there is a long wooden stick on my back and it drops my axe. However, for the most part this is an inventory problem. If you keep looting, while having, e.g. your pistol drawn, there is no place for it when you try holstering the pistol. So it gets dropped on the ground, instead of in your inventory. Always make sure to group things in your inventory and keep space (e.g. a 2x2 space for a pistol) for your important items; never keep important things in your pants. Let the drinking animation end, or sometimes your gun/item in hand will stick to your right hand in a kind of gangsta-grip. Only restarting will help then. - you can use a pistol holster or plate carrier with holster to make sure your pistol always goes in its reserved slot (and not in your inventory space) - you can stash a military knife in military boots, redpunk or blue rock. - you can put a fishing hook on a boonie hat 5. Not possible, but you can carry one and have another one on your back. You can also fit many rifles in the bigger backpacks, e.g. a AKS-U, MP5 or UMP will easily fit in a high capacity vest or a large backpack. It's useful to have a melee weapon, as it can have multiple purposes (farming, cutting rock, digging for worms, logging wood, opening cans, splitting double wheels/w.crowbar) Good luck on your travels and have fun exploring the map! Sounds like you get around.
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I have never experienced this over a restart, but shouldn't the time be "persistent", i.e. the pelts be tanned after restart? It might take a while, as it always does, but did you get your tanned leather in the end, or was the process stuck? Idk - when it doesn't work, maybe hit or shoot it ^^ it's the only remedy I know in Dayz. I have my degree in Russian Engineering!
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I got this bus to get my car unstuck and ended with both in a ditch (of course ^^) Not a bad day for science, though. I rly prefer the offroader! The sedan drives fine for most of the time, but when I'm next to a ditch it decides to slingshot around... the bus was nowhere near at that time.
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Cool - nice picture! This could be the start of a whole series of pictures labeled: "would you shoot?" Maybe this way, we could get a better feel for what other people would do in that situation. My take: + this is how PvP should go: don't blindly sprint into enemies, observe and minimize your own risk. + are their guns even loaded? I don't see mags attached. + it's in a military zone. Makes sense to attack, unless you have everything you need. - these guys look decently geared, but not over the top. Seems like they are looking for ammo + pouches. Some dedication to outfit indicates decent knowledge of the game - there are two of them Results: I would attack them, but possibly from cover. I would probably sneak behind the hospital and wait for them to come out of the barracks. Frontal assault from your position would be an option, too. My experiences with military areas is that it is much harder to talk there than anywhere else. It's difficult to get into a position with oversight and direct talk will announce your presence to all players in the area. In the future, I want to try using a radio, leaving it in the barracks and trying to talk from a remote position, see who I get on the other end. P.S.: What rifle do you have in that picture? I haven't seen an M4 in ages.
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If you prepare it on the long stick over fire you can burn the fish/meat too much and get food poisoning from it. There are basically three stages: raw/cooked/burnt. If the fish or meat looks black-ish better not eat it. When you get "I have a funny taste in my mouth", the best thing is to look for charcoal quickly, before you get sick. If you have food poisoning and no charcoal tablettes, all you can do is wait it off (best near a fire + with plenty of food and water to keep energy levels up). -> I haven't tried, if vegetables can make you sick. They can be cooked, too. When you cook in a pot, all you have to remember is to put water into it and then add the meat/fish/veg. In a pot you cannot overcook or burn anything; you only have to check there is still water in the pot, or else stuff inside gets ruined. Pots are good for larger quantities of meat, as the water stays hot and you can quickly cook whole batches of anything. Pots can be attached to tripods, or placed on stone ovens (combine 8 big rocks -> you need a pickaxe to mine those from boulders + fireplace), you can also "poke holes into barrel" and place a fireplace inside, pot on top. The easiest way to cook is with a camping stove, but lately the gas has been adjusted and those gas canisters run out pretty quickly.
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Is there any hope left? Please tell there is!
S3V3N replied to -MadTommy's topic in General Discussion
I guess what we all can agree on is that it is time for change. And many, like myself, have been impatiently waiting for the particular set of changes, the 0.60 release will have in its wake. The thing is - Dayz was for gun-jockeys for a long time. They would find their rifles within an hour and go pew-pew on the coast. Fine - that's one way to play the game. Then we got tents+persistence, which put the gun jockey at a disadvantage, because suddenly people on the coast could be as geared as him and players more often had good gear than not; at least those that play organised. Then with the CLE and ongoing changes to it, it wasn't as easy to find a weapon anymore, or at least the way they spawn changed. We adapt and we have new things to do, like hunting + some crafting, radios + cars. So the original Pew-Pew game was kinda taken away, or diminished in favor of new mechanics and different ways to play the game. Yet the problem is that none of these "alternatives" are ready to be enjoyed yet. Hunting is probably the most developed of them all, but there aren't enough goals to keep you busy with it. So what I'm saying is: we used to see DayZ SA as a PvP-shooter on a huge map, but that was due to the fact that gunplay was one of the few enjoyable things in the game. Now there are more things, but they are broken or incomplete features, so the game is kind of in Limbo right now. It's not a great shooter, if you just want action. It's no survival game either and it isn't a good vehicle simulation or scary zombie game. But now comes a time when all these features CAN finally be made a reality. For the team to miss the rough date for a 0.60 release is hardly inspiring in that regard. If they have that many problems laying the foundations, which terrible bugs and glitches will we have to expect, during the year? And why is there no word about Beta starting in Q2, yet? That's obviously ridiculous and the devs should state so. They should at some point of this development be able to calculate roughly when features are ready. At the moment, Dayz is not the game it's meant to be. So from here on out, I simply expect the devs to do better. Much, much better - in everything. Because, let's face it, they pretty much made fools of themselves in the last year with all the failed patches and announcements. 0.59 being playable like that just barely saved them. But to regain credibility it would really be good to have this patch and future patches arrive on time. I don't care how much work it is. We gave you a year or more, since the new renderer was announced and expected and yet you still don't get it done. So do it! And do it now, before more people start thinking this broken pile of barely playable we have right now is Dayz.