Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
-
Content Count
1668 -
Joined
-
Last visited
Everything posted by S3V3N
-
You're right, most likely there will be rain and I expect fog in any case. It's just that the devs said one of the reasons that kept them from releasing 0.60 is that it won't stop raining on servers, once it starts.
-
On the topic of tents, btw.: if you can't enter or leave a cartent with a vehicle, close and open the tent again. After restarts tents appear open, but serverside they're closed.
-
I used to think taking the wheels off, relogging and putting them back on sometimes works. Seems I could have done that without logging off... What may or may not work, is damaging a wheel, taking it off and repairing it (use your smallest caliber from some distance, or stab it). I used this method when my car was veering right on straight roads (yes, I was angry) - and it works. Best way is to ask a friend to start the car; this is another weird bug... Lessons I learn from Dayz: sometimes shooting things will repair them.
-
I'm just wondering if there already is (rudimentary) or if there will be realistic animal behaviour in the game? I'm not talking about wolves not usually attacking humans and stuff like that; I'm not concerned with more game-like than real-world behaviour, as long as it is entertaining. I'm talking about things such as deer coming out of the forest to graze at night (rather than during daytime) and them being more alarmed when there is a full moon. The reason I'm asking is, because every other night I play I check a spot I've shot some deer at, north of Severograd. I've seen them there once - and there was server maintenance and at least two weeks of gameplay from then to now and they never came back. It wasn't at nighttime either, but in broad daylight. So I'd definitely think, instead of wasting time checking out that spot over and over there should be certain conditions that make it more probable to actually find something there; one of them being time of day. I'd like more hints at deer, like trees (e.g. birch) with their bark eaten off, or broken off bushes or leaves or traces/footprints that point a certain direction and fade over time. That would really help to make the whole hunting aspect feel a lot less random. I know there are people, who've had incredible luck with hunting animals in this patch. I had some luck myself too and shot everything except a rabbit (it was too fast). However, all those occurences were seemingly completely random and I often had to make room to be able to take just the pelts. Hunting and crafting is really a big bonus Dayz has over other survival games, or at least it's done to an extend that feels more realistic than in other games. However, those pieces that would actually make it less random and more enjoyable are missing. So I wonder, if anything in that direction is planned. Hunting could really be awesome and interesting with just a few more tweaks.
-
Zombies can hear silenced shots, but players can't. A sharpened stick does more damage than a sword Loading ammo into the Mosin is just as fast as using the clip To load arrows into the bow you have to confirm that you want to load an arrow into the bow. Cars get repaired (glass, etc) when you shoot them. Doors open/close when you punch the walls of buildings. A stone knife will open your cans at 100%, while a metal knife doesn't.
-
We drink a lot of water though. Definitely more than the recommended daily dose :) I wouldn't mind boiling water in a canteen every now and then, if I didn't have to drink every five minutes. I do agree on the water situation: simple things could make it interesting. Like coming to a small pond, having a good drink, only to realize there are a lot of dead fish. Investigate some more and you find some bastard has dropped a few infected corpses in the water and soiled it. Stuff like this could give nice touches of realism and desperation to the game. It just has to be in proportion. I don't want every water source to be a hazard, but it would be nice if some cautiousness was required. Drinking is already dangerous, but I'd rather have to drink less often than now, but in potentially more dangerous situations than having to drink every few minutes like it is now. If we're in the wild we should be able to drink from the lakes and rivers (some of it after cooking at least), but right now you can drink from any pool of liquid. However, liquids are also in the works and part of the overhaul. It may well be, we see different grades of purity and different chances for infection, depending on water quality. What excites me the most about this is that we can have much better fishing. Bobbers should work on that kind of water surface, so fishing will probably actually become fun. It could also mean we'll see some kind of rudimentary pipelines for our camps or bases. Fighting over clean water sources would be a cool objective, but I feel like the Chernarus map is the wrong environment for that. It rains a lot and there are many "natural" water sources.
-
Weeeell - lots of vehicles just get driven to the edge of the map or stashed somewhere in a tent. I put mine in a tent, too; the stupid thing btw is that the car has a bigger visibility distance than the tents. Vehicles are kind of a rarity. Easy to get running though, once you have some practice on what to pick up. I also found out the hard way that a few arrows to the aircooler (front grill) will make the 4x4 blow up. Trees chopped down that fall on a car can kill it, too. Saw that in a vid. So yeah, I think the number of cars is too low and has the effect of them becoming a rarity and getting stashed away, Yet, I look at motorcycles and bikes being introduced, soon. I think more traffic on the map is good and means more encounters, perhaps more friendly ones, too. I'm not concerned about not enough cars, but I do think more mobility is a good thing. And in the future cars and weapons will be alike in the way they spawn with different "attachments". So they won't be completely broken then. Should be quite interesting.
-
That's true. It makes a lot more sense for a bigger group and outside the traveled zones. It's just that there is an abundance of food, if you take the time to loot just one city. However, if you grow and harvest your own food at camp you don't have to carry any of that. I hope once weather is a reliable component in the game, they'll add a proper way to catch rainwater for your camp, too. I'm not sure if the barrels catch it or not, but they seem to have either water or gasoline in them most of the time. Anyway, most of this - inlcuding farming - will really become more interesting after basebuilding is working. So it's nice to see the basics are working and we can possibly expect even more variation later on. Ultimately, of course, I'll want to be able to run my own food truck through the apocalypse ;) - hey, here is an idea for a mod!
-
That would be awesome, but they pretty much announced only the UI and Renderer: http://www.dayztv.com/news/2016/02/dayz-0-60-update-features-items-list/ While I hope for more, I'm thinking we'll see lots of smaller updates after this. They seem to give VOIP a priority and bring out the radio station next. I'm not really convinced that should even be a priority on the list and wish all the work would go into vehicles, building and AI. Non-essential stuff can be given attention to later.
-
Speaking of fertilizer. Has anyone tried making their own, yet? I used fish gut and plant material in a barrel with water in it. Not that it matter much, but I always got damaged fertilizer as a result. And I had to combine several batches of it to make a 100% bag. So, I wonder if the quality of crafted fertilizer is connected to the type of guts you put into the process? I don't think there is a balanced system that lets you put in varying amounts of guts, plant material and water. It just seems to add 10% from everything up to make 10% fertilizer; it could be interesting if we could craft stronger or better fertilizer or items by varying our recipe for them. Bit deep crafting for Dayz, though. I'm still not really sure about the whole horticulture aspect. It's done well enough and works fine. Yet, there seems to be very little reason to use it at all, except for fun and games. There is no advanced crafting or any true reason to plant food. It's just an alternative to scavenging, but without any benefit from doing it, I don't see many people farming in the game.
-
As much as I'm looking forward to 0.60, I can understand why Hicks is careful with the hype. Sure, the game should look and run better, but we're not getting a better game. The lag with vehicles (meeting) will still be the same, the dumb infected will still remain untouched and maybe there won't even be rain/weather. 0.60 is a very important update, but moreso in hindsight and with regards to all the things that can be fixed thanks to it. It seems Dayz devs are in a 3 month development cycle. That's about the pace for big updates. It's not quite enough at this point. I wish they hadn't announced their beta. At least with this important update they can take the time to make sure it swings. I'm still hoping for a release in February, and I wouldn't mind it being out of the Wednesday maintenance schedule. I would prefer this release for stable and experimental likewise. As I don't think the experimental servers can take the brunt of people who will want to play this update. And it's pretty much the start of the endgame. From here on out Dayz will never be the same. Talk about raising expectations ;)
-
You know - I've had that, too! I first had it in the sedan and thought it must be a feature ;) However, I soon found out cars drive perfectly normal most of the time. Last time I had the problem where my 4x4 would suddenly spin out on a straight road, I solved the problem like all problems are solved in Dayz. I got out and shot it. Seriously - it was the only thing that helped! I took off the tires and switched and replaced them and reconnected several times. Yet shooting the fucking car was what worked! After that it drove perfectly normal. I got the idea after a splintered front window got cured by the same bullet-magic once. It was on a 1p server and I couldn't see shit inside the car. Got out, shot it with the MP5, got back in and drove with a clean window. So weird, but you know...Dayz. So, in case of any car damage: shoot to repair!
-
I used the camping/gas cooker. But the same thing happens with a tripod, of course. Important is just to get the water heated up. I find it interesting too that you can't burn boiled food. If you put no lard or water at all in the pot you can ruin the food though. Pots are pretty good containers. And you can drink the remaining water from them, even after you use them for cooking and when they are hot. I think I forgot about the desinfectant on plants. There are so many little things like that, which are pretty cool detail. You hear about them at one point and forget again. Good to collect little bits and pieces like this in a thread about farming. A single harvest is huge though. I'm okay with having a few rotten plants.
-
Like Biohaze said: they do occasionally wander into the buildings and with more of them around and updated AI, this is bound to happen more often. They just stand around in the buildings though, so this is where OP's original idea would fit in. They could have activity cycles, like wandering, tracking/hunting, listening/smelling, resting/sitting/sleeping, which leads to more realistic behaviour and interaction with environments. I think Dayz always stayed away from the horror-scares of i.e. Resident Evil, because the game is not looking to create shock moments; it focuses more on survival than on horror elements. That makes it hard at the moment for the infected to appear threatening enough. I'm pretty sure this will all change this year, as the whole infected-AI is getting rescripted. I think they'll add more interesting behaviour patterns then.
-
Just dead infected. The group was bigger, but some always seem to stop the chase. It just happens so I didn't see them on the first picture myself.
-
I think it's a valid question. Since the character part isn't touched in the update, it might as well just be a world update and introduce the new renderer. However, I do expect this to be a reasonably big update - it includes the radio station and the new UI. So I'm 90% sure chances are high we'll start from scratch. What I wonder is when this update is going to happen. It might be tomorrow or next week, at latests. I'd fancy tomorrow, of course :)
-
I just left the 4x4 to get some gas, only to return to infected dancing in...on the car: This guy chose a fucking bad place to die - until I remembered, I have a knife in my boots! He was totally blocking the only door. Think I'm taking a picture of the pretty environment?! ...look closer!
-
I'm always wearing black, so if someone comes up to me and asks who's funeral it is, I can say: "Your own!" Excited about 0.60 guys! Not so excited about probably losing all my swag.
-
It does feel a bit empty. But since I decided to hang out near the coast this time (my camp is close by), I tend to meet/see more people in vehicles. All of which have fled in panic (even a bus), as I approached them. I usually have my own agenda in Dayz: gather, build camp, find car, go looting/kill bandits. But especially the latter has become hard to achieve, as not everyone is a bandit, but everone still shoots. The difference between a bandit and a regular player in Dayz is that Bandits shoot you in the head and legs and regulars shoot you everwhere. I've been through more sets of - now ruined - clothes than a fashion show model. Can't talk to anyone and there's not much to say, either. I have no need for trade and meeting others is just a risk for me. Having side-chat would feel more like a burden and people would just use it to complain. So I'm no big fan either. I'd like to be able to send global messages to everyone on a Dayz-server though, so we can start our own events ingame (trading, duels, hunting group, etc.) That's what VOIP might become useful for, if they can make it work. I agree that nobody used the radios in the last build, even though we spawned with them. I hope for a more meaningful way to communicate ingame, but I think the radio is a better way to communicate than global chat. Hopes are that those people, who want to socialize will start using radios and the ones playing with Skype and with their friends don't.
-
Like others said: it's not finished. The "old" towns of Cherno and Elektro are being reworked into more interesting urban environments. The north-west still has very large empty areas and we'll see a couple of new buildings, including our own bases. I do get what you're asking and why. Dayz always had this sober aproach to things. The virus outbreak wasn't that long ago and everything still looks pretty normal. A few car wrecks here and there isn't really how you picture the breakdown of civilisation. However, overgrown roads and cities as wasteland don't make sense in this scenario. There should be more signs of struggle, though. If Dayz were trying to tell a story, it would need a lot more diversity in its environments. In the mods I didn't like playing on Chernarus that much. But Chernarus+ is a lot nicer. With the addition of predators and proper roaming infected groups, the life of the story will come from the inhabitants of this world. And there will be modded maps for the game for years to come anyway. They'll probably just not be available right along with the game.
-
It also turns your cars around after restart, facing north, north-east. Bit annoying when you pack up a car tent and park inside, only to find you can't reverse out of it. Worth checking the direction of cartents before placement.
-
If you don't bother thinking about the consequences of base building or don't want to discuss the matter, but instead come here with a pre-made decision to turn everything down, you won't progress past your own decision or be able to open up to other people's arguments. That's not how a discussion is created and the point of this thread and forum is discussion, not being right or dismissing arguments without weighing them first. Fact is basebuilding hardly ever works in open world games - I'd challenge you to show me any open world game like Dayz, where base building isn't a complete mess. The ideas we're exchanging here are meant to present better options for Dayz, instead of believing in the frustrating prospect that there are none. You don't have to read everything we wrote, but at least present your part of the argument, instead of just saying "no" and "let the mods do it".
-
That's the point of the matter. It's not about making the game feel restricted, but giving the functionality a point of existence. If whenever you build up a base it gets raped while you're offline the consequence will be that you stop building bases. It depends if the devs only want large clans to be able to build a base, because they might have a couple of people online at all hours or if the ability to maintain a base should be something you can do with a smaller group. Even for a large clan it would be quite impossible to keep things running over a longer period of time, because some people will get into the clan only to get access to the base and weapons, i.e. abuse the confidence placed in them. That would be fine too, because it is realistic, but on the long run it just means it's too much hassle for most of the playerbase to even build a base, because they have to maintain several layers of trust and security measures within their own clan to even make it work slightly. And it would be a bad thing and feel wrong if groups of 3-5 are excluded from base-building, simply because there is no means of protection that makes sense. I do see barricading as a likewise interesting idea for smaller groups, though. It's very difficult to come up with a good design for this, and I'm actually more open to giving everyone access or the option to attack a base at any time, but I've seen this go terribly wrong in many other open world games and particularly the Dayz mods. It's become a sport to rape someones base when they are offline, blow up all their shit and steal what you can. In the mods you can still glitch into bases very often and I expect no less from the standalone. The perfect base-building will be a process that's time-consuming to get right and I wish that for once the devs think about consequences and "what if" scenarios, before they throw a mechanic at us that ends in a more frustrating than rewarding experience. A lot of things are half-baked due to the nature of an Alpha, but if you just think of base-building in terms of creating the assets and game mechanic to set them up, there is no concept behind the base-creation itself. One thing that could make base intrusions interesting are the tools and skills needed to enter into a base. For example - to cut through a fence you might need a wire-cutter. To disable an electric fence you might need skills at disarming fuses or breaking power circuits. This would give you access to the outer perimeter. To breach the inner walls then, you might need a tow truck to tear in a wall or a door - or you would need lockpicking skills in oder to get through the doors. Once inside a base you'll need to deal with traps set up (I hope traps within a base can be made persistent, so you don't have to rebuild them whenever the server restarts). The inner doors of a base could be protected by spring gun traps and wire traps with grenades on them. Caches could be rigged with sleeping gas or bombs/explosives. It's like getting into an Egyptian tomb, slow and dangerous and every step should need keen observation and require some skill or tools you don't take out on a hunting trip. The problem with that kind of base however would be that it's a total pain in the ass for anyone living there - unless the traps are disabled for the owners of the base. Otherwise some poor member might log off outside the main base building and get shot by their own trap when they enter the base. There is really no golden measure to do this right and satisfy everyone. A neutral state would be the easiest fix for a lot of problems. Because it would mean that only bases that are actually populated or have their owners online at that time can be attacked. The downside to this is that most people would build their base near the coast and when they die near/at their base, they would just cycle through respawns, until it spawns them close enough to the base to take on the attackers again. That is presuming we won't have the option to respawn in our bases (like we can in many mods). I think in the end it will be a combination of capture the flag and defend the area that makes it possible to successfully attack a base. The reason why I'd want a small group of people to sign up as base-owners is because I don't like the idea of hijacking other people's bases. You can break and enter, but you should not be able to completely overtake them. That is, unless the base has been given up or not accessed by its original owners for a longer period of time. In the end it will be a variant of capture the flag, no matter what the devs come up with to make it harder or slow down the process of attacking. All I'm asking for is that the defenders are actually given the adequate tools to counter an attack and repel the attackers. It would be quite funny for example, if we could herd infected (or predators) and put them in cages in the inner perimeter of our base. And then when the attackers breached the walls and enter feeling already victorious, the base owners retreat to their inner sanctum and release all the infected, which then - involuntarily - help with the base defense, giving the defenders an edge. Of course none of that should be easy to do, but there should be multiple layers and options for defenses, and I don't want to end up with automated turrets or something similar that would just ruin the low-tech and makeshift nature of basebuilding for me.
-
Glad to see that insta-death on the police stairs is still a thing
S3V3N replied to The Daryl Dixon's topic in General Discussion
It's the most random thing ever. I have played for at least 8 months without experiencing any of the kind - and I've played hard! Then, two weeks ago, I got badly injured, boots and pants ruined and legs broken when leaving an apartment in Berezino. I had been there two dozens of times without incident. A day later I got killed in an apartment of the same type in Nowodmitrovsk. These kind of issues could also be related to the way portals between openings in structures (doors, windows) are handled. (Sometimes when you look out of a window and turn too fast, you see the environment outside build up) You basically transverse through a portal for visibility when you leave a building and the stairs seem to be separate models/meshes so they can be placed more conveniently when/where needed. Whatever kills us there is hopefully going to vanish when the new occlusion system is in place for buildings. I just wish that they had made it so that our bodies don't despawn in ten minutes, until the problem is solved. I do believe it will be solved though, but probably only after the 0.60 update. -
Vehicles are really hard to find at their spawnpoints, because they tend to not get destroyed and sit around wrecked in some god forsaken part of the map forever. I found a bus at the holiday camp north of Chernogorsk/south of Mogilveka and buses are often found around the coast. I haven't found any cars at their old spawns lately, so I don't want to give you false advice on that. Buses - though a pain in the arse - are one of the most fun things to drive for me. But the 4x4 is probably the best car in the game. I'm really excited about the dirtbike and once that works, I can't wait to drive around in a biker gang and climb all those hiking paths with the motorbike. One thing that's helpful is that you can drive a car when you put just two wheels on it, diagonally (e.g. front left and rear right). That saves you from the hassle of finding all four wheels and running to and from some ass of the world location. Once you get to a city, you can find the other wheels easily. Also, the 4x4 can take a spare wheel into the engine compartment,which is helpful; just drag it in the inventory to where the other wheels are and a prompt will pop up to "add as attachment". Q is to shift down E to shift up. The vehicles have four gears, neutral and one reverse.