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Everything posted by Lights Out
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Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
LMAO I thought the same exact thing hahaha right over their head -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
No, no, and no. Oh and no some more. Edit: I don't know if I mentioned it, but no. It's going to take away from permadeath, one of the most appealing parts of this game is the fact that death means something, it actually has a serious consequence. You lose everything, have to respawn, and possibly go on a long and dangerous journey to re-scavenge loot and/or meet up with your group. You may not even make it back to your group on your first respawn. It's bad enough that most of the time your buddy can watch your body so you can gear up easily because it takes away from what permadeath is suppose to mean. Not being afraid to lose everything greatly takes away from the tension and fear of dying that makes DayZ what it is, unforgiving. At least now with diseases, re-equipping gear from your dead body can possibly mean death...again. Diseases could possibly eliminate or at least limit the use of this loophole. Permadeath may actually hold much more meaning. -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
I'll take your word on that as I don't have much knowledge of wildlife there nor do I feel like currently searching with google haha However many believe gunshots actually attract bears. It's like a dinner bell for bears as gun shots normally mean there's a dead animal shot by a person. It's also not recommended that you shoot at a bear, unless it's completely necessary, if you're approached by one as it'll get at least one good shot at you before you can take it down....if you're even able to take it down before the bear kills you. Edit: Obviously, most are going to take their chances killing the bear in game, but I'm more making the point that it shouldn't be easy. Bear encounters can be extremely dangerous and situations should play out accordingly in-game. -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
With the overhaul of the AI and such of the infected, I wonder if they plan to do an overhaul of the wild life. Any word on that? Such as having deer being easily startled (high audible recognition) or aggressive animals such as bears? Would be nice to see a slightly increased range of animals as well as realistic behavior depending on the species. Hunting should be viable option for staying fed but it shouldn't be easy to hunt animals nor should it be completely safe. -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
Question to Rocket or anyone that knows. Has any one asked or does anyone know if parachutes will be actual loot in the standalone? Would be quite ballsy to be in a chopper without a parachute. The rotor gets shot out and you're screwed lol kind of take parachutes for granted currently. -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
I'm thinking they'll announce release date information as to when it will become available on steam. Even though either way, 50,000 keys will go quick so it probably wouldn't matter whether they announced it or let people find out on their own. It would definitely be great if a majority of the community were the ones getting the initial release of the keys. -
Devblog update: Where is the Standalone?
Lights Out replied to rocket's topic in Mod Announcements & Info
I'm definitely hoping the infected get a complete overhaul including their AI, pathing, animations and overall threat level. In Matt's interview he mentioned that it won't all be addressed by the initial release but it's of a high priority going onward which is great to hear. I feel the threat of zombies is a crucial element that is currently missing. Aside from a steady foundation, I'm definitely most excited to see what they have done on this front and what they will do in the near future. Fully expect it to take a while to get it right but the alpha will be full of additions and tweaks, looking forwards to it all. Cheers to the devs and love the work you're doing. Love what I see so far. -
This whole situation is a mess and to be honest, nothing is being done about it. It's really pretty simple, make an assessment as to where the game stands in the development process and give a realistic time frame as to when you see the alpha being released. I for one respect someone who takes responsibility for things and gives it to me straight. Most adults do. At least making the statement will get the majority of the community to quiet down. You'll still have people crying about missing the release window, but to be honest, those type of people are always crying about something anyway.
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From what I took from Rocket's update, they are being held back solely by stake holders. If this is true, it's pretty obvious why he hasn't clearly said what is going on. I mean really, if this is indeed the case, do you expect him to say "hey the alpha is done but steam is dragging their feet" or "The standalone alpha is good to go but "insert business partner's name here" is holding us up". You can't bash your business partners no matter who is to blame, you risk losing them and you damage trust/relations between current and future partners. If I'm wrong and they actually just aren't on track for their planned release, then I agree, the statement should be made.
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No, every game is developed with an engine. DayZ is going to use a tweaked version of the ARMA engine but it will completely be its own game.
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I think if he definitely knew there would be a delay, the news would have been out earlier. The silence is probably a good sign.
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They definitely need to take the endless running out of the game. This is one of the big reasons why the infected don't pose a threat. You can always out run them until they glitch on something.
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I've never seen this before but it looks amazing. Would love to see that in dayz.
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That was a cool story bro, I've never heard that War Z joke before, genius! I'm neither for nor against skills (if done correctly and passively, I wouldn't mind it) and even I have a better understanding of people's point. First off no one said anything about safe zones so stop trying to invalidate a person's point by mentioning an idea no one ever stated. Two, besides maybe one person, no one's suggestion would force you to play a certain way. It simply gives an incentive to team up, differentiates characters, and puts more worth in your character aside from what is in your pack. This incentive is completely valid because in a real zombie apocalypse, more often than not, people in a group setting have a better chance of surviving in most cases as long as your group doesn't have a bunch of people who are dead weight(aside from the fact that there's more mouths to feed and such; that would obviously be a con).
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Many won't go for it because they don't like the idea of not being able to carry out certain actions, although I do understand your reasoning behind it. The system would have to allow people to carry out every action and task, however, characters could be better at certain survival tasks. Maybe allot them with more know how which would give them more options to carry out a single task or allow them to do it more efficiently/successfully.
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lol what electricity is powering the vending machine? Aside from all that, as mentioned, currency no longer holds value in this situation.
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Suggestion: blood regen and self blood transfusions
Lights Out replied to tank77's topic in DayZ Mod Suggestions
I have to slightly disagree. I don't think food should directly restore blood in anyway, it doesn't make any sense. It should have a more indirect relation to blood. Blood should regenerate at a slow constant rate like in real life. Staying nourished, hydrated, and healthy should just make blood regenerate SLIGHTY faster (but still extremely slow). If it regens too fast, the game becomes too easy. To explain it better with a bit of mathematical reasoning. Blood will regenerate at an X rate which will closely resemble the rate at which bone marrow actually regenerates blood in real life. Now if you're nourished, hydrated and healthy, your blood will regenerate at an X multiplied by Y rate. Y being a certain percentage "buff" depending on your current health state. Again, even with this buff, blood regeneration should still be slow but just a little bit faster than nrmal. If you health isn't in a good state, it would have the opposite effect and act as a "debuff". Someone in the medical field would have to iron out the details as I myself don't know exactly how fast blood regenerates and what else factors into the rate of regeneration. The only way to immediately regain blood should be with blood bags. And it should only regenerate 1 pint as this is the amount of blood each bag contains. -
Indeed, to be honest if it went the route of me actively picking a background, skill tree, allotting skill points, etc. etc., I'd much rather just not see it in the game at all. It's one of those things you have to do right or just scrap it all together.
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I've thought of this myself and I'd love to see that but I don't see that working without YEARS of development. That's basically like a bunch of simulators within a simulator. Inception :D. But yes, I agree, this would be the best option but also the most difficult to implement.
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Every one is entitled to their own opinion. I for one would not care whether it was in the game or not. However, Rocket has mentioned an interest in putting in a passive skill system so you might as well weigh in on it if you have an idea of how it should work. The only way I see it working is if it's done in the background. I shouldn't notice there is a skill system at all. Unless, for an example, I notice lately I've been able to more efficiently stop my wounds from bleeding. I still believe and always will believe that we need to find a way to put more worth in the character themselves, not just what's in their pack.
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So you're saying loots should spawn differently for different classes? If so, no. Spawns should be the same, regardless of who you are, you don't find stuff more easily. Do you think all farmers have an unwritten law of where to put things? lol And soldiers being able to shoot better? No PVP advantages becuase it will surely kill the game. I did and I do. Problem? Is it not "cool bro"? "LAWL"
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My point when saying your blood is not a health bar, is that it doesn't work like traditional health bar that you see in many games. It's actually keeping track or your blood count so my point is that, let's say, getting punched in the face shouldn't make you lose blood. If you are under nourished and or exhausted, you don't lose blood instantly but instead the rate at which your blood regenerates diminishes. As far as when you are low on blood, well that is why you pass out. Do you even play Day-Z? As far as classes, well if we take your view on this, no one in the game would be able to do anything. It wouldn't be a fun game at all. There needs to be a point where a game still needs to be a game. So you suggest we not be able to carry out 75% of actions within game because it's something that can't be learned on the field? I think not! You should be able to carry out every action in the game, however one should be able to do certain things better than others. The reasoning behind it? It differentiates characters and puts more worth within the character. The explanation of why it would make sense? Many people did things before the apocalypse, this would act as their pre-apocalypse profession. You may say there's other ways of implementing, well keep reading. Alternate implementations (that WONT work). -You could randomize professions as spawns to account for professions before the apocalypse? NOPE, people will kill themselves and respawn until they get what they want. -You could pick your pre-apocalypse profession at spawn. NOPE, you aren't working for anything. After death you can get those attributes back immediately so it doesn't add to the devastation of permadeath. So is my idea thought out? Well yes it is, However, you choose to argue point based on realism without accounting to how it works and fits within a game, simulator or not. Let the player play how they want. Let their decision and actions shape their character. "This is your story". Have a good day indeed!
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I don't think you should be able to run at the cost of blood, blood is not a health bar so it shouldn't function as one. If you exhaust your body past a certain point you should pass out and possibly die depending on the condition of your body. Obviously this would have to be worked out correctly and a lot of thought would have to go into it. As far as a skill system, it can't work like any other game. It would have to be a passive skill system that runs in the background. Noo trees, no skill points, no actively picking what you want to be. You would get better at something depending on how you play, that would decide your "class". Doing this won't break immersion and it would add more value to your character aside from what's in your backpack. For an example, if you're the type of character that is always bandaging yourself/teammates, giving blood, and other medical assistance, you would become better at it. For an example you would be able to give medical attention quicker than others, you can give blood with minimal loss of blood from the blood bag, and/or you can easily stop bleeding with a bandage (others who aren't "skilled" in the medical aspect may need more than one bandage for bleeding or maybe it takes a few seconds to stop a bleed after they apply a bandage, take longer to give any medical attention, not be able to transfuse the entire bag of blood). This still allows everyone to do every action in the game, just those that chose to pursue a certain survival aspect will be better at that, sort of their "specialty". Maybe make a maximum amount of things you can "master"? This will make dying more devastating as your losing more than a weapon now, you're losing time you put in to get your character better. You are also more valuable in a group setting which will passively encourage team play whilst leaving PvP untouched.
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First off, the reason hacking is such a problem in the mod is apparent and has been talked about to death so I won't even mention it but it has nothing to do with the cheat system. Second, in the standalone, it is said to have been completely improved upon and will continue to be improved to combat hacking. Hacking will never be stopped though, there's always a work around somewhere. Not to mention I don't remember playing a game where you don't run into people hacking or using glitches. It's just more apparent in a sandbox game with so many people to a server, it's a higher chance of runnig into a hacker. However, in every game, as long as you have active and dedicated server admins, it is always kept under control and minimized. VAC is only one line of defense, and in my opinion, it's not even the most important.
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Dose anything really need to change?
Lights Out replied to robertmcknz's topic in DayZ Mod Suggestions
A large amount of what I'm looking for in Day Z is actually increased difficulty. Besides PvP, I don't feel there is that same tension that was there when I first started playing. I want the infected to be of a higher threat (make their motions more fluid; no more having to stop to attack, quick, relentless, increased number of infected, packs of infected)and a new threat introduced, wild life (bears, wolves, etc.) Edit: I also want there to be less food, ammo, and survival items. Hunting should be the main source of food and medical supplies should be difficult to obtain.