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Found 41868 results

  1. Unless the server admin has changed the database functions then this will not happen. Players might just be confused because starting with 1.8.6.1 there are a lot more possible spawn locations and the spawn logic itself has changed. Vehicles won't necessarily spawn in the old spots right after a restart.
  2. Ok so there has already been some threads about the speed at which players run, so Iv decided to take it upon myself to make an official (ish) one. Most of the points have already been made so Im just making this to see if we can get some changes sooner rather than later. However to summarize: When the game was first released player speed was set to the speed that it is now so that players could explore the map with more ease due to the fact that there were no player accommodating vehicles. This made sense at the time. However at this point I believe (unless the spawn rate has changed again) there are a total of 15 trucks per server. The ability for a player to be capable of running at 30km/h is no longer in the best interest of the game. Not only does it make the map feel small (an issue that is already being discussed in a separate thread) But it creates the issue of moving players being UN-realistically difficult to hit whilst moving. With the introduction of a new and up coming loot system which will make the game more challenging (am very much looking forward to saying goodbye to the easy mode placeholder system) I think it would be a good a time as any to balance running speed. I mean I doubt even the SAS or navy seals could maintain the speed at which our avatars can move. Would appreciate some sort of dev response about whether/when this problem could be addressed. TLDR: Players run to fast, there are lots of trucks to help players travel. Time to get used to running like people instead of terminators. Thanks for reading!
  3. stinkenheim

    3 Days Looking for Pistol Suppressor Spawn

    I'll actually answer this question. Yes there is a full hive wipe- everything public and private will be wiped so after Wednesday you'll be a fresh spawn. Loot will be changing, jails (camo buildings), little guardhouses, humvees and vehicles that you can't interact with (military trucks, pick up trucks, tanks etc) won't be spawning loot. There's a cap on the number of items a building will spawn so no more loot bombs. There's a limit on the number of each type of weapons- I'd heard 8 winchesters on the ground at one time (obviously doesn't count when in a players inventory). Loot is respawning but it spawns slowly so you have to move around the map.
  4. S3V3N

    Northern Military Base

    Hello, I want to share my suggestions for the final blank spot on the map, often called the NATO base. I tried to come up with something that will integrate with Dayz's regular gameplay, yet pose a special challenge for advanced groups and completely suicidal players. This was inspired by the thread about EVRs (known from Namalsk) and if they should have a comeback in Dayz. Even without EVR this is a doable scenario. What do you think? Add your own ideas to the map, if you like. I know it is a long read, but I hope it's an interesting one. Thanks in advance for coming through! https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I always found that the last major area that needs dressing, the NATO base, should pose some unique challenges. I think it should contain an experimental nuclear device/reactor of some kind that oozes radiation and slowly drains your health and lifeforce, but somehow works like candy to the infected. This first idea is to prevent anyone from camping there, but also to impose a time lock on going to the area and escaping alive again. The second idea is that it should be the only place to find a live helicopter, e.g. parked inside one of the old cooling towers. BUT the area needs to be big enough to force the player into a decision: hunt for the helicopter (and some okay loot on the way), or go for the reactor and find some unique parts needed for basebuilding. Of course, bigger groups might decide to split up there and go both ways, so the heli crew could pick up the ones that go looting hardware. There could still be a few more unique places, e.g. for special vehicles over there, e.g. a tank truck, which allows you to refuel the chopper. Adding yet another objective. No matter how large the group, they would have to prioritize one over the other at some point. Another idea is that the area is actually highly dangerous without a map, keycard or dossier that tells you about lock codes and remote disarming of boobie traps and locations of claymores. These could vary from day to day/restart to restart. So, in order to obtain this information you have to kill and search a certain type of zombie first. Ideally, these "information" zombies don't all spawn there, but also at helicopter crash sites or military bases. They should be recognizable, e.g. by wearing a General's Stars (and hat) or similar insignia; they might have a black briefcase chained to their wrist ^^. Players, who find this information could try and contact others over radio or PA (or leave a message pinned to a wall), in order to work together on this problem. You could, of course, just try to wing it with one piece of information and hope your luck holds up - but you would have limited access. Going into the origin zone without proper preparation will very likely get you killed. Likewise, the information sheets should degrade over time (per server restart) or decay when a player is shot at. So anything but a headshot, any damage to gear or equipment which has the information sheet inside it would make it unreadable/badly damaged; this is again to encourage cooperation, at least until the point where conflict becomes unavoidable. IT also means you need to protect your guy who carries the information on the way in. Sure, a protective case will help there, but he's still a VIP + acts as your guide through the zone. Add to this the occasional ERV storms, which could be announced by pulsating waves of sound and light from the reactor and you have a really fucking scary situation. I guess you can only survive these ERV storms in special led compartments/isolation chambers that are scattered across the area. Once you enter, you would have limited actions available, i.e. can't pull a weapon or shoot inside. This is, so if you enter a room and there is already somebody in it (perhaps 4-6 seats/iso chamber) you would have to talk about what to do with them when the storm subsides. Perhaps some people would be reasonable enough to cooperate. I think this adds some kind of endgame feature to the game, without feeling like a level-up mechanic. Only highly organised and well prepared groups should be able to get a chopper at all. Or to build things at their camp nobody else can. It would also add a huge scare factor to the game, as there are several unique threats apart from massive amounts of zombies in that area. So yeah, I'm all in for those Namalsk like storms, as long as they are tied into a greater (non-intrusive/non-verbal) narrative. Wanna know how shit started falling apart? Go to Nukeland and see for yourself ;) Bigger image: https://dl.dropboxusercontent.com/u/10191409/dayz_NATO_bionuclear_facility.jpg I would not say the cause of infection was the meltdown of an experimental reactor. It just happens that this reactor melted down and the infected seem to be attracted to it. Within the radius' marked (+)(+) they are all drawn towards it. But they are also attracted to light, sound, etc. Whatever the cause of the infection was, it could have developed after the nuclear accident, as an accelerated mutation of a simple virus or of a potential biological weapon that was set free during the accident. I just basically want a badass zone with crazy shit going on ;) The explanations should not go deep, just be very visually visceral; leave it to everybody to make up their own story about what happened exactly. This is the stuff for sitting around campfires and telling ghoststories. I would not like Hazmat suits in the game, nor would I like any protection against the radiation, except in the form of maybe Potassium Iodide (pills/solution) to be ingested after the raid to help return you to normal health. Whichever way you do it, this zone should get you almost killed, even if you succeed in everything and fly out with the chopper. It would be delicate to balance. It has to be hard as fuck to come out of there alive - and very rewarding. I think the only place where I can imagine a hazmat suit, would be near the reactors inner containment. There could be some kind of air lock that needs someone to walk through in Hazmat and another person to activate it and run the control room. Perhaps it is possible to gather depleted uranium to be used for more effective/deadly machinegun bullets, e.g. for the chopper or base defenses. Why I don't like the suits is, because you will need to hurry up in that area and inside those suits you would get too hot and have limited options to use your gear. Also you would need pressurized air tanks. At least when they are done realistically.
  5. 97ADU Doug

    Global Chat Debate. Green Mountain, and radio's.

    Everyone's entitled to their opinion, but the problem I have with many games currently is that they all try to cater to every possible customer. When Dayz mod first came out it broke this cycle and stood on its own as an enjoyable and grueling experience. Adding global chat would in my opinion be taking another step towards making dayz a more easy and user friendly experience, where its easy to pick up and easy to survive. My problem is that that's what every game tries to do. I bought dayz because its hard, messy intense and yes sometimes frustrating. But that's what makes it unique. When all these mods came out for dayz I completely stopped playing. 100+ vehicles, 24/7 daylight, global chat, safe zones, self blood bag, I could go all day. All these things made the game far too easy and took away from the hardcore and grueling experience I enjoyed. The standalone promised to deliver on these fronts, and its what I hoped for when I invested my money into testing the game. So far the way development is going I'm happy to say its taking steps in all the right directions for me. But I disagree with you on global chat. Its just another step towards all those "make the game easy" mods that I detested so much. Besides as you mentioned in your post, if your friends want to communicate that badly, just download ts3?
  6. 97ADU Doug

    Player running speed. Dev response appreciated.

    5 Minutes to run a kilometer in dayz? No it doesn't. At that speed you would be moving at 12km per hour, which is a perfectly normal speed. The devs (i believe) have stated the current running speed is set at 30km per hour (due to the lack of vehicles). Which is almost triple the speed you seem to think it is. Although I don't doubt your capable of sprinting a mile in 9 mins or a bit less, I doubt you could do it carrying gear that weighs as much as an SAS commando's kit. I further doubt that you could maintain that speed permanently. Our Avatars can do all these things iv just mentioned, and its broken.
  7. shadowranger333

    Player running speed. Dev response appreciated.

    Yeah with sprinting around so fast melee is rediculous. It just looks buggy when people run like that. Dayz is supposed to be hard. Of course I agree vehicles need to have more spawns and require less repairs.
  8. Everything in the debug fields gets wiped. I remember back in the mod days, people would park their vehicles 10km into the debug so no one would find it.
  9. Zedland is a great server, basically vanilla but with a few more vehicles; I think its like 7 choppers and 48 cars/bikes/atvs. It has a good crowd of regular players, and daylight until 3:00 am US central time; which makes it great for late night gaming when most other servers get dark at 11:00.
  10. S3V3N

    Landmarks & Building/ Flora Variation

    Variety is costly in computer games. Dayz is already a RAM-eater par excellence. Each of the new meshes requires to be loaded at the start of the game and whenever you enter an area. Whereas all the same meshes are actually instances of one mesh and have to only be loaded once and then confirmed when the area is streamed into RAM as you pass through. In other words - you don't want too many original meshes, because it slows down performance and has no value for gameplay as such. Each of the games system eats up resources and most of the resources are taken up by AI, because AI is really fucking difficult to write for a sandbox game. I imagine tens of thousands of lines of code go into the infected. What the devs are doing by offering only limited variation, is giving us just enough difference to be entertained, while holding back enough resources to invest into the other systems (like collison information, vehicles physics, weather, item spawns/CLE, etc). In a game about horticulure you might plan things entirely different, but everything Dayz can do at this point is already pretty impressive. Especially when it works ^^
  11. S3V3N

    Northern Military Base

    Ah wow, I go to bed and so many people read + liked this in the morning. Thanks, I know it's a lot to read! Zombies are gonna wear survivor clothes anyway, right? So it would be not much effort to spawn a military zombie with a black briefcase around his wrist, every now and then. Or we could find hints about where some piece of information can be found in the locker rooms, e.g. in police stations/milbases, like xCapx suggested. These solutions aren't completely alien to the game or new mechanics; maybe the pieces of intel you gather shouldn't degrade though, or only when shot at; they will be valuable trade items by themselves. I wouldn't say that there is only one fuel truck, or even only one chopper, but here you can find them all in one place. There should probably be more fuel trucks then one, but they can spawn in damaged states elsewhere, while they need only battery and sparkplugs in this base. And you find some materials here that are rare and useful for advanced base-building. ------ I've been thinking about player progression trying to figure out the ways we would take to walk around this place. Most likely this area requires you to drink a lot. The only radiation free source inside the base is the freshwater reservoir, next to waste disposal. That's one place to gather your troops and "freshen" up, before going in. The other is in the south/southeast of "vehicles", where there is a relatively large radiation-free zone with only few zombies. I imagine, there could be target practice/shooting stands around there. People would gather there again, before getting a truck from the vehicle lot. They would also park their trucks there, before going into the main buildings. The long road, from southwest to central should have a roadblock; one of those that rise out of the street and look like a ramp. Without electricity it is stuck. So from the south you cannot drive up on that road, but you can drive down on it and jump over the roadblock. Both entrances south and north have their advantages, but the northern entrance gives you more loot, while the southern lets you get to vehicles faster. You can't just enter south, walk up straight and turn left to go to the chopper. There would be flocks of zombies there, blocking the way + gates. So you need to either get to the Radio Tower to use the PA (lure them away from gates+fences) or use shitloads of silenced ammo or sheer force to chop through them, at this location. That small long road in the center can become a death-trap easily! It is much better to use the areas I mentioned before to recuperate and then take the objectives one by one. Megaphones might also proof useful in this base, provided you can activate, e.g. signal sounds and throw them somewhere as zombie bait.
  12. jim.crak.korn

    .58 question

    Kitted playes will have bases close to the coast with multiple backpacks, vehicles and storage. They will die in Electro, commit suicide until they spawn close to camp. Once they get to camp, they gear up and pilfer their loot pile a little more and then they will be back in action in a matter of minutes. They will have better gear than they can get at the admin buildings currenlty. Then, the next day, they make their loot run with one of their vehicles and server hop until they get their base restocked. Then they will jump from server to server looking for a fight, because they can get their stuff easier with that system than they currently can. It will just be a vicious cycle... a fun one though (espeically if you find their base and only take enough to keep you going to.) The coast will not be clear.
  13. S3V3N

    EVR Storms in Chernarus

    I always found that the last major area that needs dressing, the NATO base, should pose some unique challenges. I think it should contain an experimental nuclear device/reactor of some kind that oozes radiation and slowly drains your health and lifeforce, but somehow works like candy to the infected. This first idea is to prevent anyone from camping there, but also to impose a time lock on going to the area and escaping alive again. The second idea is that it should be the only place to find a live helicopter, e.g. parked inside one of the old cooling towers. BUT the area needs to be big enough to force the player into a decision: hunt for the helicopter (and some okay loot on the way), or go for the reactor and find some unique parts needed for basebuilding. Of course, bigger groups might decide to split up there and go both ways, so the heli crew could pick up the ones that go looting hardware. There could still be a few more unique places, e.g. for special vehicles over there, e.g. a tank truck, which allows you to refuel the chopper. Adding yet another objective. No matter how large the group, they would have to prioritize one over the other at some point. Another idea is that the area is actually highly dangerous without a map, keycard or dossier that tells you about lock codes and remote disarming of boobie traps and locations of claymores. These could vary from day to day/restart to restart. So, in order to obtain this information you have to kill and search a certain type of zombie first. Ideally, these "information" zombies don't all spawn there, but also at helicopter crash sites or military bases. They should be recognizable, e.g. by wearing a General's Stars (and hat) or similar insignia; they might have a black briefcase chained to their wrist ^^. Players, who find this information could try and contact others over radio or PA (or leave a message pinned to a wall), in order to work together on this problem. You could, of course, just try to wing it with one piece of information and hope your luck holds up - but you would have limited access. Going into the origin zone without proper preparation will very likely get you killed. Likewise, the information sheets should degrade over time (per server restart) or decay when a player is shot at. So anything but a headshot, any damage to gear or equipment which has the information sheet inside it would make it unreadable/badly damaged; this is again to encourage cooperation, at least until the point where conflict becomes unavoidable. IT also means you need to protect your guy who carries the information on the way in. Sure, a protective case will help there, but he's still a VIP. Add to this the occasional ERV storms, which could be announced by pulsating waves of sound and light from the reactor and you have a really fucking scary situation. I guess you can only survive these ERV storms in special led compartments/isolation chambers that are scattered across the area. Once you enter, you would have limited actions available, i.e. can't pull a weapon or shoot inside. This is, so if you enter a room and there is already somebody in it (perhaps 4-6 seats/iso chamber) you would have to talk about what to do with them when the storm subsides. Perhaps some people would be reasonable enough to cooperate. I think this adds some kind of endgame feature to the game, without feeling like a level-up mechanic. Only highly organised and well prepared groups should be able to get a chopper at all. Or to build things at their camp nobody else can. It would also add a huge scare factor to the game, as there are several unique threats apart from massive amounts of zombies in that area. So yeah, I'm all in for those Namalsk like storms, as long as they are tied into a greater (non-intrusive/non-verbal) narrative. Wanna know how shit started falling apart? Go to Nukeland and see for yourself ;) Yes - I am thinking about this game a lot, because I care a lot about it. Imagine awesomeness! It could be really cool.
  14. What your saying makes perfect sense, yes. However, your example is not really whats going on. Mechanics and Upholstery are both important features, such as, say, vehicles and base building, among many others. Using your car restore example, I think RPS emotes would be like adding a spoiler. Its not important to the use or function of the car, just like RPS is not necessarily important. You would add a spoiler or other accessory after getting the car running and looking good, just like they should add RPS after most or all core functions are in. What we're saying isn't neccesarily right or wrong, its more of our opinions on the matter. I just think it makes sense to finish a game before adding extra little things.
  15. Recently, r/Games had a Q&A session with Lead Producer, Brian Hicks. Below is a recap of that conversation straight from the source. Disclaimer: I'm posting this as-is from Reddit, typos and all. I have only edited the formatting a tiny bit to make it easier to read. ----------------- /u/Tmoney34: Last time we talked, you announced that you're moving to the Infusion engine, which was going to be modularly added into the existing game. How much progress would you say you've made on that with development? Brian Hicks: A lot of that stuff, obviously, the consumers aren't going to see, because anything that's not called player-ready is kept in its own branch so it's not to interrupt the gameplay. At this point, we started with Real Virtuality as a tech, and then when we started to look at doing our own engine, Infusion, it was a matter of looking at tech we needed for Real Virtuality, tech we needed for Enforce, which is the Take on Mars engine, and then stuff that we would need ourselves that just didn't exist yet. Bringing all this technology together, and then at the end of development, we would have Infusion, our engine designed for the type of game DayZ is. I don't want to give a rough percentage, we're millions of lines of code different from RV at this point. We couldn't be called Real Virtuality anymore. Sure, we still have some of the tech debt, with some major issues that we haven't replaced, player controller, animation system, original physics system, stuff that's all either actively being developed to be replaced or soon to be replaced either way. I say we still got probably got a year until, I think, right about our release from early access, about a year until I think I can safely say we're starting to see Infusion instead of hybrid bits of Infusion and Real Virtuality. It's got to be probably the most challenging part of our early access is trying to do this engine development while allowing people to have access to the builds coming out. It means, a lot of times, the programmer's got to sit on their own branch and wait for us to release the build before they can merge in, and then the second they merge into the main trunk, it just breaks everything. We've got to spend weeks upon weeks making sure everything works properly, fixing the bugs until we can, again, get to a build in which we can hand to consumers. A good example of this would be looking at .57 when we merged in the new inventory tech. Once .55 went out, the programer working on that, merged this stuff over, and just everything broke. It was just a mess. This is a brand-new inventory tech coming. We looked at the original system that we had coming from RV and said, "Some of this works for us but a lot of it needs to be changed in order to meet what we need from the tech of the future." ----------------- /u/cbit: Has the vision the game has changed in any way since development began and if so, could you explain a bit? Brian Hicks: From the point that we entered active development is about early September, 2013. I'd say, obviously, the most noticeable scope change was when Dean first started talking about we've decided we're actually going to, instead of just keep modifying Real Virtuality, we're going to go and make Infusion. Scope changes such as the new renderer, and then we look at the new animation system, the new player controls, the new physics system, the vehicle simulation plugged into this new physics system. Most of that scope change occurred very early in the project. We're talking early 2014, very early on scope changes. I wouldn't necessarily define it as a scope change, but a lot of systems are adapted based upon how we see people react to them in an early access on stable and experimental branches. Initially, I think since none of us, both consumer and developers, really knew exactly what to expect from this concept of going into early access three months into a principal development what that meant. It was untouched territory. ----------------- /u/Tmoney34: Especially when you compare the game to other early access titles like Mincecraft, there is just so much more going on. Brian Hicks: Again, it's not just scope of their titles, but how they approached early success, how we approach early access. In my experience, sure, there's similar milestones in game development that can be shared across those projects, but no one project is the same as the next. The issues you'll run into one game are going to be completely different from the next. Our challenges, technology-wise, are going to be different from theirs, obviously, but I think all developers that deal with early access share both the burden and the blessing from it. Burden being that our cycle and how you push builds out, and how much time you spend pseudo-mastering development builds. That's definitely something that takes time getting used to. Then again, early access, you look and you pair early access development with this new connected social Twitter, Reddit, Facebook, and so on and so forth. It is an unparalleled blessing that we can interact with our consumers so quickly. Look, I was talking to Dallas over at Portalarium a couple of days ago, stopped by to have lunch and check out their studios. I'm big fan of Shroud of the Avatar and he mentioned to me how amazed and passionate he is about the fact that you look at development now, early access and all this connected stuff versus how it was when he first got into the industry back in the early year, the beginning of Origin. They'd spend years working on a project and then ship it to the retailer. They really never get a chance to interact with their fans except for maybe if they did a signing or something. That was about it. Maybe fan letters. We get instant feedback on what does and does not work, and we've adapted, it's taken us time getting used to this, but we started more and more to adapt to rapidly responding to what the consumer wants. Obviously, we do have to maintain the focus of what the game is, but I think there's room in there to adapt the mechanics and how they are based upon how players either use them or don't. ----------------- /u/danj503: What kind of "situational awareness" features are going to be added in the future? Brian Hicks: I think there might be an opportunity for some forester/hunter skills based upon tracking, but when it comes to raw situational awareness, we should never start to stick our noses in where a player's eyes and personal skill and situation comes into play. I think it's one of those things you see some of the more PvP-oriented players, they really know how to move in, in between the bushes. They know what areas to watch, their eyes are really attuned to the tactical scenario. We should never mess with that. Nothing a designer can do can really ever supplant the feeling those players get from their own personal skill winning out. We should never mess with that. ----------------- /u/capri_stylee: Are there any plans to flesh out the melee combat? Brian Hicks: Obviously, we need to expand upon the melee system. Right now, the way it works is fine for early access, but we want to see a lot of polish come into it. It would be nice to see if we can do blocking. At a base level, we should be able to, should be able to, but it's going to require some tech analysis, and we'll probably want to look at fleshing out melee. We'll probably talk about this more in status reports, like evaluating how it operates right now, what we think we can do within the system. I guess the short answer to it is we'd like to but we're going to have to see exactly how much time it would take on development side and what the risks might be going into it. ----------------- /u/ace402: What will the limitations of modding be? Brian Hicks: There's a lot of this we haven't talked about yet, and that's specifically because we haven't finalized exactly how we want it to work. Eugene, my associate producer, brought this up to me the other day, and it didn't even cross my min. Once we release the server binaries for people to host their own servers, which, of course, will come into play for people who's into mods, unless we want to manage a significant amount of time in how people access the back end and what kind of access they get, we should probably really look into in addition to push out server package, pushing out some form of our back end for people who want to run their own stuff. I don't think it's feasible for us to try and manage all this stuff in the long run, so when it comes to looking into, I feel like this is more of a server-specific question, but when it comes into looking at how server hosting is handled and releasing the server package, we have to look at it from a perspective of longevity. It might seem like a good idea and easier for us right now to manage all this stuff and keep it controlled, but in the long term, I personally want to see DayZ have legs of five to ten years. Maybe ten is a little lofty but five years at least. In order to do that, you need to be realistic about the resources on a personal level that we would have to dedicate to it. We need to look at opening up as much as we can while still protecting, of course, the base game and the technology behind it. More than likely, and this isn't finalized, more than likely look at a hive package, as well, for people to go out and set up their own database. People want to do that. There are people that don't, they want to be on our tech, then we'll look at, for the private charge, look at opening up access to their own control over their economies, and for the public, obviously, we'll have to keep that further restricted to the public hive is always to be the vision that the developers have. That will probably end up being that as modding goes out, more people will host modding servers. It means we'll have to pay to host more official servers, but I think it's very important that we do that, that there will always be the first thing people experience when they get in game, when they hit play in DayZ is the first thing they see is a list of official servers, the ones that the developers have full control over and match DayZ exactly. If they want to dive in to that custom stuff, there should be a tab or a couple of tabs with community and mod servers so they can go over there. For those that don't know what they're diving into, should be really easy to get into the official DayZ experience. ----------------- /u/Solocov: Do you plan on creating a little backstory for the virus, like newspapers, movies, articles, grave yards, evacuation zones etc? Brian Hicks: We're very reluctant to define what the Chernarus experience is on a narrative side. We'll tell small stories with scenes, like in the woods, you come up to the car that's wrecked in a ditch and maybe we'll put some corpses around that. We'll set up these military bases that seem to look like there was an impromptu evacuation set up. We don't really want to take it much further than that. We think the narrative of what DayZ is, is up to the player, honestly. ----------------- /u/Neemz1844: What future feature do you think the community will be the most impressed with? Brian Hicks: Honestly, if we're going to be straight up honest, I think the community will be most impressed when we get server performance operating well above the redline with 100 players and a couple thousand infected, and desync is significantly less of a problem. That's what people will be impressed by. ----------------- /u/Tmoney34: I skipped over the question because I think you touched on it with having thousands of zombies. I take it that means hordes at some point will at least be attempted? Brian Hicks: They will definitely be attempted. I'm pretty confident we have the tech to do it. Right now, it's just a matter of, A, finalizing the bugs on herd mentality, and, B, optimizing the performance cost of the infected. Then we can start screwing around and spawning hordes. ----------------- /u/horrorview: Do you still think the game will be "feature complete" by the end of this calendar year? Brian Hicks: When you say feature complete, it means the implementation of these features, the first, the basic flesh out, as we say, that's the first iteration of vehicles. I still think we have a good chance of by the end of this year, being in what we consider beta, which is where we stop focusing so much on core features and switching to bug fixing and small content. I still think there's a good chance, and there's also a chance that end up pushed out a couple of months, but I don't think we're looking at any severe delays. I think, all in all, when you look at the scope of the project, we were looking at originally a 2.5 to 3-year development cycle. I think if we don't hit that 3-year, we're going to be damn close, I honestly believe so. ----------------- /u/tmoney34: The final release is coming 1.0 at some point. Do you see yourself adopting more of the Minecraft model of 1.0 happens and then we just keep going on? Or do you see it more as we hit 1.0, the game is done, we're going to continue to support it with patches and bug fixes, but do you see the content continuing to trickle out after that? Brian Hicks: What the company does is not specifically up to me, but I and I believe Mark, the CEO, both agree on this, is the development continues on DayZ long past 1.0. I'm not talking just bug fixes. We'll flesh out more types of vehicles, we'll implement things that we might not have been able to get to in the early access development. We will continue, but hear me, we'll continue developing DayZ past 1.0. How far past 1.0? I don't know, but I know when I've spoken to Mark, he was passionate about at least two to five years.
  16. odin_lowe

    The Psychology of Understanding Alpha

    Yep. About 3 weeks ago Stranded Deep went from unity 4 to unity 5. Same with Survive the Nights. The build that was shown for the kickstarter was completely scrapped, and they're redoing everything. I participated in the first and second stress tests that just happened a week ago, and almost everything you saw in the videos was absent in the stress test builds. There's currently no vehicles, no zombies, almost no items, no crafting, no animals. It's only to test online features and gradually redo all of the game. Quick google search on both subjects will give you the exact dates, reasons and details on both game's engine switch. Edit:
  17. StandAloneGaming 50 Slots Survival - Day/Night Features Deluxe V2 Scripts + More! Hello, And thank you for viewing our Thread, we have lots to offer for our players including a free heli and a builder pack upon joining the server! StandAloneGaming has been around for over 2 years before disbanding and now we are desperately trying to get our old community back on the Scene and to join us once again, We offer all out Carnage on our servers including BaseRaids, PVP, And Lots More. We are at that stage where we are starting up again and we are looking for active scripters & Active Admins, If you are interested in any of these roles please join the server or catch me on our Teamspeak Server. This is what our Server offer's So Far Self Blood Snap Build Pro Deploy Custom Bases Trader City Advanced AI Missions/Drops Custom Loot Tables Random Vehicles Spawns (Lots of Vehicles) & Lots More ! Game Server IP Address : 81.19.212.71:2400 Teamspeak Server IP: KS01.TRINITYGAMES.NET:9994
  18. We're looking for some players. Come check us out and make our server your home. As a DayZ veteran since the mod first came out, I would say the settings on our server are not easy, but certainly not hard. No, you aren't going to have a chopper and a full, military-grade loadout five minutes after you log in. If you put in the time though there's plenty of loot to be had. We've made a few modifications, enough to where we can't be called 'Vanilla'. Vehicles and new spawn loadout are examples. These are concessions we've made with newer DayZ players in mind. But, the majority of our server runs 'out-of-the-box'. So, no, we aren't Vanilla, but we're not far off either.
  19. Do I have a specific example or inside track, no. But what I do have is a basic understanding of how a early access game is supposed to operate. Core features go in in pre-alpha, then extra stuff comes in beta/after release. I think rock/paper/scissors emotes counts as being "extra". They need to be working on their core features and polishing the existing items, not wasting their time with extras, otherwise the game will never be done. I guess I think they should be working on base building, or more vehicles, or something that needs to be done before beta. The other stuff can wait. Otherwise we will be in early access until 2020.
  20. First of all this is my first time starting a topic here, so I apologize if I screwed something up. One of the things that has interested me with DayZ has been to try to figure out the history behind the zombie apocalypse, and what the response to the crisis was, how quickly things went badly and that sort of thing. I've probably analyzed everything much more than the game devs intended, and everything I've thought of may be wrong, but it's interesting to theorize. Also, all my observations here are based on things that I found in-game. It's possible that I made a conjecture based on in-game findings that has been proven wrong somewhere else. One of the main things I looked at for determining how the societal collapse happened was to look at the differences in the map between ArmA 2 and DayZ. Some of the differences are because things were added (The new northern cities and Prison Island, for example, probably didn't pop up between the end of ArmA 2 and the beginning of the apocalypse) but some stuff can be assumed to be related to the attempted containment of the zombies. The later events of ArmA 2 happened in 2009, so that gives about a year to two years between the end of that conflict and my estimate of the beginning of the zombie crisis, with more information on timeline stuff later. All the health clinics are new, and suggest that there was an organized effort to keep people healthy. The bloodstains inside those suggest it didn't work out so well, but it does suggest there was an effort at keeping people healthy. All the military bases are more built up than in ArmA 2, most of them didn't exist in that game, and almost all of them were probably made either during the civil war during ArmA 2 or during the attempted containment before DayZ (such as the survivor's camp near Novy Sobor) There are also a lot of bags with bio hazard markings on them, suggesting more attempts at containment. Bags can be found at most major cities as well as most military locations. Also, the amount of trash built up on the streets suggests that either Chernarus didn't have a good trash system in the first place, or the waste from the crisis became more than the infrastructure could handle. Much of the graffiti on buildings was present before the apocalypse, however there are signs on posts in most big towns advising that people wash their hands and cover their mouths when they cough. This suggests to me that the people responding to the crisis treated it as a virus, rather than as some other problem. Another one of the signs also had the date 8.9.10 (September 8, 2010) on it, with other zombie signs plastered over it, so we know that stuff started happening sometime after September 2010. Originally I thought that the mass graves spread throughout the maps weren't there when I did my initial pass through Chernarus in the ArmA 2 editor, but then I remembered that the mass graves were part of the Chedaki rebellion stuff. However, the ones in DayZ could either be left over from the civil war or they could be new ones as people became less able to handle all the dead from the zombies. The next few pictures are comparisons between buildings in ArmA 2 and in DayZ. Most of the buildings haven't deteriorated much since ArmA 2, however many of the cars are very rusted and worn down. My estimate based on that is that about 10 or 15 years have passed between the start of the crisis and the time in the game. Balota ATC House in Kamenka This calendar provides interesting insights into the timeline of the crisis. The month is December, and the first of the month was on a Wednesday, which last happened in 2010. If we assume that that's the last month up on that calendar because that's when the police stopped going in to work then we can assume societal collapse happened in December of 2010, which matches with the earlier containment posters going up around September 2010. Given a collapse date of 2010 and 10-15 years since that point, the events of the game would probably be happening around 2020-2025. Of course the calendar might say December 2010 because that's when the image for the object was made by the devs, so that might not mean anything. The military vehicles left behind also give a little insight. Most of the vehicles are Russian made (BMPs, VS3s, etc.) which makes sense given Chernarus's proximity to Russia. However, there are also a few Humvee wrecks around Chernarus, which suggests some American presence. However, I'm not sure whether they would have been responding to the crisis or merely left over from the US involvement in the civil war. The Western weapons that can be found also give some evidence to a Western presence during the crisis. There are also a fair number of press vests around, suggesting that there was an international response to the stuff that was happening Another interesting thing that wasn't in ArmA 2 is a wrecked convoy North of Krasnoe coming from Russia that looks like it was either bombed out or ambushed, given that some of the T72s there had their turrets blown off, which can only happen if the tank is destroyed in a violent manner. I haven't played enough of ArmA 2 to know if that was something that happened in the civil war, but it's also possible that it was part of an effort by Russia to keep the zombies out of their country. There's also the supposed Green Mountain broadcast, which I take with a healthy amount of skepticism as to its in-game veracity, but it's an interesting thing to think about if it was legit. Here's a youtube link if you haven't heard it and would like to: I attempted to translate the morse code beeping behind the numbers myself and got: WEAIENOSOENEIESISESTOPTHISMESSAGEWISSPSEYEVEIYHOIIISOPEIETOISEIENOSOENEIIESPOESISESTOPMESSAGEUEESSETOQUAIEETINESISJEDTIHAENESTOPMESSAGE) Which doesn't make much sense. However, if the place was in crisis mode whoever was putting out the message may have screwed up as they were entering something, leading to the garbled mess I translated. It's also possible that I screwed up the translating, as I don't have much experience with morse code. The wiki claims the correct translation is as follows: We are no longer alive STOP This message will play every hour if operators are no longer responsive STOPMESSAGE Unable to quarantine subject change STOPMESSAGE Assuming that's the correct translation and the broadcast is an actual in-game thing (which I've found no evidence of personally, though I haven't looked particularly hard) then it would suggest that scientists at Green Mountain were attempting to study how the whole zombie-virus-thing affected people. There are a few military buildings at Green Mountain, but those might have been related to the tower itself, rather than as a containment thing. As far as the numbers in the Green Mountain broadcast go, they lead to hunting stands on the west side of Chernarus. I went to them and mapped out where they were (with lines connecting the stands connect-the-dots style with an arrow indicating which direction the stand was facing) but I don't think there can be any significant observations learned from that. The last thing I've thought about was the hotel in Chernogorsk and the freighter on the East Coast. My two theories on the hotel are that it was either a civil war thing from around the time of ArmA 2 as the rebels doing a terror attack (unlikely, given how 9/11 happened, I doubt the devs would do something so similar, but if it was an implied thing from the history maybe, but I don't know) or it happened during the crisis. The plane is coming from the direction of the Balota airfield, so it probably took off from there and had something go wrong during takeoff (either zombie related or not) and crashed into the building. The other mystery is the freighter. I've spent a fair amount of time exploring the ship and for the most part it seems much less affected by the signs of violence that show up in most of the locations in the game. I haven't found many bloodstains, and everything seems to mostly be in order, asides from the ship being split open on the rocks and stuff being knocked over, presumably from running aground. I honestly have no idea how that happened, unless the crew all got turned into zombies and then the ship ended up going out of control into the shore, but then it would seem like there would be more signs of a struggle on the ship as is the case almost everywhere else.
  21. Hi, this is my first post. I apologize in advance for the length, and if I have in my ignorance misapprehended some aspect of DayZ, as I have not played the original mod, or the standalone alpha. If the goal is a "realistic" Zombie Apocalypse game, the reality is that abundance would follow in the wake of a ZA, or any other ELE scenario where a lot of people die in an event that causes relatively little property damage (supervirus, biological or chemical attack, etc.). In a Zombie Apocalypse, the population suddenly drops to one ten-thousandth (or so) of its previous size. Yes, all the dead are replaced with zeds, but zeds don't eat human food. They eat humans. So, there are now enough durable goods and non-perishable food in settled areas to support the survivor population for a long time. Take a small city of 100k inhabitants before ZA; a 1:10k survival ratio means the town has 10 people left. Together they now effectively own what previously belonged to 100k people. They are 10k times as wealthy as they were before. If there was previously a week's worth of non-perishable food in the city, it becomes 10,000 weeks worth of food. Dialing up the survival ratio won't "fix" this, because the more one does, the less severe the Zombie Apocalypse becomes. Protip: canned goods generally last far beyond their stated expiration dates, which are very conservative to persuade uninformed customers to throw away their old stock and waste money on new. Gasoline and other fossil fuels do spoil quickly - in a matter of months - but their shelf life can be greatly extended with various additives on the market. From what I understand, most internal combustion engines can be converted to run on pure ethanol with very little modification. People have been making ethanol in simple stills for centuries. So it wouldn't take much to get a new, if limited, fuel supply going for vehicles. Then there's the game population, which would explode and run rampant without humans to keep their numbers in check. Zeds might depopulate a few of the dopier species (Possums?), assuming they find them tasty, but no way are your standard zed mopes going to catch any squirrel not on its last legs. So, there would be an abundance of game to support the much smaller survivor population. Protip: small game hunting is where it's at. Not as proud an enterprise in civilized times, but it provides a better return on investment; it's easy to fill a backpack with squirrels in a short time if you're proficient with a 22. Small game is much more abundant, and easier to snare. Snares also avoid gunfire, which draws zeds and bad guys. In short, humanity would not be facing starvation en masse. The biggest problem would be security, and restoring power for all those wonderful labor-saving modern conveniences. Same goes for a lot of stuff, not just canned and freeze-dried food. Ammo? If you actively search for ammo and conserve what you find, you should be able to get enough ammo to last a long time. Especially once you get lucky and stumble across an ammo hoard. Modern lithium batteries have shelf lives around 10 years. Speaking of hoarding, that would be the real problem. Over time, survivors would pick surrounding areas clean of all the most valuable stuff and stockpile it. I could definitely see people starving each other into conflict over hoarding, but it would take a lot of time and effort to hoard so completely that everything is out of sight and protected. Rather pointless effort, at that. The economics of abundance heavily favor labor. Everyone is rich, so labor comes at a premium (see the Black Death for details). Cooperation is more valuable than food or water, and far more valuable than durable goods or real estate. A frontier society seems like a good historical analog for a Zombie Apocalypse scenario. Men of action, harsh and quick justice, vigilantism, feudalistic distribution of power. There'd be some violence as people sorted out a new order, sure, but generally speaking, they'd fall into line quickly and work out arrangements with their neighbors, not wander solo through the wilderness stealth-killing everyone they meet. Humans would be far more cooperative than they are now, because the stakes would be very high with hordes of hungry zeds roaming the world. It's also important to remember that if the survivors hit the zeds hard, they will rapidly reduce the zed population. I have no idea what DayZ zeds are like, but going by the mope zombies they have in TWD, I can easily see a dedicated, competent, able-bodied male killing 10,000 zeds a year. 30 zeds a day? The way they herd, you could kill hundreds, even thousands in one sitting given a decent .22, a secure position to shoot from, and sufficient ammo (.22lr weighs like 7.5 lbs per 1k rounds, IIRC). I'm not saying all of this should be in the game. I'm not saying any of it should be in the game. I'm just pointing out the real-world consequences of a sudden die-off. What I have outlined above is far more realistic than starvation scenarios. Stephen King's "The Stand" is a good example a novel that deals realistically with the consequences of widespread depopulation. King made the post-apocalyptic standoff between good and evil the centerpiece of the story. DayZ could certainly benefit from this more realistic treatment of a massive die-off, and the sage decision to focus on the human (and supernatural) factors. I don't think DayZ should be a Survival Game. I think it should be a simulationist game with survival elements. I have no problem with those elements being realistic, but I prefer they not be biased toward an unrealistic scarcity scenario simply for dramatic purposes. If scarcity emerges due to hoarding, that's fine. But why force that scenario, if we can find more interesting things to do in our post-apocalyptic landscape? On the other hand, I wouldn't mind seeing the scarcity survival scenario available as an optional play style, or used in particular scenarios (obviously I don't mind people preferring that play style, they're welcome to it). I would like this sort of thing to be story-driven. Good stories sometimes feature starvation, but they more often do not. Starvation can drive a story, but it needn't. I see no good reason for DayZ to be any different in this regard. At the very least, I think there should be a compelling explanation in DayZ's plot for why scarcity obtains, instead of the more plausible scenario of abundance. And at the very least, "realism" should not be the reason for scarcity. P.S., this comment is a great example of elevating the survival aspect over the realism aspect (out of all proportion, IMO): http://forums.dayzgame.com/index.php?/topic/227645-survey-worst-part-of-dayz/#entry2292995 His preferences are his business, but I prefer realism. Fresh water is really easy to come by. All you need is a typical water source, a filter, and something to remove contaminants. Portable water filters range from $15 to a couple hundred bucks. Water purification drops are cheap. This is all standard survival and outdoor gear. Hikers all carry this stuff. Or you can just boil it. I hate to break it to you, but the availability of water is pretty high in settled areas. Which is where the Zombie Apocalypse happens. Antibiotics have a shelf life of several (if not many) years (as with canned goods, manufacturers' interests are in persuading people to throw them out long before they spoil). Also, antibiotics for pets and livestock are fundamentally no different from antibiotics for humans. It's not a "miracle" that there are good drug stocks everywhere, it's realism.
  22. Evening survivors, For this week's Status Report, Lead Producer Brian Hicks will be informing us on the upcoming plans for the CLE as the team moves closer towards BETA. Additionally, he'll tell us a bit about what will be in focus for 0.59 Experimental once we progress past 0.58 release on Stable branch. Contents This Week Development Board SpotlightDev Update/HicksCommunity Video: "The Chronicles of 0.58" Development Board Spotlight Dev Update/Hicks Greetings Survivors! Much like the last Status Report - we've still got the gameplay programming team working on the blocking issues preventing 0.58 to hit stable branch. The primary issues of which were a result of some tests on resolving animation looping, and related problems we are still aiming for 0.59 to address. We've been working hard to resolve these issues so we can provide as compelling a gameplay experience w/ 0.58 as possible while still in development. Once 0.58 leaves incubation on experimental branch, survivors will notice a sharp difference in how loot is distributed across Chernarus. We're still pretty early on in where we want to be with the central economy by release from Early Access, however we do now have much more precise control over the distribution. The system allows us to dynamically modify quantities, spawning frequencies, spawning priority, and so on without having to push an update to stable branch. We'll be closely monitoring active item concentration across official servers, and adjusting based upon this. Those more stalwart survivors might notice higher quantities of canned food goods than are specifically required - we've found that the best method to acclimate players to having to scavenge for supplies versus the placeholder prototype systems distribution is to slowly dial the quantities incrementally down - until the balance reaches a playable state. Above you can see the current top 10 distributed items on an example experimental branch server. Non persishable food currently has the highest priority / quantity for entry level items in the respawn system. Primarily to allow folks to acclimate themselves to the need to move *around* Chernarus to continue to find the supplies they need. Ideally, we'll dial these quantities back in increments of 10 until we find a comfortable balance. Past non perishable goods, basic tools have the highest quantity of items spread across Chernarus. Wood Axes, Matches, Burlap Sacks, Water Purification, and so on. Again, once 0.58 stable hits and has time to settle - with a larger player base than experimental roaming across the environment we'll make changes according to how the distribution looks and performs. Moving past 0.58 and looking at 0.59 experimental - in addition to the new features, content, and so forth - We'll be looking into more QoL improvements for the stable player base. Vehicle position sync optimization (no fun riding around in new vehicles if your passengers want to vomit from desync!), animation state sync between clients, animal herd behaviour, position & projectile synchronization bugfixing, and much more. As well, with 0.59 experimental we'll be testing the potential effect of players spawning with radios and how it may or may not impact player interaction. The range of the radios should be temporarily (for the duration of the test on Exp 0.59) increased to cover the whole of Chernarus. Once this hits experimental, I encourage you to head over to the official DayZ forums (forums.dayzgame.com) and share your experiences (be it good, or bad) with how this impacts your gameplay! As mentioned during our RTX panel presentation, longer incubation times on Experimental and dedicating more time to QoL issues on the primary branch may end up costing us some time here or there, but we firmly believe it will present a higher quality player experience during DayZ's development. Of course, there will still be plenty of bugs - but we'll do our best to make sure the experience is still enjoyable. - Brian Hicks / Lead Producer Community Video: "The Chronicles of 0.58" This time around we present you with a series of videos called "The Chronicles of 0.58" created by: The 5 episode series chronicles a 10 hour session Mr. Blackout completed together with Brian Hicks. During the session, the duo showcase playability in version 0.58 which is available on our Experimental branch servers. While the guys embark on their trek through Chernarus, the guys show their looting, friendly encounters, hostile encounters (where Hicks assists Blackout by soaking bullets like a sponge, hardcore MLG style), and all that good stuff. http://youtu.be/3t2FrrQmTFc http://youtu.be/hR4ZNUEMSxQ http://youtu.be/nrxJmagIexM http://youtu.be/-zYNKcdqpbc http://youtu.be/zi15CCaF5Fw At the end of the series, some 1,5+ hours had passed by without me really noticing, so if you have the time I'd definitely recommend you having a go at the episodes. Quite impressive that Mr. Blackout managed to go through a 10 hour session that included hostile encounters without even dying once. If you find yourselves hungry for more from Mr. Blackout, you can find tons more content via his Youtube account, you can watch his streams via his Twitch account, and you can contact him via Twitter and Facebook. As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: Jack Smith Michael aka SMoss / Community Manager
  23. Vehicles spawning and density and damage explained I reckon vehicles should be often found regularly especially in main city's with some vehicles like car's buses etc.. being found often but(): Are found in various conditions from pristine too ruined.. where it's fixable, a vehicles next point where it's unfixable and that's destroyed a vehicle may catch fire smash up lose a wheel have exterior damage, even from zombies too bullet's exploding there vehicles or weapons like 12.7 rifles penetrating armor like Humvee's or even a apc effecting crew also helicopter's if there main part's are damaged it can alter the vehicles performance meaning higher calibers and launchers are more effective and you can lose vehicle part's or they become damaged over time also taking fine condition vehicles and some have alarm's or you have too break a window it make's noise soo you, have a choice too use tool's also hotwiring vehicles spawn locations Garage's? parking lots? parked up in the road crashed? In pieces etc... other ground vehicles spots tank's and apc's in hangers and plane's and helicopter's in hanger's or out on a helipad moterbike's, bicycles atv, and other transport found in garage's bushes alleys back yards against tree's farm's etc... Thing's I want too see about over powered and armoured vehicles is that the part's and ammunition are much harder too find but are in large quantity's(realistically) Soo you can stockpile from barrack's vehicle rearming station's petrol can be found at petrol stations' occasionally, you can syphon petrol helicopter fuel and equipment is found on island's airfield's and private owned houses? with mansion helipads crashing hurt's you (from glass, impact falling off falling out the windscreen etc... I want the handling too be realistic and crashing mid-way visual a car crash is extremely loud and attracts zombies crashing can kill you instantly or make you unconscious player's can pull you out of the seat you can change vehicle position from inside the vehicle and be able too aim inside and outside of the vehicle weather sitting or not( for hostages hijacking etc..if a player is dead in a seat they can be pushed out.. I reckon this idea would be cool too sum vehicles up I reckon the best part of this would be salvaging vehicles part's too make it easier and having different types? for each vehicle more medicines and diseases pain indicator? like a sense? more cinematic affect's like when you kill some one or start becoming unconscious more zombie's jumping fence's coming in horde's etc.. ability too push stuff like jumpstarting a vehicle or a holding on too a hostages I also want too have ballistic's and be able too shot through walls
  24. Brand new DayZ Overpoch Chernarus server! We're looking for respectable players and groups alike! Check us out at: www.thecrazylounge.com Our Features Infistar Anti-Cheat System Walking Zombies Self Bloodbag Heli/Vehicle Tow Selective Spawning with Ground or Halo spawn Anti-Duping Scripts Action menu (Flip Vehicle, Deploy/Pack Bike, View Distance) Take Clothes Radio Group System with Icons over teammates AI Missions No Carryweight Indestructible Cinder Walls/Floors (Doors are Destructible) Plot Manager Snap Building Advanced Trading (Better Trading Menu, Trade from Backpack, trade while in vehicle, etc) Locked Cars are Indestructible single currency 3.0 with realistic post apocalyptic banking +Our banking system is a implementation of Coin Storage, store your coins in vehicles, safes, lockboxes, buildable shacks, tents. There are NO global banks. We feel this gives base raiding a purpose, and also brings back that dangerous suspenseful epoch feel! *We're a group of laid back experienced admins, we also have an ARK server if you're interested! Check out the website! We've just polished up the server and are looking forward to the first players/groups to come and enjoy DayZ the way it -should- be played. Join us now! 192.186.133.198:2302
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