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Found 41868 results

  1. gannon46

    The value of a character

    i agree if we had some sort of specializations like the more you healed someone the more efficent u get like more blood restored, or my favorite the more u repair vehicles the faster you repair or at least put on tires( that guy would never get murdered LOL). but like you said spawn with some basic knowledge but can advance in doing things and reading books. but no damn xp bar noooooooooooooooooo but nontheless i don't know how it can be implemented with out one. skyrim maybe? and there should be absolutely no combat experience perks bull crap making your recoil lower by killing 100 survivors combat is your skill your mind needs to stay that way.
  2. Wolfguarde

    Spawning: Less-frequent Ammo

    Yet to see any gun other than an M4, and I've only ever found two clips of ammo for one. That being said: Making ammo rarer isn't going to make the KOS mentality go away. It just means the people who are good at the game (ie, the bandits - everyone eventually goes bandit) are going to have an even bigger advantage over the people who are not. Think it through. Anyone who knows the map, knows the ammo spawns. If everything spawns on server reboot, bandits can just get in their vehicles with their teammates and sweep the barracks/forts, clear the ammo and guns out and leave them barren for whoever else comes through. No competition whatsoever.
  3. blurhitz

    Vehicles?

    Guys, vehicles like cars should be end-game stuff and very, very difficult to repair one if you find it. How are you already thinking in choppers? .-.
  4. Isaaq

    Vehicles?

    That's what beta and alpha are. Minecraft is a terrible example as it does not follow the normal game development design. It's 'finished' now - not in beta or alpha and there are still regular updates fixing stuff and adding content. Using Minecraft as an example is terrible. Due to the fact I'm studying game design, I feel I can talk fairly confidently on this. The normal workflow for a game (and DayZ is the kind of game that should follow it) is as follows; Alpha - Focus on getting the base running, add core functionality like hunting, some form of bases/storage, decent stability, loot systems, basic crafting, the likes. Literally anything that was in the mod version could be considered core functionality - as people expect the game to be a step up. Basically, the standalone should be up to par in most respects with the mod version before they consider beta. Late Alpha - Add less important (but still large) items of functionality - like vehicles, though they could be argued to be core - other examples include a temperature system (allowing players to freeze) which seems to be hinted at in the description and very presence of some items (gas stove mentions giving heat, fires are planned.) and smaller bits of crafting, maintenance and the likes. Beta - Adding smaller items (maybe a weapon or two here and there, touching up late-alpha stuff and such. No major functionality should be added after this point... Like vehicles) , nerfing stuff, bug fixing. Final - Very little work should be done from here on out. Server maintenance such as further optimization and bug fixing. As it's an mmo, some stuff can still be added, but little - it's not in the style of Runescape or WoW. DLC Style - DayZ doesn't suit paid DLC, but new 'packs' of stuff could be added. Again, not really for large aspects of functionality. It could be a pack of new vehicles or weapons - or even a new town. But the core stuff should have been finished in alpha. As it's a community driven game, however, large things COULD be added if mass demanded... But things like vehicles are long since implemented. This kind of stuff would generally be added anywhere between one and three times per year - tapering off two or three years after release. Bug fixes go on throughout the entire process - even after final. However, the game should be completely playable the second it's considered 'final' and there should not be a single game breaking glitch left. That's the normal workflow for any game even reminiscent of DayZ... And similar to the workflow of just about every single game other than the occasional blip like Minecraft. Even if games do not allow early access in alpha - or even beta - they generally follow this pattern. To back me up; http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha 'The alpha phase usually ends with a feature freeze, indicating that no more features will be added to the software. At this time, the software is said to be feature complete.'' Now, this is general software development so the page won't suit game development quite right, but generally, the software - or game - should be pretty much feature complete after alpha.
  5. I am making this thread to create a compilation of features mentioned in dev blogs and other pre-alpha discussions, and to update the list as the alpha gets updated. Many of the items in the game are not fully implemented, so I think it would be helpful to have one list that details what you can expect when finding an item. Hopefully this thread can help focus testing on features that are expected to be implemented at the current stage of alpha, and identify those which are not. Please understand this list will not be complete and/or accurate at the start, but hopefully the community helps to make the list complete. I will try to post sources proving the validity of the claims made here as they become available. This will be a very long list so it may take a few days to compile. I spend many hours playing the game (120 so far) but I will try to take the time to finish/update this list. If you have anything that should be added to the list, whether it's fully implemented or with an unknown status, please reply and I will add it to the list. Fully implemented Partially implemented Not implemented Unknown Status NOTE: when I mention quality, I mean the durability/status of an item (pristine, damaged, ruined etc) Medical Blood bags restore 1000 blood Matching blood types required to perform blood transfusion (non-matching bloodtypes will cause rapid blood loss, resulting in death within 2-3 minutes unless multiple saline bags are applied to counteract the loss) Saline IV bag restores blood to full Saline IV bag wakes unconscious players Defibrillator able to revive unconscious player (restores shock value. May take more than one shock to revive. Does not work if blood is below a certain level) Epinephrine wakes unconscious players (useless below a certain blood level, like defibrillator) Morphine fixes broken bones Splint fixes broken bones (sticks + rags or bandages = splint) Blood regenerates over time while "healthy" status (must eat/drink until full and look for indicator in inventory screen) Charcoal tabs cure food poisoning Drinking alcohol causes chemical poisoning Drinking disinfectant spray causes chemical poisoning Using medication that you don't need makes you sick (ex: taking charcoal tabs without food poisoning) Quality of blood bag affects blood transfusion Saline IV bag affected by IV quality Defibrillator quality affects revival success Alcohol tincture cleans wounds (says woulds look cleaner, unknown if truly implemented) Pain pills Antibiotics Vitamins Degradation of blood/saline bags over time Food/water Consuming spoiled/rotten food causes food poisoning Can opener, axe, screwdriver, bayonets, knives required to open canned food Amount of food lost if using any tool except for can opener on canned food Water must be boiled/purified in order to avoid risk of infection/disease (as far as we can tell, not implemented) Food quality affects amount of nutrition gained Degradation of opened food over time Weapons Bipod affecting sway/recoil while prone Scope/iron sight model affecting accuracy Ruined magazines don't work (can be loaded but won't fire) Rifle stock model affecting recoil (not 100% sure of specifics yet) Flashlight can be mounted to guns using duct tape Supressor silencing shots (at the moment it sounds the same) Supressor affecting accuracy Supressor quality affecting accuracy Bipod quality affecting recoil/sway Bipod affecting recoil/sway while standing/crouching (reducing accuracy) Handguard model affecting accuracy Handguard quality affecting accuracy Scope/iron sight quality affecting accuracy Rifle stock quality affecting recoil Extra attachments affecting accuracy (flashlight etc) Ruined rounds cannot be loaded into weapons Ruined rounds cannot be loaded into magazines Clothing Clothing quality affects damage protection (melee) Clothing quality affects clothing appearance Motorcycle helmet affects damage protection (melee only I believe) Ballistic helmet affects damage protection (from areas covered by helmet, not effective against 7.62) [3] Ballistic helmet quality affects damage protection (protects against damage until ruined) Tactical vest provides protection against small caliber bullet damage (protects against damage until ruined) [3] Wet shirts can't be torn into rags Wet boots/clothes affect __? (there is a wet boot status, unknown if it affects anything yet) Glasses protect against sun/glare Clothing type affects damage protection Motorcycle helmet quality affects damage protection Rain coat protects against rain Rain coat quality affects rain protection Boot model affects __? Boot quality affects__? Survival Gas canister and stove can be combined to make a gas stove (nothing to cook on it yet) Food can be cooked in the cooking pot Campfires Animals can be killed Animals can be gutted Meat can be cooked Resources can be gathered from wilderness Being cold affecting player status Being wet affecting player status Infection Miscellaneous Handcuffs restrain players Handcuff keys unlock handcuffs Gas canister and lamp can be combined, but seems to not work after you log out Burlap sack can be placed over players heads Duct tape can be used to restrain players Rope can be used to restrain players Walkie talkie able to be used Vehicles Vehicles Implemented Sources: [1] Medical Information: http://www.youtube.com/watch?v=UVGxHTXbaoo [2] Food/water/energy information: http://www.youtube.com/watch?v=UVGxHTXbaoo [3] Clothing/medical tests: https://docs.google.com/a/mail.bradley.edu/document/d/1XJfMMTDSN65BJNnMWGh2ZFACv6H_WD1shH5np9ne8vY/edit?pli=1
  6. Etherimp

    The value of a character

    I have a different take on this idea... Make books valuable.. Maybe in Garages, you could find "An Introductory Guide to Mechanics", and by "using" this book, you could then unlock the ability to repair vehicles.. Maybe in Hangers, you could find "An Advanced Guide to Aircraft Mechanics", and you could unlock the ability to repair aircraft.. Maybe in Hospitals, you could find Medical books, which upon using would give you the understanding to give transfusions and use more advanced medical treatments, such as Defibs, etc. Maybe you could find Survivalist guides in survivor camps or tree stands which would allow you to craft traps, or other survival type items out of common household stuff.. Maybe in Schools, you could rarely find any one of the books above.. Maybe there could be additional books with more advanced training to be taken from them. Maybe every character could start with a random "ability" pre-learned, to reflect their background.. maybe it could give you hints to this background in your journal. Maybe ANY character could have some limited ability to do any of this stuff, but with a high chance of failure... so if you attempt to repair a vehicle engine but you're unsure of your characters skill level in this area, you could potentially destroy the engine in the process of repairing, and thus waste valuable time/resources.. Maybe without medical knowledge you could actually make someones condition worse by treating them.
  7. Are bikes going to be added along with the vehicles when the patch comes along, I mean bikes were in the mod. If they are they should be found decently often if you ask me. If I'm correct in the mod you could also find spare parts to fix a bike up, so maybe that could help with broken ones.
  8. From way back in the MOD I have been arguing (and somewhere in every thread Ive posted in on this subject) for what that fellow did in the the mod (video first page, is after or before the 'merge') Doing a ray cast LOS rendering. If I couldn't see you in first person, I shouldn't see you in third. It is confirmed that it can be done on this engine, so it should be/could be the mitigating 'fix' we all need. And for all you dead set ONLY FIRST PERSON, but then say, well, 3rd is ok for in vehicles, yah of course its ok for vehicles. GET BENT, you all just destroyed your personal credibility and invalidated ALL your arguments, FOV sliders etc... (aside from seeing players around corners, that argument is always valid).
  9. Don't let it get to you. We'll get better cheater protection eventually. The best anti cheat is a good, small group of admins, private hive, and whitelisting. It's just that right now they have so little power, and there's no way I'd want to see 24/7 daylight, added barracks, and 10000 vehicles + 20 spinoff mods. So torn on this matter atm... Go to bed, it's late. I'm gonna do the same. G'night bro!
  10. broguenz

    Anyone else way up north and stocked up?

    Yerp heading back toward civilisation to see what happens, well I know what will happen, but short of logging off until hunting, crafting and vehicles make an appearance I'm not sure what else to do except fight for life til its taken.
  11. I'm worried that first person servers will end up being just like non-24/7 day servers at prime time... relatively empty. I don't mind playing at night at all... except EVERYONE piles into 24/7 day servers. And because I value playing with the maximum amount of people, I mostly ignore regular servers.. which ultimately is my decision but rather sucky that I'm more or less forced into gimmicky servers because people need their hand held constantly. "ALWAYS DAYLIGHT!" "3RD PERSON GHOSTING CAM!" and eventually "200+ VEHICLES!!!!" :/
  12. Where is the best place to hear about new additions to the game such as weapons, vehicles, items, ect?
  13. Yea It's completely fine with vehicles.
  14. I prefer it when controlling vehicles, that's it.
  15. raxbit

    vehicles you want in the game

    I would like to see a lot more fit for purpose vehicles like trucks and vans around industrial loading bays; fire trucks near or in fire stations; police cars and ambulances scattered around towns; civilian cars, bikes and jeeps you would typically find from any communist or post-communist place. Also just for fun some non powered stuff like stretchers, bicycles, wheelchairs, wheel barrels, a sled even a trolley. Few of these could be used to transport unconscious people/victims or items, if i had it my way stuff like this would be the only way to transport vehicle parts, carrying an engine would be rather difficult without some aid and even if you could i doubt it would sit nicely in a backpack to be carried around.
  16. So a quick thanks to AshleyP for inspiring some thoughts in another thread. Batteries: In short, different types, disposable versus rechargeable and means of utilizing the same. I'm keeping this idea currently focused to a player's personal gear and not presently including stuff like using car batteries as part of base building or restoring vehicles. Using different batteries types and needing multiple batteries for particular devices adds a layer of difficulty to the game ostensibly should help to prevent excessive proliferation and indefinite use of "elite" gear and the like. Battery types: D cell - fairly obvious for the starter flashlight or larger electronic devices, such as some radios and the like. AA cell - a somewhat universal battery type, found in a wide variety of electronic devices. For the purpose of this game lets say GPS, some NVG's, and some weapon optics. CR123A cell - a rarer battery type that has found wide use in high performance electronics, especially in tactical or weapon lights, some weapon optics, and NVG's. Disposable versus rechargeable: By and large due to the differing chemistry between the types rechargeable batteries tend to have less "juice" (mAh's) and thus run out faster. To compensate for this, they can be reused multiple times. The idea here is for players to be able to recharge the batteries using various means, be it tapping into still functional power grid such as at lamp posts, thanks AshleyP, or by setting up a small solar charger. The limitation to this sort of thing would be battery condition. As batteries are continually recharged they are degraded (a modern NiMH rechargeable battery can give you about a thousand cycles of drain and charge but still has a very definite life span). As a battery's condition degrades so does it's available fully charged capacity. At "ruined" status the capacity would be zero, and thus you'd need to discard it and find a replacement. Disposable batteries would start with a certain amount of charge and condition. Once expended toss it away. Disposable batteries would be quite a bit more common than rechargeables. Just throwing out some numbers here to give a general impression of how I'm thinking battery capacity would work in relation to item condition... The different cells would have different maximum capacities. Disposables: D cell 8000mAh, AA cell 2200mAh, CR123A 1500mAh. Rechargeables would be half that capacity (yes I know the numbers vary a bit, trying to simplify this down for the game though). These values represent 100% charge with pristine condition. If the condition is degraded, these values are adjusted accordingly. Good condition as an example being a 0.9 multiplier. A good condition disposable D cell with 100% charge would only have 7200mAh available for consumption in your electronic device. A rechargeable D cell would 4000x0.9=3600mAh at full charge. Condition multipliers: Pristine 1.0 Good 0.9 Fair 0.75 Worn 0.5 Damaged 0.25 Badly Damaged 0.1 Ruined 0.0 Short of some sort of external damaging factor (such as bleeding all over your batteries and ruining them), battery condition is static for disposables, and rechargeables would only experience degradation when recharged. Different electronics would consume mAh at different rates, and also require different numbers of batteries to function. The classic PVS-7 NVG's from dayz mod as an example would require 2 AA batteries to function while the M68 CCO optic would only need one. GPS: Just a quick idea I had regarding the usefulness of certain electronics in a post-apocalyptic world. Obviously many of the satellites are going to go spinning along merrily for quite some time before failing. Others may go sooner due to lack of human intervention in the usual maintenance and housekeeping functions (such as making sure a satellite doesn't drift too far out of it's assigned orbit without some sort of correction or keeping clocks synchronized). So, the idea for GPS satellites is "blind periods." The GPS and GLONASS (Russian GPS) systems each consist of 24 individual satellites. As those birds fail and/or fall out of the sky that will open up blind spots in the satellite constellation. Periods of time when your GPS receiver will not be able to tell you where you are. As these occurrences are dictated by the orbits of the satellites they are not "random" in the true sense of the word, but are predictable periods through-out the day. During these periods your GPS receiver in game would either return a null response, giving you no coordinates if it can't pick up enough satellite signals to triangulate its position, or during other periods give you incorrect readings, showing you perhaps a few coordinates farther north/south/east/west than where you really are. Incorrect readings would be the result of a lack of housekeeping of the satellites, as their clocks and positional data must be kept current otherwise the positional signals they transmit will begin to "drift". NVG: Again limiting the usefulness and thus tamping down the "OP'ness" of the object. Since I've already covered it in another thread I'm going to be lazy and just copypasta it here. If it seems disjointed it's because I'm copying from three different posts of mine. Most I2 tubes limit field of view to a 40 degree cone. For someone playing the game with a 4:3 ratio screen giving them an approximately 90 degree FOV, when using NVG's the outer 1/4 of the screen on the left and right (and a little less above and below) should be obstructed. For a real world demonstration, try cutting a toilet paper tube in half, and then peering through it. Gives an idea of the restricted FOV when using NVG's. ...regarding the limitation of NVG's in the game. With the addition of item condition there is a new aspect that can be exploited to limit their "usefullness." I'm sure you guys have tried out the ACOG's and other optics in the game and seen how badly obscured the field of view is with the broken lenses. The same is sure to be true with the NVG's. So even if you maintain the same "rarity" that they had in vanila DayZ Mod, the fact that a goodly percentage of them are going to be "damaged" or "badly damaged" is going to hamper their utility dramatically as in addition to the limited FOV to start with, the remaining FOV is going to be further obscured to the point where you are trying to look at the world through a straw. Also a rather pedantic thought occurred to me about repairing NVG's. Say you do manage to get a few sets of broken NVG's together and piece together a reasonably good condition set. If you don't clean and purge them correctly (flushing the air and dust out of the inside of the optic with a zero moisture medium such as pure nitrogen) you'll end up with fogging, debris spotting and other performance degrading issues or possibly even tube damage, despite having perfectly intact lenses. IMO I think it'd be pretty cool if the (very rare) NVG's in the game were more varied, some being weapon mounted, some being hand-held (used like binoculars and such so while you could walk with them you'd be moving very slowly), and then of course the helmet or head harness mounted. Additional thought: Make the head-mounted NVG's only work when in first person view.
  17. Mutonizer

    Walking, jogging, sprinting.

    Well, I personally I've been trying to walk most of the time on my latest character, only jogging here and there if in good shape. My food and water consumption is actually really good (almost life like for such activities) and character been in healthy state for days now, travelling around the map. I can also sprint and run for a good time before even having any real breathing issues, which is nice in a pinch. I'd be in favor of something making walking and jogging the most used human travel means, especially once vehicles and other features are introduced. Most trained people can fast walk/jog for a very long time even with a load on their back though and I think we can consider the character in DayZ as somewhat trained. The concept of energy is there so that's nice and you can "top off" with sodas, but there should be some toll after some time when the "sugar rush" is gone. Your energy/food level should also be more disconnected from the "full stomach" state. As it now, it feels very gamey, bit like a can of sardine is a powerup or something :) Sprinting should of course be there, but having tons of loot, weapon and whatnot should take a heavy toll on anyone sprinting for a long duration. Overall, it'd make the map feel bigger, travelling have MUCH more meaning and vehicles become really vital if you want mobility. Without vehicles and the like however, it wouldn't be very interesting I think.
  18. 1. They are most definitely working on optimization. I don't know why I'm different, or just not seeing it, but my performance is always excellent. Even in cities. I'll get exact FPS numbers tonight if I stay awake enough to play. But I really don't ever notice framerate issues. I would definitely notice and bitch about it, because I'm a stickler for FPS performance. You are not alone however, there are other players out there experiencing exactly this. 2. The movement system needs tightening, in my opinion. I noticed you couldn't crouch/sidestep through doorways, and it irritated me at first. But then I realized "Hey asshole, could YOU fit through a door sideways wearing a mountain backpack?" The answer is definitely no. But what I'm referring to is the extra-unwanted movement. When you are crouch-walking forward and you release the movement key, but your character continues to move a couple of feet forward. Things like that I'd love to see tightened up, at least when you're at full health. If you're suffering heavy blood loss, or dying of starvation, your movement would be a little sloppy for sure. But not at full health and ready to rock and roll. I hope they tighten up the controls a bit. Although I think this is less of an issue with the engine (people are quick to blame the engine, I don't think that's actually the problem). 3. Agreed. Being that melee is such a huge part of this game, it definitely stands to reason that it needs to be super tight. But i'm 100% positive they know this and will improve it as time goes on. At least it's functional. 4. Pretty sure I've heard Rocket talk about a lot of features to be implemented. Gathering, hunting, cooking, even a touch of herbalism. I've also heard his idea of true DayZ Endgame content, is building fortifications. Specifically subterranean dwellings. Also vehicles will definitely be implemented, most likely with the ability to lock portions of them. Which is cool. I have complete faith that he will continue to expand the world and add features as long as they're realistic and don't detract from the core experience that makes DayZ unique. As far as my opinion of the game goes; I really enjoy it and enjoy the unique experience I get out of playing it. The player interactions are truly unlike any other game I've played. You really get a sense of human nature from playing. I love the core experience of DayZ. I can't wait until further refinements are made (like movement, melee, and Zombies). Even in it's current state, it's very enjoyable. Everyone has their own set of goals. Mine happens to be to survive as long as possible, helping as many people along the way while trying to avoid death by bandit. Each person will garner their own experience from playing DayZ, that is for sure.
  19. DMZ_Sniper

    Walking, jogging, sprinting.

    Removing sprint or making it the CoD style(supersoldiers who can run for 10 seconds) is not a good idea. Just have it so you do get tired from sprinting after a few minutes, BUT only do this AFTER vehicles are added.
  20. morgan32

    Cars When?

    To be honest I hope they make vehicles really freaking rare. I miss DayZ 18-24 months ago when cars were rare, and you got such a good feeling from finding one. Every server just gives you a vehicle on a silver plate these days. Either that or no-vehicle servers.
  21. Jaygoon

    Cars When?

    Late 2014 is my guess, they are re-doing then from scratch. Hope they make em like the Just Cause 2 vehicles.
  22. Bakercompany86

    Base building as leveling system.

    Not sure about the OP's ideas. I definitely don't want any sort of leveling system or anything that strongly dips outside the realm of reality for DayZ. But Rocket did mention that his idea of end game for DayZ will be something like subterranean dwellings and bases for players. We'll see where he goes with that. I've also heard we'll have vehicles that we can lock and potentially store stuff. Sort of a mobile base.
  23. Hunt3rForce

    The RV engine is the worst engine ever made.

    I completely disagree with you, you sir are uninformed. What rocket ha don't is anything but lazy, they spent a whole year making their own engine, basically turning an fps engine into an mmo one, as for the issues you are seeing in the standalone this is partly because the game is quite stripped down, they have launched the alpha so they can identify these problems, not to provide a complete game much like the disclaimer states, this is also the reason why atm you do not see any vehicles and only 4 weapons. If you look into various statements made by them they clearly say why they did not use arma 2 or even arma 3 as a base engine, they explain the various benefits why they created their own. The alpha test which clearly containts the disclaimer that you should not expect a full game, and should expect plenty of bugs, is established to test the engines capability, stability and bug hunting that developers wouldn't find or look for. This is essentially a stress test. If i could give you negative beans i would, i would go bandit and steal them all, because you are so quick to jump to a conclusion.
  24. DIE ZUFLUCHT DayZ Epoch Chernarus Settings & Addons: 800 + Vehicles Custom Startgear Custom Lootrates Custom Prices at Trader Full Moon Nights Custom Vehicles Custom Skins No Lag Active Admins IP: 5.62.64.29:2302
  25. Lord Snapcase

    Why is the world of dayz so static ?

    pre disclaimer: I have used Caps in this post for emphasis but please do not read it as 'shouting' I just couldn't be bothered to go in and replace all the caps with bold text. Not angry, just quizzical amusement and a little bit of pity. No i hate EA. But i have visited the sim city 2013 forums a while ago to shit on them. And now you're here doing the same to the Dayz forums, well done. I haven't bought the game. I play it over my friends account. And I would suggest that you don't buy it, obviously we'd miss your unique perspective on things but I'm sure we'd cope. Again great feedback from all of you! You really don't deserve it, what is the point of giving you feedback when you stubbornly refuse to listen to reason and blatantly refuse to debate any counter points that don't fit into your entitled view that "This game needs MOAAAR and if you have to reduce the map to 20% of it's current size then YOU SHOULD because I WANT IT and TO HELL with the thousands of players who have loved Bohemias' previous games and are willing to love this one when it is finished. Old games are not nessesary bad games. There is a huge amount of old games, which are more fun to play than many of the new, so called, triple A titles. The most important aspect of any game is, that you get sucked into the world and forget everything else around you for a few hours. Yep, I agree, I quite like playing chess for instance, but after playing it I don't go onto the chess forums and complain "WHY no stealth ninja pawns? why no exploding bishops? and why can't I dig tunnels so that I can get underneath the enemy?. To achieve that, the game should have as less as possible, so called, immersion-breaking moments. These are moments like: - running against an invisable wall because you reached the end of the level." Correct me if I'm wrong but I've yet to hit an invisible wall at the edge of any Bohemia level, they generate procedural terrain which goes on infinitely, I thought you'd played arma games? - solid objects like a railway or road stop to exist when you reach the end of the map. So Chenaurus should be sat in a giant crater, and we REALLY want the dev team to spend their time enclosing all the edges of the MASSIVE map which is Chenaurus. - beeing unable to jump or climb certain points of the maps which look climbable. This is not and never will be Assassins creed thankfully, Even though I believe there is room in the world for a zombie parkour game, this isn't it, Maybe you should consider buying Dying light when it is released? I might be tempted into giving it a go but if it's anything like dead island their previous game, it'll be worth only one play through. - beeing unable to destroy even wooden objects Plenty of people have given you reasons for this but you refuse to counter them with any argument other than "other games has this, why not Dayz?" Even though you should by now have realised that adding in thousands of moveable objects that the server has to track ON TOP of the thousands of zombies and in-game inventory objects, players and ballistics would slow any Internet game down to an unplayable crawl. - recognizing that the enemy you are hitting has almost no hitimpact-animation what so ever. It's an Alpha and If you had bothered to follow the developement process AT ALL like us so-called fan boys then you would know that the zombies(infected) have had very little dev' time and will be worked on a great deal further. - beeing unable to bounce over light objects like chairs I'm sorry, you want... bouncing? who are you? Tigger? - textfade-ins and teleports replaceing player animations Alpha, please learn what this word means, Dean Hall has already mentioned (research again) that he thought it would be a good idea at the time and as a place holder it works but he's looking at changing it and has already given us indicators in the inventory. Take this scenarios as an example: Scenario 1: I am in dayz, have no ammo at all, or have wastet my last shoot and a, with an firearm armed, bandit is chaseing me into a building. I am running up into the first floor and he follows me with a distance of only 10 meters. -How fun would it be if i could smash the wooden window-frame in the room of the first floor with an axe , climb out of the window dangle on the roof of the window and from there jump down onto the ground,while he is running into the room sees the smashed window, looks down, sees me running into the forest near the house, takes a last shot and barely misses. You may not be able to smash open the window but with the new jumping It IS possible to exit certain windows by jumping through them, IF you had bothered to follow developement you would have seen Hicks do exactly this in a previous stream. Scenario 2: Imagine there would exist an actual indoor ligthing system, like it is standart for all other games since many years ago. And you want to loot a bigger house which is totally barricaded, with nailed up windows, so that only a small amount of light can shine into the house. The Inside of the house is not completly dark but dark enough that some bandit, or a bandit group, could hide in the shadows of the cant over furnitures or in lockers, with their shotguns pressed against the walls of the locker, just waiting so that you can come close enough to pum you full with shotgun shells. Again do your research, the lighting is being worked on so that hopefully flashlight beams will not penetrate walls, but this is EARLY ALPHA. -How fun would it be if you could actuall hide in furnitures like lockers or crawl through (selfmade) holes in the floor under the wooden planks of the floor. So that you can slowly crawl under the enemy and shoot him from under the floor while he is standig on the floor. -How fun would it be to flood the whole ground with gasoline, out of petrol cans, waiteing untill the enemy group walks in and then ligthing the ground on fire, while they are standing in the middle of the gasoline-flooded room. A great deal of fun I'm sure, but these scenarios are just day dreams,like my chess example earlier, but they are YOUR daydreams and are not necessarily shared by the dev team who are making the game THEY want to play rather than what YOU want to play. But for that kind of cat and mouse games you would need an actual dynamical lighing engine and some kind of particle engine, which simulates the dispersion of the fire. And an fluid engine so that the enemys have the chance to spot the wet floor .And you would need actual furniture and items in the house, instead of almost compleetly empty rooms, which are not designed to have interessting gameplay in them, because its much more importand to render that region where you where hiking, and took all the pictures with your camera, geographically corect , instead of building some fictional buildings which have big enough rooms with enough furniture and items in it to generate interresting indoor gameplay. Again research, or even just read the previous posts in the thread YOU made. Game developement (or any design procedure) is never successful when they just say "throw everything in" Being a designer myself I'm fully aware that design is a decision making process, you either generate lots of ideas and throw out the worst (or the unacheivable given the constraints), or you generate those ideas and select the best (again, within the constraints). As has already been explained to you, the constraints that the devs are under include: The clients hardware, the security issues ( hence them spending months on coding the usual arma scripting functions into C+, developing the Network bubble and making an increasing number of functions server rather than client side, you know developing the foundation),The size (which we all love) of the map, the amount of players, interactive objects, zombies etc. Maybe it hasn't occured to them to throw all of the work that has so far gone into the dev of the game so that YOU get to push a chair over or hide under the floor because it was fun in that movie you had going on in your head. And you know what? If you were truly invested in these ideas you could always post them in the suggestions part of the forum. Games like far cry 3 for example have a great fire engine: Meh, "ooh pretty fire" didn't make me want to play farcry more than once, so £30 for 30 -40 hrs play max, doesn't come close to the thousands of hours spent playing Arma2 or the Hundreds of hours playing the FREE dayz mod. Look, for example, at the indoor areas of this division trailer at 1:19 min . I cant get enough of how much love they put in every detail of the indoor areas. YAY division! INSPIRED BY DAYZ they've thrown millions of dollars into developing a trailer which gives us no idea about the size of the game, the scope, the originality, how many players a server can handle and how many servers it will take to run the map, all we've seen so far are pretty dreams and promises but for all we know it could take another 5 years to make,have rubbish gameplay and require you having an uber pc to run it even close to as pretty as it looks, let's face it at the moment that game is nothing more than a twinkle in the devlopers eye. And when it comes out and irt doesn't meet your every exacting requirement, never mind, you can just not buy it and in to paraphrase you , you can enjoy "visiting their forums to shit on them". Welcome to MythBusters: The "Bohemia Interactive has no financial possibility" myth Stop acting like Bohemia Interactive is a small developmentstudio, which is just in the moment developing its basic programming tools and infrastructure. Bohemia Interactive (BI) is around until Operation Flash Point. They where foundet 1999: http://en.wikipedia....mia_Interactive Every small developmentstudio would be exuberantly happy if they had only a small part of the financial possibilitys BI has and had for over 10 years. They made so much money with there products, just look at the steam sales of dayz standalone "alpha". If they have no money at the moment , than just because of bad managment and spending money for things which are unnessesary for the gamedevelopment. Maybe you should write to them with your C.V. If you succeed in taking over in a management capacity you can start to dismantle a much respected and unique developer and start to knock out the "Battlefieldstylegamewithzombies" that you so dearly wish Dayz to be. Or maybe you could go work for mythbusters, I'm sure they'd be really impressed with advance research abilities and scientific reasoning. The "Dayz is only in development for 5 month" myth Dayz is arma2 multiplayer, only renamed and rebranded. If you look at it there is now way that you can say that this game is an indipendent game. So by 'looking at it' you can see the code behind it can you? It's already evident that the way the dayz engine handles thing is significantly different to how arma2 or the mod handled things, because it's an alpha and not fully optimized yet we get to 'see' the differences. For example, when you move things around or combine things in the inventory there is slight delay and the pop up text will say 'receiving'. this shows that the client is having to contact the server to see if the action is viable. This may seems like a small thing but it has Huge implications, it means that the server has ultimate control over inventory items which gives the game a huge defence against hacking and a way of controlling all inventory items in the game.This game is NOT arma2, it just looks a bit like it. -Its almost (to an degree over 90%) the same map than in arma 2 If it aint broke don't fix it. -Its the same engine (beside of some shadow improvements which are not even as good as in arma 3, and volumetric clouds) Brilliant engine for large scale military warfare retooled for large scale zombie apocalypse,and your problem is? -Its even so that it has less weapons and items than arma 2 multiplayer. As you have ignored the rational feedback of several posters I'ma gonna ignore your request to not use the alpha thing, IT'S ALPHER! Its not only arma 2 mp renamed , its less than that . It has not anymore all the weapons and items and fanmade contet which arma 2 mp and the day z mod had a year ago. And arma 2 was released 29th of may 2009 , even the dlc "operation arrowhead" was released 27th of june 2010. They're building a solid FOUNDATION, If they wanted I'm sure they could instantly bring in a shedload of content from previous games, BUT they are going through a DESIGN process and will pick and choose carefully which items they wish to have in their game. Mods are a separate issue as they could run into legal issues if they threw other people work into the game without permission, and really, do you think that every mod that Arma eventually had,(thousands of 'em) was released the same day that the game came out? So if dayz "standalone" has almost the same map as arma 2 + indoor areas + itemsystem + better static shadows and volumetric clouds, than tell me why should i not be allowed to say that dayz is in development and therefore in alpa for almost 3 years ? You ARE allowed to say it, but you're wrong. The map has had loads of work done to it, a radical redesign of the north, new areas, new buildings, most buildings now enterable etc.And the Dayz Standalone has been in developement for about 12 months. Actually its more than 3 years now because the game is only a rebrandet arma 2 with even less contetn and over 90 % of the residual contet absoulut identical !! The F1 McLaren has been in development for hundreds of years because erm.. stagecoaches had wheels. Just because they have added indoor areas + itemsystem + better static shadows and volumetric clouds its not a indipendet game. You cant be serious with that. Network bubble, server/client architecture, new skeleton, new zombie pathing system (unfinished 'cause... ALPHA), New map areas, wrecked ship, apartment complex, new animations, new inventory system, new lighting system, oh and volumetric clouds. movements,.............,large amount if npcs at the same time (zombies or other). Arma2 has vehicles, 225km2 terrain, structure destruction, player movement, large amount of npc's, The icing on the cake that YOU want may be possible but there's no point in implementing it when nobody has the pc or the network infrastructure to actually run it. But is it more important to have a 225 km^2 mapsize or a proper indoor lighting engine or some proper indoor areas at all, which are not total empty, look mostly the same, have all almost the same size and form and have absolutely no gameplay value beside of looting a 12 m^2 room after the other , at all. Yes the large map size IS important to the thousands of player who bought the game before even the DEVS wanted it to be released. We all like it so much that the Devs released it way earlier than they would have liked because thousands of player were BEGGING them to. And not many of them were worried about the pretty pretties that you seem to need. Why can you possible think that it is a good idea to create a 225km^2 big map, with almost no interesting indoorareas at all , and put towns with almost only small 12 m^2 big rooms, town for town, on the map?What would change if the area would not be 225 km^2 large but instead of this a quarter of this. Nothing with only 100 players on the map. "only 100 players on the map " (insert facepalm meme here). As has already been explained to you, the game and map have been an innovation based on an outstanding engine capable of rendering huge view distances and enabling air to air combat, why would they cripple this, especially just to add moveable chairs? Why would they throw it this huge environment capable of being run on a single server with no loading screens for the cosmetic rubbish that you so dearly want? If they did they would be destroying the game that thousands of people have shown their support for by BUYING the game, (unlike you who hasn't supported this at all). -You say no game has all of that properties you enumerate. You are right - I say no game , beside of a few games like Alien:Colonel Marines , Duke Nukem Forever maybe Gothic 3, has done not one of the points you have mentioned (Im not talking about all , im talking about only 1) in an somehow acceptable form. Hard to decipher this last part, so I'm guessing that English isn't your first language, in which case kudos for knowing more than one language. But to address What I believe to be your point: No there isn't a single game out there which has everything YOU want, nor will there be a single girl, job, house, car, holiday that fits that criteria If what you want is EVERYTHING. Arma 2 <=> Dayz has : -no ragdoll In development said to be coming. -no dynamic lighting engine It has a lighting engine, what more do we need? -no indoor lighting engien at all I went into building and lit it up with my torch, That'll do for me. -no physic engine -more than 50 % of the boadymovements is done by text fade ins and/or animations with clipping errors If it had NO physics engine then NOTHING would move. At all. Body movements done by text fade in???? - no NPC s at all (comon you cant call this Zombi KI , NPC NPC = Non player character therefore zombies = NPC, but most people DON'T want little indestructible quest givers standing on the street corners, and If you want to play co-op multiplayer against teams of A.I there's a cool game called Arma just over there. - pop up problems in the environment in middle distance (grass on the ground fades out for example) You used Farcry as an example earlier, In that game (a little in 3 but LOTS in 2) You could wipe out a whole enemy squad, drive 100 m down the road, do a u turn and when you got back there the WHOLE SQUAD would have respawned! I GTA games the player runs around in large environments but ALL npc's, vehicles and destroyed objects are spawned in a bubble a round the player that is reset as soon as he leaves the immediate area, you would prefer this? The pop ups are purely there to tailor to the fact that not everybody has an identical uber pc, you have to have variables in games that allow the player to tinker and achieve reasonable frame rates, welcome to Pc gaming where you have options. -no realistic firearm behavior, even how with this netcode (how is it realistic that one player can take 2 mags full of bullets and still is alive? You have have got to be kidding right? It's ALPHA, they're still working on net code as you would know with ...Research, there're bound to be occasions when something doesn't go to plan but after playing Arma for years now I'd have to say that they achieve a lot with their net code despite people running the game sometimes with tens if not hundreds of unofficial mods, and the only time I'v ever seen this happen with my own eyes was in the mod and it was later shown to be a hacker. It has none of them , not one single of them! And its not in alpha its released since 2010 (see the : Dayz is only in development for 5 month" myth) No not 5 months not 3 years, around 12 months since they decided to rewrite the architecture of the game, you can refer to your wrong minded post as much as you like but it will still be wrong. Im not angry in the moment Why should you be? You didn't pay for the game, you haven't been following the developement since the mod first came out, you have next to zero time invested in this game, you just gave it a cursory go on a friends account, then hopped on to these forums, to complain. I have never said that i want all the things you said in the game, but i want a game which is on a technological level somehow in an area of the last 5 years. Then go and buy a game that has all that you want in it, personally I don't believe that your high requirements have been met yet by any game company and this is why you're hanging your hopes on games like Division which because they haven't been built yet have met no technical requirements for a game other than making a trailer look 'cool' (If you like that sort of thing). If i pay after release for a game 60 dollar than i want this game to have somewhat the same amount of features and engine-technologie than the other games which coast also 60 dollar. Orelse the game is just not worthy 60 dollars. Well then, how about you follow Dean Halls' advice and wait until the game reaches that price point, read the reviews, watch some gameplay footage, and then and ONLY then, decide whether you think it is worth your no doubt hard-earned cash. Minecraft was a great game, but would you have bought minecraft for 60 dollar ? You buy BI s or Activisions games and they are not even somewhere near of the 60 dollar quality mark. So you like minecraft, but you were capable of looking past its use of blocks to make everything? Is this why you want everything to be destructible so you can play dayz in minecraft mode? And who's asking you to pay 60 bucks for this game?, You can buy it for 30 right now and let it sit in your steam folder for 2 years if you want, or not, it's your choice to make, but you seem to have such unrealistic expectations of modern games that I would suggest that you don't. And than other companys like maxis with there sim city 2013 crap see that they can do the same, because you are a omnivore. And thats bad for the rest of us gamer which still have a willpower. Don't get your reference but I can tell you you now that plenty of us have plenty of willpower, rather than whining on about perceived problems, we post potential solutions, we reasonably discuss issues and some of us can see behind the trolling facade of individuals that post "WE WANT MOOAR" and realise that willpower, patience and a reasonable intellect are the last things on their mind, they just want MOOAR and they want it NOOOW. This here is only fun for me, dont expect me to be angry. As before why should you be Mr. zero investment. I think you'll find that no-one else here is angry either, but we do have the right to reply and it's genuinely amusing to see so much entitlement and fail in a thread, so thanks for that :) Im only here because i am interessted how the fanboys justify there entitlement. So you are justified in calling somebody a fanboy because they disagree with your ill researched and erroneous conclusions, Therefore I'm entitled to call you a Hater because you disagree with the people who are OK with the game, but really how does this advance the discussion? "You're a fanboy" "You're a Hater" "You're a fanboy" "You're a Hater" "You're a fanboy" "You're a Hater" Seriously, stop being so impatient, If you wait, the game will get better, you will get more mature, you may have time to do some research into game developement in general and learn to control yourself rather than spouting Fail on forums of games you don't like. Hell, If you wait long enough, computer tech' may get to the stage where we can all have full-body truly immersive games with infinite landscape fantastic physics and all the good stuff. My first console played pong and breakout and if you wanted to play in colour you had to stick a strip of coloured vinyl onto the CRT TV screen that you played on. And it was good. The first time I saw Space invaders was on holiday in France, before it got to the UK as far as I know. In arcades at that time a flight simulator was silhouettes of planes on wires with a backlight, so to ME I find modern gaming miraculous and don't feel 'entitled" at all.You on the other hand seem to be emitting waves of entitlement with every sentence you write.
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