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Showing results for 'Vehicles'.
Found 41868 results
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The RV engine is the worst engine ever made.
Hunt3rForce replied to EchelonEffect's topic in General Discussion
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. -
Why is the world of dayz so static ?
Lord Snapcase replied to pogosphere's topic in General Discussion
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. -
The RV engine is the worst engine ever made.
maliceubx replied to EchelonEffect's topic in General Discussion
Tenfold? What?. Standalone has made some improvements but overall the architecture has to support less calculation than it did previously (Less guns, no vehicles, no item respawns, no zombie respawns, 1/100th of the amount of zombie AI, 15-20 less players, no air physics due to no flying) and it runs the SAME if not a slight bit worse than the mod at the moment. -
Hello everyone, I've decided to compile a list of things that my friends and I have put together on things to better improve the game. Food and Drink Its great that there has been an attempt to increase the need for food and drink but constantly being harassed by your character that they are hungry or thirsty every 10-20 mins, just is not realistic. You do not need a meal 30 times a day to stay alive. Also that eating a full can of spaghetti if you were starving would make the person almost sick from to much consumption. So you would not need to eat 2 or more cans of food to satisfy yourself. Scopes and other uses for them. I think it would be a great idea if you could put a powerful scope in your hand and use it like binoculars. It would make picking them up worth while until you found a gun that can use it. Maybe even if you had a badly damaged scope you could remove the lens to make a magnifying glass, and start a fire. Transportation Bicycles - I hope that once they are implemented (Hopefully soon) that they will not be ridiculous like they were in the mod, going upwards of 120 down hills. I can see 60 on a very steep hill but nothing more then 25-30 on the road. Skateboards- This seems to be an odd request but, one of the most common things to find in European countries, and can be heavily customized. I think it would be a great addition to the game to be able to get your hands on one of these very useful items. for nothing less then being able to use it as firewood if need be. (perhaps on a winter map like Namalsk, if we ever get it) Cars and Trucks- Once these are implemented I hope that they will take time and effort to fix them up. I remember the early days of the mod spending hours searching a city for just the right part. Only to have someone shoot out the tires. I liked that aspect of the game. Made the care more meaningful to you, and you would protect it with your life. Helicopters- Probably the holy grail of vehicles in the mod. BUT! also far to easy to get running in the currant version. I think to be able to even see if a chopper is safe to fly, you have to find the manual in a hanger or something. and make the parts only accessible in military hangers and sheds. It only makes sense, how would and average joe survivor know how to fix/ fly a helicopter. Hunting and Fishing I've read that there is supposed to be deer and other wildlife in the game, and have yet to find any. But I'd love to see a way to track deer and other things, like actual hunting. As for fishing I wish to see something more then a fishing pole, but maybe a fishing net or craw fish traps, maybe even lobster cages. Farming I don't know if this would be possible if at all with how the server and database is set up. But if I were in a zombie apocalypse I would in no way be near a city, I would be out in the woods with a small cabin a garden, and a few livestock. Maybe implement a lead or use of rope to gather cattle or even deer to your home and be able to breed and eat them when necessary. AI bandits- Not a lot of these but some. Give an incentive to have a common enemy other then players. Yes there will always be player bandits. But if the game itself had some bandits with good loot and things. I believe it would make the game much more intense and unpredictable. They could be anything from patrolling ai in the streets of cherno, to a random camp out in the middle of the woods (2 tents a fire and a bench). make them a threat and have animation and situation hitches to track a players actions. to have real hold ups and killings. Vocal commands fallowed by a check in the code to see if target player has complied. IE, Bandit-"Drop your weapons All of them!" Game checks to see if player has droped weapons after 30 seconds. If not it warns again, Bandit-"I said drop the weapons! You have 5 seconds" if it doesn't comply player is shot, not killed but shot. If the Player does drop the weapons. bandits can tell another command. Bandit-"Get down in the Surrender position, And you won't be shot!" bandits, handcuff and steal random items form player prioritizing ammo and food. If I were suggest a group of people to help with this. The epoch guys have done an amazing job on the mod giving it a more natural survival scenario. be it the vendors, or building.
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I respectfully disagree. I don't want a parking lot, but I like the idea of vehicles being relatively common, but requiring constant refueling and maintenance. If cars are too rare, they will never be used. People would just hoard them in the deep areas of the map. Any of the cars on this web site will do IMHO: http://crazyguides.com/cars/ For variety, some import cars by Audi, Peugeot, BMW, Volkswagen, and Mercedes-Benz wouldn't be inappropriate in a post-Soviet state. Particularly in the cities.
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Motor cross bikes awesome fun, might as well put all those bike helmets to proper use. Also didn't rocket say he wanted highly customable vehicles somewhere. Kind of fun getting all ya bits together as a few people fix the car the others have to defend against zombies cause of all the noise you make.
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I read almost every thread here in the GD forum and there is something I just don't get. A lot of people stating a bug or making suggestions say stuff like that: "Rocket you made 5.000.000$ and now you make vacation, please work on the game" "Rocket you said there will be Vehicles" "Rocket do something about server hopping" Why people think just because he is having 4 weeks holiday, nothing is going to happen in the game ? There is whole company and dev team behind him, he is probably just some kind of consultant. I am sure they are working very hard right now. How many guys actually believe Rocket is doing the work all alone, you think this guy is walking on the water ?
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Stupid idea. Blood needs a fridge to be stored. There is no electricity on in DayZ, thus impossible. Go back to the mod with super unrealistic servers with self blood bags and 5 billion vehicles and custom donator loadouts. Actually, leave SA entirely---your the type of player nobody wants except 15 year-olds that think they are cleaning up with 5 dollar donations.
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Retention - How is the Standalone going to achieve what the mod could not?
Lancer 2-2 replied to semipr0's topic in General Discussion
Well base building won't be to that extent, it will be the ability to apply sections of barbed wire, wooden fencing, sandbag walls (reinforced with wood) at various heights requiring someone trying to get passed having to climb over, jump, cut or demolish completely. Naturally cutting barbed wire is the quieter to demolishing but physically touching or jumping that should hurt you and maybe make you bleed. The point of this is to protect what ever someone has "horded" inside, but it is not a fortress and everything can be tackled in their way rather simply if you have the right tools and/or the builder has not made any mistakes. Don't forget there has to be a way in anyway... even if it some form of interaction with a gate called "padlock" which can be broken with certain heavy duty cutting tools. It does just leave you vulnerably in the open for a few seconds when your avatar goes through the animation. Again this is not a fortress to horde weapons, but it could be one survivor or several or even bandits who just want a base of ops to store loot and strike out from.... could even be vehicles inside. This adds an element of factions and gangs developing out of the survivors, bandits, looters etc... You don't have to do any of this, you can carry on as you like being the solo guy... you can even sneakily break into one of these camps and steal stuff. As for tents, who is to say they have to stay like the "storage box tents" from Arma 2. They could be tents we can crouch walk or prone crawl into as well as being limited storage boxes. We could have different tents from the compact tents to larger tents you can even walk into... store more stuff in but are easier to spot and harder to hide unless slap bang in the middle of an encampment. This works with IEDs, claymores, mines... can be used to deter anyone trying to gain entry through the "trap zones".... and it would be interesting as I believe Rocket mentioned he wants to make fire/heat/smoke attract zombies so having a camp fire or making noise within your encampment has a chance to attract zombies who will end up surrounding your encampment damaging the defences or setting off the traps. A loud explosion attracts more zombies which can now trudge through the gap left by the now blown up zombie, you spawn in and... holy crap!!! As for shelter... perhaps simply logged off too many times in the "wilderness" can cause illness, but logging off inside of shelter preserves your stats and protects you from the weather. I'm thinking the Namalsk map in DayZ and feeling cold... how fires and warm clothes warm you up. -
How about a system there is a skill tree (With no amazing perks like 30% chance of not shooting a bullet) but every time you do something, like gather wood or reassemble a gun or apply a bandage you gain a point towards that skill So say after applying 50 bandages you can improve your skill making you apply bandages slightly faster or making blood bags give more blood, or we could move it on so that someone that focuses on mechanics can use more damaged parts to repair vehicles? And maybe a counter class system where say a mechanic is less talented in the art of medicine?
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Newsflash: Choppers and other vehicles will be added later on. Also pretty sure it was suggested already. Oh, and hello. Welcome to the forums.
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Eh, I would argue that normal aircraft have more of a place in Chenarus rather than the ULA. Sure, aeroplanes probably have more complex mechanics, but there would be a lot more prop craft like the AN-2 rather than these propelled gliders, as with real life. However, disregarding realism I do like the idea as they are an actual useable alternative to larger planes. These ones, as you say, could land in a field and take off again without worrying about runway space, and it wouldn't just be owned by the largest group on the server like with previous aircraft. While it's unrealistic, and as jSharp says, might not be the most manly of vehicles, I think the gameplay niche it fills beats the downsides. +1
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Bullet proof vests and Night Vision goggles.
bfisher replied to Smoothshoes's topic in General Discussion
Seriously. I just came back from a business trip to Poland. It's not Uzbekistan, but it was a Soviet-era country and the countryside and rural towns looks strikingly similar to Chernarus. There was a "spy shop" under our apartment that sold civilian NVGs, GPS devices (which incidentally are as common as cell phones) and similar stuff. I don't know why people insist that we should be fighting zombies with rocks and sticks and driving Ural trucks and Polski Fiat or Trabant cars. Chernarus should have an interesting mix. Civilian, military and police weapons and gear (with civilian stuff being more common, but lower grade for obvious reasons). When Rocket adds vehicles, he should add all those crappy Soviet cars and trucks, but also the same little BMWs, Mercedes and other modern cars and trucks that are common in most European cities. And throw in some Western stuff too for variety. -
Hi what priorities is there for the coming updates? Loot, vehicles, weapons? It would be nice to know how dayz will develop from now on. everything needs polishing ofcourse... Im just curious!
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Younger player needs group to roll with.
ninjacalypse replied to LimpBisquit's topic in New Player Discussion
Heh...the migration. Yeah, I'd like to get a server too once server admins have more options than they do now, not for 5000 vehicles!!!!!!111!! or any of that garbage but being able to whitelist players would be nice. Currently, your only option is public or breaking the rules and kicking everyone from a public server which isn't really cool. -
20 Mio. $ Gross Income - does it accelerate development speed?
ninjacalypse replied to Novalis's topic in General Discussion
Virtually the exact same thing is plastered on most of the sites talking about the release of the Alpha. I could have sworn there was a direct quote from Rocket on this somewhere but I can't fish up a link right now. This release, according to the developer, “ is a representation of our core pillars, and the framework we have created around them”, but it is lacking some of the features from the mod such as vehicles and support for user mods. Those things are listed under the development roadmap though so they should hit before the full release which is estimated to be more than a year away. -
I think that the armoured and ungunned vehicles would be alright, although I think there has to be some balance to the increased bullet protection, perhaps an incredible fuel useage like real military vehicles compared to civilian models. What I don't like is large APC's or anything like that, limit it to Humvee's please.
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Bullet proof vests and Night Vision goggles.
Lancer 2-2 replied to Smoothshoes's topic in General Discussion
You might, but not every server is day only.... I would like to see weapons such as: Handguns, Uzis, Sub-machine guns (police issue), AK series of weapons (civilian and military), mosins (rare, but still around), hunting rifles (civilian and found in the hunting towers), shotguns and the occasional though again rare PKM or light machine guns. We then could have super-rare helicopter crash sites that spawn less often than they did in the mod and cover a larger area which have a chance of spawning western weapons such as M16 and M4 variants, weapon attachments, military clothing/gear and gadgets such as NVGs.... but rare and only a chance of spawning stuff like that and when they do they won't be pristine (but repairable). Operable Vehicles: Soviet style transport helicopters and civilian helicopters, no gunships please... not without AA weapons.... and maybe a super rare Huey. Various cars, trucks, jeeps, tractors, bicycles, motorbikes of soviet civilian, official and military design. I don't want things to become like the mod with AS50s and night vision/thermal imaging assault rifles... as fun as they were at times... it doesn't quite fit a soviet themed state during/after a zombie apocalypse. -
Retention - How is the Standalone going to achieve what the mod could not?
Publik replied to semipr0's topic in General Discussion
I'd like to see larger server populations, for one. Challenging survival would be good, so would base building and crafting. Basically, all of the above on the poll. The DayZ team's biggest priority should be getting all of the mod features working in SA, like vehicles, storage, base building, etc, even if they're all in a basic form. I'd kill to be able to drop a sandbag wall or a wooden crate or drive around. This also includes the zombies, which I feel would be pretty good if they just respawned and were more common (and didn't go through buildings). They're actually pretty decently dangerous if you're underequipped and can be a problem once you start to get 3+ on you. I'd really like to see a preview build that only supports a low server population but has a lot of zombies and no loot, just to see how they'd be once optimized and en masse. Right now though there's just nothing to do, and I can't imagine continuing on like this for another week, much less a month. I'm also worried about recent player behaviour; Coastal Detergent Drinking Simulator 2014 isn't a game I really care for, and I don't know if it'll stop even if new features are added. It's kind of annoying that people haven't grown up in the year I've been away from DayZ. -
I would prefer none motorized. That's right I said it. Bicycles at most. But since I know that isn't likely to happen, then only 2-3 civilian vehicles at most per server. No military ones at all. And by civilian I mean small cars and maybe a old, beaten truck. Maybe one 2-seater civilian heli that takes ages to find parts for to fix. Vehicles are all well and good, but having more than a couple is more of a problem than anything imo. Vehicles take away from having to be careful moving across the map.
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I've spent a couple hours every day this week playing the SA and doing so I've en-countered both the good and bad sides of this alpha. I'd like to say this is entirely my OPINION, it won't match all of those who view this thread, and bugs have not influenced either cons or pros. (Note; I am aware that this is in alpha, again, it does not influence this list) Starting with the PROS: - Character customisation is a great touch, it's a good way to stop people from killing others to get certain skins and you get to give your character personality. - Character movement is really smoothing, jumping whilst running is helpful and is in no need for further works- it's fine how it is. - Gear inventory is good, but might need some improvements. Drag and drop works fine, vicinity works fine, almost everything works fine. - Loot -though some people will say they can't find anything due to connecting to servers that have about 30mins to restart- I find that loot is fair; you can find M4's and Mosin Nagants quite easily if you search in the right places, you can find backpacks relatively anywhere, and food/drinks are there in the right places as well. - Cherno and Elektro are no longer death matches like they were in the mod, they have decent amount of loot- just not enough to kill for, which is good. - Water pumps! Now these are my favourite features, they're nicely put in convenient places and serve their purpose well. - Melee weapons (specifically fire axes) work really well. - Zombies are finally fun to kill! Yes I have been going to infested places with my axe slashing zombies like I was playing Dead Rising from time to time. Not much to say since there isn't much in the game right now, but in the future I plan on exploring this game as much as possible as it updates. Now to the CONS: - Thirst and Hunger. Yes, some people are going to stand against this personal CON and label me a noob, or, as people who came from League of Legends to every game ever like to say; "scrub", but hear me out. Thirst and hunger is really unbalanced, you start out thirsty (I'm not sure if it's purposely put there but it is really unnecessary) and it dies down really fast. You get barraged by these messages on the side constantly like my character is narrating his own stomach (which would be fine if it was Morgan Freeman). Even the food you eat won't do too much to cure the hunger, and you find your self going to looted places a lot (if you get unlucky) finding rotten food. - Starvation, should be in the "Thirst and Hunger" point, but it deserves its' own point. If I do come to the point of starvation, I lose blood almost instantly, and not being able to tell how much blood I've lost is a real killjoy because the infamous grey screen is all you can estimate with- and even that is a con itself. - Talking about blood, this is my favourite con (ironically). Bloodtypes- as if it couldn't get worse. I know Rocket wanted this realistic feel to it, like, worn clothing, worn weapons- worn everything, but bloodtypes is taking it to another level. I personally don't mind taking blood from other players (I do, however, prefer to find full bloodbags because FOOD doesn't do anything to help in my experience), but having to know bloodtypes is just annoying. Especially since every life you need to find a test kit which are RARE (I have not found one in a medkit at all), and even if you do find one you still need one to test on a player which 99% of the time have a different bloodtype so you either have to risk taking blood from somebody else and die, or stay grey screen and die. Now I'm not sure if the bloodtype remains the same, but I've had two different blood types in two different lives. -Zombies can hear and see you from a kilometer away. I often find it annoying that zombies can hear and see you everywhere you go, they can even hear an axe slicing one of their friends up, I know I said I like to kill them but I do like to just go to places without being swarmed- though I understand that they haven't been properly opted yet, so I can say it isn't a solid con like the others, but it's still a con. So those are my cons, it may be less than the pros, but they are a massive problem IMO. Whether or not you're going to get mad at me for stating these as cons, I couldn't care less about bickering with anyone. To the suggestions! My favourite part of anything. (This is alpha so I think most of what I say will be included or done in a different way) -Get rid of bloodtypes! Or at-least come up with a way to have one bloodtype overall, it's YOUR game, you can do anything! -Blood and hunger/thirst icons! Because checking your inventory whilst doing anything (especially when you're in a firefight) is not very helpful, and since the messages don't really explain how much trouble you are in. Yay I'm bleeding, how much blood have I lost?! I kid, but seriously, classic DayZ icons please. -A SQUAD SYSTEM/PARTY SYSTEM (however you want to refer to it). It would be nice to have some kind of system that allows you to identify your friends on a server, whether that be their name above their heads or a green spot like somebody put in the mod. It would be greatly appreciated if you could do that for those who have a squad because sometimes people forget to tell you where they are or they change in to different clothing and you find yourself killing one of your friends. Something like that would be helpful, especially if you have an in game map. Last of all, base building. Being able to build a fortress like people do in the expanded mod would honestly make this game a lot more fun than using vehicles and tents as the only use of storage. Base building, I guarantee, WILL bring this game to a higher level. So that is my pro, cons and suggestion list, I'd like to see others opinions on their own pros, cons and suggestions but what I don't want to see is people being arrogant towards one another. I like to think that the DayZ community isn't like the every other gaming community like....League.... but anyway, share your thoughts whether you agree or not! Thank you for your time.
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Gibe vehicles pls
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The end game is too easily achievable at the moment - people are starting to get bored. DayZ SA really needs or any sort of storage in order to set up bases. It adds a whole new dynamic to the game and isn't particularly hard to implement as opposed to other features such as vehicles.
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Heres a few more that would be cool An >Unarmed< BRDM-2 armored car Mi-2 Helicopter with a Search light and Maybe a PKT LMG Militia/Police cars. Theres already a Militia car wreck that people think is a Taxi. Ural Firetruck, Chernobyl style Delivery Skoda S1203 Van, maybe Vodka delivery? PTS or K-61 Amphibious trasport vehicles A few trucks like the Tatra T148, zil-131, Kamaz (heavy Trasport) and KRaZ 214 And a Tow Truck! And heres a new idea. Pushable vehicles. Like Wagons, Shopping carts, maybe even like a wheelchair, that you could store stuff in and leave anywhere, basically a portable tent. A large trailer you could tow. Maybe the bugger trucks could tow vehicle trailers And a Camper you could tow, along with an RV
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Demystification of the DayZ loot spawn system [SPOILER]
insitv posted a topic in DayZ Mod General Discussion
Ladies and Gentlemen, this post will explain how the loot spawn system in DayZ works. I will include small parts of the DayZ source code as proof for my explanations. If this is disallowed, please remove these parts from my post. For everyone who doesn't want to know how it does work, please close your browser tab. This information is kinda spoiler-ish but will make additional threads about this subject obsolete. Still here? Ok, let's get started: How does a player affect loot (and zombie) spawn? There are rumours and all kind of explanations about how loot or zombies spawn. Some say it's based on a distance the player has to a building, some say it's tied to a timer. Well, both would be correct. This image is a sketch, the distances aren't correct but you will get the picture. As seen in the image, there are three circles around a barn building. Each circle represents a different loot/zombie spawn mechanism. For this example, we pretend that you are the only player in the area. Blue circle The blue circle represents an area with a maximum distance of 200 meters to the barn. As soon as you enter this circle zombies WILL spawn at the barn. This thread is about the loot spawn system but it's kinda tied to zombie spawns so i included it here. How can i benefit from this information? If you are more than 200 meters away from a building and there are zombies, well, you are not alone there my friend. Proof? Taken from player_spawnCheck.sqf: _position = getPosATL player; _nearby = _position nearObjects ["building",[b]200[/b]]; Yellow circle The yellow circle represents an area with a maximum distance of 120 meters to the barn. I fucked up the relations in the image, don't hang me for it. As soon as you enter this circle loot CAN spawn. "Hey, i ran to a building but there wasn't any loot." Well, that's how the timer comes into play. You see, every 10 minutes loot will generate if certain conditions are met. One of these conditions is that a player is in this yellow circle but NOT in the red one. There is an exception to this rule which i will explain later. You ran to building but there was no loot? Well, go more than 30 meters away from it and wait for a maximum of 10 minutes. After that, there WILL be loot. Run away more than 120 meters and leave the red circle and there will NO loot. Red circle The red circle represents a kind of dead zone for loot. If you are the only player around and you are closer than 30 meters to the building, NO loot will spawn. Due to this mechanic it's impossible to camp a building for loot. Proof for red/yellow circle? Taken from player_spawnCheck.sqf: if ((_dis < 120) and (_dis > 30)) then { ... } Summary: If your distance to a building is between 30 and 120 meters, loot WILL generate there. The loot generation takes place every 10 minutes. How do multiple players affect loot spawn? As i explained before, your distance to the building needs to be between 30 and 120 meters. There is a way to circumvent this: If you are in the red circle, no loot will spawn. BUT if a second player comes into the yellow circle and stays there. Well, he will generate the loot for you in the barn. How can i benefit from this information? Place one player in the building (red circle) and one player in the yellow circle with cover. Loot every item in the building and wait for 10 minutes. There will be new items to loot. How are items generated? Every building in DayZ has a number of possible loot locations. The high value barn i used in my sketch has 12 possible locations where loot can be generated. Additionally, the chance to actually generate loot is 50%. Let's say there are NO items spawned yet. After 10 minutes you entered the red circle the first "spawn wave" will occur. Statistically there will be items on 6 loot locations. There are 6 loot locations without items now. After another 10 minutes, 3 more loot locations will have generated loot. Special rule: Backpacks and ammo crates don't use up loot locations. There will still be items spawning there. How can i benefit from this information? If you clear every loot location in a building you are increasing the numbers of item spawns after every 10 minute cycle. Proof? if (_rnd < _lootChance) then { //if (true) then { _nearBy = nearestObjects [_iPos2, ["WeaponHolder","WeaponHolderBase"],1]; if (count _nearBy == 0) then { private["_index","_iArray"]; _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; _index = _weights call BIS_fnc_selectRandom; //diag_log ("LOOTSPAWN: _itemType:" + str(_itemType)); //diag_log ("LOOTSPAWN: _index:" + str(_index)); if (_index >= 0) then { _iArray = +(_itemType select _index); diag_log ("LOOTSPAWN: _iArray" + str(_iArray)); _iArray set [2,_iPos2]; _iArray set [3,0]; _iArray call spawn_loot; _iArray = []; }; _item setVariable ["created",(DateToNumber date),true]; }; if (!_fastRun) then { sleep 0.1; }; }; Loot timer To clarify some questions: The first player who comes near a building (yellow circle/120m) after a server restart will start the loot timer for that building. Every building has it's own loot timer. The loot timer is 10 minutes. Every 10 minutes new loot is generated as long as a player is in the red circle. Even if you start the loot timer and leave the building, the next player who comes near the building will generate loot (if it's more than 10 minutes after the first player left the scene). Players in vehicles Players who are inside of vehicles, be it cars or choppers, WILL NOT spawn loot or zombies. It's a nice trick to play on other players as you can hide your ATV. They won't see any zombies and will think there are no players around. As soon as THEY spawn zombies, you get off the ATV and kill them. Conclusion I had two reasons for creating this thread. 1) Many players know about these mechanics and use them to gain an advantage over other players. My goal is to close the gap and level the playing field. I don't exactly see it as a cheat or something but as clever use of game mechanics. Until Rocket changes the loot spawn system every player should know how it works and how to benefit from it. 2) Literally dozens of threads about the subject, players asking about it etc. In the future we can simply guide them to this thread and be done with it. Questions? Thanks to alicefanboy for providing a better image!- 89 replies
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