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martink8190@gmail.com

Dayz and servers in complete mess

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The old and well known bless and curse of arma 2 were mods. I believe one of the reasons tools like six updater, Dayz commander and various other launchers has been developed to ease of manually changing parameters in game shortcut and make joining servers a breeze.

We all know there are hundreds of mods, from different weapon camo skins to entire nation defense forces arsenal, and than there are mods like ACE and PR and obviously, even more.

Here's the thing, I re-installed dayz after long brake as the stand alone seemed to be still quite far from being to be published and I was also wondering if some of the issues I experienced at ''my'' time of playing has been improved upon or changed , removed...whatever.

I completely understand why the community shifted towards locked up servers or else tweaked but the problem there is right now, is that there are like 3 maybe 4 official servers that I am able to join right now. The rest of the near 5000 servers (according to play with six) are either locked, kick players due to restriction error #44, #40, #212 ...or whatever and / or others and the rest is a massive amount of private hives that are not even clearly labeled as non official.

I don't have any favorite server that I regularly play on and I must say, finding any official servers that I can just click on and start playing, is next to impossible.

Please don't take this wrong, I'm not pointing my finger at the dev team nor server owners. I just wanted to ''summarize'' the situation that I believe 1000's of other players facing and how the initial thought of ''a single mod - dayz'' completely vanished and became as cluttered with other mods as arma I remember :(

Hopefully the SA gets released VERY soon and all this mods and clutter will once again be gone and for ever.

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The kicking for script restrictions is a bug, and it has been happening to me and my friends on the few hive servers we have tried recently. Look here and it will tell you what to do to fix this. It seems to be only normal hive servers it is affecting but I am not sure, just try it and it should work.

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Yeah, the server list is a massive clusterfuck of retardation.

It's like 50% are private hives with 400 vehicles and 40 helicopters. 10% are running different maps. 10% are decent private hives without TOO much deviation from the norm.

And .01% are HIVE servers. And they're constantly, CONSTANTLY fucked over by hackers.

I picked a private hive and I'm sticking with it. It has its own anti-cheat. Saw it kick a few guys for trying to spawn weapons.

Just find a nice private hive and hunker down, SA is on its way and until then, it's clusterfuck central. Mods don't care any more. There's no server control at all. No guidelines. I even saw HIVE servers with massively divergent rulesets and loot tables.

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Guest Dwarden

you know there is this sticky http://dayzmod.com/f...filters-update/

and BE filters being updated constantly but as it seems quite lot of server admins don't care to keep them updated ...

some goes with any reports about valid problems

Edited by Dwarden

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It's like 50% are private hives with 400 vehicles and 40 helicopters. 10% are running different maps. 10% are decent private hives without TOO much deviation from the norm.

And .01% are HIVE servers. And they're constantly, CONSTANTLY fucked over by hackers.

And the other 29.99% are offline?

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And the other 29.99% are offline?

The other 29.99% consist of wrong version, wrong beta patch, password locked, unreachable, offline, and whitelisted servers.

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Apologies ahead of time for bumping an old threat, but this is exactly the topic I was looking for -- and upon checking the rules, it's a "search first" message-board, and not a "don't necro" message-board, which is a good.  I also apologize for probably length this may be by the time I finish typing it... xD

 

I've been playing Day Z now for going on five days now I think... and I'm the type of person that when I invest in a game, I tend to dive in head-first... which also means covering all bases (getting all mods and mods files in place -- which has been proving quite maddening!), researching galore, etc.  What I've been finding has to be one of the largest filing-cabinent's of a game with hardly any real file-folders... let me explain...

 

At the top of the list, which even though I understand the reasoning, might not exactly be helping matters... Dean Hall, aka: "Rocket".  Day Z is a cool mod, and a good amount of the bigger glitches and such from what I've read about and what I'm seeing seem to have been worked out... but the "mod" still feels rather "alpha", as there's tons more room for depth and ideas to be ironed out... such as some form of melee-fighting with hands or kicks... the fact that a person runs out of ammo and doesn't have a hatchet and can only run in circles is very immersion-breaking for a zombie-apocalypse -- or a fix to the backpacks eating items if there's not enough room and you try to send something there (just had it happen earlier today an a WalkingDead server with a revolver I tried putting in the backpack... mags went in, Revolver just deleted because there wasn't enough space... from now on will make sure to not open bag unless at a loot pile).  Or even making more maps/areas based on real-world locales... San Francisco, New York, London, Berlin, Paris, etc... instead 90% seems to be in farm-country (which I don't mind for a bit, as it reminds me of growing up in Maine), but still... to be able to roam in more big cities would be nice... enter the mod-community, where basically for large cities there's Sauerland and a couple others, but still not a whole plethora.  Sure, I can respect Rocket's want to do a standalone due to engine-restrictions, and clunkiness, or whatever other reason... but at the very least, have a secondary team still working on the mod to iron it out, get it "deeper" and "more immersive", and then be able to borrow some of the ideas and code to shove into the Standalone... as it stands, even with some of the biggest most intricate Day Z mods out there, it still feels like it boils down to gigantic deathmatches in some of the most gigantic deathmatch-maps ever.  (Which pains me to say, I love the concept and potential of Day Z... just feels like it's going more quantity than quality... I'd love a Day Z experience that felt a bit more like State of Decay... obviously not with hot-swapping characters... but with multiple live players, being able to fortify whole towns/cities/bases and defending against zombie hordes, while ducking and running for make-or-break survival, etc -- as it stands, minus perhaps the difficulty, bit of a learning-curve, and survival-needs, Day Z is coming in as an over-graphic'ed game that's a few notches above Second Life with zombies.)

 

Secondly, the launchers.  Wow, not even sure where to begin here.  As far as I know, I've installed and tackled all the major launchers so far.  Day Z Commander, CCG, withSIX, and "DayZ Launcher" (actual name).  Even though typically the idea is, "each have their pros and cons", never has that been more true than now.

* DayZ Commander is great at downloading mods at higher speeds, search-filtering, making it easier for setting launch attribs. (Yes, at one point it functioned off of GameSpy, which is no longer around, but it's been reworked and works rather well today...)

* withSIX is great at keeping everything organized for giant standalone mods with several resources since even attempting manual launches tend to error, although its interface is a bit puzzling and hard to navigate.

* CCG is decent for preaching the high-quality and tending to stick to it to an extent, even though Arma2-wise, they tend to only list about 50 servers.

* and then DayZ Launcher, has it's merit, lists a bit more servers than Commander, but its mod download-speeds leave much to be desired, not to mention its major need for mod-verification -- a mod download hiccups and checks it off as "ready to play" when it's only downloaded a bit over 50mb, and the mod is supposed to be 1.5gb (even Day Z Commander will have a giant !-error up until the entire mod has completely downloaded). *facepalm*

For such a massive community, there's so much micro-grouping, it feels like there's just as much exploring a torn wasteland outside the mod as there is in.  So now we have a division of standalone-game vs Arma2-mod, adding to that a division in launchers... since, ironically, there are some servers that just won't show, or be found, or launch from each launcher -- and that goes for all launchers, as I have to use each launcher just to access certain gametypes, modtypes, or servers.

(Would be nice to see one "awesome-sauce" all-around launcher that does everything well... as it stands, no one launcher is really "great", each does a couple small things well, but each has decent/significant issues.)

 

The the mod-community, which, this one might roll back onto the launchers as well.  Perhaps I've gotten to used to having the "just one version", where a version updates, and overwrites the old version, and that's the version of the file/mod/system you use from then on out.  It's bad enough that launchers like CCG need to duplicate the mods in a secure location in documents folder, with a blank file-header... but then on top of that, all the other launchers need to support each of the different versions uniquely of each other to the point where even in the Operation Arrowhead directory, I now have 4 different Epoch folders... and that's just Epoch, other mods are doing the same thing.  I understand technology is becoming throw-away, as is HDD disk-space somewhat more than it used to be... but I'm pretty certain now that just under (maybe over, lost count) 100gb of my 1TB HDD is now being dedicated to Day Z... holy poop... 1/10th!?  *facepalm*  How about at least "latest version" and maybe "previous version" supported... it's not like the changes from version to version are that uber-revolutionary... the fact I now have four different @DayZ_Epoch folders is nuts (@DayZ_Epoch, @Dayz_Epoch105, @DayZ_Epoch1042, @DayZ_Epoch1051)... and no, that's not for EpochPanthera as I have 3 folders just for EpochPanthera (@DayZEpochPanthera, @DayZEpochPanthera_Epoch, @DayZEpochPanthera_Panthera)... while two folders for the standard Panthera (@DayZ_Panthera, @DayZ_Panthera181)... etc.  At the very least, perhaps when a mod-developer has a new version, rather than reinventing the wheel, set it up like a hot-fix, where there's new content in the newer-version folder, that calls for data they didn't need to change from the previous-version folder?  (And to think, if I wanted to have CCG all setup with every mod it supports, I'd have to possibly double the excessive file-folders/directories of above, to possibly have up to eight existing Epoch directories!?  Thankfully, I pretty much just use CCG for Sauerland... which ironically, if I recall, also had to redownload another Epoch. *facepalm*)

 

I mean, sadly, I started in WarZ (Infestation: Survivor Stories -- hey, it was marked down to $5) and Seven Days to Die before coming to Day Z... and thought, "woah, I'm finally in Day Z" when I came to Day Z... (and no, I didn't just learn about zombie games last week... been following them for awhile, holding my breath and hoping for a more traditional MMORPG or action-MMO based around zombies... after not really much of anything, figured I'd settle).  Anywho, when I first started dabbling around in Day Z, I kept wondering, "with larger maps, better graphics, more functionality, how do games like WarZ even manage to keep surviving!?"... but the deeper I dig within Cluster!@#! Mountain, the more I can see where some would feel overwhelmed after a bit and run away screaming. -_-

 

Another case-in-point is the DayZ mods for the "purist" or the "retro" that want to game more like the traditional/original Day Z... why not just play the Day Z mod on its own without the other mods... instead there are mods out there like "Day Z Redux" or "Day Z Retro" and others that are meant to be just like the standard/original Day Z mod..... *facedesk*  (I mean, sometimes it feels about as crazy as, "Oooh, we've made our mod different because we've made the trees purple.  QUICK, make a whole total-conversion mod out of that with all the resource/reference files so that it's another 1.5gb-2.5gb... so this mod looks as massive and beefy as the others.")

 

(Also doesn't help with the confusion when there's dozens upon dozens of Day Z related websites/forums throughout the web, all trying to do the same thing as the one before it... along with the need of having to jump through hoops and getting authorization to join specific Day Z servers... like seriously, out of the 5,000+ Day Z servers, should a person really have to mess with three+ stage verification just to get on a single one!?)

 

PS - The micro-divisioning is a tad bit more obvious as well, when I talk on various message-boards about Day Z, and there's several veteran players that have never heard of a particular launcher, or certain type of general mods, or were even aware of other Day Z functions/features that should seem fairly standard. :|

 

EDIT: Here's a look at the size of just my Operation Arrowhead directory... added to the Arma 2 directory which appears to be just under 10gb, and then whatever has been downloaded for CCG (checked and that's 5.3gb)... yup, over 100gb now!!! :(  (Which is even more sad, considering I tend to be a bit of a creature of habit, and typically play on one of 3-5 favorite servers... each with different/unique mods/maps, but still... over 100gb to settle into a handful of favorites!?)

mp7tda6.png

 

EDIT2: I mean... I'd heard/read a bunch of the horror stories when Day Z mod was first a thing, and then when Day Z Standalone started development and Alpha... but had figured this far along, so far after the "newness" things would be a bit more organized, sorted, ironed-out... what gives -- as far as a game concept/franchise goes, it's pretty much a "broken home" of sorts.

Edited by ZombieTechnix
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-snip for obvious length-

 

PS - The micro-divisioning is a tad bit more obvious as well, when I talk on various message-boards about Day Z, and there's several veteran players that have never heard of a particular launcher, or certain type of general mods, or were even aware of other Day Z functions/features that should seem fairly standard. :|

 

 

That's both the blessing and the curse of dayZ mod right there. Each sub-mod and white list comunity and heck in some cases even old versions, represents it's own community and trys to give them what they want. fo someone who wants to 'just play already!' it can be mind-numbing to sort through. Sadly some of these Mods/communties have gone in a direction thats all about extracting 'donations' from it's playerbase.

 

On the topic of 'retro' mods many of them try to come the bare bones simplicity of the official mod prior to the announcement of SA. there is a considerable amount of us who really wished dayZ mod would have stopped changing umpteen versions ago and just stayed as it was with only optimizations and bugfixes.

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Personally I love the mod even more than the Standalone. I started playing DayZ with the Standalone and I thought "Oh wow this is so freakin' amazing." And then yesterday I started playing the mod and oh my god...I can see now how fucking wrong I was. The mod in my own opinion is much better than the Standalone. I can deal with the glitchy ass zombies which aren't even in the Standalone. I can deal with the creepyness of Green Mountain which believe it or not got like 10x creepier in the Standalone. I can deal with all of the glitches/problems with the mod...not even to start on the AIs just because I love the mod. And that will never change.

Edited by Survivor05
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