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DayZ Devblog 15th February 2013

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rocket's twitter :

'Griff, so excited to be in the standalone testing... till he realizes he has been playing it in single player test mode this whole time!'

What is it supposed to mean? The test is only singleplayer?

I suppose the mods are under a strict NDA but I wonder if they would give us some infos on how the testing goes...

EDIT : griff if you're reading that... just tell us one word about the testing!

carrot? well, carrot isn't even related to dayz...

but I guess I'll take carrot. thanks for the feedback griff.

Edited by Bat

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Precisely my point.

"The devil finds work for idle hands (and moronic COD groupies) to do".

Differentiate the various activities for all possible groups, and you stand a better chance of keeping everyone occupied and on task, and not spoiling the fun of others.

I guess its hard for someone to step back and clearly see how short-sighted their remarks are however I'd like to ask you a couple questions.

1) What does an NPC quest giver do?

2) What happens when you're done with said task that the NPC quest giver gave you?

These are the two basic game mechanics that are associated with NPC quest givers.

Dayz has an issue with this because its a post viral outbreak world. NPCs can't get the virus? Why are they immune? It doesn't make any sense and actually in the scheme of other games they don't make much sense either but its the "standard" way for quests to be doled out to the mass of players so that a company can keep you locked in to their game and pay their monthly subscription, buy things on their market place, keep you around to spend money and improve their numbers.

Let me ask you a couple more questions:

1) Since all an NPC quest giver does is hand out a voice or text message telling you what to do, why can this not be implemented with the "Notes" mechanic that is currently/will be in the Stand-Alone?

2) When you finish a quest in other games, why do you have to go back to the same NPC to "turn it in". Can't the quest which was given through the "Notes" system mentioned above just be completed.... um... when the player completes the quest?

3) Taking the two above questions in to consideration, why is there any need for NPCs in any game? Why DayZ?

The Notes system could handle all of these mission mechanics. A player finds a note in a house written by a now zombified in-game character (part of the lore). You can pick the note up and read it to see what it says. If you place the note in your inventory or "diary" (whatever) then the mission is accepted. When you complete said task, guess what? The task is completed. No need to trek all over god's creation back to the house where you found the note just to "turn-in" the quest.

It is about time some new fresh ideas came in to the stale copy-of-a-copy-of-a-copy games that we play. Player inventiveness and initiative is the future of games as we know them. Let's not limit our views of what a game "should be" just because its familiar tripe that money making companies of rehashed for cash.

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What is it supposed to mean? The test is only singleplayer?

Maybe it's not so much single player, but more of an offline bug testing environment for devs and that? I don't know.

All I know is that I've not heard of any plans to include a single player mode.

Edited by mzltv
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rocket's twitter :

What is it supposed to mean? The test is only singleplayer?

I suppose the mods are under a strict NDA but I wonder if they would give us some infos on how the testing goes...

glad I am not testing ....guess I would run around like a child in a candy store..ooohh a swamp...but maybe first check this bulding over there..ah no first staring at the beautiful new clouds..or better go there..no there...ahhhhhhhh

Edited by Private Evans
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snip.

I think that npc thing was just and example...

It could as well be something like note in a house, as you read it some stach is spawned somewhere in the map that the note points you towards. There could be alot of mechanics to this, its woudnt have to be some "characters" it could as well be items. Like the key you find with a note, there could be some door in some house that it fits to etc. There could be loot or it could be empty.

IMO that woudnt break immersion or the game in any way, would be fun actually...

Im not saying it should or should not be implemented but its a tough.

Edited by Zeppa

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*Snip*
Just thinking about that example.

With the nature of DayZ, you could find a note (to spawn loot / start a quest) and just by luck and exploration, someone could find your prize before you get there. Leaving you to wander around for ages, unable to figure out what's happening.

It would be a pisser for you, but funny as fuck from anyone else's point of view.

Such are the joys of sandbox gameplay.

EDIT:

That's not a suggestion, or an example of my opinion. Just musings and speculation on nothing in particular.

Edited by Chabowski
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Dean created Prisons -- This is only the beginning Soon, we shall see functional Prisons, used to kill innocent New Comers & those dressed in a Heroes Uniform..

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Lol oh man. It took me a while to figure out how to make a fire. I think I actually figured it out by accident. It doesn't matter to me if there is or isn't a basic tutorial.

If there isn't, I'm sure people will pick up the inventory, movement controls, etc. If worst came to worst there is always the control settings to figure some stuff out.

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He posted the link mate but that for that :)

The first posts were originally posted in the old DevBlog thread but then carried over to the proper announcement ;) At that time, Smasht only said the blog was out, so I provided the link to everyone not knowing where to find it :)

On the topic of notes: I'll try to make a huge paper chase in cryptic messages all around Chernarus for everyone, revealing a hidden spot with a ton of goodies.

Heck, we could even do proper Geocaching in-game! :)

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i started directly on dayZ, didnt play ArmA nor any mod related to it, and i'll tell you, the best weeks you have in the game, are the ones you spend learning the controls and the mechanics. A tutorial would just screw all this up.

No tutorials, FFS.

hey...that is exactly a problem...what comes after that? hope there is massively to do to get us entertained :)

Edited by joe_mcentire

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I'll try to make a huge paper chase in cryptic messages all around Chernarus for everyone, revealing a hidden spot with a tripmine.

Fixed that for ya ;)

That's the point IMO, we'll never know what to expect

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hey...that is exactly a problem...what comes after that? hope there is massively to do to get use entertained :)

Well what do you do now in DayZ? I stack up on food and water, get a good enough gun, and take out random people at my discretion. Then I finally get tagged and do it all over again. Been doing this since the release of the mod. You get bored and you find yourself a different objective (self quest) or check out the new maps or mods to the already modded game.

With the SA, you will have many new things to explore just by it being a new game. On top of that, you have the devs adding new content. By the time you get bored, there will be mods to the SA or different maps etc.

Ta da!

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Fixed that for ya ;)

That's the point IMO, we'll never know what to expect

If-you-never-try-youll-never-know_zpsffe9a7fb.jpg

Hehe, finally one of these hipster images is actually useful :D

Though, that's exactly it! No matter what you do, there is always a certain amount of uncertainty involved and that's what makes it so captivating.

You can die at any given time, position or situation.

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If realism is what we are looking for, then we should have fishing. How come no one has ever mentioned fishing??? I must say I find this a bit odd.

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If realism is what we are looking for, then we should have fishing. How come no one has ever mentioned fishing??? I must say I find this a bit odd.

Try searching. It has been suggested about eight million times.

Eight million and one, now.

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I hope the breaking/aborting of animations is done with DayZ. I think its kinda ridiculous that if you accidentally hit B, the button right next to your vault button, you'll be forced to go through your very lengthy animation of standing completely still as you SLOWLY pull out a pair of binoculars. Alot of the STOP AND WAIT animation stuff kinda goes against the realistic feel I think. Who would stop to switch their weapon or while pulling an item out of a quick use slot or when going to climb a ladder or when coming to a knee high fence. Its the kind of stuff that bothers me alot in ARMA.

Agreed there should be a way to cancel your action, but I also don't want to see DayZ adapt a quick swap 'on the fly' type of system we have going on in other video games. Unless you've got your binoculars slung around your neck you should have to stop & take off your pack, open it and then pull them out.

I always looked at having to stop in the mod as taking time to unpack an item. In the standalone I hope to see a system where packed items still require you to stop and unpack it, while something like binoculars around your neck wouldn't require the stop, but they would be visible to other players and take up valuable space that could be used for other quick use items.(medical supplies for a medic, for example) Different clothing like tactical vests would of course mean more slots for quick use items.

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rocket's twitter :

What is it supposed to mean? The test is only singleplayer?

I suppose the mods are under a strict NDA but I wonder if they would give us some infos on how the testing goes...

EDIT : griff if you're reading that... just tell us one word about the testing!

carrot? well, carrot isn't even related to dayz...

but I guess I'll take carrot. thanks for the feedback griff.

No it's not single player, it's on a UK test server. Griff was just being a bit special and playing on his own instead of connecting properly.

There really is nothing to report ATM. The best info for you guy's is still contained in the Devblog. It's just a capacity test, so it really is just to see how the server copes with a few of us connecting.

Many of the new features are currently disabled. I've had a run around the map and I can say it looks lovely (especially the new clouds, WOW!) on default settings (medium) with a similar framerate that I can achieve on the mod with less fps drop in cities although it's worth remembering that this is a very early build. There honestly is nothing else to say at this point so please don't PM us asking for info or keys.

Edited by Fraggle
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I say we have fishing in the SA.

...eight million and two!

Call me crazy but I like the fishing idea. Must be a Florida thing. ;)

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Agreed there should be a way to cancel your action, but I also don't want to see DayZ adapt a quick swap 'on the fly' type of system we have going on in other video games. Unless you've got your binoculars slung around your neck you should have to stop & take off your pack, open it and then pull them out.

I always looked at having to stop in the mod as taking time to unpack an item. In the standalone I hope to see a system where packed items still require you to stop and unpack it, while something like binoculars around your neck wouldn't require the stop, but they would be visible to other players and take up valuable space that could be used for other quick use items.(medical supplies for a medic, for example) Different clothing like tactical vests would of course mean more slots for quick use items.

cancel action seems already in ;)

in the devblog video at 6:45

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No it's not single player, it's on a UK test server. Griff was just being a bit special and playing on his own instead of connecting properly.

There really is nothing to report ATM. The best info for you guy's is still contained in the Devblog. It's just a capacity test, so it really is just to see how the server copes with a few of us connecting.

Many of the new features are currently disabled. I've had a run around the map and I can say it looks lovely (especially the new clouds, WOW!) on default settings (medium) with a similar framerate that I can achieve on the mod with less fps drop in cities although it's worth remembering that this is a very early build. There honestly is nothing else to say at this point so please don't PM us asking for info or keys.

damn you fraggle and all other early testers >:(

you better be testing 24/7

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