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DayZ Developer Blog 3rd August 2013

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 Butt Stock, sounds like something my nan used to try and make me eat.

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Yeah i suppose the gun would still fire but how would the accuracy be? 

 

What kind of different buttstocks are there for certain guns?

 

Well, as a critique to that premise, it's FAR more likely that someone would come across an AR with some form of handguard than not. So I'm not sure "barebones" AR's would be something they'd want to do, but that's just going on real-world likelihoods backed up by nothing more than my subjective experience. Nobody keeps an AR around without a handguard/rail system (unless you'd happen to be looting a gunsmith).

 

The only thing that's plausible to be removed, and still have the weapon able to be operated regularly, is the stock. AR-15's can be fired without the stock, and some pistol variants actually come with no stock (to pass as "pistols" as per ATF regulations) and also feature truncated buffer tubes.

 

However, if one holds the magwell instead of the barrel/handguard, it wouldn't burn you. But, that'd probably require a tweaked animation.

 

For the purposes of the game, I would think a good way of doing this without giving people fully-repaired AR's at every turn AND to avoid the silliness of finding barebones AR's which would not be able to be used properly, would be to attach certain "condition/effectiveness" values to each component. So one could find an AR with a barrel at 5%, stock at 75%, and the BCG (bolt-carrier group) at 100%. This assumes things like stocks will have an in-game effect on accuracy. Because in real life, it's largely just operator preference. Certain stocks do give advantages, like Magpul PRS stocks for AR-15/10s in the realm of accuracy or certain other stocks (Magpul CTR) on ease of acquiring a target (which is still highly dependent on the operator). I've yet to hear any tangible benefits to relatively abstract attachments like stocks, rails, foregrips, etc in DayZ. We all know what the benefits of an ACOG/RDS will be, so that part is self-explanatory.

 

Or, there's always the option of having to piece together your AR by looting individual components. I'd be open to that, would make it rarer and would actually be fun piecing together weapons. But, I'm not sure that's provided for in-engine or desired by anyone (including the devs).

Edited by Katana67
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Hello there

 

There are a lot of different types of stock: from the older "solid" type to the newer adjustable ones. They also come in different materials and colour schemes. The Adjustable ones typically elongate to fit the individual shooters physique.

 

Anyone else got any more info?

 

Rgds

 

LoK

 

EDIT: I believe the handguards are there to benefit from different mounting types "picaninny" etc, rather than always finding a barebones weapon.

 

Although it would be interesting to find one.

Edited by orlok

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So, I like the change from the old vaulting mechanic.  My question is, will it still need to be activated by an obstacle, or will people be jumping around like asshats everywhere I look?

 

That was one of the things I liked about the Arma system, no jumping.  Dunno if this has been asked before, thanks to anyone who knows the answer.

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So, I like the change from the old vaulting mechanic.  My question is, will it still need to be activated by an obstacle, or will people be jumping around like asshats everywhere I look?

 

That was one of the things I liked about the Arma system, no jumping.  Dunno if this has been asked before, thanks to anyone who knows the answer.

 

I kind of hope you need to within proximity of an obstacle. Bunny hopping is a big immersion breaker.

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So, I like the change from the old vaulting mechanic.  My question is, will it still need to be activated by an obstacle, or will people be jumping around like asshats everywhere I look?

 

That was one of the things I liked about the Arma system, no jumping.  Dunno if this has been asked before, thanks to anyone who knows the answer.

I agree, I was worried about this too.  I'd like to see it maybe linked to stamina so that maybe after 2 or 3 times in a row you have to wait 30 secs or so or stop running for a bit.

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That'd be cool too.  Although using obstacles to seperate yourself from some infected might be fruitless if you had to wait that long just to get over the next fence.  Part of me will actually miss the fact that everyone isn't a marathon runner of epic proportions.  Some of my best memories were of zombies that you could never lose, and being without anyway to dispatch them, except to find friends that could.  I better shut up before DayZ nostalgia kicks into full gear.

 

Thanks for the replies.

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I wish they could do an Early Access release like BI has done with Take On Mars, but perhaps it's not even ready enough for that level of release.

On second thought, I don't wish that... Take On Mars is an exercise in frustration as an Early Access title.  If DayZ was in the condition Take On Mars is in as of this weekend (at least the Space Program part of it)... you'd lose people quick.

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On second thought, I don't wish that... Take On Mars is an exercise in frustration as an Early Access title.  If DayZ was in the condition Take On Mars is in as of this weekend (at least the Space Program part of it)... you'd lose people quick.

 

You probably shouldn't play the Alpha either, because that is exactly what it will be; Early Access! :rolleyes:

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Just a couple of points I'd make about some issues I saw during the devblog. Not trying to be a negative nelly, but I want DayZ to be the best it can be, so... yeah.

 

- I noticed some first-person problems, such as when he tried to look behind him while crouching and jogging, he looked inside his shirt. Also, when he would look down into his pants, his arms and rifle would be implemented past his legs, just a problem I'm sure the devs are aware of, but you never know.

 

- Animations are looking decent and useful, but they seem to not be so good with transitions. I honestly think the transitions of the animations can make them look so much nicer than what they are if done correctly.

 

- It might be because he was in a multiplayer lobby, and the server did not have the best specs to uphold the new game/players, but the framerate seemed a little choppy. I also noticed the game was close to virtually max settings, so that could also be the problem.

 

- Ivan says 'uhh' a lot; fire him. lol jk

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So, I like the change from the old vaulting mechanic.  My question is, will it still need to be activated by an obstacle, or will people be jumping around like asshats everywhere I look?

 

That was one of the things I liked about the Arma system, no jumping.  Dunno if this has been asked before, thanks to anyone who knows the answer.

I'm not a bandit and have never shot an unarmed player, but if i see fools jumping around like WoW then i will feel perfectly justified in shooting them.

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I was watching a film on Saturday night with my girlfriend, when I briefly scrolled through Twitter until I saw Rocket's tweet about the DevBlog.

Immedietely stuck my headphones in and watched the DevBlog - and it was completely worth pissing her off.

 

It's looking like it's come on so much. Love that there's some form of hold-up system now where you can disarm and restrain. Gonna be so awesome.

Sad that it's still not ready for release, but it's looking well worth the wait.

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wow seriously? I think the new M4 look terrific, the amount of detail is just sick. not sure what you don't like about it?

The cco , don't looks like is round looks like a hexagon/decagon,I notice this problem in a lot of weapons from mods in arma 2, I could show some screes shots, but I'm too lazy

edit:

now I remembered that they said they would for a low polygon count for performance(Dean said it in a conference  I guess that is what i don't like about the weapon)

Everyone can say that a game is not only graphics, but if you have two games with the same gameplay, and one with better graphics, guess who wins...

Edited by aoshi1992

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Kind of disappointing, not a lot of new information and by the way it sounds I would guess an October release at least.

 

100% agree. I expect the game to be released soon. Because this video shows nothing new..

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but if you have two games with the same gameplay, and one with better graphics, guess who wins...

 

 

 The consumer ;)

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 The consumer ;)

Right!

but just to clarify I am referring to the arma 3 dayz mod (not the warz / infestation scam)

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100% agree. I expect the game to be released soon. Because this video shows nothing new..

 

 

 Oh yeah i totally remember that part in the other videos where someone was on the ground on their knees with their hands behind their back. And those gun flashes. And the overhead shot of the different area near the shops..wait up remind me what town that was...? And that limping walking wounded player..nothing new at all. Maybe you are just thirsty, or tired.

 

 

edit- possible spelling nazis.. :ph34r:

Edited by Hetstaine
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Any chance that you guys can release a image of the complete in game map? I would love to see the changes from a satellite point of view. Wouldn't have to be anything fancy just something like the map in the mod.  

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The cco , don't looks like is round looks like a hexagon/decagon,I notice this problem in a lot of weapons from mods in arma 2, I could show some screes shots, but I'm too lazy

edit:

now I remembered that they said they would for a low polygon count for performance(Dean said it in a conference  I guess that is what i don't like about the weapon)

Everyone can say that a game is not only graphics, but if you have two games with the same gameplay, and one with better graphics, guess who wins...

 

Rocket said on twitter it's a glitch with the build. "The gun sights are not displaying the highest LOD because they are proxies. It was a bug discovered before filming but I decided to film anyway. There are hundreds of bugs just like this."

 

EDIT : not on twitter on reddit. http://vv.reddit.com/r/dayz/comments/1jlwc1/dayz_devblog_3_august_2013/cbfzuor?context=3

Edited by Bat
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Right!

but just to clarify I am referring to the arma 3 dayz mod (not the warz / infestation scam)

 

 

.You mean Arma3 Dayz mod provides the same gameplay as DayZ Sa and has got the better graphics...that's cool so nobody has to wait for the SA then..

 

:facepalm:

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Any chance that you guys can release a image of the complete in game map? I would love to see the changes from a satellite point of view. Wouldn't have to be anything fancy just something like the map in the mod.  

 

Made a screen of the northern part wich Rocket shows at the E3 presentation(upper old, bottom new):

 

5YBIjQo.jpgChanges I recognized: Petrovka much bigger, a city between NE and Petrovka and other stuff in the northern part, where previously was nothing. Also it seems that the map isnt finished with the east coastline, like in the Mod. Because there is no Border. 

Edited by x-flix
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I wonder if we will be able to drive across Pobeda dam without the wheels falling off.

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Sorry, don't know what came over me. I just keep having a recurring dream of me driving an ATV.......over a bridge.

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