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DayZ Developer Blog 7th September 2013

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Seems like surrendering might add in a new tactic itself, you could "surrender" then when they get in close and pull out handcuffs you might stop your surrender and quickly draw your sidearm or a knife or something and attack them while they have no weapon in hand. Would add quite an element of danger to it for the bandit trying to not wreck your stuff(almost like some sort of reverse banditry lol).

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Will we be able to chamber a single round into firearms manually?

That way if we have a firearm, and ammo, but no magazines, we can at least shoot one shot at a time, manually chambering a round between shots.

Opens up for deception and sneakyness as well as possibly fatal mistakes. How many people without proper experience actually think about that chambered round after you've extracted a magazine?

 

Yes

 

Sweet  :)

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one question arises...why so much effort and focus on guns when they want to make ammo scarce as hell? ;)

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I'd guess the lack of bullets would be a bit of a deterrent. Not to mention attracting a horde of Zeds with a gunshot.

But yeah. There's nothing stopping you from taking your victim's gun and killing him. Or just panning their head in, if that's your thing.  :bandit:

 

It's a wait and see sort of thing.

I'm secretly hoping some of the changes of pace and gameplay will lead players away from the "High-score to win" attitude. But that's probably giving folk too much credit.

 

I think the one thing that really should discourage using firearms is sound. It should be a last resort as every infected will be homing on your position once you have fired. Sniping on top of a building will be a certain death sentence...

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I noticed the player is making tracks as they walk bare footed. This is good, but the tracks should be persistent and wash away only after a long time or with rain. also, grass should be disturbed as they move through it as well.

 

Where the inventory menu is concerned, it should be designed such that that some crafting can only be accomplished if the player takes the items out, places them on the ground, and build or craft the item from there while in a kneeling position.

 

An example of this would be in hand loading your own cartridges with a kit similar to the lee reloading started kit  which (from the all the glaringly obvious hints in this video) will definitely be available in the alpha release!! Thank you rocket!

 

And by the way... a tactical vest is still a good thing to have even if it is shot up. The more pockets you have, the better off you are. Unless it is also designed that pockets spawn holes and tear over time which, in my opinion, is a good idea.

Edited by codestargod

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I noticed the player is making tracks as they walk bare footed. This is good, but the tracks should be persistent and wash away only after a long time or with rain. also, grass should be disturbed as they move through it as well.

Would love this too but I know it adds exponentially to computational cost, thus may not be entirely feasible. Especially with 100+ player servers.

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looks much better now than the last time, with the trans.anims and all. One other thing to consider is the yet unsaid thing to make the character more valuable. This with damaging gear and other features configured right might affect KOS alot.

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looks much better now than the last time, with the trans.anims and all. One other thing to consider is the yet unsaid thing to make the character more valuable. This with damaging gear and other features configured right might affect KOS alot.

 

http://www.reddit.com/r/dayz/comments/1lvxt1/dayz_devblog_7th_september_2013/cc3j2tw?context=3

 

Touched upon here ^^

Edited by CapricornOne

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Would love this too but I know it adds exponentially to computational cost, thus may not be entirely feasible. Especially with 100+ player servers.Not necessarily...

Not necessarily. Track data for the entire map can be stored on the server database while not displayed globally. As each user logs on and positioned in a specific region, that track data is sent to the client, and it becomes the client's responsibility to have that data translated graphically to their screen.

 

In this case, the main task of the server would be to  track player movement in real-time (which is already being done), store that data, and transmit that data to each client specific to their location. After that, there is no need for server involvement.

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Not necessarily. Track data for the entire map can be stored on the server database while not displayed globally. As each user logs on and positioned in a specific region, that track data is sent to the client, and it becomes the client's responsibility to have that data translated graphically to their screen.

 

In this case, the main task of the server would be to  track player movement in real-time (which is already being done), store that data, and transmit that data to each client specific to their location. After that, there is no need for server involvement.

wil this kind of data be allowed to be done in like a viewer for server admins ? hope not thats one of the biggest exploits in the game. no tools should be allowed which monitor player movements or game data that can be exploited.

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Not necessarily. Track data for the entire map can be stored on the server database while not displayed globally. As each user logs on and positioned in a specific region, that track data is sent to the client, and it becomes the client's responsibility to have that data translated graphically to their screen.

 

In this case, the main task of the server would be to  track player movement in real-time (which is already being done), store that data, and transmit that data to each client specific to their location. After that, there is no need for server involvement.

 

Hmm.. May be possible with the server/client bubble actually yeah, you're right. Would like to see it addressed.

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wil this kind of data be allowed to be done in like a viewer for server admins ? hope not thats one of the biggest exploits in the game. no tools should be allowed which monitor player movements or game data that can be exploited.

Definitely not. Individual server admins will have absolutely no access to this data via a viewer. There is no reason for them to have this...

 

The aim is simply to store and transmit packets of tracking data of a given location for each avatar to each client at that location. The tracking data has a finite lifetime, after which it will degrade and be replaced by more recent data (if any) or reset. This would be similar to a circular database buffer. Upon reset, a new localized packet for each client is transmitted. Theoretically, this transmitted packet could also include other information such as weather, zombie swarms data and fog data. The client would then be solely responsible for rendering this data once received, albeit not given the ability do enable or disable rendering things like weather, zombie swarms or fog.

Edited by codestargod
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Great devblog. This is how they all should be... concise, well structured, and informative. Progress looks really awesome.

 

Just hope nothing -else- ends up deemed as an alpha-blocker (i.e. server/client relationship, network bubble, etc.)

Edited by Katana67
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I just had a funny image of a guy down to his skivies running down the street screaming while restrained and you standing with a look of O_O

That said, thank you for the update! It's very exciting seeing how much closer we get to the release whenever that is and to see how much more involved this game will become :)

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one question arises...why so much effort and focus on guns when they want to make ammo scarce as hell? ;)

 

 

because me and my Mosin will look incredible sexy ( even without ammo)

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Did he say/imply that at all?

 

 

I believe he did.  When he was talking about moving the camera in closer in 3rd person I am pretty sure he said it would still be an option.   

 

 

If it isn't an option I would be pretty mad.  

 

 

1st person only servers should still exist even w/ improved 3rd person.  

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zeroing of the sights doesn't have an effect that close to another player ...

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zeroing of the sights doesn't have an effect that close to another player ...

It has some effect but probably at that range you should always aim bit too high.

mbyz6SR.png

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I really like the ristrain feature. I would like to see at some point to be able to carry people who are restained for a set amount of time. For example maybe you just restained someone and you don't want them following you once there free or maybe you don't want another player to come across them once you have left them. So you can pick them up put them in a near by bush leave them restrained there. After a minute or 2 they will be able to break free.

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Quick question for a admin or Rocket or who ever. 

 

 

 

Can you wear a hat and a mask at the same time??  

 

 A Gas mask and kelvar helmet or cap and balaclava?   

 

 

Because I would really like to play as a character who appears similar to my forum avatar.  

 

 

A ushanka headlamp combo that I crafted with a  ushanka  and headlamp.

 

 

 

Gasmask w/ an extended tube leading to a tank.  

 

 

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I know this is very rough but I sure hope when you get hit the character gets kicked like mule as they say. vest or no vest getting shot did not move the player much. Damage to stuff is great winding the player would also be a nice touch.

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This is looking very awesome! Wicked dev blog, just makes me want to play the mod even more. But I wonder, when you equip a destroyed item, like say a hoodie, can you still store items in that hoodie? I wouldn't see why not..

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