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TEST_SUBJECT_83

Interview with Dean Hall in the latest PC Gamer (summerized)

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While I like his intentions for limiting various items, like military weapons..  I can't really see a static limit on quantity approach working.

 

What happens when a clan manages to collect 50% of the stock?  I can just see it, grab every m4 you find and just sock it away if anything just to limit someone else from gaining them.

 

What happens when players who have said items quit playing before dying?

 

While there might be solutions to the above, I am willing to bet they are more complicated then just having an extremely low respawn rate.

 

Some other options include degradation of both arms and bullets, chance of breakage.  Combined with even more reduction in ammo spawns.  Finding a coupled mag should be rare, finding one with 60 fire-able rounds should be impossible.

 

If ammo was extremely rare and there was a chance your gun would break with each shot, people would be waaaaaay more selective in usage.

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""Bows, arrows, and thrown items/weapons

...bows and arrows, knives and spears are all on the list – along with a physics-based throwing system that can be used inoffensively (throwing a can of beans to a friend in need) or offensively (throwing a can of beans at someone’s head).""

 

Fluff.

 

""Reduce spawn of military gear and other important items

We get away from running to a particular building to find the military item. You might find one there, but nine times out of ten it won’t be. It’ll only be when they get destroyed or disappear that they respawn again.” The result will be a more mobile player population, making more use of parts of Chernarus away from the major cities and military bases.""

 

Make loot spawn randomized. I gather they want a limited amount of high end gear so only some will get lucky?

 

""Limited item respawn on server; items respawn when another is destroyed

"Then we’ll be able to dramatically reduce the spawn rate of important stuff – like military weapons. As some of these difficulties increase, players will start to see the benefit of grouping up.”""

 

They will kill to get their hands on the desired items. This is not the difficulty that needs increasing.

 

""More zombies, but some isolated areas of the map too

“We do still want the sense that there’s no zombies in particular places, out in the wilderness,” Hall says. “It brings this sense that I’m safe, but I have to take an active risk to go in where there’s more danger. I find that quite interesting.”""

 

No brainer.

 

""Player to player contagious disease?

“Say your group is getting along really great and you’re doing well and someone starts coughing,” Hall says. “What do you do? You suddenly have to face all of these issues.""

 

Fluff

 

""Hunting (already known)

Hunting for game is a priority feature to be added,""

 

Agreed.

 

""Night having an effect on hunting

Hunting is also a way for Hall to start solving a much broader problem with the game – nighttime. “Nighttime is my favorite time in DayZ as a concept, but in terms of gameplay it’s... not so much,” he concedes. “You don’t really get much out of the game then, and that’s why – as designers – we need to fix it.”""

 

Unless there are going to be crucial items that can only be found while hunting at night, this will not help.

 

""Tameable animals

Not every animal you encounter in the woods will be wild. Tamable stray dogs are something that Hall is keen to include...""

 

Fluff

 

""Horses possibly

“Horses are looking a lot more likely than they were before,” he says. “Part of the problem is animating them. It’s not something we can promise, but it’s right up there in terms of things we’re looking at in the moderate term.”""

 

Fluff

 

""Vehicles next priority, Starting with bicycles

Vehicles are the next priority feature, requiring the cooperation of groups of players to assemble and maintain. The vehicle you and your friends build will, in a sense, be a second character – and it’ll need just as much caring for as a human being.

We’re going to start simple, with bicycles – they’re slow, and there’s not much to them – then from there we’ll head out.”""

 

Agreed.

 

""More 'appropriate* difficulty for running vehicles, including helicopters

“We won’t be able to do everything, but the idea is to provide a much more DayZ-appropriate vehicle experience. For example, I would love to see helicopters – but it’s going to be so difficult to keep your helicopter running, because there’s going to be an incredible number of items attached to it that all have to be looked after. The helicopter becomes this amazing thing to see – not just something you find and get in and turn on.”""

 

Fluff

 

""Underground bases

Something else he’s thinking about long-term is living space. “I want to go with underground bases because it solves the problem of space on the surface. Even though DayZ has a huge map, it’s still not big enough for what we’re talking about.""

 

Not a fan but better than nothing.

 

""Player run laboratory for virus research

I’d like there to be – dare I say it – in-game content where you create a lab and try to keep that running. Suddenly resource gathering becomes very difficult, and very important. Being mobile becomes critical, because your base is static. One of your goals would be researching the zombie virus and how it mutates, as well as researching and even manufacturing new viruses.""

 

Fluff.

 

""Extended moddability

I’ve been looking for ways to add user-created content without them having to make a mod and distribute a data file. It’d be great if we could have it so that players could make stuff and create events that happen based on the existing database.” Engineering, science, medicine, animal husbandry – these are all signs of civilization, not post apocalyptic chaos.""

 

Fluff.

 

""Player customization

There’s things we’ll do to support that [Gangs/Groups], like tattoos and being able to write markings on your weapon. ""

 

Fluff.

 

More core, less fluff pls.

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