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Is DayZ being developed right in your opinon?

Is DayZ being developed right in your opinion  

78 members have voted

  1. 1. Is DayZ being developed right in your opinion

    • Yes
      39
    • No, Please Elaborate
      39


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I feel they are far too focused on making Day Z standalone into a PVP game, focusing on adding weapons and things to harm one another rather than adding more elements to enhance co-operative play for people who prefer that style. I find the development is taking the game towards a much more 'selfish' pvp type mode. I hope the developers can reduce the vile community by increasing the environmental and zombie threat.

 

-Water should need boiling or carry infection chance

-Food reduced significantly

- apocalyptic atmosphere needs adding all over the map

-more dynamic weather- fog, snow, rain , wind - cold effects movement

-Zombies should scale to the area . for example a town with 10 houses should spawn 20-30 zombies (2 or 3 per House).

Spawn Zombies in the houses and buildings not in the middle of the street. this would make military areas harder (add many military zombies into airbases buidlings. Barracks should be FULL of zombies that burst out when you open the doors.

-Allow people to do two player motions:

-Leg up(lift someone over a high wall, onto a roof, etc etc)

-Drag and carry (drag unconscious bodies from danger, carry someone over your back (with less movement speed)

-Also two players should be able to stand either side of one injured and both share the carrying

-Mountain bikes should be a fairly easy one to add before vechicles completely come in. They are likely to be un-modifiable and the repairs could be basic such as fix puncture or scrap metal etc. A small team could surely program the mountain bike over a few weeks rather than working on new guns and bullets.

 

Would like to see a conscious effort from the developers to focus on creating a survival horror game and not a PVP deathmatch. That means resources must be extremely low and the threat must be extremely high. We are no where near that situation.

 

ALPHA POLICE:
everyone is quite aware this is a damn alpha. The thread was titled- do you think the developers are going the wrong way? That means looking at the alpha so far, do you feel this is going in the right direction? We are allowed to feedback on how we think it is going so far. OBVIOUSLY we know most of these things will change. that is why our feedback is actually useful/. Our thoughts and ideas might help to shape the future of the game. So why do the Alpha police have to start whining on each and every constructive feedback? Maybe you can;t handle hearing this, but the current state of DAY Z is complete BS. and I love the game, its probably my favourite game, however I can still see past the Sun shining out of Alpha Arse and state what I think should improve as an avid gamer and supporter / promoter of Day Z.

Edited by AgentNe0
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I feel as if zombies are left to the wayside in the priority list when they should be number one or two at least next to fixing wall glitchers.

 

You have almost 600 posts and dont know the zombies are being totally re-worked by a team of dev in Bratislava Studios? Wow.

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You have almost 600 posts and dont know the zombies are being totally re-worked by a team of dev in Bratislava Studios? Wow.

Whats the ETA On these new zombies Smarty Pants? Because  no one actually knows anything other than 'their working on'. Brilliant insights available on these forums about when we can expect anything playable.

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Its not even a game yet, its a development build released on steam so the community can see the progression and test for bugs.

 

30k + players at any time will beg to differ! its a game, im playing and enjoying it! Go BI!

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Whats the ETA On these new zombies Smarty Pants? Because  no one actually knows anything other than 'their working on'. Brilliant insights available on these forums about when we can expect anything playable.

 

ETA for end of Alpha is end of this year. You havent read that either? More seriously, I believe new zombie pathfinding is meant for Q2, I could be wrong!

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Rocket recently posted that they fixed wall glitching (or are testing an odea for this a prgrammer came up with) maybe this gixes zombie wall glitching too.

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I will never understand the victim blaming mentality from some fans of games. I saw it, especially, when everyone was complaining about Wollay and CubeWorld. The fanboys told everyone to shut-up and stop complaining about the slow pace of development. When Wollay would miss delivery dates the fans would blame it on the complainers. This continued for a long time until 99% of the community just forgot about the game. It still isn't even close to being finished.

 

Anyway, I wish people would stop blaming players for purchasing a game that everyone is playing. Stop blaming players for complaining about a game was commercially released in an unfinished state. If the developers can't handle the criticism they shouldn't have taken the money. Period. They are big boys and they have a lot of funding now to make the game they wanted to. I can understand about people getting tired of hearing the complaints but criticism is, often, the best way to get the attention of a game developer. (EA/DICE. 'Nuff said.)

 

All of you people yelling "alpha!" should probably also realize that when a game typically reaches alpha status it is pretty much a full game. There will be missing/placeholder content but the game feels pretty close to how it would @ final. The company I work for recently released 2 games into alpha. Both games have bugs but they work. All features are present. You can get a very good feel for how the final version of the game will be. DayZ, in contrast to many other games in alpha, will feel completely different when it is finished because the vast majority of game mechanics aren't close to being implemented. It (and many other Steam Early Access games) would typically be classified as something between pre-alpha and a beta if they followed a normal release schedule.

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Rocket recently posted that they fixed wall glitching (or are testing an odea for this a prgrammer came up with) maybe this gixes zombie wall glitching too.

 

No. Zombies pathfinding is currently broken and the Bratislava team is working on fixing it. This is independent of the player collision issue that enables people to glitch through walls.

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Even the Arma 3 alpha was much more professional than this, and didn't have glaring AI issues etc.

To the guy above, I have read Alpha is end of the year, that wasn't anything to do with what i Said, however. yes I even mentioned Rockets Video saying Q2 etc as too vague,,, Would like them to start giving an Approximate Month (or day if you want to be professional team) estimate, for example, they could say something like this:

Subject to Change

 

Problem: Date Aimed For: Progress So Far:

~Zombie AI Pathfinding - Date aimed for july 2014 - Progress: ?? they require a head hit from axe now

 

Get the idea? to give us some hope of when we can actually begin to play.

 

In the almost 6 months since alpha launched what has been done to the most important thing in the game: ZOMBIES

Firstly they walked , now they run, now they need a headshot.

That doesn't seem like an awful lot of 'work' on zombies argulably the most important part of a zombie survival game.

 

So if the team is so busy working on them don' t they have a schedule? Do they have weekly targets? Monthly target? Aiming to make zombies stop running through walls before which day? july? august? End of 2014 ? mid-2015???

 

You must have created a time line for your team and i don't see why that cannot be shared. All professional companies will need a plan, targets and schedules for their staff teams.

Edited by AgentNe0

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I think what irks people the most is the silly bugs that make it through.... the ones that make you think "do the devs really play this game?", two perfect examples 1) Not being able to use binoculars when kneeling down... man thats the first thing a "player" tries! 2) Bolts taking up a pocket space each! really? that just made the bow a totally useless thing.

 

Alpha police can go do one... dur yes I know its alpha but sloppy stuff like the above making it into even an *alpha* is what is doing the most damage to people's belief in the games successful production.

 

Also, correct me if I'm wrong but there are NO Zombies in this game!! they are simply infected people... which being as they are living breathing people means it makes no sense they can take over half a dozen axe hits to the body and still even move let alone being alive!  The only advantage infection should do is make them immune to pain.... but a full swing axe blow to the trunk of the body? it should leave them paralyzed or bleed out in under a min (depending on where struck) owing to them being living organisms an all that.

Edited by stryker007

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I wouldn't say they're developing it wrong, yet I voted for 'no' because it was one vote behind at the moment and saying 'yes' would be like saying there are no problems and all is shiny, which is not the case. What they're doing may be not 'wrong' per se, but it seems to me that they're either slacking or incompetent. They need to get a grip, stop jumping from thing to thing, develop a schedule and follow it, develop plan B in case something doesn't work, hell, develop plans C, D, E, F and G, childhood is over, millions of people who paid their money are waiting. Stop making excuses and GET TO WORK. If you can't do what you signed up for then get someone who can.

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now, if you read the replies in this thread alone, you have people who want it to be an ultra-realistic military simulation with survival features tacked on, while other want it to be a hardcore survival game with combat tacked on.

 

while the dev team has so far been exceptionally open to community feedback, i think it is most important that Dean and his team follow through on their vision, and not let them distract by the confuzzled, contradictory demands of the community. let them pick out the suggestion they like and feel fit best to their game, and all will be well. this game is not supposed to appeal to everyone, and i would be gravely disappointed if it tried.

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Personally I think its going fine. You say you feel things like zombies are being left to the wayside....I cant understand that, not when they re-invest a chunk of profit on a dedicated zombie AI studio. If anything that makes me think they are priority number one. Just because we aren't seeing in-game improvement with every patch dosent mean the work isn't getting done. With something like a navmesh I would expect it to drop like a bomb, without much warning, in one of the updates. Then from there do fixing and tweaking :)

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I think what irks people the most is the silly bugs that make it through.... the ones that make you think "do the devs really play this game?", two perfect examples 1) Not being able to use binoculars when kneeling down... man thats the first thing a "player" tries! 2) Bolts taking up a pocket space each! really? that just made the bow a totally useless thing.

 

Alpha police can go do one... dur yes I know its alpha but sloppy stuff like the above making it into even an *alpha* is what is doing the most damage to people's belief in the games successful production.

 

Also, correct me if I'm wrong but there are NO Zombies in this game!! they are simply infected people... which being as they are living breathing people means it makes no sense they can take over half a dozen axe hits to the body and still even move let alone being alive!  The only advantage infection should do is make them immune to pain.... but a full swing axe blow to the trunk of the body? it should leave them paralyzed or bleed out in under a min (depending on where struck) owing to them being living organisms an all that.

I am interested in seeing in a few years when this and other early access games are sucessful. Maybe early access will blow up in their faces.

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Hi!

Fabulous, isn't it?

 

I really wanted to address all the nonsense about the payment model and the good old times, before independent developers could get funding directly from their customers, instead of having to relying on major industry players and their bullshit marketing departments, but fuck that, this thread to me is now all about Bohemia Interactive acquisition of an awesome interior designer.

 

Don't compare H1Z1 or WarZ to DayZ's funding model, because they are opposite. 

 

H1Z1 and WarZ penalized you for supporting early development, while DayZ compensated you for it.

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now, if you read the replies in this thread alone, you have people who want it to be an ultra-realistic military simulation with survival features tacked on, while other want it to be a hardcore survival game with combat tacked on.

 

while the dev team has so far been exceptionally open to community feedback, i think it is most important that Dean and his team follow through on their vision, and not let them distract by the confuzzled, contradictory demands of the community. let them pick out the suggestion they like and feel fit best to their game, and all will be well. this game is not supposed to appeal to everyone, and i would be gravely disappointed if it tried.

quoting this because its so true. there are two distinct comunities here and i really hope that the devs can just find a reaonable BALANCE between catering to one or the other that leaves both happy. I personally never wanted any more an improved version of the mod and would prefer that the balance resemble that as closely as possible. roving death squads in the north and clan wars at NWAF included! the bad lands north of stary used to be the home of tier 1 milsim badasses looking for squad fights and i liked going up there with ym crew looking for that.

Edited by Sovetsky
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Dear Abby,

 

I  think there must be something wrong with me.  I don't really care if I don't get an update release every week/day/10 minutes.  I read snippets of dev updates and don't post foam-flecked rants about "OMGZ everything is so broken, I wuz robbed of my £20 at SKS-point by Dean Hall personally. WTF?"

 

I also reckon my opinion of how DayZ SA is being developed is utterly irrelevant, so long as I keep testing and posting bug reports where necessary, throwing up reasonable suggestions and shooting down the more ludicrous/insane/childish/weird ones.

 

Is it wrong to think like this?

 

yours,

 

Confused

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I really wanted to address all the nonsense about the payment model and the good old times, before independent developers could get funding directly from their customers, instead of having to relying on major industry players and their bullshit marketing departments, but fuck that, this thread to me is now all about Bohemia Interactive acquisition of an awesome interior designer.

 

Don't compare H1Z1 or WarZ to DayZ's funding model, because they are opposite. 

 

H1Z1 and WarZ penalized you for supporting early development, while DayZ compensated you for it.

What about miscreated? It looks like dayz with different engine, map and warzs payment method.

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Honestly, no. Instead of fixing important things, like people getting into walls, they're "fixing" problems like vaulting with a fractured leg.

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Slow and not many 'survival' components, not so massive multiplayer so far either, deadmatch kind of game with 20-30min to re-gear in between.

 

Still keep my hopes up, but i'm not playing anymore at all 'till it's  released.

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My answer is no.

 

From what I can gather and this is indeed preliminary dayz is moving away from its roots and what made the mod popular.

 

The mod was popular due to its emphasis on realism and its ability to merge arma 2s mil sim aspects with survival and perma death.

 

Stand alone has thrown that into the trash bin and instead focuses on being accessible and easy to pick up and play.

 

Every aspect of stand alone shows this. The movement,inventory, and ballistics systems all follow the same casual mentality.

are you seriously saying Dayz becoming casual ? CoD is casual, FIFA is casual, and such games. Dayz will never be casual, even if SA is less hardcore than Mod, in your opinion. How can you tell that ? i don't want play a mil sim, that was not the selling purpose about Dayz. I'm sorry. It's intended to focus on realism and surviving against zombies, elements and human nature. (militay sim is implied in "realism" but i don't want a focus on gameplay on that. i'm confident on that seeing the road map elements : these elements will promote cooperation i hope)

 

i ve seen videos of the Dayz mod. the interface is ugly and the graphics too. I admit never play it so i don't know how it feels. but videos don't make the mod more attractive than SA IMO. So if people could stop speculations for some time and just sit and play. That will be cool !

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are you seriously saying Dayz becoming casual ? CoD is casual, FIFA is casual, and such games. Dayz will never be casual, even if SA is less hardcore than Mod, in your opinion. How can you tell that ? i don't want play a mil sim, that was not the selling purpose about Dayz. I'm sorry. It's intended to focus on realism and surviving against zombies, elements and human nature. (militay sim is implied in "realism" but i don't want a focus on gameplay on that. i'm confident on that seeing the road map elements : these elements will promote cooperation i hope)

 

i ve seen videos of the Dayz mod. the interface is ugly and the graphics too. I admit never play it so i don't know how it feels. but videos don't make the mod more attractive than SA IMO. So if people could stop speculations for some time and just sit and play. That will be cool !

 

 

Mil sim or sim they are both the same thing.

 

Dayz cannot be considered a sim when the gameplay has people sprinting at 15 mph and has incorrect and often downright unrealistic weapons.

 

Part of the problem is the sheer inconsistency in dayz.

 

Some aspects are really well done and follow realism such as magazines and ammo being 2 different things. Yet we have things like a horrible casual streamlined inventory system where you can magically pick up things from the ground by press tab and then running near stuff.

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Honestly, no. Instead of fixing important things, like people getting into walls, they're "fixing" problems like vaulting with a fractured leg.

Thats one thing I did not understand either. 

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I am interested in seeing in a few years when this and other early access games are sucessful. Maybe early access will blow up in their faces.

 

I'd say minecraft has been a great success!  Its the community feedback over the years which has made it better than it ever could of been.

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What about miscreated? It looks like dayz with different engine, map and warzs payment method.

 

Accoding to their FAQ they are undecided on micro-transactions, but I'm definitely not a fan of that, especially not in a survival game.

 

I haven't followed it very closely, but it always seemed like they were pretty up front with their game and I always thought it was just a couple of new developers, big fans of DayZ, taking their first steps into the business by making a heavily DayZ inspired game. It's development hasn't really popped much up on my radar, but I haven't caught them in an avalanche of lies like the WarZ team, who couldn't tell the truth to save their lies or stay on Steam

 

Nor have scores of Miscreated fans flooded the DayZ forums, spamming the general forums with stupidity about how a game will completely destroy DayZ, simply because they saw some ugly screenshots or a disastrous livesteam.

 

Miscreated made a single humble thread in the off-topic forum and posted an updated once in a while, it was their attitude, similar to Rust, that made the big difference. No backhanded self-praise, no obvious exaggerated hype.

 

I'm not sure I going to buy it, but I gave them a vote on greenlight for their attitude.

Edited by Dallas

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