GhostSlayer (DayZ) 13 Posted February 9, 2015 I'm just wondering because i've played this game for a long time now ( DayZ SA + DayZ Mod ) but im wondering when will the standalone receive modding support? because with the DayZ Mod, all the other Mods and maps ( overpoch,namalsk etc.) is what is keeping it alive. for me personally im getting really bored of DayZ SA at its current state its just not fun to play with hackers and no main objective like base building. i just recently watched a new video from GoldGlove called survivor games it would be really cool if they could make a battle royale/hunger games style gamemode for Dayz SA that would give it alittle bit more of life whilst we wait for proper basebuilding and modding support. wouldn't it be cool if they could make this gamemode for the standalone insted of people making it with friends on a server? Thanks- video Share this post Link to post Share on other sites
OrLoK 16185 Posted February 9, 2015 Hello there Modding most likely wont be available until after a full release. So, some way away. Rgds LoK 2 Share this post Link to post Share on other sites
GhostSlayer (DayZ) 13 Posted February 9, 2015 (edited) Hello there Modding most likely wont be available until after a full release. So, some way away. Rgds LoKoh ok thanks, is there any hope for a side gamemode like Battleroyale etc.? Edited February 9, 2015 by GhostSlayer Share this post Link to post Share on other sites
kichilron 8550 Posted February 9, 2015 oh ok thanks, is there any hope for a side gamemode like Battleroyale etc.? Yes, of course. 3 Share this post Link to post Share on other sites
GhostSlayer (DayZ) 13 Posted February 10, 2015 Yes, of course.when the game fully releases or soon? Share this post Link to post Share on other sites
nexventor 429 Posted February 10, 2015 Battleroyal is already available in Arma 3, I have no idea why you want to play it with DayZ's limited and clunky controls. 2 Share this post Link to post Share on other sites
surf_polar 110 Posted February 10, 2015 Best most people cherish the the mod restricted alpha phase we have now.When the full game comes out no one will be playing on traditional servers anymore. -.-If you like Battle Royale so much, why dont you just play it in Arma 2 Chenarus? Like, what is stopping you from doing that? Share this post Link to post Share on other sites
GhostSlayer (DayZ) 13 Posted February 15, 2015 Best most people cherish the the mod restricted alpha phase we have now.When the full game comes out no one will be playing on traditional servers anymore. -.-If you like Battle Royale so much, why dont you just play it in Arma 2 Chenarus? Like, what is stopping you from doing that?i would but battle royale is not available anymore on Arma 2 and i've played the Arma 3 version for a pretty long time and i just want something new Share this post Link to post Share on other sites
stonecutter357 17 Posted February 15, 2015 i would but battle royale is not available anymore on Arma 2 and i've played the Arma 3 version for a pretty long time and i just want something newTry H1Z1 it has a BR and no lag! Share this post Link to post Share on other sites
S3V3N 1402 Posted April 5, 2015 (edited) If we want to start a mod for Dayz SA, where would we go to meet other people interested in that kind of thing? I'd expect the editor to be a lot like the ones Arma uses. So I wonder if a coder who used the Arma Editors can just jump right into the Dayz SA editor, or if it will be different. They are porting the game to consoles. I don't know if they will simplify the editor for that version. What I have in mind is simply to give the game seasons. Not in terms of weather, but more like a TV-series. When certain conditions are met, the game moves to its next season, which can either mean more banditry or more heroism is supported. Each season can be tipped in favor of either bandits or heroes, branching into multiple possible outcomes. In the end it will play either like the movie "The Road" (food sparce, no wildlife) or like "28 Days Later" (order partially restored, evacuation possible). For the start this mod should be nothing more than a proof of concept with just a few objectives on each stage of each season. I used to play an Arma I mission a lot, called "The Black Flag". Even though it was purely objectives (you had to Halojump, gather intel, find an operative and set off a radio call for extraction), there was a great sense of tension and purpose in that mission. And it was long and your team felt important. I always wanted to recreate that experience, but on a much bigger scale and with more freedom to pick your objectives. In Dayz we don't have missions and I don't want to change that. No General telling you what to do on radio. I want players to come across infrastructure they can reactivate or demolish, for longterm or for their own (short) gain. Bandits build camps, heroes capture+rebuild infrastructure. In the beginning things move slowly, until parts of the production are reactivated and interconnected. With active banditry we see more weapons spawn and less food. With heroism in favor, we see the opposite. The interesting thing about my idea is that everything is triggered by the state of the environment, not the players. You don't have to chose a side of either bandit or hero. You chose by your current necessity or by what you think best on the long term. And different servers will have different developments toward one or the other state. When certain development criteria in the environment are met, the game loads into the next season, which means new environments unlock and can be fixed or destroyed, captured or exploited. The scope of it all becomes bigger each season. So in the beginning you might just need a generator and fuel to power up a radio station. Maybe later you need to reactivate the electricity grid to run a hospital, etc. Once something is on it stays on, but until then it can be challenged and competed for. If a structure is damaged or destroyed, it will respawn after one or two server restarts. There would be a chain of dependency between different areas. For example if a supermarket is restored, it will influence the loot spawn in the entire area in a positive way. If you restore firestation and police station, the zombies might be kept out of a small area of the city, which can then be used for trading. A lot of buildings should have an "active" state, so as each one is switched on or off they sum up to the season's outcome and determine which stage of the next season is gonna be played. There won't be a "you've won" message in the end. You will either make it to extraction (in convoy or alone) or be dying to zombies and cannibalism as a bandit. For a proof of concept it could be a matter of hours playing through all seasons, but the mod would evolve and could potentially last weeks to months to play through; there will probably be different versions of it, in the end. I admit, the final stages of the banditry seasons are going to be terrifying for newspawns and seasoned players alike. But you need some banditry in the game, in order to get new guns to spawn in the next season. Banditry could finally sum up to someone launching a nuke or airstrikes on Chernarus and wiping out the dead and alive altogether. I can't think of a happy ending to the banditry mode. The only upside to it is that there are more guns and ammo than anything else in the game. It will be highly PvP. The only thing different from Dayz SA in terms of gameplay is that certain captured zones (e.g. churches) and bandit camps would be no-shooting-areas (so it's most likely simply a radius with godmode turned on - no big deal). Also, the radios we already find could prove useful to make contact with others that wanna either rebuild or reign chaos. Coop and teambuilding would be highly encouraged by certain tasks requiring more than one person to perform (especially in the later seasons). I had a bit of fun writing this, so I apologise if it is very long. I'd be glad to work on this project, and I can contribute textured models, concepts and documentation. But I think this is mainly a coder's baby, since not much new content needs introducing. It's a big task, no doubt, but it can be started on small scale with only very few objectives as a proof of concept. Edited April 5, 2015 by S3V3N Share this post Link to post Share on other sites