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Status Report - 09 Jun 2015

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Just to be clear - region control does not exist yet, so the rope + sack combo is a happy accident.

 

 

Really? Wow. It really did add to the game imo. Odd that it was apparently random. Wasn't just in zone 1 come to think about it but I saw very few backpacks in zone one in .57 compared to 55.

 

Anyway, thanks for sharing the info/thoughts etc. We appreciate it.

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i would see it more as: Berezino famous for their apples and cider. Cherno for industry and the huge loads of diverse tools and/or parts for cars, Skalisty for their extensive amounts of fishing equipment.... etc.

 

i honestly think that would be a reasonable idea of how to make use of such zones. i need item A, better wander off to place X to look for it, chances are high there.

 

oh, i think  you got me wrong. i don't (completely) dislike the idea of having zones, i think it's better to have more zones than 4.... yeah, when you put it that way, berezino should have a different zone code than cherno and that is what im trying to say or suggest. having a big zone 1 won't bring the idea you just mentioned here (that is my understanding of the picture showed in OP) 

in another word i really truly like the idea of zones but not how they showed it ATM. having just 4 zones is not good.

 

and about that renderer i said earlier, i don't wan't any screenshots or something like that, and i do know it won't change the game dramatically, and honestly i don't care about how games look like. all i care is if it will give us 10 more fps in towns so be it, it's a great change for a game like dayz. and all i'm asking is talk about this stuff, like it will definitely give you 1% more FPS or what is you plan after implementing it,like that time you talked about how it will change painting (i think it was in a Twitch stream). or at least let us know time to time how much of it it's done or give us another ETA.

 

Hopefully hicks, you don't get me wrong on this, i do appreciate all you guys do for this game and im not trying to be offensive here. i just truly care for this game.

Edited by VahidkinG
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oh, i think  you got me wrong. i don't (completely) dislike the idea of having zones, i think it's better to have more zones than 4.... yeah, when you put it that way, berezino should have a different zone code than cherno and that is what im trying to say or suggest. having a big zone 1 won't bring the idea you just mentioned here (that is my understanding of the picture showed in OP) 

in another word i really truly like the idea of zones but not how they showed it ATM. having just 4 zones is not good.

 

and about that renderer i said earlier, i don't wan't any screenshots or something like that, and i do know it won't change the game dramatically, and honestly i don't care about how games look like. all i care is if it will give us 10 more fps in towns so be it, it's a great change for a game like dayz. and all i'm asking is talk about this stuff, like it will definitely give you 1% more FPS or what is you plan after implementing it,like that time you talked about how it will change painting (i think it was in a Twitch stream). or at least let us know time to time how much of it it's done or give us another ETA.

the problem of giving examples: people always tend to get wound up in these instead of the seeing the bigger picture and the the point or idea they should convey. an example is mostly something easy to understand, something practical to convey - in this case - an idea.

 

see my most epic failure with giving a proper example to convey the idea of a suggestion:  :D  :D  :D

 

http://forums.dayzgame.com/index.php?/topic/124356-player-decisions-unlocking-new-content/

 

my example was a super duper specialtank... see for yourself what happend then  :wacko:

 

edit: AI Hicks - use words such as concept or example in image descriptions

Edited by joe_mcentire
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Hoping for an answer about animals also. I understand that zombies will be present in limited numbers (per the SR), but what about animals?

 

I wonder if the animals cause similar performance issues to the infected.  Personally, I feel the animals are more critical to the game than the infected, but I know I'm in the minority, there.

 

Also, where are you seeing in the SR that the infected will be spawning in Stable?  My reading comprehension must be horrible as I can't find it. :(

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Also, where are you seeing in the SR that the infected will be spawning in Stable?  My reading comprehension must be horrible as I can't find it. :(

Now that you mention it, I don't see it. I originally read the SR from the main site (not the forum post) and it had an "Edit" added on to the beginning of the post that mentioned infected spawning in limited numbers. Now it's not there... Not sure why.

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Thanks for hard work, devs/all!

 

Experimental has made leaps and bounds and I wish you luck with these next iterations for stable candidates.

 

Watching the CLE take shape in real time on experimental has been a unique experience for me.

 

I'm curious about the progression of crafting and how flexible crafting will be in general.

 

Any chance for a few WIP pics of the crafting table/building interior?

 

More animation showcases perhaps?

 

I'm just greedy I guess....

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"Kill em all and let god sort em out"

 

One thing I typically take from the design direction, and please correct me if I misread these things, is a parallel with what I considered to be one of the greater follies of the mod development and Deans early description of his goals for the standalone. For instance I recall Dean stating once that a certain feature would "combat the kill on sight mentality" and therein lies my point.

 

It appears as though development is whitewashing the original experience in an attempt to balance all the different playstyles, to make it easier to be a hermit or a "friendly" and less difficult to bandit etc. The mod experience (I'm sure purely by accident) created what felt to me like the most authentic simulation of the zombie apocalypse or any post apocalyptic scenario I had ever seen.

In a real Apocalypse it would be easier to rob and steal your way to power, it would be easier to let others spend weeks gathering and scavenging and then take it from them. It should be harder to play with morality as it would be harder in life. It didn't feel like there were many ingame barriers to playing the way you wanted other than the good will of other players. 

 

DayZ was not just a survival game, it was a sociological experiment. It was "Lord of the Flies" and it was wonderful. I just hope we don't lose that in favor of making it easier to be a "care bear". 

 

Some of what I read here seems very promising. But as a current mod player and former SA player I just feel like I can put my own finger on what is missing for me.

 

"Zones" should be defined by the players, by people and their will, like all in game activity. I pray this is a part of your design goals if for nothing other than my own selfish reasons. 

Edited by B@ker

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Can you tell us how, or if, dynamic events will be tied to the new central economy?  Furthermore, what is the role of dynamic events in pushing player progression across the map?

 

Will the CLE involve items that could be permanent?  Perhaps something like fixed barrels, or other items made overpowered when made mobile.

 

 

It's great to see the progress made to the game so far, guys!   :)

Edited by Parazight

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i honestly don't like the zones idea.

 

don't really like it either. It's like a sign Team Deathmatch arena and I think it further tends to limit playstyles, just like the introduction of longer and longer range scopes do. Until everyone is on his sniping hill, having the 40x scope looking two villages away.

 

I am aware this is a matter of personal preference. I actually did enjoy the "broken" 0.55 with loot in random places. People walked the map and not just way X (NWAF, Vybor ...), and rareness of items makes for more interaction than everyone having guns and beein bored. So it was quite an interesting build for me, before returning to legacy loot. The zombies being a threat either furthermore fostered a very PvP centred orientation in the game. I would wish for a lot more incentives for interaction other than shooting only. Teamplay meaning more than more guns and ammo in hand.

 

Just a very personal point of view.

 

 

It appears as though development is whitewashing the original experience in an attempt to balance all the different playstyles, to make it easier to be a hermit or a "friendly" and less difficult to bandit etc. The mod experience (I'm sure purely by accident) created what felt to me like the most authentic simulation of the zombie apocalypse or any post apocalyptic scenario I had ever seen.

In a real Apocalypse it would be easier to rob and steal your way to power, it would be easier to let others spend weeks gathering and scavenging and then take it from them. It should be harder to play with morality as it would be harder in life. It didn't feel like there were many ingame barriers to playing the way you wanted other than the good will of other players.

 

Well, as a first, it's not really more difficult to lay low with a mosin+lrs and kill someone who will make the mistake to stand around than to farm stuff. It's both easy. But nevermind.

 

For the second part I strongly disagree. People have always built communities because you need different skills to survive and each person has a different skill set. They keep doing so as well. Someone being able to stitch you up or reopair your vehicle is of morevalue to your post apocalyptic guy than killing him and having a can of beans. I definitely think we are seeing a lot less interaction than we could imagine in a hypothetic post apocalyptic world.

Edited by Noctoras
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also ideas to spawn some literally unique items? e.g. one magnum bottle of chernarussian sparkling wine or vac-packed coffee only one to be found at a time on a server?

 

TWINKIES!!!

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 Someone being able to stitch you up or reopair your vehicle is of morevalue to your post apocalyptic guy than killing him and having a can of beans. 

 

You would walk around thinking this with your socket wrenches and bag of food, and i would murder you to feed my kids. 

 

In a new york minute.

Edited by B@ker

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So after all this wait tents are still useless. This is absolutely unreal..

they might even skipped .57...and jump straight to .59 ...another a couple more weeks...:) 

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most excited about this.

 

Not sure on the end goal being the nwaf. tbh I got a bit bored with it whereas I still feel nostalgia for the old (sa) days at the neaf.

 

Some great places in zone two also - zelen mil base and pavlovo. The zones seems a bit arbitrary tbh. Why would a mil barracks at pavlovo be less likely to spawn something thav veresnik?

 

I like the zone Idea but I think maybe spawn zone and then the rest of the map is enough. Then it's about individual buildings.

Too much Meta on the back end would contradict the Anti-gameyness.  Agreed.

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Could do that *right* now if we wanted to, thanks to the CLE.

Incoming 1 Ushanka per server!

(Just kidding =P)

This is my favorite feature of CLE. I hate marketing, but I just see this adding so much to dayz's long term success. I'm very interested if any other parameters will have the ability to be changed without a update, in real time. Temp., weather, disease sources, foraging availability, hunting availability, infected buffing?

Survival is about adapting, and CLE makes the world flexible. I hope It doesn't stop with just loot.

Very good report again. Intent>where its at now>where its going....that works.

Edited by Coheed_IV
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im really excited to see .58 (maybe with region control) to see how this will turn up.

i hope they do implement random spawns with this so it will balance players spreading across the map (hopefully) 

again to be clear, i like the idea of having hot spots but as long as they help players spread out, like 3 red (military gear) hot spots, 3 yellow ones (tools maybe) and etc. so players have like three destination if they want an ak-47 or smth but still there should be a really rare chance to find it anywhere (because that's what an apocalypse look like to me, and it's also real because some people's hobby is weapons. 

the thing is, there is not enough information about this system yet and there is alot of questions like what we find in police stations in elektro ? does it include guns or just some parts or ammo ? or just clothing ? there is alot of questions that i can think of but the thing is we should test it ourself to  find out how good/bad this system is. so i think we should be patient untill .58 then :D

----------

 

This is my favorite feature of CLE. I hate marketing, but I just see this adding so much to dayz's long term success. I'm very interested if any other parameters will have the ability to be changed without a update, in real time. Temp., weather, disease sources, infected buffing?


Very good report again. Intent>where its at now>where its going...that works.

 

yeah mate, CLE's going to add so much into this game and i do really truly like that random stuff, it will force people to check every buildings ^^

Edited by VahidkinG
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Just wondering if these 'zone' might be used to control zombie spawning as well. eg: a high amount of PvP in a particular zone causing higher zombie density? 

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Just wondering if these 'zone' might be used to control zombie spawning as well. eg: a high amount of PvP in a particular zone causing higher zombie density?

This is a fantastic idea. I'm sure network and framerate issues would need to be resolved, but putting more zeds in an area that has more rare items would be brilliant, and pretty realistic too.

I hope that the devs take this into account when designing the zed spawning.

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realistic as in zombies being magically attracted to a submachine gun? Don't know about realism, I'm not a friend of this whole zone concept - I'm convinced it doesn't make the game more attractive for a majority of people.

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Distribution zones are very stupid! There must be a several red zones! With this zoning will run all the players at one point while ignoring the rest of the map.Blue zone must be removed at all. It covers the best stay in the city making them meaningless. Return the second airport, why it has become useless

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I have a query..

 

as development with 0.57 wraps up, the current iteration of the Central Loot Economy will have loot persistence (the saving of spawned and dropped loot, as well as tents) disabled.............................This means that when servers restart, fresh loot will be respawned to ensure an enjoyable experience on stable branch.

 

Does this mean on every server restart all loot will effectively be removed and completely respawned?  So if you've just swept a town and the server restarts it will be a whole new town in regards to loot?  Everything dropped will disappear as well?

 

(I know its temp, not complaining just making sure i understand)

 

Thanks for clarification. :)

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Distribution zones are very stupid! There must be a several red zones! With this zoning will run all the players at one point while ignoring the rest of the map.Blue zone must be removed at all. It covers the best stay in the city making them meaningless. Return the second airport, why it has become useless

 

While i'm unsure about zones too, i can see its merits.  

 

It won't work as you say.. not all players are interested in high end military gear many will be more than happy with weapons etc that can be found elsewhere.  When i saw the zone map, my 1st thought was I won't be going to the red area any time soon.. if ever!  Not my cup of tea to be in areas where shoot at 1st sight dominates.  And i'm certainly not alone in that thinking. 

Edited by MadTommy

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