master11388 23 Posted July 1, 2015 Hey guys, i didnt played dayz for some time so i wondered how the tents work atm. In dayz mod i allways loved to have a nice camp and live a peaceful life, hunting animals and searching for friendly players i could help out. In Dayz standalone the persitence wasnt worked like that back when i played (tents were reset every week, so i couldnt really build a big camp). is this still the case? am i able to build a big base that wont reset every week on public or private hives? Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted July 1, 2015 Persistence is off until further notice. The devs have mentioned in previous Status Reports and on Twitter that persistence is a top priority and they hope to re-introduce it in 0.58 or 0.59. 1 Share this post Link to post Share on other sites
LoveAffair 329 Posted July 1, 2015 There not working and don't seem to be a priority at all. But on the bright side we get to look at engine parts and falling animations. I'm delighted those are getting rushed into game. Share this post Link to post Share on other sites
☣BioHaze☣ 7337 Posted July 1, 2015 There not working and don't seem to be a priority at all. But on the bright side we get to look at engine parts and falling animations. I'm delighted those are getting rushed into game. Selfish, single minded, and down right FALSE. Persistence IS a priority. It's been broken before and will likely break again! They are sending you a plane ticket to the CZ so you can micro manage DayZ as you clearly know what's best. Congratulations! 1 Share this post Link to post Share on other sites
doctorbadsign 645 Posted July 1, 2015 I really want persistence, I'd definitely start playing again once its working. Having and maintaining a base camp gives you an aim in DayZ that is completely lacking at the moment. Share this post Link to post Share on other sites
Bororm 1156 Posted July 1, 2015 Persistence probably should have been one of the first major systems to be implemented considering how important it is to the game. Same with the loot system, and base building. I think they've made a mistake to wait so long to work in these major systems, but hopefully they figure it out. 1 Share this post Link to post Share on other sites
zeotrope 76 Posted July 2, 2015 As soon an tents work and are here to stay, the gameplay will change dramatically. I for one like the idea of a tent but would like to see the following applied to the process of persistence.If you pitch the tent, fill it with goodies and later die....then the tent dies along with you. It's contents disappear along with it. Otherwise, the consequence of dying is not a consequence at all. And consequence is what makes DayZ so great. Nobody wants to lose everything, but it's what makes our heart thump when were are all fully geared / supplied and in a dire situation. One of the main reasons I noticed DayZ back in the day was by watching a very early youtube video from the Mod. One guy held another guy up and demanded beans of all things. Beans or death. So the victim complied and death was avoided. I have played many a video game in my time and have never seen anything like this prior to that short and sweet video.Just sayin' Share this post Link to post Share on other sites
Bororm 1156 Posted July 2, 2015 If you pitch the tent, fill it with goodies and later die....then the tent dies along with you. It's contents disappear along with it. Otherwise, the consequence of dying is not a consequence at all. And consequence is what makes DayZ so great. Nobody wants to lose everything, but it's what makes our heart thump when were are all fully geared / supplied and in a dire situation. People say this but it makes no sense to me and largely defeats the purpose of the tent. It also ignores the fact that tents don't fill themselves, it's not free loot just because you have a tent. You still have the potential to lose your life and all the work you've put into your tent at any moment because some one might find it and loot/trash it. Consequence is still there, and it's long term consequence. If tents die with you, that's still short term consequence and why even bother? 1 Share this post Link to post Share on other sites
doctorbadsign 645 Posted July 2, 2015 As soon an tents work and are here to stay, the gameplay will change dramatically. I for one like the idea of a tent but would like to see the following applied to the process of persistence.If you pitch the tent, fill it with goodies and later die....then the tent dies along with you. It's contents disappear along with it. Otherwise, the consequence of dying is not a consequence at all. And consequence is what makes DayZ so great. Nobody wants to lose everything, but it's what makes our heart thump when were are all fully geared / supplied and in a dire situation. One of the main reasons I noticed DayZ back in the day was by watching a very early youtube video from the Mod. One guy held another guy up and demanded beans of all things. Beans or death. So the victim complied and death was avoided. I have played many a video game in my time and have never seen anything like this prior to that short and sweet video.Just sayin' Imagine you arrive at someone's tent looking to raid it, you shoot said person and poof their tent magically vanishes. Or that person just suicides to spite them. It's a nice concept, but it would mean that base raids would be pointless, so no they shouldn't add it. Share this post Link to post Share on other sites
tux (DayZ) 325 Posted July 2, 2015 Persistents seems to be working in the exp (0.58) version right now. Hopefully they will continue to work when it hits stable. However, always expect your tent / character to disappear at any time during the development of this game. It baffles me how many people are surprised when this happens. Share this post Link to post Share on other sites
zeotrope 76 Posted July 2, 2015 People say this but it makes no sense to me and largely defeats the purpose of the tent. It also ignores the fact that tents don't fill themselves, it's not free loot just because you have a tent. You still have the potential to lose your life and all the work you've put into your tent at any moment because some one might find it and loot/trash it. Consequence is still there, and it's long term consequence. If tents die with you, that's still short term consequence and why even bother?Some truth there however it proved in the past (in the Mod) to be an easy fallback spot. A safety net of sorts. I also dont think you should lose should be able to run back and loot your own body. Perhaps your body and contents should be visible to all but you....being re-incarnated should have it's penalties. Share this post Link to post Share on other sites
zeotrope 76 Posted July 2, 2015 (edited) Imagine you arrive at someone's tent looking to raid it, you shoot said person and poof their tent magically vanishes. Or that person just suicides to spite them. It's a nice concept, but it would mean that base raids would be pointless, so no they shouldn't add it.Good point. Perhaps the tent is not there for the re-spawned player only. Visible to everyone else but the re-incarnated. Tents full of loot are safety nets for the recently departed. I may not have the perfect suggestion but something along these lines should (could) be looked at. Edited July 2, 2015 by Zeotrope Share this post Link to post Share on other sites
Bororm 1156 Posted July 2, 2015 (edited) Good point. Perhaps the tent is not there for the re-spawned player only. Visible to everyone else but the re-incarnated. Tents full of loot are safety nets for the recently departed. I may not have the perfect suggestion but something along these lines should (could) be looked at. The problem with this is all the grey area it creates as a result. For instance, ok the tent/body is visible to no one but the guy who died but what happens when that player tries to occupy the same space as the tent? What's to prevent his team mate from just grabbing the stuff off of the tent/body for the person? New contrivances have to be thought up which come with their own new issues and it's a bit of a rabbit hole. I understand what you want to accomplish, and maybe with enough thought a system could be worked out but it's very hard not to end up with really weird situations. Many which break immersion even more so. I believe that the point of tents and base building is supposed to be a safety net to an extent. It's something you have to put time and effort into for the long term, but something that can be compromised by other players at any time. Think of tents as extended lives, essentially you're regearing up multiple times. Your tent can still "die" and you potentially lose even more. In the mod I had periods where I didn't bother with tents because it was too much effort. Besides glitching, your tent never lasted long on a populated server. The ones in the SA are even more obvious and it'll be interesting to see how they address it. Edited July 2, 2015 by Bororm Share this post Link to post Share on other sites
zeotrope 76 Posted July 2, 2015 The problem with this is all the grey area it creates as a result. For instance, ok the tent/body is visible to no one but the guy who died but what happens when that player tries to occupy the same space as the tent? What's to prevent his team mate from just grabbing the stuff off of the tent/body for the person? New contrivances have to be thought up which come with their own new issues and it's a bit of a rabbit hole. I understand what you want to accomplish, and maybe with enough thought a system could be worked out but it's very hard not to end up with really weird situations. Many which break immersion even more so.For sure it's nowhere near 'watertight' and there are immersion problems as you state. It will be interesting what system / model does eventually make the final cut. It may turn out that they adopt the same system for tent persistence as was and still is, in the mod Share this post Link to post Share on other sites
Bororm 1156 Posted July 2, 2015 (edited) For sure it's nowhere near 'watertight' and there are immersion problems as you state. It will be interesting what system / model does eventually make the final cut. It may turn out that they adopt the same system for tent persistence as was and still is, in the mod This is pure speculation on my part but I think essentially it will be similar, but with the focus changed from trying to hide tents/bases to defending them with mechanics that work while you're not online, such as traps and barricading/locking. We've seen some traps already implemented and there's models for trip wire grenades and the like. With the size of tents being what they are, there's no hope of ever hiding them. Again, without glitching them in the mod, it was essentially impossible to hide a tent in the mod for any extended period of time and the ones we have in the SA are way larger and more obvious. They've also introduced things like a canopy to park vehicles in. They've mentioned being able to add foliage and camo these things, but let's be real, anything like that is going to still stick out on the map because it's static. So I could be wrong, but it seems likely that in the SA you'll end up with something like player built encampments. Protected by some sort of fence/gate and various traps and locks (with countermeasures). I believe they've mentioned smaller stashes that are camouflaged to look like stumps or something so that will probably play into the lonewolf thing. Not to mention world containers (cabinets/etc) Any ways, it all remains to be seen. I strongly believe they should have started work on this already and even earlier because I think base building in a game like this is the one of the most difficult things to balance. Look at a game like Rust, which is basically built around it and they are still constantly tweaking it. It's something that will never be perfect, so waiting till the last minute (it's slated for Q4 right now if I'm not mistaken) is a bad idea. Edited July 2, 2015 by Bororm 1 Share this post Link to post Share on other sites
zeotrope 76 Posted July 2, 2015 (edited) This is pure speculation on my part but I think essentially it will be similar, but with the focus changed from trying to hide tents/bases to defending them with mechanics that work while you're not online, such as traps and barricading/locking. Interesting. It would be nice that a base could be locked once you are offline but there should also be a way of busting in .....even if may take some some time and / or give your location away in the process. :) Edited July 2, 2015 by Zeotrope Share this post Link to post Share on other sites
doctorbadsign 645 Posted July 2, 2015 (edited) Good point. Perhaps the tent is not there for the re-spawned player only. Visible to everyone else but the re-incarnated. Tents full of loot are safety nets for the recently departed. I may not have the perfect suggestion but something along these lines should (could) be looked at. If this were the case I'd just get my friend to move the items from my tent to a new one. I'm sure there would be ways around it. Edited July 2, 2015 by DoctorBadSign Share this post Link to post Share on other sites