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billyangstadt

DayZ REALLY needs to add basebuilding or barracading

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Most of us are plum tired of waiting at this point, and there are many Arma 3 mods out there that offer this feature that are thinning out the community.
DayZ will always reign supreme, but most of us aren't getting any younger and don't have 2-5 years of development to wait for this type of thing.

 

Base building, or barricading, is the corner stone of the survival genre. We want to take over area's, fortify and defend them against the living and the dead.

 

I realize good things can't be rushed, but it needs to be moved up in the priority list. Vehicles are awesome, but I'm sure if you took a poll, basebuilding would probably take priority. We want to stash our items, not in a bugged/giant tent, and raid bases. We want to create checkpoints.

 

Please, let's atleast make some sort of announcement on this. I've had 2 children since DayZ SA was released, TWO!....and Alpha is still in the far future.

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I agree. I value barricading and persistence way more than vehicles. In April 2014 Rocket was saying that persistence, world containers and barricading would be the focus (even before vehicles). I find it sad that this focus as changed.

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What's the point of barricading when there's currently no need to make such preparations?

The infected are almost non-existant and they don't pose a threat to survivors.

But even if that wasn't the case,the infected would simply teleport through the forifications.

 

In the same sense,there's no point in base building when persistance is often malfunctioning.

I'm not a psychic but i can predict a lot of people getting annoyed when they lose everything they build,upon a server restart.

 

As the game currently stands,such features would be deemed just as unessecary as walkie-talkies.

 

Above all,we must make sure that persistance is stable.

Work must continue on more world containers and their mechanics.

Home appliances and storage containers will surely drive people to barricade their position.

In addition to this,we need to make infected a proper threat.

More numbers,mechanics,buffs and any other means necessary to drive people look for shelter.

 

In the end all i'm saying is that first,we need to wait for all the coresponding systems to be implemented and function correctly,before we introduce such features.

 

*Sorry for the multiple edits.

Edited by Damnyourdeadman
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I find it funny people are still bitching about everything. You signed up to Early Access of your own volition. Nobody forced you at gunpoint.

Literally, the only thing we can do is wait. Once you've accepted that, your life will become much more peaceful. Channel that negative energy into raising your DayZ babies.

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Most of us are plum tired of waiting at this point...

You signed up for a pre-release game in Alpha. Development of games the scope of DayZ takes years. Giving you the ability to play it while it develops slows down the process since they have to fix game breaking bugs each iteration they release instead of ignoring them till later and simply telling the QA not to do that till it has been addressed.

Also, you had 2 kids in 1.5 years?

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Two kids eh? And how buggy are they at this point? Have the mothers met? 

 

 

Just sayin- DayZ will be in it's 3rd finished version by the time either of your kids are outside messing up your lawn with a weed whacker for the first time nevermind building a base... so how about ya cut the devs some slack hmmm? 

Edited by ENO75

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Well, the only thing you can do is wait. Nothing we say will make the Devs work faster. Plus, if things get rushed we will end up with a shit release game like Arkham Knight or AC: Unity.

Edited by DJ SGTHornet

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I understand what most of you are saying, but we're going on 3 years of development to date. I know alpha is for adding features and items, and beta is to iron out bugs. I really hope the content and mechanics we have don't represent 3 years of work. I'm confident that independent game studios, essentially modders, can achieve the same development even at a part time pace.

 

I'm a 3d artist, so I know that there are different departments that work on different aspects of the game. I too get frustrated when I see the "Stop adding items and fix the bugs!" posts, because people can't seem to figure out the above. I can mass produce models, I'll then pass it on to texturing, then the hardest part is implementation into the engine and configuration. I'm not a coder, so I'm not going to stop  modeling to fix bugs.

 

My point is, yea, we're still behind the veil of "alpha", but just think about how small the game was when it was released after 1.5 years of development. 1.5 years and we had, what, 2 weapons and a pretty much vanilla map from A2?

I agree, fix persistence, then focus on barricading or modular building. There's a bottleneck somewhere, that, or the priorities have shifted to fixing bugs rather than releasing content...and Alpha is for content with minor bug fixing.

Edited by DanicaHamlin

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I understand what most of you are saying, but we're going on 3 years of development to date.

No we are not. Stop adding in the year of, "We are going to separate the DayZ Mod from ARMA II and make it a stand alone product." year where ALL they planned on doing was packing the base of ARMA II into DayZ so it could sell on it's own. That scope changed and at that point they hopped to add on to it which was about 6 months before they actually opened the Alpha. Once we could buy it they realized how many people wanted it and the scope changed yet again. So really this product we are playing has been in development for about 2 years tops.

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Day Z Standalone was released in its most basic state in December of 2013. Add a few months onto that for "pre-pre-release" development, and Day Z Standalone has been "out" for only about 2 years. 

 

And it has come IMMENSELY FAR since then. Complaining about not having things/mechanics "in yet" is inherently childish, and betrays the complainer as someone who probably doesn't know all that much about how development works. So far, Day Z Standalone has been one of the more "open" games I've played, development-wise at least.

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What's the point of barricading when there's currently no need to make such preparations?

In the same sense,there's no point in base building when persistance is often malfunctioning.

I'm not a psychic but i can predict a lot of people getting annoyed when they lose everything they build,upon a server restart.

I pared it down to just the most relevant bits.  After six or so months playing SA, and another six months before that waiting for it to get to a state where I felt buying it was worth the time, I am fairly certain that now is the best time to have started playing.  The new engine modules are being installed, though not without the expected hiccups, and the game is starting to flesh out into the beast it shall become.

I've grown confident in the wisdom of the developers to not put the cart before the horse.  And as you explained, future server wipes would just be a major source of basebuilder flamebait.  I hope we DON'T see basebuilding in the near future, as there are still plenty of more important things to lay down and hammer out before basebuilding will be worth putting any serious in-game effort towards.  

 

As far as my current wants for this game go:  how about putting truck batteries in at least the next town over from a truck spawn?  It's been too long since I've died in a traffic mishap, and my pristine boots are just begging for a good scuffing.

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Sometimes I wish SA had been an A2 Standalone port haha, even though the engine and game is crap compared to A3 and current SA, something about starting up the old DayZ Mod releases alot of nostalgia just looking around. Makes me miss the first months of DayZ haha

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Sometimes I wish SA had been an A2 Standalone port haha, even though the engine and game is crap compared to A3 and current SA, something about starting up the old DayZ Mod releases alot of nostalgia just looking around. Makes me miss the first months of DayZ haha

 

There's nothing stopping you from playing the mod. I still play from time to time, and based on the fact that it can be nightmare to get into the server that I play on during peak times I guess a lot of others do to.

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Two kids eh? And how buggy are they at this point? Have the mothers met? 

 

 

Not impossible though, the child could have been born at December 2013 and then his wife would get back in the menstrual cycle in 3-4 months, which gives her enough time to make another baby. 

Edited by Yazar8

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Not impossible though, the child could have been born at December 2013 and then his wife would get back in the menstrual cycle in 3-4 months, which gives her enough time to make another baby. 

 

Wasn't really concerned about the math but if I need a paternal planner in the future you'll be on my short list. 

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OMG.  baby 'splosions > hard hat 'splosions.

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Most of us are plum tired of waiting at this point, and there are many Arma 3 mods out there that offer this feature that are thinning out the community.

DayZ will always reign supreme, but most of us aren't getting any younger and don't have 2-5 years of development to wait for this type of thing.

 

Base building, or barricading, is the corner stone of the survival genre. We want to take over area's, fortify and defend them against the living and the dead.

 

I realize good things can't be rushed, but it needs to be moved up in the priority list. Vehicles are awesome, but I'm sure if you took a poll, basebuilding would probably take priority. We want to stash our items, not in a bugged/giant tent, and raid bases. We want to create checkpoints.

 

Please, let's atleast make some sort of announcement on this. I've had 2 children since DayZ SA was released, TWO!....and Alpha is still in the far future.

 

Congrats on your children.  I've had one child born since the zombies overran Chernarus.   I dream of a day when perhaps their children will see a finished product.

 

I know the fanboys will continue to scream "it's ALPHA!".  But IMHO DayZ not only has a long way to go, it has taken a number of steps backwards:

-Zombies are still a buggy, glitchy non-entity.  I literally forgot the Mod where firing a "dinner bell" Enfield in the middle of town would attract more zombies than you had bullets.

- Loot spawning is very much WIP.  I don't think it's a problem that certain buildings will be player magnets because of the loot they spawn - military loot at the military bases, guns, body armor and other police gear at the police stations, axes and rescue equipment at the firehouse, food and goods at the market.  That's logical intuitive.  But trying to match up guns with ammo with magazines sucks.  And sometimes all you find are little girl dresses and hockey sticks. 

-Does the weather and other environmental stuff even work anymore?  Every server I go on is sunny and balmy high noon 24/7,  I don't know if the devs turned it off or people only want to play on sunny servers with no weather so all they have to do is run around killing each other.  But if the later is the case, then that doesn't bode well for the community IMHO.

 

I like the idea of persistent containers, vehicles and fortifications.  But honestly, I don't know how that would work from a gameplay perspective.  Does your stuff follow you from server to server?  Is it protected when you're offline?  or is it like the mod where it's fair game for anyone to come along and take?

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BTW The statement "alpha" is not exclusive to fanbois.

 

Its just a simple fact.

 

L

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You signed up for a pre-release game in Alpha. Development of games the scope of DayZ takes years. Giving you the ability to play it while it develops slows down the process since they have to fix game breaking bugs each iteration they release instead of ignoring them till later and simply telling the QA not to do that till it has been addressed.

Also, you had 2 kids in 1.5 years?

Its their priority thats mesed up. Why wait until last quater to add basebuilding? Instead they have added all these pointless and non game changing items. 

They started in the fall of 2012 so how is that 1.5 years?

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I don't know how base building work, but I'm worried. I hope it won't look even close to systems in epoch or rust and games like that,where you make 15 planks from one log. Or you can carry 10 cinder blocks in your backpack. I think that without working vehicle inventory and persistence we can't have any kind of base building. Best building system I saw is in Origins mod.There you have to wait for one for foundation to be built.

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What's the point of barricading when there's currently no need to make such preparations?

The infected are almost non-existant and they don't pose a threat to survivors.

But even if that wasn't the case,the infected would simply teleport through the forifications.

 

In the same sense,there's no point in base building when persistance is often malfunctioning.

I'm not a psychic but i can predict a lot of people getting annoyed when they lose everything they build,upon a server restart.

 

As the game currently stands,such features would be deemed just as unessecary as walkie-talkies.

 

Above all,we must make sure that persistance is stable.

Work must continue on more world containers and their mechanics.

Home appliances and storage containers will surely drive people to barricade their position.

In addition to this,we need to make infected a proper threat.

More numbers,mechanics,buffs and any other means necessary to drive people look for shelter.

 

In the end all i'm saying is that first,we need to wait for all the coresponding systems to be implemented and function correctly,before we introduce such features.

 

*Sorry for the multiple edits.

I agree. Please note that I have given you my beans. This is not to be taken lightly.

 

On a scale of 1 - 10, the excitement factor is somewhere around 2. The only think you are afraid of in this game is being killed by another player! This is unforgivable.

 

BIS  must provide other challenges for the player; zombie hordes, attacking animals (territorial crows, rattle snakes, bears, wild dogs, big cats) , side missions and Easter egg hunts, , man hunts, anomalies, radiation poisoning, freak weather, tornadoes, alpha zombie hunts and the option for AI bandit hunts.

 

These could easily be implemented in the single player - which is probably where I will spend most of my time until KOS issues are adequately addressed, honestly.

Edited by codestargod

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Its their priority thats mesed up. Why wait until last quater to add basebuilding? Instead they have added all these pointless and non game changing items.

Vehicles are not game changing?

Hunting scope and SVD are not game changing?

Disease system and a use for Water Purification Tablets and Antibiotics is not game changing?

New CLE is not game changing?

NPC AI is not game changing?

 

They started in the fall of 2012 so how is that 1.5 years?

Summer of 2013

Like I said, quit including the, "We are going to port the Mod" year. The scope changed completely and they didn't start development of the Standalone until summer of 2013.

 

 

Following the troubled release of similar game The War Z, Hall stated in a post on Reddit that the "whole 'saga' of the development made me seriously question if I wanted to be involved in the industry" and that he had considered leaving the DayZ standalone project.[26] The game missed its original 2012 release date, with a development update coming in January 2013 saying that the game was not yet released because the developers "had the chance to go from making a game that was just the mod improved slightly... to actually redeveloping the engine and making the game the way we all dreamed it could be."[27] The release date was rescheduled and an internal closed test began on the game, with it being announced that public testing would not be taking place until the server architecture was finalized.[28][29]

 

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Vehicles are not game changing?

Hunting scope and SVD are not game changing?

Disease system and a use for Water Purification Tablets and Antibiotics is not game changing?

New CLE is not game changing?

NPC AI is not game changing?

 

They're important, but setting up a camp is probably the most important aspect of survival. We're not looking to build sniper towers, or the cinder monstrosities that you see in Epoch, just something simple. At this point, I'd honestly be happy with being able to dig a hole (think H1Z1's stash), and drop some items in it.  

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