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DayZ Q&A: Design

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5 minutes ago, c4p said:

I think he meant the Q&A-design-tread :-)

your third question: Performance will be improved for old/less powerful hardware/laptops, but don't expect miracles though. DX9 will not be supported in the future, bad for people with very old hardware, but gamers should have DX11 gpus already and good for the game/tech.

Especially the cpu usage will be lowered and DayZ will have multicore support; this will be the biggest improvement beside DX11 (DX12 will be added later to Enfuison and highly likely ported to Arma3)

thank you for the insight I atm are playing on a crappy Ati Radeon HD 5470 which does support DX11 so ill hope to even get 5 extra fps (although atm I play with around 28 fps in towns with lag spikes now and than)

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- Are public servers still a feature of 1.0? If yes, how do you plan to stop ghosting (two squads fighting; one guy logs out,joins another server->behind the enemy lines->logs out; joins back on the first server to kill the enemies) and server hopping for loot?

- How will moving things like engines or other heavy parts be designed? Will one player alone be able to carry e.g. an enigne in hands, on back, inside backpack? Or will we need other survivors to carry together heavy things in hands? Maybe other craftable/lootable tools to support the survivor on his way (trailers)?

Thank you for your time! :-)
 

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hi peter!

  • in the past your team argued it doesn't want to be a military sim: are more then the three stances really enough? can we expect some movement from your end on this topic?
  • how likely would be "modularity" in map creation and building? would you call it pie in the sky to ever be able to create modular interior, or modular rooms for certain buildings so the have a wider variety and more randomness when it comes to certain types of buildings
  • vicinity window: Do you see it being part of an "ideal" DayZ experience? Imo it extremely cripples a true scavenging-experience and takes away quite a chunk from the experience. are there possibilities to get something more convenient maybe?
  • team animations: would you like to give more power to players who actually team up? like helping each other over a hurdle or carrying something together?
  • accessing your inventory: should the quickbar only represent stuff directly available on your body (belt, pockets, holster)? should accessing your backpack actually use a proper animation and sound? should accessing your inventory inhibit movement?
  • different animation speeds tied to different sounds: have there ever been considerations regarding different sets of animations such as "quick\noisy" and alternatively "slow\quiet" for at least a reasonable amount of animation-trees?
  • vehicles: we have cars, soon (motor)bikes also boats are projected but how "easily implementable" could you imagine could non-conventional vehicles such as e.g. longboards or shopping carts be?
  • any new concepts to help out lone-wolves? e.g. applying saline onto ourselves (bc. authenticity AND realism)
  • are any interactions with static objects projected? e.g. physically breaking/shooting windows or trees, basically any sounds when colliding with various objects, deflating tires when shooting static cars, anything basically in that regard?

thanks as always.

Edited by joe_mcentire

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14 hours ago, thefriendlydutchman said:

 if this isnt the place for questions please relocate my post

Done.

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follow-up:

  • do you see a special role for fire in your game? setting players or npcs on fire. bushes, trees and grasses. gasoline and oil. maybe even as a - to an extent - dynamic entity?
  • we all've seen old vbs2 videos showing off-the-shelf underground areas such as short sewage-passages and even cellars: Could you use these existing objects/structures immeditately? would you even consider "underground areas" as a choice of design?

 

Edited by joe_mcentire
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What feature would you love to see implemented in DayZ that you know will never make an appearance? (maybe it's too ambitious even for DayZ, or otherwise isn't feasible, or just doesn't mesh with the rest of the dev team)

Are there plans to create a brand new map once Chernarus+ is finished, or is it at least something you'd like to do?

Are there plans to 'seal off' Chernarus with, say, a mountain range so the map doesn't abruptly end with an immersion-breaking plain of nothingness?

When DayZ finally hits 1.0 and the modding community is active, what mod would you most like to see? (perhaps a Wasteland-style mod, or maybe a STALKER or Fallout-themed one, for example)

Is 3pp 'wall-peeking' something you intend to address further? If so, how?

Given that guns will be rare and melee weapons and tools of various kinds will be quite common, will melee combat see any kind of update? Do you intend to add, say, blocking or directional swings, or just generally make it more interesting than it currently is?

Edited by BeefBacon

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hej guys, is this still happening?

otherwise still another batch of questions:

  • vehicles: there will be sooo many steps in order to get a vehicle running. Will maintance be in - the end - as "tedious" as the initial effort? meaning: constant replacement of fluids, battery acid levels, lights, etc. ?
  • Can we expect also other dynamically spawning sites and elements around Chernarus in addition to police cars and helos? just some quick ideas: small road-works, road-accidents, small little abandoned camps or bonfire sites...
  • huge hay-stacks and hay bales all around Chernarus: will there ever come something out of them? just a short batch of ideas
    • being able to hide loot and yourself in a hay-stack
    • being able to take hay with you (for fire or for animal traps/lure or to create makeshift clothing with bags and duct tape) from bales and stacks
    • being able to move hay bales (walls for base maybe) with vehicles
  • Will bigger mammals like deer, cattle, sheep or goats be rarer to find and more depict an Endgame for hunting efforts? And will therefore more critters and smaller animals like rats/mice, poultry, squirrels or other animals like birds or ducks be more prevalent?
  • currently zeds can overcome smaller and even higher walls/fences pretty darn effectively. some questions here
    • what are the implications for our player-characters? will we be able to overcome such obstacles in a similar way (also e.g. climbing platforms at train stations)?
    • what are the implications for zeds? will we see more basic motoric stuff from them: climbing ladders, opening doors, holding and even using weapons/objects (ineffectively)?
    • should zeds be even able to perform these actions as effective as designed atm? shouldn't they more stumble and fall over fences and also barely if even overcome higher walls/fences?

cheers

Edited by joe_mcentire
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- Is there some cross designing going on with DayZ and Arma?

- How are in charge: Programmers or Designers? ;)

- Can you mention some design that was just too much for the programmers?

- Have the working tools improved a lot over the couple of years you've been working on DayZ?

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Q1: Do they pay you enough?

Q2: With addition of house barricading, are there any plans to improve damage model of buildings? I mean for use of RPGs, explosives and such...

Edited by Blafirelli

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Q1: Which issues are more relevant from QA sight?

Q2: How do you treat the issues reported on the feedback tracker from the planification point of view?

Q3: Which tool and methodology do you guys use for tracking the issues? (ie: Jira, Scrum development...)

Q4: Regarding the new features, do you guys take a loot at the several arma 3 mods in orden to know how they have implemented any kind of functionality?

Thanks in advance!

 

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Hi, developers. I have been playing DayZ since patch .57 and there is alot of duping, etc. I have yet to see a duper in the experimental servers of .60, but as a whole are you planning on removing duping for good. If there are any dupers in the experimental patches I hope you have been banning them. Thanks! ~Cavity

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