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Mantasisg

Not surprised by negativity about upcoming 1.0

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1 hour ago, Private Evans said:

PS: Bi was lucky that all competitors trying to create a similar game failed until now but this will probably change soon....

I was just thinking this recently.

"How long until someone is going to really 1UP DayZ?"

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I just don't get it.  It would be fine if they called it beta when all the basic systems are in, but much of the content has yet to be added and bugfixed, but calling it 1.0 in such a state is just, well, inaccurate.
I don't work in software development, and never have, so correct me if I'm wrong. But I've always been under the impression that 1.0 is supposed to indicate a finished product.  Core features of the player, like throwing and vaulting seem to be pre 1.0 content.

As far as I know, people aren't upset about the timeline, but rather the arbitrary decision to call whatever they have by year's end the 1.0 version of the game. 
This is an absolute unforced error, unless there is some contractual obligation stuff going on behind the scenes that none of us players are aware of

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2 minutes ago, emuthreat said:

IThis is an absolute unforced error, unless there is some contractual obligation stuff going on behind the scenes that none of us players are aware of

A contract with Santa? Many games in the history were pushed without key features to meet the Dec 24 deadline. IIRC, Civilization 3 was first published without working multiplayer, and that was much before the current trend of releasing all those pre-ordered games in actually unplayable state, like Assassin's Creed: Unity (just a hearsay, didn't play it).

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2 minutes ago, Kirov (DayZ) said:

A contract with Santa? Many games in the history were pushed without key features to meet the Dec 24 deadline. IIRC, Civilization 3 was first published without working multiplayer, and that was much before the current trend of releasing all those pre-ordered games in actually unplayable state, like Assassin's Creed: Unity (just a hearsay, didn't play it).

Does DayZ plan to produce a physical copy to compete for sales on store shelves?

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1 hour ago, Mantasisg said:

Less items, more gameplay.

Experienced players can get end game loot in an hour or less then it becomes COD deathmatch but with a 100square mile map. If your relying on player interactions to make a game enjoyable then you're game is lacking content. The end game ATM is too easy and basic base building and ground vehicles are basically tools to allow experienced player too harvest and keep end game weapons faster and easier, which in turn will increase there ability to deathmatch. Don't get me wrong I love PvP in dayz and also love player interaction but once you've killed 100+ players with every gun and combination of clothing and items etc , there's just not enough things to do, no depth or nuance. Just my two cents, many enjoy the rinse and repeat nature of the current build but once you know the map Inside and out it feels lack lustre to me. I prefered playing a less optimised version with a lot more items, vehicles, heli etc, it was the vast amount of variables, items and weapons etc that I loved the mod for, I couldn't have cared less about it's jankyness 

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1 hour ago, emuthreat said:

Does DayZ plan to produce a physical copy to compete for sales on store shelves?

I doubt they'll be producing physical copies, even triple A titles have drastically cut back on that, why bother when you can sell a 1.0 release for more than 50dollars on steam & Microsoft network with no physical production or shipping costs. Gotta love how those savings for studios never made it to the consumer lol. 

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3 hours ago, emuthreat said:

Does DayZ plan to produce a physical copy to compete for sales on store shelves?

What does it have to do with the issue? Whether a product physical or electronic, you still want to have it out there, labeled hot and complete. At all costs.

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But anyway, it's just idea. In my experience, "the end of the year" in marketing language usually means "Dec, 24".

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2 hours ago, TheYetiBum said:

Experienced players can get end game loot in an hour or less then it becomes COD deathmatch but with a 100square mile map. If your relying on player interactions to make a game enjoyable then you're game is lacking content. The end game ATM is too easy and basic base building and ground vehicles are basically tools to allow experienced player too harvest and keep end game weapons faster and easier, which in turn will increase there ability to deathmatch. Don't get me wrong I love PvP in dayz and also love player interaction but once you've killed 100+ players with every gun and combination of clothing and items etc , there's just not enough things to do, no depth or nuance. Just my two cents, many enjoy the rinse and repeat nature of the current build but once you know the map Inside and out it feels lack lustre to me. I prefered playing a less optimised version with a lot more items, vehicles, heli etc, it was the vast amount of variables, items and weapons etc that I loved the mod for, I couldn't have cared less about it's jankyness 

You are wrong there. DayZ is all about interactions. And past few years there were basicaly close to zero of that, thats why simpletones grew up. Thats why people think that their goal is to "harvest" weapons and then go to deathmatch, thats why content is so much a feature...

You can even never leave the coast, get only the basic weapons, meet a lot of people and create groups and just survive together and then things happen. 

You can barely ever get to hold a high end weapon in DayZ and still have way more experiences than a robotic simpleton who has developed a skill to get a high end weapon and go to shoot those few people which he will find in few hours if lucky. More weapons will make the game better for that guy indeed... 

The game for sure is easy this way, because you do nothing basically. Try to defend yourself with a single pistol against two guys with M4 in some town... try to trust your "friendly" survivors while you keep looting together and all of you gradually are getting looted... try to go check whats going on when you'll hear shots and not to aim to KOS, just meet people and don't aim to KOS, give some rags to few bleeding Russian strangers in cherno while being aware to the worst scenario...

You know whats the conclusion ? You go for people in DayZ, you try to get in touch and build trust, but you can not trust everyone so you always have to be aware thats DayZ, and sometimes you may be the one who shouldn't be trusted. Thats what I expect from 1.0, then the rest, the flavours - later.

 

Edited by Mantasisg
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5 minutes ago, Kirov (DayZ) said:

But anyway, it's just idea. In my experience, "the end of the year" in marketing language usually means "Dec, 24".

Perhaps a week earlier :)  

 

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1 hour ago, Mantasisg said:

You are wrong there. DayZ is all about interactions. And past few years there were basicaly close to zero of that, thats why simpletones grew up. Thats why people think that their goal is to "harvest" weapons and then go to deathmatch, thats why content is so much a feature...

You can even never leave the coast, get only the basic weapons, meet a lot of people and create groups and just survive together and then things happen. 

You can barely ever get to hold a high end weapon in DayZ and still have way more experiences than a robotic simpleton who has developed a skill to get a high end weapon and go to shoot those few people which he will find in few hours if lucky. More weapons will make the game better for that guy indeed... 

The game for sure is easy this way, because you do nothing basically. Try to defend yourself with a single pistol against two guys with M4 in some town... try to trust your "friendly" survivors while you keep looting together and all of you gradually are getting looted... try to go check whats going on when you'll hear shots and not to aim to KOS, just meet people and don't aim to KOS, give some rags to few bleeding Russian strangers in cherno while being aware to the worst scenario...

You know whats the conclusion ? You go for people in DayZ, you try to get in touch and build trust, but you can not trust everyone so you always have to be aware thats DayZ, and sometimes you may be the one who shouldn't be trusted. Thats what I expect from 1.0, then the rest, the flavours - later.

 

Wow so your opinion is fact is it? Atleast I stated my opinion as opinion friendo, nowhere did I state I KOS, the majority of players don't even use a mic anymore so interacting and building trust is damn near impossible. I'm glad you enjoy walking around the coast making friends, that's a valued part of the DayZ experience but I could do that on Roblox for godsake. My point is that DayZ used to be about variation in play style and experience, the PC guys are gonna be that from modding with Specialist servers for RP or PVP and everything Inbetween but the poor console guys aren't gonna be so lucky. But yeah dude just call everyone who doesn't have your exact playstyle a simpleton, jeez so much animosity in this forum as soon as anyone feels there opinions under attack.

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7 hours ago, ☣BioHaze☣ said:

I was just thinking this recently.

"How long until someone is going to really 1UP DayZ?"

I am not going into detail here but I just signed up for a Zombie Survival Game that will be in alpha at the end of Q4 and looks more than promising..

Edited by Private Evans
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On 25.10.2018 at 2:51 PM, Mantasisg said:

You miss one thing, which is that majority of peaople doesn't like or can spend multiple hours in a game and achieve absolutely nothing, and have no challenge. 

 

They might be playing the wrong game then. Let me tell you a very short story about a friend of mine who complained that Fallout 4 is too easy. Looked at him for two seconds and asked him if he could use he's own set of rules instead of playing with the best end game loot available. He Said no and we changed the subject.

If the featureless, incomplete version of a sandbox game doesn't offer you any challenge maybe you are playing the wrong game or just playing it wrong?

 

 

Edited by benedictus
Phone typos

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12 hours ago, TheYetiBum said:

Wow so your opinion is fact is it? Atleast I stated my opinion as opinion friendo, nowhere did I state I KOS, the majority of players don't even use a mic anymore so interacting and building trust is damn near impossible. I'm glad you enjoy walking around the coast making friends, that's a valued part of the DayZ experience but I could do that on Roblox for godsake. My point is that DayZ used to be about variation in play style and experience, the PC guys are gonna be that from modding with Specialist servers for RP or PVP and everything Inbetween but the poor console guys aren't gonna be so lucky. But yeah dude just call everyone who doesn't have your exact playstyle a simpleton, jeez so much animosity in this forum as soon as anyone feels there opinions under attack.

WOOOOOOW !!!!1 Don't be silly. I have expressed in the very same way you did. And I am more than certain that DayZ core gameplay IS INTERACTING WITH OTHER PLAYERS and with environment at the same time, it is not only PVP and PVE, it is also and even more P&P and P&E game. https://dictionary.cambridge.org/dictionary/english/interacting

I don't care you didn't state KOS, nor did I assumed that you are like that, nor I called YOU a simpleton and so on... but neither I say that you aren't, if you ask me, I don't really know. 

The interactions and social aspect is very much controlled by central economy and attraction objects of the game. The rule is simple - more interactions creates better social involvement. Less interactions - worse social aspect and more killing on sight. The best place for interactions is the coast, when players are still fresh. But there has to be a reason to be at the coast for a while, there has to be basic guns and ammo like in older DayZ, the coasts worked perfectly fine, gun at the coast has always been very much to protect yourself rather than 100% of the time attack, it was interesting blend. And it was always great to move to inlands after a while. You don't need any mods for that, so XBOX can work just as well, only if developers will decide to make a servers where interactions are encouraged rather than forcing players to scatter all around the map leaving the only end game goal - collecting gear. 

Edited by Mantasisg

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So you totally ignored my suggestion of looking at the game from different perspective I'm gonna tackle you here.

1 hour ago, Mantasisg said:

 And I am more than certain that DayZ core gameplay IS INTERACTING WITH OTHER PLAYERS and with environment at the same time, it is not only PVP and PVE, it is also and even more P&P and P&E game

Unless avoiding player interaction is considered as player interaction, in your words the people who play lone wolf or only groups are missing the core gameplay? People wanna go out and create a certain character, like full adidas gopnik killer who shoots everyone in their sights. ?

It's a sandbox game where you and the other players create the game. It doesn't require interaction with other players. You can play the game in a way you want to play it. If you don't believe me, try it.

It's also rare to find a person that you hit it off so well that it becomes memorable moment / session. Usually the conversation revolves around finding a place/player or asking for items.

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Yeah the more options a sandbox provides the more different scenarios and playstyles and also interactions will happen and only then a broader playerbase can and will be be satiesfied over a longer period of time. Players that Manta calls simpletons were a big part of the fun  in the mod....death squads hunting freshspawns at the beach, Cherno and Elektro snipers and bandit clans roaming helicopterland ...Doc wasteland ...the black widdow and of course the reddit rescue force  ...fucking hell that was fun...on top of that sometime endless waves of zeds....this was fun because of content...helicopters, cars, boats and a a shitload of weapons...average life span at that time was 35 minutes  if I remember correctly...players want to go fully hermit...or as Beniditcus said fully Gobnik..some like fishing...others farming some are happy with a Colt and a bible ...all that options come with content...not interaction

 

 

 

 

 

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I don't call them simpletons @Private Evans I call those who can never hold an interaction and always just attack. I mean always, players who knows no other way, no creativity at all. At least I can see some creativity behind a group who comes to the coast to make a mess, then they will create heros, as eventually some guys might form a group to "save the town", now it can get somewhere from there. 

But you can't have anything like that if you have super rare player interactions, because once you start messing around chances are too low that anyone around will come to check the situation. There is no challenge in avoiding people at all, much bigger challenge is to meet anyone @benedictus . No wonder it is rare to get a memorable moment, if there is no choice for the player who doesn't want to be alone all the time. 

You want higher chance of interactions, be at/near the coast. Want higher chance of PVP, go to military zones and anywhere where is great chance to find weapons of a certain level. Want less chances to meet anyone, go to less populated teritories of chernarus and thats it. Thats how it used to be, and it worked well. 

 

Edited by Mantasisg

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On 10/29/2018 at 3:00 PM, emuthreat said:

I just don't get it.  It would be fine if they called it beta when all the basic systems are in, but much of the content has yet to be added and bugfixed, but calling it 1.0 in such a state is just, well, inaccurate.
I don't work in software development, and never have, so correct me if I'm wrong. But I've always been under the impression that 1.0 is supposed to indicate a finished product.  Core features of the player, like throwing and vaulting seem to be pre 1.0 content.

As far as I know, people aren't upset about the timeline, but rather the arbitrary decision to call whatever they have by year's end the 1.0 version of the game. 
This is an absolute unforced error, unless there is some contractual obligation stuff going on behind the scenes that none of us players are aware of

Exactly . I’d much rather be in 1-2 more years of alpha/beta development hell and get the game we want rather than have the 1.0 version push out by Christmas this year yet have it be trash and hard for the devs to keep up with all the negative pressure .

Best to just implement as much as you can without completely destroying the stress test / experimental build , we the people will take it from there . 

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10 hours ago, Mantasisg said:

You want higher chance of interactions, be at/near the coast. Want higher chance of PVP, go to military zones and anywhere where is great chance to find weapons of a certain level. Want less chances to meet anyone, go to less populated teritories of chernarus and thats it. Thats how it used to be, and it worked well. 

You've been on about this for a while, and i find it to be completely false.  I don't know if it is the servers you choose, or your skill/playstyle that prevent you from having interactions.

A fair 50/50 of interactions at military bases on populated private servers turn out friendly or at least a neutral parting of ways for me.  My coastal interactions generally consist of some cockwomble trying to punch me out while I look for apples or drink from a well.  Same thing goes for the zone 2 interactions, except it's some goober with a basic gun trying to gear up faster at my expense.
I have had much more interesting interactions further inland, albeit with a higher ratio of pot-shotters who I normally tend to flee and/or flank.

Geared players, with more to lose, are much more responsive to my greeting of "hey buddy, if I was planning to shoot you I'd have done it already." 
Sure, there are always some KOS squads; but there seems to be just as many solo or paired players who understand the rationality that shooting me might ruin the magazine, IV start kit, or whatever they were looking for.

But for those players to exist in that state, there must be those things that they would be out looking for.

Hopefully, the finished game will have more driving factors for player dispersion; such as industrial areas at coastal cities having better spawns for vehicle repair parts, base building items, and hopefully some things we may not have heard or even thought of yet.
If generators spawn in Elektro, and gears for lumbermills spawn in Berezino, but it is terribly impractical to carry them by hand, and building your base right by the coast is understandably daft, then endgame players with vehicles will have to venture back to the coast regularly as part of the endgame life cycle of maintaining a comfortable presence on a server over the long term; as well as having to make regular trips to military areas, places with medical spawns, and good hunting grounds to facilitate their survival in the course of these endeavors.

If you've played many of the stress tests, and watched the populations fall off after a week or two, it should be apparent that both lack of content and geared PvP NWAF spawns both get old fast.  Players want abundant content and motivators to facilitate diversity of experiences.

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It is not false at all, it was proven in practice in pre 0.6 builds, I have played most of my DayZ in 0.54-0.58, and thats how it was, and it worked. Coasts were the most involving areas to player interactions, also most chaotic areas, further inlands things gets calmer but with higher risk of unexpected things, and finally military zones, heli crashes and paths or places close to them were high pvp probability zones. You still had great chances to pull of friendly interactions in Vibor, or even NWAF, but it was getting more and more difficult to go "clean" there, thats how DayZ had variety and support for all playstyles... it is that simple. 

I am not even talking about what was after, just running and looting... no conversations, no events, no adventures, unless you were very lucky or had a will and time luxury to WASD+SHIFT for hours, DayZ from 0.59-till now is basically lost in my perspective. 

Player dispersion has to be optimised, simple as that, if you want more then just can play in less populated servers, or wait for those even larger mod Maps, basically it will be same thing, but player who wants less disperion has no choice (majority of players)... if you'd chack the steamcharts.com you'd notice that populations drops when there is nothing to do in game, or if it doesn't work properly... thats your own argument against yourself. It is not a fault of content, you can see new renderer boosted up things, but it didn't last. Why ? Because gameplay. Is it hard to understand that gameplay is NOT a technology of a game, it is NOT a content of a game, because those things alone doesn't guarantee experience. 

Check it out, Hicks knows stuff: starts at 27:20

 

Edited by Mantasisg

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I believe that it can be restored, modding itself is not an answer. But if community increases and get stronger then it is very big bonus. However vanilla has to be center and cementing element, and I believe that it will soon get sorted out. I am so possitive because I've just have probably best DayZ experience in last few years (just 30mins ago in stress test54). Just simply met two guys, ran around just talked, eventually got into trouble, had to deal with it, thats it it is DayZ it is awesome, PS the night is CRAZY !

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Whatever. Of course things will evolve into the situations where you have to survive. Of course there will be PVP. I am not talking about RP... I don't really do RP, maybe I lack imagination. But I really like not to approach every single person like it was meant only to be violent in this game. Talking is important to me because I like to improve language, also it is immersive, brings good emotions and provides whole lot of experience, it brings game to next dimension. If you only PVP thats great for you, you can be "spending time with a bunch of kids who just want to do what they want to do" too. I also like to go full PVP sometimes, but thats not where full DayZ comes from, and without social element it is a bit weird game TBH. 

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13 hours ago, Bantankerous said:

This game is not talking.  It never has been.  It is about either solo vs group or group vs group PVP.  Sometimes, solo v solo as well, depending.  Most people that say they want to RP are just bad at PVP and want to line up a headshot from behind while you have your guard down. 

I will give you an example. Last time I interacted, I did the "do you know the way, bruddha" thing cause my random char was dark as night so I went with it.  There was a slav dude (accent) and he went with it.  We ran from Electro to the Prison Island. All was cool.  He saved some twerp Twitch RPer at the Island and well, as soon as that twerp's friends showed up (one of which being a girl I let live in Cherno about two hours prior) they killed us. 

Was happy to ignore you for a few posts, but it has become obvious that you have no idea what you are talking about.

The above quotes show a general hostility towards others that many folks may perceive as a severe character flaw; to the point of generally regarding you as an idiot and an asshole.  This may have something to do with your deaths.  Self-awareness is a valuable thing, bud.

Some of the most prolific PvP groups I have known are based in RP.  Also know of groups of people who meet up and just BS and run around doing stupid shit without much PvP, and have ZERO expectations of roleplay.
You are so seriously out of the loop that it would be funny if not for your BS rhetoric being so diminishing of every other playstyle.
Calling everybody twerps and furries is a good way to put a target on your back.  No wonder you think this game is all about PvP.  Everyone you talk to just wants to put a bullet in your mouth to stop it running.

Have you even played the recent stress tests at the airfield?!?  PvP got so boring that everyone quit after a week.  Gonna need a 10 ton winch to extract your head from you-know-where.

Edited by emuthreat
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14 hours ago, Bantankerous said:

This has been the way it has always been.  The people complaining about too much loot are the ones that live on games like this, dupping them for their friends so they can be the only ones who have guns.  They are twerps in real life, so they have to be king shit in a game.  

The game was in a much better place, when it was a broken janky mod for a dead mil sim.  

I have said it before, and I will say it again, the game is dead until Bohemia leaves and gives us the mod tools.  

Only thing saving this game, is the community of modders.  

 

Shit... I might learn how to mod just to bring back what I love about dayz sans the BS bohemia has ruined. 

 

No stamina, gear in Cherno so you can, you know defend yourself against the aforementioned dingleberries that camp the coast with their dupped gear, etc. 

 

I have played this game since day one and the standalone is surely not what dayz is supposed to be.   The only people left are the carebears, bronies and furries that ruined this community.  

Couldn't help but laugh at your dumb post, because that is exactly what it is. People who only shoot and don't talk lack imagination and creativity. If you want only to PvP, go play Escape From Tarkov, SCUM or PUBG. In those games, you shoot and don't talk. DayZ is meant to be a survival game, not a shooter. Hilarious how you call RPers and people who don't PvP bad at PvP. I bet your ass that if we would PvP for a while, you're going to ALT+F4 and start sobbing because you got your ass handed to you by a carebear, brony and furry. The reason I don't shoot everyone I see is because I know I can make their body drop to the ground. The challenge lies in interacting with them, seeing if you can trust them and they won't backstab you, that is called survival my friend. My player kill count is still much higher than my player death count so your statement is absolutely invalid and bullshit. Most people I play with have the same playstyle as me and they would mop the floor with a PvP simpleton. Treating the game as a survival game and not a shooter doesn't make you bad at PvP. It means that you have imagination and creativity. We sometimes even have PvPers rolling with us and they honestly said that they kind of liked that side of the game as well and we do the vice versa as well.

As Emuthreat already said as well, most people got bored really quickly of the PvP spawns at NWAF. It is fun to do sometimes but it gets stale and boring very fast because there is no variation.

On 10/31/2018 at 9:44 AM, Mantasisg said:

It is not false at all, it was proven in practice in pre 0.6 builds, I have played most of my DayZ in 0.54-0.58, and thats how it was, and it worked. Coasts were the most involving areas to player interactions, also most chaotic areas, further inlands things gets calmer but with higher risk of unexpected things, and finally military zones, heli crashes and paths or places close to them were high pvp probability zones. You still had great chances to pull of friendly interactions in Vibor, or even NWAF, but it was getting more and more difficult to go "clean" there, thats how DayZ had variety and support for all playstyles... it is that simple. 

I am not even talking about what was after, just running and looting... no conversations, no events, no adventures, unless you were very lucky or had a will and time luxury to WASD+SHIFT for hours, DayZ from 0.59-till now is basically lost in my perspective. 

Player dispersion has to be optimised, simple as that, if you want more then just can play in less populated servers, or wait for those even larger mod Maps, basically it will be same thing, but player who wants less disperion has no choice (majority of players)... if you'd chack the steamcharts.com you'd notice that populations drops when there is nothing to do in game, or if it doesn't work properly... thats your own argument against yourself. It is not a fault of content, you can see new renderer boosted up things, but it didn't last. Why ? Because gameplay. Is it hard to understand that gameplay is NOT a technology of a game, it is NOT a content of a game, because those things alone doesn't guarantee experience. 

Check it out, Hicks knows stuff: starts at 27:20

 

I hear this a lot and I can't help but wonder what you're doing wrong. Even yesterday I had 2 or 3 player encounters in and around Elektro on not even a full server, in what was maybe 30 minutes. Even inland I know where I easily can find people but the problem is, they will most likely pew pew so there is nothing interesting about that. Perhaps you're looking too hard for players because I have no problem finding them. For me it is finding interaction rather than players. It doesn't matter where you are, on the coast, inland or in a military base, the majority will let their weapon do the talking. I guess it also highly depends on the server you're playing on, both for interaction and finding players. Most of my findings are from the public branch and experimental and stress test branch. Although there used to be a time where most people would talk in Experimental. Unfortunately that time is long gone and vanished around the time when the people from Stable would go on the Experimental branch to test stuff rather than only the Experimental regulars.

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