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At what point do we consider DayZ dead online?

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2 hours ago, hemmo said:

Prob internal stakeholder pressure. No doubt about that.

From my experiance, when dayz is almost buggless, thats the moment you will see the playerbase increase.

However, it's core is verryy good and the potential is massive. Dayz has all the potential to be a wordlclass #1. However.. bugs...

 

Tbh, dsyz is aloooot better than before and its actualy quit fun. The bslace between zeds, food req, and danger is quet nice.

Simply just play another game and come back in 6 months 🙂

 

agreed . . trouble is they seem to fix something, but break something else when they do releases. .. . 

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9 minutes ago, pilgrim* said:

The only truly unfortunate thing was that 1.0 boasted "base building" but coincided with the unexpected persistence bug. If that hadn't popped up 1.0 could have passed without great comment, and would have been a better option than putting it off for smaller game glitches or (invisible) internal reasons...
And a bug like the persistence problem (really a kind of disaster combo jumping out from base-building and 1.0 being pushed up front together) - that would DEF have the devs tearing their hair out and injecting caffeine into their jugulars :[  (right, devs? )

There were other issues as well, but yeah, that one was extremely unfortunate (I'm not going to tell who lost most of their hair to it).

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18 minutes ago, pilgrim* said:

I'm still playing. < But I never had much interest in perma-base-building anyway > I guess me becoming an antisocial backwoods terrorist (freedom fighter) destroying the clustered camp-followers, will just have to wait until it is worthwhile.

* 

 

Me too, bases or cars just arent worth the hassle at the moment. If they introduce a helicopter or whatever the rumor was, I would have to be pretty sure it was going to be ok. The last car I did, killed me and that was an effort. .. . looking for nails and carting planks around the scenery while being chased by wolves or shot at by players isnt really conducive to a long game .  .. Easier to stalk around with a tent in the deep woodlands. 

I didnt want to get started on stuff lost to persistence . ..

Edited by aux7
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1 hour ago, aux7 said:

agreed . . trouble is they seem to fix something, but break something else when they do releases. .. . 

Yeah i agree, its like they copy-paste pieces of (old) code from unpatched versions, work on that and that reintroduce the old bug again. I've had this idea since 0.56.

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2 hours ago, aux7 said:

agreed . . trouble is they seem to fix something, but break something else when they do releases. .. .  

Such an approach to business - appeared with the release of Arma3. This is not so big for me, but it has great discontent with others.
The game does not have versatility, for the big interests of the players. Players are involved in fast combat and spawning, or long survival which will become boring as soon as you explore all the landscapes of the map.
I understand the idea of surviving in DayZ, as a lack of having a way to save a character’s progress. But the absence of any method of progress \ regression as an option should be in the mission scenario on some servers. Something like a relay race and stage levels where you can rise and fall at levels, receive any penalties or advantages. Do not instantly fall from top to bottom. In missions, there is no scenario (or a branch of scenarios) capable of combining the common efforts of the players, or creating several associations to accomplish any more interesting tasks, more than to rob someone and devour.
Spend a month researching the game, and then only play once to check what updates are fixed - as long as this is the maximum for DayZ.
I do not understand the developer, in the absence of a survey of players. You can have one or more opinions about what should be the game DayZ. But the game becomes popular when each player finds his interest in the game. There must be many servers with different missions and tasks possible in the world of DayZ.
For example: In the Arma series of games there were and there are PvP servers, with a mission for one chance to survive. It is impossible to argue that this style has interested all players. Much more players played other scenarios.

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On 3/3/2019 at 5:02 PM, rickyriot said:

I have a hunch that you might have interpreted my OP as being one calling the game dead online, when I was more querying at what point do we make that general call. No game really "dies" of course, that's a judgement call rather than a literal one.

You know- I am a long-time gamer and i used to be involved in this stuff for a living.. but I NEVER HEARD OF ArmA until folk started talking about this "DayZ mod" .. then I checked out this ArmA thing and found a whole sub-group of totally dedicated cult fans who played nothing else. They were NEVER close to a majority of PC gamers, for sure: the gaming mags and gaming websites hardly mentioned ArmA EVER. It was a cult thing with a cult following, and THOSE players were totally dedicated.

I think this is par for BI and for their history and the way they go about things.. they get a theme, and they try to make THAT according to what is in their vision, and don't really LOOK FOR large numbers of "casual players" or "easy play". To simplify,  they want the game to be good and right and THEN they see how many they sell..  .. they HARDLY ADVERTISE ANYTHING...

It's like they are a company that DELIBERATELY make minority appeal games ? - they aren't looking for the next Pokemon (hmm?). That's the strong impression I get 100% - almost up to the present.

Now they are involved in Consoles - where the Number Of Sales  is WHAT DECIDES players to BUY..  If you announce 7 million console sales in 2 months, then you KNOW another 7 million will sell in the next 4 months JUST BECAUSE you SAID THAT.  But Console players often have multiple games and move from one to the other (casual players is not a dirty word) - they are generally not the Cult Fanatic Fans who played ArmA on PC. Most Xbox players (NO Insult) wouldn't get past Boot Camp .. it's boring, its complicated, you have to learn too much stuff.. flying a damned Helicopter is really a PAIN, jeez you have to practice.. so that's a "crap game"..  Let's play GTA, that's easy and the learning curve is FLAT.

ArmA has NOT died, (as you say about non-bestseller games)  but you SURE don't hear much about it unless you go LOOKING for it. It's not a Mass Sales game. But the minority who play - play a LOT and they are really INVOLVED.

DayZ Mod was a runaway hit. Over time BI learned to deal with it the way they deal with ALL their games = tuning &  specialist updates FOREVER (free).. That is NOT the way to gain yearly mega-sales, but it's how BI have made a living for almost 20 years.

Now CONSOLES come on the scene -  where if you don't sell a MILLION right after release, then NO ONE will buy a copy of that game until it's remaindered on Steam for $2. A company that sounds like "S0NNY" - er.. <could>- buy a few hundred thousand of it's own game worldwide on Release day One .. That launches the game pretty well and attracts "interest", right .. MUST be a good game, right? And 40% of their total-game-budget is advertising. Then DLCs, then SameGame II, more DLCs, & SAMEGAME 3 .. etc..

So: sure -

1) For DayZ PC cut back (some) on the vanilla servers, and at the same time see what comes out of the mods.
2) Get Xbox DayZ  running REAL SMOOTH.
3) Using 1 + 2 look at game development to see what can be added into the game (or brought back) that will please BOTH the long-term minority "serious fan-survival-realizmo" PC players AND attract the bulk of (maybe less dedicated?) Xbox players.. [- I'm generalizing, don't get mad about who has the real playstyles, the most fun, or the deepest dedication - ]  Don't sell out BI core values. For this to work, BOTH sides have to be catered for, so you have in DayZ a REAL spread of GOOD WORKABLE playstyles available for Console and PC.

AND : BOTTOM LINE :

4) = ADVERTISE...  seriously .. ADVERTISE .. Give rewards for the best player videos, and then PLUG them - whatever you BI SAYS about DayZ, many players will simply disagree (true or not)  - so take PLAYER footage, choose the BEST REAL VIDS - buy the rights, reward them for it, put BI flash logos on the front and back, and plaster them all over the web, anywhere you can. BE HARDCORE COMMERCIAL
20 second ads, & 3-4 min scenes. There are pro-standard editors right here in DayZ.
Competition for the best real-footage 90-second AD and best 20-second AD featuring the BI DayZ logo. and a hot/meaningful soundtrack.  Find musicians who can back that cheaply (or free) for you, because they are plugging their own band, and they also like DayZ ..   if the ad catches, so will they.

Don't go to an outside company, you have an enormous range of talent here in DayZ on this forum. Bribe them. Make an offer - see what comes out.. 
Flood the web as much as you can. And also call for a dozen unusual-view DayZ poster-style images -instantly recognizable, & LOGO -  for mags and (what the hell) even walls..

folk here can do all that for you. Make them an offer and see what comes in.

xxp

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This thread is a prime example of how downhill these forums have gone.  A couple of years ago this thread would have maybe gone 2 posts in before it got yarded and buried.  Do we even have moderators here anymore?

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8 hours ago, pilgrim* said:

ADVERTISE...  seriously .. ADVERTISE

There's no historical evidence that Bohemia Interactive has any skills in marketing whatsoever. 

They may have a few talented individuals, for sure, but in the general scope of things, they don't make great decisions.  They push out a one month beta as official, make a couple of short video clips, post a few forum threads and basically, don't invest the money into marketing appropriately.  Sad, when a crucial factor in this industry is based around hype.  They simply aren't interested, apparently. 

It's like they're relying on the product to have a cult following.  Maybe I'm wrong, but I know official servers with a ton of action on them is few and far between.

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I think pilgrim makes very good points. However most the points mentioned can be done after polishing. To prevent any ladder decline on the "Brand staircase to heaven or hell". (Yes, i've got a degree in Branding). 

(Edit: its actualy quet amazing how dayz is doing on this ladder, thát sais enough of its potential <3)

The most unfortunate issue at 1.0 inplenmentation was the server browser. I coulndt even join a game properly as it kept refresing and crashing. So i ended up not playing at all 🙈

Edited by hemmo
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On 3/4/2019 at 7:01 PM, lex__1 said:

The game does not have versatility, for the big interests of the players. Players are involved in fast combat and spawning, or long survival which will become boring as soon as you explore all the landscapes of the map.

Try server   172.96.140.114    ' Dead by Dawn '
The balance on this server might just give you a new challenge in surviving and looting - it's a private shard server WORTH visiting .. Take care when you go into town..  and REALLY take care if you try to enter a mil base or a mil roadblock  ...  searching for a can of beans, or a hand axe, or a fresh water pump is  totally not same-same routine .. it's INTERESTING... try it.

*

The Mods are beginning to come out now ..  @lex__1 the things YOU want will turn up in a Mod if other people are also interested.
In a while you will be able to shop around to find the SA Mod on PC that suits you.

In fact - when there are plenty of very-interesting & NOT-so-interesting  Mods around,  it would be FINE if the "vanilla" BI team treated the standard SA as THEIR OWN MOD.. and competed with the modders for BEST DAYZ  GAME ..  hmm ? maybe ?

Edited by pilgrim*

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4 hours ago, pilgrim* said:

The Mods are beginning to come out now ..  @lex__1 the things YOU want will turn up in a Mod if other people are also interested.
In a while you will be able to shop around to find the SA Mod on PC that suits you.

In fact - when there are plenty of very-interesting & NOT-so-interesting  Mods around,  it would be FINE if the "vanilla" BI team treated the standard SA as THEIR OWN MOD.. and competed with the modders for BEST DAYZ  GAME ..  hmm ? maybe ? 

I use Launcher_SA to play DayZ. You are right, SA expands your experience in the world of DayZ. I am not a fan of the survival genre. I am here only because of acquaintance with the new engine. I'm more interested in large-scale battles in the world of Arma.
Great job team DayZ. Thank you for the new sensations. I am sure, having a good platform, you can add interest to the wider masses of players having. I try to send tickets for the problems I encounter.
By the way, I liked the map at the military base. What is known about the expansion of the territory of DayZ?

uUYc64I.jpg

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32 minutes ago, lex__1 said:

I use Launcher_SA to play DayZ. You are right, SA expands your experience in the world of DayZ. I am not a fan of the survival genre. I am here only because of acquaintance with the new engine. I'm more interested in large-scale battles in the world of Arma.
Great job team DayZ. Thank you for the new sensations. I am sure, having a good platform, you can add interest to the wider masses of players having. I try to send tickets for the problems I encounter.
By the way, I liked the map at the military base. What is known about the expansion of the territory of DayZ?

uUYc64I.jpg

Interesting. I recognize Primorsk from PUBG!

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9 minutes ago, McPhorce said:

Interesting. I recognize Primorsk from PUBG! 

There really is already a pointer and road 🙂

6zXsPV3.jpg

Edited by lex__1

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I've been playing DayZ off and on since the old days and original mod. I suspect the game would carry on successfully on it's quirky reputation for a long, long time, if the Devs would simply make the thing complete enough for a more fulfilling long term play. 

The Basebuilding, for example, really defies any logic the way it stands. It would have been better for them to wait until it was viable, rather than stick in a half assed, impossible to defend asset that take loads of effort to undertake, and mere seconds to ghost into and rob blind. The whole system really has no point at present- zombies don't wander around, so, there isn't any real reason for walls to keep 'em at bay. Players can effortlessly ghost into your camp- walls take a small fraction of the time to knock over as they do to gather resources and build. You can't lock barrels or tents inside em. Having a base merely advertises "Here is free Loot!". What's the point? You gotta be nuts to build- yet, secure camps for players are the real secret to long time success for this game. 

The "argument" that the game isn't finished, five years down the pike, including this key feature that keeps players interested and playing- which is what a safe base does- lacks any foundation. It simply is something that currently drives people away. 

It isn't that difficult to figure out ways to make a base more secure. Have anyone server jumping teleport some ways off, instead of in the same spot in the next server. Construct a container unique to a camp- tied to a watchtower, that locks and is impossible to break into, providing the builder one small advantage of a little bit of actual safe storage as a reward for his endless efforts at building. 

Finally, basebuilding desperately needs a few trappings to make it homey. A table, (perhaps a maptable that can hold a map you can pin), chairs, bookshelf,  long term firepit, bunks, etc. 

These aren't extras. All of the above will add persistence of existence to the game- give players reasons to come back beyond the fight. It's the difference, from a design perspective, between a game that comes and quickly fades away, to a game with endless legs. Basebuilding is the secret to long term survival for the survivors, as well as the developers, of DayZ. Home is where you hang your hat. 

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10 hours ago, McPhorce said:

Interesting. I recognize Primorsk from PUBG! 

Classic example of modding - PUBG was a mod of the DayZ Mod made by a guy who liked the Battle Royal film .. he converted his mod to an ArmA 3 mod when DayZ became SA, and Sony licensed his Battle Royal idea off him, and hired him to consult on a thing called H1Z1 (you may have heard of ?). when that contract terminated a big Asian Seoul games company (their boss had already played DayZ, which was not popular in Asia but HE liked it,  and was looking for a way to turn it into a MMU in the style of the FILM Battle Royal (super  popular in Asia). He saw that what he wanted was already around since 2012, and Sony had already put money into  a game on "a version" of the same mod - So he called in the original modder and put him in charge of making his converted Arma3 Mod idea into a full game..  

That's how it goes.. mods of a mod by a DayZ fan who didn't know any programming when he started
(that's WHY a circle closes in during PUBG, because the guy wanted a SQUARE that closes in, but he couldn't figure how to script it)
His idea was picked up by the big companies with lots of cash. So H1Z1 & PUBG are in fact based on (i.e. kind of full-frontal bottom up remake mods) of a mod of the DayZ Mod -  bought up and given money & software teams to put them out as full games, using the existing Mega-Corps standard BIG MARKETING channels

so @lex__1 you will probably get what you want sooner or later.  Maybe learn some programming and do it yourself ?

https://en.wikipedia.org/wiki/PlayerUnknown's_Battlegrounds#Development

*

the moral of the story (apart from modding) is STILL that BI should look seriously at MARKETING DayZ
= Don't be SHY about DayZ =

Edited by pilgrim*
~
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3 hours ago, pilgrim* said:

so @lex__1 you will probably get what you want sooner or later.  Maybe learn some programming and do it yourself ?

Programming is unfortunately not my business.
The author of the topic is not just asking this question "At what point do we consider DayZ dead online?".
This is the situation when there is a good base, in the form of a beautiful game, a map, atmosphere, Mods, and so on. But there are some details that help reduce the number of players. This does not cause a question, whether the player is a dayz fan or not a fan. The prospect of the development of the game does not force the player to play on the server.
As a result, there are a lot of players who bought the game and there is a small number of players who constantly play. It’s one thing to admire the existence of the DayZ game, and quite another to try to admire the same, in the circumstances of declining Online players.
Do you understand?
If the game has:
- slow response of solutions from technical support
- narrow selection of gameplay
This can lead to a loss of interest in the game, and players, and manufacturers Mods.
In fact, the current situation surprises me a lot when BIS has a lot of experience in the Arma game series. But the game Arma rescued a wide range of gameplay - CTI, coop, PvP, PvE, missions, companies and other combinations of game modes. The player could always find application in something, waiting for a solution to any problems.

Edited by lex__1

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18 minutes ago, lex__1 said:

The prospect of the development of the game does not force the player to play on the server.

so .. if development will not make a player want to play a game online (on a server) .. er.. what the hell will ??   Just wondering .. heh.
or are you SIMPLY stating it's too late and it's dead?  End of Story?
.. I could swear you were asking for SPECIFIC stuff to appear in the FUTURE of DayZ

well.. I was just saying : IMO THEY WILL .. done by BI themselves or done by other modders. I was answering your wish list, not the OP thread. My comment is an aside, a REPLY to YOU.. but I think PLENTY of PC players & modders will find the tale VERY INTERESTING (even if you don't).

so @lex__1 you will probably find what you want sooner or later, if YOUR tastes are similar to enough other people's. 

DayZ was NEVER INTENDED to be a popular MASS game.. it is designed for a MINORITY... but with better ADVERTISING that minority might turn out to be a LOT of players, bored with the STANDARD MASS Mega-Corps games that "everybody can play, no sweat". There are plenty of THOSE around, and THEIR Advertising Budget is BLOODY HUGE.
That doesn't make them "good" games.

xxP

Edited by pilgrim*

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54 minutes ago, pilgrim* said:

so .. if development will not make a player want to play a game online (on a server) .. er.. what the hell will ??   Just wondering .. heh.
or are you SIMPLY stating it's too late and it's dead?  End of Story?
.. I could swear you were asking for SPECIFIC stuff to appear in the FUTURE of DayZ

well.. I was just saying : IMO THEY WILL .. done by BI themselves or done by other modders. I was answering your wish list, not the OP thread. My comment is an aside, a REPLY to YOU.. but I think PLENTY of PC players & modders will find the tale VERY INTERESTING (even if you don't).

so @lex__1 you will probably find what you want sooner or later, if YOUR tastes are similar to enough other people's. 

xxP 

My main perspective is in the development of Arma on the new engine 'Enfusion'.
I was interested in wanting to see how it develops.
My proposals for DayZ can not be called my desires, it can be called tips.
I got a good impression of the game DayZ, in part of their interests. I am grateful to the creators of DayZ for their great efforts and excellent work.
I use my experience of playing the Arma series since 2001. I know why the players came into the game, stayed in the game for a long time or left the game.
Long-term prospects are good for the game - when there are no long-term solutions to problems in the game and long-term expectations.
I understand and support players waiting for changes, but I’m worried when topics like this appear.

Edited by lex__1
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On 3/7/2019 at 12:41 PM, pilgrim* said:

You know- I am a long-time gamer and i used to be involved in this stuff for a living.. but I NEVER HEARD OF ArmA until folk started talking about this "DayZ mod" .. then I checked out this ArmA thing and found a whole sub-group of totally dedicated cult fans who played nothing else. They were NEVER close to a majority of PC gamers, for sure: the gaming mags and gaming websites hardly mentioned ArmA EVER. It was a cult thing with a cult following, and THOSE players were totally dedicated.

I think this is par for BI and for their history and the way they go about things.. they get a theme, and they try to make THAT according to what is in their vision, and don't really LOOK FOR large numbers of "casual players" or "easy play". To simplify,  they want the game to be good and right and THEN they see how many they sell..  .. they HARDLY ADVERTISE ANYTHING...

It's like they are a company that DELIBERATELY make minority appeal games ? - they aren't looking for the next Pokemon (hmm?). That's the strong impression I get 100% - almost up to the present.

Now they are involved in Consoles - where the Number Of Sales  is WHAT DECIDES players to BUY..  If you announce 7 million console sales in 2 months, then you KNOW another 7 million will sell in the next 4 months JUST BECAUSE you SAID THAT.  But Console players often have multiple games and move from one to the other (casual players is not a dirty word) - they are generally not the Cult Fanatic Fans who played ArmA on PC. Most Xbox players (NO Insult) wouldn't get past Boot Camp .. it's boring, its complicated, you have to learn too much stuff.. flying a damned Helicopter is really a PAIN, jeez you have to practice.. so that's a "crap game"..  Let's play GTA, that's easy and the learning curve is FLAT.

ArmA has NOT died, (as you say about non-bestseller games)  but you SURE don't hear much about it unless you go LOOKING for it. It's not a Mass Sales game. But the minority who play - play a LOT and they are really INVOLVED.

DayZ Mod was a runaway hit. Over time BI learned to deal with it the way they deal with ALL their games = tuning &  specialist updates FOREVER (free).. That is NOT the way to gain yearly mega-sales, but it's how BI have made a living for almost 20 years.

Now CONSOLES come on the scene -  where if you don't sell a MILLION right after release, then NO ONE will buy a copy of that game until it's remaindered on Steam for $2. A company that sounds like "S0NNY" - er.. <could>- buy a few hundred thousand of it's own game worldwide on Release day One .. That launches the game pretty well and attracts "interest", right .. MUST be a good game, right? And 40% of their total-game-budget is advertising. Then DLCs, then SameGame II, more DLCs, & SAMEGAME 3 .. etc..

So: sure -

1) For DayZ PC cut back (some) on the vanilla servers, and at the same time see what comes out of the mods.
2) Get Xbox DayZ  running REAL SMOOTH.
3) Using 1 + 2 look at game development to see what can be added into the game (or brought back) that will please BOTH the long-term minority "serious fan-survival-realizmo" PC players AND attract the bulk of (maybe less dedicated?) Xbox players.. [- I'm generalizing, don't get mad about who has the real playstyles, the most fun, or the deepest dedication - ]  Don't sell out BI core values. For this to work, BOTH sides have to be catered for, so you have in DayZ a REAL spread of GOOD WORKABLE playstyles available for Console and PC.

There absolutely (as a newer community member) seems to be that cult like following you mentioned within this DayZ community.

That was part of the allure for me. A company that sticks to its vision without some AAA publisher up their backside, has the freedom to take their time and bring it to fruition.

It seems there’s always a cycle with games. Barring the history of the development on PCs side, games tend to go through the honeymoon phase. A new game comes out and masses flock to check it out. After a while the “casual” player moves on to the next new thing, leaving the core fan base left. 

It’s that balance where developers have to decide (and all too often many do) if they “need” to alter their game to bring in more players. They have to pay their bills, sure. However, if you try making a game for everyone, you end up making a game for no one.

I can’t speak for other Xbox players, however I DO NOT want “DayZ Light”, some watered down experience that’s suppose to cater to the more casual player. I want the true gritty survival experience that PC players have had for years.

The problem is, and this seems to transcend platforms, that a lot of people need to be drip fed new content constantly to stay active. It’s like, if there’s not any new flashing purple items to collect the game isn’t worth it. “It’s too boring” or “too hard”.

It reminded me of quite a few game reviews I read and watched concerning KCD. All these established journalists condemning the game. Calling it boring, too hard, and buggy. Sure, it had (and still has in some cases) bugs, though it is easily one of my favorite RPG’s I’ve ever played. 

I know a lot of this is pure conjecture, though thought I’d add my $.02.

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5 hours ago, Nayte said:

I know a lot of this is pure conjecture, though thought I’d add my $.02.

 

I agree 100% @Nayte    

         

For me, IMO - the biggest very obvious example ATM is Bases

<here's the rant - sorry folks>
For several YEARS various players SHOUTED for "bases" - not barricading, not better stashes, not hidden stores, not camo for tents, not shelters from brushwood, not reinforcing buildings or blocking doors etc - just BASES with walls and fortifications and gates and towers.... ya know?

Why? .. er ..   <<because bases will be really cool>>

The ONLY problem is that NOBODY EVER said WHAT you were supposed to DO with these bases.. were they supposed to be invulnerable? Were they to play base v base (Rust like) - what were the DYNAMICS of a base and WHO owned it? - could you capture it? would the gates only open for the right people (a list?) if there was ownership would it be (for instance)  a key that you carried in the game so other players could loot the key it if they killed you? Can you only attack a base when someone is inside? Will there be special ways of getting in - explosives? - ramming the gates with a car? ropes, ladders & stealth? - cutting the wire? what happens when the owner is offline? IS ther an "owner"? How difficult SHOULD it be and HOW will that play in the game?  Is it a clan thing? - 50 necessary specifications so folk can PLAY this base game and feel like it is something worthwhile and fair.  <big difficult problem and nobody addressed it>

just - HOW were these things supposed to work, and HOW did they fit into the game, and WHAT were they for - how do you PLAY bases ???..

So NOBODY EVER ANSWERED that QUESTION of WHY and WHAT FOR - Check the Forum, there are NO suggestions.
The only answer from "'bases" fans is   <<because bases will be really COOL!>>

So DayZ got bases but still nobody knows how to play them or how they can FIT into the game
So EVERYBODY complains
They take too long to build and they are destroyed too easily. (We know that) - SO - WHAT do the  build-a-mil-base wanters EXPECT ??? 
So DO folk want Rust-like bases? Do they want the kind of thing you could find in old DayZ Mods ?WHAT do they want? <duh>

If someone EVER said what you DO with them and what you EXPECT of them - Anybody at all? - then the Devs could move that way. They have to because bases are in the game now by "popular demand" - and they aren't going to take them out again -  enough people wanted them.. but enough people WANTED them without ANY IDEA what they were supposed to do with them.

Now they've GOT them and there's still no agreement about how to PLAY them and how to MAKE them playable.. or what they are FOR.

So now everyone's complaining about Bases - specially the folk who WANT them
The ONLY non-complainer is ONE private server that has ONE huge base and they kick you off the server if you don't get on with them.
So maybe bases will turn out to be useful lego-bricks for Modders.. but what are they doing in vanilla? And will SOMEONE please put out a PLAN on HOW to make them fit into the game? No one has done that. Nobody. Just complaints.

*

So a bit of thought and planning and discussion about PLAYABILITY and details of OBJECTIVES and GAME FUNCTION, seriously - element by element - would have been GREAT (would BE great)  - but there was totally NONE, and still is NOT.

So base-wanters got bases because they wanted them.. and now ?

Only way I can see is heading straight towards a Rust-like. Maybe some folk have other ideas but NOBODY has EVER stated them.. except <<make them easier to build and harder to destroy>>.

<end of rant>

Maybe even HALF of new players joined because there were Bases - they sure as hell ALL start to build them before they even really look round the GAME -  and then complain like HELL when the other new players just pull them down for LOLs.    so - many folk who don't know the classic Core DayZ SA - are asking the obvious :   Jeez - What kind of game is that? 

*

Sorry, this is off-topic (?)  but it is VERY MUCH a 'popularity' thing.

  [p.s. can't find you on the member list to link, @Nayte -  have you done something cunning with your moniker?]

Edited by pilgrim*
~
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12 minutes ago, pilgrim* said:

The ONLY problem is that NOBODY EVER said WHAT you were supposed to DO with these bases.. were they supposed to be invulnerable? Were they to play base v base (Rust like) - what were the DYNAMICS of a base and WHO owned it - could you capture it? would the gates only open for the right people (a list?) if there was ownership would it be (for instance)  a key that you carried in the game so other players could loot the key it if they killed you. Can you only attack a base when someone is inside? Will there be special ways of getting in - explosives? - ramming the gates with a car - cutting the wire? How difficult SHOULD it be and HOW will that play in the game?  Is it a clan thing?

just - HOW were these things supposed to work, and HOW did they fit into the game, and WHAT were they for - how do you PLAY bases ???..

So NOBODY EVER ANSWERED that QUESTION of WHY and WHAT FOR - check the Forum, there are NO suggestions.
The only answer from "'bases" fans is   <<because bases will be really COOL!>>

So DayZ got bases but still nobody knows how to play them or how they can FIT into the game
So EVERYBODY complains
They take too long to build and they are destroyed too easily
So DO folk want Rust-like bases? Do they want the kind of thing you could find in old DayZ Mods ?WHAT do they want? <duh>

If someone EVER said what you DO with them and what you EXPECT of them - Anybody at all? - then the Devs could move that way, because bases are in the game now by "popular demand" - and they aren't going to take them out again -  enough people wanted them.. but enough people WANTED them without ANY IDEA what they were supposed to do with them.

Now they've gOT them and there's still no agreement about how to PLAY them and how to MAKE them playable.. or what they are FOR.

So now everyone's complaining about Bases - specially the folk who WANT them
The ONLY non-complainer is ONE private server that has ONE huge base and they kick you off the server if you don't get on with them.
So maybe bases will be cool lego-bricks fopr Modders.. but what are they doing in vanilmla and will SOMEONE put out a PLAN on HOW to make them fit into the game? No one has done that. Just complaints

*

So a bit of thought and planning and discussion about PLAYABILITY and details of OBJECTIVES and GAME FUNCTION, seriously - element by element - would have been GREAT (would BE great)  - but there was totally NONE, and still is NOT.

So base wanters got bases because they wanted them.. and now ?

Only way I can see is .. Straight towards a Rust-like. Maybe some folk have other ideas but NOBODY has EVER stated them.. except <<make them easier to build and harder to destroy>>.

<end of rant>

I think it really depends on what the developers initially thought about when planning out the base feature for the SA.

Is what we have now what they had envisioned? Did the community have a swaying effect on that original idea?

Regardless, the base function serves to add content to those who wish to partake. 

What players choose to do with them really depends on their style and mindset. However, we can all agree that when online bases and loot is concerned, raiders are right there. Unless it’s a private/RP server with rules against it, that loot is likely vanishing. So in that sense, it would seem to be a loot and hoard style of gameplay. One where we can certainly draw parallels.

The watch tower style design to me seems to be more of a reinforcement style of building, rather than a Rust or Ark level of building.

When I initially heard of building in DayZ, I had imagined more of a reinforcement of already existing buildings. Boarding up doors and windows, while stowing away some gear.

To me, unless it’s a PvE style of play, which usually means I’m building it to look amazing, bases are used to:

-Store loot

-Gain a tactical advantage

Since I only have official servers as an option on Xbox, I cannot speak to the varying experiences one can have while on private or hive servers on PC.

(please don’t kick me out, I like it here)

From my experience, I can’t really see myself building all too much on public servers, maybe once/if we get private servers I’d dabble in that and farming. Even an offline mode, as lame as that may sound to some, I find playing solo to be enjoyable.

Personally, I do agree bases should take more to destroy. When you consider the time invested to build, compared to how quickly they’re destroyed. I’m not saying they should be invulnerable. The balance just feels off.

Your ideas on costing x amount of axes, or needing a certain key/code to access locks is the right type of feedback.

Feedback is what’ll help iron out the bumps we have now. 

Now we’ve come back to an earlier point. What was the developers original idea when implementing bases? Have we, and/or are we changing that original vision? Does it look like it’s creating a better DayZ experience?

I’m sure we’d have as many different opinions as play styles in DayZ.

As for my member name, I’m not sure why you can’t find me. Perhaps I’m supposed to reside in the space in between.

 

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21 hours ago, Nayte said:

As for my member name, I’m not sure why you can’t find me. Perhaps I’m supposed to reside in the space in between.

I mean when someone types " @  "  followed without a space by the members name - they are shown a list of the possible members as they begin to type. You click on the listed name you want and that member is linked into your text.
eg as I start to type   @pilgr    I have a selection list popup already, and I can choose @pilgrim* - it links to my account.

but I can't type  @Nayte  and link it   - you aint listed
                                                            = guess you probably know =

As you say it's not deliberate, perhaps ask @OrLoK to look into it ?  I can't message you either, because on your profile page I can only select the precipitant from the same popup list. It says "cant receive  mail" because you aren't on that list.

Edited by pilgrim*

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8 minutes ago, pilgrim* said:


                                                       = guess you probably know =

Uh, I have no idea. Says my profile is 100% complete. Feel free to PM me if you have any ideas. 

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4 hours ago, Nayte said:

I think it really depends on what the developers initially thought about when planning out the base feature for the SA.

Is what we have now what they had envisioned? Did the community have a swaying effect on that original idea?

They never had a vision for the bases.  Long before bases became any turning point in development, it was all about barricading the already pre-made structures in game.  The Epoch crowd eventually became louder and louder and louder over time and the devs caved.  Scrapped the barricading for a half-baked base building system that was very untested prior to 1.0 release

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They gave you modding and bases to play around with as hush puppy's, but when the big bug came up. it didn't  give them time to catch up on development. 

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