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exacomvm

Did DayZ Development partially stopped?

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Hello guys, i was actively playing before beta aka 1.0 release and a bit after the beta so recently decided to play a bit in offline mode and immediately noticed an 1year+ old bug that's not been fixed.
Also considering how long time i was inactive i literally don't see any decent updates besides some bug fixes and few assets added + Golf car which was in development ( 3d modelling ) probs for 4years+, by now the bicycles/helicopters should exist and work without issues. Also the inventory got visually downgraded.

Anyway is there any news if Livonia gonna be in DayZ ? Because they ripped all the Chernarus map, changed the landscape, retextured some assets and put it into Arma 3, so i guess DayZ SA could share the same map too which should be cool.

 

Edited by exacomvm

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Nothing have been said about any content related for dayz about this or any dlcs from arma 3 😞

To recap what happend since 1.0 in december :

  • Xbox what buggy as hell so they had to tweak 999 things
  • They have reworked tons of stuff like the sky, the inventory, the night, the lights and much more
  • They have released the game for PS4
  • Bullet Tracers
  • 2 new cars and some "new" guns
  • dynamic attachements
    • radio/chemlight on a backpack
    • Belts where you can attach knifes, pistols and canteens
    • Tactical helmet with NVG and light as attachements
    • With the next update you can attach grenades on your vest
  • you can rotate items in the inventory
  • Track-IR is now a thing
  • Grenades is now a thing in the next update or in experimental
  • Infected can wear stuff (helmets, backpacks, etc) (next update)
  • All the stuff related to medical things are going to be usefull (for real this time) in the next update
  • You can have 2 guns in your back (for example) with the next update
  • MAYBE a solution to prevent base ghosting for the next update

I've probably forgot some things but just remember the first 2 lines because this is what created that feeling of lack of content.... Oh wait this is not a feeling... x)

 

And I'm just going to explain you one thing to help you understand a point.

The new engine (since 0.63) ask to the dev team to re create everything from scratch. They need to re-add everything and redo everything.... Code, animations, UI, probably some sounds... This is why a LOT of content is missing from the 0.62 build. BUT this is not why they are STILL missing, this is the awnser from above 😉

Oh and helicopters and bikes are no way coming this year in case you ask 😞

Edited by Lt.Master
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28 minutes ago, Lt.Master said:

Nothing have been said about any content related for dayz about this or any dlcs from arma 3 😞

To recap what happend since 1.0 in december :

  • Xbox what buggy as hell so they had to tweak 999 things
  • They have reworked tons of stuff like the sky, the inventory, the night, the lights and much more
  • They have released the game for PS4
  • Bullet Tracers
  • 2 new cars and some "new" guns
  • dynamic attachements
    • radio/chemlight on a backpack
    • Belts where you can attach knifes, pistols and canteens
    • Tactical helmet with NVG and light as attachements
    • With the next update you can attach grenades on your vest
  • you can rotate items in the inventory
  • Track-IR is now a thing
  • Grenades is now a thing in the next update or in experimental
  • Infected can wear stuff (helmets, backpacks, etc) (next update)
  • All the stuff related to medical things are going to be usefull (for real this time) in the next update
  • You can have 2 guns in your back (for example) with the next update
  • MAYBE a solution to prevent base ghosting for the next update

I've probably forgot some things but just remember the first 2 lines because who created that feeling of lack of content.... Oh wait this is not a feeling... x)

 

And I'm just going to explain you one thing to help you understand a thing.

The new engine (since 0.63) ask to the dev team to re create everything from scratch. They need to re-add everything and redo everything.... Code, animations, UI, probably some sounds... This is why a LOT of content is missing from the 0.62 build. BUT this is not why they are STILL missing, this is the awnser from above 😉

Oh and helicopters and bikes are no way coming this way in case you ask 😞

Thanks, this list looks like 1week of work for someone who develops game using UE4/Unity w/ a team of like 10ppl.

They literally could switch to Unity or something, port all assets/anims in and finish the game fully in like half year or 1year ( mostly fixing netcode issues ), while with the current engine it gonna take another 5 ( maybe 2years till we see bicycles ).
also that would give advantages such as:
- Better Graphics ( imo dayz somehow got downgraded, turned more cartoony or something ).
- Easier problem solving / troubleshooting ( since the community is huge af and the answer is probably already easily found via google ).
- More/better features ( such as better water, physics etc ).
( there ofc would be disadvantages such as harder modding/less client fps )

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2 hours ago, exacomvm said:

Thanks, this list looks like 1week of work for someone who develops game using UE4/Unity w/ a team of like 10ppl.

They literally could switch to Unity or something, port all assets/anims in and finish the game fully in like half year or 1year ( mostly fixing netcode issues ), while with the current engine it gonna take another 5 ( maybe 2years till we see bicycles ).
also that would give advantages such as:
- Better Graphics ( imo dayz somehow got downgraded, turned more cartoony or something ).
- Easier problem solving / troubleshooting ( since the community is huge af and the answer is probably already easily found via google ).
- More/better features ( such as better water, physics etc ).
( there ofc would be disadvantages such as harder modding/less client fps )

Sounds like it's easy and quick to do but just the new sky rework with the same quality can take some days on his own. Realisticly, they took as much time fixing issue than any other game companies. Take all the patchnotes from dayz since 2019, take all the patchnotes of a another game since 2019 and compare to give you a idea. Do that again and again to get a accurate idea of how long it need to fix/tweak something.
But I have a good news for you ! When 1.03 came out I've speculate we were at the end of the tweaking era and starting to get content updates.... Guess what, I was right ! The next update (1.04) is also a content update ! In short, the game is finaly going to get content and you just need to wait for the 1.05 to see if I'm still correct x)

They never told us why they had to create a new engine instead of taking another one.... They probably have some reasons, like modding.... I guess ?

Edited by Lt.Master
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46 minutes ago, Lt.Master said:

They never told us why they had to create a new engine instead of taking another one.... They probably have some reasons, like modding.... I guess ?

That's fairly easy. Why use a third-party engine when the company builds in-house engines? There are of course exceptions to the rule like Blizzard using Unity for Hearthstone but that was purely because they wanted the game to work on mobiles as well.

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That Livonia map is like a half in Lithuania, and there is not a single hint of Lithuania in there... haven't really seen anything familiar. Chernarus reused and on steroids.

Edited by Mantasisg

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9 minutes ago, Mantasisg said:

That Livonia map is like a half in Lithuania, and there is not a single hint of Lithuania in there... haven't really seen anything familiar. Chernarus reused and on steroids.

Yeah it doesn't look anything like that, Lithuania is completely flat, u won't find a single mountain there as you already know, maybe just few small inclines. But i guess they did it for the gameplay purposes ( higher ground/lower ground ).
It's an fictional location after all.

Edited by exacomvm

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So they takes ~10 000 square kilometers (judging by the map that they gives), scale it down to 163 sq.km. More than half it is in the country which they gives zero hint about, except as seen in map that it is Lithuania. Moreover... gives that significant peace of our land to Poland, and then makes it to be under attack by the "green guys" which are actually Russian army of course.

This is such an obvious attempt to make a blast of profit like it happened with DayZ mod, when Dean Hall made and then released. The same mod which they killed by deciding to make an advanced product in standalone version, then messed it up and underdelivered, because they just don't care (the big heads that take the money)... Now it will go on repeat. I don't think it will work. Could have made that money with dayz solely if it was well made...
 

Edited by Mantasisg
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9 hours ago, exacomvm said:

Thanks, this list looks like 1week of work for someone who develops game using UE4/Unity w/ a team of like 10ppl.

They literally could switch to Unity or something, port all assets/anims in and finish the game fully in like half year or 1year ( mostly fixing netcode issues ), while with the current engine it gonna take another 5 ( maybe 2years till we see bicycles ).
also that would give advantages such as:
- Better Graphics ( imo dayz somehow got downgraded, turned more cartoony or something ).
- Easier problem solving / troubleshooting ( since the community is huge af and the answer is probably already easily found via google ).
- More/better features ( such as better water, physics etc ).
( there ofc would be disadvantages such as harder modding/less client fps )

How well does Unity work with 225 square kilometres of open world terrain in an mmo game? DayZs engine is designed specifically for the job, and whilst it has taken its time getting there, it’s the best one available, for sure.

People have spoken about DayZ losing it’s soul around here, but imagine it in UNITY? Sheesh!

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7 hours ago, ThePugman said:

How well does Unity work with 225 square kilometres of open world terrain in an mmo game? DayZs engine is designed specifically for the job, and whilst it has taken its time getting there, it’s the best one available, for sure.

People have spoken about DayZ losing it’s soul around here, but imagine it in UNITY? Sheesh!

Well it's certainly possible, but probs would be hard time optimizing fps/netcode like in every MMO Game ( i think in their current engine they did that for like last 4years if not more and did pretty awesome job ).
However Unity/UE has alot more updated technologies/rendering pipelines etc which could put dayz on another level ( i suppose Bohemia aren't going to update their Enfusion engine anytime soon + they're already years behind from Unity/UE4 feature-wise e.g. they just recently started working/adding rigid body physics such as throwing items and that thing was already existed for 10-15years in other engines, also car physics was a new thing in dayz like just year or two ago ).
And now we don't even have ragdoll system, just an placeholder repetetive animations.

The only other explanation could be of slow DayZ Development is that they actually develop the engine and dayz is like test tool for it + funding source.

 

Quote

"People have spoken about DayZ losing it’s soul around here, but imagine it in UNITY? Sheesh!"



Tarkov runs on Unity, and it's fkn great FPS/RPG ( one of the most realistic ones? ) even tho they still use the old Unity version which gonna be updated to latest in next big patch + it's gonna be open world soon if i'm correct, but not as big as dayz ofcourse.


Oh also seems like there's even plugin for large scale maps:

 

Edited by exacomvm

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19 hours ago, exacomvm said:

They literally could switch to Unity or something, port all assets/anims in and finish the game fully in like half year or 1year ( mostly fixing netcode issues ), while with the current engine it gonna take another 5 ( maybe 2years till we see bicycles ).

This simply couldn't be further from the truth. I don't mean to be insulting but I just don't think you understand the magnitude of taking vanilla Unity (or Unreal, etc..) and creating a framework to support everything BI wants to achieve with DayZ and that's before you even begin to think about importing assets and all the associated logic. I'm not sure if you have done any development, but I get a shiver down the spine just thinking of the work involved in moving a project of this size from one engine to another. The idea the migration itself would be completed within a half a year, is utter madness, let alone nearing completion.

Now, to be fair, is it a valid to argue they should have switched to Unity rather than the Enfusion engine when they had the chance? Yeah, sure, despite the reasons for using Enfusion it's still very fair to ask what the justification(s) were.
It's really not viable to suggest they stop, migrate to unity, and everything will be neatly tied up by Christmas.

The engine is not the issue, to an extent, it was but it's not now. Another change is in absolutely nobody's interests, not you, not BI and not the rest of the community.

Edited by rickyriot
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27 minutes ago, rickyriot said:

This simply couldn't be further from the truth. I don't mean to be insulting but I just don't think you understand the magnitude of taking vanilla Unity (or Unreal, etc..) and creating a framework to support everything BI wants to achieve with DayZ and that's before you even begin to think about importing assets and all the associated logic. I'm not sure if you have done any development, but I get a shiver down the spine just thinking of the work involved in moving a project of this size from one engine to another. The idea the migration itself would be completed within a half a year, let alone migration and completion, is utter madness.

Now, is it a valid to argue they should have switched to Unity rather than the Enfusion engine they use now? Yeah, sure, despite the reasons for using Enfusion it's still very fair to ask the justification.
It's really not viable to suggest they stop, migrate to unity, and everything will be neatly tied up by Christmas.

The engine is not the issue, to an extent, it was but it's not now. Another change is in absolutely nobody's interests, not you, not BI and not the rest of the community.

I haven't done any development from programming side ( i'm just more of an visual artist - animations/models/textures/levels aka maps/particles etc ).

But i think that's the point of unity or ue4, it has shitloads of scripts etc to get started with, also what does dayz have currently? Advanced loot economy and few basic options which includes: running, crouching, shooting, going prone and some advanced "anim blender" that makes the transitions smooth and realistic between all these animations, ofcourse later each item can be described as "eatable drink, eatable canned food" also same technique goes for "penetratable object, non-penetratable object, breakable object" etc and then each animation is assigned to that one, then looting items is quite simple ( press "X" key to put "X" item in inventory + show picking up animation ).
Getting sick is triggered by food consumed ( which also has attribute like poisonuos/non-poisonous ), temperature etc, it's all like super short codes behind very big code ( the engine ).

Ofcourse i make it sound easy, but it's also not that super hard either if using good engine.

Majority of game development goes into assets/texturing/animating/sounds and these things is already done so switch would not take that much with good team as you expect ( they would not have to write a code for throwing, flying, driving a car etc from scratch but rather they would have to extend the code to make it more realistic/cool ).

 

Edited by exacomvm

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2 minutes ago, exacomvm said:

I haven't done any development from programming side..

Which is very clear when you then go on to say...

2 minutes ago, exacomvm said:

Ofcourse i make it sound easy, but it's also not that super hard either if using good engine.

Majority of game development goes into assets/texturing/animating/sounds and these things is already done.

It is pretty much "super hard" every time, the caveat of "good engine" is a bit superfluous as it takes time to migrate anything whether that engine is "good" or "bad".

The only solution to your suggestion would be to throw thousands of resource hours into a result that is in no way guaranteed to have resolved the problems you had migrated away from.

As I say this isn't mean to be a beat down. You are entirely right to raise the issue of the engine, but the time for that was several years ago, not now.

 

 

 

 

Edited by rickyriot

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30 minutes ago, rickyriot said:

The only solution to your suggestion would be to throw thousands of resource hours into a result that is in no way guaranteed to have resolved the problems you had migrated away from.

Or throw in addiitional few thousand of hours if they don't make the switch, there's no way guaranteed that they finish the game in 5 years with current engine ( which they guaranteed to finish if used UE4/Unity just because of how versatile it is and how many resources there are ). 
Anyway they can test it with basic concepts no problems to see if A or B works fine, no need to switch fully.

Also i'm not saying that they use bad engine, i still think that their engine is really great, but seems like they can't keep up with it and struggles with their engine which is the cause of many unhappy dayz players  ( also we don't know how many artists/programmers enters and leaves the studio while being still super unfamiliar with the engine, while every developer probs knows UE4/Unity pretty well ).
 

Edited by exacomvm

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Again, I just don't think you realise the size of job. Ultimately we all want more content and switching to a different engine will not bring you that content any quicker.

Personally I quite like where DayZ is in regard to the graphics and audio, the audio especially is pretty damned immersive. I remember the days when I'd struggle round Cherno, with low res textures and poor lighting, getting 40fps at max. Now? Jinkies I can fire the thing up the max and wander around the most built up areas never dropping below 80.

With that in mind, I just don't see either the clamour or the lure of moving to another engine. For me the problem is the same problem we've had for ages; resource. If BI were really determined they could throw the kitchen sink at this and get a lot of the problems removed. The title is now 6 years old, a lot of (most?) people bought the game on discount and the higher price now isn't exciting many due to DayZ's "semi finished" state. What might be the saviour is the console releases. A new audience, and a new audience with set price tarriff (as there is on XBand PS), could end up being the revenue stream that BI needs to throw at DayZ.

Finally I have to say that I have no visibility on resources, finances or the way development is done at BI. So perhaps I'm wrong about the dev resources, but I've yet to find a game that's been made worse by having more money thrown at it!

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6 hours ago, rickyriot said:

Again, I just don't think you realise the size of job. Ultimately we all want more content and switching to a different engine will not bring you that content any quicker.

Personally I quite like where DayZ is in regard to the graphics and audio, the audio especially is pretty damned immersive. I remember the days when I'd struggle round Cherno, with low res textures and poor lighting, getting 40fps at max. Now? Jinkies I can fire the thing up the max and wander around the most built up areas never dropping below 80.

With that in mind, I just don't see either the clamour or the lure of moving to another engine. For me the problem is the same problem we've had for ages; resource. If BI were really determined they could throw the kitchen sink at this and get a lot of the problems removed. The title is now 6 years old, a lot of (most?) people bought the game on discount and the higher price now isn't exciting many due to DayZ's "semi finished" state. What might be the saviour is the console releases. A new audience, and a new audience with set price tarriff (as there is on XBand PS), could end up being the revenue stream that BI needs to throw at DayZ.

Finally I have to say that I have no visibility on resources, finances or the way development is done at BI. So perhaps I'm wrong about the dev resources, but I've yet to find a game that's been made worse by having more money thrown at it!

Totally agree on that, however i never said that they must switch the engine, but i think it could speed up the progress in long run, take SCUM for example, even their game looks pretty crappy/cartoony but they add these features quite easily and without much of issues in weeks ( which is like 10 times faster than DayZ makes same feature? Ofc SCUM's is like 2-10x less quality of the feature ).

And yeah we don't know the behind the scenes / roadmap so maybe if we knew that would make perfect sense. But on another hand i was thinking the same years ago and yet i haven't seen impressive results besides the optimization and maybe few other small things.
 

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11 hours ago, exacomvm said:

..but i think it could speed up the progress in long run...

You keep throwing out this claim yet it's simply not true, unless you count long run as being 3-5 years rather than 6-12 months. I'd also question the comparison with SCUM, it's a pretty poor analogy considering the history and development cycle of both titles. SCUM has hit an absolute ton of problems, and this is while using the very engine you suggested BI shift to. Interestingly and relevant to our discussion, SCUM specifically chose UE4 rather than their own internal engine or the "Serious Engine" which is used by Croteam (them of Serious Sam fame) and who are supporting the SCUM devs. They chose UE because they felt the other two engines would need too many changes. Turns out what they want from the game is just as difficult to implement in UE4 as it would have been in either of the others.

Don't get me wrong, SCUM looks like a decent addition, that's if you can get past the idea that you can shit out golden desert eagles. Can you imagine the uproar if that was introduced to DayZ? ( https://www.youtube.com/watch?v=PpW4zoPVIdk ** Possibly NSFW - not really but you know it's someone shitting out a gun, so what do you expect if you click on it! ** ).

There are some things I'd like to see ported over from SCUM, and sadly those are the toilet duties. As much as scatological gameplay is nowhere near the top ten of "what I want in a game", it does bring a fair bit of realism to the title. Sadly that realism in lost in SCUM due to the very poor AI - still alpha of course.

So, yeah, I see why you might have chosen SCUM as an example, but it's a really poor one if you look at it in detail.

11 hours ago, exacomvm said:

... and yet i haven't seen impressive results besides the optimization and maybe few other small things.

Hmm... so the improvements in graphics, sounds, animation, inventory management, ai, map locations, weapons and ui (just to name a few) is not enough for you? You are clearly a tough date!

I'll finish on a compromise though, as it seems I've been beating down everything you've said and I really don't mean to! What I will say is I agree with you in regard to how BI could have expressed their vision to the community. I liked the updates (less so the community spotlights) and I honestly feel they have been dropped because either (a) people can't be bothered writing them or (b) there isn't enough resource time to produce them - both of those situations are "not good". I appreciate as a developer that a roadmap when put out and not kept to is a nightmare scenario for all around but in DayZ's case it seems like they have failed to give a roadmap because they themselves seem unsure in the direction. I think some of that is down to the integration of the console versions and what limitations that will bring. I hope I'm wrong on all of those but that's just how I see it.

Edited by rickyriot
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@exacomvm

Unity had the followings issues in 2014 :

  • Multi-threading support (did not exist until Unity 2018.3)
  • Networking solution was extermely bad. They had to re create it from scratch in Unity 2018
  • The Terrain support was basic and heavy. The plugins on the AT were not a permanant solution for goods results in the long run. A new terrain system have been created (again from scratch) with unity 2019.2
  • Unity would use unsued library and create build with thoses library. Got changed with Unity 2018.something
  • HDRP was not a thing until Unity 2019.1
  • The graphic engine was outdated but evolved with each updates
  • The shaders were limited until 2016
  • A lot more technical stuff that you can't tweak with unity (even if some of them have been fixed)

In short, a Minecraft clone is going to run with a lot of lag spikes and low fps. And in 2014 games like The Forest, Rust, Subnautica were awfull to watch... Ugly, not optimized.

I can't tell for Unreal Engine because I never used it, but since Facepunch use UE for Garry's mod 2... I guess it's a better engine for a game based on modding instead of Unity.

Hytale, project zomboid, they are not on Unity or Unreal Engine... But they both have a very open modding game.

And one last thing. It take time to develop something, it's not easy and it's not quick to do. They took the time they had to take. Nothing wrong there even after the 1.0. They had to tweak and fix everything and just by looking all the stuff they had to re create they were pretty quik in fact ! Since 1.03 we are finaly in the content periode where they don't fix major issues you/we don't see. As we saw, the 1.04 is also a content update. 1.05 will also be a content update. They just had to finish the job before releasing new features 🙂

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3 hours ago, rickyriot said:

Hmm... so the improvements in graphics, sounds, animation, inventory management, ai, map locations, weapons and ui (just to name a few) is not enough for you? You are clearly a tough date!

You mean base building and working health system+diseases? Nothing literally changed besides that because apparently they spent like half year fixing anticheat issues + developing xbox version. Even probably the same bugs from 1year back is still ingame ( atleast one major is ).
Almost 0 New content ( weapons is basically retextured only and rest assets probs was already made long time ago, for example the generator / VW Golf was done like 2-4 years ago or atleast started ).

But yeah since early .63 there was alot of work done.


My topic was about the period since pre-beta aka late .63 till today. Honestly i think atleast they could've improved the zombies and implemented ragdoll system, the zombie run animation looks like complete shit so do the "death" animation. When you just see zombies ingame running or you shoot a guy it makes the game look 8 years older or like the zombies/players are made of paper if that makes sense. Even in .62 etc it was better.
Can't even implement dual rendering scopes which is standard nowadays for more realistic games ( and DayZ is all about the realism and immersion, isn't it? ) , but guess that would also take 1year to make according to your "game development time" knowedge.

Maybe you're beating most of things i say, but you're wrong about one - that it would be alot easier to work in UE4 etc, because you just can see it from the progress. Well unless all they were doing last 2 years was 90% engine development and 10% actual DayZ.

Edited by exacomvm

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1 hour ago, exacomvm said:

.....but you're wrong about one - that it would be alot easier to work in UE4 etc, because you just can see it from the progress.

What progress is this? Are you still comparing DayZ to SCUM or are you comparing the current DayZ to your ideal UE DayZ? If it's SCUM, then again it's down to project size. If it's the alternate future DayZ then well... that's something Schroedinger would be interested in.

Could there have been more frequent and larger updates, both to the environments and content? Of course, we are actually in complete agreement there.

The game engine debate, though? Perhaps just accept you're backing the wrong horse on this one.. 😉

 

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56 minutes ago, rickyriot said:

What progress is this? Are you still comparing DayZ to SCUM or are you comparing the current DayZ to your ideal UE DayZ? If it's SCUM, then again it's down to project size. If it's the alternate future DayZ then well... that's something Schroedinger would be interested in.

Could there have been more frequent and larger updates, both to the environments and content? Of course, we are actually in complete agreement there.

The game engine debate, though? Perhaps just accept you're backing the wrong horse on this one.. 😉

 

Well more like "What if dayz was on UE4", but Scum vs Dayz works too if we look at super budget SCUM ( which didn't started with multi millions in bank unlike DayZ SA ) with small team what they've achieved in 2years beats the whole dayz history by few times from technical/difficulty perspective ( just because its fkn easy in UE4, like a fkn newb who has no experience can create a game just by watching few tutorials online, not to mention the skills of actual developers ) , however their visuals/animations suck, like SCUM has all that great core, but fails to present it to player visually. 

While DayZ has that awesome visuals/animations and immersion atleast partially ( still needs texture rework/dual rendering/ragdolls etc ) but fails with core, like it's not the same dayz it used to be, even it has way more features than mod, but gameplay feels empty but not boring and probably that lack of dayz legacy features feels like the game is not having big progress + from player perspective there's not much progress at all if we compare it to bigger studios, hopefully all shit happens in the background and maybe some day we will get big patch.
 

Edited by exacomvm

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Well it seems like you can't be convinced. I'll not try any further, I just think that if you ever find yourself at the "sharp end", as it were, you'd come to hold a different opinion.

We both agree that content is needed. We've seen several content patches already since 1.0 and apparently 1.05 is predominantly content too. We'll just need to wait and see, but considering we didn't see a single significant update to the stable branch in almost a year, the idea we've had several patches over just a few months surely gives you some form of hope.

I felt the push to demo large base building elements was the wrong choice too. It takes far too long, far too many tools, far too many resources and they are stupidly easy to break into so end up being pointless. Many of the gamers I know have echoed your "but what now..?" comment regarding gameplay. As there is no end game, is it just a case of endless spawning and PvP? The game needs retention beyond that. Some level of persistent storage that is simple would be a great start. I believe there was some chat about burying crates, but I've yet to see how or where that is meant to happen. Bringing back in fishing, farming and hunting would also help flesh out the gameplay. I have no problem with PvP, I just don't want it all the time!

Clearly that is an issue with SCUM as well, as there is absolutely nothing to do in it. It's essentially a tech demo just now - and imo will stay one until at least late 2020.

 

 

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18 minutes ago, rickyriot said:

 I believe there was some chat about burying crates, but I've yet to see how or where that is meant to happen. Bringing back in fishing, farming and hunting would also help flesh out the gameplay. I have no problem with PvP, I just don't want it all the time!

Crates are in since 1.03 on PC - two planks and ten nails, storage size 10 x 5. If you can find nails theyre great

You can already farm, and there is a kind of hunting

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23 minutes ago, aux7 said:

Crates are in since 1.03 on PC - two planks and ten nails, storage size 10 x 5. If you can find nails theyre great

You can already farm, and there is a kind of hunting

Thanks for the info about the crates. I actually thought you found them rather than crafting them. I just assumed I'd come across one at some point.

And, yes, there is sort of farming, sort of.. 😉

Edited by rickyriot

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5 minutes ago, rickyriot said:

Thanks for the info about the crates. I actually thought you found them rather than crafting them. I just assumed I'd come across one at some point.

And, yes, there is sort of farming, sort of.. 😉

The pain about the crates is not only the nails, but that the wood piles are so infrequent . .

and for building, it would be nice to use the piles of logs lying all around the place instead of cutting trees down

I stuffed my pockets with somebodies tomatoes, and my friend stuffed his pockets, and there were still tomatoes left . .. but yes its a bit basic .. .

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