lynn.zaw 254 Posted November 15 Disclaimer Please be aware: Information shared in our development blog represents a work in progress, not the final product. Contents and features discussed are subject to change before release. We aim to provide insight and foster community engagement, but details may evolve as development continues. Thank you for joining us on this journey, with the understanding that what you see here is a glimpse into the process. Survivors, It’s been a while, but welcome back to our DayZ Frostline Dev blog, where we pull back the curtain on the development of the DayZ Frostline Expansion. This blog is our way of sharing the highs and lows of our journey with you, the community. Your unwavering support has been essential to the success of DayZ Frostline. In this edition, we’re looking back at the first week since DayZ Frostline’s release, what we have been cooking after the release, and changes we will be making with next week's patch. Player Count Since the Release of DayZ Frostline As our header suggests, we hit a peak of player counts just five days after the release on the 20th of October. We cannot thank you, the community, enough for the love and support that you have given to this very dear project that we have worked on. The image below should give you a break down of daily user and CCU by different platforms in the first week after the release. Interesting Comparative Stats on Players' Behavior (First Week After Release) Our data reveals a key trend: players are more likely to prioritize their health and well-being in Sakhal compared to Chernarus or Livonia. This is evident through a significantly higher usage of immunity boosts and heat buffs, prompted by the unique challenges presented by DayZ Frostline. While we'd like to say it’s all smooth sailing (just like our new boats), there has also been an alarming rise in the number of players contracting Kuru in Sakhal. Design Perspective Southern crossing During the closed beta, and ever since the release, we have been closely monitoring player movement throughout Sakhal. This data had shown us that while the distribution of players across the entire map has been fairly balanced, there was still some space for improvement in terms of how players travel to the southern military peninsula. While we had hoped that presence of boats, together with ice sheets covering substential area of the south sea, would be enough to allow players to cross from more than one point, but the data proved us otherwise. It showed us that players would most often choose to walk across a land bridge on the western coast rather than take a path through the frozen sea. For this reason, we have decided to extend the southern coast slightly further and repositioned many of the ice sheets found within the bay. This should allow for much easier and direct paths for players to take, while still keeping the challenge of traveling on the frozen sheets. With the improved way to get across the sea, it also made sense for us to slightly change the adjecent areas as well. We had taken a look at the distribution of military bases throughout the island and chose to add a new military outpost near the crossing. Geothermal plant With its convenient location, the geothermal power plant had become a place many players visited while traveling through the middle of the island. Whether you thoroughly looted it or simply stopped by to check out this new complex, you have shown us that you liked this location. However, at the end of the day, the power plant alone had not quite become the point of interest we had hoped it would be. For this reason, we have decided to make it more interesting both visually and in terms of loot. You will notice an increased military presence within the area, which not only expands on the idea of the plant being a vital resource for the people who used to live on the island, but also brings more loot. We encourage everyone to check out the geothermal plant. Loot We investigated how loot moves around the island and identified some areas that could use improvement. Large Buildings One of the things we were as disappointed to see as our players was that, despite adding many new buildings to the game, we were struggling to fill them with loot. This led us to split some of our multistory buildings into multiple sections, allowing us to populate them more successfully. This is a bit of an experiment, so please do let us know if you notice more loot in military barracks, hospitals, and other multistory buildings. This change has only been applied to Sakhal for now, but if it proves effective, we are open to implementing it on our other maps as well. Elevated Places It can feel very unrewarding to climb tall towers or cranes, only to find a t-shirt or a pair of torn-up shoes. In an effort to improve looting, we have balanced both the spawn points and the loot that appears in these locations. It should now be worth checking out these buildings and objects, as even along the coast, they might contain valuable loot such as ammo or guns more frequently. We have also focused on improving loot presence at the plant. New objects have been placed on the roof. These objects, like crates and pallets, have been deliberately arranged to spawn loot, so if you find yourself getting luckier in these areas, that is the reason. Loot balance As previously mentioned, we have taken a critical look at how our players engage with the game. Many of you reported that loot progression on Sakhal still isn't quite on par with our other maps. We are committed to improving this with each update, and it will remain an ongoing effort moving forward. In that vein, we examined the availability of certain guns that were perhaps too easily obtainable and relocated them to different areas on the map. Weaker guns will now also have a slightly increased presence, especially along the coast, to enhance gameplay balance. We have also observed that many players found our bunker highly rewarding—maybe even too much so. As a result, we have taken steps to limit the number and frequency of gun spawns in that location. - Martin Palaugari, Game Designer Environmental Perspective With this 1.26 patch, we analyzed lots of player data and began working on tackling some areas that could benefit from improvements. There were three main things we chose to look into: the geothermal plant, loot availability on the southern coast, and the viability of the eastern side of Sakhal as a loot route. For the geothermal plant, being a POI consisting of several new assets, and a significant structure on the island from a lore perspective, we decided it made more sense for the area to have a military and medical presence. With this update, you will clearly see that there was an effort to protect the plant during the early stages of the outbreak. These changes also offer a stronger loot reward for players, while the fortified rooftops iterate more verticality to PvP gameplay. Additionally, we added two military checkpoints on the southern coast as an option for players to collect some gear before venturing into the deadly valleys of Burukan. All of these updates can be seen in the video above.- Mike Docherty , Environment Artist What's next for the Dev Blog & Sakhal? The Dev Blog is an excellent tool for sharing early information with our core community, encouraging them to spread the word, speculate, and engage in discussions leading up to releases. Moving forward, we will reduce the frequency of Dev Blogs but will continue to publish them whenever notable developments occur—such as this week's current experimental update, which will move to stable next week. Of course, this should demonstrate our ongoing commitment to further iterating and optimizing DayZ Frostline and Sakhal. 4 1 Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 22 (edited) On 11/15/2024 at 1:54 PM, lynn.zaw said: Loot We investigated how loot moves around the island and identified some areas that could use improvement. Large Buildings One of the things we were as disappointed to see as our players was that, despite adding many new buildings to the game, we were struggling to fill them with loot. This led us to split some of our multistory buildings into multiple sections, allowing us to populate them more successfully. This is a bit of an experiment, so please do let us know if you notice more loot in military barracks, hospitals, and other multistory buildings. This change has only been applied to Sakhal for now, but if it proves effective, we are open to implementing it on our other maps as well. Elevated Places It can feel very unrewarding to climb tall towers or cranes, only to find a t-shirt or a pair of torn-up shoes. In an effort to improve looting, we have balanced both the spawn points and the loot that appears in these locations. It should now be worth checking out these buildings and objects, as even along the coast, they might contain valuable loot such as ammo or guns more frequently. We have also focused on improving loot presence at the plant. New objects have been placed on the roof. These objects, like crates and pallets, have been deliberately arranged to spawn loot, so if you find yourself getting luckier in these areas, that is the reason. Loot balance As previously mentioned, we have taken a critical look at how our players engage with the game. Many of you reported that loot progression on Sakhal still isn't quite on par with our other maps. We are committed to improving this with each update, and it will remain an ongoing effort moving forward. In that vein, we examined the availability of certain guns that were perhaps too easily obtainable and relocated them to different areas on the map. Weaker guns will now also have a slightly increased presence, especially along the coast, to enhance gameplay balance. We have also observed that many players found our bunker highly rewarding—maybe even too much so. As a result, we have taken steps to limit the number and frequency of gun spawns in that location. - Martin Palaugari, Game Designer U could have balanced the loot 3 years ago...and it just now somehow got ur attention? all thoes empty places which could potentialy have lootspawns and be better balanced. I hope this isnt the peak of your game designer career. Maybe Go through the suggestions section once in a while for feedback from the community. ( dont have to take every suggestion literally just to understand the community a little better ) Edited November 22 by dayzplayer1234 1 Share this post Link to post Share on other sites
Presence- 41 Posted November 22 On 11/15/2024 at 12:54 PM, lynn.zaw said: In that vein, we examined the availability of certain guns that were perhaps too easily obtainable and relocated them to different areas on the map. Weaker guns will now also have a slightly increased presence, especially along the coast, to enhance gameplay balance. As long as availability is certified once a survivor gets there it will be easily obtainable because they know it is there, it will spawn/stay there and only there so randomising spawning to different and multiple locations around the map while keeping it in an appropriate space (relative and situational) and reducing the chances of spawns/total numbers at once while aiming for a dynamic rarity/scarce system is a good start for constraints because the experience of survival lies in constraints. Also, since the map is too small and supplies is plentiful, a certain place is easily accessible. Since the character is too fast when sprinting and navigating difficult type, surface and slope of terrain, a certain place is also easily accessible. Since the character does not face the constraint of more energy expenditure due to carrying more weight and navigating difficult terrain, a certain location is also easily accessible. Since you can navigate, carry a lot of weight and navigate on difficult terrain without any need to rest, a certain place is also easily accessible. Since you can teleport by switching servers, a certain place is also easily accessible. Since you can just attach a weapon without having to find or craft a sling, certain guns will always be easily carry-able and transportable. On 11/15/2024 at 12:54 PM, lynn.zaw said: Weaker guns will now also have a slightly increased presence, especially along the coast, to enhance gameplay balance. There's already too many guns and ammunitions spawning along the coast. Reduce the spawns of weapons and ammunitions. Make users count their bullets and cherish their weapon, not just on the coast, but everywhere. On 11/15/2024 at 12:54 PM, lynn.zaw said: It can feel very unrewarding to climb tall towers or cranes, only to find a t-shirt or a pair of torn-up shoes. In an effort to improve looting, we have balanced both the spawn points and the loot that appears in these locations. It should now be worth checking out these buildings and objects, as even along the coast, they might contain valuable loot such as ammo or guns more frequently. Here again. You see, that's the problem with BI with the survival aspect, they just want to incentivise users to check the item they placed there. How? By increasing the frequency and chance of this item spawning guns and ammo without wondering if there's already too much guns and ammo available even in a full server. They want you to use that snare trap to catch food? They'll reduce the time and space constraints to get it instead of wondering if maybe it's because other ways to get food are much easier and more accessible. The supply shortages themselves will make more places worth visiting and variety of use come along as the scarcity of loot implemented will be a solid means of survival experience and resource seeking. 2 Share this post Link to post Share on other sites
Armand Jean du Plessis 0 Posted November 26 On 11/22/2024 at 11:02 AM, dayzplayer1234 said: U could have balanced the loot 3 years ago...and it just now somehow got ur attention? all thoes empty places which could potentialy have lootspawns and be better balanced. I hope this isnt the peak of your game designer career. Maybe Go through the suggestions section once in a while for feedback from the community. ( dont have to take every suggestion literally just to understand the community a little better ) Seems like you’ve stuck with the game for years, so the devs must be doing something right. Maybe show a little more respect for their work. Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 26 (edited) 24 minutes ago, Armand Jean du Plessis said: Seems like you’ve stuck with the game for years, so the devs must be doing something right. Maybe show a little more respect for their work. play it every now and then for sure...been following the development for quite some time now (early days of dayz development looked quite promising ) and still waiting on the game that was initaly advertised and sold. Respect? they dont seem to respect the people they sold the game to. Things seem unrefined and lazy at this stage...minor changes like balancing out loot a little better, making survival mechanics/experience somewhat better and re-thinking some spawnpoints is not that much to ask (since it already exist in the game) and would enchance the gameplay significantly. Looking at many previous updates most of them are little changes to already existing mechanics. Dev blogs recently make fairly small changes and additions look BIGGER than they actualy are. While i do appreciate that the game is still somewhat geting attention....buuuut after 11 years of development its starts to be dissapointing that the game still feels like alpha when playing it .... ALOT i still seem missing and can things be done/added. So i think the criticisim is well deserved. EDIT: Good example is yes that they just now noticed how loot is somewhat badly balanced and there are spawns that dont really make sense....why didnt they but in the effort to design and think about it when loot economy was initaly worked on and chernarus was geting some map reworks afterwards....thinking about loot and how it is distributed across the map would have made sense back then. That makes u ask what the gamedesigner who designs games for a living is actualy doing. Seems like they just work on whatever they feel like at the moment with no real plan. Edited November 26 by dayzplayer1234 Share this post Link to post Share on other sites
Girth Brooks 570 Posted November 27 There is exactly ZERO original devs trying to realize Rockets plan. They left about 5-6 years ago. So this is what we get. Share this post Link to post Share on other sites
amadieus 316 Posted November 28 On 11/22/2024 at 11:02 AM, dayzplayer1234 said: U could have balanced the loot 3 years ago...and it just now somehow got ur attention? all thoes empty places which could potentialy have lootspawns and be better balanced. I hope this isnt the peak of your game designer career. Maybe Go through the suggestions section once in a while for feedback from the community. ( dont have to take every suggestion literally just to understand the community a little better ) Sakhal only released 1,5 month ago. What the heck are you even talking about? Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 28 6 hours ago, amadieus said: Sakhal only released 1,5 month ago. What the heck are you even talking about? talking more about loot balance overall and how it takes 11 years of development to make a game that still feels like alpha with. Share this post Link to post Share on other sites
amadieus 316 Posted November 28 3 hours ago, dayzplayer1234 said: talking more about loot balance overall and how it takes 11 years of development to make a game that still feels like alpha with. But what makes it feel like Alpha? What is wrong with the loot balance? I played quite a lot since the Frostline release and sure there are some bugs here and there but the I had only one that was a bit annoying and was was my character having a D-sync. The game is in a decent state, far from perfect, but definitely decent. Share this post Link to post Share on other sites
DefectiveWater 539 Posted November 28 5 minutes ago, amadieus said: But what makes it feel like Alpha? What is wrong with the loot balance? I played quite a lot since the Frostline release and sure there are some bugs here and there but the I had only one that was a bit annoying and was was my character having a D-sync. The game is in a decent state, far from perfect, but definitely decent. I think he is talking about loot spawns. Big buildings tend to have really low loot spawns for their size. Chernarus apartments still don't spawn loot. Many industrial buildings spawn only 1 item and usually have no furnishing or any detail to them. I still don't see why AKM is being balanced the way it is now, when it's one of the most produced Russian guns. Even on Sakhal, AKM is somehow a bunker rarity gun, a map based in Russia where AKM should be a common military rifle... "Decent" doesn't cut if after 10+ years of development. Yes I'm harsh but there's no way to justify it anymore. Thank god PC has mods... They released a map that is cold and requires you to make fires to get a heat buff. It's been 6 and a half weeks since release and the heat buff indicator STILL isn't fixed when that's the whole focus of the map... fighting the cold. 1 1 Share this post Link to post Share on other sites
amadieus 316 Posted November 28 31 minutes ago, DefectiveWater said: I think he is talking about loot spawns. Big buildings tend to have really low loot spawns for their size. Chernarus apartments still don't spawn loot. Many industrial buildings spawn only 1 item and usually have no furnishing or any detail to them. I still don't see why AKM is being balanced the way it is now, when it's one of the most produced Russian guns. Even on Sakhal, AKM is somehow a bunker rarity gun, a map based in Russia where AKM should be a common military rifle... "Decent" doesn't cut if after 10+ years of development. Yes I'm harsh but there's no way to justify it anymore. Thank god PC has mods... They released a map that is cold and requires you to make fires to get a heat buff. It's been 6 and a half weeks since release and the heat buff indicator STILL isn't fixed when that's the whole focus of the map... fighting the cold. I am pretty certain that the Chernarus apartments do not have loot on purpose. But I do agree with the lack of loot on bigger buildings, I would like to see it more worthwhile to visit the school building, for example. And yes, I have been pretty vocal on those awful ugly looking industrial buildings from the Arma2 era that plague Chernarus. They need to be re-worked or re-placed. Mmmh, personally I don't see what is wrong with the game being decent. Perhaps we have different expectations. I for one do not know any mods that make the game ''better'', just different. Of course I want to game to become much better on certain regards, like the infected. They are in my opinion the worst part of the game at this moment. But besides that I would love to see ragdolls make a return and perhaps upgrade the graphics a bit for some older assets. The game will be close to perfect for me then. But then again, I am not expecting helicopters, motors or a major graphical overhaul. What would make the game perfect for you? By the way, what is the issue with the heat buff indicator? Genuinely curious as I have the feeling it always worked on my end? Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 29 (edited) On 11/28/2024 at 2:26 PM, amadieus said: I am pretty certain that the Chernarus apartments do not have loot on purpose. But I do agree with the lack of loot on bigger buildings, I would like to see it more worthwhile to visit the school building, for example. And yes, I have been pretty vocal on those awful ugly looking industrial buildings from the Arma2 era that plague Chernarus. They need to be re-worked or re-placed. Mmmh, personally I don't see what is wrong with the game being decent. Perhaps we have different expectations. I for one do not know any mods that make the game ''better'', just different. Of course I want to game to become much better on certain regards, like the infected. They are in my opinion the worst part of the game at this moment. But besides that I would love to see ragdolls make a return and perhaps upgrade the graphics a bit for some older assets. The game will be close to perfect for me then. But then again, I am not expecting helicopters, motors or a major graphical overhaul. What would make the game perfect for you? By the way, what is the issue with the heat buff indicator? Genuinely curious as I have the feeling it always worked on my end? Its not about making dayz a perfect game.Its about making dayz a game that was advertised when i bought into it at the early acess when standalone first came out. I liked how the development was going back then and all the things that were planned for the game . ( then they stopped roadmaps since they couldnt deliver on most of it and at best could get some bugs fixed ) but now after 11 years they seem to be just milking for more money and delivering the bare minimum when doing it. cmoon reworking arma maps instead of making something specialy for dayz? after all that time dayz in my opinion still does not deliver a fulfilling survival experience. The survival mechanics are bare bones and also unbalanced. For example from a new player perspective it does seem a bit difficult at the beginning scavenging for food and equipment while fighting off tedious infected. The map is a big place and easy to get lost and a bit overwhelming. But after that first inital experience they realize after exploring that there are alot of empty places ( maybe a stupid colar dress on the ground ) that are not worth visiting more than once or at all. survival becomes more of an annoyance than something to overcome while traveling. the world also feels empty ( not in a good way btw ). Endgame is about PVP and/or hoarding loot since its a little thrilling because of the TIME it takes to get geared again. Killing players that have put in couple of hours to get gear is somewhat fun. There are some great modds that offer a survival experience that dayz is missing. But why should modds be the ones that make the game offer a proper and a fulfilling survival experience and not the base game itself?Some examples of mods im talking about: Ice lakes:adds an option to cut a hole into the ice with a pickaxe to fish/drink from rather than just having static wells and the sea. (also aditional use for a TOOL ) Clothing mods: some variety to seemingly scarce offerings of vanilla. Radio missions: Missions that pop up on the handheld transifer. Offers incentive to explore different places on the map, usualy spawns a infected horde to deal with or a simple courier mission. ( curently its probly less used item in the game even the collar dress gets more action) Syberia project: (one of the best imo ) Alot of different medical effects like deep bleeds, internal wounds, bullet wounds, concussions...etc also a mental health indicator ( example: when eating human meat it lowers by alot and when critical character laughs like in vanilla but also does random gestures or maybe even a suicide ) currently when you eat human meat ur sick from it till u die no chance of recovery in vanilla. While with the mod mentality can be recovered so human meat is not mostly ignored as a source of food since its possible to eventualy recover from it. ALSO alot of medicine to cure and eleviate alot of thoes medical conditions mentioned. Besides this mod also offers a really good version of soft skills ( that was talked about ages ago to be somewhat implimented in the base game). This mod alone is a huge improvement on the survival mechanics of dayz There are many more mods that can be mentioned that focus on improving the bare bones of survival that dayz vanilla currently offers. vanilla game simply offers a poor, unrefined and unbalanced experience. So question is why cant the dayz vanilla game deliver a decent survival experience and only rework maps from arma while adding a boat and basicly finaly adding the mechanics that exsisted from modds years ago. 11 years of gamedevelopment and modders have to finish the game for them. So why cant the gamedesigners and such see how bare bones their game actualy is and deliver a solid vanilla experience instead the bones we get to munch on now with no meat to it. Edited November 29 by dayzplayer1234 1 Share this post Link to post Share on other sites
DefectiveWater 539 Posted November 29 (edited) On 11/28/2024 at 1:26 PM, amadieus said: By the way, what is the issue with the heat buff indicator? Genuinely curious as I have the feeling it always worked on my end? I've experienced that bug every single time I play. It's been reported since October 9th. Still no fix. https://feedback.bistudio.com/T185255 On 11/28/2024 at 1:26 PM, amadieus said: Mmmh, personally I don't see what is wrong with the game being decent. Zombies stuck on building roofs and flying zombies - and in general AI issues. Inability to shoot out of vehicles (and vehicle issues altogether). Basebuilding (didn't improve at all since first implementation), Gun attachments (long range military scope, suppressor for SV98, rail adapters for attachments), Spray paint, Several rifles that were removed and never reintroduced Broken arm bones feature Gun shooting mechanics (didn't improve at all since first implementation) All AKs have same shooting sound Hunting scope quality/damage doesn't affect the lens unlike other scopes. Animals bleeding out when shot. And many more but I think this is a good enough list. Why do I still have to tell my friends "oh it's just DayZ, that's normal" whenever some bug occurs? Edited November 29 by DefectiveWater Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 29 dayz made a post not too long ago how total sales from steam have been about 8 million copies with avarage pirce of 30$...soo 240 mil ...lets cut that in half for taxes and what not....so we have 120 mil now lets divide it for each year so lets say...12mil per year upkeep(servers, infrastructure etc..) generous 3 maybe 4 mil per year? leaves with 8-9 mil...lets give employs a wage...lets also be generous and say they have 20 people with about 200k per erson each year worth of expenses. so 4 mil per year on people/ developers so after all thoes expenses it leaves about 2-4 mil in profit for the company aswel. question is why the game still feels like unfinished early access game and alot of the issues still presist from early development and lacks even more content than some of the early days??? Share this post Link to post Share on other sites
dayzplayer1234 17 Posted November 29 18 minutes ago, dayzplayer1234 said: dayz made a post not too long ago how total sales from steam have been about 8 million copies with avarage pirce of 30$...soo 240 mil ...lets cut that in half for taxes and what not....so we have 120 mil now lets divide it for each year so lets say...12mil per year upkeep(servers, infrastructure etc..) generous 3 maybe 4 mil per year? leaves with 8-9 mil...lets give employs a wage...lets also be generous and say they have 20 people with about 200k per erson each year worth of expenses. so 4 mil per year on people/ developers so after all thoes expenses it leaves about 2-4 mil in profit for the company aswel. question is why the game still feels like unfinished early access game and alot of the issues still presist from early development and lacks even more content than some of the early days??? Option A: At this stage they should really put some effort into dayz and develope it seriously. with future dlc-s and such ( wouldnt mind paying for it if the core game does not feel like early access and free modds offer more content ) Option B: Refine the game and polish it atleast somewhat more sub-bar to a finished product and call it quits. ( outcome from doing so will ruin Bohemias reputation ( maybe severly ) ) option B1 : Still call it quits on DAYZ development and somewhat apologies for all the mistakes made from deciding to adapt a mod to a full game. Announce the release of "DAYZ 2" with a proper engine this time around and releasing it only when the game has something to offer to the consumer and have a solid gameplay instead of having to follow a stupidly long development and get scraps every now and then. By this time dayz has proven to be somewhat of a success so why not develope a whole new game from it...they have 11 years of dayz experience they should know by now what works and what does not and how to approach it. Share this post Link to post Share on other sites
amadieus 316 Posted December 4 On 11/29/2024 at 2:01 PM, DefectiveWater said: I've experienced that bug every single time I play. It's been reported since October 9th. Still no fix. https://feedback.bistudio.com/T185255 Zombies stuck on building roofs and flying zombies - and in general AI issues. Inability to shoot out of vehicles (and vehicle issues altogether). Basebuilding (didn't improve at all since first implementation), Gun attachments (long range military scope, suppressor for SV98, rail adapters for attachments), Spray paint, Several rifles that were removed and never reintroduced Broken arm bones feature Gun shooting mechanics (didn't improve at all since first implementation) All AKs have same shooting sound Hunting scope quality/damage doesn't affect the lens unlike other scopes. Animals bleeding out when shot. And many more but I think this is a good enough list. Why do I still have to tell my friends "oh it's just DayZ, that's normal" whenever some bug occurs? Gotcha! I think I did not experience the bug myself but clearly seems like an annoying one. About the list you gave. Those are definitely things I would like to see in the game as well. But I guess I just don't care that much for the majority of it? Like I do not think it will improve the game by a lot, most are like an extra or ''nice to have''. And of course totally fine if these are very important to you! I guess we just look at it all a bit differently🙂 But of course, it is not like I think that DayZ is done or something. I think that the Nr1 priority of Bohemia is reworking the AI in general as it the worst part of the whole game. Fix zombies stuck on the roof, fix the pathfinding, fix them hitting you while not looking at you, improve and add more animations etc... Besides that I would love to see ragdolls return (would add more fun to the fighting of zeds (what we all are doing a lot), more immersion) and lastly fixing the old textures and ugly empty buildings the game has. Everything beyond that I would see as a nice to have (more guns, vehicles, notes to write on, books etc..) 1 Share this post Link to post Share on other sites
amadieus 316 Posted December 4 On 11/29/2024 at 12:25 PM, dayzplayer1234 said: Its not about making dayz a perfect game.Its about making dayz a game that was advertised when i bought into it at the early acess when standalone first came out. I liked how the development was going back then and all the things that were planned for the game . ( then they stopped roadmaps since they couldnt deliver on most of it and at best could get some bugs fixed ) but now after 11 years they seem to be just milking for more money and delivering the bare minimum when doing it. cmoon reworking arma maps instead of making something specialy for dayz? after all that time dayz in my opinion still does not deliver a fulfilling survival experience. The survival mechanics are bare bones and also unbalanced. For example from a new player perspective it does seem a bit difficult at the beginning scavenging for food and equipment while fighting off tedious infected. The map is a big place and easy to get lost and a bit overwhelming. But after that first inital experience they realize after exploring that there are alot of empty places ( maybe a stupid colar dress on the ground ) that are not worth visiting more than once or at all. survival becomes more of an annoyance than something to overcome while traveling. the world also feels empty ( not in a good way btw ). Endgame is about PVP and/or hoarding loot since its a little thrilling because of the TIME it takes to get geared again. Killing players that have put in couple of hours to get gear is somewhat fun. There are some great modds that offer a survival experience that dayz is missing. But why should modds be the ones that make the game offer a proper and a fulfilling survival experience and not the base game itself?Some examples of mods im talking about: Ice lakes:adds an option to cut a hole into the ice with a pickaxe to fish/drink from rather than just having static wells and the sea. (also aditional use for a TOOL ) Clothing mods: some variety to seemingly scarce offerings of vanilla. Radio missions: Missions that pop up on the handheld transifer. Offers incentive to explore different places on the map, usualy spawns a infected horde to deal with or a simple courier mission. ( curently its probly less used item in the game even the collar dress gets more action) Syberia project: (one of the best imo ) Alot of different medical effects like deep bleeds, internal wounds, bullet wounds, concussions...etc also a mental health indicator ( example: when eating human meat it lowers by alot and when critical character laughs like in vanilla but also does random gestures or maybe even a suicide ) currently when you eat human meat ur sick from it till u die no chance of recovery in vanilla. While with the mod mentality can be recovered so human meat is not mostly ignored as a source of food since its possible to eventualy recover from it. ALSO alot of medicine to cure and eleviate alot of thoes medical conditions mentioned. Besides this mod also offers a really good version of soft skills ( that was talked about ages ago to be somewhat implimented in the base game). This mod alone is a huge improvement on the survival mechanics of dayz There are many more mods that can be mentioned that focus on improving the bare bones of survival that dayz vanilla currently offers. vanilla game simply offers a poor, unrefined and unbalanced experience. So question is why cant the dayz vanilla game deliver a decent survival experience and only rework maps from arma while adding a boat and basicly finaly adding the mechanics that exsisted from modds years ago. 11 years of gamedevelopment and modders have to finish the game for them. So why cant the gamedesigners and such see how bare bones their game actualy is and deliver a solid vanilla experience instead the bones we get to munch on now with no meat to it. I don't agree. I think DayZ is as how it was advertised. Sure, you can say that the game lacks helicopters or the two wheeled vehicles and by that definition the game is not as advertised but hey... plans change. I also do not see what is wrong with using the template of an existing map? Why re-invent the wheel? Survival mechanics bare bones and unbalanced? Mmmh I would some more clarification on that one. I like the survival mechanics and I think they are pretty fleshed out without getting too much. Besides, you can make survival mechanics as difficult as you want. People will learn them and successfully manoeuvre around them. I honestly do not know any survival game that is ''difficult''. The empty world I might somewhat agree on? I just do not know in what sense you meant this. I would love to see more car wrecks and as I mentioned in some posts before I think there are still some empty buildings around the game. But if we are talking about POI's, I do not agree. I think there are plenty of towns and places to visit across the provided maps. Could they add more unique points of interest? Sure, 100% and I hope they do. The Syberia Project sounds pretty cool. I haven't heard of it but I will give it a look. I can remember some extreme hardcore servers that some Youtubers played on a year or 2 ago which also had these much more advanced medical systems. Okay, I just went to look it up and I am 99% certain that the Syberia project was the hardcore servers that I saw on Youtube some years ago. So, I never played that server myself but maybe I will. But what I saw from the videos it was pretty hardcore and the thing with that is, it might alienate another part of the playerbase and that could also be the reason why the devs are not adding all of that stuff or thinking of adding it. With that being said, I do think soft skills are a fun way to get more attached to your character. Maybe not as RPG ish like the Syberia Project. Honestly, I think you just want a very hardcore survival experience. But as long as I am following this game, it was clear to me that DayZ is not going to have all that. Additionally, the rest of your comments are far off with my view of the game, so probably we could talk hours on this matter and still not agree hahaha 🙂 Cheers! Share this post Link to post Share on other sites
dayzplayer1234 17 Posted December 5 17 hours ago, amadieus said: I don't agree. I think DayZ is as how it was advertised. Sure, you can say that the game lacks helicopters or the two wheeled vehicles and by that definition the game is not as advertised but hey... plans change. I also do not see what is wrong with using the template of an existing map? Why re-invent the wheel? Survival mechanics bare bones and unbalanced? Mmmh I would some more clarification on that one. I like the survival mechanics and I think they are pretty fleshed out without getting too much. Besides, you can make survival mechanics as difficult as you want. People will learn them and successfully manoeuvre around them. I honestly do not know any survival game that is ''difficult''. The empty world I might somewhat agree on? I just do not know in what sense you meant this. I would love to see more car wrecks and as I mentioned in some posts before I think there are still some empty buildings around the game. But if we are talking about POI's, I do not agree. I think there are plenty of towns and places to visit across the provided maps. Could they add more unique points of interest? Sure, 100% and I hope they do. The Syberia Project sounds pretty cool. I haven't heard of it but I will give it a look. I can remember some extreme hardcore servers that some Youtubers played on a year or 2 ago which also had these much more advanced medical systems. Okay, I just went to look it up and I am 99% certain that the Syberia project was the hardcore servers that I saw on Youtube some years ago. So, I never played that server myself but maybe I will. But what I saw from the videos it was pretty hardcore and the thing with that is, it might alienate another part of the playerbase and that could also be the reason why the devs are not adding all of that stuff or thinking of adding it. With that being said, I do think soft skills are a fun way to get more attached to your character. Maybe not as RPG ish like the Syberia Project. Honestly, I think you just want a very hardcore survival experience. But as long as I am following this game, it was clear to me that DayZ is not going to have all that. Additionally, the rest of your comments are far off with my view of the game, so probably we could talk hours on this matter and still not agree hahaha 🙂 Cheers! I believe you are missing the point. Point being: Instead of dayz developers working on the game and adding meaningful improvements to it. They release a reworked map. While im not against reworking already existing content but thats literally all they do. They ask money for it while it provides less gameplay than a MOD. they didnt put in even that much of an effort to outshine the mod a bit. While i understand that its a good update to console players since they dont get mods (where probly most of the dayz gameplay hours come from ). It should also be a dissapointment for them since it offers less then a goddamn mod made probly by 1 person years ago. I could counter all your points with a more in depth answer.... but if you think that the developers are doing a good job on dayz and the survival mechanincs are perfect. Im not going to argue a lost cause simply to argue. Some people just are happy with the feed scraps they get instead of having a decent dining experience Because to me the dayz development is currently a dissapointment when the game could offer so much more. But milking it for money is good for the company while puting in minimal effort and manhours!!PROFITS!!. ( frostline probly was made by a single modder hired of off steam workshop that got a freelance salary for it. ) 1 Share this post Link to post Share on other sites
dayzplayer1234 17 Posted December 5 4 minutes ago, dayzplayer1234 said: I believe you are missing the point. Point being: Instead of dayz developers working on the game and adding meaningful improvements to it. They release a reworked map. While im not against reworking already existing content but thats literally all they do. They ask money for it while it provides less gameplay than a MOD. they didnt put in even that much of an effort to outshine the mod a bit. While i understand that its a good update to console players since they dont get mods (where probly most of the dayz gameplay hours come from ). It should also be a dissapointment for them since it offers less then a goddamn mod made probly by 1 person years ago. I could counter all your points with a more in depth answer.... but if you think that the developers are doing a good job on dayz and the survival mechanincs are perfect. Im not going to argue a lost cause simply to argue. Some people just are happy with the feed scraps they get instead of having a decent dining experience Because to me the dayz development is currently a dissapointment when the game could offer so much more. But milking it for money is good for the company while puting in minimal effort and manhours!!PROFITS!!. ( frostline probly was made by a single modder hired of off steam workshop that got a freelance salary for it. ) for a bit more clarification: I usualy dont criticize a game or its development. I have played and bought many games over the years. some of them also being in the early access. No complaints usualy and mostly even positive feedback since they usualy deliver on the experience / gameplay they set out to achive. But after soo long of a """"development""" this game is becoming a cashgrab rather than the dayz I hoped for. I hope other people with a similar mindset also see that. Vanilla experience should offer a fulfilling gaming experience before they decide to release DLC-s for it. If Dayz didnt have modding support it would be dead or damn near it by now. It all comes down to profits and keeping the majority of people content. ( probly which is why they lack on the survival parts cuz it would make the game " unplayable " for the lootbox kids that are used to point and shoot and think of it as a survival game when it requires you yo eat and drink minimal amounts.) Share this post Link to post Share on other sites
BrostFite 1 Posted Monday at 03:45 AM On 11/22/2024 at 11:02 AM, dayzplayer1234 said: U could have balanced the loot 3 years ago...and it just now somehow got ur attention? all thoes empty places which could potentialy have lootspawns and be better balanced. I hope this isnt the peak of your game designer career. Maybe Go through the suggestions section once in a while for feedback from the community. ( dont have to take every suggestion literally just to understand the community a little better ) Damned if you do, damned if you don't. Some people just like to complain. Share this post Link to post Share on other sites
Parazight 1599 Posted Monday at 05:45 PM On 11/29/2024 at 7:06 AM, dayzplayer1234 said: question is why the game still feels like unfinished early access game and alot of the issues still presist from early development and lacks even more content than some of the early days??? Because Spanel is a moron. Let's talk about the decision to move cars server side. Let's talk about the revolving door the employees face. Let's talk about how they've made a blame circle with BattleEye so that their horseshit game will always be infested with nefarious players. Let's talk about how development was stifled for years because they couldn't even hire an entry level animator. Promises Broken. We're still in development. I joined this stupid forum 10 years ago and we're still in development. BI is the poster child for garbage LLCs. Share this post Link to post Share on other sites