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grezvany13

Other mods that DayZ (standalone) should embed

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At GamesCon 2012 Rocket and the DayZ devs said that the standalone version doesn't have mod support, or at least not at first.

I think that DayZ should have support for some mods, but I agree with the devs that it gives an extra opening to hackers/cheaters/scripters and therfor should be closed until a fix is found.

However, since some mods are almost required for ArmA2 (and therfor for DayZ), here's a list of mods/features I would like to see in the standalone version. This can be either at the first launch or at a later stage.

The list:

- ACE2 (realism mod)

The ACE2 mod is a widely excepted mod all around the world and usually required by clans and communities. It not only makes the game more realistic, but also adds a lot of great features which will make DayZ even better (and harder). I do know that ACE2 and DayZ aren't compatible at this time and the ACE2 devs have stopped development to prepair for ArmA3, but I think a lot of scripts and features should be added and converted anyway. Some things I would like to see:

* weight system;
each item has it's own weight and will affect your stanima. So running away from zombies will be a lot harder while carrying a backpack full of weapons and ammo. "those beans don't carry themselfs you know"

* improved weapons;
a great feature of ACE2 (or actually the weapons it has) is the option to have multiple sights on weapons. This means you have your regalar sight/scope (eg. ACOG scope), but you can switch to a secondairy sight for closer ranges (watch OVER the scope). This will make some weapons way more usefull for different situations like mid-range and close-range.

* improved bullet trajectory;
ACE2 is most famous for the fact that wind, height difference and even weather have consequences for the rounds you fire. Not only will it make the game more realistic, but also forces players to take time to fire long distance shots. This will partially "fix" the problem with "Cherno snipers", since it becomes a lot harder to do.

- STMovement (fix/mod)

STMovement by StackTac is simple a bugfix for indoor movement. It changes the way you move around through doors and narrow locations, so you won't get stuck while moving sideways through a door. This mod is almost required for every ArmA2 player and should be added in DayZ since survivors will be in-door a lot.

- ACRE (radio mod)

Communication in ArmA2 and DayZ is very important, and radios are the only way to communicate over large distances. I therfor suggest to add ACRE (or related mod/feature) to DayZ.

I've heard that the devs have already thought about this feature, but I wanted to name it anyway.

I'm sure we could find more interesting (gameplay) mods which should be added and I would like to know which ones you would like to see added to DayZ standalone.

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I would approve of putting this in the mod but not the standalone since it will bebuilt on the Arma III engine and not the old (and may I say crappy) Arma II engine.

Since the DayZ crew will make the game as a parallell project the game will be finely tuned with better futures than the mods you are mentioning.

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That's why you don't want a stand alone version, just see how quickly the scripting community has picked up on Dayz, there are already servers hosting Dayz on lingor, the lingor version of dayz has been extended with more building looting spawn.

The next step will be clan based Dayz servers that do use different mods, Ace would be nice, but Dayz already uses some scripts from Ace as well as Norrins scripts.

I have not yet read the disclamer from Dayz, but as soon as i know for sure i can start experimenting with it i will build a Completely new island and will experiment with different mods.

I have ideas enough, i just not want to buttfck Rocket and BIS.

But i think BIS and Rocket will see that it is important to give the mod also to the OFP/Arma scripting community.

I myself have been experimenting already just local, and i have managed to edit the dayz scripts so you can play it on more then one "playfield/Island". I have been playing day'z on lingor, everon, desert etc, etc.

I have been busy extending the list of loot spawns in the Dayz scripts, it seems you can just extend the list without problems if the buildings are not even on the map.

We just need a little bit more time.

One thing i'm suspicioned about is the Hacker fact. I have a strong feeling BIS is hacking themselfs to make sure there standalone version will sell. I say when the free arma scripting community can use this mod as they like the hacker problem will quickly be delt with because we will have local personal servers, these personal servers are way better managed by admins then the servers we now all play on.

Yesterday i have visited 5 servers, non of them had an active admin present.

Hell, there are no rules here, we are trying to accomplish something

"Thomas Edison"

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Not a big fan of ACE or STmovement myself and I think Rocket said something about allowing those mods to be what they were on their own and DayZ be DayZ.

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I would approve of putting this in the mod but not the standalone since it will bebuilt on the Arma III engine and not the old (and may I say crappy) Arma II engine.

Since the DayZ crew will make the game as a parallell project the game will be finely tuned with better futures than the mods you are mentioning.

Actually, DayZ will have it's own branche of the VR engine. And since the coding is now done on top of the ArmA2 game I don't think they'll be able to recode everything to ArmA3.

However, a lot of codes used in ArmA3 will be used in DayZ (and a lot of DayZ code is used in ArmA3 already). So in the end it doesn't matter, which "engine" is used... the features do matter.

The mods I named are great mods for ArmA2 which aren't included in DayZ and at this time I don't know if they're added to ArmA3. So therfor I hope they're added or at least likewise features.

That's why you don't want a stand alone version, just see how quickly the scripting community has picked up on Dayz, there are already servers hosting Dayz on lingor, the lingor version of dayz has been extended with more building looting spawn.

The next step will be clan based Dayz servers that do use different mods, Ace would be nice, but Dayz already uses some scripts from Ace as well as Norrins scripts.

I have not yet read the disclamer from Dayz, but as soon as i know for sure i can start experimenting with it i will build a Completely new island and will experiment with different mods.

I have ideas enough, i just not want to buttfck Rocket and BIS.

But i think BIS and Rocket will see that it is important to give the mod also to the OFP/Arma scripting community.

I myself have been experimenting already just local, and i have managed to edit the dayz scripts so you can play it on more then one "playfield/Island". I have been playing day'z on lingor, everon, desert etc, etc.

I have been busy extending the list of loot spawns in the Dayz scripts, it seems you can just extend the list without problems if the buildings are not even on the map.

We just need a little bit more time.

One thing i'm suspicioned about is the Hacker fact. I have a strong feeling BIS is hacking themselfs to make sure there standalone version will sell. I say when the free arma scripting community can use this mod as they like the hacker problem will quickly be delt with because we will have local personal servers, these personal servers are way better managed by admins then the servers we now all play on.

Yesterday i have visited 5 servers, non of them had an active admin present.

"Thomas Edison"

I've read somewhere that the mod version will become public (including server files), so we can use/reuse them for other mods. The standalone version won't have mod support simply because the VR engine is build for it and therfor enables hacks/cheats/scripts while we don't want them.

Like you I would like to see more islands and custom servers (including clan servers), but for some reason one major problem comes to mind; the HIVE can't be connected and therfor removes the best feature of DayZ.

I support private servers and I support modding DayZ, but as an "offcial" game this shouldn't be. Just see the fragmentation of ArmA2 servers, I almost have 50 different presets of mods to play on the servers available right now. I don't think this should happen with DayZ.

Not a big fan of ACE or STmovement myself and I think Rocket said something about allowing those mods to be what they were on their own and DayZ be DayZ.

I understand that not everyone is fond of ACE, simply because it makes the game harder, but with a little tweaking is just makes the game better.

However, I don't understand why you don't like STMovement... Try use it for a couple of days and then turn it off, you'll see what I mean and you'll wish it was enabled on all servers.

A lot of DayZ bugs (or actually ArmA2 bugs) like the "crawl under a tree and break a leg", the "get killed by crawling through a door opening" and the "can't move through the door sideways" will be fixed by using this mod. It doesn't do anything else, it just fixes bugs and will safe you from a lot of #%$@#& moments...

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Sure the collision/physics model is a big rough around the edges, but I think STm takes it way to far past simulation and too much towards FPS, where you're controling a floating camera and not having an actual psycical body in a game world. I like that you can't slice any pie, with a long assault rifle and backpack in every narrow corridor.

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Pretty sure he can't just take those mods and sell them for a profit.

One thing i'm suspicioned about is the Hacker fact. I have a strong feeling BIS is hacking themselfs to make sure there standalone version will sell.

It's always shocking when a post is mostly reasonable and then one little sentence clues you in that the poster is a complete fucking lunatic.

Like, yeah, and Taco Bell shits in their tacos so they sell more gorditas...

Edited by ZedsDeadBaby

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@Grezvany13

Quick and easy weapon modifications and Aiming down and over sights are two features that has already been presented in the ARMA III gameplay commentary that was released during E3, so I am sure that will be part of the standalone version of DayZ as well(it would be silly not to be.), and more realistic bullet physics is probably being worked on (if not already implemented.) in the ARMA III engine. Weight system, though? Probably not, in a literal sense anyway. But I think it could be cool. Some sort of system for encumbrance would be welcome, I'd say. Someone running around with an M107 in his hands or on his back will probably not run as fast, or as long as someone with ... say, an AKS-U.

You have some good points, but implementing mods for an out-dated engine into a standalone game running on a new engine isn't really reasonable. Looking at the features the mod provides and taking ideas from them, on the other hand, is a much better idea...

Edited by Hoster

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