Steam DayZ Thread (Standalone)

Discussion in 'Gaming' started by Otis1337, 18 Dec 2013.

  1. will_123

    will_123 Small childs brain in a big body

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    Yep really agree with this, Bohemia dev's will hopefully get this rolling and fix some of the big issues. The lack of zombies for me is the biggest. Not sure if its possible but i like the idea of hundreds in the big cities. More dangerous zeds are the more likely people are to help each other..?
     
  2. Ljs

    Ljs Modder

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    Latest Devblog which is worth a watch. Mentions some new features and plans that should be coming soon and also clears up some of the issues you guys mentioned a bit (collision etc) so things should be quite good in the coming months.



    In regards to Dean leaving, he said he would leave "within a year or so" over 8 months ago in an interview. He's going to stay until it hits beta and then go back to New Zealand as he is a bit homesick in Prague and also wants to start some other projects.

    He has taken so much stick from the DayZ community for saying that he is leaving even though he has said it before. People seem to think £20 for a game buys them his soul or something.
     
  3. chewbaccas_nan

    chewbaccas_nan Minimodder

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    I think the gaming community is worried about being let down again
     
  4. Sloth

    Sloth #yolo #swag

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    They've certainly seen the kind of money the game brings in. If they're clever they'll be working to get core gameplay solid so they can call it beta and get another wave of sales.
     
  5. Speed

    Speed I'm all you need!

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    Some very interesting stuff in the devblog, well worth a watch like you say. Glad to see they are making hunting a proper element in the game, they have a full new team dedicated to it, so it should have some depth to it.

    Also looks like the lag and desync issues are being hotfixed at the moment, should hopefully ease the bandwidth problems and allow more players and more zombies per server before hitting the upper limits.

    A new experimental patch went live yesterday, change log here: http://forums.dayzgame.com/index.ph...elog-experimental-branch-037115791/?p=1811491

    The standout changes for me would be:

    Actions: You can catch rain into canteen and water-bottle from inventory

    Animations: Completely new two-handed melee animations.

    Gear: can opener can be used as melee weapon (LOL)

    Graphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)

    Zombies: Simple respawn mechanic implemented for zombies, pending more robust method
     
    Last edited: 26 Feb 2014
  6. chewbaccas_nan

    chewbaccas_nan Minimodder

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    Haha...only in DayZ
     
  7. ninjaplease

    ninjaplease I don't know what I'm doing

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    I for one would not like to be shanked with a can opener...
     
  8. Ljs

    Ljs Modder

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    A whole new team on it sounds promising, especially as Rocket said that they will also be working on other things (like fixing the core collision issues).

    I can imagine performance increases will come very soon too as they are waiting reports back from ATI and nVidia for optimisation and are currently working pretty closely with the community on issues they have.

    The game already plays smoother I feel (marginally less clunky). I don't think it will be too long until it becomes even more fluid and I'm actually very pleased we'll be able to run up hills soon!

    I jumped on the experimental last night but the whole thing had been completely picked clean of loot so I didn't really see much point sticking around. I did manage to break my legs twice though unintentionally which is a little worrying. How melee works is pretty different and I'm not sure if it's a bug (I hope so) but you need to raise your weapon before you can swing which is a huge PITA. Considering they said it was a major overhaul, I didn't find it much better at all but it is quite a bit different. Quite a lot of the community are pushing for a click and hold for the power of the swing method so I can imagine this may be adopted but not for a while.
     
  9. MrDomRocks

    MrDomRocks Modder

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    Makes sense that you have to raise the hatchet to use it, also auto raises your rifle etc when you click to fire.
     
  10. NIHILO

    NIHILO The Customer isn't always right!

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    well its good to see that they are working on physics, hopefully this will resolve some of the gear in the floor/floating body under the floor issues. maybe we can get a foot(soccer)ball in the game and kick it around, loser gets KOS.

    new melee animations look great, raising the weapon looks like a pain but makes sense. FLASHLIGHTS WORK IN THE DAY LOL WE ARE REALLY WORKING HARD ON PRESSING ISSUES LOLOLOLOL.
     
  11. Sloth

    Sloth #yolo #swag

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    In their defense, the flashlight needs a lot of work and making a change to how the engine as a whole handles light during the day isn't trivial.
     
  12. Speed

    Speed I'm all you need!

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    Exactly. It is crucial to how the whole game looks and more importantly feels. From what I've seen from the latest experimental patch, its a very noticeable and positive change.

    Zombie respawns, although a rather simplistic system at the moment has actually changed the game quite dramatically. I was playing with a few people and they had a hell of a time clearing an airfield (I was elsewhere), as they were respawning as fast as they were killing them. The noise of their shots drawing more in. Now obviously them respawning right infront of you isn't great, the respawning aspect itself when it is properly sorted with them respawning out of sight seems like a great idea. This could well make more populated and loot rich areas harder to tackle unless you are stealthy, so hopefully will make KOS a bit less of an issue.
     
  13. NIHILO

    NIHILO The Customer isn't always right!

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    well if we are going to be expected to sneak around now, i certainly hope they get silencers fixed, and slightly more common.

    and i hope spawns get reworked a bit, if they just spawn faster then you can kill then that rediculous. they should spawn once every 30min, or spawn 1 after another for about 5-10 min then have a 30 min break. the only time i would accept non stop is...

    1)pre-apocalypse high pop zones like cherno, electro, berezino.

    2)have zombie spawns increase in a area where there is high combat to represent the horde being atracted to the combat

    as for smaller towns keep zombie spawns at a slow rate, and have additional zombies spawn in the tree line and flock to the town if there is anything to pull them over.

    but i would only like to see these changes when the zombies start obaying the laws of physics and stop walking through walls and doors.
     
  14. ninjaplease

    ninjaplease I don't know what I'm doing

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    e=mc^2 dude, never heard of wave/particle duality?
     
  15. julianmartin

    julianmartin resident cyborg.

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    Would spawns not be better to work on a chance basis? So at any one time there are always 20 or 30% of buildings that are spawning loot, I suppose make the chance higher or lower depending on the likelihood (apartments vs. supermarkets) etc. I guess that doesn't help the situation of players leaving the area and just coming back.

    Hmm...it's a complicated one for sure.

    Or maybe high loot areas have a higher proportion of zombies, I guess that would be logical. I suppose that's how the mod worked.
     
  16. Speed

    Speed I'm all you need!

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    Last edited: 9 Mar 2014
  17. NIHILO

    NIHILO The Customer isn't always right!

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    OOooooooo, cant wait for my day(z)s off so i can get a chance to play. >>
     
  18. Sloth

    Sloth #yolo #swag

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    Ooh, excited to get on and try it out. Really excited for even a simple loot/zombie respawn on stable branch.

    Can't view the link here, but I'm curious what a couple of those guns are. "Sporter 22" is presumable a Ruger 10/22 Sporter. CR75 either a typo or intentially changed from CZ75. Amphibia S... wut? 1911 pretty obvious.
     
  19. Speed

    Speed I'm all you need!

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    You seem dead on with those you mentioned, the Amphibia S I'd guess would be a Ruger Mk.II (.22) with a integral suppressor.

    [​IMG]

    Yeah: "The AWC TM-Amphibian "S" is an integrally-suppressed variant of the Ruger Mk II Target .22 LR pistol." Source: http://en.wikipedia.org/wiki/Ruger_MK_II#Suppressed_variants
     
    Last edited: 7 Mar 2014
  20. Sloth

    Sloth #yolo #swag

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    Ah, yep that must be it. Cool choice, too.
     

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