Day Z: ARMA mod... with zombies.

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helel ben shachar

Ars Legatus Legionis
13,549
Subscriptor++
cyop":2fqgxfv2 said:
Nocooler":2fqgxfv2 said:
cyop":2fqgxfv2 said:
Nocooler":2fqgxfv2 said:
Tents suck period - sometimes they work sometimes they don't

Keep your high value gear on you at all times
You be crazy! :p

Tents are one of the best things in this game. Just because I got caught 'playing around' when the server went down is irrelevant.

Out of the 20+ tents I've tried, only 2 of them haven't ate my gear.

Maybe I'm doing something wrong...

The ones that worked were in version 1.61 - and I haven't had any luck with them since.
Did you 'Save' the tent/s? If you do not save the tent, anytime the server restarts everything will disappear.

Last night was REALLY coool! When I finally got in a server, I spawned on the beach 14000m away from where I logged off. (The bright side is I still had all my gear.) After hiking the 14000m back to where I was, I had to get off to take care of real-life things. 2 1/2 hours later I log back in to a server, and, yep, I spawned back on the beach. But, yuppie, I spawned even further away the second time, about another 2000m further. I have hiked all the way back, and had to log off. We'll see. :mad:

I survived the Saturday's Midnight Massacre. Ran like hell and eventually logged out in a safe location. When I logged in this morning I ended up back on the beach but I had all my gear. I suppose we'll never know exactly what happened. -Server Room.
 

helel ben shachar

Ars Legatus Legionis
13,549
Subscriptor++
Happysin":30ktv3on said:
Last night was fun. We managed to get a team of six together, and hoofed it nearly to one of the air strips. Sadly, we ran into a group of hackers that took us out, but not before we had made excellent showings defending ourselves against other would-be bandits.

My personal favorite part was hiding behind a rock out in a field, watching the bandits keep to the tree line, thinking they had cover from our team, and then picking them off. Because seriously, who hides behind rocks in open fields? :D

Yeah, was a hell of a fun run.
 

tarbox

Ars Tribunus Militum
2,801
Subscriptor
realized i wasn't that lost but right around the corner from you all in that little city last night south of the airfields (1am EST and a night of vodka...), then when i heard gunfire and bux said hackers killed him, i ran like a girl and logged right out -

went back in today, grabbed some stuff at the airfield, then the castle - logged out near the top of the map -

have all the essentials except matches.

hackers suck. seems like they play on low-pop AND hi-pop servers. saw several booted off the server i was on today for hacks - they have to be nuts to risk losing their accounts - the game is a blast without needing to resort to cheats.
 

Nocooler

Ars Scholae Palatinae
732
cyop":3f7vcgzo said:
Nocooler":3f7vcgzo said:
cyop":3f7vcgzo said:
Nocooler":3f7vcgzo said:
Tents suck period - sometimes they work sometimes they don't

Keep your high value gear on you at all times
You be crazy! :p

Tents are one of the best things in this game. Just because I got caught 'playing around' when the server went down is irrelevant.

Out of the 20+ tents I've tried, only 2 of them haven't ate my gear.

Maybe I'm doing something wrong...

The ones that worked were in version 1.61 - and I haven't had any luck with them since.
Did you 'Save' the tent/s? If you do not save the tent, anytime the server restarts everything will disappear.

Last night was REALLY coool! When I finally got in a server, I spawned on the beach 14000m away from where I logged off. (The bright side is I still had all my gear.) After hiking the 14000m back to where I was, I had to get off to take care of real-life things. 2 1/2 hours later I log back in to a server, and, yep, I spawned back on the beach. But, yuppie, I spawned even further away the second time, about another 2000m further. I have hiked all the way back, and had to log off. We'll see. :mad:

Tried everything and some servers eat everything as soon as you log out and log back in regardless of saving it.
 

daveIT

Ars Tribunus Militum
1,971
Yeah something's wrong with the game...I keep spawning back at the Prigo beach. This morning, I logged off near the med tents in Cherno. I took all the morphine out of the med tents and nearby hospital and hid it in the grass and then I put up a bear trap right outside the doorway of the med tents. Unloaded an AKM mag at full auto and then logged out. :devious:
 

baseline

Wise, Aged Ars Veteran
117
Super Charlie":35vsmwnm said:
I have discovered the ultimate protection: not logging in.

I'm not sure if you're being serious, but I feel inclined to agree with this. I haven't played the game yet but it seems like it's set up for griefing. Without a story-based narrative, there doesn't seem to be much to do in the game but survive against both the environment and other players, the latter seemingly more hostile than the former. I doubt I'd have very much motivation to continue playing after a few days of exploration and fleeing from hostiles.
 

cyop

Ars Tribunus Militum
1,852
RESPONSE to Nocooler:

Yeah, I'm not surprised, with all the frigg'n bugs.

baseline,
It's a love hate relationship. Arma 2 OA has been so cheap it's not worth passing DayZ up. And, do not expect the stand-alone for a long, long time. So, get in on the action.

I have tried playing games that people claim are creepy, but none of them have ever affected me even a little bit. DayZ is the first game to ever creep me out. From one of my rescues animals all of a sudden jumping in my lap while I am sneaking around in the dark (game) and making ME jump, too, or, well, just anything. The atmosphere can be really great!

EXAMPLE of just little stuff... I was creeping (crawling) in almost pitch black night and trying to stay away from two (fast) 'crawler' zombies, when all of a sudden a chicken ran right up to my face. Scared the heck out of me! And, games do not scare me. It just gets tense sometimes, even with zeds and just by your self, and then those noises the zombies make.

Also, if you really want the mod to be really tense, always play as a friendly. If you don't have kill-on-site in mind constantly, it really can make player encounters unnerving. Of course, playing as a friendly means you will die a lot. A lot! Even sometimes after helping someone.

Yes, I have said it more than once... DayZ is a griefers and player/team killers paradise! No doubt about it.

It's still fun!

DayZ 1.2.7.5 SUCKS! The worse patch yet, by far, and I have played through a lot of patches. As soon as I hit the submit button, I am reverting to 1.2.7.4!

But, one more thing. I found another vehicle last night! The truck with roll bars. It was spawned on a sandbar, ready to roll, with a 1/4 tank of gas. I tried to tell others in the game it was there and to go get it, but, they prob thought it was a trap. Heh heh. Anyway, I took off and left it there.
 
cyop":v7oirbev said:
RESPONSE to Nocooler:

Yeah, I'm not surprised, with all the frigg'n bugs.

baseline,
It's a love hate relationship. Arma 2 OA has been so cheap it's not worth passing DayZ up. And, do not expect the stand-alone for a long, long time. So, get in on the action.

I have tried playing games that people claim are creepy, but none of them have ever affected me even a little bit. DayZ is the first game to ever creep me out. From one of my rescues animals all of a sudden jumping in my lap while I am sneaking around in the dark (game) and making ME jump, too, or, well, just anything. The atmosphere can be really great!

EXAMPLE of just little stuff... I was creeping (crawling) in almost pitch black night and trying to stay away from two (fast) 'crawler' zombies, when all of a sudden a chicken ran right up to my face. Scared the heck out of me! And, games do not scare me. It just gets tense sometimes, even with zeds and just by your self, and then those noises the zombies make.

Also, if you really want the mod to be really tense, always play as a friendly. If you don't have kill-on-site in mind constantly, it really can make player encounters unnerving. Of course, playing as a friendly means you will die a lot. A lot! Even sometimes after helping someone.

Yes, I have said it more than once... DayZ is a griefers and player/team killers paradise! No doubt about it.

It's still fun!

DayZ 1.2.7.5 SUCKS! The worse patch yet, by far, and I have played through a lot of patches. As soon as I hit the submit button, I am reverting to 1.2.7.4!

But, one more thing. I found another vehicle last night! The truck with roll bars. It was spawned on a sandbar, ready to roll, with a 1/4 tank of gas. I tried to tell others in the game it was there and to go get it, but, they prob thought it was a trap. Heh heh. Anyway, I took off and left it there.

Want to elaborate on why this patch sucks?
 

baseline

Wise, Aged Ars Veteran
117
cyop":1g8lzzjp said:
baseline,
It's a love hate relationship. Arma 2 OA has been so cheap it's not worth passing DayZ up. And, do not expect the stand-alone for a long, long time. So, get in on the action.

I have tried playing games that people claim are creepy, but none of them have ever affected me even a little bit. DayZ is the first game to ever creep me out. From one of my rescues animals all of a sudden jumping in my lap while I am sneaking around in the dark (game) and making ME jump, too, or, well, just anything. The atmosphere can be really great!

EXAMPLE of just little stuff... I was creeping (crawling) in almost pitch black night and trying to stay away from two (fast) 'crawler' zombies, when all of a sudden a chicken ran right up to my face. Scared the heck out of me! And, games do not scare me. It just gets tense sometimes, even with zeds and just by your self, and then those noises the zombies make.

Also, if you really want the mod to be really tense, always play as a friendly. If you don't have kill-on-site in mind constantly, it really can make player encounters unnerving. Of course, playing as a friendly means you will die a lot. A lot! Even sometimes after helping someone.

Yes, I have said it more than once... DayZ is a griefers and player/team killers paradise! No doubt about it.

It's still fun!

I can see that. I'm definitely not knocking it as everyone has their own preferences. The sandbox nature of the game as well as the sense of tension seems very appealing but I'm the type that's easily discouraged by douchebags. I'm going to pay close attention to the progression of this game and possibly pick it up when it goes stand-alone.
 

Fidel Cashflow

Ars Tribunus Angusticlavius
8,429
Subscriptor
baseline":170oxwsk said:
Super Charlie":170oxwsk said:
I have discovered the ultimate protection: not logging in.

I'm not sure if you're being serious, but I feel inclined to agree with this. I haven't played the game yet but it seems like it's set up for griefing. Without a story-based narrative, there doesn't seem to be much to do in the game but survive against both the environment and other players, the latter seemingly more hostile than the former. I doubt I'd have very much motivation to continue playing after a few days of exploration and fleeing from hostiles.
Nah. This game is horrifically fun. I just haven't had time to play it.

You should check it out. It is VERY frustrating at the beginning but the chance to arrive at a negative game state makes everything more intense.
 

krimhorn

Ars Legatus Legionis
39,865
MAT":fze5bo2k said:
bah

we make our own narratives.

even with the hacking.

it is all good. no way i could ever play something linear "with a story" like CoD after this.
The only thing that it sounds like DayZ would need for me is some form of "persistence". The idea of having to completely start over every time you die would irk me to no end. Especially with bugs (like Mortus's ghost zombies killing him through floors and walls) and issues with cheaters. Perhaps something like giving items "persistence points" and players have a certain number of points to allocate to items. Common or "low level" items would have low points, while rare "high level" items would force you to choose. Keeping night vision googles through death might not allow you to carry any weapons over (to give an example).

DayZ sounds very much like the best of Skyrim (free, unencumbered open world) in a more traditional action form and in a co-op/competitive online world. It just needs a final step (and of course a lot of polish and effective anti-cheat methods) to become a game that I would be interested in playing. Perhaps the retail version of it will be that game.
 

daveIT

Ars Tribunus Militum
1,971
I logged out in Cherno near military hospital tents. I have a bunch of extra starter gear if anyone needs it--knife, matches, compass, map, water bottle, blood bags, morphine. I might hop on later tonight...not sure yet.

I was on my way to fire station earlier when I heard gunfire in the distance. It kept getting closer & closer and sounded like a M249 and 2 other assault rifles and they were shooting A LOT and then I heard a vehicle drive off. I hid in the bushes like a little bitch and tried to see where they were shooting from and where the vehicle was, but I couldn't pinpoint them.
 

daveIT

Ars Tribunus Militum
1,971
MAT":1qwfvdwd said:
cyop":1qwfvdwd said:
DayZ 1.2.7.5 SUCKS!

huh? i love how there are no more graphical artifacts, and like how the zombies run more realistic now.

what don't you like?


p.s. word is that 1.3 hits tomorrow, and will add dogs that we start with....

I've seen the polygon glitching a couple times, but they seem to clear themselves up now. I think more zombies spawn now than in the last patch.
 
D

Deleted member 14629

Guest
MAT":1633by3v said:
cyop":1633by3v said:
DayZ 1.2.7.5 SUCKS!

huh? i love how there are no more graphical artifacts, and like how the zombies run more realistic now.

These. 1.2.7.4 was literally unplayable for me. Graphical artifacts at even the most minimal settings made going into a town impossible, and therefore the game unplayable. 1.2.7.5 at least makes the game possible to play again.
 

MacKay

Wise, Aged Ars Veteran
170
got my first kill on the newer character (9 days old at this point) turns out he was another 'end-game' type character: GPS, Rangefinder (both of which I have been looking for for ages) and a spare set of NVGs :D. It was a murder but it was NW airfield so he would have done the same I'm sure.


On another note I'm interested in seeing what weapons people are rolling with these days since rare guns are becoming difficult to feed since the new patch.

I've gone from:

M107 -> DMR (for nvgs with scoped view and common ammo type mainly)
MP5 SD -> Dropped this post patch for more ammo room (It was an amazing zombie killer, but juggling three full sized weapons + ammo was a nightmare)
M249 SAW (great for ammo, very fun gun) -> M14 AIM (unified ammo type with dmr ftw, and an awesome gun besides)
M9 SD (terrible gun tbh, horrible accuracy) -> PDW (ultimate in versatility, takes any type of 9mm ammo I think and zombies don't hear SD rounds)

Basically I've gone from cool weapons with rare ammo (with the exception of the SAW) to cool(ish, M14 is awesome though) weapons with common ammo.

I wonder if other people have been moving in the same direction. I don't have a camp setup so didn't have any rare ammo stockpiled (other the little I could carry).

(to clarify: pre-patch mags would refill when you logged in, meaning unlimited rare ammo if you were careful not to empty them. This is no longer the case in 1.2.7.5. A good change, but it makes it hard to keep rare weapons feed and happy, my MP5 SD had ~500 zombie kills before I had to finally ditch it :( )
 
I was gone on vacation for a couple weeks, but it doesn't seem like too much has changed, except the news that DayZ will become a stand-alone product at some point in time. It was also mentioned that the ARMA 2 mod version of DayZ will also continue on after the stand-alone product is released, which seemed weird to me. Surely they wouldn't continue developing the mod once the stand-alone product is available?

Anyone have more info on this?
 
Happysin":2ote5vnu said:
MAT":2ote5vnu said:
cyop":2ote5vnu said:
DayZ 1.2.7.5 SUCKS!

huh? i love how there are no more graphical artifacts, and like how the zombies run more realistic now.

These. 1.2.7.4 was literally unplayable for me. Graphical artifacts at even the most minimal settings made going into a town impossible, and therefore the game unplayable. 1.2.7.5 at least makes the game possible to play again.
Lots of people still get artifacting in high traffic areas. The patch fixed it for some, made it worse for others, and shifted which cities it occurs in for still others. The models for the pre-dead soldiers around miltary areas cause it.
 

cyop

Ars Tribunus Militum
1,852
TL;DR: Official, Bohemia Interactive and DayZ coders really suck sometimes, if not most the time.

1.7.2.5?

Let me put it this way, if I wanted a walking, running, hiking simulator, I would be playing something else.

If none/most of you have not been being kicked back to the shore when you were 12,000 (and more) meters away (the last time you played), I am happy for you. However, that is not the case for me, and waaay too many other people. There are multiple threads about this in the DayZ forums, and apparently, Rocket will not even give any kind of response about the situation, regardless of how many people beg him to give a statement.

So far, after hours of searching and reading, no one knows if this is a new 'feature', or a bug. What I have seen:

May be a feature: Prevent... Alt+F4, ghosting, PvP combat disconnect and reposition of a player to get an advantage when originally they did not have it, server hopping to loot.

May be a bug.

Supposed 'fixes' for a client:

Never go from a server with a lower version of the mod and then go back to .5. However, people are reporting, including me, that this is not the case. You can still get kicked back to the shore.

Supposed reasons for possibly getting kicked back to the shore (besides dying as the game allows, properly, so to speak):

1. Server restart, and you join another server.
2. You are disconnected from the server, for whatever reason and join another.
A. Kicked by Admin
B. High ping kick
C. Lose connection
D. Cannot get in, force the disconnect, which happens so often for so many people
E. Etc.

All I know is, I could not even force myself to try and get on a server last night. Since Friday night, Saturday early morning, just because of this feature/bug, I have had to traverse over 12,000 meters, on three separate occasions. Basically, this whole weekend, I have not been able to actually PLAY! Yes, for me, and too many others, 1.7.2.5 sucks! It has been the worst patch yet.

I understand about graphical glitches, etc., I experience them, too. But nothing has upset me more than having to start my game play by having to do nothing but walking, running, hiking, FOR HOURS!

Now, if you are the type of person that dies a lot, and usually are on the shore anyway, this will not bug you at all, or very much. If you want to PvP more, the same. Or, if you like to get spawn killed, sniped, this feature/bug is definitely for you. Me, I fit into none of the immediate. (I do PvP if I have to, and now I win all the time because I don't wait for the other player to shoot me first. I hide, announce, no response or a response, I assess, make a decision. Done! Alive!)

What really upsets me about things like this is, I know there are ways to do some of the things the Dev teams needs to do, without all the breaking of the mod. More than one person has posted scripts on the DayZ forums, in different areas, for the aforementioned Alt+F4, more than once. I, personally, have not written/tested any, or tried anyone else's. However, I know from looking at those scripts that the people had the right idea. Surely it was not as fucked up as what the Dev team has been trying to implement.

For those that do not know, the (legit) modders and scripters are what has made Bohemia Interactive sims as great as they are, since way back with Operation Flashpoint! The games are released with all types of problems, and the community modders and scripters get busy making it better, or hell, even just 'workable/playable'.

After writing this, I am going to try, again, to force myself to login to a server. Hopefully, I connect, and I am where I last left off. But, I don't have high hopes. The last time I tried to get into a server, I had to force the disconnect after looking at 'Loading' for ten minutes!

EDIT: Damn, I read my own post, and now I am really pissed off. This reminds me of what has happened with sooo many games/mods, some that could be great, or, are great, and could be even better. - Just fix what 'you' already have!!! - Supposedly, the next patch will have dogs. A dog that a player can 'have' to help them survive in the Zombie Apocalypse. ... YES, having a dog by my side, while I have to traverse for hours, over and over again, because of broken or badly implemented crap, YES, that will really make the game A-OK for me. Sheeesh!
 
cyop":2aqki6t8 said:
TL;DR: Official, Bohemia Interactive and DayZ coders really suck sometimes, if not most the time.

1.7.2.5?

Let me put it this way, if I wanted a walking, running, hiking simulator, I would be playing something else.

If none/most of you have not been being kicked back to the shore when you were 12,000 (and more) meters away (the last time you played), I am happy for you. However, that is not the case for me, and waaay too many other people. There are multiple threads about this in the DayZ forums, and apparently, Rocket will not even give any kind of response about the situation, regardless of how many people beg him to give a statement.

So far, after hours of searching and reading, no one knows if this is a new 'feature', or a bug. What I have seen:

May be a feature: Prevent... Alt+F4, ghosting, PvP combat disconnect and reposition of a player to get an advantage when originally they did not have it, server hopping to loot.

May be a bug.

Supposed 'fixes' for a client:

Never go from a server with a lower version of the mod and then go back to .5. However, people are reporting, including me, that this is not the case. You can still get kicked back to the shore.

Supposed reasons for possibly getting kicked back to the shore (besides dying as the game allows, properly, so to speak):

1. Server restart, and you join another server.
2. You are disconnected from the server, for whatever reason and join another.
A. Kicked by Admin
B. High ping kick
C. Lose connection
D. Cannot get in, force the disconnect, which happens so often for so many people
E. Etc.
Not sure about all the other possibilities but the 3 times this happened to me it was always because I tried to join a 1.7.2.4 server when I was running .5.
 

cyop

Ars Tribunus Militum
1,852
Well, according to many people, this has been happening to people that have not even updated to 1.7.2.5. It is possible that them trying to get people to connect quickly (quicker), which is what they have been trying to do almost every patch, is what is causing the problem. 'The game' is trying to 'get them in', it's not happening quick enough, so 'the game' just decides, hey, screw their 'other' spawn point, let's just get them in the game, spawn them on the beach. Heh.

But, those people may have been trying to get into a .5 server, could not, then when they get into a .4 server, they wind up on the shore. ??? After all, server descriptions are not always accurate.
 
I understand the frustration, and have shared it at times. That said, I have never been spawned anywhere but where I left off the previous session. I have also only been the victim of a hacker once (a "kill all" command was run on the server I was in).

It's not too hard to see why there's so many issues when you have the mix of:

ARMA 2: A game released in a buggy state.
Beta patches: This is the only game I know of where "beta patches" are released by the developers constantly, and immediately adopted by the community.
DayZ: An alpha state mod running with a central server and trying the support a million players.

And then you have Rocket, DayZ's lead developer, who, at times, seems more intent on adding 'features' than fixing what is broken. But at the same time, he is also trying to shape up the core game for a stand-alone product. Throw a bunch of hackers into the mix, and it can certainly be a recipe for chaos!
 

aC

Ars Legatus Legionis
15,863
Subscriptor
EDIT: Damn, I read my own post, and now I am really pissed off. This reminds me of what has happened with sooo many games/mods, some that could be great, or, are great, and could be even better. - Just fix what 'you' already have!!! - Supposedly, the next patch will have dogs. A dog that a player can 'have' to help them survive in the Zombie Apocalypse. ... YES, having a dog by my side, while I have to traverse for hours, over and over again, because of broken or badly implemented crap, YES, that will really make the game A-OK for me. Sheeesh!
If this were in Beta status, I'd agree. The primary point of beta is that you have all of your core systems (and most secondary) already implemented, and you're working to squash bugs and fine-tune other aspects.

The entire point of an Alpha phase is to add major functionality to the game/application and get it to a somewhat functional state. The entire reason that Alpha exists is because you WILL continually blow shit up by adding new features. This phase of a game is normally only done internally however, so people aren't used to the adverse side-effects.

I really hate parroting, "it an Alpha!", but in this specific situation, it's completely relevant.
 

cyop

Ars Tribunus Militum
1,852
Thank goodness you did not say, it's just an Alpha, heh heh.

Yes, the fix what you have! For instance, I have mentioned before about how many times, and how drastically, the zombie agro, sight, hearing has changed with the patches. This one thing alone has shown me that the Dev's are very wishy-washy. Indeed, for me, this is a bad sign. I have a hard time understanding why they cannot, at the very least, have that in a state of continuity.

EDIT: Hell, aC, I ws not expecting another poster to beat me.

No, as has been mentioned by me, and many others, that Alpha excuse has been beaten to death! Yes, it is an Alpha, and I totally understand some things that happen with the mod. However, there is no excuse, going back to my, above 'for instance', for example, for some of the things that go wrong / can't seem to get fixed or decided upon with this mod.

EDIT: I bet this thing is still in Alpha when the stand-alone is released. Ha ha! :D
 

aC

Ars Legatus Legionis
15,863
Subscriptor
cyop":2c1ab1y6 said:
Thank goodness you did not say, it's just an Alpha, heh heh.

Yes, the fix what you have! For instance, I have mentioned before about how many times, and how drastically, the zombie agro, sight, hearing has changed with the patches. This one thing alone has shown me that the Dev's are very wishy-washy. Indeed, for me, this is a bad sign. I have a hard time understanding why they cannot, at the very least, have that in a state of continuity.

EDIT: Hell, aC, I ws not expecting another poster to beat me.

No, as has been mentioned by me, and many others, that Alpha excuse has been beaten to death! Yes, it is an Alpha, and I totally understand some things that happen with the mod. However, there is no excuse, going back to my, above 'for instance', for example, for some of the things that go wrong / can't seem to get fixed or decided upon with this mod.

EDIT: I bet this thing is still in Alpha when the stand-alone is released. Ha ha! :D
Simply because "it's in Alpha!" is overused and trotted out as an excuse for every single thing that goes wrong by the community, does not somehow invalidate the truth of the statement.

The only way you can say that the alpha status of DayZ is an insufficient excuse for the myriad issues that pop up after each patch would be if you could prove that all of the core systems of the game which Rocket intends to release are already implemented, and I'm pretty sure none of us could even come close to making such a statement. I challenge you (or anyone here, really) to find a developer or development team who treat an alpha in such a way as to have each new implementation of new functionality work nearly flawlessly, in addition to having it not generate (anticipated or not) adverse effects on other aspects of the application.

The only "mistake" being made here by Rocket is to have allowed open access to his mod while being in this status.
 

cyop

Ars Tribunus Militum
1,852
OK. You win. You are correct! Yes, an Alpha is an Alpha, simple as that! Until they call it a BETA, and even then, they, and anyone else, can cite that all they want.

I don't think Rocket made a mistake regarding access to the mod. I have had fun playing it. (As you can see, though, I am frustrated right now.) Actually, it is prob like that because it has been accessible from the very, very start.
 
cyop":1p9d9anm said:
Thank goodness you did not say, it's just an Alpha, heh heh.

Yes, the fix what you have! For instance, I have mentioned before about how many times, and how drastically, the zombie agro, sight, hearing has changed with the patches. This one thing alone has shown me that the Dev's are very wishy-washy. Indeed, for me, this is a bad sign. I have a hard time understanding why they cannot, at the very least, have that in a state of continuity.

EDIT: Hell, aC, I ws not expecting another poster to beat me.

No, as has been mentioned by me, and many others, that Alpha excuse has been beaten to death! Yes, it is an Alpha, and I totally understand some things that happen with the mod. However, there is no excuse, going back to my, above 'for instance', for example, for some of the things that go wrong / can't seem to get fixed or decided upon with this mod.

EDIT: I bet this thing is still in Alpha when the stand-alone is released. Ha ha! :D


For an Alpha-state mod, I'm surprised it's been as stable as it has.

Zombie aggro/sight/hearing has been continually tweaked, because they don't think they've got it right yet. It's also tough because they HAVE to have zombies "spawn in", and then they don't want zombies spawning right on top of players. The zombie-spawns have also been tweaked, and then this has affected certain aspects of aggro as well.

Some of the problems have been related to the various beta patches which have been issued, and this is beyond Rocket/DayZ's control.

I cut them a lot of slack. What they're doing hasn't been done before. From what I can tell, they are working very hard on this mod, and have limited resources at their disposal. I don't think they quite anticipated the # of users they would get so quickly, either.

I just hope for a more polished product in the future, and also (hopefully) DayZ will spawn some rip-offs (there's already one in the works). Competition is a good thing.
 
aC":yligzob8 said:
cyop":yligzob8 said:
Thank goodness you did not say, it's just an Alpha, heh heh.

Yes, the fix what you have! For instance, I have mentioned before about how many times, and how drastically, the zombie agro, sight, hearing has changed with the patches. This one thing alone has shown me that the Dev's are very wishy-washy. Indeed, for me, this is a bad sign. I have a hard time understanding why they cannot, at the very least, have that in a state of continuity.

EDIT: Hell, aC, I ws not expecting another poster to beat me.

No, as has been mentioned by me, and many others, that Alpha excuse has been beaten to death! Yes, it is an Alpha, and I totally understand some things that happen with the mod. However, there is no excuse, going back to my, above 'for instance', for example, for some of the things that go wrong / can't seem to get fixed or decided upon with this mod.

EDIT: I bet this thing is still in Alpha when the stand-alone is released. Ha ha! :D
Simply because "it's in Alpha!" is overused and trotted out as an excuse for every single thing that goes wrong by the community, does not somehow invalidate the truth of the statement.

The only way you can say that the alpha status of DayZ is an insufficient excuse for the myriad issues that pop up after each patch would be if you could prove that all of the core systems of the game which Rocket intends to release are already implemented, and I'm pretty sure none of us could even come close to making such a statement. I challenge you (or anyone here, really) to find a developer or development team who treat an alpha in such a way as to have each new implementation of new functionality work nearly flawlessly, in addition to having it not generate (anticipated or not) adverse effects on other aspects of the application.

The only "mistake" being made here by Rocket is to have allowed open access to his mod while being in this status.
Having bear traps may well be core functionality (debatable), but so is having reliable item and location persistence, and unlike bear traps, position and inventory managent are functionality that virtually every other feature in the game is based upon. The devs can prioritize however they want, but the game being in alpha does not grant them the immunity from having those decisions criticized that the community seems to think it does.
 

aC

Ars Legatus Legionis
15,863
Subscriptor
mobiustrip":1n72332r said:
aC":1n72332r said:
cyop":1n72332r said:
Thank goodness you did not say, it's just an Alpha, heh heh.

Yes, the fix what you have! For instance, I have mentioned before about how many times, and how drastically, the zombie agro, sight, hearing has changed with the patches. This one thing alone has shown me that the Dev's are very wishy-washy. Indeed, for me, this is a bad sign. I have a hard time understanding why they cannot, at the very least, have that in a state of continuity.

EDIT: Hell, aC, I ws not expecting another poster to beat me.

No, as has been mentioned by me, and many others, that Alpha excuse has been beaten to death! Yes, it is an Alpha, and I totally understand some things that happen with the mod. However, there is no excuse, going back to my, above 'for instance', for example, for some of the things that go wrong / can't seem to get fixed or decided upon with this mod.

EDIT: I bet this thing is still in Alpha when the stand-alone is released. Ha ha! :D
Simply because "it's in Alpha!" is overused and trotted out as an excuse for every single thing that goes wrong by the community, does not somehow invalidate the truth of the statement.

The only way you can say that the alpha status of DayZ is an insufficient excuse for the myriad issues that pop up after each patch would be if you could prove that all of the core systems of the game which Rocket intends to release are already implemented, and I'm pretty sure none of us could even come close to making such a statement. I challenge you (or anyone here, really) to find a developer or development team who treat an alpha in such a way as to have each new implementation of new functionality work nearly flawlessly, in addition to having it not generate (anticipated or not) adverse effects on other aspects of the application.

The only "mistake" being made here by Rocket is to have allowed open access to his mod while being in this status.
Having bear traps may well be core functionality (debatable), but so is having reliable item and location persistence, and unlike bear traps, position and inventory managent are functionality that virtually every other feature in the game is based upon. The devs can prioritize however they want, but the game being in alpha does not grant them the immunity from having those decisions criticized that the community seems to think it does.
I don't believe I ever inferred that they are beyond criticism for their decisions. However there's a pretty significant difference between, "I don't like the direction the game is taking because of x/y/z features / I just plain don't like feature Q." and, "WTF ALL MY STUFF DISAPPEARED WHEN I SPAWNED AFTER THE PATCH! / THIS INVENTORY SYSTEM IS SHIT! / MY TENT DIDN'T SAVE!".

The former are perfectly valid types of complaints wherein constructive criticism can be used and benefit the development of the game. The latter is just bitching about bugs in an alpha, is often not done in a constructive bug-reporting syle, and is often not even within the realm of Rocket's control (i.e. the inventory system, which is ArmA II's standard system).

Thankfully, these larger issues that keep being referred to as out of his control should no longer be the case when the stand-alone begins development, though they may persist in the mod alpha unless they release some of his engine tweaks as ArmA II beta patches, who really knows.

But your two examples, persistent position and inventory management, are both things that the core game which the mod is based on were not designed for. That creates some interesting challenges which had to be worked around to the best of his ability up until this point, but should hopefully be truly solvable now that he can work with the base engine.
 

cyop

Ars Tribunus Militum
1,852
Well, let me speak in layperson terms.

I don't see the validity in introducing 'a module' (just a term for this moment), that breaks one of two of the most important features of the software.

But, again, it's an ALPHA! Heh heh. :D

There has to be more internal testing of the mod, even in ALPHA, to not do this to the client base. When Rocket posted about the Rolling 1.2.7.5 Update, the main thing he said was, basically, don't QQ if you DL it, and then cannot find a server to play on.

Remember, the biggest selling point of this mod was persistence of character (which would mean position and gear) across every server! < THIS, besides all the crazy zombies! ;)

EDIT: And the 'gear' has been broken for how long now?
 

silvermind

Ars Scholae Palatinae
653
I decided to try this game for the first time since I bought it during the steam sale. My first spawn near Electro went like you would expect. No idea what to do, but moving slowly and cautiously I managed to pick up some food, drink, and a crowbar only to run into a random player running around aggroing zombies. He see's me, I see him. I choose to keep crawling and ignore him but he turns around and starts chasing me. I book it, think I lost him, die a couple seconds later by his hatchet.

Was more entertaining than anything. I had nothing and he got killed by the zombies he aggro'd a few minutes later. Justice.

My next respawn was in the mesh of a building in Novo... This was close to my friends so I kind of wanted to get out. I ran right up against the mesh, disconnected and reconnected. I made it outside the building! But I was in shock... For five minutes... That was exciting. Sitting and waiting for 5 minutes because of a bug is not exactly conducive to a good experience for a new player.

I run around a while, trying to loot a building but zombies keep chasing me. I get hit once or twice, start bleeding bandage, and decide I'll just wait for my friends at the treeline. 10 minutes later we meet up and start hitting some tree stands. I get lucky and find a M16 and some more supplies. We than wait another 15 minutes to meet up with the rest of my friends. Start running around to where loot can be found, find a random dead person by a bike in a bush. Either he was sniped or he ran into a bush on his bike and died. Guy was loaded with goodies, an Alice pack, M16AUG, food etc.

So in my first hour of play I have now accumulated more stuff than I know what to do with. We than proceeded to run around trying to find vehicles people may have hid for the next hour or two. We logged out at the very North West of the map, near the end of the world.

It was fun, I'm not sure if it's my cup of tea exactly, but once you understand the basics of control it isn't too bad.
 
aC":1t2xb20v said:
mobiustrip":1t2xb20v said:
Having bear traps may well be core functionality (debatable), but so is having reliable item and location persistence, and unlike bear traps, position and inventory managent are functionality that virtually every other feature in the game is based upon. The devs can prioritize however they want, but the game being in alpha does not grant them the immunity from having those decisions criticized that the community seems to think it does.
I don't believe I ever inferred that they are beyond criticism for their decisions. However there's a pretty significant difference between, "I don't like the direction the game is taking because of x/y/z features / I just plain don't like feature Q." and, "WTF ALL MY STUFF DISAPPEARED WHEN I SPAWNED AFTER THE PATCH! / THIS INVENTORY SYSTEM IS SHIT! / MY TENT DIDN'T SAVE!".

The former are perfectly valid types of complaints wherein constructive criticism can be used and benefit the development of the game. The latter is just bitching about bugs in an alpha, is often not done in a constructive bug-reporting syle, and is often not even within the realm of Rocket's control (i.e. the inventory system, which is ArmA II's standard system).
I'm not raging over lost equipment, I'm criticizing the dev's decision to continue testing features like bear traps when the core of the game is not stable enough to make any of the data gathered on those features relevant.

edit- I didn't mean to imply you were stating the devs are beyond criticism, just pointing out the general tone in the community.

Thankfully, these larger issues that keep being referred to as out of his control should no longer be the case when the stand-alone begins development, though they may persist in the mod alpha unless they release some of his engine tweaks as ArmA II beta patches, who really knows.

But your two examples, persistent position and inventory management, are both things that the core game which the mod is based on were not designed for. That creates some interesting challenges which had to be worked around to the best of his ability up until this point, but should hopefully be truly solvable now that he can work with the base engine.
The dev team has been inside of Bohemia Interactive for quite a while now, and ARMA 2 has been undergoing regular engine changes for even longer. The mod also sold several times as many units of ARMA 2 in a few months as had sold in the previous three years. There are big, huge piles of money involved here, and more still to be had if they can muster a working product, so I'm afraid I have to emphatically disagree with the assertion that fixing the engine was off the table.

edit- In an alpha, you have an underlying system you're building new features upon. If that system is garbage and it's known you're going to throw it all away and redesign before release, you are not in alpha. You are doing dev work on your proof of concept.
 

aC

Ars Legatus Legionis
15,863
Subscriptor
cyop":26kqias4 said:
Well, let me speak in layperson terms.

I don't see the validity in introducing 'a module' (just a term for this moment), that breaks one of two of the most important features of the software.

But, again, it's an ALPHA! Heh heh. :D

There has to be more internal testing of the mod, even in ALPHA, to not do this to the client base. When Rocket posted about the Rolling 1.2.7.5 Update, the main thing he said was, basically, don't QQ if you DL it, and then cannot find a server to play on.

Remember, the biggest selling point of this mod was persistence of character (which would mean position and gear) across every server! < THIS, besides all the crazy zombies! ;)

EDIT: And the 'gear' has been broken for how long now?
We're talking in circles here, so unless you decide to say something different I think I'm done with this line of discussion. However for the sake of clarity, I'll use this chance to get out my final thoughts.

Once again the problem with the situation as it stands is the fact that the game's alpha is public at all, which leads to people like you who think that the developer should somehow be beholden to the community in what actions they take, decisions they make, and what releases the send out. There is absolutely ZERO actual obligation for Rocket to give two shits about what any of us think. Anything you (or the community) percieve to be owed comes from an unearned sense of entitlement. What we actually are are free alpha testers for a game some guy is making that is in the very early stages of developmet, nothing more. He could shut down production tomorrow, and we're not owed a single cent or an explanation.

And again, in an alpha (which for the 3rd time, is normally completely internal), you add new shit, you release a build. You "internally test" enough to make sure the application launches and seems to be working at a high level. The rest of the testing is for your test group to deal with, which normally for an alpha (4th time!) is your pool of developers. You continue to add new shit and fix major glaring issues or conflicts as they arise, and then you continue adding shit, until you're done adding major shit. At that point you're in beta status and you work on bug squashing, interface streamlining, fine-tuning, small feature additions, etc.

Again, that doesn't mean we shouldn't criticize certain decisions, or give feedback on the game's direction, etc., but please stop acting like we're owed anything.

What "gear" do you mean that's been broken?
 
mobiustrip":1dlzn9z3 said:
The dev team has been inside of Bohemia Interactive for quite a while now, and ARMA 2 has been undergoing regular engine changes for even longer. The mod also sold several times as many units of ARMA 2 in a few months as had sold in the previous three years. There are big, huge piles of money involved here, and more still to be had if they can muster a working product, so I'm afraid I have to emphatically disagree with the assertion that fixing the engine was off the table.

To be fair, I think Bohemia has been focused on ARMA 3 for quite a while now, and not really touching the core engine of ARMA 2 (other than the minor changes they are making constantly with the beta patches). Things like the inventory management aren't going to be overhauled in ARMA 2, meaning Rocket is stuck working with the game as-is.

Anyway, I've put in 80+ hours in DayZ, and never had a "bug" reposition me...maybe it's luck, or maybe I was just always using the right combination of DayZ version + beta patch + server running right version.
 
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