***Dayz: Stand Alone Thread***

well give it a go then form your own opinion because you know if you did you might actually enjoy it or maybe you wouldn't but until you do you don't know.... You paint a filthy picture of the game and you haven't played it, the game is very very playable, more content will only make it better and of course bug fixes too.

I'm sure I might enjoy the game somewhat, perhaps even as much as the mod, and would be able to appreciate the areas where they have made a positive difference (from what I hear - the inventory and the weapon handling of the few guns they have in the game so far)... But as I keep saying this is not my primary concern and what my criticism is directed at... I only mentioned the melee combat because it served as an example of what has been quoted as one of the severe limitations of the engine...

regarding the devs, you surely have no idea what is happening so its unfair to say they are doing nothing... but whatever, doesn't effect me, ive had 20 hours, and i'll have many more.

And I also never said the devs are doing nothing... just that I think what they do appear to be doing is not at all efficient and causes me to doubt their ability to get the game finished how we all hope they might in the end.

I'm glad you and many others are enjoying what's there and being a part of it so don't let me stop you :) I might be completely wrong!
 
I never played the mod. But after purchasing this, I was impressed how well it runs being alpha code. It's certainly playable in its current state, I am really looking forward to how this game progresses and balances out.

Also want to know if they'll come up with an interesting mechanic to overcome the KOS issues. Zombies being attracted by the gunfire is certainly a prime example.

I would also like to see circling crows as someone starts to die, so other spawners in the area know somethings going on other there.
 
the difference is what is "your " primary idea of what needs solving first priority wise and what the devs priority is. ;)

to players they mainly want content and bug fixes first but without stability to even play all those are pointless.

it was said the first aim is to get full stability of playing then build on that. loot spawning and more zombies probably high after that.

there can be upto 4000 zombies but not with loot. at moment there is only 700.
with loot not re spawning so saying lets fix this or that before basics is irrelevant.

on the list done by rocket of things to be worked on soon

We absolutely plan to have more zombies. To cope with the current total dynamic entity count of over 10000 we have had to make a great deal of optimizations. If loot is completely removed, we can easily run 4000 zombies in our debug builds. In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.



Currently to have the server check if something needs respawning can cause an issue with performance. We did not want to go with a "scripted" solution for respawning, and it is expensive on server performance. Player spawning on the coast is conducted by the engine, and we are going to employ a similar process for managing zombie and loot spawn (possibly parallelized). This is a high priority task and zombie respawn at least is very close to being implemented.

those are just a couple examples of high priority things that need sorting not things like pbo files and melee sound place holders.

if you get a bug just think is that a core feature breaker or is it just an annoyance ? you can go on the dayz forum and post very details reports in the bug section and they even have a mantis style report system to log all bugs (which isn't normally open to public testers in many other games )

so from what i can see they are listing looking at all bugs and documenting them and going through them and updating with regular patches. most bugs what people mention are there in the bug reports. very detailed with ways of reproducing them.

people who think this is just the mod have no idea or just aren't aware of what is what. i think as the mod as dead compared to this and the only thing decent is it has more content at the moment. that's just a time issue. in every other way the SA is better once you actually learn how to play it properly and look at what is being done.
 
Not sure if its been mentioned but there are 'hacks' out for this now, while my video before wasn't proof and was actually desync.. there are proper videos of it now, at least last night there was I havent checked today.

The teleport function works in a sense of setting a slider and then pressing a button, its being used as an "evade" rather than a map targeted/location targetted teleport. I'm guessing its more of a speed hack in function but as its done so quick it looks like a teleport.

I won't link directly to the video, it is actually still up. I forgot I found this video last night:

http://www.youtube.com/watch?feature=player_detailpage&v=PfPstXBq92c#t=1300

Its of a dayz youtuber who decided not to KOS all the time and went to be friendly, it should be linked at the time where he meets the teleporter. Whos a proper sadact if you listen to him.

Not sure if god mode works or not, he seems to think this guy has godmode but I didnt see any settings for it in the videos I found last night on YT.
 
(quoting Rocket I guess)
In the new year we will be optimizing the way we handle dynamic objects (such as loot) a great deal more which should give us significant savings - but the change was considered too risky to be done prior to alpha launch. If we had problems, we would have delayed the project further by months.

Okay this is a perfect example and totally smacks hard of wanting to cash in... They knew there was this huge fairly fundamental problem, and what's more they apparently had an idea of a possible change that might fix it and thus make a huge difference. This is not a problem that requires 800,000 people testing it to diagnose - it could be easily reproduced by one person on any given build. What on earth would be so risky about firing off a quick test-build with this mystery fix in place and letting one person on the dev team give it a quick go to see if the "significant savings" were as predicted :confused: I won't quote it but the second thing about respawns is exactly the same story - what was so urgent about releasing the alpha that meant they couldn't finish something that they claim was "so close"
 
if they had rushed out a massive change to the server code, like loot spawning and the servers got crippled over Christmas, it would have had massively knocked the community and possibly soured the community. I think they made the right call. Remember the devs were probably in other countries having Christmas with family and friends and probably only now just returning to work.

things like dynamic loot spawning are a lot more than just a few lines of code to test.
 
known about and already listed in bug reports ;) all the private ones are being sent to devs so those tempted dont :p

I'd actually say, people should do it because you'll get caught and you've wasted £20 being a ****, VAC while not the best tool in the world has a history of doing ban waves after catching people over weeks and months, I hope many people who do cheat in VAC games have bought SA on these accounts already. Creatures.

I'm doubtful there is even 700 zombies on any server, probably less than 100

One of the only times a cheat would be useful, wonder if any report the zombies on a server and if they can get around the bubble. Some of the ESP versions of the cheat certain could see people quite far away. Not sure on the official 'bubble' range though.
 
What? I don't think they should have pushed out a huge change like that after releasing the Alpha... I'm saying they should have tested that before releasing and charging people for the Alpha in the first place... Which is what Dg's quote of Rocket made it sound like he was considering, but they decided it was "too risky" to do that before they launched the Alpha
 
but it's alpha...........lol and people have paid for the game not alpha, alpha is a perk.

so you get what they give you, good or bad, if they want alpha out they can.

and to be honest they probably wouldn't have released this early but the press wanted it and the players wanted it, so now we have it.

people complained it wasn't out, people complain it is out. a lot of people said they had missed the boat but clearly people want it (sales)
 
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clearly the 400,000 people who bought the game on steam don't share your concerns about paying for the alpha.

Obviously they wanted a christmas alpha release, and changing the server code would have made them miss a rather important holiday.
 
I'm enjoying this so far but some of the bugs like zombies clipping through anything and everything should have surely been fixed and the issue with missing Pbo files etc.

I still think they should have used the ARMA 3 engine instead of this, the controls are so clunky and awkward and performance while for the most part is alright, does suffer in places for no apparent reason.

Yes it alpha, But you can have bad alphas, and this is most certainly is one of them.

I hope dean/rocket what ever his name is, pulls his finger out and actually uses the cash they've made from this to get more guys in to FIX/Finish it.

To me it still feels just like the mod, and nowhere near a SA title.
 
LOL @ 39:10 when TB falls about 6-7ft and breaks his ARM!
theres the totalbiscuit/rocket interview if none of you guys ever watched it.
from june last year.

I'm doubtful there is even 700 zombies on any server, probably less than 100

in the above video rocket claims one server had 3000 zombies when there were 100 players online.

he's talking about the mod though obviously so maybe things have changed for the worse.


for someone who never played the game when it was a mod and basing everything on that video it seems like since june the only thing that happened is they went standalone and broke most of the game and removed loads of stuff
 
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you are making decisions on others play you haven't experienced how it plays yourself.

for eg some on here whine about no food i can find food and water in under ten minutes everytime.

so you have my view and maybe someones who can loot properly. whichever you choose is different to your own as you haven't played it.

weapons are great there isn't many but they are very well done look better than the mod. you might not know that. ammo isnt that rare but some will say it is.

could go on and on but then someone will post some **** like neil about pbo file :p neil basically dies as soon as he joins then blames everything under the sun.

so whos videos opinion you base your view on the game is totally false as you haven't played it.


Can you tell me why I've logged in twice in less than 24 hours and my char is dead. All my gear gone for now reason ? And why my friend spontaneously combusted (set on fire to you) infront of my eyes last night and just died for no reason whats so ever.


I'm not to fussed but my friend was really pee'd off his first night on Dayz and it wasnt a good luck specially when I got teleported half way across the map.

Whats that about also ?
 
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