***Dayz: Stand Alone Thread***

Lol at him still trying to act like he has inside info, part of the team and in the know... Still.....You keep making guess at release date mate, I'm sure if you keep guessing your eventually get one right.

Side note personally cant wait for this. I recon its going to be brilliant. Specially has I've never played DAYZ. This is all going to be new and shiny to me. The Dayz vets I can see why your getting annoyed 12 months late and still Rocket cant commit to a time-frame.

youve never played dayz ? :confused::p
 
I found out about it when the SA was announced. So wanted to wait till The SA came out it was meant to be no later than xmas last year. Then DG said Easter so I thought what the heck im busy ill wait till Easter. then he told us July so i thought o well a few more months wont hurt I've waited this long.

Now i feel its kinda Pointless playing the mod. I know its very flawed and this is my perfect game really so I'm just going to wait see what he comes up with. I've stopped listening to DG. Now Ill just wait till its done.


PS i have watched every single one of Frankies videos and have watched mates play it. But yer a full on real life Bambi. With a love of zombies games. So if it does come xmas so will I.
 
No need for that. Dg has been nothing but helpful in recent posts.

Carm down dear I'm clearly just winding him up. he does it enough to us. All bantz m1!! Hes actually alright when hes not making up Release Dates. Anyway lets leave it there before the thread gets locked down.
 
missed out on one of the best games through thinking its bad. i feel sad that you have missed so much fun :( get it while its cheap and play it now. it was like 3 quid lol.
 
I wish every game scared me like Dayz did in the first month. That sweaty feeling of going to get killed and not knowing the map etc... just wow.
 
Its not that mate, I know its brilliant. Its just I hate ARMA 2 and how it plays its clunky and messy and I just cant be bothered with the frustration. learning a system thats broke and most people have 18 months on you...

Maybe a few years ago I could invest the time to learn the clunky system but now the limited time i get to game I just want a decent experience no spoiled by 100000000 hackers.
I've waited for this kinda game for many years, I'd like the best experience I can get with it, I tried Warz and what a let down that ended up. I'd not like another.
Rocket I think people are being a bit hard on him he clearly wants a product hes proud of and as good as possible. Hes a breath of fresh air with his honesty in videos.

Compared to a AAA rep, O no thats not broken thats a feature, or thats broken but its just beta thats now fixed only to release the game 6 months later and its borken to hell, Waves to BF4.

Hes straight up "what the hell that shouldn't do that its broken", or "yer thats broke we havents fixed it yet". "Lol look at the state of that texture we better fix that" :D
 
Clunky and messy? I really don't understand why people say/think this about Arma. Go through the the tutorials, do a couple of missions and you're sorted.
 
Clunky and messy? I really don't understand why people say/think this about Arma. Go through the the tutorials, do a couple of missions and you're sorted.

I think its because...it IS clunky.

As for the person that was scared of dying in dayz, my friend plays it a lot and just has an underwater tent full of supplies so if he dies it doesnt even matter :/
 
I did like how when it became popular loads of people raged how hard it was to do anything/work the inventory. Nothing like having to engage your brain in a game for a change!
 
Spils...

I was in the same boat as you, really interested in DayZ but so late to the party. Then found out that a standalone was being released but read everywhere how people are getting annoyed by what would seem an uncertain dev team regarding release dates, bugs etc. A few of the guys here suggested I check out the game now as the standalone could be months and months away. I jumped on steam and got the complete collection for the equivalent of a couple pints, installed the DayZ mod and been playing the game now for a few nights. My average staying alive time is around 30 minutes lol, it's a scary experience and a very frustrating one at the same time.

Basically, long story short, yes its a dated engine, yes it looks a bit naff, but visuals arent everything. The experience is well worth jumping on Steam for and getting it for a few quid. Who knows, the standalone might well turn out to be worse than the Dayz mod now.
 
Seems i've really pee'd him off haha.

http://www.reddit.com/user/rocket2guns
This has gone a bit crazy!

my original point was not to make this a game breaking point. It was only an observation. We've only seen a few video's and 1 stream. I could list 1000's of things i like/dont like.

While others might think "arguing about masks, REALLY?". Yeah its pretty pointless, but when practically EVERY poxy screenshot/video is of players wearing poxy payday masks then yeah, why shouldn't we voice our opinions. Judging by peoples responses, the masses dont want everyone running around in pay day masks, dont get me wrong if it were a rare rare rare spawn then fair enough.

Best response was, rags and balaclavas are a better option than endless payday masks... This isn't Warz or Payday!

HELL a much more pressing point in my opinion is day/night time...Surely it has to be a universal time across all servers?

HELL a much more pressing point in my opinion is day/night time... I think it MUST be a universal time across all servers!
 
Last edited:
Update from Dean from 4th Dec.

Important note: Unless otherwise stated FPS refers to server FPS.

As most will know, we achieved quite a milestone with over 50 players on the server recently. While this is pretty normal for the mod, it's a big deal for the standalone as the architecture is entirely different and so much has been moved onto the server. So what does this mean?

The Situation

DayZ handles a minimum of 15000 dynamic objects. This is a huge amount of things to synchronize, in a MP environment. We implemented an entire rewrite of how objects are managed, linked with the "network bubble". Our chosen system was to implement an R-Tree approach and we have seen some success with this. Our aim was to reduce the massive FPS burden that all these dynamic objects bought, grinding the server to a halt. The main problem appeared to be scaling, in that the more players the worse it got.

Some details about server FPS:
Not strictly "frames per second" on a client more akin to "simulation cycles"
Max is 50 FPS
Max simulation of player is 25 times per second
Max simulation of zombie is 10 times per second
That means below 10 FPS, zombie behavior could be noticeably affected.

The Good news

We are no longer player number bound. It appears the server loses about 3 FPS per 40 players. We have only tested to 52 players currently. At that time, it was our first efforts with this number and we immediately found some missed areas of optimization, so with our next mass test we expect better results. The more players we threw at the server, its FPS numbers didn't change.

The Not-so-Good news

I was initially quite surprised because we still had a very high starting frame usage. 15000 loot items were using 1 FPS, that's right - just 1! But for some reason, 1000 zombies (despite all but 10 being at rest) were using a whopping 35 FPS. It didn't make sense and we've been going through this, optimizing and looking for the reason.

The Feedback from those involved

Overall, despite the performance concerns, with the server running around 8-12 FPS when under its heaviest load, the server was "reasonably responsive". Some people experienced inventory actions being a little bit slow occasionally, but generally it seemed things went okay.

Progress since the test

Since the test, we isolated two major crashes (resulting in server soak with constant players with no stability issue, no increase in RAM, and no decrease in FPS). We also optimized some areas. We're also busy hiding some areas and functions that are incomplete, as they either break or cause problems that we don't have the time to resolve before the Alpha's release. Perhaps one of the most serious gameplay issues we have at the moment is a very long time the player spends unconscious. It causes a problem for testing, so it's something we will be fixing before the release of the alpha.

Overall, the mood on development is quite upbeat. We're all pretty tired, as it has been very late and long working days. We had a new programmer and new designer start this week, and some assistance from the ArmA3 team to prepare the creation of our own audio team. We're looking forward to getting the Alpha out into Early-Access. I think that while some might be disappointed that this is not some feature-packed, graphically focused, masterpiece - we've been focused on addressing the major architectural issues and it's represented a massive body of work over the last 12 months.

We need a little more out of the server in terms of framerate. Just a little bit more, to ensure the inventory stays reasonably responsive. The remaining time will be spent tidying up remaining issues to try and give a more solid experience when we kick into the early access.

It really is an Alpha

I really can't emphasize enough - this is going to be an early access project on steam. It's a true-blue alpha. Massive areas of the engine were entirely reworked, involving a large team of people over the last 12 months. Much of what these achievements will enable won't be seen for many months - so I really plead for anyone who is on the fence to take a skeptical approach - watch streams, read reviews, watch some let's play and form your opinion. You could always come back to the game in three, six months time and buy it then.

Buying early will be a recipe for disappointment, it's a chance for those who want to be part of that whole process. For them, the process is as much as part of the game as the whole experience. For many, this is the opposite of what they want. To enable a smooth launch, we really are targeting it at a core audience who want to get deeply involved in a very barebones experience that is a platform for future development.



http://forums.dayzgame.com/index.php?/topic/153340-quick-update-for-4-december-2013/
 
[TFU] Thegoon84;25432659 said:
Seems i've really pee'd him off haha.

http://www.reddit.com/user/rocket2guns
This has gone a bit crazy!

my original point was not to make this a game breaking point. It was only an observation. We've only seen a few video's and 1 stream. I could list 1000's of things i like/dont like.

While others might think "arguing about masks, REALLY?". Yeah its pretty pointless, but when practically EVERY poxy screenshot/video is of players wearing poxy payday masks then yeah, why shouldn't we voice our opinions. Judging by peoples responses, the masses dont want everyone running around in pay day masks, dont get me wrong if it were a rare rare rare spawn then fair enough.

Best response was, rags and balaclavas are a better option than endless payday masks... This isn't Warz or Payday!

HELL a much more pressing point in my opinion is day/night time...Surely it has to be a universal time across all servers?

HELL a much more pressing point in my opinion is day/night time... I think it MUST be a universal time across all servers!

i asked for night to be a part of the game many moons ago. many servers wont run it because you lose players or less will play on your server because of rankings that 99 percent of server owners pride them self on.

there are ways round it and some moonlit mods and servers can be played at night time and with the street lights on it adds to the atmosphere so much. unless its forced or part of the game just as before though server admins will just stick to 24/7 which is a shame.

thing with arma is the crap lighting system. at peak dark its basically unseeable (some will argue you shouldnt be able to see) but unless you nightvision it makes it a choir to play in total dark even though it is fun.
 
before people cry 10 fps i think thats server fps so probably like arma 2 when it gets heavy loaded so 20-30 fps min player fps. think arma 2 is 10-15 min serverside cant rememeber.
 
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