DayZ - The proper way to reload |
- The proper way to reload
- Military loot now spawns on the shipwreck
- First base/fortified location in DayZ 0.63!
- [0.63] Hidden player animations
- 0.63 Suicide bug
- 0.63 Schadenfreude Island – Never forget
- You can now give yourself a saline in .63!
- [Bug] I became a bag of chips.
- High Resolution Textures
- Thoughts about using your hands for operations in 0.63...
- Honest critique.
- DayZ Offline - Can't Find Zombies?
- If 2 zombie get you at 0.63...
- New fruit eating animation
- Small suggestion for HUD - simpler food and drink icons and smaller indicator arrows (original in comments)
- Babynades interview live
- Is the emote wheel in the official offline build?
- Missed the test again, but did get to try single player
- Questions about 0.63
- Can you still make a fire in the .63 build?
- in .63 you have to drag and drop to reload? Is it true you really cant just press R key to reload ur gun?
- Barrels in the stress test
| Posted: 27 Apr 2018 10:19 PM PDT
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| Military loot now spawns on the shipwreck Posted: 28 Apr 2018 06:58 AM PDT
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| First base/fortified location in DayZ 0.63! Posted: 28 Apr 2018 04:16 AM PDT
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| [0.63] Hidden player animations Posted: 28 Apr 2018 03:15 AM PDT
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| Posted: 27 Apr 2018 05:13 PM PDT
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| 0.63 Schadenfreude Island – Never forget Posted: 28 Apr 2018 02:00 AM PDT
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| You can now give yourself a saline in .63! Posted: 27 Apr 2018 01:57 PM PDT
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| [Bug] I became a bag of chips. Posted: 27 Apr 2018 03:43 PM PDT
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| Posted: 28 Apr 2018 02:25 AM PDT Hey, hope everyone is roaming in the single player, it is GREAT, but one thing I think which could get a little bit more love are the textures, which in most cases and also the assets are top notch, except the resolution. Can they get some love in the future? [link] [comments] | ||
| Thoughts about using your hands for operations in 0.63... Posted: 28 Apr 2018 05:55 AM PDT Hi! A fellow survivor here with 1,1k hours in Dayz since SA launch. I wanted to share my thoughts on using your hands for crafting, reloading, combining, etc...in new 0.63 version. It is way better to actually use your hands like you would in real life for those operations rather than having some "magic powers" to do those operations in your inventory WHILE you are running. I know it is hard now to accept it and I feel like a lot of it needs more work. It would be great if devs would even make animations for taking your backpack off and placing it on the ground when searching for stuff and getting them out. I think that this game needs as many realistic factors as it can get. It would be hard to adapt to them at first but all of that makes this game so GREAT. I want to thank devs for letting us help them with the stress testing and allowing us to enjoy the great work in offline mode. I feel happy every day knowing those long-awaited days have finally come! [link] [comments] | ||
| Posted: 27 Apr 2018 08:46 PM PDT A little disclaimer kind of thing here guys: All of what follows comes from a guy that loves DayZ. All I want is for this game to be great and tons of fun to play - same as all of you. I have almost 1,200 hours in the Standalone game, and a ridiculous amount of hours in the mod (I was unemployed when I became hip to it, and it actually was the deciding factor in me switching from a being console player to a PC gamer. The hours I've put into the mod are unknown because I almost exclusively did not launch the game through Steam. I can tell you that while I was unemployed I spent almost a year drinking beer, eating pizza, and playing nothing but the DayZ mod on Arma2. Lots and lots of hours). In addition to my dedication toward playing I voluntarily took a job to manage a DayZ community. I've communicated directly with the developers and many communities (shout-out to Chipotle Bandits & Pipsi.net, you guys are awesome!) regarding cheaters (glitch abusers, bug abusers, and script kiddies) about how to effectively handle these threats to the average player. I've worked hard to provide a server & community that does its best, through our fine moments and failures, to provide a place to play that I, and the rest of the administrators I work with, feel is in the spirit of this game we all love. The criticism I'm offering here is constructive even though I may express my thoughts & feelings abrasively. Please keep in mind that I love DayZ and want it to be amazing and that these opinions on the features of the game, and decisions of the developers, are only being expressed because they need to be expressed honestly. I am going to be very, very honest about how I feel about everything and how it reflects on my ideal vision for DayZ. These thoughts and feelings may vary wildly from yours and the developers' and I do not expect all of us to see eye to eye. My minimal hope to achieve with this post is to maybe clarify my stance on several things I've been downvoted for talking about so that maybe we can have an interesting conversation instead of only speaking our opinions with the downvote button. This post will be available both here on Reddit and the official DayZ forum. Also, before I get into everything, I understand that this version of .63 is not the full game. I understand that a lot of things we're seeing are either works in progress or not fully polished & implemented.
Let's start at the beginning with looking at the main screen of DayZ. It looks great! Having the news feed on the left side with links to all important information hubs means anyone that has launched the game has no excuse to claim ignorance about development except that they're too damn lazy to click the links and read. Choosing a random survivor, and customizing one, are both great. There's no changes to options for customizing (age, facial features, etc) but I don't exactly expect those (would be nice, but I'm the kind of guy that launched Skyrim and just went through with whatever the game presents as default for my character). I kind of wish that setting your name was still as simple as clicking it on the main screen and typing it in but putting it under the Customize menu isn't bad. Video options are organized much better. I really like this settings screen. A quick glance down through them to trace where the indicators are will give you a good idea of the general settings you're playing with, changing them is simple and application of major changes happens very quickly. I dig it! The sound options are pretty much what you expect from any game. It'd be hard to revolutionize sound options for a game like DayZ beyond the simple sliders. I have a couple notes about some of the Game settings. The options to remove the HUD and crosshair are great, and I hope that in the future server operators will be able to disable them entirely regardless of a player's personal preference. On the subject of the HUD, disabling it for your eye-view of the world should enable similar indicators that we've had in the inventory screen. We need indicators on some level because it is a game, and we're playing against mechanics on top of other players and the simulated environment - I just hope that, for my ideal "hardcore" experience, that these indicators will be removable with the information still accessible in an intuitive way. The options to disable Radio text chat and "direct" text chat bother me, as some players will not have microphones (or in the case of one of my community's members, a player is deaf) and this text chat may be their only option for communication. It is important that that people be able to have a fair chance to say "Friendly!" (a non-hostile survivor) or "Hands up!" (a bandit/hostile survivor) to other survivors that they meet. The final screen is key bindings. We're going to talk about key bindings later on in this piece so I'll just say that I know that rebinding keys either doesn't work or is so buggy because it still requires development and it's almost pointless to comment on this screen. All I'll say about key bindings right now is this: let me change stuff please!
It goes without saying that finally seeing a lot of the animations we've seen recorded come into the game is awesome. It is really cool to see them mix fluidly. Being able to move around while performing lots of different actions will easily change the pace of the game for a lot of players and I believe the change will be for the better. Taking care of hunger and thirst, or reloading magazines and other tasks, while looting or moving around will be a great thing. So far the animations we've seen are all mostly great, and when finalized and fully polished I'm certain they'll be very effective. Chernarus+ continues to blow me away every time it changes. To me, personally, it is the most iconic map for any game I've played. This is almost certainly an Arma/DayZ fanboy opinion but I'm okay with that. Chernarus was awesome in Arma2 and Chernarus+ is amazing in DayZ. The map team deserves every bit of praise they receive as they're managing to fill vast amount of empty space with unique-feeling clusters of the same buildings over and over. It absolutely could be considered immersion-breaking to see the same log cabin, red brick, and two-story green houses in every single town but somehow the configuration of the buildings and the dressing around them allows it to feel unique each time. All anyone needs to do to be impressed with Bohemia's work is to look at their map design. Chernarus, Altis, Tanoa... doesn't matter, they're gorgeous and look like a lot of love and careful craftsmanship went into them. One thing that is jarring about the recent changes are all of the barred up doors in buildings as if everyone collectively decided to install these blockers that look very out of place just as the apocalypse was happening. If you don't intend on making accessible rooms beyond these doors why not remove them from the buildings entirely? I think more blank wall where inaccessible doors are is better than these strange barricades.
For this section I'm going to write it as I begin a new life in the Developer-provided single-player option for the current .63 stress test build. I should also note that I exclusively play from the first person perspective (1PP) so things will be written and described from that perspective. The first things I notice are the changes to the HUD. We've lost the text indicators and gained icons on the bottom-right side of the screen, as well as now having a stamina bar/indicator on the bottom-left side. The text indicators were very annoying and I'm glad they're gone. There is an option to remove the HUD in the Game options screen and it does effectively remove these things from view, but you sacrifice all indications of your status by doing so. I don't think it's unreasonable for inventory indicators (excluding stamina) to turn on when the HUD indicators are turned off. Some players will enjoy having these indicators on their screen at all times but I am not one of them, and I know there are others like me. I want my view of the game world as uninterrupted as possible. This also goes for in-game indicators for performing actions ("F to Open Door", etc) popping up, which leads me into my next points... Performing actions in-game some times feels great and some times feels very wrong. I'll start this by talking about the theory of using your "hands" for all actions. I get where this idea is coming from and I mostly like it, I think. It forces you to focus on simulating some of the mundane aspects of the game and I think DayZ has always desperately needed mundane actions to fill in the "down" time between meeting other survivors, looting, and PVP. So, a couple of actions that "feel" great are things like eating and reloading magazines. I remember hearing about using a constant key press to do things a long time ago and these actions are exactly what I expected - though I expected drinking to be tied into this as well (lakes/ponds & pumps). Some things that feel very wrong are left-clicking to cycle through crafting recipes and weapon handling. It may be that I am so used to Arma and the mouse-wheel system and that I didn't mind it at all from launch to .62 but clicking through recipes on a pop-up HUD menu irks me. It feels like something that could be decided in the inventory screen just after physically combining the items in my hand. For weapon handling I've been constantly struggling against the theory that a constant key press should be required for this. On a few occasions I've managed to use it (against Zeds only), but mostly I fumble to bring up iron sights. I haven't felt any change or improvement from 2x RMB/MMB to RMB + LSHIFT. Some times I hit the keys properly, most times I don't and I end up getting whacked by a Zed. Losing a gun fight in PVP will be very aggravating if it happens because I am constantly fumbling with an unnecessarily convoluted key configuration. On the subject of this, I noticed in a ticket on the feedback tracker that the "Toggle" for raising and lowering your weapon will apparently always rely on a constant key press in the future. If future Bohemia titles will be based on this design I'm not sure that I'll be interested in playing them, that is how alien this feels to me from my perspective as a life-long gamer. To me, the system of hitting spacebar to raise your gun and a simple RMB click to toggle ADS has been wonderful from launch up to the latest stable patch. I really hope this design choice is changed because my enjoyment of this iteration of the patch is greatly affected by it. I'm not sure I understand why this design choice was made and I hope it can be explained fully. I'm almost certain that what we're seeing with the current implementation of player inertia is work-in-progress, because it is very odd. Making a sharp turn while jogging or sprinting in 1PP mode is jarring, and I'm sure it doesn't help that the camera is awkwardly positioned as a placeholder (I assume). Right now it feels like I'm touching my chin to my shoulder every time I turn sharply. I'm not sure that I understand the thought process behind forcing prone, crouch, and upright to one key. On several occasions while playing I've fumbled with going from prone to standing upright. Two keys work very well in Arma3. Z to prone, C to toggle between crouch and upright. It's simple and works amazingly. If there's some necessity for it to be crammed on to one key I'd like to know, otherwise please allow us to change this setting. It's already obvious that a lot of annoyances caused by the old player controller will not be plaguing us anymore. Certain death from very short falls, seemingly hacked-together methods of climbing ladders, and being able to clip through everything all seem to be solved now. This is awesome and I've been wanting to see these things fixed for a very long time. I finally feel like it'll be significantly more difficult for trolls and cheaters to take advantage of the game's technical limitations. I cannot properly express how glad I am to see these issues become a thing of the past. No more hiding barrels, protector cases, and tents inside buildings and rocks? Yes! No more getting shot by some dicknose who's hiding inside the base of a statue? Yes!! No more peaking through walls by raising your gun? YES!!! We all owe the devs a debt of gratitude for this, regardless of the other features. The new zombies look pretty decent, though they sound funny - but I know their sounds are placeholders. I've been chuckling a bit each time a Zed attacks and it pretty much grumbles the word "Roar!" at me. Right now Zeds attacking seems a bit rough, but I haven't had as much trouble backing off from two or more like I've seen from other people. I've only died to a zombie because I fumbled with controls, not because I didn't have an opportunity to run and make a stand against them. I am excited to see where their AI goes from here.
Over-all, I'm not sure that I feel the "DayZ 2.0" vibe as described by the devs, it feels like the same game but with a lot of rough edges filed away. Right now I honestly think that most of the things we're seeing are good decisions and great work, and the fruits of all of this time and waiting that this community are going to reap will be worth it - but only if the devs don't push a few design decisions through against our desires. I know I don't represent the feelings of all players, but it is important they everyone's thoughts be heard. Please go to the forums and Feedback tracker to make your thoughts and feelings known! Even if you disagree with me! Particularly if you disagree with me! Your view may add the missing context I need to understand why some decisions were made. I am not unwilling to change how I feel about things. Thanks for taking the time to read this thing. I'll be happy to talk anyone about my stances on the things discussed within. [link] [comments] | ||
| DayZ Offline - Can't Find Zombies? Posted: 28 Apr 2018 07:36 AM PDT Started playing the offline version today of 0.63, the official branch, not the modded offline branch, and I cannot find a single zombie. Is this expected or is there supposed to be zombies? [link] [comments] | ||
| If 2 zombie get you at 0.63... Posted: 27 Apr 2018 10:04 AM PDT They will fucking MELT you down! Finally some threat! Dev's please keep it this way. [link] [comments] | ||
| Posted: 27 Apr 2018 09:08 AM PDT
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| Posted: 27 Apr 2018 08:46 PM PDT
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| Posted: 28 Apr 2018 03:03 AM PDT Hi all, if you wish to watch the Babynades DayZ Spotlight interview live, head on over to twitch.tv/boydy73 at 2am AEST, in 6 hrs from now for those around the world!! [link] [comments] | ||
| Is the emote wheel in the official offline build? Posted: 28 Apr 2018 08:29 AM PDT Looking though the control scheme for K+M, I don't see any place to see which Fkey controls which emote action. I'm assuming this menu being missing from the keybinds pages must be a bug? Anyway, a few weeks ago I saw the Xbox video, and how they added a new emote wheel. Is that in this current build? I don't see a bind or place in the keybind menu for this either. If it is, what is the default key? [link] [comments] | ||
| Missed the test again, but did get to try single player Posted: 27 Apr 2018 02:42 PM PDT I use to frequent these forums nearly obsessively. Took a few years, but I eventually lost all the fire I once had for this game and kinda just let it fade away. I haven't played the game for a few years now, but I just wanted to say the latest iteration of the game... It's phenomenal. I missed the online stress test again, but I did try out the single player, and it plays better then any version I have ever seen. I'm just absolutely blown away. I feel like I may speak for many people when I say, those of us that left the game are absolutely going to return. [link] [comments] | ||
| Posted: 28 Apr 2018 04:04 AM PDT First of all, I'm a big noob. I bought the game in christmas and played 0.62 for 20 or so hours. I've been playing the 0.63 experimental and I tried the offline mode too but I have some questions about the game. How do I refill my stamina bar? I tried almost everything but that bar gets lower and lower every time no matter what. Crafting changed and it seems there are some things that you can't craft yet, what can and can't I craft? Is it a way to save progress on offline mode? it seems that it resets everything and you start fresh every time you open the game. And last question: are there any vehicles? I didn't see any yet and I was just curious. Anyways, I really like the 0.63 version and it made me like the game even more. [link] [comments] | ||
| Can you still make a fire in the .63 build? Posted: 28 Apr 2018 07:27 AM PDT I made a fireplace but couldn't get any bark from the trees to start the fire. Is bark removed from .63? Do I need to use matches? Are matches in .63? [link] [comments] | ||
| Posted: 28 Apr 2018 06:52 AM PDT | ||
| Posted: 28 Apr 2018 06:47 AM PDT Do barrels have more inventory slots in .63 or are they the same as .62? [link] [comments] |
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