i have mixed feelings about this. sure Dayz is a "mod" but i did have to buy Arma2 to play it, so in that sense to me it feels like i have "bought" Dayz already.
now they are making it a fully fledged stand alone game and i'm supposed to buy it again?...what?
....maybe if it's a flawless version of Dayz with some really coold features like every building is explorable (biggest pet peeve right now) and i can set traps for zombies/players....then maybe...but it better be one heck of a sweet upgrade.
First of all, you didn't buy DayZ, you said it yourself, it's a mod, DayZ got no money from you purchasing combined operations.
Second, they will follow minecrafts model, so it won't be expensive for the stand alone game.
Third, The mod will still be active when the stand alone game launches, so if you don't want to buy the stand alone game, you can just keep playing the mod... But they can do way more in their own game, than with just a mod.
I can see his point. People are now specifically buying ARMA II just to play Day Z. It's been a major draw to the game.
But I agree with your 2nd andf 3rd point. It shouldn't be too bad to buy the standalone early, and if you don't want to do that you can still play the ARMA II mod.
Yep - I ahd arma2 on my wishlist just for this mod; but - I just removed it. Not going to buy arma2 just for a mod when there's a standalone coming out soon.
i've been playing Dayz for 3 months now. lol the adrenaline rush is addictive
as far as stopping the deathmatch scenario.
the latest build (1.7.2.5) has a new humanity feature. with bandit skins making a return but also a new hero skin.
basically killing surviors = loss of humanity and eventual bandit skin
helping survivors i.e bandaging/blood bagging other players increases your humanity to the point where you eventually earn the hero skin.
i really think this is a step in the right direction
What are these skins? Why would I want them? What's so bad about being a bandit if I can kill whomever I want in the game. Just curious cause I'm intersted in this game along with The WarZ
These skins are visual indicators of your in-game behaviour. Other players will distrust you if you look like a bandit and either run from you or kill you on sight.
On topic, I agree with the high-technology / vehicles quandary. It's however difficult that we wouldn't get used to the zombies' IA no matter how high they set the bar and it ends up by becoming yet again a deathmatch. More maps somehow linked and territorial control flavoured by some kind of high valuable ressource harvesting would help but afaik such a setting is beyond the scope of the Dayz standalone.
The bandit skin was removed, the ghillie suit is just a outfit you can find out in the world now, you have no clear indication of who is bandit anymore, so its your choice to decide to try and be friendly or shoot first and don't ask questions ever
The game IS a deathmatch in major cities where its quick access to supplies, of course, this is how it would be in a zombie survival situation. Grocery stores, weapon stores would be rampaged for gear to survive.
I think whats happening here are MMO kids are commenting on a few minutes of play , or no play at all. This game doesn't belong on this site, most of the people here do not belong in this game.... you know the majority of the people here fighting sandbox ideas and concepts like its the holocaust.
I think most of you should move on asap
You're the one who should move on asap if you can't stand negative feedback
The main reason I see him continuing with the MOD along side the Standalone is that it will provide him with instant feedback on new features that can be incorporated into the standalone version.
What better way to find out what will work with your new product?
A very smart move. He is using you all as guinea pigs in his overall experiment and Bohemia continues to hear the sound of cash hitting the bank account.
First, it's hand-to-hand combat and this morphs to martial arts. Then it's user-built skins, and someone does a adult panda suit. Next we get mists as a new weather effect. Pandas + Kung-fu + mists = another WoW clone!
One thing I'd like to see in the DayZ standalone is a high chance of zombie infection if you end up in close proximity to them, either in melee or shooting them at close range (that blood might spatter). Make it so you never know if your character will throw the infection off and make the period before turning random.
I'd also like it if dead zombies turn out to be not quite dead when you go up to them or leave them be.
For those of you who do not have the game, I am running a giveaway from my TwitchTV Live Stream with a copy of arma2 combined operations. Follow for a chance to win. http://www.twitch.tv/zekkcc
if they fix the bugs and the hackers i'll be happy. anything else is just a bonus.
I wouldn't count on that they go with the territorry in DayZ, and on most servers hackers dominate all before them.
I won't pretend knowing anything about gamemechanics, but I believe that standalone game without the possibility to inject scripts into the game will stop scripters. They aren't really hackers.
It isn't about negative feedback, its about quoted comment #2. That is why you mmo kids that want a pillow world made game should stay away and move on. It isn't soft and fluffy, you will be PKd constantly unless you learn how to survive and not be a scrub
Sorry, but you can't hack real life. The number of bugs are also a giant issue. Kind of hard to shoot back when you can't see cause of artifacts. DayZ isn't a survival sim, it's a deathmatch game because essentially anyone you meet is going to shoot you in the face. If I want to play a deathmatch game, I will find a deathmatch FPS. With DayZ, I expect a true world zombie sim. There are tons of improvements that can be made without it being all "pillow" and "fluffy". I don't expect it to be. I also don't expect every single person who plays to be an A-hole and shoot everyone they meet in the face, which is exactly what happens. I want a simulator that reflects the real world in this situation, and this game does not do that. Improved group gaming mechanics, improved ability to create a homebase of some sort. These will improve the game immensly. There needs to be less deathmatch and more zombie survival sim.
It isn't about negative feedback, its about quoted comment #2. That is why you mmo kids that want a pillow world made game should stay away and move on. It isn't soft and fluffy, you will be PKd constantly unless you learn how to survive and not be a scrub
Sorry, but you can't hack real life. The number of bugs are also a giant issue. Kind of hard to shoot back when you can't see cause of artifacts. DayZ isn't a survival sim, it's a deathmatch game because essentially anyone you meet is going to shoot you in the face. If I want to play a deathmatch game, I will find a deathmatch FPS. With DayZ, I expect a true world zombie sim. There are tons of improvements that can be made without it being all "pillow" and "fluffy". I don't expect it to be. I also don't expect every single person who plays to be an A-hole and shoot everyone they meet in the face, which is exactly what happens. I want a simulator that reflects the real world in this situation, and this game does not do that. Improved group gaming mechanics, improved ability to create a homebase of some sort. These will improve the game immensly. There needs to be less deathmatch and more zombie survival sim.
Some of the most intense moments are when you're in town for a quick fill up of supplies and you hear a player in the same building as you... Then you choose a way to handle it, talk, run, hide, or guns blazing... It's awesome, and not everyone are killers, but a lot of people are, so either join a clan, play with friends, or just fly solo and avoid other players as much as possible.
That risk is what makes the game so special to me, and I guess to a lot of other people too... turning off player killing would destroy the game.
It isn't about negative feedback, its about quoted comment #2. That is why you mmo kids that want a pillow world made game should stay away and move on. It isn't soft and fluffy, you will be PKd constantly unless you learn how to survive and not be a scrub
Sorry, but you can't hack real life. The number of bugs are also a giant issue. Kind of hard to shoot back when you can't see cause of artifacts. DayZ isn't a survival sim, it's a deathmatch game because essentially anyone you meet is going to shoot you in the face. If I want to play a deathmatch game, I will find a deathmatch FPS. With DayZ, I expect a true world zombie sim. There are tons of improvements that can be made without it being all "pillow" and "fluffy". I don't expect it to be. I also don't expect every single person who plays to be an A-hole and shoot everyone they meet in the face, which is exactly what happens. I want a simulator that reflects the real world in this situation, and this game does not do that. Improved group gaming mechanics, improved ability to create a homebase of some sort. These will improve the game immensly. There needs to be less deathmatch and more zombie survival sim.
Some of the most intense moments are when you're in town for a quick fill up of supplies and you hear a player in the same building as you... Then you choose a way to handle it, talk, run, hide, or guns blazing... It's awesome, and not everyone are killers, but a lot of people are, so either join a clan, play with friends, or just fly solo and avoid other players as much as possible.
That risk is what makes the game so special to me, and I guess to a lot of other people too... turning off player killing would destroy the game.
Very true. I have only one rule in DayZ, I don't shoot unarmed players unless they try to follow me around. Usually I say hello and be on my way when I see one, but if he has a weapon, then it's all about survival.
They could just change the title to RaiderZ and be done with it. Initially the starter pistol was ok, then it caused carnage at spawn points so it was removed. Now dedicated raiders (griefers ?) simply hang out in the known spawn areas killing unarmed players with impunity. To top it off most griefers join empty or small servers to stock up on guns & ammo and then switch to a populated server to murder and pillage with abandon. Theres actually nothing realistic about this practice since in real life you cant go to a different world thats unpopulated to stock up on gear then portal to a different world.....
The zombies are no real threat once you know how to sprint and drop into cover. Most non hostile players have no interest in teaming up because the risk is far greater than any possible rewards.
Eventually, once players learn the game well enough and arm themselves properly, zombies become more of a nuisance than anything else, and the real threat becomes other players.
Its not about learning the game well enough to arm, the way we arm quickly is because there are 60+ players in our guild playing 24/7. So when I die, I just ask a buddy to pick me up, and I'm rearmed in less the 10 min. But I think for most its the duping, thats the real problem. My point is, is that if your in a large clan the game is a death match, not much else really to do, aside from flying a heli around and shooting enemy cows and goats.
Eventually, once players learn the game well enough and arm themselves properly, zombies become more of a nuisance than anything else, and the real threat becomes other players.
Its not about learning the game well enough to arm, the way we arm quickly is because there are 60+ players in our guild playing 24/7. So when I die, I just ask a buddy to pick me up, and I'm rearmed in less the 10 min. But I think for most its the duping, thats the real problem. My point is, is that if your in a large clan the game is a death match, not much else really to do, aside from flying a heli around and shooting enemy cows and goats.
This seems true from watching plenty of DayZ streams. I actually prefer sticking in Cherno/Elektro for some epic fights/backstabbings.
I've been going north after I get a hatchet+hunting knife+matches everytime, I've made it there about 50% of tries, otherwise I get sniped on the way or scripted into a dancing bunny.
Now, don't get me wrong, I am in no way, shape or form a permadeath advocate. However, I feel the permadeath in DayZ is well placed, and adds immensely to the survival feel. You do not want to die. If you die, your character is gone and failed to survive. You are given plenty of chances to not die, especially if you're with others. Respawning doesn't sit right with me for this particular game.
MMO's played: Ragnarok Online (For years), WoW (for a few weeks only), Guild Wars, Lineage 2, Eve, Allods, Shattered Galaxy, 9 Dragons, City of Heroes, City of Villains, Star Trek Online (Got someone ELSE to pay for it), Champions Online (Someone else paid), Dofus, Dragonica, LOTRO, DDO and more... A LOT more. I've played good AND bad. The bad didn't last long. :P
I agree with the author on him being unsure on exactly how to deal with the issue of other players being kill on sight. On the one hand is that something they should even fix? The game is very open and having that freedom to really act however you want is fun. Plus it adds a level of realism; if there were an actual zombie apocalypse I could see society breaking down and people fighting over a can of beans. On the flip side it's pretty lame to have zero interaction with other players because you get shot at the moment you even find someone. You can play for hours without seeing anyone, only to shoot first or be shot at when you do encounter one. For an online game it feels very anti-social.
Even with the hero system there is no incentive to be a hero. Everyone will eventually turn bandit because as a bandit you can loot other players gear. As a hero you can......what? Get shot at by bandits. People will realize as a bandit there is a potential reward, but as a hero you are just handicapping yourself. Plus it tells players that are still neutral that you are an easy target, because you can get real close and line up your headshot. You will just be prey, pure and simple.
Originally posted by observer Day Z isn't ready to be stand-alone. There's so many bugs, clunky interface, etc. It just feels too amateur to be justified for a purchase.
For someone with a handle like "observer", you really aren't very observant.
The DayZ standalone isn't the DayZ mod. Yes, it's going to be the same game -essentially-, but the standalone will not be based on and limited by ARMA2, unlike the mod. Sure, the standalone will have bugs to sort out in alpha/beta, but that's what all games go through.
A mod is very limited by the game it's modding. A standalone gives Rocket far greater freedom to do things the way he'd have liked to the first time, but was hampered by Arma2's limitations. A mod can only do so much. When you make a mod for a game, you don't have access to the game engine, which is where the power to create really lies.
Rocket now has full access and should be able to improve many of the clunky, buggy aspects of the DayZ mod, thus releasing a much smoother and far more polished product. And he has the support of Bohemia Interactive to help him do it.
it will STILL be using the "same" engine as arma2/3 and a modified chernarus map (which is made by bohemia).. i just can't "suck it" as "standalone"
If bethesda modified morrowind with space ships, lasers and some graphics upgrades and put it forsale as "standalone" would you accept that?
That's why Rocket delayed the official release. Because he first wanted to port the game as a simple "mod standalone", but in december 2012 he decided (he and his team) to completely re-work the engine to make it feel more like a real "MMO".
Arma 2 engine wasn't built for this purpose, at all. It's a sandbox & military simulation! Dean accepted a huge amount of work by doing this, and i'm glad he did!
He you want to see diferences between the original mod and the standalone, here are bunch of gameplay videos : http://www.dayztv.com. You can see it has nothing to do with the mod (the inventory system is really awesome!)
Comments
Yep - I ahd arma2 on my wishlist just for this mod; but - I just removed it. Not going to buy arma2 just for a mod when there's a standalone coming out soon.
You're the one who should move on asap if you can't stand negative feedback
Hand to hand is a must since removal of a starter weapon. Id kill to spawn with a brick or tree branch at this point
The main reason I see him continuing with the MOD along side the Standalone is that it will provide him with instant feedback on new features that can be incorporated into the standalone version.
What better way to find out what will work with your new product?
A very smart move. He is using you all as guinea pigs in his overall experiment and Bohemia continues to hear the sound of cash hitting the bank account.
Brilliant!
One thing I'd like to see in the DayZ standalone is a high chance of zombie infection if you end up in close proximity to them, either in melee or shooting them at close range (that blood might spatter). Make it so you never know if your character will throw the infection off and make the period before turning random.
I'd also like it if dead zombies turn out to be not quite dead when you go up to them or leave them be.
I'll gladly pay for DayZ. It has been one of the best 20€ I've ever spent.
If all the scripters stay back in the mod, I'll be reloading my hatchet in the standalone.
http://www.twitch.tv/got_game_tv/ (livestream)
The War Z Shenanigans(youtube)
DayZ FUNTIME!
Mortal Online Vids
I wouldn't count on that they go with the territorry in DayZ, and on most servers hackers dominate all before them.
I won't pretend knowing anything about gamemechanics, but I believe that standalone game without the possibility to inject scripts into the game will stop scripters. They aren't really hackers.
Sorry, but you can't hack real life. The number of bugs are also a giant issue. Kind of hard to shoot back when you can't see cause of artifacts. DayZ isn't a survival sim, it's a deathmatch game because essentially anyone you meet is going to shoot you in the face. If I want to play a deathmatch game, I will find a deathmatch FPS. With DayZ, I expect a true world zombie sim. There are tons of improvements that can be made without it being all "pillow" and "fluffy". I don't expect it to be. I also don't expect every single person who plays to be an A-hole and shoot everyone they meet in the face, which is exactly what happens. I want a simulator that reflects the real world in this situation, and this game does not do that. Improved group gaming mechanics, improved ability to create a homebase of some sort. These will improve the game immensly. There needs to be less deathmatch and more zombie survival sim.
Some of the most intense moments are when you're in town for a quick fill up of supplies and you hear a player in the same building as you... Then you choose a way to handle it, talk, run, hide, or guns blazing... It's awesome, and not everyone are killers, but a lot of people are, so either join a clan, play with friends, or just fly solo and avoid other players as much as possible.
That risk is what makes the game so special to me, and I guess to a lot of other people too... turning off player killing would destroy the game.
Very true. I have only one rule in DayZ, I don't shoot unarmed players unless they try to follow me around. Usually I say hello and be on my way when I see one, but if he has a weapon, then it's all about survival.
They could just change the title to RaiderZ and be done with it. Initially the starter pistol was ok, then it caused carnage at spawn points so it was removed. Now dedicated raiders (griefers ?) simply hang out in the known spawn areas killing unarmed players with impunity. To top it off most griefers join empty or small servers to stock up on guns & ammo and then switch to a populated server to murder and pillage with abandon. Theres actually nothing realistic about this practice since in real life you cant go to a different world thats unpopulated to stock up on gear then portal to a different world.....
The zombies are no real threat once you know how to sprint and drop into cover. Most non hostile players have no interest in teaming up because the risk is far greater than any possible rewards.
Eventually, once players learn the game well enough and arm themselves properly, zombies become more of a nuisance than anything else, and the real threat becomes other players.
Its not about learning the game well enough to arm, the way we arm quickly is because there are 60+ players in our guild playing 24/7. So when I die, I just ask a buddy to pick me up, and I'm rearmed in less the 10 min. But I think for most its the duping, thats the real problem. My point is, is that if your in a large clan the game is a death match, not much else really to do, aside from flying a heli around and shooting enemy cows and goats.
This seems true from watching plenty of DayZ streams. I actually prefer sticking in Cherno/Elektro for some epic fights/backstabbings.
I've been going north after I get a hatchet+hunting knife+matches everytime, I've made it there about 50% of tries, otherwise I get sniped on the way or scripted into a dancing bunny.
Looking forward to a proper version of DayZ... I hope he keeps it just as hardcore as it is now but updates to the latest ARMA III engine
The word 'respawn' put me off.
One of the major pulls of DayZ is the permadeath.
Now, don't get me wrong, I am in no way, shape or form a permadeath advocate. However, I feel the permadeath in DayZ is well placed, and adds immensely to the survival feel. You do not want to die. If you die, your character is gone and failed to survive. You are given plenty of chances to not die, especially if you're with others. Respawning doesn't sit right with me for this particular game.
MMO's played: Ragnarok Online (For years), WoW (for a few weeks only), Guild Wars, Lineage 2, Eve, Allods, Shattered Galaxy, 9 Dragons, City of Heroes, City of Villains, Star Trek Online (Got someone ELSE to pay for it), Champions Online (Someone else paid), Dofus, Dragonica, LOTRO, DDO and more... A LOT more. I've played good AND bad. The bad didn't last long. :P
Security on the mod is terrible, hacks galore and not just aimbot, radar. Warping, spawning, godmode, etc have all been prevalent.
If the stand alone has pb or vac then I'll try it, otherwise it's pointless.
I agree with the author on him being unsure on exactly how to deal with the issue of other players being kill on sight. On the one hand is that something they should even fix? The game is very open and having that freedom to really act however you want is fun. Plus it adds a level of realism; if there were an actual zombie apocalypse I could see society breaking down and people fighting over a can of beans. On the flip side it's pretty lame to have zero interaction with other players because you get shot at the moment you even find someone. You can play for hours without seeing anyone, only to shoot first or be shot at when you do encounter one. For an online game it feels very anti-social.
Even with the hero system there is no incentive to be a hero. Everyone will eventually turn bandit because as a bandit you can loot other players gear. As a hero you can......what? Get shot at by bandits. People will realize as a bandit there is a potential reward, but as a hero you are just handicapping yourself. Plus it tells players that are still neutral that you are an easy target, because you can get real close and line up your headshot. You will just be prey, pure and simple.
For someone with a handle like "observer", you really aren't very observant.
The DayZ standalone isn't the DayZ mod. Yes, it's going to be the same game -essentially-, but the standalone will not be based on and limited by ARMA2, unlike the mod. Sure, the standalone will have bugs to sort out in alpha/beta, but that's what all games go through.
A mod is very limited by the game it's modding. A standalone gives Rocket far greater freedom to do things the way he'd have liked to the first time, but was hampered by Arma2's limitations. A mod can only do so much. When you make a mod for a game, you don't have access to the game engine, which is where the power to create really lies.
Rocket now has full access and should be able to improve many of the clunky, buggy aspects of the DayZ mod, thus releasing a much smoother and far more polished product. And he has the support of Bohemia Interactive to help him do it.
That's why Rocket delayed the official release. Because he first wanted to port the game as a simple "mod standalone", but in december 2012 he decided (he and his team) to completely re-work the engine to make it feel more like a real "MMO".
Arma 2 engine wasn't built for this purpose, at all. It's a sandbox & military simulation! Dean accepted a huge amount of work by doing this, and i'm glad he did!
He you want to see diferences between the original mod and the standalone, here are bunch of gameplay videos : http://www.dayztv.com. You can see it has nothing to do with the mod (the inventory system is really awesome!)