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Day Z, The Road with Zombies


James Ape
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  • 2 months later...

I haven't played the Alpha since early this year and I was thinking about playing it again since there has been a few updates but has the zombie glitches been fixed? Mainly zombies walking through buildings to get you even when you are out of the line of sight.

This. How is this holding out? I just looked I have the standalone. I pumped a good 300 hours plus into this. I gave up after no zombies/when zombies they can walk attack through walls. How is it faring?

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I haven't played it for ages but they have been pumping out regular updates to their experimental branch for a while now, pretty much on a weekly basis as far as I can tell.

I think the most noticeable things they have added recently are the beginnings of agricultural systems (growing tomatoes!), barricading, player status stuff (being too hot, too cold, sore feet if you run around bare footed etc) and tons and tons of new clothing/weapons/hats.

When I last checked a few weeks ago the big things being worked on seemed to be vehicles (very soon apparently), new inventory system, better/more fluid controls, as well as better sound/zombies/stuff like that.

But looking at the subreddit it still seems to suffer from a fair bit of hacking, although the hacks seem to be a bit more limited than they were during the mod. Private hives were also recently released which might make it a bit more playable.. maybe?

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I think I read somewhere from rocket that it's basically an arms race. They fix the hacks and then more get developed so they aren't going to be putting a great deal of work into stopping them until they get out of alpha as the code changes far too often at the moment.

Or something.

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  • 2 weeks later...

Vehicles are making their way into the experimental branch tonight!

Vehicles , first iteration. (Experimental)
I wanted to preface this, as we are going out with vehicles this soon into their implementation, only to be sure that performance impact is as expected and we can continue on this course. Currently the vehicles (as a feature) are very rough, however the underlying structure is there. Ranging from visual bugs, to physics issues. You can expect anything. We are aware of most of them.

Although the data for parts and some tech is there, the systems need to be configured. You can expect to drive the vehicle, use it for transport of you and your codriver from point A to point B. However for this experimental you dont need to repair anything and you can find vehicles easily. This will not be the case later in their development. We increased the number of available vehicles by a great amount so you can have fun and break them.

Many issues are part of polish that will happen over time. Some of them are critical, thus will have higher priority.

Now to the core of the problems that you can expect with explanation of each and every one (Most of the systems have been rewritten and the development time has been invested into having proper underlying tech for the modules of the new engine)

Animations
Wheels overturning is visual bug with animation source and simulation itself . Its annoying, however we do have to ignore it for this experimental. As for other animation bugs. We removed the move in/move out animation for the release and will fix the issues we were having with its implementation. The wheel and doors are animated however the visuals themselves might change.

Ragdoll/Collision/Physics
Most of it is tuning of all the knobs (weight,suspension,force, and a lot more etc.) and finding solutions for problems that are out of the normal range. The results can be go from minor to catastrophic, like, vehicle moving from shooting, player force moving a vehicle, not having right friction and sliding improperly,getting stuck and killing the codriver sometimes. But than again its just tuning (and that takes time). The system is there and its robust (bullet sdk). Some of it is rare, some of it is much more common. Just understand that it will be better in next few weeks

Damage system
The vehicle can be damaged , however its rather rudimentary and only a placeholder effect. With more advanced underlying tech introduced later.

Driving model
The driving model (sliding and general feel of driving) is again matter of tuning. The underlying system is there and it works well. But it needs more time and dedicated work for the feel to get right. That is a big part of our work on vehicles.

Clipping
Expect a lot of clipping issues with player gear and objects around in the game. It can range from minor to major issues.

Sounds
All sounds are placeholders before we set up a proper recording of v3s.

Persistence
Cars will be persistent in the future (once they are made of parts and repaired). This implementation however focuses more on data gathered from any desync or interaction with network code.

Crashes
Client crashes can happen, and will happen. Be aware that you can run the client with the option of -dologs to create crash dumps that can be attached to feedback issues. If you do encounter them please report and give us as much information as you can.

I know none of you care anymore but it's finally happening!

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  • 3 years later...

Haven’t played this nearly a year – so thought I’d give it a try (the latest beta stress test sever version which can be played offline)    and I am really impressed.  They have moved the game over to a new game engine which makes the whole game run really well and look really good – it seems like they have totally over hauled the character movement and weapon handling (controls felt more akin to Pubg etc…) etc…   I am looking forward to them bringing this to xbox later in the year esp with the new control scheme (most of my mates now have moved over  to xbox gaming )

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agree the offline stress test version doesn't have any zombies etc...(well I never came across any)  just lets you explore and loot.  But from the hour or so I played just dandering about the new engine is far superior - any word on when 0.63 is going live?

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  • 3 months later...

Out now on Xbox preview £31 - played for an hour and have to admit apart from

some bugs with the inventory it’s running really well on the Xbox (I’m on an s). The Xbox controls work well esp coming from keyboard and mouse playing on the pc.

 

Looking forward to some proper dayz couch time while watching newbies get lost as I traverse the map which after all these years playing I know like the back of my hand :-) 

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10 hours ago, Alan Stock said:

Interested to hear your thoughts as a returning veteran. I was really into this like 7 year ago and interested to see how its evolved. 

from playing a couple of hours now here are some inital thoughts 

 

the new engine they have moved to is really nice and looks good on the xbox- controlls work really well with teh controller.  only niggles so far is the inventory system that takes a while to get used to and how you operate and use things etc... (ive heard there are some bugs arround this as well but so far havent found them) 

 

game play wise - its dayz from what i used to play - you start with nothing and from there the odds are agaisnts you - there appears to be more Z'ds spread over the map and in bigger numbers.  Hand to hand combat has def improved - on pc i found it very clunky and often nearly impossible to hit anything with an axe etc..  (see vid below i took last night of my first z'd encounter).  There are still a coupe of features missing (tents, cars etc..) but the road map they have provided says that dayz v1 hits pc by the end of the year and V1 on xbox first quarter with these features added.

 

what i would say to peeps is that if your after a fast paced zombie killing sand box game - go for soemthing like state of decay.  This is a slow paced game more focused on survival that confrontation (which is one of the reason i have enjoyed it from the start) - also know this is early access on xbox - so expect bugs and issues ala PUBG - so dont wine that the game isnt working correctly yet if you buy it  (its £31 a price that i think is about £10 to much for a preview game - buts its Dayz one of my fave games so there was no way i wasnt getting this the minute it hit xbox) 

 

 

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  • 4 months later...

Reading back through this thread the stories fill me with nostalgia. It was a great time. Dayz was so new and exciting. The fear and excitement was real.  The sense of danger and exploration fantastic and the player interaction unparalleled.

 

The Arma engine, though shonky provided features, scale and atmosphere you just couldn't get anywhere else. Despite being killed by rocks and ladders it somehow was greater than the sum of it's parts.

 

The change came slowly as players learn't every inch of the map, exploited the server hopping mechanics and learn't that KOS was safer than talking. In a twisted version of the prisoners dilemma, as KOS spread it became the only sensible choice. The risk / reward balance was tilting and reached a point of no return. The flaws in Armas networking code also meant cheating was rife. As a millsim Arma was designed to be modified, you can edit the maps, drop in enemies and equipment on the fly and isn't server authenticated, it just wasnt made to be a multiplayer game like Dayz.

 

So they carved it off into standalone and began trying to resolve all of these issues. Things did not go well. So we all stopped playing. 

 

BUT here we are at 1.0... FIVE years later , it's out of early access ..... or is it?

 

We are back playing Dayz. And we are enjoying it, for the most part. So far.  So what's changed?  Is it worth playing again? Should it be a full release?

 

I suspect the primary reason we are having fun is because we had a long break. The incremental changes that have taken place oh so slowly have arrived in one big dollop for us. The map while following the old template is radically different. Navigation can be hard as familiar towns have changed and new ones been added. Every part of the map has been overhauled. This returns the sense of exploration, a crucial part of the Dayz experience. The flip side of this is that as we learn the map , this will fade , just like it did originally. 

 

The features have expanded, it's still not as feature rich as the Mod but there is more to do than the old days. There is a clunky base building mechanic which adds an end game dynamic and some fun crafting which gives alternatives to just hoping you find the right loot. I suspect there is some mileage to be gotten from just surviving in the wild, hunting and crafting.

 

Pros:

The survival is still harsh but fun.

The zombies are dangerous again.

The players seem to have a slightly higher percentage of friendlies.

The loot tables are better and more balanced. 

The map is more interesting.

The graphics have been improved.

It's more stable and less glitchy (but that's not saying much is it)

 

Cons:

The AI routines really  hit the CPU.

The zombies while better are still terrible.

Players are still dicks a lot of the time.

Be prepared for floating cows, loot and cars.

Servers still crash, bugs still happen.

Gear still dupes.

 

The question still remains, does Dayz work. On a fundamental level? I've thought a lot about this as my original time with the mod provided some of the best gameplay moments I've ever experienced. But that experience seems to have come largely from the novelty, without that sense of trepidation and uncertainty , something you cannot ever get back once you have learned the mechanics, a core part of Dayz is gone forever. The new changes are enough to return a part of that excitement, we will see how long that lasts for.

 

It's a blast playing it again with the gang. It may be a case of "for old times sake", but we are certainly having a lot of fun. But the same old cracks are starting to show.

 

Yes you can build a base. But is it worth the huge effort when someone can log off, change server , move and spawn inside your base?

After hours of running and looting , you still get sniped by an unseen protagonist in a bush out in the wilderness, no questions asked.

 

You can still server hop at high loot locations, meaning that at any moment in a military base you can expect an enemy to magically appear and shoot you.

 

Some of these problems can be solved by playing on a private server. But then you are stuck with the same players which again removes a core part of the game and leads to a whole different set of frustrations.

 

The mechanics of Dayz that make the game so fun are perversely the same things that make it untenable in the long run. I cannot think of a way of fixing it either. I suspect this realisation is the reason Rocket abandoned it.

 

 

The fact remains though that we are having fun revisiting the game for the moment. So if you already got Dayz and haven't played it for a while I'd recommend giving it another go. I don't know how long it will last but it does feel good to be getting some value out of that standalone purchase finally! Should it be labelled a 1.0 release ? Certainly not, it is very clearly early access still and has fewer features than the mod. It even pops up messages asking you to report bugs! Not an indicator of a dev team confident in their product.  But it is at last in a playable state and there is nothing else we've found that scratches that Dayz itch.

 

 

 

 

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Update:

 

Flaws that have become apparent. 

 

Base building is very slow, as it should be in this type of game I think. BUT you can just server hop inside someone base so it's completely redundant. You can also break in with an axe pretty quickly anyway.

 

They seem to have in order to get out v 1.0 (presumably to release it on Xbox) decided to remove a bunch of features without actually alerting the user in game. After spending 3 hours trying to Tan leather (which I did fine last time I played it about 2 years ago) and trawling the web I found out it has been removed for 1.0 release.

 

This nips in the bud my plans to live as a feral in the wilderness and also wasted a good chunk of time. All of the UI , the ingredients, the item descriptions are all still there , it just doesn't work. 

 

The same goes for bows and fishing rods. 

 

My previous comments still stand, it can still be great fun, we've had guys getting robbed, escorted with bags over their heads and executed. Friendlies helping us out. We've found and raided bases. Got massacred in gunfights at the airfield. You can still have the enjoyment and excitement of Dayz which is great. But there is the Dayz frustration too , compounded for me by some really bad decisions on the part of the developers.

 

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  • 2 months later...
  • 6 months later...
1 hour ago, Dan chambers said:

This is out tomorrow in retail never played before is it really as bad as the reviews say? Still kinda tempted though any opinions?

 

I'd say that you could get a lot of fun out of it. But looking at the Wiki suggests that they still havent put Tanning back in as per my January post. This means there are items that look like you can make them but in fact cant. This kind of frustration really got to me.  

 

I've heard that you cannot glitch into bases any more which is good news though.

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  • 1 year later...
  • 1 year later...

For some reason Youtube started recommending me Day Z videos, and I found some great creators. They do epic unscripted stories with editing and music, which really capture the Day Z feel. Here's two of my favourite creators, the videos linked showcase their best work. The videos are long but definitely worth investing your time in.

 

XClusion focuses on PVP drama, group rivalries, with intense combat, twists and turns and amazingly edited videos.

 

 

Baby Nades instead focuses on the solo experience, exploration and survival. Encounters with other people being fraught affairs. Its much like how I remember Day Z back in its early days. This series starts with him exploring the new and harsh artic map.

 

 

Insipired by Baby Nades videos last night I was trawling back through the early part of the thread and reading all the stories from when the mod first came out (including my own tales!). It was a very different game back then but its amazing reading all the adventures, the rllmuk crew all banding together and people experiencing the terror of Day Z when just surviving a few days was a challenge. Where survivors didn't always shoot on sight and how that changed and our hearts hardened as the game evolved. Where zombies were genuinely a game-ender.

 

Although the modern Day Z is more of a PVP focussed game, Baby Nades shows that it can still have the pull of the original mod - if you want to play it that way. Where you are all alone exploring the wilds, the sense of isolation and just trying to survive. I'm really glad that Day Z is still going strong even though I prefer its original concept to what its evolved into, and there are a ton of great Youtubers out there using Day Z to tell amazing stories much like the tales we used to regale on this very forum. With video you get to experience the tension first hand!

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Thanks for the recommendations. Shall definitely check out the Baby Nades ones. 
 

I was gutted to give up on DayZ as it had so much potential, but progress has just been so slow and, as you say, people are now so likely to shoot you on sight that you may as well be playing an open world deathmatch game. I’m still hoping something comes along to draw me back in, but no joy as of yet. 

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5 hours ago, Alan Stock said:

For some reason Youtube started recommending me Day Z videos, and I found some great creators. They do epic unscripted stories with editing and music, which really capture the Day Z feel. Here's two of my favourite creators, the videos linked showcase their best work. The videos are long but definitely worth investing your time in.

 

XClusion focuses on PVP drama, group rivalries, with intense combat, twists and turns and amazingly edited videos.

 

 

Baby Nades instead focuses on the solo experience, exploration and survival. Encounters with other people being fraught affairs. Its much like how I remember Day Z back in its early days. This series starts with him exploring the new and harsh artic map.

 

 

Insipired by Baby Nades videos last night I was trawling back through the early part of the thread and reading all the stories from when the mod first came out (including my own tales!). It was a very different game back then but its amazing reading all the adventures, the rllmuk crew all banding together and people experiencing the terror of Day Z when just surviving a few days was a challenge. Where survivors didn't always shoot on sight and how that changed and our hearts hardened as the game evolved. Where zombies were genuinely a game-ender.

 

Although the modern Day Z is more of a PVP focussed game, Baby Nades shows that it can still have the pull of the original mod - if you want to play it that way. Where you are all alone exploring the wilds, the sense of isolation and just trying to survive. I'm really glad that Day Z is still going strong even though I prefer its original concept to what its evolved into, and there are a ton of great Youtubers out there using Day Z to tell amazing stories much like the tales we used to regale on this very forum. With video you get to experience the tension first hand!


That Baby Nades video is really good, cheers!

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