DayZ Standalone! :)

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Mandres

Senior member
Jun 8, 2011
944
58
91
I can't believe that after all the hype this game got it's just now released, and still unfinished. What the hell have they been doing except counting their money for the last year?
 

AmdEmAll

Diamond Member
Aug 27, 2000
6,688
2
81
If anyone is looking for a lag free customized dayz overwatch server join this one

69.39.239.139:3000

PLF Grand Apocalypse

Have auto refuel, selectable loadouts and locations, AI Missions, custom map with a cdc checkpoint, etc.
 

PingSpike

Lifer
Feb 25, 2004
21,733
565
126
So, I was playing Rust but even before its DDoS attack issues it would get stuck on the "loading.." screen for my when joining a server 75%+ and since they seemed to act like that was only a Mac problem (as if that were a reason to ignore it) I got kind of frustrated with the whole thing and bought DayZ against my initial judgment.

Other people have kind of gone over it. The game looks a lot prettier than the mod did for starters, except you can't see at all at night anymore which is actually pretty stupid IMO. The UI still has a few quirks, but IMO it is WAY better than the mod which was totally unintuitive. Its not the best UI but I'd call it serviceable. The mod UI when I played it was a byzantine mess that eventually you just learned to work around the stupid flaws it had.

I like the new clothing system quite a bit. Different clothes add more pockets in addition to any back pack you have on and I get the feeling they protect you against the elements. And of course there are the camo aspects of wearing a banana raincoat versus your green t-shirt. Tools have some purpose now, opening cans. You can make bandages from torn up clothing and apparently splint a broken leg with bizarrely rare wooden stick combined with bandages. Rotten food and dirty water are hazards. There's more melee weapons and you can enter almost every house in the game aside from a few utility buildings.

Now, some of the things that aren't good.
You start starved and dehydrated with nothing but a largely useless flashlight. Which isn't obvious because the UI system for character status is pretty bad. When you first start getting hunger messages you think your character needs snack, but really if you have the hungry indicator it means you're dangerously low on food and in danger of passing out soon. Same with the water. To fix it you need to drink water from a tap until you're about to puke (seriously, it will say you're incredibly stuffed with water) to get yourself back up to baseline. You can't open cans without some kind of implement and I still haven't found a water bottle but I've been playing to long so if you have some bad luck in the beginning you're probably going to keel over in the woods, possibly while holding a can of beans you can't open.

There aren't many weapons yet. Seems like they have a single sniper, M4 and pistol. I haven't found any but I don't have much time to play. That's kind of lame since the mod had more. I'd expect more after a year of development. There's a ton of melee weapons now, but the melee system is the same hacked gun bullshit from the mod where ricochet sounds play when you hit walls. Its a little better but most of the melee weapons are unrealistically shit. The first one I found was the pipe wrench and I thought zombies had a huge HP buff when I got it, I think it took 10+ hits. I later found a fire axe and that thing drops them in one hit which totally changed the game. I'd agree a fire axe is better than a wrench but not that much better. Again, I expected this to be improved to some sort of swing arc system or hell at least replace the ricochet noise with an empty wav file!

Zombies are pretty shit. Their AI is not very good, but more annoying is they still seem to have super vision (I swear its based on the player camera, one spotted me when I 3rd person peaked over a wall while standing still). And they glitch through walls. They look creepier and have better animations though, but there seem to be less of them than in the mod. Now that I have the fire axe they aren't really scary anymore. I was hoping this would have been improved a lot because I wanted them to be a more tactical part of the game.

And combat logging is still in the game which I thought the mod had even fixed. Again, I'd expect something like that to be fixed after a year+ of development. So far it looks like the UI has been improved, the graphics have been improved and the survival aspects have been fleshed out. Those are all nice but I expected more to happen with the zombies and melee system by now.
 

Rinaun

Golden Member
Dec 30, 2005
1,195
1
81
So, I was playing Rust but even before its DDoS attack issues it would get stuck on the "loading.." screen for my when joining a server 75%+ and since they seemed to act like that was only a Mac problem (as if that were a reason to ignore it) I got kind of frustrated with the whole thing and bought DayZ against my initial judgment.

Other people have kind of gone over it. The game looks a lot prettier than the mod did for starters, except you can't see at all at night anymore which is actually pretty stupid IMO. The UI still has a few quirks, but IMO it is WAY better than the mod which was totally unintuitive. Its not the best UI but I'd call it serviceable. The mod UI when I played it was a byzantine mess that eventually you just learned to work around the stupid flaws it had.

I like the new clothing system quite a bit. Different clothes add more pockets in addition to any back pack you have on and I get the feeling they protect you against the elements. And of course there are the camo aspects of wearing a banana raincoat versus your green t-shirt. Tools have some purpose now, opening cans. You can make bandages from torn up clothing and apparently splint a broken leg with bizarrely rare wooden stick combined with bandages. Rotten food and dirty water are hazards. There's more melee weapons and you can enter almost every house in the game aside from a few utility buildings.

Now, some of the things that aren't good.
You start starved and dehydrated with nothing but a largely useless flashlight. Which isn't obvious because the UI system for character status is pretty bad. When you first start getting hunger messages you think your character needs snack, but really if you have the hungry indicator it means you're dangerously low on food and in danger of passing out soon. Same with the water. To fix it you need to drink water from a tap until you're about to puke (seriously, it will say you're incredibly stuffed with water) to get yourself back up to baseline. You can't open cans without some kind of implement and I still haven't found a water bottle but I've been playing to long so if you have some bad luck in the beginning you're probably going to keel over in the woods, possibly while holding a can of beans you can't open.

There aren't many weapons yet. Seems like they have a single sniper, M4 and pistol. I haven't found any but I don't have much time to play. That's kind of lame since the mod had more. I'd expect more after a year of development. There's a ton of melee weapons now, but the melee system is the same hacked gun bullshit from the mod where ricochet sounds play when you hit walls. Its a little better but most of the melee weapons are unrealistically shit. The first one I found was the pipe wrench and I thought zombies had a huge HP buff when I got it, I think it took 10+ hits. I later found a fire axe and that thing drops them in one hit which totally changed the game. I'd agree a fire axe is better than a wrench but not that much better. Again, I expected this to be improved to some sort of swing arc system or hell at least replace the ricochet noise with an empty wav file!

Zombies are pretty shit. Their AI is not very good, but more annoying is they still seem to have super vision (I swear its based on the player camera, one spotted me when I 3rd person peaked over a wall while standing still). And they glitch through walls. They look creepier and have better animations though, but there seem to be less of them than in the mod. Now that I have the fire axe they aren't really scary anymore. I was hoping this would have been improved a lot because I wanted them to be a more tactical part of the game.

And combat logging is still in the game which I thought the mod had even fixed. Again, I'd expect something like that to be fixed after a year+ of development. So far it looks like the UI has been improved, the graphics have been improved and the survival aspects have been fleshed out. Those are all nice but I expected more to happen with the zombies and melee system by now.

This is pretty much spot-on. I bought it last night on a whim (friend asked me to buy it and that was the 13th friend raving about it) and this is exactly how I felt. What annoyed me the most was how little has been actually done since rocket stopped on the mod. It's really sad how much has gotten done; I think one of my much more optimistic friends amazed me when I asked him how long he thinks it will be until this game is close to what rocket envisions the final product and he said 2 years. I thought I was crazy thinking 1.5 but I have a feeling it will be 2015 before this game is anywhere near beta state at the rate the current development is going.
 

taq8ojh

Golden Member
Mar 2, 2013
1,296
1
81
You guys do realize it's alpha, right? Not even beta. Features are not completed yet, and serious bugs are guaranteed to be present. It's absolutely irrelevant how long have they been working on it already. Some games take even five years before a beta appears.

I am really surprised how playable the game looks considering the development stage.
 

IEC

Elite Member
Super Moderator
Jun 10, 2004
14,362
5,033
136
You guys do realize it's alpha, right? Not even beta. Features are not completed yet, and serious bugs are guaranteed to be present. It's absolutely irrelevant how long have they been working on it already. Some games take even five years before a beta appears.

I am really surprised how playable the game looks considering the development stage.

Except the developer has a terrible track record.
 

VulgarDisplay

Diamond Member
Apr 3, 2009
6,193
2
76
They made basically every building enterable and people are saying not much has changed?

That doesn't make any sense to me.
 

Rinaun

Golden Member
Dec 30, 2005
1,195
1
81
They made basically every building enterable and people are saying not much has changed?

That doesn't make any sense to me.

Making the buildings enterable is so easy I'm 110% sure I could do it with a single artist in a week tops. All they did was take old buildings and replaced them with replaced identical buildings that are enterable. Then, they added a few new buildings by placing them in the editor or manually adding them to the existing chernarus map. Adding every single new (not replaced) building on the map took no more a full day. I've done all of this personally hundreds of time on DayZ modservers I ran. It's identical to standalone since it uses armas coding language, SQf. If not it's not hard to replace the XYZ coord as I've also done that by hand.

Bottom line, they've done what 5 modders could have done in 3 months in the span of what, a year? The only thing I've seen so far that looked hard to program was the UI but I've never really looked into how ARMA does its UI stuff in the SQF..... I had problems getting boxes and correct font-types in A2 so I can assume that took a month. Rocket has access to everyone who made the engine so I don't see how they can say it took them this long for wearable items and a new ui. Anyways DayZ is really bad in it's current state for how long they've had and the resources given, but hey people buy it and love it so I guess I can't argue. They made a cool 21 million already........I've now downloaded UDK and I'm working on my own games after a 2 year break. Games like DayZ and Chivalry give me plenty of reason to devote more time to making better quality games .
 
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Mandres

Senior member
Jun 8, 2011
944
58
91
I'm seriously shocked at how unfinished this is. There have been at least 2-3 "DayZ-style" games developed from scratch and released into the market already, and this thing is still in Alpha?

Talk about squandering an opportunity. I hadn't seen so much hype for a new idea/game in a long time - this could have been huge.
 

Rinaun

Golden Member
Dec 30, 2005
1,195
1
81
Oh, another closet developer. Please, by all means, show us.

Jesus people like you are dumb. I ran a huge HIVE server; one of the first that was out. I've also done ARMAII/III file editing for almost 2 years. This game for the amount of resources has gone nowhere, and I thoroughly explained this with my own experiences. Instead you'd rather blow me off even though if you checked my post history and even googled my user name you'd see I ran a fairly large server setup until I got tired of hackers. We even added a ton of custom features you saw on most DayZ servers, including a large amount of building spawns on servers like SE1/BMRF, etc.

You do know how rocket got his start with DayZ, right? I feel like I should let you do some homework for once but I'll clue you in: he took 6 mods from A2 and put them together with MYSQL and a database. He's a good coder but not some amazing wizard coder. Rocket has the designers of the engine next to him IRL and he's still not capitalizing on this precious asset enough.

So now that I've said that, I'd like to also comment on how retarded you look when I've clearly shown I know what I am talking about in regards to DayZ SA. Somehow with knowing all this, you (some random dude), with your obvious experience in the game industry, think I'm lying/being a backseat dev. K bro. Let me know when you do any coding related to what we are talking about. I'd take pictures of my actual works but you know I tend not to waste my time on people who can't google my name to verify I did what I said, or at least check my post history to see if I actually do game development as a side hobby. Instead its easier to throw a "lol scrub gtfo maek ur owen gaem".

FYI: most of the team that worked on my server moved to Epoch's build because I'm busy with my own company IRL or else I'd be working still on my server setup. Epoch mod alone has moved 10x past standalone even fighting against the bugs in the A2/3 mod.
 
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SPBHM

Diamond Member
Sep 12, 2012
5,058
410
126
the buildings are pretty generic, uninspired and reused many times
the map is from 2009 (arma2) with some modified stuff, the game plays mostly like the old mod (at the moment a lot of stuff missing), but it sure is a money maker, 700k $30 selling this alpha in 2 months? probably close to 1mi of Arma 2:OA (when the game was selling almost nothing and people waiting for Arma III) sold for $30 just for the mod...
 
Feb 4, 2009
34,703
15,951
136
I wanted to get this then I realized that the mod was kind of fun but never really got to a good playable state and I fear this will end up the same way. $30 is simply too rich for me to want to try it out.
 

PingSpike

Lifer
Feb 25, 2004
21,733
565
126
I don't really regret buying it, but in its current state it really isn't worth $30 IMO and based on past events I have my doubts if it will be worth $30 even in the next year.
 

Rinaun

Golden Member
Dec 30, 2005
1,195
1
81
This game is just so buggy it's almost unacceptable even at alpha levels. I really hope the money I spent on buying the game goes into more fast-paced production in regards to the massive amounts of just blatantly not looked at bugs. I'm just throwing this out there to anyone trying to buy this to play because they read how awesome this game is. Please watch some streams before you buy; a lot of bugs will come up very quickly on twitch, etc.
The people who are saying this game is awesome or even palatable in it's current state are either living in a fantasy world or havent been playing longer than a single day. Losing items, server desyncs, and zombies floating through buildings worse than the mod is basically what happens when you aren't feeding rotten food to handcuffed people. Yes, I know it's an alpha. We get it. It's still incredibly buggy and broken to the point that people are picking out tiny slivers of entertaining features in game (handcuffing people) without saying things like "yeah, handcuffs don't work 60% of the time and can be duped easily". Leaving small negative details out like this makes people impulse buy the game because it sounds so amazing "for an alpha", get the game, then realize it's trash in it's current state and never install it again or play it much much later. I think this will happen a lot with DayZ as it did in the mod to some people including my friends who refuse to buy anything with DayZ attached to it because of how buggy the mod was.

I think it's going to be a long time before this game is any serious "no headache-causing bugs tonight" levels of playable. I've been rubber-banded back on my new character 5 times now to the spawn. I literally spent the last time I was playing 15 minutes of me running, then the game would lock up, I'd load back in and be where I originally started from with less food/water. When it does work, it's fun. WHEN it does. Which is increasingly rare.
 
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IEC

Elite Member
Super Moderator
Jun 10, 2004
14,362
5,033
136
Lol. I'm glad I didn't buy this. Looks like the developer still doesn't know how to code, considering all these bugs were part of the ArmA II mod...
 

Rinaun

Golden Member
Dec 30, 2005
1,195
1
81
Lol. I'm glad I didn't buy this. Looks like the developer still doesn't know how to code, considering all these bugs were part of the ArmA II mod...

This. Like, so many bugs came up during my first few playings and they were just super obvious SQF errors that could have easily been handled by someone like me (inter-level skills at SQF) within a day. I really do think they are trying to hire as few people as possible when I've seen much much better results in hiring a large amount of people and laying some off/redirecting resources later in production.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
This. Like, so many bugs came up during my first few playings and they were just super obvious SQF errors that could have easily been handled by someone like me (inter-level skills at SQF) within a day. I really do think they are trying to hire as few people as possible when I've seen much much better results in hiring a large amount of people and laying some off/redirecting resources later in production.

At one point, the mod was entirely coded by a single guy in this spare time. I am not sure if more resources have been allocated for the standalone. I do recall a friend of mine who frequented the early forums and he was particularly upset on how bad the code that was posted on the forums (generally, asking for help troubleshooting some issue the creator had come across).
 

Childs

Lifer
Jul 9, 2000
11,450
7
81
Bohemia is kind of weird. They acted like people started buying ARMA 2 for ARMA, and not Day Z. They should have prioritized DayZ development. Part of me thinks the problem is with Rocket himself, but then ARMA was always sorta crappy. Maybe they think the bugs are DayZ features. Afterall, not many games where zombies just walk through walls or floors, items disappear when you try to use them, melee attacks dont register, etc. Definitely adds to the difficulty.

Anyways, more than likely some other company will do this kind of game better before DayZ is ready.
 
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