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DayZ, a zombie mod for ArmA2 - Now standalone on Steam Early Access

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
Non-saving tents and vehicles? Quite the contrary. Anything that was saved in the tents and then removed by players would be there again after the server restarted. It was duping heaven.
 
Joined
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Messages
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MCA
Shit's not gonna work without some form of quests that require team work.

Here is a quest suggestion I've once made somewhere:

1. Find/assemble/repair radio

2. Try to catch the periodic radio broadcast that will give new coordinates and times to designate a meeting location every week. The broadcast could be daily or once every 4/6/8/12 hours

3. Meeting location could be somewhere on one of the islands or any place on the rest of the map. A boat or a helicopter will come to the designated location, wait for a very short while, maybe 10, maybe 30 minutes, and then leave. If anyone shoots at the vehicle, it will attempt to leave immediately while the NPCs in/on it will return fire. You will also need to approach the vehicle unarmed (not simply holstered). If you approach with one equipped, it will open fire at you.

4. Once you "activate" the vehicle, <something happens> that require you to survive until the next meeting next week without getting bitten. Maybe you will be administered an experimental drug. Maybe they are taking a blood sample from you. I don't know, doesn't matter. What matters is the game mechanic.

5. If you make it to the next meeting, you will be given a "science kit" (equipped on the tool belt) and will be required to do, I don't know, something tedious and dangerous. Eg. collect blood samples from 100 zombies or 20 players or something like that. 20 players sounds more challenging and team-worky. You will also be given the time and coordinates for the daily batch of supplies that will be dropped off from a plane for the next seven days. Drop time will vary between 10 am to 16 pm. Supplies will potentially include top gear and medicine that can not be obtained anywhere else. No more item spawn hoarding, or heavily toned down.

6. After you get blood samples from 100 zombies or 20 players, you go to a third meeting for more tedious shit? IDK.

If the game had RPG elements and you could slowly gain low profile abilities, that would be an incentive of its own to survive. Since they are aiming at player-built bases with standalone version, maybe one of the advanced goals could be to build and maintain "safe zones". After that, there could be the occasional player-hunts, for instance. Or there could be multiple radio broadcasts by competing factions that put players up against each other.

Simple things like these would enhance both team work and pvp aspects, imo.
 

Garm

Learned
Joined
May 10, 2010
Messages
362
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'Merika
LOL, I remember when they were spouting off bullshit about standalone by last year (November/December IIRC)...it's February and they've got a demo video where they play dress-up.
 
Self-Ejected

AngryEddy

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Fuzzy Pleasure Palace
Still looks like an overrated mod. I wouldn't pay for shit that should've been in the original mod [Proper spawn locations, being able to enter all buildings, having a variety of clothing etc]
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
Still looks like an overrated mod. I wouldn't pay for shit that should've been in the original mod [Proper spawn locations, being able to enter all buildings, having a variety of clothing etc]

I would. The reason they went with the standalone is because the new engine gives them a lot more freedom than the incredibly limited ArmA2 engine. That and why make something for free when you can do it for money?
 
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AngryEddy

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Still looks like an overrated mod. I wouldn't pay for shit that should've been in the original mod [Proper spawn locations, being able to enter all buildings, having a variety of clothing etc]

That and why make something for free when you can do it for money?

There is absolutely nothing wrong with them trying to make money, but in a competitive market, I can get 10x the entertainment from tons of other games with extensive modding communities for free. In my opinion, DayZ was a cultural phenomena, and it only worked out because it was a mod, but in the end who is still talking about Dayz? It's a fad that came and went, it's done. I'm interested in seeing how the game does, with the same shitty fanbase, with the same gameplay that gets boring quickly.

Besides all of this, since the prime reason to play the game is PvP, I can't imagine that all of these people wouldn't move to Arma 3 when it comes out.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
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Codex 2013
My server that is fully populated each evening disagrees with your assessment that this is a fad that is now over. And that's saying a lot considering I live in South Africa where anything that isn't BF or CoD lasts a month at most.
 

Jashiin

Arcane
Joined
Mar 28, 2012
Messages
1,440
I have a group of 6 friends waiting for the standalone. I'm guessing there are a lot of people waiting for it.. Dayz got killed by hackers and the mod being highly unstable and stuck in beta patch hell. I will buy this day1 no question.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
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Codex 2013
The other problem is that development on the mod stopped almost entirely. DayZ doesn't need to receive a continuous influx of new content across it's entire lifetime, but at the moment there simply isn't enough content to keep you busy for longer than a week. Although projects like DayZ+ and DayZ Origins is helping to keep things alive.
 

Jashiin

Arcane
Joined
Mar 28, 2012
Messages
1,440
Yes, even though I've stopped playing, and not active in the mod community and private servers, I'm still happy that a community is there. It will give fresh ideas to the dev team and also there will always be a group who just want the mod and that's fine. Perhaps down the line Bis will have some useful patches for it even.

New content was certainly a problem and the inventory was so unwieldy. Some time will have passed once this game is ready for release and it's starting to itch again... and hopefully it will be a far less buggy experience. Also they've done a total overhaul of the item system... with traits that can be added to them. Such as transmittable disease. This could turn into an interesting crafting system. Also a good melee system with lots of makeshift weapons.

With the "fad" over it might even generate a very healthy new community.
 
Joined
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7,428
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The other problem is that development on the mod stopped almost entirely.

Last update came out just the other day. When I started playing, it was 1.6.2, I think. When I stopped playing, it was 1.7.2.5. Now it is 1.7.5.1. Biggest changes came around the time I stopped playing. Always fun to see doomsayers, though.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
Yes, seeing as I run a server I am aware that there was an update a few days back. But that's what, two or three updates since July? With most of the additions being bugfixes and not really new content? Don't quite see how that is 'doomsaying.'
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
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Codex 2013
Dude, did you even play between March - July? We saw updates with actual content updates on an almost weekly basis back then.

I expect the community to boom again once the stand-alone releases. Maybe not to the extent it grew when the mod just went viral, but there are definitely a lot of players waiting for the stand-alone to release before they start playing again.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
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Codex 2013
Uhm, what? You are aware this entire conversation started because someone more or less said DayZ doesn't have a future because it was a fad, and I disagreed, right? I'm not quite so sure what I need to 'get over,' but nevermind then.
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
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Codex 2013
Scratch what I said earlier this year. I don't think the standalone will get a tenth of the activity the mod received. This should have released while the mod was still popular. Instead it's releasing when everyone is tired of it and have forgotten all about it.

They took way too long on this one.
 
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AngryEddy

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Scratch what I said earlier this year. I don't think the standalone will get a tenth of the activity the mod received. This should have released while the mod was still popular. Instead it's releasing when everyone is tired of it and have forgotten all about it.

They took way too long on this one.

:love:
 

Garm

Learned
Joined
May 10, 2010
Messages
362
Location
'Merika
Scratch what I said earlier this year. I don't think the standalone will get a tenth of the activity the mod received. This should have released while the mod was still popular. Instead it's releasing when everyone is tired of it and have forgotten all about it.

They took way too long on this one.


I remember when Rocket was spouting off in interviews last year about a standalone by October. 8 months later and the public ALPHA isn't even ready. Hopefully they actually spent some of that time implementing actual shit for people to do.
 

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