Dayz's hacks were some of the funniest things I've seen. Especially the "troll ones" that werent just "kill everyone and nuke the map"
[QUOTE=darth-veger;52963745]It's his second attempt on making a spiritual successor to SS13 and it seems that anything related to SS13 is cursed. Anyway don't have many hopes for this project either.[/QUOTE]
Except that it's nothing like SS13 in any way except for space with lots of simulated systems.
It's a survival building game where you build a base and a mothership and head out and do missions with friends.
Can't wait to get my refund for this. I expected that within 6 months to a year they'd have at least ironed out some solid, fun core gameplay but it just stagnated. Then nobody wanted to play the mod much afterwards because the community had divided.
I'd try out PUBG but I quite liked how in DayZ you had to travel around and watch your back, even during the quiet moments. Rust is good, although DayZ always had that nomadic sense of suspense - everyone was always on the move, never really anywhere to hole up.
[QUOTE=Jelman;52963798]Dayz's hacks were some of the funniest things I've seen. Especially the "troll ones" that werent just "kill everyone and nuke the map"[/QUOTE]
In the early builds you could literally spawn in tanks and shit. Even after they fixed that you could still do crazy shit like going invisible and spook people or morph into an invulnerable chicken chasing down unsuspecting fresh spawns.
The devs were absolute retards, they seemed to have no idea why anyone played the game, with every update somehow making it worse. I remember when they changed it so your started with hunger rather than thirst which meant that if you were on a populated server that hadn't recent for a while you'd just drop dead a mere half an hour or so after spawning.
Why oh why did they think that making loot rarer was a good idea, who the fuck wants to wander around an empty map for 5 hours to end up with nothing more than a can of food (which you can't open because you couldn't find any can openers because apparently they're rare as fuck) and an empty bottle of water. They seemed to think it made the game more hardcore but no it just made it shit, hence why everyone now plays pubg.
FOUR FREAKING YEARS???
[IMG]https://i.imgur.com/BXJUJmC.jpg[/IMG]
[QUOTE=milktree;52962831]there are a handful of vanilla servers though
[URL]https://www.gametracker.com/search/dayzmod/?query=vanilla&sort=3&order=DESC[/URL]
getting a fp server up and running again would be a dream come true. if we could find people to play that is.[/QUOTE]
let's get this going again, just vanilla dayz mod. I know we had enough people to fill a server when the game was at it's peak.
Grabbed this when it came out. Have like 250/275 hours into it.
I had a blast playing it. But after a while i noticed it became more and more dull and boring. So i was playing it less. Because the coastline was basicially no loot, so everyone had to go in land. So you had to spend like 1 hour in land to find anything. Military locations were always dangerous to look out. But it was fun while it lasted. I recently launched the game
to see what it has come to. and it was just basicially the same.
I remember that night servers weren't really populates since most of them didn't like to survive in a pitch dark night. Or i switched a lot on multiple servers to find guns at a military base for more loot. But yeah RIP Day Z.
I racked up about 60 hours in SA when it was released then never touched again until recently. It still feels and plays more or less the same it did on release, there are a few minor changes which I enjoy like the gun sounds, but I can't say all the new gun/building/vehicle/etc assets really excite me when the mod, 5 frigging years back, already had content leaps and bounds ahead of the current state of SA.
I'm still optimistic about 0.63 though, once they've finished jury rigging a new engine together from the utter fuckmess that is Real Virtuality maybe they'll actually be able to spend time developing DayZ SA into something worth playing.
Ok, look, I get that the development for this game is dead and I get that it's unlikely the game will ever hit 1.0 and release properly
but saying "the DayZ community is dead" in the same screen as you show over 4,000 active players is just dumb. 4,000 is active enough that you could join potentially hundreds of servers and not be at a shortage of players.
[QUOTE=Coyoteze;52966557]Ok, look, I get that the development for this game is dead and I get that it's unlikely the game will ever hit 1.0 and release properly
but saying "the DayZ community is dead" in the same screen as you show over 4,000 active players is just dumb. 4,000 is active enough that you could join potentially hundreds of servers and not be at a shortage of players.[/QUOTE]
If you divide 4,000 globally it's really not that impressive, and I for one can never find more than one or two full server at a time now a days
The fall of DayZ has a lot more to do with it's playerbase than anything else, imo. Don't get me wrong, standalone was handled terrible, but I also think it was kind of set up for failure.
Arma 2 DayZ was an unprecedented experience of gameplay cooperation that we'll probably never see again. The novelty of the survival genre, as well as the rather niche playerbase, combined to make the entire experience really compelling. People were more likely to 'play along' back then, even to the point where a lot of the playerbase were actively roleplaying. Even if you weren't into that stuff it made for a [I]great[/I] survival experience.
Since the Arma mod blew up and since the survival genre moved into the mainstream spotlight, the potential playerbase has been permanently contaminated with the mainstream audience. That probably sounds pretentious but I think it can ring true for games where cooperation between the playerbase is the crux of the entire game working. DayZ basically [I]required[/I] you to play along with it's setting, otherwise the entire experience fell apart.
Now a large amount of people going into survival games expect a very 'game-y' experience, which is a reason why games like PUBG (that gamify the hours-long process of a dayz experience into a nice half an hour package) are so popular in DayZ's wake.
The development team were very aware of the crucial nature of player interaction in DayZ, and knew they needed to 'gamify' and 'encourage' it, since the players weren't doing it themselves anymore. Loads of early dev blogs talk about features they can implement to dissuade the shoot-on-sight attitude, but as far as I'm aware nearly none exist. At least the mod had the blood bag system, where you were unable to restore your own blood, but it nearly wasn't required back then because of the very active and involved playerbase.
[QUOTE=Hilton;52966564]If you divide 4,000 globally it's really not that impressive, and I for one can never find more than one or two full server at a time now a days[/QUOTE]
Globally, sure, but you could say that for literally any videogame title and suddenly a number isn't "that impressive". It's still a high enough number to provide more than enough of a playerbase to keep the game well-alive. I wouldn't consider a community dead until it's reached a point where there are more dead/empty servers than there are live/full ones.
4000 is a drop in the bucket. It's a handful of players.
Overhaul for early access:
Early access cannot cost money, only final versions of games can cost money.
Early access can only be available if the studio publicly states a release date. If the date is not met, the early access will be terminated and all players will loose the game from their steam library. The studio will have to release a final version of the game next.
All early access does is allow small studios to procrastinate, leave things unfinished, and make money while doing it. Totally sets things up to never be finished.
[QUOTE=ThePanther;52969832]Overhaul for early access:
Early access cannot cost money, only final versions of games can cost money.
Early access can only be available if the studio publicly states a release date. If the date is not met, the early access will be terminated and all players will loose the game from their steam library. The studio will have to release a final version of the game next.[/QUOTE]
How the hell do you expect anyone to finish their games then if EA wouldn't cost money?? Everyone would just take that as an opportunity to get a free game.
[QUOTE=MisterSjeiks;52963752]Did anyone else use to play MTA: DayZ? I liked that even more than the original. I remember there being 3 unwritten factions on most servers: The Russians, The Brazilians and then there's everyone else.[/QUOTE]
I only played C+R on the CIT server but that was true there as well.
[QUOTE=WillerinV1.02;52966583]People were more likely to 'play along' back then, even to the point where a lot of the playerbase were actively roleplaying. Even if you weren't into that stuff it made for a [I]great[/I] survival experience.[/QUOTE]
This is the number one thing that I think made the game what it was. I’ve never seen another game essentially force you into roleplaying with the setting. Any other game you’d intentionally roleplay within the context of the environment, making decisions based on how you’d feel if you were actually your character. DayZ was the first game where your choices and the choices of other people WERE the context.
It’s one of the only games I’ve played where the emotions I felt could be matched with the emotions of the people in the game. You felt risk, betrayal, and struggle to a much higher degree because it all hinged on the huge amount of effort you put into a character you could lose in an instant. Even in other permadeath games, I’ve never felt that level of existential anxiety before.
I’ll always compare it to Fallout in the idea that a random NPC is designed by writers to either be a friend or foe, and in that case you know there’s an ideal “path” you’d take with them to progress the story. DayZ didn’t have a story, and any NPCs you’d run into would be real people that would force you to make a decision of trust. It’s so spontaneous knowing that there’s not a good ending or a bad ending, there’s just you and your actions. Honestly it’s pretty unbelievable.
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