DayZ mod- Arma 2

Thanks I will, I'm tempted to ask but there's a good chance it might be months before I even boot the game up again, assuming the standalone isn't out by then ;)
 
Let's hope they sourced their keys legally then, no end of Steam keys sold via key sellers get disabled because they're bought fraudulently, usually each month Steam sends a list of 5,000-7,000 keys for us to revoke, and if you bought from a key seller don't bother contacting us as we don't provide support for key seller purchases :)
 
Well just let me know how it plays and what differs from the mod.

You can't test the main thing though, the amount of hackers as with it being a closed beta hackers won't be on.

I will pre-order the game though as soon as it is available on steam and will change my Pvt Hive server to the standalone as soon as it is released,
 
Have you tried DayZ Namalsk? Supposed to be good. Haven't tried Wasteland myself.

YouTube - DayZ: Namalsk

I have tried most maps now on DayZ, Namalsk is good is players are looking for high military and lots of zombies.

The best map is still Chernarus as has a very good mixture of what's going on, I tried Tavania but that is full of nothing but PVP, but that has become a massive problem with DayZ recently, as I remember when I first started playing the game people used to help each other out and when you bumped into someone in Cherno or Elektro you would play with that player for a couple of hours before some logged out, but now it is starting to turn into mass PVP with everyone just wanting to shoot on site.

Is there any news about an actual release date for the Standalone?
 
Been on this for the past 3 weeks when I bought Arma 2. Really enjoy it and now play on a UK server called "Survivors Sanctuary", which has a great balance. A team of proper heroes, your come-and-go survivors every night and one or two dedicated bandits. Will get the standalone but as I've come to this mod pretty late, I'm happy to wait a little while.
 
New blog post, I think you'll like it ;)

http://dayzdev.tumblr.com/

The pics are bigger than shown so I'll hotlink them here:

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I am waiting now for the standalone, have been playing the mod now less and less and with 1.7.5.1 coming out recently it has made the game worse + the introduction of loads of new mods and new maps there is just way too many variants of the mod now.

It has now become a massive script session with custom scripts and everyone seems to be in competition with each other on who can have the most amount of scripts to fuck the game up.
 
YouTube - DayZ Devblog 8 March 2013

We’ve gone for a reasonably quick and dirty video blog this week, mainly because things have been very busy for us.

Inventory System

One of the biggest improvement areas has been the inventory system, now almost ready for a public display. This new inventory system supports crafting, interchangeable clothing, degradation, tracking, weapon customization, and much more. It’s really a revolutionary system for us and we’re extremely proud of the results that Jirka (our programmer assigned to this) has achieved.

Crafting

Not touched on in the video, but what we will be showing soon is the basics of how users can interact with items in the world - this is the next step in development of our inventory system beyond where it is now. This is not a traditional crafting system, but one that encourages layers to explore the ways in which items can be crafted.

Zombie pathfinding

In the video, towards the end, some before and after footage of work on the zombie AI pathfinding. Not only has this changed the role, threat, and speed of the zombies - but it has also yielded performance improvements. The increased accuracy of the zombies movement allows their movement to be slowed down to more sensible values, in line with those of the players themselves. We still have some other avenues to explore in this regard, but we’re very pleased with the results so far.

Mass zombie spawning server side

Now all zombies are spawned directly on the server and their movement is governed directly on the server itself. This has allowed us to provide increased security and hack prevention mechanisms by disabling functionality at the client level. It also means that zombies no longer “pop” in and out of the world, previously used as a mechanism to tell if someone was in the area. It also paves the way for us to allow migrating zombies and zombies traversing open areas in search for their next meal.

We still have some way to go in performance, the initial tests of 4000 zombies spawned reduced the server FPS to 4. After performance optimizations this increased up to 21. We’re now confident we can have the server FPS back up to 30+ with maximum numbers of zombies in the near future.

Expanding health system

Health is extending far beyond just blood, into a system that incorporates health, blood, and consciousness level. How these are all interrelating will be touched on in its own devblog in future. Some of the exciting developments coming include longterm play effects such as poor diet affecting your long term health levels. All this translates into the importance of a longterm plan for survival of your character, and we’re sure the role of medical specialists will become very important - hopefully emphasizing social interaction opportunities.

Chernarus Expansion

This continues at a huge pace. The two new villages in expand Cherno and provide it a true city feeling. Also expanding is the top (north) map area and the continued development of our large-scale features being added to the map. More to follow on this! (we can’t wait to show some more of this!)

Loot spawning

Finding loot now involves scavenging inside of vehicles, looking for items stuck between furniture, prying open car boots, or strewn in the wasteland itself. Consuming your bounty now results in rubbish, such as empty cans after consuming your beans. This is no mere gimick, because your trash can be used to track you.

Conclusion

There is a great deal more that can be covered, but we’re really deeply in the thick of development at the moment and we just wanted to get something quick and dirty to all those waiting for standalone. We know that you want it released, and we know you want to know when this will be - but we’re 100% committed to making this a great game, and that means we are making sure to do things properly. We’re happy and confident about the progress, so it’s one foot after another and soon we’ll be at the finish line.
 
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