What Features Do You Most Want in DayZ?

Just a quick note here to bring your attention to a reddit post made by Rocket. He wants everyone to post their ideas for game additions for the stand alone. One idea per post, then people will upvote the ones that they like. I already addaed a few like squeaking/creaking doors, and add the SKS and .22 caliber weapons.

If you are active on Reddit (if not. why not?) run over there and post up your ideas, or at least up/down vote the ideas that are there. Lets try and help Rocket make this full release really special.

What features do you most want in DayZ?

After you guys post you can add your ideas to the comments below if you want.

Looking Ahead

Looking Ahead – pic by Joss

The End of the Beginning: DayZ Standalone Announced

It has finally happened: DayZ is getting a standalone version for use. This morning a post was made on the “DayZdev” Tumblr account:

“That’s right, this is actually happening – DayZ will be developed as a standalone game, with me as project lead, by Bohemia Interactive. This is the fairy-tale outcome for a mod that many would have said impossible four months ago.

Development and updates of the mod will continue in parallel with the development of the game, so anyone who is playing the mod now will be able to continue to do so. The project will follow the Minecraft development model; fast iterations with the community alpha available for a heavily discounted price.”

Although that is most of the text right there, you can read the full post right here.

New DayZ concept art

Keeping the mod development going while working on the new version is what I thought would happen. This is a very unique situation, and I am glad the devs are taking advantage of it. This means that they can continue to iterate and experiment with things like balance. The devs will get to try out new stuff ans see what people love or hate, see what sticks. I can’t think of another game that has followed this exact path off the top of my head.

Hopefully the team will not get too disjointed and split, but can work together to make the final version really shine. I have a feeling that as the standalone version gets more and more work done the mod team will shrink and be transferred over. This is not a bad thing at all: we still get new features and fresh content to play with and test. It’s going to be a lot of fun to see how this all shakes out.

 

Are you guys excited? Is this what you thought would happen? Let us know what predictions you have about the release date. I am thinking holiday 2013, maybe being pushed into April at the latest…

 

 

Rocket Interview with Machinima

 

This is another long interview with Rocket, but it is an important one as they ask some good questions. Not everyone has the time to watch it all, so I am going to attempt to transcribe some of it. I don’t intend to do this for every interview that comes out, but every once in a while we need to hear from the man himself.

One of the first things he mentions is that his brother is a virologist, and has influenced the style of zombies. Don’t forget that Rockets zombies are “infected”, not dead. He says he doesn’t care what “type” of zombies are in the game as long as they feel “authentic”. The odd behavior of the zombies is meant to be both a threat, and unpredictable. The risk/reward balanced is brought up, zombies should be challenging and not just a headache. Rocket goes on to talk about his military time and how he had to complete a survival course. He got in to the idea that a survival game would bring in a psychological aspect, and he thought it could be a good training tool.

 

The Sun Shines on Everyone's Ass at Some Point

The Sun Shines on Everyone’s Ass at Some Point

 

Rocket mentions that he is a “carebear” and he has only killed one person in-game. He said it really changed him, seems he did not like it. Seems strange huh? Yet kind of cool. Rocket would rather group up with friends and do the co-op thing.

Rocket says the success has had a huge impact on the development of the game, he says it has slowed it down a lot. Him and Matt (and other friends) used to just jump in a server and play, Rocket would make some changes and then reboot the server to try them out. Now he wants to push for “performance optimizations and improvements”. Right now they are going for fixes, later they will add new content.

Long term Rocket says the mod has “outgrown” itself at 400,000 players, now it’s over double that. He says a DayZ standalone is “an abject certainty”. I just love those $5 words. He says there are no announcements made yet, but he says a standalone game is inevitable, weather by him or “by someone else“.

For future plans, one thing we might see is tweaks to loot spawns including possibly some dynamic buildings that “move around a little bit each time the server is reloaded”. Sounds like the helo crashes to me. One of the better suggestions I have read is to add in a few “downed pilots” into the game. They would spawn randomly in the forest (helo’s only spawn in the open) and you could loot their packs for some descent military gear. More things like this would be welcomed. He says that kind of thing is what this experiment is all about, finding out what works and what doesn’t. Some things will not be fixed in the mod, but in the standalone.

 

 

Click read more below to read the rest of the article or watch the video yourself.

 

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Online Debate: What is the Best PvP Gun in DayZ?

Let’s have it out. What is the best gun for PvP in DayZ. Comment below and at the end of the week we will have a poll to find the ultimate best PvP gun in DayZ. There might not be an easy winner here because there are so many ways to go about PvP in this game. Do you like to be up close and personal? Snipe from afar? Do you like to ninja in and pew-pew-pew with your beloved MP5SD6? Are you a straight up AS50 whore?

 

I Think My Backpack is Glitched Again

 

Everyone has their favorites, and different reasons for why. I am going to start off the debate by saying that I think the best gun in DayZ is the AKS-74 Kobra. The AKM can be zeroed and has more power (and is much more common for both the gun and ammo). The M4CCO has a similar sight and more plentiful ammo. Click here to view the weapons comparison chart.

 

I just have to say for running around the city there is no better gun than the Kobra. It is accurate up close and has a very clean, easy to use sighting system. Believe it or not, it is a pretty good zombie gun as well. At a deer stand or helicopter crash you can stay way back and head shot the zeds, and if you are careful you can pick them off one at a time without aggroing the others. But we are not here to talk about sniveling, slobbering zombies.

What is the best PvP gun in DayZ and why? Comment below, lets get a lively debate going and after a couple days I will take all the suggestions, put them in a poll and we will vote.

 

Weapon Russianization Suggestion by Dreganius

cIrXT.jpg There have been many suggestions before me that have asked for less European/American weaponry and more Soviet/Russian weaponry, or at least weapons that would be considered “more common” in Chernarus, considering it’s a pseudo-russian state. Rather than just ask “Can we replace some weapons?” I’ve decided to do some research. Here I will list just what weapons make good counterparts (and thus replacements) to the current set of Euro/US weapons. Should the story of DayZ remain in Chernarus, and not move to a distant shoreline or somesuch in a later build, this list will make a very easy comparison table for the Devs to use. I’ll also give modeling the weapons a go, because I might as well, it’ll help my own portfolio, and I like the look of a lot of these weapons.

Please note: My own preference would be to heavily reduce the spawnrate of all NATO weaponry and also implement all these Russian counterparts with an average spawnrate, that way the NATO weapons would still exist, but not be as common as they are at the moment.

List of weapons and possible counterparts below

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DayZ Weapons Comparison Chart

DayZ has a variety of different weapons. There are many different factors to consider when choosing which weapon to use. The main thing I worry about is how loud the weapon is, in other words what range can the weapon be heard. There are 2 types of audio ranges one for players and one for zombies, sometimes they overlap, sometimes they don’t.

The next thing I think of is how easy it is to find ammo for the weapon. This chart does show the ammo type, but does not show the scarcity or rarity of the ammo. For example, it is not too hard to find an AK-74 or it’s variants (Kobra, AK-74U). These are pretty nice guns because although the damage is not high, they are kind of quiet in comparison to the AKM or M-16. The problem is that the AK ammo (the orange magazines that come in green pouches) can be very hard to find sometimes. AKM ammo (looks like a black AK mag on the ground) is very common.

 

Use this chart to compare the various audible ranges, ammo types, damage amount, and fire modes. Unfortunately it does not show the weapons firing range. obviously the sniper rifles have a very long range while the shotguns have a very low range. I read somewhere that the revolver has a higher range than the M1911 so keep that kind of thing in mind as well.

As of the 1.62 patch the numbers have been lowered considerably – click here for the new chart

 

Old, outdated chart below in case Rocket changes it back.