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Day Z


dylanjosh

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nope. it was on sale for 18$ during the steam summer sale but it hasn't gone much below that recently. bohemia are taking full advantage of the popularity of this mod and keeping prices up.

 

fwiw, arma 2 co is worth the price even without dayz. it's a one of a kind mil sim.

 

edit - just remembered, you can play dayz with the free version of arma 2 and paid version of operation arrowhead. the visuals would be somewhat degraded but it will cost 15$.

 

 

Thanks for the details but i bought the cdkey from cdkeysdirect.com. I hope I dont regret buying it for dayz

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Anyone on IVG playing it?

 

Finally got everything set up today and it's pretty amazing. I'd love to band together with some people here. Getting 40-60ms to SG servers. Didn't encounter any other bandits though.

 

Here's my story -

 

I was disoriented by the darkness and freezing in the cold rain. I had to get to shelter fast. I spotted a barn and slowly approached, crawling past a zombie who I barely noticed. I silently crawled my way into the barn and closed the doors, not daring to use my flashlight for fear of attracting more zombies. I was finally warming up.

 

I prepared to settle in for the night when I heard a familiar growl. I watched as a zombie clambered down a staircase. He moved towards the last door I had closed. I couldn't leave through the other door, it was still pouring. Outside I would definitely die, here I still had a chance. I slowly crawled away and around him heading towards the staircase, hoping for safety above.

 

My foot hit the metal staircase with a clang. The zombie noticed and shuffled towards the noise. I was out of options, I ran. At the top I found a pack. I rummaged through it.

 

No guns? sh*t! The zombie was now running towards me.

 

A Chemtrail. I fumbled to throw it, the zombie caught up to me.

 

Death.

 

(I dramatized a little)

 

Message me on Steam if you want to join me. I'm Dontdrop on Steam.

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there are no bandits in the game now. they removed that a few months ago. was the sg server populated?

 

By bandits, I meant survivors. The server populations ranged from 5/50 to 10/50, though I was playing at 10:30 IST. I posted in the SG server thread on the DayZ forums and the server admin said there was a group that played regularly. I guess I'll be able to report on that with accuracy in a few days.

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I bought the non steam version of the game from bisstudio store. umm Maybe we can hook up on some servers

 

Would definitely like to party up specially for this game.

 

 

 

 

 

 

 

 

 

 

Moreover i Guess the Hypothermia along with the heat pack has been removed or something I never faced problems in the rain

 

Also the temperature is no longer displayed in the debug monitor

 

 

 

 

 

 

 

 

Also I can get weapons early on in the game as well

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  • 4 months later...

Update for the stand-alone. http://dayzdev.tumblr.com/post/39933141266/where-is-the-standalone-release-i-suppose-i

(If any mod sees this, please change thread title to 'Day Z' only, since that's pretty much what the thread was for)

 

Where is the Standalone Release?

I suppose I should start with the question everyone wants to know… where is DayZ Standalone? Obviously, it’s not here. At Eurogamer I said that DayZ had to be out before the end of the year and that’s come and gone. I still stand by that comment, to achieve what we had originally wanted, we did have to be out by the end of the year - and we’ve failed to achieve that.

 

Put simply, DayZ Standalone isn’t here because we had the chance to go from making a game that was just the mod improved slightly, packaged simply, and sold - to actually redeveloping the engine and making the game the way we all dreamed it could be. This blew any initial plans we had dictated to pieces.

 

The plan going forward

The plan from here is straightforward. We will be releasing a closed test imminently, during which approximately 500-1000 people will assist in ensuring our architecture is correctly functioning. This closed test will be focused purely on architecture, not the game design. Once we have confirmed fixes for issues arising from the closed test, we will then reschedule an internal date for our public release.

 

What has been done?

One of the most profound and major architectural changes has had its initial implementation completed, this is the overhaul of the inventory system. In fact, the inventory and item management system was completely removed and rewritten from the ground by Jirka, one of the original engine programmers. The work that has been completed on this groundbreaking, and it going to fundamentally change the DayZ experience.

 

You scavenge for items now, as individual parts, picking up pieces rather than piles, looking for cans on shelves or under beds. The new system opens the door for durability of items, disease tracking (cholera lingering on clothes a player wears…), batteries, addon components, and much more. If you shoot a player in the head to take his night vision, you will damage the night vision. The changes to this inventory system are huge.

 

An additional area of change has been to make the inventory system more intuitive along with a key focus on providing visceral feedback on your progress through what inventory you have. The use of drag-and-drop, 3D models rather than 2D pictures, and being able to add items/clothing to your character in 3D in the inventory screen - have all come out of months of design work and research. I’m extremely pleased with the results of Jirka and Hladas, two of the programmers who have been working on implementing the design ideas. I believe the changes to this inventory system will fundamentally change the nature of the DayZ experience.

 

We are not at the point where we can release meaningful videos or screenshots of the system, but we have now confirmed the base architecture is working in game. Likely, the first that will come out about the inventory system will be during the closed test when people are actually using it.

 

UI Changes

ArmA community legend kju has been part of the DayZ development for some time, and is now one of your key development members. He has been working with our CEO (Marek) and me to develop the DayZ UI. We have been greatly inspired by Minecraft to make the UI simple and effective, rather than flashy and complex. All our art and code efforts are going into the game, the UI is being designed to be straightforward and functional just like in Minecraft.

 

Art Progress

A huge amount of work is being completed on art. I’m including some more additional pictures taken from around Chernarus. We have some massive plans now that all interiors have been completed, as rather than moving them on to other projects we are now giving them exciting new things to create.

 

One of the new artists on the team is a texture artist, and has been working on revising the textures for our new building interiors so they look more post-apocalyptic. Some of these changes can be seen in the work-in-progress pictures I have included.

 

Map Progress

The lead architect of the revised (and original) Chernarus map, Ivan Buchta, is still imprisoned in Greece on charges of espionage - and is a great loss to the team. Luckily, through letters, Ivan is able to provide some input and insight into the development of the map. Regardless, the continued imprisonment of him and Martin Pezlar has a significant impact on our ability to redevelop Chernarus.

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