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https://www.dayz.com/blog/status-report-7-november-2017
https://www.youtube.com/watch?v=WlBiLNN1NhQ
Edit: @Dear Lovely Baty
No Apples till 0.63 Fix.
Thats my main feedback for a Server build until 0.63 arrives. Brian mentioned above to adress you with such Feedback. Have a nice Weekend thanks for the awesome Status report. They can be glad to have you.
(Okay that was probably to much Honey)
Endless Apples (not the Glitch alone) are ruining the Game in my opinion and specialy Survival management, Interaction and traveling. It bypasses everything and turns this Game into PuBg mentality like Game which is not wrong but those players have it to easy with the endless apples and bypassing the 3 mentioned above points, it also pushes away the effort of the other playstyles in this game.100% call of duty PVP players are ok but they pose a big threat to all kind of players in there different playstyles. that makes it double unfair for me to pretent there are no apples, surviving fairly, having even interactions with those COD players, but they can skipp everything thanks to apples and a to easy environment.
Make military infected maybe more dangerous.
Spawn infected around crash sides or maybe wolves?They would be atracted by the dead flesh of the dead crash crew.
Wolves are nice and can create some Fear.
Are Infected suposed to get easy sticked to death through windows?
Edit2: Awesome Videos in the first Post.
In addition to this, the idea of an economy of scarcity should give said agency to players engaging and interacting with each other, but far too frequently, it ends up being a drive to either completely avoid players - or to just destroy them on sight.
I truly hope that as we move into BETA, and begin to see mechanics that give players more of an option and feel of having an impact on the world, that we see the core game loop expand past loot-shoot-survive."
Quite simple really, characters need to be bound to individual servers. Public servers are a joke and it is basically a bad game design for "a survival open world sandbox title" to still have characters accessible across the entire public hive. This should have been addressed long ago, in fact it should have never been a game-design option within the Early Access launch and especially when it was obvious it would actually be counterproductive towards designed game mechanics. Server-hopping simply circumvents the main aspect of having any economy with scarcity/rarity of items such as food, ammo, tools supposedly being the main focus of trade between players and individual choice of advantageous interaction or the thought process of weighing the pros and cons of said interactions.
It will never happen if server-hopping isn't resolved and finally recognized as being a unnecessary counterproductive feature. Then you can start factoring in individual consequences from players actions and the difference when you simply can't just servers-hop and re-gear, loot food, ammo and vechicle parts, server-hop camping locations and even server-hop ghosting.
"Hicks
Infact, there are game mechanics that just *don't work* without it being the case. The balance for us, the goal we're constantly iterating towards is a playable experience that is that struggle for survival."
there are game mechanics that just *don't work*[forums.dayz.com]
Actually the dev team might as well have not designed these game mechanics, systems and features with the intention of shaping the DayZ environment. If you don't re-evaluate the current character access across the hive because of its counterproductive nature towards most if not all designed aspects of the game:
- Evironmental impact (Just change server)
- Lack of food, ammo, vechicle parts (Just change server)
- Night time (Just change server)
The list is endless on how server-hopping (character access across the hive) is basically circumventing those new designed mechanics, systems and features, they simply "*don't work*".
I love the conncected Hyves Feature, its the feature that creates the mmo immersion.
If you see downsides to this than there will be surly other solutions to fix the Problems with it.
Better fine tuning than abondoning this unique and awesome mmo world feature.
What MMO immersion (played by a very large number of people simultaneously), when most hoppers join empty servers for easy loot runs and nothing more? Also i fail to see how a characters restriction per-server would break the MMO immersion, when in fact it would only expand on the individual characters on those servers (Not circumventing by simply changing servers etc). Sorry but the "conncected Hive Feature" has more of an overall impact on main aspects of the game design than the "apple glitch". ;)
Bad example but atleast one:
I dont like to get Kosed, but i accept being Kosed, i dont accept those Kosers having easy time and no worrys thanks to endless Apples and easy environment. If one wants to go pew pew in this game, he shall face the intended survival struggles like everyone else and not being able to easily circumvent them with endless easy apples.
Turn Apples Off until fixed in 0.63, Kamishovo would still stay the hotspot for coastal pvp BUT:
The feeling and overall game expirience would change. Because no easy apple tree to safe yourself no matter if geared or not, if you dont bring suplies or suply maintenence with you , expect a high risk of things going down, and no magical apple tree helping you cheat the environment in that high trafic zone.
https://www.youtube.com/watch?v=Nj1v4KXGUBQ
They are not showing how he did it. they cut it out so dont worry.
I wonder if he realy tasted like apple souce :).