DayZ
Fritz Jun 24, 2019 @ 5:18pm
Nostalgia Rant?
I like to see how far DayZ has come, but I can't help to miss the old DayZ SA. I just look back at old videos and there's just something about it, like the whole atmosphere is different. Those repeating bird noises, the sound of the waves, the wind. It felt so bright and open, idk might just be me.
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Showing 1-15 of 15 comments
Jordan Jun 24, 2019 @ 5:19pm 
Agreed 100%
Royce (Banned) Jun 24, 2019 @ 5:23pm 
Give standalone another 6 years. they might catch up. :steamsad:
Fritz Jun 24, 2019 @ 5:27pm 
Originally posted by Poncho:
Give standalone another 6 years. they might catch up. :steamsad:
To the mod? Maybe. But I'm just talking about the initial atmosphere that Standalone had. It felt so comfortable to play the game in a way, there was always a blue sky with the sun out shining, birds were chattering, it actually felt alive. I just dug up this video, take a quick look and compare to the current cloudy, gritty DayZ:
https://www.youtube.com/watch?v=Xuq1quJtpRM
Royce (Banned) Jun 24, 2019 @ 6:09pm 
Time moves on and so does DayZ. Graphics alone is so much better now but they improve and add more content every update. I agree though the nostalgia thing brings me back to 2012 when it was so popular.
Last edited by Royce; Jun 24, 2019 @ 6:29pm
VentHorror Jun 25, 2019 @ 12:26am 
No other game can scratch that Dayz mod itch, but sadly Dayz sa doesn't either.
Fritz Jun 25, 2019 @ 1:04am 
Originally posted by VentHorror:
No other game can scratch that Dayz mod itch, but sadly Dayz sa doesn't either.
I unfortunately wasn't into games when the mod was popular, but I've seen a lot of clips from back in the day and it looked amazing.
Antiwarus Jun 25, 2019 @ 1:21am 
I love the older updates of SA then the current game. So many things wrong with the current game.
Little things frustrate me such as; clunky movement when you want run diagonally, footsteps sound like Im an elephant w/ cinderblocks attached to my feet, having to press a stand up button instead of just hitting crouch/prone button again & finally not being able to aim out a window, your gun just gets pushed up in that dumb animation.

But my biggest gripe is the hold shift to aim down sight. Like holy crap make the game 4x worse with an extra button to hit just to aim. You cant honestly say 'muh realism' just to hold another button to shoot.

tl;dr being left handed is hell and having to rebind keys for older DayZ was hard, now current DayZ is beyond retarded
WTF? Jun 25, 2019 @ 3:26am 
Originally posted by WSC Antiwarus:
I love the older updates of SA then the current game. So many things wrong with the current game.
Little things frustrate me such as; clunky movement when you want run diagonally, footsteps sound like Im an elephant w/ cinderblocks attached to my feet, having to press a stand up button instead of just hitting crouch/prone button again & finally not being able to aim out a window, your gun just gets pushed up in that dumb animation.

But my biggest gripe is the hold shift to aim down sight. Like holy crap make the game 4x worse with an extra button to hit just to aim. You cant honestly say 'muh realism' just to hold another button to shoot.

tl;dr being left handed is hell and having to rebind keys for older DayZ was hard, now current DayZ is beyond retarded

"Cluncky", as over used a term as "broken".
If your footsteps are too loud, turn the effects volume down.:steammocking:
Which button is the "stand up button"?:steamhappy:
You can aim out a window if there is no collision between the weapon and the window, stand a bit further back..:steamfacepalm:
Aiming down sight or through optics: Weapon in hand, right click brings weapon to shoulder, then mouse wheel scroll cycles the aim from optics to open sights and back. This has been in for some time now, you clearly don't play a lot otherwise you would have known. :steambored:

There, fixed it for ya, what else you got?
koffiepot Jun 25, 2019 @ 3:43am 
I read this about other games too. Rust was the same; "I miss legacy, how can i play legacy"..

The early access discription though, usually says;

"Note: This Early Access game is not complete and may or may not change further."


I'm not arguing the nostalgic value of things, but it often feel pointless. It is no longer the same game anyhow so what game would i prefer most.. Hmz... Probably the more fluent and innovative game.

Yes i suppose a certain atmosphere could change with it, but i've played dayz sa when it first released and i'm playing dayz sa today and early access nostalgia is the least of my worries tbh. All i care about is a complete picture. Nostalgia, i usually only feel about games from 15 years ago.
Last edited by koffiepot; Jun 25, 2019 @ 3:47am
Antiwarus Jun 25, 2019 @ 4:19am 
Originally posted by Hyperion:
"Cluncky", as over used a term as "broken".
If your footsteps are too loud, turn the effects volume down.:steammocking:
Which button is the "stand up button"?:steamhappy:
You can aim out a window if there is no collision between the weapon and the window, stand a bit further back..:steamfacepalm:
Aiming down sight or through optics: Weapon in hand, right click brings weapon to shoulder, then mouse wheel scroll cycles the aim from optics to open sights and back. This has been in for some time now, you clearly don't play a lot otherwise you would have known. :steambored:

There, fixed it for ya, what else you got?

No need to act like a smug prick.

When you watch your characters run animations when he moves diagonally (hold W & A/D), it looks like garbage and feels like garbage, if I want to change movement as it feels like input delay and the sudden character movements are bad looking

My sound is fine, Im saying that in comparison to everything else, the footsteps are way too loud for what they should be. I can walk on a wooden floor and make less noise than my character who appears to make stomping steps when he walks.

The problem is that my gun shouldn't collide with a broken window frame or in the very least, be able to poke through the broken glass, not collide with an invisible wall as shooting up or down is impossible to do


The aiming down sights is complete utter stupid decision and it baffles me someone thought it was a good idea to implement as compared to what it use to be. I remember you can hit Ctrl you can lower/raise your gun, left click to bring up your weapon and then right click to ADS, now its some dumb mechanic for god knows what reason, slapped in to make it an extra challenge and rather pointless. You go from your gun being lowered, left click or ctrl to bring it up if it was down, right click to ads and shoot. Now its hold right click, HOLD shift or mmb to aim down sight and then shoot.

WTF? Jun 25, 2019 @ 4:38am 
Originally posted by WSC Antiwarus:
Originally posted by Hyperion:
"Cluncky", as over used a term as "broken".
If your footsteps are too loud, turn the effects volume down.:steammocking:
Which button is the "stand up button"?:steamhappy:
You can aim out a window if there is no collision between the weapon and the window, stand a bit further back..:steamfacepalm:
Aiming down sight or through optics: Weapon in hand, right click brings weapon to shoulder, then mouse wheel scroll cycles the aim from optics to open sights and back. This has been in for some time now, you clearly don't play a lot otherwise you would have known. :steambored:

There, fixed it for ya, what else you got?

No need to act like a smug prick.

When you watch your characters run animations when he moves diagonally (hold W & A/D), it looks like garbage and feels like garbage, if I want to change movement as it feels like input delay and the sudden character movements are bad looking

My sound is fine, Im saying that in comparison to everything else, the footsteps are way too loud for what they should be. I can walk on a wooden floor and make less noise than my character who appears to make stomping steps when he walks.

The problem is that my gun shouldn't collide with a broken window frame or in the very least, be able to poke through the broken glass, not collide with an invisible wall as shooting up or down is impossible to do


The aiming down sights is complete utter stupid decision and it baffles me someone thought it was a good idea to implement as compared to what it use to be. I remember you can hit Ctrl you can lower/raise your gun, left click to bring up your weapon and then right click to ADS, now its some dumb mechanic for god knows what reason, slapped in to make it an extra challenge and rather pointless. You go from your gun being lowered, left click or ctrl to bring it up if it was down, right click to ads and shoot. Now its hold right click, HOLD shift or mmb to aim down sight and then shoot.

When in a hole, stop digging - you are making it far worse for yourself, since you clearly have no idea how the controls now function. Yet here you are, flaming at the game for all the wrong reasons. Calling people names also does not help you achieve anything at all, but I suspect you'll come up with fresh insults nonetheless.
Antiwarus Jun 25, 2019 @ 5:58am 
Originally posted by Hyperion:
Hey man, you threw up the attitude when I was complaining about problems the game has and you're the one who acted stuck up and ignored all of my reply. Dont contribute to the thread if you are going to be a pain

Enforcer Jun 25, 2019 @ 6:13am 
Originally posted by WSC Antiwarus:
No need to act like a smug prick.

When you watch your characters run animations when he moves diagonally (hold W & A/D), it looks like garbage and feels like garbage, if I want to change movement as it feels like input delay and the sudden character movements are bad looking

My sound is fine, Im saying that in comparison to everything else, the footsteps are way too loud for what they should be. I can walk on a wooden floor and make less noise than my character who appears to make stomping steps when he walks.

The problem is that my gun shouldn't collide with a broken window frame or in the very least, be able to poke through the broken glass, not collide with an invisible wall as shooting up or down is impossible to do


The aiming down sights is complete utter stupid decision and it baffles me someone thought it was a good idea to implement as compared to what it use to be. I remember you can hit Ctrl you can lower/raise your gun, left click to bring up your weapon and then right click to ADS, now its some dumb mechanic for god knows what reason, slapped in to make it an extra challenge and rather pointless. You go from your gun being lowered, left click or ctrl to bring it up if it was down, right click to ads and shoot. Now its hold right click, HOLD shift or mmb to aim down sight and then shoot.

Well some of your complaints come from ignorance.
Footsteps and every other thing in general is way too loud. I mean who chews that loud? And putting ammo in your magazine doesn't make loud noises either. I heard another playing in a barracks building 30m away reloading mags. Jump to 0:45
https://youtu.be/QAIyF2766BM?t=49
Some animations might look weird but that's so far until they might change something about it. They are working on animations in fact many animations were added just recently.
Aiming through a window should be possible in fact i wonder why they didn't use the rest mechanic from ArmA. On the other hand having a long weapon is a disadvantage in close quarters and it should be.
ADS works fine. Just remove the ADS command on the very bottom of the list. Then you can click RMB once to bring up ADS and scroll to move between the different sights.
However if you don't want to ADS you can hold RMB to raise the weapon. But if you do it that way and scroll to ADS you have to hold RMB otherwise the weapon goes down.
If you had tried fumbling with the controls instead of acting frustrated you wouldn't have had the need to whine about it in the first place.
Last edited by Enforcer; Jun 25, 2019 @ 6:19am
VentHorror Jun 25, 2019 @ 6:32am 
It is not difficult to analyse what made dayz mod better. (my opinion, you are entitled to your own)

I would always start my dayz mod session with: "Omg omg what awesome is gonna happen today"
With Dayz sa I start my session with: Here we go again, another 3 hours of holding down the W key"

Older games had lower fidelity, which (in exchange) made content creation easier.
The fact that dayz mod was a mod for arma 2 means that we essentially played arma2 with all its content but with different set of rules.

Remember back in arma 2 none of the weapons had proper reload animations. and that allowed us to have so many weapons, so many vehicles and props.

But now, when the industry demands every little detailed modeled and every animation refined, some aspect of the game has to suffer.

Sadly what suffered most is the most important aspect, and that is game experience.
Enforcer Jun 25, 2019 @ 6:53am 
Originally posted by VentHorror:
It is not difficult to analyse what made dayz mod better. (my opinion, you are entitled to your own)

I would always start my dayz mod session with: "Omg omg what awesome is gonna happen today"
With Dayz sa I start my session with: Here we go again, another 3 hours of holding down the W key"

Older games had lower fidelity, which (in exchange) made content creation easier.
The fact that dayz mod was a mod for arma 2 means that we essentially played arma2 with all its content but with different set of rules.

Remember back in arma 2 none of the weapons had proper reload animations. and that allowed us to have so many weapons, so many vehicles and props.

But now, when the industry demands every little detailed modeled and every animation refined, some aspect of the game has to suffer.

Sadly what suffered most is the most important aspect, and that is game experience.

Well if you confuse DayZ SA with another PUBG then ofc players are going to be disappointed.
And what is different with holding down the W key now compared to back then? You have more space to cover and it's more dense than back then. So more to discover / cover. Ofc it's also my opinion but at least now i feel like holding down the key isn't as awful as back then because i reach locations much faster since there are more of them filling the empty spaces from back in the mod days.
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Date Posted: Jun 24, 2019 @ 5:18pm
Posts: 15