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报告翻译问题
Did that change since yesterday? I've had status bars and ingame messages.
ok well I just came back yesterday and played 5 hours straight before I died of thirst. So your experience and mine are completely different. 50 player server
Shallow view of a game with a hell of a lot of potential. That kind of thinking will tank this game way before it can ever get close to the potential it has.
Not sure why I'm bothering continuing to comment, it's the same arguements I had when the SA released and before that with the mod - Instead of expanding on the survival elements and player interactions most people seem to just want another PVP game with the fecade of survival and depth.
Sad really.
I've found that the perfomance problems for me seem to all have to do with the graphic settings. Ive had to mess with them today - some things need to be turned way up, some things need to be off or more in the middle. A change of one setting can make a huge difference in fps
The drawbacks will come as the rest of the features and content are put into place. Kinda hard to have a finished game when it's still being developed. ;)
Where is that supposed opportunity and ability to discourage KOS now?
These are alpha builds. They aren't complete.
You can't have very many interesting choices when you don't have all the features in place to provide those interesting choices.
They aren't encouranging PVPV deathmatching. The stage of development ccan't provide enougn interesting choices yet to encourange something else. Your complaints are like complaing that the icing isn't on the cake when the batter is still wet and cooking in the oven.
You're going on about an alpha build as if it's supposed to be a final beta build. Does that make any sense?
How do you expand on survival elements when you don't have the features needed in place yet?
How do you put them in place if what they need is still cooking in the oven?
Why do you think this game should have all these features and content in it right now?
I'm not filled with confidence given how long DayZ has existed as a concept without any significant movement a direction other than deathmatching. The later versions of the mod, when it was taken over by the community before the SA, started to implement a system with the Karma mechanic and the 'hero' and 'bandit' skins but that evaporated when the SA released.
EVen the karma system didn't stop people from KOSing, but it encourage a few more people to be friendly and helpful, sharing food and meds, with the aim of becoming the 'hero' chracter.
After all this time, the fact that the game still pretends to be something other than an open world PVP deathmatcher is just silly. They need to either embrace what the game has become or start making some changes and moving in the direction their mouth is talking.
I agree the game has alot of potential, at this current point its get geared up and then what ? You see the game did just set its highest player count not even 24 hours after the new update to .60, the previous record was not long after release, back the it was easy to get geared up, even electro you could get a M4, Mosin and raise some hell, thats what attracts ppl to this game. Until you have any solid core to the game which is currently PVP it will stay a hostile enviroment for most.
Then also you will have players such as myself im close to 1k hours here, most in the early days that have already learned that lesson of trying to help, trying to be friendly and we know how that goes 99% of the time.. Thats why now I just get geared up and head to the military areas and find some good fun :)
That is a fair assessment of things in general, and a reason why you shouldn't come to expect too much in the way of changing they way people play a game like this.
That was actually a system of the original mod, others may have expanded on it but the biggest things brought in by the modding of the mod were base building and persistance mechanics as well as new vehicles and maps. None of which ever stopped people killing eachothers avatars.
It is taking time but they are doing it, it is a slow process to watch from the inside.
personally i am having a hard time getting used to the new UI/HUD
its something i wish BI would of taken a bit more time with,
i simply do not understand why .60 was release this early...
Other then that i find it to be ok,
(Don't care much for the FPS)
It's just another step on Escher's Relativity stairwell, it took a substantial amount of time for them to get from .59 to .60, so even it is buggier than usual I think it is better that they have it out and are working on the next step as it were.
I know what you mean about the FPS, from what I have seen the difference isn't too amazing on my end so far, but I haven't tried all over the map yet, and I have to go in and change all the details I can in the config files etc. Just turning down most options in video settings only did so much.
But yeah, depressingly we are still in alpha so literally everything is subject to change in a huge way (which makes it hard to get used to things) I would assume the UI in particular.
In that case I'd ask you why DayZ:SA even exists if that the approach long-time players like yourself have when playing? What is there that DayZ:SA has that the many itterations of ARMA2/3 mods don't have?
What does DayZ:SA have with respects to what makes you play it that Wastelands or Exile or Epoch don't have?
DayZ, as I understood it, was intended to be set apart from those kinds of games. It was intended to provide an experience that didn't amount of PVP deathmatching, gearing up and killing endlessly.
The game is listed as an Alpha, the game is listed as not being complete, I see and understand that, but building a core, lasting player base isn't going to happen if the only elements available amount to an open world deathmatch. When players have a choice between a stale, half developed deathmatcher and mods that are more polished or even entirely finished alternative games, I simply don't see them choosing DayZ over the alternatives.
People are still playing Epoch, Exile and Wastelands because there are elements which compliment the unbridled PVP nature of those games/mods. They don't hide the PVP nature, instead they add elements which encourage pubbers to join up and work together. Christ, Exile is a mod that has existed for a fraction of the time DayZ has and gives players a hell of a lot more reasons to work together or create groups or focus on something other than killing each other.
Base building, missions, large groups, persistence. DayZ:SA has been a thing since 2013, the concept has been a thing since around 2011, at least two of the mods I listed have existed for a lot less time than that but have expanded way beyond what DayZ is.
And I'll just reinforce this bit: I know they've been working on core engine development, I know this is a standalone game and not a mod, I know mods start from an existing foundation, but DayZ had a foundation, they've still been adding content like items and weapons which aren't exactly insignificant elements to create and implement but they have yet to give even a concrete suggestion of how they are going to add variety of game play in the future.
I've got the hump because DayZ has huge potential but is just treading water. I'm seriously concerned that if they ever get to a point where they begin adding reasons not to just terminate everyone you see that no one will care and the player base will amount to very late adopters and the early hardcore players.
If you want to avoid getting shot, stay away from places that give people stuff to shoot you with.
I was in to the forst heading away from the abandoned military camp west of Myshkino - what do you consider remote?