Dayz Standalone

I bought Combined Operations on steam a few days ago and installed DayZ to see what it was all about but cannot connect to a single server. Well it connects I think but it just hangs at the 'waiting to create the player loadout' thing. I forget what it said exactly, don't really care, uninstalled it. Just more shit that doesn't work properly. Not to mention the Steam version of Combined Operations isn't even Combined Operations, it simply Arma 2 and Arma 2: Operation Arrowhead installed individually, which is causing me more issues try to get other mods to work correctly. :(
 
Well it connects I think but it just hangs at the 'waiting to create the player loadout' thing.
It's common on some servers for this process to take a while. It doesn't necessarily indicate a problem.

Not to mention the Steam version of Combined Operations isn't even Combined Operations, it simply Arma 2 and Arma 2: Operation Arrowhead installed individually, which is causing me more issues try to get other mods to work correctly. :(
Near as I know, Operation Arrowhead is and has always been just an Arma 2 addon. What mods did you have trouble with?
 
Near as I know, Operation Arrowhead is and has always been just an Arma 2 addon. What mods did you have trouble with?

This is correct. It has always been Arm2 and Arma2 OA.

There are a TON of step by step tutorials and videos on how to get dayz working. It is not a easy smooth process though, I can say that.
 
Well, I waited like 5+ minutes sometimes, then just said foul it!

All I really want to use is the JSRS sound mod and a simple no blur mod. I installed CBA addon as well because apparently it is needed, but when launching OA it still tells me files are missing, particularly CAWeapons3, which I can't find anywhere on the net. OA will still launch but my save files won't work, should I happen to save during a mission and try to load them at a later date.
 
This is correct. It has always been Arm2 and Arma2 OA.

There are a TON of step by step tutorials and videos on how to get dayz working. It is not a easy smooth process though, I can say that.
Yes but they install differently, CO installs to one folder and A2 and OA install separately. which I read somewhere it has an effect on mod installation. I even tried using that withsix installer and it still doesn't work right...IDK, but I'm about to just ask for a refund.
 
To clarify, since it seems there is some confusion:

ArmA 2 and OA are each separate standalone titles. Using Combined Operations means you are running Operation Arrowhead while essentially loading ArmA 2 assets as a mod.
 
With all the new stuff ArmA 3 is bringing, I can't really get that excited about what I'm seeing in DayZ standalone. I guess we knew it would basically just be a standalone version of the ArmA 2 mod, but it really doesn't look like they've done much outside of the UI.
 
The only thing I'm disappointed about is that vehicles will not be included initially. I've never tried Arma 3 so I don't mind how this game looks.
 
With all the new stuff ArmA 3 is bringing, I can't really get that excited about what I'm seeing in DayZ standalone. I guess we knew it would basically just be a standalone version of the ArmA 2 mod, but it really doesn't look like they've done much outside of the UI.
New skeleton and animations for the player; new skeleton and animations for zombies; female zombies; redone AI pathfinding; new modular weapon system; new item crafting system; new UI; new enterable buildings; overhauled existing enterables; new map regions; new apparel system; new network architecture; volumetric clouds.
 
New skeleton and animations for the player; new skeleton and animations for zombies; female zombies; redone AI pathfinding; new modular weapon system; new item crafting system; new UI; new enterable buildings; overhauled existing enterables; new map regions; new apparel system; new network architecture; volumetric clouds.

That all sounds fine and dandy on paper, but what I saw in that video didn't look like they improved the animations or pathfinding all that much. I know it's still an unreleased alpha/beta but they've been working on it for how long now?

I guess, having played a LOT of ArmA 2, to me it just looks like they slapped a slightly more user-friendly coat of paint on top of the existing UI. Mechanically, nothing really looks to have changed. They did implement a bit of the ArmA3-ish inventory where what you are wearing affects how much you can carry, but other than that it looks pretty much just like the mod, still.
 
I think that is to be expected with the ArmA 2 engine. Due to limitations, most things more or less turn out to feel the same.
 
I only had sound on for the second half of the video, but why did the zombies just run past him most of the time and not follow him? Might have missed an explanation for that.
 
New skeleton and animations for the player; new skeleton and animations for zombies; female zombies; redone AI pathfinding; new modular weapon system; new item crafting system; new UI; new enterable buildings; overhauled existing enterables; new map regions; new apparel system; new network architecture; volumetric clouds.

Correct me if I'm wrong but everything you just listed there is either currently in DayZ Arma 2 or is going to be implemented in DayZ Arma 3....so why spend money on the standalone?

I'm not hating on it, I was actually pretty excited for it not too long ago. But the more I see from the modders working with Arma 2 and Arma 3, the more i'm doubting DayZ Standalone will bring anything unique to the table.

Unique enough to spend standalone money on, anyways
 
Correct me if I'm wrong but everything you just listed there is either currently in DayZ Arma 2 or is going to be implemented in DayZ Arma 3....so why spend money on the standalone?

Because ARMA 3 isn't even out of alpha yet?(but they still charge people for it...baffling)
 
All the new things are cool.

None of that new stuff has changed the fact that the game still has the horrible issues relating to the engine. Standalone or not. You've still got the magic zombie warping hits. Horrible pathfinding and generally clunky feeling of the game.

Until those things are fixed the game will always feel like the mod it is and will never be what it could be.
 
I think the standalone is probably going to sell pretty mediocre and the ArmA 3 mod will just be the new thing (if DayZ is still a thing by then...do people still actually play it?).
 
I'm pretty unimpressed. I initially liked what I saw with DayZ standalone until I watched the ArmA 3 E3 demo and I'd *much* rather play that.
 
caught the e3 demo. every feature that would make it atleast passable as a standalone wasn't implemented yet. pretty disappointed


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caught the e3 demo. every feature that would make it atleast passable as a standalone wasn't implemented yet. pretty disappointed


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It kinda makes me wonder WTF they've been doing for the past...almost a year? I thought they had an entire dedicated team now.
 
It kinda makes me wonder WTF they've been doing for the past...almost a year? I thought they had an entire dedicated team now.

As soon as I started hearing that this "new engine" was going to be more of an "Arma 2.5" engine "customized" for DayZ instead of a true standalone engine in of itself that borrows mechanics/systems/technology from arma's Real Virtuality engine, I knew there was going to be trouble. Now there has been delay after delay (and a big vacation for the project lead even after delays).

All this is basically showing that they aren't going to take the new game THAT seriously, and whenever it was released, it won't be that much more complex/advanced than the Arma DayZ Mod. Despite the apparently-still-undeveloped features they are touting, none of them really solve any of the core design issues of DayZ that makes it have poor long-term replayability. It is sounding more and more like a quick-bucks scheme like WarZ.

Perhaps part of the delay is that they are actually having to flesh out the game a little bit more than the already small amount they intended to do, because WarZ got in the way of them making a bunch of quick sales for a mediocre/poor game (people aren't going to buy two bad zombie games within the same short time period).
 
The move to a client/server architecture alone is a pretty big shift for the game. I really couldn't care less about many of the coming changes — better mouse input is a plus, more clothing granularity is good and the aim-hold idea they're knocking around could be nice, but the rest aren't all that incredibly desirible — but what's fundamentally broken with the mod is that it's peer-to-peer. It makes it a hacker's paradise and fundamentally breaks many of the core mechanics. When you know someone's in an area because there are zombies walking around that area, you have a fundamentally broken system. The standalone fixes that (theoretically), and to me that's easily worth what the buy-in is going to be during the alpha period.

I'm not entirely sure what the size of the current team is, but my understanding is that it's pretty small. I think there are more than five or six guys, but I don't think the team is actually much larger than that.
 
New skeleton and animations for the player; new skeleton and animations for zombies; female zombies; redone AI pathfinding; new modular weapon system; new item crafting system; new UI; new enterable buildings; overhauled existing enterables; new map regions; new apparel system; new network architecture; volumetric clouds.
... and most importantly, they are designing the game to help prevent, but not remove, bandits.
 
The best things I liked about Dayz was navigation, exploring, being sneaky, and stealing yo shit. I do wish navigation was only a map and a compass though.
 
Ive been playing DayZ off and on for about 9 months with friends. After having recently played the Arma3 mod of it I can hardly get excited for the standalone. Like others have said Im more inclined to wait for the arma3 version of the mod to come along than to get excited waiting for the paid standalone that seems to feature many of the same problems from the arma2 mod.

there are just so many annoying glitches and problems with the arma2 version of dayz. Driving a jeep through some woods and slightly bump into a tree? your jeep is now magically stuck to the tree it hit even though its 2 meters away from it. Walking on a pier or dock? better hope you don't get bounced up into the sky and fall to your death. running through woods... youre just dead out of nowhere. friends who were with you heard no gunshots or sign of anyone else and you were not out of blood, food, or water. Before they start adding new items and clouds they need to get it where you can move through the game without some of these game killing glitches. Its annoying to play a game that can take you hours to get setup with decent gear then to lose it in a second to some bullshit glitch or game issue. I don't mind if I get killed by a bandit or if I do something stupid and die from it, but I shouldn't have to crawl for 2 hours to try and find some morphine because I opened a door that broke my leg...

The best things I liked about Dayz was navigation, exploring, being sneaky, and stealing yo shit. I do wish navigation was only a map and a compass though.

I love finding peoples tent cities on servers. probably the most fun I have playing dayz is finding peoples stash lol.
 
I'm disappointed they had absolutely nothing to show at E3. The demo they showed lacked any of the features they've been bragging about since the game was supposed to be released in December of last year.

E3 rolls around and we get a short playthough with Dean Hall explaining "Well the inventory system has been TOTALLY revamped....but we don't have it implemented here. We also have these cool mods for your guns...but we don't have it implemented here. And the zombie animations are totally new....but we don't have it implemented here. But let me tell you about my climb of Mt Everest!"

He also went on to explain how he really did not want the standalone to be about PvP and bandit killing; he wants to give the player something to do. So the interviewer asked if that meant implementing some sort of quest system, at which point Dean stresses that this is not something he wants in the game. Alright...so what exactly do you mean "give the player something to do" if PvP isn't something your stressing?

I'm just extremely confused. How are they justifying a standalone price for something most people are currently already playing for free?
 
He's shown some interest in an Origins-style end game. That wouldn't be a quest, per se, but a "something to do". Some sort of driving purpose beyond just player survival.
 
He's shown some interest in an Origins-style end game. That wouldn't be a quest, per se, but a "something to do". Some sort of driving purpose beyond just player survival.

Which would be fantastic I guess. I want there to be something to do, other than PvP. Unfortunately, the game is supposed to come out sometime this month or next and they've shown nothing
 
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