Dayz Standalone

A few more months he said and I think he was referring to the beta version since they are now just getting into alpha. Its going to be a while sounds like if you are waiting for final/official release.
 
I think standalone will get crushed by an open version on ARMA3.

Rocket has a habit of giving the finger to private hives, despite the enormous popularity of customized servers. I think if they try to force everyone back into a carbon copy world they're going to get left behind.

I'd rather have a version open for development with a few glitches than a rigid standalone version that people get bored with.
 
I think standalone will get crushed by an open version on ARMA3.
The Arma 3 mod is going to suffer all the same problems as the Arma 2 mod does, save for a few minor niggles. It affords it a shinier coat of paint, but it doesn't fundamentally change anything.
 
The Arma 3 mod is going to suffer all the same problems as the Arma 2 mod does, save for a few minor niggles. It affords it a shinier coat of paint, but it doesn't fundamentally change anything.

And what have we seen standalone fundamentally change? The game-play is still just as rough as the mod. Controls are no different. They opened up some buildings and put prettier paint on things, which is what ARMA3 will do.

They elude to fixing scripting and database interaction, but that's a bit hard to prove until we get our hands on it. Considering the engine is the same I'm not expecting a miracle.

Realistically if they want DayZ standalone done right, they probably need to build it from scratch. With how long it's taking them to Frankenstein a retail mod release it may have been better if they'd just gone that route to begin with.
 
And what have we seen standalone fundamentally change?
I've explained this previously. The standalone has a client/server networking model. Arma 3 is still peer-to-peer. In the standalone, the server spawns zombies and (at least most) objects. In the mod, clients spawn zombies and objects. This means you get localized hot spots of zombies where players are (or have been recently enough to not have despawned).

Basically, you know generally where players are in the mod. If you're X meters out from a town, and zombies are there, players are also there. In the standalone, you won't really have any idea.

The susceptibility to hacking is also much higher in a peer-to-peer model, since peers can end up sending each other pretty much whatever messages they want. You can't really do a lot of those things in a client/server setup: the server is going to discard any information that it doesn't want or simply not accept it in the first place. You can still get a lot of nasty stuff, but not the really nasty stuff like the Thunderdome and being able to take control of other players. That stuff relies on exploiting the server itself, which gets more difficult.
 
I've explained this previously. The standalone has a client/server networking model. Arma 3 is still peer-to-peer. In the standalone, the server spawns zombies and (at least most) objects. In the mod, clients spawn zombies and objects. This means you get localized hot spots of zombies where players are (or have been recently enough to not have despawned).

You keep bringing up this "server/client vs peer to peer" think, but ArmA 2 and ArmA 3 aren't "peer to peer" in terms of where the AI and objects are running. All of that stuff is running on the dedicated server, unless you are running a local server (in which case, your client IS the server). Yes, more zombies spawn near players because that is the way the mod is designed, to save server processing power (no reason to have thousands of zombies spawned out in the middle of nowhere, taking up CPU cycles when no one is there). Same with despawn. In the mod, maybe they're going to do non-localized spawning, but that's just going to kill performance unless they are running all servers on some monster hardware.

Unless I'm not understanding your point.
 
This issue is the server trusts -everything- that client sends it. If client 1 tells the server that it killed client 2, it says OK! That's just the system and this is true for both ARMA 2 and ARMA 3.

If I were to make a guess as to the new architecture, I would wager that they are spawing everything in up front but the zombies will be 'dumb' logic and patching (on-rails) until a player enters the area; then things start to kick in. This keeps the load down overall and still allows for a more 'real time' feel to everything. Which will be much preffered to the, "run out between 35 and 200 meters -> lay down for 5 minutes or until you see a new wave of zombies spawn -> run in and check new spawned loot."

I would like to see both though. I appreciate the ARMA III engine and see great potential there. However the Standalone has much more leeway in creating the game Dean 'Rocket' Hall envisioned originally.
 
I guess you havent really been following it if you dont know what standalone has changed.

It really is arma 2.5 after all the changes, add on top of that the MMO networking architecture and you have a really solid foundation (finally going to prevent a lot of hacks, which was and still is to this day one of the major things that set DayZ back and drove away a huge amount of the playerbase) to start adding new features. Some of the recent videos have shown stuff like the radio you use to communicate, how you can place it on the ground still tuned into a radio station for some epic trollin'. Now that the foundation is setting they can start adding so much more fun stuff to do like that. Finally being to enter every building is going to be awesome, so many places to shoot from. All they need in my book is a graphic designer to fix the placeholder UI and were good to go, but hey, its in Alpha so whatever.

Once base building comes in I'll be hooked, its already better than the current mod form of day z and I hope they add all the features of origins so we dont have to play that anymore.
 
There's a release week. Sometime around August 26th.

According to Hall, everyone will be granted access to it at that time, as opposed to the stunted release.
 
On the upside of this, Dean is now setting up GamesCom as the sort of golden margin for releasing the alpha to the public. Someone asked if Hall would be attending the Cologne, Germany event to which Hall stated that...”Yes, DayZ will be playable there. It will be a very painful show for me if we aren't out by then.”
GamesCon runs between 8/21 through 8/25.
 
You quote is old. All of his latest posts clearly state that he is done with releasing dates of any kind other than internal milestone reviews at the end of each month.

In the devblog that came out yesterday he stated that the July end-of-month review resulted in a no-go for alpha release this month.
 
Yeah. I have never felt such anticipation for a game as I do this one. At least there won't be any more hints of anything to get our hopes up.
 
You know what, I never played this game but i have seen videos on youtube, and I can tell you that it feels like dejavu. This has Red Orchestra written all over it. From mod, to standalone, to fuck all people playing it. And yes it comes with the same bitching on here and same promises from the developer which eventually end up as a flop.
 
yep, this is a much bigger project than red orchestra and has a bigger following. I too was with the red orchestra fiasco all the way from the unreal mod until the retail game, and was majorly disappointed. That said, this does not feel like it will go that way.

If this is going to disappoint anyone its going to be because the developer is taking it in a direction that is not parallel with what made the mod successful, and that is intense, heart pounding, suspenseful PVP combat.

All he has to do is take the mod and fix the jankieness, fix the lag, fix the hacking, and then worry adding some new features, but it doesnt seem like hes working in that order.
 
John Stamos said:
Quote:

Originally Posted by Kokain

You know what, I never played this game

What you said didn't matter after that.

my sentiments exactly. not a huge fan on day z, played it for a few months, but comparing it to red orchestra? ughhhhhhh


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All he has to do is take the mod and fix the jankieness, fix the lag, fix the hacking, and then worry adding some new features, but it doesnt seem like hes working in that order.
While I agree wholeheartedly, when you're trying to productize a mod, adding features and making dramatic, marketable changes seems like a necessary thing. I would've been happy with "DayZ mod + client/server", but that's a hard sell as a standalone product for most people.

"Client/server model" and "reduced hacking" are, unfortunately, not compellingly marketable features. When you have experienced DayZ players questioning the need for the former, even, it seems pretty clear that more needs to be delivered to pull players in, and the success of multiplayer games is predicated on that feedback loop of sales and player base.

Suffice it to say that a lot of DayZ players aren't playing vanilla DayZ on official hive-backed servers anymore. There has to be some considerable incentive to get a lot of those players back into the official fold with the alpha.
 
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?

Not to necrobump your post, but I think it demonstrates some of my concerns with the standalone. In various demo-type playthroughs I've seen, Dean Hall hasn't really been able to articulate what the game is about and what players should expect - that's part of what he talks about but its mainly just a bunch of random, seemingly meaningless features (being able to change your shirt, pick up something under a bed, etc.). I don't know if I trust him to really see it through to the end and produce a fun and compelling game that people will want to play, that is in any way a push past where the DayZ mod is right now (which I will continue to play).

Dean Hall is a guy who, after all, wants his next game to be some kind of rock climbing simulator and who mentioned in passing at E3 (I think?) that epi-pens could cure your character if they had allergic reactions to nutella in the game... Like seriously? He's even considering making player characters allergic (randomly?) to particular food types?

See: http://www.youtube.com/watch?v=7DhZIe6-9v4 for the dumbass Nutella comment. Edit: Don't think that's actually Dean Hall, but still...
 
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I personally don't have a lot of faith in the DayZ Standalone...but we'll see. I'd much rather play a DayZ mod for ArmA 3.
 
To me, the problem with the mod was the amount of hackers using it. That's why I want the standalone.
 
To me, the problem with the mod was the amount of hackers using it. That's why I want the standalone.

Then you are in for a rude awakening. There is going to be just as many hackers in the standalone as in the mod.
 
Then you are in for a rude awakening. There is going to be just as many hackers in the standalone as in the mod.

Probably, but they are locking it down a lot more tightly than the mod, so that is something that should improve things.
 
I personally don't have a lot of faith in the DayZ Standalone...but we'll see. I'd much rather play a DayZ mod for ArmA 3.
Playing DayZ on Altis would be fun, but it wouldn't fundamentally change the game in any meaningful way. It's still going to be riddled with most (if not all) of the same problems that plague the mod.
 
Playing DayZ on Altis would be fun, but it wouldn't fundamentally change the game in any meaningful way. It's still going to be riddled with most (if not all) of the same problems that plague the mod.

The only problem would be hackers...it won't have the same janky movement/animations or inventory that ArmA 2 has.
 
5 Years later the game is out of early access =) Dec. 13th 2018 release date
I never tried the game but would be afraid it would be dated.

 
I’ve followed says on and off for years now and it’s still a disaster. Glad they are done dragging it out.
 
I’ve followed says on and off for years now and it’s still a disaster. Glad they are done dragging it out.

Lol yeah I remember reading some stuff like "grenades wouldn't be available at launch" etc., silly ass things that in any normal game would be there but they can't even get the basics down right after being in development for so long. Very silly, would never waste my money on this game.
 
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