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Author Topic: Nightcrawler's Day Z Adventures  (Read 30941 times)

Nightcrawler

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DayZ on PS4!
« Reply #125 on: August 13, 2014, 11:08:02 PM »
http://www.pcgamer.com/2014/08/13/dayzs-playstation-4-version-will-provide-benefit-to-the-existing-pc-early-access-says-dean-hall/

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There were few PC-relevant announcements at Sony's Gamescom press conference last night, but one familiar face did appear for a surprise reveal. Dean Hall emerged on stage to announce a Playstation 4 version of DayZ. More than that, Hall took time to explain how the console port of the popular survival game would also enhance the existing PC version.

"When we were considering console versions, we were acutely aware of how important the PC version is to us," Hall said on-stage. "We didn't want to just port DayZ, but to develop the game to each platform's strengths. Commitment to the Playstation 4 version has given us cause to expand the parameters of the overall project, providing benefit to the existing PC early access."

Hall pointed to the provision of 64-bit servers as one such example of the increased scope of the project, and also announced a visual overhaul. "We're now committed to developing an entirely new cross-platform renderer to bring amazing new visuals to the game," he said. "Through an adaptable approach and development environment, this addition will allow not only Playstation 4 owners to get into DayZ, but it will improve all DayZ player experiences."

Also, they're doing more crafting in the latest patch:

http://www.pcgamer.com/2014/08/14/dayz-update-adds-two-new-villages-a-world-war-ii-monument-and-new-sacks/

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Development on DayZ may be undergoing an overhaul thanks to the confirmed PlayStation 4 edition, but Bohemia Interactive continues to roll out weekly updates to the Early Access edition. This week you may encounter two villages that weren't there before, as well as a new World War II monument in Severograd, which is pleasant.

There are also a series of new animations and crafting options. "You can craft a leather sack," the patch notes proudly declare. You can also make a mosin wrap from a burlap sack. You can now put grass in burlap sacks. Sack enthusiasts have no doubt barracked for these changes for many, many months. New animations include igniting fireplaces, restrained runs, fishing and cow animation. But in the end, the significance of any change depends on how you play DayZ, so for your convenience the full patch notes:
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    Nightcrawler

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    Survive the Nights
    « Reply #126 on: August 14, 2014, 07:16:06 PM »


    Also some commentary on DayZ being ported to PS4.  Survive the Nights is starting to look like a pretty interesting game in its own right.  :hmm
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    Re: Nightcrawler's Day Z Adventures
    « Reply #127 on: August 14, 2014, 11:59:47 PM »
    Picked up my new laptop today, so I will likely give it a try soon.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #128 on: August 15, 2014, 12:07:43 AM »
    Picked up my new laptop today, so I will likely give it a try soon.

    I'm MK EOD on Steam.  I'm away for work all the time, so I don't get to play often. :(
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    Re: Nightcrawler's Day Z Adventures
    « Reply #129 on: August 19, 2014, 12:53:55 PM »
    Dang. Might have to get a PS4 then.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #130 on: August 19, 2014, 06:23:07 PM »
    If you get a PS4, you can also play H1Z1 from Sony Online Entertainment.  It's quite a bit more polished and is on a better engine for the gameplay.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #131 on: August 20, 2014, 01:27:48 PM »
    Dang. Might have to get a PS4 then.

    Yeah I'm starting to think about getting one, too. 

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    Re: Nightcrawler's Day Z Adventures
    « Reply #132 on: September 18, 2014, 09:47:45 PM »
    I apologize for the lack of updates, guys.  I've been away for work and can't game.  Even if I could, my free time is dedicated to finishing my first stand-alone novel, and I've got an impending deadline hanging over me like some sort of awful metaphor. 

    In the meantime, check THIS out:

    http://www.pcgamer.com/au/2014/09/18/doomz-brings-dayz-survival-to-the-doom-engine/

    http://robertprest.com/doomz/

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    Nothing warms my cold cynical heart like the creativity of the Doom modding community. We saw Donkey Kong Country recreated in the engine earlier this week, but now cast your eyes across this work-in-progress attempt to adapt DayZ's core gameplay into a 20-year old engine. DoomZ is the work of a modder disenchanted with the limitations of DayZ in its current, Enfusion-powered iteration. While Zdoom obviously has limitations of its own, it looks like the mod is making steady progress.

    The mod currently boasts a day and night cycle, a rather charming UI (see the image above), wildlife, fires and cooking, water, weapons, food, limb damage and much, much more. The goal is to make the game as close to the DayZ gameplay model as possible, though given the engine's limitations there won't be vehicles. Creator Robert Prest writes that the mod could move over to GZdoom, allowing for more flexibility in map design.





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    Re: Nightcrawler's Day Z Adventures
    « Reply #133 on: September 18, 2014, 09:52:11 PM »
    Better Doom than Minecraft.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #134 on: November 25, 2014, 11:35:38 PM »
    I'm home for a while and still haven't been playing much DayZ.  I don't know if it's the updates they've done (let's remember, it's still in an early alpha stage) but the game is giving me issues.  My framerate is terrible, even with the graphics turned way down (admittedly I need a new card, but I didn't have to ugly up ARMA 2 that much), and the game remains buggy.

    I think once H1Z1 for PC is released, I just may leave DayZ alone until they make some real progress on it.  H1Z1 is, as I've said, built on the Planetside 2 engine and will be better suited for the kind of game they're trying to make.  Hopefully less clunky, anyway.
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    Nightcrawler's Day Z Adventures
    « Reply #135 on: December 01, 2014, 08:55:22 AM »
    I'm back!

    DayZ is still in the alpha stage, is still really buggy, and is still lacking optimization.  It's a system hog above and beyond what it should be for its graphical level.  I did some tweaking, though, and edited a .cfg file or two, and was able to smooth things out and improve my framerate noticeably.

    Anyway, the last time I stopped playing, I was in a tall building in one of the more recently-added cities.  I'd found a lever-action .357 Magnum rifle, a single-shot, scoped .308 pistol, a pick, and a bunch of other goodies.



    My first zombie encounter happened right away; this guy was waiting for me at the bottom of the stairs.  A single shot from my lever rifle dropped him.



    Out on the street, I surveyed the empty town square in which I found myself.



    It's no good standing around.  I had to move.  My leg had been injured and I needed some materials to make a splint, I think.  I also had all of 19 rounds of .357 Magnum, so I needed to find more ammo.

    I encountered multiple zombies in the streets.



    The levergun put them down reliably.





    When there's only one zombie, I'll let the pickaxe do the work.  It's quiet and doesn't attract more zombies.





    I was heartened to find a police station...



    But there was nothing good inside.  I moved on, finding a hospital, but it was also pretty sparse.  I took the quick way down from the roof, once I was reasonably sure I wouldn't be shot off the ladder by some random a______.



    Getting spotted by multiple zombies can be dangerous, if you're armed with a melee weapon...



    ...so I pulled out the trusty lever rifle and handled it, cowboy style.



    I tested out the single shot hunting pistol as well.  It drops zombies easily, but is super loud, and attracts more.



    I left the town...



    ...and ended up in a scrap yard.  It provided as much useful loot as you'd expect to find in cars that have been rusting away for years.  Not helpful.



    At that point, I had to answer the call of nature, so I found the appropriate receptacle and logged off*.







    *logged off is not intended as a euphemism for pooping, but I can see how you thought it was.
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    The adventure continues.
    « Reply #136 on: December 02, 2014, 02:41:02 AM »
    If you think you're doing well in DayZ, you're probably about to die.

    After taking a much needed break to insert a SEAL team, I continued on about the ruins of Chernarus.  I came across an ancient ruin and explored it.



    Moving on, I spotted some kind of weird-looking Eastern European deer.



    I decided to take a shot, with my single shot .308 pistol.



    Boom-shakka-lakka!



    Hit him on the second shot.  But you can't stay in one place, especially not in an open field, so I continued on.  I explored buildings as I came across them, looking for anything useful.



    DayZ is very much a walking simulator.  You spend a lot of time just wandering around, not doing anything, only to find yourself suddenly cornered by a zombie.



    One of the things I found was a Walther P-1 pistol.  I didn't take it, though.  Without so much as a single magazine, a semiauto pistol is not much better than dead weight.



    My leg was bothering me the whole time, though, and it finally came back to haunt me.  A zombie managed to get a solid blow in.  I finished him, but my leg was broken and I couldn't walk.  DayZ is a walking simulator, not a hopping simulator, so I was left crawling. 



    My only hope was to find the necessary items in the town I was in, to fashion myself a splint.  The gunshots from the first zombie kill attracted more, though.



    ...and more.



    And even some more.  My ammunition expended, bleeding, I crawled off, looking for a good place to die.  I found in the street a few meters later, as another zombie finished me off.



    Circle of life, etc.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #137 on: December 02, 2014, 10:36:31 AM »
    Looks like fun. I hope they get the stand alone running as well as the Arma 2 mod. Some of the DayZ mod servers Frankie on PC has been playing look amazing, much better than the stand alone version. Hopefully they're good to go by the time I get my gaming PC up and running.

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    A brief adventure!
    « Reply #138 on: December 06, 2014, 12:22:56 AM »
    I didn't last too long on this one go-around.  I never got out of the nearest village.

    The first weapon I found was a sledge hammer, which is quite effective at putting Zeds down if you smack 'em right.  But that wasn't the odd thing; the odd thing was this fellow, in his underpants.



    Unarmed, and pretty much naked, he followed me around for a bit. 

    Inevitably, like they always do, he attacked me.  A lucky punch can knock another player out so you can take all his stuff. 

    He didn't get a lucky punch in.



    I was later murdered by somebody who bashed me up with an axe.  Melee combat is clumsy and awkward, especially with the lag that DayZ's net code sometimes causes.  The game also has serious frame-rate issues, exacerbating the clunkiness.  But I just can't stop. :)

    EDIT: Just for fun, an update on DoomZ:

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    Nightcrawler

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    Re: Nightcrawler's Day Z Adventures
    « Reply #139 on: December 06, 2014, 04:56:18 PM »
    I started off just outside a city, and was immediately chased by zombies.  You can fight them with your man-fists, but more than likely they're going to beat you to death before you drop even one of them.  So I ran.

    Fortunately, with the improved code, they can no longer phase-shift through walls, so I was able to lock this guy inside and run away.



    I explored the city, looking for supplies, and checked out this aircraft wreckage.





    But the zombies were aggressive today, and I had to run.  A lot.  It was a sign of things to come.



    I ended up coming across this gaggle-fluff of the undead.  Crap.




    Crap crap crap crap crap!


    The conga line of zombies was relentless.


    Ha!  Screw you a______s!


    I thought it best to just leave town, but the zombies were especially aggressive, it seemed.

    I ran into more, and the chase was on again.  I still hadn't found a decent weapon.


    I entered an abandoned factory, and climbed a ladder to narrowly avoid the skulking flesh-eaters.


    Right here, buddy.


    I climbed down the outside of the building and made my escape.


    Later on, I found a fire station that seemed to have an excess of hammers, fire extinguishers, and other things.  The server masters turned the loot up to 11, it seemed.


    I continued on, battling the undead as I marched into oblivion.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #140 on: December 06, 2014, 05:57:09 PM »
    I can't help but think that you would do better if you had some friends with you.  I almost feel bad that I bought Far Cry 4 instead...
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    Re: Nightcrawler's Day Z Adventures
    « Reply #141 on: December 06, 2014, 06:10:50 PM »
    I imagine what a DayZ-type-game could be with a better engine and some slightly different gameplay mechanics.  I'm dreaming of a sort of DayZ/Fallout3/Borderlands/Half-Life2 mashup that would absorb the rest of my life.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #142 on: December 06, 2014, 06:14:48 PM »
    I'll admit, my distaste for the zombie genre has rendered this game unappealing to me from the get go, but this kind of s___ makes it even more so:

    http://www.rockpapershotgun.com/2014/02/17/the-injustice-engine-cruelty-and-murder-in-dayz/#more-189875

    "Yeah, I'm being a complete dick and seeking out only the least experienced and most defenseless to do it to, but that's the whole point!  And that's what these people get into DayZ for!"  Doucherocket.

    It's not made it into my pictorialized chronicles yet, but the thing I was doing when I was murdered last time was doing on a______ Patrol along the coast.  I was pretty well equipped: .357, pump shotgun, plenty of food and water, motorcycle helmet to stop guys from punching me out.  I'd give food to fresh spawns (you spawn hungry).  If any of them tried to attack me to steal my stuff, I blew them away.

    I was going swimmingly until I got sniped when I stopped to drink at a fountain.  Complacency kills.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #143 on: December 07, 2014, 02:04:22 AM »
    I've been doing pretty well.  I'm well-equipped enough that, if I survive to get back to the coast, I'm going on bandit patrol again.  (Or, as I called it before, @$$hole patrol.)  Basically, I wander the coast road where all the fresh spawns appear.  I offer food and assistance.  If they run away, I let them go.  If they follow me, they can if they want.  If they try to attack me, I shoot them dead and steal their pants.

    We'll see if I make it long enough to help more than one person this time.

    In the meantime, here's some more Frankie.  He's playing the mod, mind you, and a mod of the mod at that I think.

    http://youtu.be/tvxiy-DQOFI?list=UUxbivvwPkudpfWrLQHGHQyw
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    Re: Nightcrawler's Day Z Adventures
    « Reply #144 on: December 08, 2014, 08:21:48 PM »
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    H1Z1!
    « Reply #145 on: December 11, 2014, 09:04:10 PM »


    I am so excited for this.  It'll be available on Steam for PC and on PlayStation 4.

    Anyway, in this video, Frankie is speculating on ways to cut down on players just murdering other players on sight to steal their stuff.  It's "realistic" on one hand, because there's nothing stopping you, but on the other hand, in the REAL world, most people value the lives of others, and we're instinctively driven not to murder everyone we meet.

    So how can you cut down on the wonton killing-on-sight in games like this?  How do you make consequences for doing what is basically the easiest play style, without making it so the game is forcing you to play one way or another?  The game would be way less intense without any bandits.  But with everyone being a bandit, it turns into a big deathmatch.

    Frankie had a good idea, I think: the more people you kill, you start to go crazy.  It affects you in-game.  Maybe there are drugs you can find to keep you fully functional.  You need the drugs, so it gives you an impetus to continue your banditry to get the drugs.  Something like that?  Not 100% realistic, but it's still a game, unlike life it needs to be enjoyable.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #146 on: December 11, 2014, 09:43:51 PM »
    I think he was right in that it could drive the person crazy and I think that effect would help. Even as much as hallucinations, IE computer controlled characters that only the person going crazy can see. Maybe going as far as them being able to damage the player themselves, but as much forcing them to expend ammo and resources to "fight" these people who really don't exist to anyone else. That would balance that portion of the game especially within this genre of scarce ammo etc. I'm thinking something like the Psy dogs in Stalker but not as noticeable. Maybe when he sees another character the engine could spawn some AI or something that look just like the other person so it's hard to tell which is real or respawn people he's killed etc. Lots of things you could do on that front I think that would quickly drive home the going crazy is a bad thing vibe.

    I do think he's also got a good point on having specialties. If you choose some of the background of the person say a mechanic to be able to fix things. Or maybe it's just more advanced things. IE Anyone can put a wheel and tire on a car, however you need someone who actually knows what they are doing to fix an engine etc. Something like that could really bring around a bit of usefulness to the other people in the game beyond just what they are carrying. I think if you put in that system you would need some sort of persistence though like you create a person with certain base skills and they are retained with some sort of benefit to keeping them around. Like they can learn new skills over time or something. Now this goes in the face of death being the end of the person in world, but maybe that's what is needed to keep the gameplay functional. I mean it's not like we're talking 100% realism anyways, it's a game and at the end of the day it should be fun. I'm not saying adding rocket jumping, but maybe some nods need to me made to playability.

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    Re: Nightcrawler's Day Z Adventures
    « Reply #147 on: December 11, 2014, 09:45:57 PM »
    Hey idea, call it reincarnation you keep the memories and some of the skills while going to inhabit a new body;) Or something along those lines, but keeping with the fact that you lost all your worldly possessions.
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    Re: Nightcrawler's Day Z Adventures
    « Reply #148 on: December 11, 2014, 11:10:09 PM »
    If I were setting it up, you'd be able to take things with you out of the game, into your personal vault.  If you die, you lose everything you have on you, but you retain what you don't have, in your vault, (which you can't access in game).  You'd have to enter and exit the map through certain points (different for every player, randomly selected) to get back to the vault.

    You could save up money and buy your way up skill trees.  There'd be a variety of skills, and they'd cost different amounts.  Going in, finding things of value, and getting out to sell them (as well as an in-game trading system) would be the main driver for a lot of players.  If you die, you retain what's in your vault, but lose all your skills.  Your fresh spawn starts over.

    A lot of the bandit killings are done, because guys start s___ because they're not afraid of dying.  You lose your stuff, but that's a pretty small setback.  This way, you lose everything you've worked for.  It drives players to be more careful.  (Now, if you die, you go back to your vault.  If you have money saved up, you can buy the skills again, but if you don't, you're starting from scratch.)
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    Re: Nightcrawler's Day Z Adventures
    « Reply #149 on: December 12, 2014, 02:10:50 AM »
    One of the easiest ways to add it would be to just add human contact as a needed input for survival in game. It would basically force people to group up, but that seems to be what you are shooting for here.

    It would be quite easy to add in the going insane aspect to the game. You could randomly twitch and turn without player input, and you could also talk to yourself but you could not hear it only other players. This way the random twitching/turning would make aiming harder plus hiding would be more difficult because you do not know if your guy is randomly talking out loud. It would also give you a heads up if some twitching and yelling jibberish guy was approaching you. 

    I think assigning random abilities to a game like this could add a lot to game play. You could have mechanic skills, electrical skills, medical skills, building skills etc etc. It might be certain basics everyone can do, but you might need someone with electrical ability to fix a radio/generator. If you added certain abilities you could also add in special tools just for those folks. Electricians might be able to repair/make more stuff if they find pliers, Multi-meter and a screwdriver. Medic folks might be able to do minor on site surgeries with forceps, scalpels and gauze... So on and so forth.
    « Last Edit: December 12, 2014, 02:21:24 AM by Plebian »
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