Day’z Rocket Answers Many Questions

By Jim Rossignol on June 18th, 2013 at 10:00 am.


VG247 got hold of Dean “Rocket” Hall at E3 and put a bunch of questions to him, as supplied by Reddit user DrBigMoney (if that is his real name), and you can see a video of that below. There’s a lot of detail in there about what the Standalone will entail.

In related news, the mod itself just got updated to 1.7.7.

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28 Comments »

  1. hamburger_cheesedoodle says:

    He looks dead tired in the video’s thumbnail.

    • Kobest says:

      “Please don’t disturb my friend, he’s dead tired.”

      • Voxel_Music_Man says:

        Commando; a movie so crap it is absolutely brilliant.

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          cairbre says:

          Let off some steam Bennett!

        • Ian says:

          “Remember when I said I’d kill you last?”
          “That’s right, Matrix! You did!”
          “I LIED.”

          *drops*

      • torchedEARTH says:

        “Leave anything for us?”

        “Just bodies. “

    • lijenstina says:

      He is now in character. It’s the Stanislavski’s system for games.

  2. Ravenholme says:

    The image still used by youtube for that embedded video is perhaps not the most flattering view of Rocket.

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    DarkLiberator says:

    He’s pretty passionate about the game. Sounds great on the new stuff they’re doing. Pretty thorough answers.

  4. SkittleDiddler says:

    Why do I get the ever-creeping feeling that the standalone is going to be nothing but a carbon copy of the mod? I know Rocket seems to be doing a ton of work on the new release, but everything I’ve seen and read about it just doesn’t add up to much as far as substantial improvements are concerned.

    Degrading shoes? Jesus Christ…

    • Shodex says:

      It’s feeling more and more like a cash in and attempt to monetize Day Z. All Day Z NEEDS as a standalone is working zombie AI, where they don’t sprint around at Olympic speeds and can’t telepathically hurt you from ten feet away. The controls NEED to be less terrible, shooting NEEDS to be less awkward.

      We don’t NEED degrading shoes, that’s the kind of thing you add after you finish the essentials. If Day Z Standalone is just the mod with more shit then I hope it sells horribly (it wont though). Freeing Day Z from the limitations of being an Arma II Mod to better handle that which the Day Z Mod couldn’t was the reason for going standalone, not shoes.

      • ironman Tetsuo says:

        that’s because you’re fixating on SHOES!TM instead of the system behind that which allows all items to be tracked and changed over time, the same system that degrades your shoes will also degrade your armour, weapons and tools, it will also (hopefully) end players spawning in their own gear with scripts and create a worldwide loot table Dean can muck about with on the fly.

        The SA isn’t better than the mod, it’s the mod rewritten, and that’s all Rocket has sold it as so far, he even mentions in several interviews that if people are unsure then don’t buy the game straight away and instead wait until you do think it’s worth jumping into. it’s taken this long to get back to square one, but now is the interesting bit, the part where Rocket can develop the game way beyond what the mod could ever dream of becoming, and I’m pretty excited to see where it goes.

        I just don’t understand why you would hope people don’t buy it and that the game fails, it just seems like you’ve been sucking on sour grapes.

    • Snow Mandalorian says:

      No kidding. While I’m all about adding new features to the game, I’m really not excited about him adding things that would potentially kill the actual *fun* of the game.

      If it were a real zombie epidemic, shoes wearing out would be the last thing on your priority list, why? Because they take months, if not years, to wear out and become unusable. I really hope Dean doesn’t make it so that within an hour of gameplay you have to look for a new set of shoes, otherwise risk getting hurt or infected or some other bullshit. That kind of thing would never really happen in a real world scenario, and adding things like degrading shoes is just another hurdle players would have to jump that would get in the way of their having fun…unless hunting for new shoes is their idea of “fun”.

      Adding things like that seem to be a complete waste of time.

      • varangian says:

        From what I’ve seen of the work ‘Rocket’ did on the original mod and the way things seem to be going with the SA version he tends to be unable to see the wood for the trees. Shoes, and other stuff, wearing out is all well and good. But unless stuff degrades at super-accelerated rates (and I wouldn’t be surprised if that was done going on past form) it won’t mean a thing if you’re dead long before anything like that becomes an issue. If the game is going to be PvP the primary focus should be on a system where random strangers (as distinct from groups who organise themselves outwith the game) can interact and potentially co-operate in a reasonably realistic fashion. As distinct from the mod where the primary interaction between players was giving and receiving a bullet through the back. Not really picking up much to suggest he’s got anything solid lined up to make this happen.

  5. dave_salmon says:

    I say this repeatedly to my friends and fellow community members: I just don’t see how this is going to compete with the mod in its current state.

    I have recently worked with two others on a server for the gaming community I am a part of and we seem to have more features in the existing DayZ mod than the Standalone will have on release. Lets list them, shall we?

    *disclaimer – I do not claim to have written these scripts. I simply magpied them and implemented them on our server, but that should say something in an of its self*

    We run a Panthera server under standard DayZ with the following additions:

    # Map has been edited to ‘improve’ existing locations and add entirely new locations to the existing Panthera map
    # We have self blooding with the values for amount of blood received, infection chance and time it takes to carry out the action customised to our preferences
    # We have vehicle towing and chopper air lifting
    # We have Ai helicopters and AC130′s which fly around the map across random way-points and then crash at random locations, spawning a custom loot table
    # We have Ai BiPlanes which fly around the map and drop care packages which also have custom loot tables
    # We have removed all of the random ‘junk’ from the map which was added a few patches ago and didn’t work
    # We have a custom debug monitor displaying a range of information
    # We have custom vehicle spawns
    # We have custom Ural and Humvee wreck sites which also spawn custom loot
    # We have customised load screens
    # We have full access for admining

    And that is just what we’ve got around to implementing over the course of two weeks. We will also be adding in anti-hacking tools, custom weather, fully customised loot table for the map, Ai bandits, amongst other things. What exactly will the standalone offer that the already fantastic community behind the original mod can’t supply?

    The SA is being released on Cherno, which is now, for me at least, the most over played, boring map around simply because it has now been played to death (no pun intended). The mod now has something like 12 different maps (Thirsk, Namalsk, Celle, Oring) with just as many new mods which have spawned from DayZ (Origins, 2017, DayZ+, Patient Zero).

    I’ll be buying the SA at the £13 early access price simply to gauge if it is worth our community adopting it early if at all. We may just stay with the Mod and keep up to date on the fantastic things the community are doing with it.

    Hey, they’d ported the ‘Wasteland’ DayZ mod to the Arma3 alpha almost immediately – The full mod may get ported across too and overtake the standalone completely.

    • spamenigma says:

      What I’ve seen of SA compared to the mod, I’ve yet to be convinced that the game in all aspects of gameplay, look and feel will seem like any more than just another tweak to the current mod, but with less features in some areas for a while. I was disappointed when they decided to not use arma3, as from what I’ve seen of the current SA vids compared to my playing of Arma3, SA just isn’t looking like it compares??

      And as said here (I am expecting this to happen at some point) that when the mod arrives on Arma3 we will have a really special game right there. But as for the SA this is just my early feelings and I’ll still wait and see, I’ll certainly be buying it and one major hopeful aspect is if they can get the hacking down to close to non-existent with the client/server changes then we at least of one major advantage.

    • ironman Tetsuo says:

      I totally agree, I don’t think the SA will be better than the current Mod version, but it will have a million times more potential.

      Having everything server controlled is the biggest addition and one that whilst hard to impress people with visually it will make the biggest impact to the way the game develops. All the work they’ve done over the last 6 months has been on the chassis whereas the Mod can only tweak the paintjob. Custom vehicles and AI controlled entities are all well and good but it’s all just building on the same shoddy bodge job Rocket originally threw together.

      I’m still very excited for the SA but I understand how some players are losing interest, all of the development so far hasn’t been in areas that can be shown off to great affect but they do pave the way for a much fuller and deeper game in the long run which to me is much more important that graphical improvements and new maps.

      At the end of the day(z), it doesn’t matter which version is better, we’ll all have access to both and that’s a win/win in my book.

    • sophof says:

      But in the end you still have warping zombies that are incredibly hard to hit I assume? My biggest gripe with the game was that the zombies were so shit. And rocket knows it so he reduces the amount of zombies, untll, in the end, you have a choice between a lot of zombies and a crappy game, or a good zombie game without any actual zombies ;).

      I saw a video of the standalone, and they didn’t fix any of the path-finding or lag-issues it looked like…

      This game doesn’t need more features, it needs more polish.

      • woodsey says:

        They have a dev blog specifically concerning path-finding, it was much improved.

      • newprince says:

        The animations aren’t in allegedly. Only the effects (knockdown).

    • newprince says:

      1) None of those ‘custom’ additions seem balanced or interesting to me. They just seem like more pandering to the “run around and gear up with overpowered rifles” crowd.

      2 )For better or worse, the mod will always be limited more than the standalone.

  6. Ninja Foodstuff says:

    I think I’m most interested in the idea that someone would choose to refer to themselves as Dr. Big Money.

  7. Leb says:

    DayZ is the kind of game that when first played as the allure of mystery and discovery, and once that is gone there is really just nothing there.

    • jonahcutter says:

      Sums up my experience pretty well.

      After the mystery faded, it never came close to playing as any sort of apocalypse-survival game.

    • SkittleDiddler says:

      Same for me. I played the ever-loving shit out of the mod for around three weeks — I ended up with several campsites, had camo and an anti-materiel rifle and all the good gear, and it all got taken away by some crappy code hiccup in the server.

      After you realize that the payoff is so tenuous, repeated playthroughs of Day Z just don’t hold the same charm.

  8. nizzie says:

    I actually looked forward to the standalone, simply because I found no joy in playing the mod. The zombie movement and awkward controls were an instant turn-off. I could live with the controls, but after seeing the videos from E3, which confirmed that zombies still warp all over the place – no, thanks. I know it’s alpha, and some people believe that shit can actually turn to gold, and it’d be nice if they could really fix this mess, but I’m not holding my breath.

  9. Novotny says:

    Alright, own up – who ported Rocket into the source engine? If that’s not a Gary’s Mod screenshot I’ll eat my hat.

  10. thrymr says:

    Uhm…

    this article doesn’t tell me anything… because i can’t watch video’s with sound at work.

    Would someone mind to tell me if there is a transcript of said video available, or can sum up the key features mentioned?
    All I read from the comments was degrading shoes….

    thx in advance ;)