Cherno Plus: Hall On Day Z’s Standalone Future

Dog Z.
Earlier this week I sat down with Day Z creator Dean Hall to talk about the new standalone game. Read on for information on why the mod version of the game will now “open up”, how dogs work, how original Op Flash developers came back to work on the new title, how “underground construction” might work, and for an explanation of why there won’t be a military simulator mod of Day Z. At least not yet.

RPS: So how tired and stressed are you now, Dean?

Hall: Oh! There’s a huge weight off my shoulders now that the negotiations about the standalone are done, and I know that it’s happening and how it’s happening. So I feel much better.

RPS: Those would be the negotiations between you and BIS to turn this into a full, standalone game?

Hall: Yes. I was only a contractor, so obviously they really wanted to do it, but at the same time I wanted to make sure that it would go forward in such a way that I would be happy.

RPS: And you are happy because you are the lead developer? How did BIS feel about that?

Hall: I am the lead yes. Marek [BIS owner and Arma series director] has given me almost complete creative control over the project, and he’s been hugely supportive of the idea. The people we’ve got involved include Ondra Spanel, Marek’s brother, who was the lead programmer on BIS games back when the made Operation Flashpoint and Arma, so he’s the guy who made that engine. He and other original members of the Flashpoint team are actually returning to full-time development for Day Z. That’s a huge win for the project, and it means that the people who are working directly on the project are the most talented guys who could be working on it.

RPS: So what do the next six months mean for you, then?

Hall: Well, the next six months… we have to get the standalone, at least the initial version of the standalone, out. That has to be out very soon. So the idea is to get that available with a low price point, Minecraft style, ideally in October, but realistically I think we’re talking end of November. It’ll have all the features that Day Z has now, but with more polish, and we’ll cut down all the things that Arma 2 has in it that Day Z does not need. So it’ll be a tighter, more locked down product right away. It’ll be locked down to prevent hacking. We also want to implement a simplified ragdoll for performance, redo the UI for a new inventory system, things like that!

RPS: Is this game still an experiment? When we first talked you were very insistent that the mod constituted an experiment, but can it still be said to be that if you are releasing a “polished standalone”? (Although I suppose there’s an argument for ANY game being an experiment in some form… anyway.)

Hall: Yeah I think it is and I think the experiment has now got a little more ambitious. Right now we want to get Day Z working as a standalone project with the features we’ve already got. Once it’s established we can do some more experimental stuff. I suppose the experimenting is on pause at the moment while we take the mod and make it work as a standalone game, but we’ve still got scope for experimentation in the mod while we do that, and more experimentation to come as we develop the game. If you look outside [the booth where we were interviewing] you can see that the build that we have on the public stands here at Gamescom actually has dogs in it. We’re still actively experimenting on that front, but we also need to push things up a notch. When we look at the standalone game we’re going to have to think about what in-game content there is in Day Z, so there’s going to be underground construction, group infection mechanics, stuff like that, and that represents the next big zone of experimentation for Day Z.

RPS: So just to be clear, you are putting dogs in the mod as well as the standalone game?

Hall: Oh, yes, that’s the mod running out there.

RPS: How do dogs work? In the game, I mean…

Hall: Well, you find a dog then you can give it meat – yes! remind your Minecraft at all? – and then the dog will follow you around. The longer the dog follows you around, the better it gets at doing stuff. You can tell it to stay, and depending on how long it’s been with you, it’ll stay for longer periods of time, before it says “where are you?” and comes to find you. You can use dogs for tracking, too, both with people and animals, and you can have it warn you of danger, growling when people are nearby and so on.

RPS: Can you tell me a bit more about that plan for underground building?

Hall: Yeah, well, building was not really working above ground. That said, I think there will always be some limited ways that players can build above ground, but possibly – and this isn’t set in stone at the moment – is to approach it from the point of view of underground construction. One option is something like Skyrim. So in Skyrim you walk up to a dungeon entrance, you look at the door, hit the button, and it transports you to that instance, that’s kind of what we are looking at for underground construction. So you would go up to the grate in the ground, go up to this hole, and you’d dig out that hole yourself. That instanced-style construction offers us maximum flexibility without too many strings. Also, having the construction occur in a separate world to the battleground is a good idea because it allows us to be a lot more creative. You could dig things out, Red Faction style, and expand that structure over time, maybe build a hydroponics lab, have a generator, air conditioning, concrete it, have it collapse, those kinds of things.

RPS: You mentioned that you were going to “lock down” the multiplayer to combat hacking, but can you also use that to address the log out trap stuff?

Hall: We have a pretty good knowledge of how to deal with the log in/out trap stuff, but that solution will come with the standalone. We’ve got a massive data problem at the moment, because we have one million users now, and 170,000 to 180,000 people play on any one day, up to 200,000 over the weekend. What that brings is a heck of a lot of data, and we log that and analyse it. That will allow us to see where players are using logging tactics and we’ll be able to warn them that what they are doing is wrong, and administer punishment if they keep doing it. We can go through with that, because we are logging all that data at the moment. But it’s a problem for our architecture and for the mod, and that’s something we can deal with a lot better with the standalone game. The mod was only designed for a couple of servers, maybe a hundred players, and now it’s supporting a million players. With hacking, we lock down the data. You can hack the mod fairly easily, but we’ll change that for the standalone. We’ll turn off options for using any hack exploits at all.

RPS: So you are saying that you will be able to identify log in exploiters and ban them?

Hall: Well, we are collecting data. In the future we will be able to review that data and look for the patterns of behaviour that give away the log in log out activity. We’ll make it a time-out, so that players have a cool off time before they can log in again. So yes, we have the data, we have to work out how to use the data, and exactly what we do about it.

RPS: Are you going to make the game any harsher than it is already? Can you pile any more problems on players?

Hall: I think it will get more complex. But we have to have a list of priorities. One of the reasons zombies can be challenging is that they are glitchy at the moment, they are challenging because of the glitchiness, and that’s true of some elements of the game, such as getting stuck on stuff, or dying for no reason and so on. We’re looking at changing the complexity of some of the key areas, like the injury system. Right now you have to take some morphine to fix a broken leg, but maybe in the future you will need to do more permanent, perhaps use a splint, or have to find someone with medical expertise.

RPS: Are you saying you want this to creep into RPG territory, where you’re fleshing out characters with different skill sets?

Hall: Well… We’re very carefully thinking about how to expand the reasons players have to interact positively with each other, because there are lots of reasons in the real world, and so we need to find similar reasons that give players reasons not to shoot each other in the game. One idea we passed around was a sort of social-learning, and, well, we don’t want a point-based system because one of the things that works well in Day Z is that if you are good at some things in real life then you are also good at it in the game. For example, if you can read the stars in real life, then you can read the stars in the game, but perhaps there are socially learned skills that we could introduce, such as your player learning some medical skills because they learned them from someone else. That’s one idea.

RPS: So with the standalone eventually taking its own course, what’s the future for the mod?

Hall: I think the mod will just continue. For a very long time. What we’re going to do with the Day Z mod is open it up. People are going to be able to run their own live server, their own private server, they can run a server just for four of them, that sort of thing. And so that will, I think, foster real creativity within the mod, and I think that creativity will feed the standalone game. The standalone will have a limit on customisation, so we’re able to counter that with the mod opening up. With the game we’ve got the codebase mostly sorted, and we’re putting in the changes we need to put in, it’s a matter of sorting out the data. The key programming and design areas we have to deal with are still there, such as central server integration and dealing with hacking, but once we have that up we’re ready to go. We’ll be able to go out a very low price point and say to people “this is what we’ve got” and they can kick off that way.

RPS: How did Marek [Bohemia boss] respond to the success of the mod?

Hall: Well initially he was very positive, and was like “wow, we’ve seen a spike in sales”. I talked to Marek then and we came up with a plan, and that wasn’t too ambitious, but then the mod grew more, and he said “perhaps you should stop work on Arma 3”, and I said that was a good idea. Which was a shame because what I was doing there was interesting, but we can deal with that. But then every time we made a plan, things got crazier. A suddenly there were three hundred thousand users, so we said “okay, perhaps we need to get a bit more serious”, and then we thought perhaps it needed to be a DLC. Then when we started planning that, it got bigger again. Every time we thought we had a plan for how to deal with it, then it got bigger and bigger and bigger!

RPS: Has that curve levelled off yet?

Hall: Well from out point of view, we’ve decided on a direction. We know what we’re doing, regardless, and that’s decided. But bizarrely enough there was actually a spike of downloads of the mod during the announcement of the standalone, so people are still coming in that way. I guess they have now dropped off a bit, but we were hoping they would drop off a bit, because we have a lot of work to do keeping the mod maintained while also working on the game.

RPS: So now Day Z is a standalone… will it have mods?

Hall: A military sim mod of Day Z!

RPS: Could that happen?

Hall: Initially, no. We have to lock it down to start with, and that will disappoint some people. It disappoints me, in a way, because Day Z came from modding, but to allow user content in we have to define those rules and structures, and we don’t have the time to do that right now. We need to make sure we can deal with hacking, at least to an extent, so initially we focus on that, and we deal with everything else later. We’ve got to just get it established before we look at user-content.

RPS: Are you going to use the same map?

Hall: Day Z will release with “Chernarus Plus” which is basically down to Ivan, who went around it adding a lot more enterable buildings, a whole bunch of terrain tweaks, and even some new areas. So Chernarus Plus is basically that original Chernarus map revisited, which will be quite a bit of extra content for the new game. But maps are a bit part of the future for this game, and I think we will see a mix of community maps and officially supported maps. It could be a part of the revenue stream. It feels to me that it’s better to ask five or ten Euros to access this new map, than to charge for hats. It’s a reasonable way of doing things. If we hit the numbers that we’re hoping to get, that should be fine.

RPS: Is the standalone more Arma 2 or more Arma 3?

Hall: It’s more like Arma 2.5, and there’s a very important reason for that. Arma 2 has reached a certain level of maturity, and that’s important for Day Z. We want to do things like support a simple ragdoll, rather than the complex ragdoll that Arma 3 has, because we’re multiplayer and PvP focused. So yeah it’s more like Arma 2.5, but because we’ve got the guys who created the engine working directly on this game, we could soon see Day Z codebase looking very different. It’s actually based more on the Take On Helicopters architecture than what we’ve done with Arma 3.

RPS: And are you going to be able to address any of the other issues, like lighting, weather effects and so on?

Hall: Yes, I think we will. Many of those issues, though, are on the back burner for now. Just how many will make it into our alpha release remains to be seen. But I’m hopeful. The first thing on the list of for me to expand the survival aspects of the game. We want it to be more complex, without being harder to learn. There should be a lot more options in that area, because that is what Day Z is really all about.

RPS: Thanks for your time.

A standalone version of Day Z will appear before the end of the year.


  1. Hakkesshu says:

    Jesus, watch out for that giant fucking dog!

  2. Drake Sigar says:

    Yes yes, you all thought he was riding a giant dog.

    I called it first.

    • Anthile says:

      Based on the obscure Robert E. Howard short story “Hound Riders of Chernarus”.

    • sonofsanta says:

      He looks like the world’s most extreme vet, riding that hound bareback to try and sedate it in the back of the neck.

      Which would be much more interesting than just more zombies, y’know.

    • Zombie Jesus says:

      I assumed it was a glitch or some kind of in-joke as I have not yet played DayZ, and only just realized he *wasn’t* actually riding a giant dog because of your comment.

    • Aardvarkk says:

      Or it’s a very small man..

  3. Stiletto says:

    I’ve beans out of ammo for dayz now!

  4. Sarissofoi says:

    Latest news:
    The number of empty and half empty DayZ servers still increase.

    • DuddBudda says:

      this trend correlates with the continuous growth of DayZ servers

      check the stats on before chundering gloomy crud all over the place

      • Mattressi says:

        From what I’ve seen, the server numbers where I am (Australia) have massively decreased. Either that or my server browser suddenly isn’t working (quite possible). Hopefully when there’s more to do in the game than kill people and when people have an incentive to not kill people, players might come back. Right now it’s just a deathmatch game with a REALLY long respawn (/gear up) time.

      • varangian says:

        And the stats say that fewer players are logging in as time goes by. A couple of weeks back it hit 1m unique players and 200k+ logging in a day. I’ve been checking the stats since then and that looks to be the peak, the unique players has crept up to 1.09m whilst the daily login rate has fallen steadily and is now 146k. Lots of people try it, few seem to be sticking with it, me included. It was interesting to try but there’s nothing to stay for.

  5. Chickenfeed says:

    Aww, Chernarus Plus? It will take me all of 30 (Extra 25 seconds because of the terrain tweaks) seconds to work out exactly where I am. I want to get lost, damnit!

    • Zelius says:

      Agreed. That feeling I had when I just started, of being completely lost in a strange and hostile world, was one of the best gaming experiences I’ve ever had. I miss that feeling.

      • Chickenfeed says:

        Unfortunately I missed that experiance, as well. I had ArmA 2 preordered, so I knew every kilometer of Chernarus before DayZ was announced.

  6. Mr. Mister says:

    They keep talking about ragdolls like they’re some alien tech.

    • hosndosn says:

      I like how he acts like they’re a major performance concern. It’s like 2003 technology.

      • MiKHEILL says:

        Actually they’re a 1998 technology (when the first game with rag doll physics was released). I’d be ever so very surprised if the same rag doll physics model being used in 1998 is even remotely as complex as modern equivalents. And he did say that they were going to use a less complex rag doll physics simulation, not no rag doll physics whatsoever.

        And really, it seems incredibly unlikely that rag doll physics would have even been a consideration unless it had a notable impact on the game. Perhaps this is just to make the game more accessible to those who have trouble running running it. Or perhaps there are server side implications. One thing is for sure though: If code works and works well, changing it is rarely worthwhile.

    • MiKHEILL says:

      Chances are that when rag doll physics have to be calculated for a large number of players and zombies it becomes a somewhat non-trivial task. I have yet to see an MMO with rag doll physics for instance.

  7. Synesthesia says:

    Hm. I got out of reading this interview with the feeling that theyre just jumping on the current hotness of the mod, before numbers start to dwindle.

    Arma 3 engine looks gorgeous, an it seems to adress a lot of the weirdness of 2. Why not take it slowly and actually port it to a more lasting engine?

    And also:
    “It feels to me that it’s better to ask five or ten Euros to access this new map, than to charge for hats.”

    No. Then i feel it is not a minecraft model, just a pay to betatest model.
    Purchasing minecraft ensured you every following release of the game would be also yours. Also, 10 euro for a map? Where i’m from, that is a lot of money. Dividing playerbase and closing down modding seems to me like a weird place to go. Smells like… greed?

    • Shooop says:

      Rocket really hates modding actually. You change anything in his game, or even talk about it he bans you. He’s not this glorious messiah of PC gaming everyone seems to be making him out to be.

      He controls his game and its forums with an iron fist. If that’s really the future of PC gaming I may as well jump ship to a toybox instead.

      • simonh says:

        Well frankly, modding a game like Day Z is hacking.

        • Shooop says:

          Even if it’s your own server and therefore you should be able to make your own rules?

          That’s overreaching. It’s not the “play it your way” everyone claims it is but “play it your way unless it’s a way I don’t want you to”. And that’s not the kind of future we need for gaming.

          • Unaco says:

            The problem with that though (that Rocket has explained) is that, currently, with every server connecting to the main hiveserver, and everyone’s stats etc. being kept on that server… if someone sets up a private, their-rules server, any equipment or advantage they get from that is carried across to other servers. It has always been the intention to allow for private servers and it’s being worked on (as stated in the interview), but the way it is just now, all servers and player stats are lumped together.

            As Rocket says in the article, he’ll be doing the necessary work, so that players can set up their own servers… I’d assume it would isolate the characters used on those servers, so they don’t affect the other, global ones.

            Edit: Woodsey, below, put it much more succinctly than I.

          • woodsey says:

            What happens on “your own server” impacts upon every other server.

          • Sarissofoi says:

            No for fuck sake.
            Private moded servers have their own private hives. They don’t connect MAIN HIVE.
            You play on private everything stay on private.
            Private servers are actually better in many aspects than global.
            No server hoppers admin(if he is not a douche) have more power and can actually fight hackers new maps and different settings.
            What Rocket do is a trying to get everything and give only little.
            Any mention about private servers get you a ban in forums and topic is removed.

          • Geen says:

            The character and location data are ALL STORED ON ONE MAIN SERVER, which is in turn CONNECTED TO EVERY OTHER SERVER. With modding, you could easily make a server with new items, which could crash the central server when it starts getting reports of non-existant items and can’t create them in people’s inventories.

      • woodsey says:

        What type of modding are we talking about, exactly?

    • Brise Bonbons says:

      “And also:
      “It feels to me that it’s better to ask five or ten Euros to access this new map, than to charge for hats.”

      No. Then i feel it is not a minecraft model, just a pay to betatest model.”

      I agree that comment seemed very strange given how DayZ came to exist and how it utilizes pre-existing maps (First Charnerus and now Lingor). Splitting the community with DLC maps seems like an incredibly silly notion, especially given that he’s clearly firing a shot across Valve’s bow with the hat comment – meanwhile Valve’s system, for all its issues, has resulted in a nearly endless stream of amazing (and free) community maps. Maps which I would argue have been far more integral to the continued success of TF2 than all the silly new guns and hats put together.

      I don’t know, BIS certainly has a history of selling maps as expansion content, so it does make sense from that angle. It’s just a very weird comment to make.

    • hosndosn says:

      Greed is a strong word for something that started with a free mod.

      But I agree, he seems to think more about monetizing the game than anything else, which maybe reflects the cost of servers and maintenance and whatnot but 10€ for a map is a bit steep, even if it’s big. I dislike how that splits up the community, usually. You can either pay in (if there are enough people, essentially peer pressuring people into buying, CoD map-pack style) or suddenly have half the servers unavailable to you. Bad model.

      Actually, I’d rather pay 10€ or even 20€ more from the start and be guaranteed all additions and whatnot in the future. Just to make sure everyone has the same options. In the end, even paying for a map knowing half of players might never buy it kinda limits the appeal for yourself.

      • godwin says:

        My gosh, then be transparent with the costs! People are already interested, surely the passionate will be willing to fund what they partake in. You’d expect that in a time where crowdfunding is all the rage that people would abandon the producer-consumer hierarchy and find new and organic ways to sustain things.

    • MiKHEILL says:

      His ideas of what to charge for a map seem tentative at the least, and even then when you consider a map the size of Chernarus and the huge amount of content that is in a map like that it starts to seem perfectly reasonable. You could fit all of the maps in a Battlefield 3 map pack into Chernarus and still have plenty of room to spare, and those things cost ~ €10-15.

      Still, €5 is probably as much as I’d be prepared to pay. €10 if the map was properly amazing.

    • VelvetFistIronGlove says:

      A map in DayZ isn’t like a map in TF2 or BF3, which you play for a few rounds on before moving to the next map. Your sessions on a single map should last days or weeks on a single map, surviving, gathering loot, building your Secret Underground Fortress™. I don’t think the concerns of “splitting the community” really apply in the persistent, long-term game.

  8. Paul says:

    Just an FYI, the genius programmer brother is Ondra Španel (informal of Ondřej), not Andre.
    Thanks for the interview, cannot wait.

  9. Morlock says:

    Jim: “Are you going to make the game any harsher than it is already? Can you pile any more problems on players?”

    Hall: “Hell yes. The new update will have ticks. So after lying in the grass, there is a certain chance that you get bitten by a tick and suffer from terrible neurological disease some hours later. We are also going to introduce homesickness. This essentially means that every once in a while you have to return to your spawn point. If you fail to do so, there will be severe penalties due to depression.”

    • DXN says:

      Some more things Hall has been worryingly quiet about, given the mod could hardly be called complete without them:

      * Realistic acupuncture treatment.
      * Real-time excretion, urination, nose-blowing.
      * Frisbees.
      * Marshmallow-roasting.
      * Sidegradeable musical instruments.
      * Yetis.
      * Modelling of fashion trends.
      * Soil substrata erosion.
      * AoE spells.
      * Experimental WW2 jet-planes.
      * Stone-in-shoe effects.
      * Body-odor stats.

      Sort it out, Rocket!

      Okay, actually STALKER-style musical instruments would be pretty rad. As would dogs being able to track players or supplies by scent. In fact having dogs at all is damned awesome in my book!

  10. Moraven says:

    Wish it would be on Arma 3, but i suppose we would wait longer then.

  11. innociv says:

    I’m disappointed that it’s not on Arma3.

    But Arma2 with some better zombie animations and lighting would be good enough.

    • serioussgtstu says:

      The animations get me every time, they’re hilarious! You run like hell from a scary zombie only to turn your head and see that the pompous dick is going for a brisk jog behind you. More shambling, like the walking animations would be great.

  12. Drakedude says:

    I hope there’s a better way of doing things then charging for maps. Unfortunately, i don’t see skins or hats doing the trick here, as rocket says, or donations either. The best possible scenario to me, though the ideal is probably very unlikely and beyond their budget, would be to support servers with at least more then the usual 50 by a good margin, alongside the usual ones, and charge people for the bigger ones. Ideally, there would be a server capable of supporting the lot which people could pay for alongside the usual options, but that’s a bit far off.

  13. derbefrier says:

    cool stuff, now that he has full team its going to be cool to see how fast this game develops and changes in the coming months. even though the mod can be a buggy mess sometimes. I am hopeful alot of the problems that have chased me away from the game will be fixed.

  14. Ross Angus says:

    “We’re still actively experimenting on that front, but we also need to push things up a notch”
    There is no escape from Minecraft.

  15. Axyl says:

    “It feels to me that it’s better to ask five or ten Euros to access this new map, than to charge for hats”

    I disagree. I’d far rather pay for cosmetic upgrades and “shinies” to make my character look unique, than have DayZ split the playerbase by charging for maps and actual game locations and content.

    It’s happened before in other games and is always a bad idea imo.

    Everything else he’s said about the future of this most impressive game idea sounds really exciting, but I hope that’s one part he rethinks. :)

    • gwathdring says:

      I agree, but I think it’s more appropriate to charge for a map in this sort of game than, say, in TF2 or Battlefield.

      It’s more like charging for a new landmass in an MMO or for a new map in an RPG. There’s less content than in either of those cases, and the price would have to reflect just how much less content there is compared to expansion packs with a similar ethos–same game, new place to play it; the map doesn’t define the mechanics of play because the game like it would in a typical multiplayer FPS. It doesn’t exactly split the player-base much, either. Not in the way that’s typically meant.

  16. cairbre says:

    DayZ sometimes drives me mad but it’s the most interesting gaming experience I have had in 2012 on any platform. I can’t wait to see what they do with it or the genre it might be creating in the coming years.

  17. Quatlo says:

    I hate it. Probably because I tried it just now, with billions of retarded kids running around and not in its days of glory.

    Zombie broke my leg through the wall. My friend broke his leg in a toilet. The same friend broke his leg when turning around on stairs. The other friend broke his leg when using a ladder. And of course you will get headshotted when trying to crawl to hospital.

    It has great potential, I can see it, but it is glimmering in the distance, when your roleplaying is ruined by some banditzz who have superior gear than you shoot you just fun. I don’t blame them, as I have greater moral spine and don’t shoot people on sight as they do. The atmosphere is excellent, running in the dark woods trying to navigate by stars, but then you are hit by a zombie who somehow saw you. You throw a flare so you can kill him. Your character has to stop and play an animation to throw it. You try to take your weapon. You have to stop running, your character again is making some slimy animations and takes it out. But you can’t hit that zombie as his movement is totally awkward and stupidly looking, he accelerates from standing to running in an instant just to stop and stare at you, then run back and around, then he somehow hits you from the distance and breaks your leg. The same with the ladders, you can’t just run on ladder, no, you have to press mmb, then choose that you want to climb it, then your hero plays animation of holsterin his weapon and magicaly teleports to the ladder (try this through the wall for additional fun and profit)

    Arma’s engine is crap, Arma’s engine is wooden, it isn’t concrete sandbox like Elder Scroll’s are. It’s adamantium sandbox. And you have to try really hard to get your sand, because someone took it and isn’t willing to give it to you.
    I think I’ll just go back to running from russkies in Fallout Online.

    • theangrygamer098 says:

      the arma engine isn’t crap just because some mod doesnt do it for you, this engine is made for originally a slow paced military simulator, this isn’t bf3 kid, there isn’t gonna be ultra 360 no scoping elite ultra zombie killing.

  18. Hug_dealer says:

    sorry everyone who bought the original game for the mod, we are going standalone and you gotta buy that too…………….

    AA2 has been topping the sales chart at Steam for weeks. Hopefully they offer some kind of discount to people who already own AA2 when they go to purchase the standalone.

    If this was a larger developer than bohemia, i would honestly think it was a milking scam, but i dont think they had any idea it would be so huge so fast, and the standalone actually came about because the popularity was truly there.

    It sucks on 1 hand, and is great on the other.

  19. G_Man_007 says:

    I call STALKER mod!!

  20. psyk says:

    You split the player base by having more than one map in any game dosen’t matter if they cost anything or not.

  21. Mo says:

    Making a game and an engine at the same time is hard work. Using stable, familiar technology will allow them to spend more time experimenting with the game mechanics.

    They’re making a good call going with the ARMA 2 engine.

  22. xaphoo says:

    I’m disappointed that the game won’t have the features of the Arma 3 engine. However, it’s clear that DayZ needs an engine of its own to make things work the way they are supposed to. THe pricing model seems fine.

  23. Moonracer says:

    Some of the plans sound good. I think it would be wise if they use the mod for testing and only add what works and is stable to the standalone.

    I also hope they do open up the mod more to the public as far as modding and running untethered servers. I was enjoying a mod that allowed me to practice in single player and that got taken down and forbidden to even talk about practically.

    I think I would enjoy the game more if some of the setting were tweaked. I want more zombie survival and less deathmatch. Also, I couldn’t even survive long in a solo world against just zombies. I’d love a kiddie/Romero version with no running zombies.

  24. Freud says:

    DayZ has a lot of potential for creating emergent gameplay but it’s way to sniper dominated now. You have big towns and the airfield dominated by people (often with hacked gear) just camping. I guess they are having a good time feeling awesome while they lie on sniper hill with their ghillie suit and thermal vision scope, but it’s like a wet blanket over people trying to have fun in other ways because you can get one-shot by snipers. Basically you have to choose to be where snipers are or choose to be where it’s unlikely that other players are.

    I would enjoy the mod much more if there were no sniper rifles at all and no thermal vision (night vision is ok) and people would be forced to move closer to each other if they wanted to attack. It would create more entertaining gameplay for me. This is why I think the idea of bases sound awesome if done properly. Closer combat and more defined places of interest is good for creating interesting situations.

    • jrodman says:

      This is why I will not play PVP games. They’re played with other people from the real world. Who are awful.

    • dogzerx says:

      I don’t mind sniper guns… but much like real life there should be areas where they render useless. I mean don’t make the game close quarters by disabling longer range guns. Make it necessary for the player to choose close quarters weaponry.

      I do agree thermal goggles shouldn’t be as easy to find in a zombie world… some things should be really hard to come by.

  25. wazups2x says:

    “It feels to me that it’s better to ask five or ten Euros to access this new map, than to charge for hats. It’s a reasonable way of doing things.”

    DON’T charge for maps, that’ll just split the community in fragments and that’s never a good thing.

    I’d rather have cosmetic DLC (hats) any day.

  26. AgamemnonV2 says:

    I see you didn’t ask the tough question, like if Day Z will ever actually include zombies.

  27. remoteDefecator says:

    Very pleased to hear rocket say that the experimentation is on hold for now. The game as it stands currently is a suggestion, or idea, of something incredible. Unfortunately, it ends up being unsatisfying and frustrating 90% of the time, because the idea of the game gets shit on by the game’s lack of integrity. Be it hackers teleporting behind you and shooting you, or pushing a button and insta-killing the entire server, or the fact that practically everyone has the L85 (thermal sight, supposed to be ultra-rare) as a result of duping. In the last few days that I was playing, my squad was literally tripping over tents in the woods, loaded up with rare weapons that were obviously not legitimately obtained.

    Can’t wait for DayZ the game, but I’m definitely done with DayZ the mod.

  28. Gabbo says:

    It was a solid read, informative, and then Hall mentioned charging for maps and interest nearly evaporated for the standalone.

  29. Bobtree says:

    “Once it’s established we can do some more experimental stuff.” This sounds a bit backward.

    It’s too bad they won’t use the ARMA3 engine, but if the standalone fixes the awful HDR lighting then that would help enormously.

  30. bongosabbath says:

    How do dogs work? I mean, really. How DO dogs work?

    • Unaco says:

      I knew a boy who used to ask that question a lot. Eventually, he started taking them apart to see if he could answer it. We don’t talk about him much these days.

    • Jim Rossignol says:

      The miracle of dogs is that they are made entirely from dog food and water.