Audio Rejectz
Well-Known Member
The video is at the bottom, the text version is better as you don't hear all that enoying ts
Q: Will the control system be streamlined at all?
A: Well that is one of my jobs to look at the controls and such with standalone and how we can improve those, ultimately, you have got to consider how complicated standalone will be with extra controls and things like that so while we aim to improve them, how much we improve them by is still left to be decided.
Q: How in depth is the medical system, will being shot in the arm effect your weapon handling etc and how will the disease system work, what counter illness measures will be available?
A: Already with wounds if you get shot in the leg, you will move slower, if you get shot in the arm, you'll notice your aim gets thrown off, with standalone we want to expand on this and make it a more in depth experience, for diseases there is a whole new world of possibilities, people can spread diseases by using the same weapon from someone who had that diseases, or somebody coming in contact with a water source and passing their cholera to the water source, as for how to combat these diseases, depending on the disease depends on how likely you are to survive, so cholera for example assuming you have access to lots of fresh water, you'll increase your mortality rate but if you are inland and there are no fresh water sources then you are going to have a bad time, there will also be vaccines, so if there is a vaccine in real life for it there should be one in game, these are the things that we really would like to get indepth with, the diseases are yet to be implemented in the current build but it's something we have been planning for quite a while.
Q: Is the weather system being revamped, what progress has been made, what can we expect?
A: Originally in ArmA 2, the game got a fairly reasonable weather system but then that was totally revamped with Take On Helicopters with something called Simuweather off the top of my head which brought all all sorts of better weather effects, better volumetric clouds etc, this makes it more authentic and that's something we're hoping to port to standalone and will hopefully be working fairly well for release but we will see, that may be something we might have to delay if it clashes with anything.
Q: How will silences weapons and attachments in general work in the standalone?
A: This is something we want to do with weapons now being entities it's definitely possible since we can store variables for each weapon, what extent we do it meditated is yet to be decided, so with the initial release, don't expect to be able to take silences, scopes etc on and off. One of the more immediate things is We have started creating weapons that have are more likely to be found in the civilian population, those are things we want to bring out first.
Q: Are there any future plans to allow modding, custom maps etc?
A: Obviously we want to do it because that is how DayZ came about, but ultimately we need to way up what makes DayZ the best it can be and a significant problem with the mod was hackers, so in order to prevent hackers, it also limits how moddable it is, so on release there is going to be very little possibility of modding if any at all, obviously that is something we want to expand upon but ultimately we do not want to compromise the security and integrity of playing standalone online, especially in the short term, it's something we may reconsider in though in the long term.
Q: Will the system specs for the standalone be higher or lower then DayZ mod?
A: That's a good question, I'd say work off the same specs as the mod, we have made some significant efficiencies with it but whether we want to use those efficiencies in order to put more zombies in or do something else that's going to eat up resources to the point where we are back to where we started hasn't been decided.
Q: What can we expect in terms of zombie / AI pathing?
A: We're working on the zombies right now as we speak, the AI also has a lot to do with the map and such which we have been putting a lot of effort in, it may be something that may not be in the initial release but it is something that we will definitely improve in the not to distant future.
Q: How many servers do you expect at launch and what will their maximum capacity be?
A: We think that us hosting official servers isn't something that is going to be viable long term, how long do you host them, who admins them, how many do you host and is something that would take significant man power and resources and ultimately is something that hosting companies and players can do better, so we have and continue to approach some big server providers from the mod and ask them if they are willing to host public servers and in return they will have access to the server files but I don't have an estimation on how many servers there will be on release. Obviously we want players/groups/clans etc to be able to host their own servers how we can still ensure the integrity of that and how we approach server hosting by the community is something we have yet to look at, whether we run it like the mod where every server is approved and then block them from the hive if they do something untoward we can block/blacklist them.
Q: Will there be an offline tutorial?
A: No, there won't be. Well definitely not on release, possibly in the long run but it's not something we are immediately looking at because we think part of the draw of DayZ is that you are thrown into a world where you have no idea what is going on, it's like waking up in the apocalypse, what has happened, figuring things out is all part of the game. We might have a wiki.
Q: Will the view distance be locked/limited similarly to the mod or is it going to be extended?
A: We have thrown around several ideas, at the moment we would like to focus this on a server side level so that everybody on that server will have the same experience and you don't have issues with people ramping theirs up and having an advantage. We want a fixed experience for everyone on the server with things like view distance.
Q: Character equipment, weights and stamina?
A: Again that is something that we can look at now with weapons as objects, we can now fix weight, durability etc to them but again it's when we do it as ultimately what we want to do is release standalone and have the public foundation release then start doing hopefully weekly updates depending on how they go where we can do things like add scopes, weights, attachments etc. The new inventory system is still based on backpack size but it's better done with different items taking up different amounts of space.