Posted by
DayZ_SP on
Nov 06, 2012; 6:10am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/good-news-1-7-3-is-out-tp788p884.html
Well, now that 1.7.3 has been out for a while, here are my thoughts on where I believe this mod is headed.
Remember, I am *not* a part of Zed Hunter, or Unknowns team. I just "dabble" with modding and releasing things I feel are fun, and/or help the SP experience. So, take my opinion with a heavy grain of salt, but don't discount it entirely, either

It is obvious Rocket and company are finalizing (optimizing) the code to get ready for the stand alone release. They are also trying to combat the hackers and script kiddies at the same time and this means fixing bugs and closing exploits... Some of what helped make SP Daizy what it currently is, ironically.
A lot of custom DaiyZ functions do not work correctly in this current release and I expect this to continue, unfortunately. One alternative is we can stay with 1.7.2.6 -- like some official DayZ mods have e.g. Lingor, Fallujah, etc. -- And it doesn't really matter if we need to release modified code modules (dayz_code; dayz_anim, etc), either. However, the main problem is these releases will be "frozen" at this level where there are still a lot of bugs. 1.7.3 is better optimized (at least on my machine) compared to 1.7.2.6, and a lot of the major bugs have in fact been fixed by Rocket and the DayZ community at large. Again, improvements like this are probably going to continue until the stand alone is released.
Therefore, it pains me to say this, but *I* feel this mod may have hit its peak because the more Rocket improves things the harder it will be to get certain features working the way they should because SP is basically one big "hack" already.
So, where does that leave everybody?
Well, like I keep saying, DaiyZ should never be a substitute for DayZ and instead a supplement to online DayZ.
Remember, SP appeals to two camps: Those who want as close to an online experience they can get only in SP, and those who want total freedom where they can do things they
can't do online like spawn jeeps, tanks and fighter jets. Both groups have their place, and I tend to move back and forth between those extremes depending on my mood as well.
Right now, though, I have given up on trying to make a traditional SP experience (Helo insertions, extractions) and am concentrating on bringing some of the things developed for SP into the LAN realm of DayZ to promote more team work and CO-OP play than the mod currently has online.
An example is a team of human survivors vs. not just the Zeds, but the AI Bandits Unknown & Zed Hunter developed specifically for SP. It's the blending of these two arenas that is driving me because this is what the original ArmA 2 simulation is all about, ironically.
So, I'm not trying to rain on anybody's parade, or promote Doom and Gloom for DaiyZ. If you are happy with it, that's all that counts. Seriously. That's what gaming is all about.
I am just relaying what *I* see is currently happening given the latest release and the imminent arrival of the stand alone. This is also why I am focusing on MP, now, since this is where I believe the greatest contributions DaiyZ and its SP components can have the greatest impact.
I believe these elements can be used to provide a radically different version of the MP experience for those who are sick of the "every man for himself" mentality that has taken over DayZ. The underlying irony is Rocket developed the original DayZ concept to mimic real life military survival training since the military is the one who promotes team work the most, yet that concept ("leave no man behind") has gone out the window in favor of the CoD kids who flocked to DayZ, and their lame Kill/Death ratios.