Kazioo
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15 NeutralAbout Kazioo
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No, it isn't because there are finite resources. Add basketball sized computers for servers, gamers having NASA computers, trillion dollar budget, 1000 developers and then we would talk about "almost everything being possible". Game engines specialize in different things. They sometimes have to sacrifice one feature to make another feature better (or possible at all) and it's impossible to make one game engine best for every kind of games. Even Crytek did it when they updated CryEngine 2 to 3 - better graphics, details, performance, console support but much smaller practical world size limit. Hard to call it an optimization when you cut features to achieve better performance. UDK based multiplayer games are unplayable with more than 40 players on a server. These are some of the best engines and wouldn't handle DayZ and Chernarus map and there is a reason for that. Some of technical problems of Arma engines come from big scale ambitions. Other studios usually don't do it (especially for multiplayer), because most gamers prefer tighter games with great fidelity and nice details, while MMO games hide technical limitations with archaic gamedesign and non-realtime mechanics.
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To cheer you up - it will be nothing like DayZ and it might be technically impossible to make it exactly like DayZ but with Division's awesome graphics and fidelity: - Division will use matchmaking to make sure you play against people like you - typical arcade console design - matchmaking -> instances - coop is apparently for 4 people - drones are controlled by tablet users (cool, but casual) - I'm almost sure it won't be a seamless world and definitely not as big as in DayZ - I won't believe it until I see it. - what arma engines do with map sizes is quite ridiculous and many of the technical problems of arma games are caused by that. Shooter engines like Unreal Engine3, CryEngine 3, Source wouldn't be able to do so great what they do with maps as big. Devs on crydev.net struggle even with 6x6 km maps, weapons are shaking, physics are breaking... [1], [2]
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will the admin live server tool be in standalone ?
Kazioo replied to dgeesio's topic in DayZ Mod General Discussion
Yes, REAL admins are mostly great, but there are some people paying hundreds of dollars for power-ups in F2P games and even more for custom, undetectable cheats. Those people won't hesitate to rent a server for a while only to get some kind of advantage, but I doubt that SA server tools will offer anything exploitable. The idea is to create a "fake" private server (maybe even a "cracked" one with more "tools") connected to the main hive (will be allowed), use your admin privileges to find the best loot and then destroy normal players on real servers, who will struggle to even find an unopened can of beans... We are not talking about private hives, because those won't exist in SA alpha. All servers will be connected, you cannot just ignore "bad" servers and be happy, because those "cheating" players with their ridiculous gear will also come to the good servers with good admins. -
New Update Makes DayZ Extremely Difficult
Kazioo replied to GrassyKnoll's topic in DayZ Mod General Discussion
Nope, they are infected and alive. -
ShannonZKiller - Jan 2013 - Interview/Livestream with Rocket
Kazioo replied to SmashT's topic in Mod Announcements & Info
Wait, What? After the December fiasco Rocket has never promised a release date again. Officially, it will be released "when it's done" and we should stick to it. He hopes for a public release before the Everest trip, but hopes are not promises. -
I'm afraid they hit the wall with that MMO-like client-server architecture. Rocket was much, much too optimistic. He believed BIS will implement and debug new advanced netcode (which they never done before) in less than a month and that sounded ridiculous. He also believed in excellent optimization, because it was awesome on the paper (yet many first person shooters with client-server architecture struggle with 64 players). I'm also afraid that server lag will become topic number one after the SA release. Zombies will walk and react smoothly - like normal NPCs in other games - but completely new problems will show up. In the LAST blog post he wrote: This made December release improbable. He had probably already postponed 2012 release date by then but just didn't want to announce it. It could also be a bait for War Z - that game was horribly rushed to be first and as Dear Eshter dev said, "Steam strongly advise against releasing around Christmas due to decreased press activity and also the risk of being buried under an avalanche of Christmas sales". Considering his good relations and communication with Steam he probably knew about it, so the December release could also be a bluff - that would have been pretty neat :)
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Minecraft business model is certainly possible and fully legal on Steam. For example: you can pre-purchase Don't Starve on Steam and play the beta already (but beta access is just a bonus, not what you really paid for!), so there isn't a confusion like it was with Towns and that other game... :rolleyes:
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Is there going to be an Xbox version of the standalone?
Kazioo replied to A.Williams's topic in DayZ Mod Suggestions
Next Xbox and Playstation 4 - possible. X360 and PS3 - never. When DayZ will be in an advanced stage of development (2014+) Bohemia may port it to consoles, but then X360 and PS3 will be the previous generation of consoles. :P -
New engine architecture is 10x more important for cheating prevention than VAC. Rocket described whole new idea of building a huge house with the focus on its foundation and all you people are arguing about are carpets and tiles... :P
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Same items for both genders: http://www.reddit.com/r/dayz/comments/13xtw5/boots_and_weatherterrain_for_standalone/c78b2gj?context=3