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beanking

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About beanking

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    On the Coast
  1. beanking

    My Rant: Why I am Done with the Game.

    don't think classic rewards or badges are needed at the moment, but if you expand the pbo files to show the achievements.txt file, there are placeholders for the following: Virgin Slayer Kill 10 generation 1 survivors Devil Incarnate Kill 50 survivors The Hunter Gut 10 animals Everybody's Hero Kill a zombie attacking an unconscious person Sharpshooter Get 10 headshots in a row Well Travelled Visit every town on the island and a 'leaderboard' placeholder on the website. So who knows what will survive post-ALPHA for the official DayZ mod, but the only critical piece to anyone else further modding this to their liking is the existing mysql database persistence work or some variation thereof.
  2. beanking

    My Rant: Why I am Done with the Game.

    What they can do is keep adding map levels going north, that way the most experienced players can continually migrate northwards constructing ever grander monuments and fan-fiction away from the unwashed chaos of COD/BF3 newbs towards the coast. Instead of gold-farming sub time-alive, northward distance farming.
  3. beanking

    My Rant: Why I am Done with the Game.

    I got my 10-20 hours of 'fun' out of the ALPHA product which is pretty good for an ALPHA before the novelties of the mod wore off. Game should have a great community for post-ALPHA with people who enjoy fun activities like running through the countryside and collecting loot/firewood before getting shot in the head to repeat the process.
  4. beanking

    My Rant: Why I am Done with the Game.

    Game is really fun at first, but the individual novelties of killing zombie trains, building survivor/bandit camps or pvp are done better in other more established games like lfd, minecraft, bf3/cod. Look forward to separate variations on this mod that encourage team play(spawn on or near existing player for small 2-4 person squads, no global voice/chat spam) while those that like the existing brutal anti-game survivalist elements can continue to enjoy the more 'realistic' gameplay with the existing version.
  5. Does each of the server DayZ 'clones' keep a mysql database cache of player positions,gear,etc that is then relayed to bohemia's centralized database setup or is the player data *only* kept and stored on bohemia's centralized database? I'd like to do some gameplay research and analysis using mysql queries on the player database, but if that data is not stored on the 'clone' servers then it wouldn't be available for export and if the player database is on the clone server I'm not sure whether running a periodic database export for offline analysis would be a violation of the terms of service,IP Ban,etc. Thanks, beanking Nevermind, someone mentioned to me that everything is stored on the centralized HIVE(no 'clone' side database caching). Will be interesting how this centralized database mod adapts to scale from maybe 10,000 simultaneous db writes/inserts per second to whatever the max might be. http://www.slideshare.net/bluesmoon/scaling-mysql-writes-through-partitioning-3397422 Would still be interested in possible player database exports(maybe anonymize player id's) from the centralized HIVE database but doubting that will happen, so best I can hope for it seems would be DayZ Lite for independent study or published details past the initial September info at http://forums.bistudio.com/showthread.php?125358-USEC-Revolution-Persistent-World Thanks, beanking
  6. beanking

    udk mod

    Anyone working on or thinking of working on a UDK mod of DayZ? Don't know technically how UDK compares to Arma in regards to the large map size or can do something similar with streamed map/level content. Key gameplay concepts: * large-scale map * loot attactors and zombie triggers making movement and gunplay more tense/tactical * multiplayer with database persistance of characters and gear * reward players with more challenging play(other players, AI) based on database mining reports and analysis Congrats to Rocket on making a compelling game and development/use case for mysql database(postgresql here, but relational databases the same) - will be interested as the technical details and schema are released(DayZ lite?) that allow other modders to re-use persistent database related concepts on the small and large scale. Thanks, beanking
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