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About soods

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  1. Exp Update 0.63.148743

    very dynamic :P
  2. Game development has always interested me but always like to work alone and it’s limiting (but better in some ways, a team can slow things down). Without a team you could not product the same level of games we see form some indie devs and AAA studios (Just see steam right now, tonnes of trash games ><) but, I think in a few years that gonna change They call it ‘democratizing’ game development (I didn’t invent the term) I remember back in the early 90s working on my own isometric RPG. Having to make the engine from scratch and trying to network with the DX system of the time. Then we saw the ‘RPG Makers’ popping up and lots of 2d RPG game over the last few years (I hear some are good), so you don’t need the time and skills you did before (A good thing ) Now I see engines like Unity that seem to really be pushing the freedom of development. You can even use the engine free of charge for nonprofit developments, so I guess we could see more, open source developed games. With ‘go-fund-me’s’ people can easily get small start up fund (1-10k not a kick starter, more like a grant) but even with no budget, there are enough free assets and low cost assets to cobble a prototype/showcase project. Just see what asses unity gave way ‘’ https://www.youtube.com/watch?v=-11UVOCtLDY’’. I even see it now, solo devs starting to appear (not the first but Google ‘‘justus game’’) normally I don’t see these solo devs complete a game, as they get snapped up bigger teams, still, interesting to see what one person can do now that assets are more available. So all this got me thinking. Are bigger teams, and AAA studios gonna be profitable? If solo and small teams, and no profits collaborations have access to asses of high quality, providing ‘okay’ and sometimes good games (We aren’t quite their yet, few more years). Larger studios will be expected to product their own assets, thus costing more, and have a quality (and support) edge over the smaller teams… Not just better graphics but better game play. As a relative example, all that is stopping someone from making ‘Dayz’ in a year (or less) are the assets. Once top quality assets are cheap and easy to get, we may see lots of ‘Dayz’ each with their own twist on the idea but kinda using the same assets… but would be enough of a challenge that it would never be profitable for the publishers here to make ‘Dayz 2’ (or CareZ:all we have are Kolidris) Can even get AI assets you plug into your game at dev time, let is simulate for a few weeks and bingo, nice trained AI to use in your game. Interesting stuff.. well to me anyways :) Anyone else thing there are big changes on the way, in how game are developed?
  3. Stress Test vol.47

    soo... continue as normal? :P
  4. To be fair, the game supports fps over survivalist.. kinda what the game is. Far from even a moderately hard survival game and more of a death-match game (><Looks around>>). So favours people running around with gun, killing whoever with not disadvantage to survival in the long run... The devs talk about wanting to leave game play down to player skill (reason for no skill levelling) but its only relates to the FPS side of things, and i guess you can count knowing the map on both sides. but; Water and fire: No one needs to know how to build a water filter (or work it out in game, in a simplified manor), we have wells everywhere but i guess we can boil the water if we get that from rivers, without a filterer >< using the abundant matches, or the magical inherited skill of fire making (That's can take years of practice, knowing what wood, getting the drill and drill hole correct... then... well look it up yourself)...no mini game there ,no player skills needed there, you just get a stick and some wood and sorted :) -kinda like it was a skill perk that is already maxed. (Could be as simple as knowing when to take the embers out, really low level stuff... maybe when to blow on them as well) where are the more in-depth survival ideas, that get the player to think? where having wits and understanding puts you above the rest? Example, make matches rare as hell, make fire starting with a stick a mini game (still cracks me up, go to any tree, get fire), you just have to keep trying at till you work it out ( player skill and no tutorials), and for the ones that have smarts, maybe they can pick up a car battery and some steel wool and make a fire. nah, this is all bypassed, cus it would be too real? not fun? I guess, if that's not the crowed your selling too, but rather the more chaotic, blast everything... ...and that's if you even need a fire, if there isn't food just laying around. Went into a base and ran out with 6 cans of tactical bacon, just laying there (the most powerful canned bacon). I guess fire will be needed when wetness makes you cold again (How about other issue of damp clothe?), as long as you have a knife, few minuets and bingo, all is good. no having to per carry the correct woods or a kit you made from the correct woods before hand (Woods you would have to find out about or trial and error). don't even need matches, you have a knife and skills that are given to the player, not worked out. Medical: Always a tricky one, so easy ot make this to difficult and un-fun... but mini game that take player skill could have been added there, but no, we have been give maxed skills. -WE don't need to time CPR (as a mini game) - Its a FPS revive function only, no skill needed -We don't need to place the IV (as a mini game) - player based skills and steady hands,finding a vain, trial and error... we have this innate medical skill already.. almost like a FPS health pack i would only suggest them 2 where added, the rest would not really make a mini games worth. These aren't over the top mini game, like we may see a mini game for a lock pick system in a lot of other games. If days if going for FPS then sure, they don't need to offer non combative player base skills... but if its survival as well, where are the advantages for the not FPS? What do they learn and excel in (Not talking level in up skill, talking players skill at the game, as dayz say they want). Maybe this is why FPS come over to dayz and love it, yet survival (Broadly survival) used to other skill sets feel the game is a bit unbalance? Cooking: OMG, we have a mini game, have to time the meat. Have to cook it in the right manner, cant just drop it on the fire... I do remember Dean seemed very invested in the cooking aspect, is this why we see some what of a mini game when cooking? I guess we should not go there... he did up sticks. So it's guess work, but maybe this concept of not combative player skill based mini games is not that far fetched? Was what dayz was meant to be about? Hygiene: This is a stretch but i know there was talk of clothes going smelly and having an effect (That dropped now? too survival for FPS?). But learning better ways to clean, collecting plants for soap. So if you running around all the time, getting sweaty, getting damp ... sure you can wash it in a stream, but that may not get it very clean - depending on condition... clean enough but someone that put in the time to workout and collect the right materials may have less smelly, parasite ridden/itchy clothes. and no, i don't want poohin' and peein'... I'm sure someone will say, ''well we could make the game supper realistic and it would be dull'' not what i'm getting at here, just pointing out that the survival side, survival skill set needed in dayz vs FPS skill is heavily swung to FPS. That is the state of the game as it is now. I'm not saying that they must put all these suggestions in the game
  5. In the current state, you really do need very little, meaning all that is left to do is kill or, like i'm doing now, raiding the largest bases and carrying stuff to the coast (not the guns, i dump them) :P picked the player model cus he looks like hes seem some stuff :P but all i need right now are a set of good pants and jacket, when rain has a real effect, maybe a rain coat, but i'm guessing we are getting belts as well..so will have space for that by putting my hatchet on my belt (hope that what happens,bases on item slot icons in image) I get that i'm surviving like this because i know the game, and that there is more to come, but i worry that people finding problems now will restrict how difficult the non combat survival is (as it gets in the way of pew-pew). Even knowing where most things are, i still wanna feel like the game is a bit challenging... Very little scope right now for benefiting from none combat skill sets
  6. Wonder if they will make damaged weapon have an affect, if you are in a 'shoot out' with someone and they have a damaged weapon, and i locks up bad... and they need a repair kit or something,not just a clean. (Tool box, sticky plaster to put the trigger back on?) Maybe they would be willing to talk :P sure, they didn't wanna talk at first, but now, 'you' as the players that wanted more involved interaction, could have the opportunity. if only we knew more about that going to happen with game mechanics. The ammo and gun may amount may not be an issue, if damaged ammo fails (*1), damages gun more and damaged gun brake down. maybe some really messy problem, and ammo jams with the clip/mag and gun, and gotta have the tools, take 2-3 min of waiting, as its a game (can be done it bits, like drinking form a water bottle) (warn/damaged clip? mosin bad jam / M4 and a warn clip?) At the moment, it seems a gun just works (apart from the shotgun :P). don't even know it they take damage, say from really poor ammo. also means, there may be ammo just left where it is for the players with nothing... willing to take the damaged gun and load it with exploding death nails :P *1: old ammo is self seem to be fine as long as its in good condition,even corroded seems fine, getting info on damaged ammo was not as easy, as if people didn't wanna try it :P something about barrel jams and gun explosions... but, (a nice safe test, could not call the ammo badly damaged) as a game born from arma, i would think the weapons system is important, and would expect this sort of thing to be important in a survival game... not over the top realism. Guns being a bit more random ''may'' allow for more interaction, don't know unless it happens :) and its not some none organic system
  7. I have pointed out game concept issues. i'm not offering ways to fix the issues, just point out they are there and in lots of other games where you can kill people (its common, its hard to solve in a reasonable manner - were all sides get what they want). As for passive aggressive posts, I was just playing on your terms :) As for ''Except there wont be a need for in-depth human interactions or grouping up''... i gotta stop watching them dev streams (too be fair, there has only been on official one) where they talk about how important the interactions of player are to the concept, at first i thought ''they ment Killing people'' but no, they follow it up with, ''and please don't KOS''. Hate it when people make me read back over what i said, just to check...''Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game.'' (i did spell it wrong, leaving as is). But you said ''you literally defined it as deathmatching multiple times'' This is where i use the divider 'or' i'm not saying they are the same, but a death-match can have KOS, as that's what you do in a death-match. I'm not calling all KOSer Death-match players...and that statement is a general one about 'games' and when it needs addressing or dosen't... like in PUBG, KOS or death-matching does not need addressing so when i refer to 'death-match' they KOS, they are coming here for the FPS experience (that is the issue, to easy to come here for a frag match), but i'm not saying all KOSers are death-matcher (Starting to sound like a logic question :P). some people KOS for many reasons. ...and the games not finished? dam, ty, was unaware. ---- where i used the term death-match; '' Its not that people that don't KOS cant Kill other players well (A death match,popping other player all day.. how dull), they just see it as low quality game play they can get a million other places.'' <(maybe that could be see as what you said?, not what i was getting at, but can understand the confusion) '' or may even find them selves having to interact with other survivors just to survive, rather than team deathmatch '' <(Cus a harder games not gonna stop KOSing, no what i'm after, but it may stop people/teams coming it to see how meny people they can kill) ''Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game.'' I'm not defining KOS as death-matching but i am defining Death-matching as KOSing. " different things, don't put words in my mouth,ty. i guess in summery, if we wanna simplify things.... I don't want to stop KOSing, as i have stated before (that i dont wanna stop it), but i would like to stop Death-matching... If i though they where the same, could not stop one without the other. Hope that clears things up.
  8. and i have to wonder, if a player like that would have (or did back in the mods) find the game more entertaining with more zombies and less ammo laying around (less relative to how much the game made you use). Being a psycho and pulling it off would be a challenge... only the best nutcases would stand out and get the reputation they desire. Right now, if you wanna hop into the game and kill anyone that's not on your team, or just for the lols, its to easy. I can see that , maybe, a real game baddie would welcome the extra challenges :) yesterday, i walked from the top of the map to the coast with 2 back packs (so one in my hands), snail's pace, but having fun being the hero dropping of supplies :P i had one encounter with a zombie in all that time. I hope they can add more and improve the zombies but watching them 'move' when a server is full, it feels like it already beyond the limits.. hope i'm wrong. would be nice if they could put more item types on zombies, make Zeds a resource, keep clothes and bags in house and reduce the food and ammo, and start putting that on zeds... same for bases (guns may have to stay where they are, but i have brought up the idea of locked boxes a few times)... that means you can't just run in a loot everything you need, you may have to interact with the Zeds for some of the items you need.
  9. i just hope my friends come back to dayz, as it would be hard for me to has such interactions as i only 'text chat' (reasons, not explaining) but when my friends played, i had one friend that would voice my chat to the rest of the team. some people will just shoot if you have no mic (bit unfair, i can type fast :P, why does it have to be a voice, and if i'm typing, i'm even less of a threat - till i stop :P). But i had some really good interactions at big base with them. still played like i do now, lightly kitted, a pistol or two... and for the team, medical supplies. My job was to keep out the way, and if they die, then i was to try and save the loot. so i would just sit and wait after my team was taken out, for the enemy to come in >< sometimes i won, sometimes i lost, but wow, it was fun :) And the memory of crawling across the airfield to give first aid to a fallen team member in the middle of a gun fight... Dayz has some epic moments, and its down to PvP :) and yes, our team did have some RP aspect to it, all on a official server. Not all army men. each kinda role-playing a position (me a medic) , the sniper, the cocky ex detective in the black shirt, you get the idea :) would be cool if there was also a reason to not dress in highest level kit, stamina bar was a nice step in the right direction (maybe the weather will change things?). still don't know if i would KOS someone, been tempted before, then thought 'its just not me', i should (in my current situation, no text chat in 'stress test', they will kill me, as i cant respond).
  10. i bet you say sorry, ''i'm busy'' as the blast hits them :) Chances are, cus i have learnt the hard way, i would KOS when at a military location. Its needed sometimes (unspoken rule by now), even if the people there may have skills i need :P
  11. really? k, you assume that, but there are videos where i get my self dead for fun, for the video :P or put my self in risk, accepting i could die. It funs. Just tonight i raided a big base, took the ammo and guns in a big Alice backpack, at huge risk, then dumped it all, as i don't need it (ooh all the nice guns, just thrown away :P), i don't use much at all. But i don't think of myself all the time (asking what i want), half the time i'm just arguing a difficult position cus i like the challenge,or one side it talking trash :P... so no, you have it wrong. Reason i am passionate about this subject is, the KOSers only see it one way. i'm explaining the other side. Like i said, i will play the game for what it is, but i don't know what it's trying to be. If i was to assume from your post; you seem to worried that the game may change (it wont...much, if at all), that some balance of risk reward would upset your way of playing. nothing wrong with that. My point is - if dayz is meant to be more than a FPS (on a big map) its not doing it well, as things are out of balance. I may talk about base building and such, but am i talking about what i want? not really, at most i may have a barrel, if that (and i will probably raid people for food, or ask,or join them for a sort while). I rarely have a back pack as i play the game with minimal loot. So for me to die, not losing much, maybe a .308 silenced pistol and my hatchet. you say : ''only necessary thing to do is get food and drink'' yup, and even that is to easy, as i shown in a video, where i sit on the coast for 3 hours, living of pears. Dealing with passer-bye , killing one, nearly killing another but gave him CPR. Yup i can PvP. would hate to comment on it having not given it a fair go my self. and it's fun, but it has few risks (as i point out) you say : ''And you make re-spawning look way worse than it really is''. out of context... it doesn't matter how big the map is, if a player know where you base is. When you kill them, the risk is not removed (This is a game dev issue, a fact of the game type ,not a moan) You say: ,''Im also curious, what would be these systems to balance things out? '', i say, lol! not gonna work out complicated system to solve an issue that plagues so many games, a problem that, if a games company could a dress in a component manner, they would really shine... I'm not being payed to solve that issue, but i'm sure i could :) and would not post it here to be spat on :) You ask because you hope i can't come up with anything good, something for your next post, to try and pull my point apart on a hypothetical. not playing that game, you say: ''Overall, I find it really odd how people define and throw around KOS term.'' and addressing the following from that line Yup, that's KOS :) = ''Only difference is that we just shoot / kill others on sight'' ...and you say 'All I really see from this thread is some people having fun as it is, and group of hardcore RP fans who demand this game to be much more than it ever could be. They want a simulator where every little detail & human interaction would be polished to the perfection and experience the movie-like journey in the post-apocalyptic world. Sorry, but thats just wishful thinking, closest things for these people will be RP servers. Everyone else AKA the majority of the playerbase will enjoy the game as it is' well if you got any of that from my posts as well, think you missed my point. I just think it's too easy to just kill a player, in what's meant to be a post-apocalyptic style game. ammo is abundant, food on every tree and it re-spawns... water from wells. Its a paradise not survival. Its a playground for low end FPS to come and get some easy kills and your afraid it may get balanced. Systems aside. If we saw food and ammo reduced and pump that ran dry, ''shoot y mcShooty face'' may just need that ammo for a dear, or to fend off a 10-15 zombie horde (30 at a time would be epic:P), or may even find them selves having to interact with other survivors just to survive, rather than team deathmatch - oh wow, imagine that, dayz where part of the game is, another survivor may be worth more alive than dead :P I mean, if you haven't the 'rocks' to have a stand off, rather, shoot someone if you seem them first, it may not be to your befit, and you may be at a disadvantage in a survival game... still, all comes back to, what is dayz trying to be. I don't think they know anymore, and it is just a FPS on a big map with some zombies. ---- I have seen streams where people are suffering for no water and food, cus they are in such a rush for kit, and then they come on the forums and say there is no food. Then you have me saying there is to much(and show it). Never had an issue getting food and high full servers... i think they have changed too longer restart timers, so will test it all again... but these players, starving to death on a 1 hour reset and complaining there is not enough food... no, the fact is, they are not good at the survival aspect and are in rush to kit up... be it for defence or hunting players (<A Koser could be any of them terms, just so we are clear)... so seems it goes both ways, FPSer (that may or may not be Kosers) are not happy about supplies, so maybe they are also misunderstanfing what the game is?
  12. you haven't seen my wall in RL :P ---- After reading 'emuthreat' short book, i have a feeling we are gonna hear... 'we don't need npc, this system or that...' and that is old thinking :( old thinking for any game that have a persistent player and PvP (I thought dazy was about how long you can survive). Can't say i player a lots of games, mainly watch them, play one intently at a time, for months (Autism thing :P) but it seems very few games address the KOS / random / out of place killing, that happens in all games where you can kill another player. It's kinda accepted as a norm, and never challenged, but it is a flaw in some games. (Has been adressed in elite dangerous, a space game, to balance risk and reward, counting the players experience as a reward, and each should have the same opportunity to that reward) so risky to address it, and so easy to mess up, but here is why it needs addressing (If dayz is not just another FPS). Its a Game; -You die you re-spawn. But if you playing one way, kill all, the game works, you get your challenges, you get kills, you get killed. You re-spawn. (FPS) -If you playing the survivor or even a hero. you may get killed by someone, that sucks, may happen a lot and by the same person or group. Now, what your meant to do, is take out the threat, but its a game... you cant! Once you kill someone, they re-spawn. now, even with this being for both sides. its a very different risk and reward for each player. The 'hero' kills to remove a threat and work with others (not an easy job, but fun, so many death :P), but within a short time, the threat is back. If we do the IRL thing.... if a fox is killing your hens, you can kill it, it doesn't re-spawn, sure another will come along at some point.... But imagine if it did >< you have one fox, then 2 as another come along, kill them, but they re-spawn... then you have a 3rd come along.. Eeek, you cant reduce the threat. One side of the player style is disadvantaged (become pointless to play one way over another). No problem with a player killing another out of fear or for lols, but as they can come back (its a game) it's as if the are an unlimited number of phycos, and this is what is offputing to the othere side of the player base. Its not a simulated part of survival, it so Gamy, it hurts... but this is an issue lots of games have Now here is the big different of when KoSing or Deathmaters needs addressing in a game and is part of the game. We have Pubg. all player are there to kill each other. one goal, you an your team must win. no one is playing it for a persistent survival experience. Dayz, as i saw it, was sold as a long term survival game (if you can mange to) where you build up communities and bases even plant vegetable. Bandits are a key part of the game... Yes Bandits. Not everyone wants to farm. But there is no balance between the longer term player and the KOSer (that is no really a bandit)... this also damaged the opportunities to be a Bandit as it no longer a viable players style... (What happened in Elite dangerous, people could not be space pirates, even though it was planned as part of the game, as there was so little risk to just killing someone, one of the reasons it was addresses - after years of debate ><) if you fail as a KOSer, fail to kill another player, be it for fun or for loot (This is why snipers would not be a KOSer >>) you can quickly quickly kit up again and try again. where as, someone that had build up a stash, pick kit for looks/RP... they die, they cant get back to where they are for a while. Don't get me wrong, a kill is a kill, but understand, the game is geared to the enjoyment of the FPS fragmaster over survival aspect, and this could only be addressed with systems... and Dayz is not gonna, dosnt mean they did it right :P ----- Summery: both Friendly and Koser player re-spawn, seams fair... Friendly player can re spawn again and then hunt down the Koser player so it equal? Nope, the friendly player is now drawn into the FPS loop, and not what they though dayz was about. also the reason for my other post where i ask what direction the game is taking (only fair to let people know :) JUST TO BE CLEAR: not saying stop pvp, or KOSer, game would be so dull, risk is needed, just saying it not balanced for the type of game i though dayz wanted to be. Also, things may never change; will play dazy as it is, for what it is. Just wanna point out that there is an issue, a hard issue for any dev team to sort, and easier to just let it be. (Private server solve it, so why not let that happen :) So I may argue my point strongly, doesn’t mean I’m crying in a corner cus something not done, just that I think I have a good point.
  13. Don’t know if this was addressed but searching ‘Base building’ give a quazillion results :P This also relates to server hopping, but didn’t wann confuse it to that issue right now. I hoping the dev team have though forward on base building, and not going to be lazy and leave a lot of what I’m going to talk about to chance. Or maybe they haven’t even considered it yet, and this is a useful post :P A long time ago in an engine far, far aways, we talked about locking building doors, and today I was testing that out on stress test. In the past, devs talked about not letting people hop servers to get into a locked building. I worry that this is not longer a priority so I see a few possible issues. -People hoping server to access a locked building (not a much of a worry with a small building, but if a team has taken a large building, and think no one can get in without making a racket) -People logging into a locked building back chance (Just an irritation) -People building a nice base, then someone hoping a server to get a good location inside the base, then hopping back in, bypassing defences. -People building Loot stock piles that the then barricades so no one can get in or out without braking them down then: Someone server hops, Walks to a location that is inside on the other server hops back, protected by the bases on defences (as they are now inside the area that you have to brake into), loots the base, and hops out. -Someone build some barricaded where a player logged out, by accident or on purpose. Maybe they get stuck? Maybe they get pushed though the map? -Towers, there where mentions on a stream. Someone builds a tower, logs out on one. What happened it they then log into another server (weeeeeee…). Gonna be just their bad luck? What happens if the building decays, say the player has been on holiday for a few weeks. ---- Will there be restricted building areas, to avoid Grief -building? You would be amazed what effort trolls will go to. Just because it will be hard to make stuff, will not stop determined teams with no lives :P That just for starters :) maybe they have addressed this before?
  14. Stamina system the way I expected...

    can't be sure but the speeds we move at are probably strictly tied to animations as they are not using IK(*1) on the feet, for running (some anims they do use IK, so don't get confused by the videos :P). So if the speed was to change, the character would look like it's 'skating'. To fix this, it would mean 'set step' for speeds, each with it's subtly different animation (still , would look cool to see a fully loaded player having to 'swing the weight about'), kinda like we have for injuries in 0.63. would be nice if speeds where different, work well for my type of play, but i can't see them going to that much effort :( Added: if its not the case then i was this suggestion yesterday! *1:IK is where the animation is kinda worked out from/blended to fit with a position/joint. that's a very very simplified explanation, fell free to explore Inverse kinematics (IK)
  15. Backpack for me!

    Guessing that smesh (or what ever its called) is in game or will be and could be warn as is, but that's the only very small manufactured backpack i remember, and the child briefcase (lol)... not so cool for a final light kit-out. So, a fresh request for some backpacks, but the smaller types. I know, whats going in is set in stone, but maybe after version one? -first the issue. Lots of backpacks already, all bigger than i need. the small tactical is a nice small pack (not the one in this image, just having fun), but would like to see smaller, black/muted green and cammo packs. Hunter style, for the solo savager keeping it light and low profile. Normally i can get aways without any backpack or, a burlap, so this is more about having the cool looking kit, and that extra space if i need it. A typical low carry kit (waters at every well, food on some trees, don't need much) think i have a knife and some extra water in the cargo pants.... and maybe that hatchet s going on a belt? And if i had a holster, well, i'm good :) so, really don't need a backpack for this build, but maybe if i was in a team, and carrying medicals and extra food, being support, keeping myself fast. so; (a day pack) Hunter towers (a classic) maybe a bit less common than the child briefcases (if we had canvas and sewing kits, maybe make this?) hand crafted, need to find a roll of canvas and a sewing kit. (and are they scout/outdoor adventure camps in game?) Them places filled with hunting knives and small huts I'm sure the team has a folder full of backpacks already and its a case of time vs Usage... and if they can get hold of a real world version to work from, but, i though i would just express my ideas :) but i don't think we need anymore big backpacks :P...maybe one more