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rocket

DayZ Hero
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    2004
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Everything posted by rocket

  1. rocket

    Being able to remove barbed wire/tank traps

    Toolbox SHOULD let you remove it. You might need to wait for the action item to repair, try zooming in on the object using the right mouse button. If you have a toolkit, you should be able to remove items.
  2. rocket

    If DayZ Becomes a new game..

    The mod will be pried out of my cold, dead, hands. And it would be better to stay as a mod than be crapiafied or coupled with a retarded payment model.
  3. rocket

    IF this was an actual game...

    I would only allow donations where we have a proper structure, public accounts etc... Otherwise money will just fuck things up. Have to be very careful. Put money in suddenly people get angry. How much does x,y,z person get? Etc... Etc... But yes, basically that's why I asking for some input. Lets find a model that works and identify the risks and mitigate them somehow.
  4. rocket

    IF this was an actual game...

    The fact people are buying A2:CO it, while helping my case to make it a reality, does worry me a bit because it is so unfinished. So yes, I can't imagine people paying for it until it is much, much better so you are safe.
  5. rocket

    DayZ Update 1.5.4

    (maybe) fixed in 1.5.5 (even I can't say that without giggling though). If I just remove it, then it will end up fucking us up in the long run. Even if I remove that mechanic you need to be able to change clothes etc... So we need the mechanic. It's just like it is now because I'm LAZY. Server should not reinitialize you with the database when you're already ingame. So yeah. I just need to stop being a carebear, my little pony loving, hello kitty backpack wearing, pussy and finish coding it.
  6. rocket

    Development Road Map?

    Some of the posts have made me rage, badly. But there is alot of sense coming, particularly as people adapt to the idea of not making the usual "shove the story/mechanics down your throat model". So I think the requirement is somewhere in the middle. I develop the structure and consistency of the world, with some input from you guys. You guys develop the interior of the world itself. Key things to remember: > Game developers, quite often, don't play many games (seriously) > Some of my ideas are shit > Money fucks things up I'm the kind of person who sinks a lot of time into a game, if it lets me control the world. So I don't mind consuming health when I'm offline. But for someone not like that (and I don't mean just the casuals -I mean people who have lives) - it was a retarded mechanic. The reason the project is becoming successful is because we've all thought of the idea at some stage or another. And we're all sick of having stories and mechanics forced down our throats when the technology is there to make games what they SHOULD be. And not what Hollywood wants them to be because they're familiar with it.
  7. rocket

    DayZ Update 1.5.4

    =VG= could you resend. The email inbox is mad but priority is given to setting up new servers. Send through the RDP, with a clean A2:CO install patched to 1.6. If you want to save me grief, install latest JayArmA2Lib and CBA, and DayZ mods. Then its about a 10 minute job for me. Put in caps "ROCKET: NEW SERVER SETUP"
  8. It's mainly related to referencing. The thing that broke DC, fixed characters (your avatar survives your disconnection). I switched to a new method of referencing tents that is more robust, but figuring out when a tent inventory has changed is problematic. Also, getting my new referencing method (generating a UID out of the position and orientation) has some issues, so "word isn't getting through" On a non-busy server it works. On a busy one, it seems that it generates the UID before it can set the orientation. Meaning that the UID is wrong. Changes in 1.5.5 should fix this. The messages get through, but it has the wrong UID. So I hope this fixes it. Vehicles are a bit more complex, cause those fuckers move.
  9. rocket

    DayZ Update 1.5.4

    Oh absolutely agree. Was just using that as an example. I had tried to stick to core content initially just to make it a bit easier installing and achieving interoperability.
  10. rocket

    Development Road Map?

    Sorry, kind of derailed the topic. tl;dr Project needs to move beyond being reliant on me, I am holding it back. Had a plan its outgrown that. Needs new plan.
  11. rocket

    Development Road Map?

    I mean its no secret I have a hardon for both the RV engine' date=' and Bohemia Interactive. But at the end of the day, this concept will only work as a "product" (hate saying that word) if its done properly. I'm yet to be convinced that any studio could stomach doing the concept properly. By properly I mean actually learning what "emergent gameplay" really is and realizing that most marketing people have no fucking idea what emergent gameplay actually is. In fact, emergent gameplay is a lot less about the studio, and a lot more about the users. It requires a big leap of faith for a studio and I just don't trust studios to do this because they are mostly based on the antiquated hollywood film model which we all know isn't really working because it is focused on packaged, bite-sized, manufactured experiences that are easily controlled, merchandised, advertised, planned, and executed. Okay I got a bit off topic. Also, [b']please take my thoughts with a grain of salt. It is quite possible I have no idea what I am talking about. My experience is based, at least somewhat, on working with some really shitty companies like LucasFucks and Krome Stupidos. Luckily one of those POS is out of business now.
  12. rocket

    ACRE Support

    ACRE presents only two problems. Firstly, the barrier to people installing it. People might find that a bit complex. Secondly, the classnames of your radios is mission based and goes up by number each time someone has a radio. ACRE isn't designed around persistence. So thats a complicated issue that needs to be solved. I'm very supportive of the idea. Once the second issue is resolved, we can setup some trial servers.
  13. rocket

    DayZ Update 1.5.4

    Or other maps... the system is currently modular. It takes about 1 hour of work to have it working on another map. However, I need to get our crippling bugs fixed before we do this. Also, Takistan provides me an issue regarding water :/
  14. rocket

    Development Road Map?

    In terms of finished content - I think its about 20%, there are crippling bugs present, and I don't think there is enough to do to keep it interesting beyond a few days. The talent/skill stuff, faction systems, and other mechanics needed to round out the experience so that it has a more authentic "I need to do this with bros" feel too it - these are quite alot of work. Technology wise, with access to some source, rather than hackery as a mod, would deal to some of the critical bugs pretty quickly. With some tidying of the netcode (Zambies don't need anywhere near as much attention from the server as actual AI soldiers) you could support many more players and zombies.
  15. rocket

    Plans for private servers?

    Yes thats the idea, but later and not at the expense of the current development.
  16. rocket

    Development Road Map?

    I generally think the MMO model, in a traditional sense, maximizes the studio's ability to make money. But it usually results in a shitty concept and where you see the designers getting overturned by marketing people and therefore the mechanics suffer. I think most people sort of understand the initial concept I have for it, and have probably thought of it themselves. But there is alot of risk around it all, so we will just have to see what happens really.
  17. rocket

    The PvP Discussion Thread

    Absolutely. I completely agree. And this is where studios, imho, keep getting it wrong. The gamer market has matured, but the product hasn't - so they keep manufacturing the experience. Developing passive effect is hard because balancing is a real bitch and there is a huge risk you're either going to blow your budget or your customers are going to send you emails that make you wanna reply U MAD, BRO. Whatever the system, I think the golden rule is that it should support the way you want to play with your character, not make any kind of judgement or anything, and not force you to play a particular way because of a shitty or dumbfuck mechanic (like a broken bandit transformation that spawns you in the fucking sea and wipes your gear, for example). Well thats the goal, anyway. But yeah what you said makes alot of sense, I think.
  18. And sorry mate - it's shitty I know. I REALLY want to get it fixed its a complete bitch.
  19. rocket

    Development Road Map?

    I've been meaning to make this post for some time, but never really thought how to write it. Pretty much this was just developed as a rough proof of concept and a "fuck you" to all those video game exec's who told me the concept would never work. It wasn't designed to be fun, I made the announcement because development reached a point where I needed to capacity test it and see how it handled a load of 50 players at once. Then all hell broke loose. I didn't sleep or eat, I just did my day job then all night code fixes. Now things are a little more stable, we have people doing all the staff duties around the forums, answering emails, keeping the servers online - I'm not raging quite so much. So now some planning can actually be done. My personal thoughts are that this is now at the point of criticallity where it will end up as a a game or part of another game, its only a question of when, by who, and in what engine. So I guess, in reply, currently it has just been crisis mode and coping. I'm the biggest thing holding the mod/game back at the moment and that needs to change. Luckily the community is helping fill the void through providing servers and people getting involved (seems much more reasonable and positive than last week). A plan will come out once the dust is settled, which will give more clarity to everyone including me. Lol.
  20. Workin on it folks. Tents are confirmed as being completely fucked up in the current build.... fml...
  21. rocket

    IF this was an actual game...

    For the record, the idea of paying for loot makes my skin crawl and want to punch the wall. But a lot of studios prefer that model because it SOUNDS free to the customer. So the customer plays it, then ends up spending more than a monthly fee. But it destroys any sense of balancing and.. .ugh... I can't even talk about it the idea of it makes me so angry.
  22. rocket

    The PvP Discussion Thread

    It is going to be even harder to balance that, that coming up with something like humanity. But I think the idea will be to tie it in with the concept of groups, lone wolfs, etc... Having it so that people can develop and specialize a character to become an engineer, weapons tech, doctor, something like that - might encourage people to group together and the benefit of an individuals skill becomes important beyond just the loot they carry. All this humanity BS and whatnot, it's not really working. The only way to solve this, as people have said time and again here, is to provide a bit more authenticity around the experience in terms of individual contribution to a group. Having that guy with medical experience in your group is going to be worth keeping him around, even though you have to split the loot. This kind of positive benefit still provides for the lone wolf experience, and lets the crazies still going around and slaughter everything that moves. The question is the balance, getting that right so that people who loose their characters don't commit suicide in real life. Or like, come to my apartment and shit on my doorstep or something. But it needs to be done in such a way that you don't become specialized in everything nor do you even NEED to become specialized in everything. I had a rudimentary system in place prior to alpha but I took it out pending development of some UI.
  23. rocket

    The PvP Discussion Thread

    This will become much more of an issue with skill/talent tree's. It needs careful consideration and implementation at each step to get the balance right and meet the intentions.
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