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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    Community concerns (latest Status Report & +)

    Good point. Even though they haven't released the firm project requirements to the public they must have something internally. I often forget this since they don't release their plans to the public apart from the abstract roadmap bullet points. I'm more against the idea that streamers are somehow DayZ evangelists and that their input will shape the future of the game. It is illogical to me but this is, of course, simply my opinion. Shutting down community input on game design would result in a faster development process. I am not talking about balance issues or bugfixes; the name "Community Combat Scrum" seems to directly hint that these guys will be shaping the future of DayZ as a game and that these "evangelists" are actually setting game standards and influencing design changes directly. It feels wrong. This is, again, only my personal opinion which means nothing. I remember it differently. There was significant discourse with community members when Rocket was around resulting in huge game design changes. Then again, I came to DayZ late (mid 2012) and I honestly feel that once the community took over (Q4 2012) everything got better. The game became much more fun, performant and stable.
  2. scriptfactory

    Leaving behind canteens filled with gas

    Definitely not real. I think he was illustrating the ludicrous nature of some game mechanics (e.g. losing food when opening a can with knife, stomach grumbling sounds, forced eating while standing, etc.)
  3. I'm happy you enjoy that but... ugh... not for me at all.
  4. Disclaimer: This is just my opinion. I don't think my opinion is the most important and when I say "should" in the text below please just read it as "I would like it". I feel that the current amount of item drops in DayZ are too low. There should be loot everywhere. Plants that can be (reliably) harvested. Animals that can be harvested. Empty cans. Empty water bottles. Just general junk that can be used for SOMETHING. The only thing you should need to find something is a bit of time (minutes, not hours) and map knowledge. I have been investing a LOT of time in the Arma 3 Exile mod recently and the looting system feels great. The main difference to SA; high availability of loot with different value. You have to search for loot but it is simple to find if you invest a reasonable amount of time and effort. No ghost towns and no lootsplosions.Loot has many different tiers. You can use the lowest tier items and they are good. High tier items are noticeably better but not imbalanced. You don't need the highest tier items but they are a good extrinsic motivator.Loot has value. There is an economy (based on traders) that gives basic value to everything.Weapons are insanely customizable but the the attachments only give a partial advantage (e.g. night vision scopes are cool but not necessary to fight at night.)Because of these elements, the Exile mod keeps me motivated to loot. I feel that looting in DayZ feels like much more of a grind. And I dislike grindy games. I want to be able to play for a couple of hours and feel like I made some progress, even if I died and lost all of my items in the process.
  5. scriptfactory

    number of zombies

    You only need about 100 zombies per player to give the feeling of a zombie apocalypse. There are enough papers written on performant techniques for dealing with large numbers of AI. I don't think BIS needs more ideas on how to improve performance. I think they just need the manpower/time to accomplish it.
  6. scriptfactory

    Base "things"

    Sleeping quarters would be virtually useless. Really dislike this idea.Alcohol could provide the basis for a new player-driven economy, especially if alcohol was needed for the endgame (e.g. each player you kill decreases your sanity, alcohol increases it.) There would have be a game mechanic expressly made as an "alcohol dump" (like the MMO currency dumps) for this to work.Water cistern. Unoriginal idea. Boring and doesn't advance gameplay in any way. p.s. Like 7 said; this topic belongs in the suggestion forum.
  7. scriptfactory

    number of zombies

    Does anyone have any information on what the Bratislava team has been working on for the past year? Are they actually still employed at BIS? Has anything been said in a Status Report? When Rocket was still around I had the feeling that they were about to do amazing things with infected and animal AI but I haven't heard anything about them in a while.
  8. The way I understood it, your character position is still saved on the hive. If you change servers your position resets. If you log in to the last server you played on then your location persists.
  9. I like this idea. It fixes server hopping and ghosting in one fell swoop. When base building is added it would fix people changing servers, walking to the middle of your camp and then switching back to your server to get past defenses. Want to raid a base in the far NW area of the map? Better be prepared to run for 20 minutes to get there... Edit: I don't like the idea of respawning within 2km of your current position. I like the idea that your location is saved per server. When switching servers you always spawn in a fresh spawn location.
  10. scriptfactory

    Survival game ... a survival timer ?

    A lootable journal would be pretty interesting. If it was automatically populated with special events (killed another player, got sick, almost starved to death, etc.) it would be even more interesting. So you could find out about the life of the character you just killed or even read it while the player was still alive to figure out of this player should live or die.
  11. scriptfactory

    .58 survival progression was amazing last night.

    Sounds like an amazing time, dude. Farming apples is the best, amirite? No, but seriously. It is nice they have added so many survival mechanics. All of this would be so much better if barricading was implemented as well so we could build safehouses.
  12. scriptfactory

    New 3PP Camera

    I find it hard to believe but the new 3PP camera somehow made both 3PP and 1PP worse. The OTS view makes me feel disoriented when playing for longer play sessions (something I used to only have in 1PP mode even with head bob disabled). Shooting seems inaccurate and interacting with objects is somehow broken. In 1PP mode I can't look all the way up anymore. Horrible.
  13. Yes. Radios should alleviate the communication problem a bit but this game is pretty boring when you are alone. I just hope the radios don't require a batteries...
  14. scriptfactory

    Food Priority / Devblog 29th of July

    I would like to see the following changes to food: Canned food should be rare.Fresh fruit/vegetables should not spawn in houses/buildings. Instead, crops/plots of one type of fresh food should randomly spawn in greenhouses.The action "Search for apples/berries" should result in at least one food item always getting found if one is available. Otherwise you should get an empty/not found message.Killing wildlife should result in a large amount of food.Fishing should be intuitive. Either display a visual indicator when you have hooked/lost a fish OR the fishing action should "auto-complete" when a fish is hooked/lost.All food should be destroyed when killing a player unless it is in a protective container. This would lead to banditry for food items.The new UI should be implemented so we can know our current food/water usage rates.Edit: This is in addition to the standard changes like stamina, disease, etc. affecting food consumption.
  15. scriptfactory

    What are you looking forward to most with 0.58 stable?

    I can't wait for the tears of everyone who's tents/backpacks get found and destroyed.
  16. scriptfactory

    PSA: Game development takes a while, but...

    I bought the game December 2013, I think. It seems like a loooooong time ago but I am pretty sure that is when I bought it. I thought that, at the time, the estimated date of beta release was Q4 2014 because that is what Rocket said. I totally didn't pick up on your sarcasm. :)
  17. scriptfactory

    PSA: Game development takes a while, but...

    If someone had told me DayZ would reach beta by mid- to late-2016 I would have bought the game anyway. But the initial beta date was Q4 2014. Then it was Q1 2016. Neither of those dates will be met. There is nothing "right on schedule" about this project...
  18. scriptfactory

    Survey: Worst part of DayZ?

    Due to the inconsistent/random/buggy nature of DayZ game mechanics it's difficult to make strategic decisions that affect gameplay. I wish conscious actions were better rewarded by reproducible effects. Randomness sucks.
  19. scriptfactory

    PSA: Game development takes a while, but...

    I feel like you are stretching your logic quite thin. A calender quarter ALWAYS starts January 1st. A fiscal year (e.g. FY2015) starts in October to allow the federal government more time for budgeting. For the vast majority of US business Q1 starts January 1st. I guess we can all assume Q1 2015 was January - March 2015...
  20. scriptfactory

    PSA: Game development takes a while, but...

    ARK currently has much better performance than SA on my machine. I get a stable 60+ fps @ 1080p on a i5 2500k + GTX 970. Most of my graphic settings are on Epic. All of my performance problems were fixed by migrating the game to my SSD. I, personally, believe ARK has deeper game mechanics than DayZ right now. Leveling, skills, cooking, farming, pets, base building, underwater/cave systems, etc. Rust has many new assets and is built on Unity 5. New male and female character models, animal models and AI, New base building, procedural map generation, group features, per pixel sign painting, weapon systems, etc. Objectively they have implemented more mechanics in less time. They have, of course, not replaced major parts of their game engine. They, instead, chose the framework that met most of their project requirements. That's pretty smart.
  21. scriptfactory

    PSA: Game development takes a while, but...

    ARK started development October 2014. Rust starting rebuilding their in 2014. I tried playing DayZ (stable) again recently and found it very unpolished and buggy. I had problems utilizing items and fighting the (almost non-existant) AI. Question: What is your objective reasoning for stating that the DayZ devs are doing better than these other two dev teams? I'm pretty sure the DayZ performance problems are caused by tight coupling of the simulation engine (CPU) and the rendering engine (CPU + GPU). But I have been out of this topic for a while so I am not sure anymore.
  22. scriptfactory

    Black Element Software

    Where does it say that those are weekly salaries? That is damned good money, if what you are saying is true.
  23. scriptfactory

    Non centered character

    The over-the-shoulder third person view is something that I truly dislike and I am disappointed in the developers for focusing on this non-issue. The camera should be reverted and a good fix for wall peeking should be added after work on core issues are finished (or not at all.)
  24. scriptfactory

    Resting - The fourth survival need.

    So, basically the survival equivalent of WoW "rested XP"? That sounds nice as a player retention mechanic. Motivate users to come back to the game or whatever.
  25. scriptfactory

    Resting - The fourth survival need.

    Resting is not a good multiplayer survival mechanic, in my opinion. It works in something like "The Long Dark" since you can just turbo through your sleep cycle. I would support something like a sleep animation/emote but we need more active mechanics (e.g. barricading) and less passive/janky/random mechanics (e.g. apple picking, fishing).
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