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Everything posted by scriptfactory
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The famous programming quote is, "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil. Yet we should not pass up our opportunities in that critical 3%." Any optimization can be seen as premature if it will NOT improve performance by orders of magnitude or there is no particular need for certain code to be optimized. This happens independently of the testing phase. So optimization can and will occur in the development phase (that typically occurs before alpha/beta testing).
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To prevent server hopping they could add a time-limited, in-game server transfer service.
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Possible improvement for third person and fire fights.
scriptfactory replied to Connect3d's topic in Suggestions
There are too many posts about this topic already. There needs to be a 1PP-only mega-thread, just like there is an anti-KoS thread. Sick of the same people complaining over and over and over again. -
I get 60 fps on stable @ 1080p with the distance shadow rendering trick.
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
This same advice is given to players that want reduced KoS on pub servers and it is also the best solution for everyone. To be honest, characters should be server-bound with an in-game option to transfer a character to other servers, regardless of the perspective. You could play Mon-Fri on a 3PP server with randoms and Sat-Sun 1PP with a group. This is the system in ARK and it works wonderfully. It also fixes server hopping. -
I am talking specifically about the end-game and game as a whole. Some thought should be given to the gameplay and how all of the different parts of DayZ work together. The game is not fun right now, but it used to be.
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This game is not deep enough. There is little thought currently given to character progression. After playing ARK non-stop for the past 4 days I've realized that DayZ is missing that crucial little push component that drives players to make conscious decisions. Zombies should work. They should affect all aspects of gameplay. Weather should be a dominant force. We shouldn't be running around through thunderstorms like nothing is wrong. New spawns should feel forced to occupy cities, scrounging for supplies before making the trek west for safer areas and rare loot. Loot should have meaning and be fucking awesome. Barricading supplies should be common. World containers should work. Food should rot. Endgame should be a clan-controlled, barricaded apartment building near NWA with a rooftop greenhouse and helipad. No fucking airplanes or tanks.
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The new 3pp camera and FOV Slider
scriptfactory replied to Julianwop (DayZ)'s topic in General Discussion
I love this suggestion. Add this and get rid of the OTS camera view. -
The new 3pp camera and FOV Slider
scriptfactory replied to Julianwop (DayZ)'s topic in General Discussion
I truly loathe OTS third person. -
This is how you write a status report. Awesome and thank you!
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
I get between 20 fps (city) and 60 fps (woods). The main problem is the inconsistency, I believe, because I feel, literally, sick after playing for 20 - 30 minutes. I play H1Z1 in first-person "hardcore" mode exclusively but I get a constant > 60 fps in that game... and all other games I play, including RUST. -
The current era of starving to death made me think about the current energy mechanics. For a game that prides itself on "authenticity" this mechanic is uninspired, tedious and unrealistic. Energy and hydration are essentially the same mechanic; a constantly decreasing variable that that can eventually cause death if not maintained. Maintaining these two bars is tedious and adds little to gameplay. For newer players it is a cause of constant frustration. For experienced players it is an exersice in tedium. And it isn't even realistic. You will not die from starvation in a couple of days. I propose removing energy and replacing it with two separate values; nutrition and hunger. The basics of this system are as follows: Hunger constantly decreases. It has maximum and minimum threshold values for sated and hungry statuses.When characters eat enough food they will reach a sated status. This should be the equivalent of one meal.When characters haven't eaten in a while they get hungry.Nutrition slowly rises when characters are in a sated status.Nutrition constantly decreases when in a hungry status.When nutrition is high characters reach a well fed status. They have higher stamina and are more resistant to disease.When nutrition is low characters reach a starving status. They have a lower stamina, are more susceptible to disease.When nutrition is at its highest characters benefit from reduced weapon sway.When nutrition is at its lowest characters reach a starved status. At this point characters can no longer sprint or fast forward run. Characters also suffer from increased weapon sway. Characters no longer gain blood or health.Characters never die from starved status. You are just slow and can't shoot.Characters still die from dehydration.Characters always gain blood and health at a constant rate when not starved or dehydrated.Characters gain more health when well fed. I believe a nutritional system would make the game more approachable for new players as well as give a benefit to experienced players while remaining fairly realistic. Let me know what you guys think.
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
Quite sure. I play exclusively as a lone wolf hunter on pub servers. -
Currently hunger just means your current energy level drops below a certain threshold.
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
Perhaps because 1PP is so hardcore and so strategic that no one notices when someone is about to ambush them. All of that strategy just explodes in your face because you don't notice other people following you. ... 1PP vs 3PP is honestly the worst debate. It really brings out the most horrible aspects of the DayZ community. I hate it and wish the developers would just focus on other shit. -
I didn't kill any zombies but I hallucinated once. xD I do feel that DayZ is a game and game mechanics should be fun! We should WANT to eat, just like we want to eat in real life. It shouldn't be yet another chore that we have to take care of or die. I want to see people specialized in the medical field that have to perform a game equivalent of surgery for broken legs and not just inject themselves with morphine. People that don't take care of broken legs should be forced to amputate that shit. And to deter people from just respawning we should have soft skills that improve automatically as your character ages. This game is missing non-intrusive progression mechanics. I would rather see that than a barrel that lets you dye clothes...
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When I was still religious my dad made me fast. No food, only water. I did it for a week and was just fine. For a normal, healthy, person you can fast for extended periods of time and suffer little to no adverse effects. You will eventually start to slow down (which is why I deliberately added those starvation effects) but you are just fine. And yes, that was child abuse.
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You are an experienced player. The fear will never come back in the way it was when you first started playing the game. However, what the game really needs now is a clear path of progression and some kind of character/item attachment so that when you die the loss is felt. This is the basic principle behind all roguelikes since the original Rogue.
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In the pursuit of becoming the most hardcore anti-game it appears to me that the focus on gameplay and fun game mechanics was lost. Mod had all sorts of gameplay motivators; rare items, rare vehicles, bases, factions (hero vs. bandit). We currently have items (not rare items that offer an asymmetrical advantage) and vehicles (not rare vehicles...) Players love motivators. The dev team needs to focus more on motivators in its game design.
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I've played BF3/4 and CS 1.6 competitively in tournaments. The strategic depth to a game like Battlefield is far beyond that of a game like DayZ precisely because of the limitations they impose on players. Balance is necessary for a truly competitive game. DayZ is the opposite, giving way more power to players that have survived for a longer period of time. This is why phenomena like "bambi killing on the coast" exists. DayZ is a game that is (currently) balanced in the favor of griefers... but so if virtually every other "survival" game. DayZ also needs some kind of balancing factors because, in my opinion, DayZ is the game made for "neanderthal" griefers. The easiest way to get kills in this game is to find a great weapon and camp somewhere. Edit: I am not disagreeing with you about the zoom but I feel that your argument is weak.
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Your basic understanding of the current energy and hydration system is correct. There is a shared stomach and you can fill this stomach with food or water. The main differences to my proposed system are as follows: Currently both hydration and energy are variables clamped to a certain minimum and maximum value. Hydration maxes out at 4000 and energy at 20,000. When either value reaches zero you start to lose blood and health. So you can die if you are well-hydrated but hungry. They are the same gam mechanic implemented twice. In real life it takes an extremely long time to die from starvation (up to 25 weeks in extreme cases) but you will die if not properly hydrated within 3-7 days. So in DayZ, currently, you start off in a starving state and yet you suffer no ill effects.I would like to change hunger to a motivational force. Something that experienced players must maintain if they want to be effective in combat. I want newer players to have a chance to compete at the game but still suffer from an increased difficulty if they cannot keep their hunger under control. I think farming should be an end-game tool used by clans. Basically, hunger/nutrition could be one end-game mechanic. If you combine this system with a good soft skills mechanic then you have effectively created a reason for people to want to keep their characters alive. Older, well-maintained, characters would implicitly have more value than other characters all without the need for display these in-game statistics to characters. You just have to let players know when they are hungry or thirsty.
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
Not that either. Hover over the chart for specific dates. I am a Rust player, dude. 600 hours. The numbers dropped from Feb 1st and only improved when rock bases became viable, performance increased, new features were added and a good raiding balance was achieved. Then Garry added ladders and the numbers dropped again, probably because it is too easy raid and too hard to protect your base. -
How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
No it didn't. http://steamcharts.com/cmp/252490,221100,295110,251570#6m -
Do you have any examples of a game that forces depth-of-field on players? Not judging, just curious. I would think this would be extremely annoying.
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How would you feel if 1st person perspective was mandatory?
scriptfactory replied to FlimFlamm's topic in General Discussion
1PP mode is unplayable for many people currently (including me). If they did force it I would guess than a significant portion of the current playerbase would just write this game off.