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Everything posted by scriptfactory
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After Long break i understand why nobody plays DayZ.
scriptfactory replied to exacomvm's topic in General Discussion
Are you saying I should play with my friends? -
After Long break i understand why nobody plays DayZ.
scriptfactory replied to exacomvm's topic in General Discussion
I decided to start up the game last night. I hadn't played in a year. I spawned in the air and broke my legs. Crawled to one of those hunting towers. Looked around. Closed the game. -
DAYZ Status from a famous Youtube blogger
scriptfactory replied to GunnyITA's topic in General Discussion
I disagree. Software development is all about reaching feature milestones. You don't have to complete features sequentially but you have to track your progress towards a production release. How would you do this without something like feature-based milestones or a product requirements document? -
DAYZ Status from a famous Youtube blogger
scriptfactory replied to GunnyITA's topic in General Discussion
This is why I started playing with my friends. We bought the game to shoot zombies and have fun torturing other people. Pretending to be axe murderers and shit. Killing zombies is fun. Torture and robbery is fun. KoS in DayZ SA is not fun... That is why god made Battle Royale-- sorry, PUBG. None of us still play. I just lurk the forums hoping something awesome will get released. -
DAYZ Status from a famous Youtube blogger
scriptfactory replied to GunnyITA's topic in General Discussion
Development is taking a long-ass time. Much longer than promised. Features are getting dropped. A whole studio in Bratislava (does this still exist?) working on zombies hasn't been able to fix zombies. Easy to see how people get fed up with it. However, DayZ has a cult following. It will never die in the sense that there will be no private servers for it. The player numbers are low and will stay low until some mod or feature is released to draw people back to the game. -
Thank you for this. I never read the community update section... xD
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People will come back to play the game no matter what. Most of us are too heavily invested in this title now to just give up. I know technical debt is a motherfucker but the transparency shown from the dev team gives me hope for the future of this game. :) Question: Do you already know where the DayZ booth will be at Gamescom?
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How to make DayZ great again (by LIRIK and Shortyyguy)
scriptfactory replied to -Gews-'s topic in General Discussion
Well, a compound is what I was thinking of as "camps". Sorry for the misleading wording. And, yeah. Offline raiding kills any kind of actual base building in most "survival" games so the landscape ends up littered with empty structures. -
What is the false dichotomy he presented? You can complain about taxes and not vote if there is no one to represent you. What you just posted was a false dichotomy; the idea that you have to vote to form valid complaints about taxes.
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I don't think it is pathetic. People complain about other games that have been in "early access" for a while. People can complain. I believe the way we attack them when they are just trying to air their frustrations is pathetic. We could be more compassionate towards them.
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How to make DayZ great again (by LIRIK and Shortyyguy)
scriptfactory replied to -Gews-'s topic in General Discussion
1. MORE LOOT - Agreed. More types of items and more items in general would make looting fun again. 2. REMOVE DURABILITY - Partially agree. Finding broken loot adds little to gameplay or fun factor. I would love all loot to spawn in Pristine condition and only degrade through use. This will add value to rare weapons and force you to maintain them. 3. HIGHER PLAYER COUNT - Agreed. 4. SIMPLIFIED VEHICLE BUILDING - Agreed. 5. NO BASEBUILDING ONLY CAMPS - Agree. People should be able to build camps or barricade existing buildings. No sky towers. 6. REMOVE GUNS JAMMING - Agreed. This is a frustrating mechanic because it is difficult to understand. 7. COPY PUBG MAG/AMMO SYSTEM - Don't understand what this would achieve. If they mean the entire reloading shit should be improved 100% agree. The current system feels clunky... 8. SIMPLIFY GAMEPLAY - Partially agree. The game should be easier to understand, not less complex. -
Off-topic: All of those games that took forever to make are garbage except for TF2...
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How to bring RP and PVP in DayZ together - Trade Center
scriptfactory replied to DR. IRISHMIKE's topic in General Discussion
I don't agree with your hypothesis. Looking purely at survival games and mods that have limited ammo, significant non-player threats and a multiplayer setting as people run out of bullets they will use arrows, rocks or fists. -
Characters and persistence wipe on Stable servers this week
scriptfactory replied to Baty Alquawen's topic in Servers
Urban myth, right? There is no threat of hypothermia above 80 F. Your body generates heat and doesn't just normalize to the ambient water temps. AFAIK it takes hours to die in 70 F water. You would more likely die from dehydration or drowning due to exhaustion. -
Why Dayz dev team dont use Unreal 4 engine
scriptfactory replied to Marreta's topic in General Discussion
The engine that Enfusion is based on is that old, yes. -
Why Dayz dev team dont use Unreal 4 engine
scriptfactory replied to Marreta's topic in General Discussion
Enfusion is based on an earlier engine, Real Virtuality. -
Why Dayz dev team dont use Unreal 4 engine
scriptfactory replied to Marreta's topic in General Discussion
So are you saying they should have started from scratch with Enfusion instead of basing it on Real Virtuality or that you support their decision? I don't understand your statement. -
I am so excited for modding to be released. But I do not see extensive realism playing into any aspect of mods that I would create. The current idea I have for a base building mod would be as follows: Players can have as many tents (found commercial tents or crafted shelters) or stashes as they want. No defense for these types of storage. Players can claim ownership of n buildings per hive. Loot wouldn't spawn in owned buildings. I imagine ownership as hanging a picture of yourself or your clan on a wall and lighting a fire in a fireplace. Ownership could be granted to everyone on the photo. You would only own the building as long as the fire burned. People would know which buildings had occupants so they could camp those buildings waiting for a chance to break in. Player-owned buildings (not shelters or tents) would be impenetrable except through doors. Doors could be locked with combination locks or key-based locks. Players can create as many keys as they want for key locks they own. Key locks can be picked but this would attract zombies. This would open up so many possibilities. Clans could own entire towns. Trade could take place through windows. Players could grow food in indoor greenhouses. Adding traps, barriers and defensive pets would make bases more defensible. Players could find generators to supply power for electric defense, light, communication (radio broadcasting networks), refrigerators, air conditioners and more. To answer the OP; this is why I want to see base building. The opportunity to build communities and make this game about more than running through the woods scared someone will take away your hours of effort with a single bullet. It isn't realistic but would be fun as hell.
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Unrealistic base building would be creation of bases that look like towers without a significant resource investment (i.e. time and/or materials). I think the reality aspect of building is countered by the raiding aspect of the game of every survival game. Most games counter this by creating game mechanics that allow players to keep some part of their resource investment. This is, usually, quite unrealistic. Purge-style base raiding: Bases can only be raiding during a certain time period. Impenetrable bases: Bases are invincible when players are not online. Romani bases: Bases disappear when you go offline. Achilles-heel bases: Bases can only be penetrated through specific points (e.g. door locks ala Exile Mod). At some point "unrealism" must enter the picture or players will just give up. Look at Rust and Conan Exiles.
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Realistic base building will eventually devolve into a base raiding mess because of offline raiding. Abandoned bases everywhere. I am only basing my judgement on every other survival game with base building on the market. As Squeezorz says, though, we have to see how the devs decide to implement base building and raiding.
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Building a complete structure from scratch can never be realistic. You would invest hundreds of hours building your base only to have it destroyed or penetrated in minutes.
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That's how World of Warcraft's "rested XP" came to be. http://www.psychologyofgames.com/2010/03/framing-and-world-of-warcrafts-rest-system/
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Interesting idea. Could cause frustrations. What about accidental disconnects? How would you communicate this feature to all the noobs? How would you determine the log out effects? Random? Based on length of time logged out? How would you handle situations where you log off on a server under cover and login on a server without protection?
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Then make us spawn with the radio on, set to channel 87.8 and extend battery life to 12 hours in-game. Done.
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Why it is harder and harder to have interactions ?
scriptfactory replied to Mantasisg's topic in General Discussion
I don't think it necessarily needs a mod to save it. The problem is people want so many different things from this game. It will never be possible to satisfy everyone with a single solution. :)