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Everything posted by scriptfactory
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Ok. Can they please either reduce armor from clothing.... Or
scriptfactory replied to hothtimeblues's topic in General Discussion
Nah. I just won't use the Makarov anymore. And he died, too. :D -
Ok. Can they please either reduce armor from clothing.... Or
scriptfactory replied to hothtimeblues's topic in General Discussion
I believe it was an attempt to reduce KoS. Totally didn't work. -
Ok. Can they please either reduce armor from clothing.... Or
scriptfactory replied to hothtimeblues's topic in General Discussion
There definitely needs to be some kind of balancing done eventually. I unloaded a full Makarov clip into the back of a guy on Experimental. I couldn't even KoS him because he was wearing a mountain backpack and I guess it absorbed all of the damage. I was wearing a blue shirt, some cargo pants and a crafted backpack so he just turned around (blood pouring from his body) and killed me in 2 shots... -
DayZ Development progress makes no sense
scriptfactory replied to Doomlord52's topic in General Discussion
This is pretty much what development in a production environment is like. Before you write your first line of code you should know how you want the wall to look and its dimensions. You know basically what materials you need to build the wall as well as an estimate of the number of bricks that will be needed to complete it. As you finish setting each brick you make sure to add safeguards so the bricks stay in the correct positions and aren't getting bounced out of place. If your safeguards fail you need to figure out WHY and adjust the bricks so they fit the original plan. By the time you are ready to let other people look and and jump on your wall you are fairly sure that it they won't break it by leaning against it. There will definitely be problems with the wall, since not every situation can be tested for by the wall builders ,but zombies won't be able to walk through it. -
This is a funny analogy. Are you calling us all stupid for playing DayZ? :D So in this fantasy situation the dough/bread (DayZ) is given to Awruk by a baker (BIS). The baker sold him this bread stating that he shouldn't buy it, but after a certain amount of time it would probably be edible. After 70-80% of the time has passed and the bread is still nowhere close to being edible are criticisms about the development of the bread justified?
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Sorry. I do not have the gift of eloquence that you have, sir. I will attempt to make my posts as informative and entertaining as yours in the future. "ALPHA !== Add stuff <_<" How am I doing?
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There is already a really good thread in the suggestion forum about this: http://forums.dayzgame.com/index.php?/topic/208679-wallets-and-player-identification-dog-tags-and-russian-ruble/ And in the General Discussion forum here: http://forums.dayzgame.com/index.php?/topic/210278-about-wallet-usage/ Not trying to sidetrack your thread but it be more productive to post in an existing thread instead of making a new one.
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Why do the forum moderators continue to allow you to use abusive language repeatedly against other members of the forum? You are not contributing to this discussion in the least. Get out of here with your ad hominem and strawman arguments, please.
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DayZ Development progress makes no sense
scriptfactory replied to Doomlord52's topic in General Discussion
That is my point. In a typical alpha the game design concept should have already been finished. All features should have been implemented with at least placeholder functionality. Otherwise there is little point in doing black-box testing since this kind of system would always be in a flux... What is the point of testing something with no point of reference as to its correct functionality? -_- DayZ is not a typical alpha in the least. It is an Early Access alpha where significant structural changes are being done at the same time as new features are being added. This is why there are so many fucking bugs all of the time. If you build a house on a shaky foundation you end up with a shaky house! :D -
DayZ Development progress makes no sense
scriptfactory replied to Doomlord52's topic in General Discussion
I'm talking about "concept" from a game design perspective. -
DayZ Development progress makes no sense
scriptfactory replied to Doomlord52's topic in General Discussion
I agree and disagree with your post at the same time. Yes, it is hard to make a game. But people with "real professional" jobs are also criticizing DayZ from a more opportunistic viewpoint. They just aren't fans of the game because, let's be honest, it current sucks. There are many awesome things about DayZ but it does not feel like a polished concept. I work as a senior developer at a European game publisher. We often have big projects and those projects take a looong time to complete. That being said, there are many things to genuinely criticize about the DayZ development process. In fact, many industry professionals have made similar remarks to me at this years GDC in Köln after one of the workgroups. After 2.5 million in sales the big dogs in the gaming industry are now looking for ways to capitalize on the permadeath hype because they know they can do it better than "indie developer" BIS. Sony is just the first giant to come out with a clone. More will follow. -
It is only like this now. It seems the devs are focused on eventually creating some kind of virtual survival experience. The weather effects, hunting, fishing, cooking and gathering are only the first steps.
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I don't see why people are saying dayZ isn't that fun.
scriptfactory replied to OptimumVision's topic in General Discussion
I think our imagination just changes as we get older. I can't imagine a box is a rocketship anymore. That shit is boring. But if I have to figure out the solution to a problem while I am on the job, or I have to find somewhere to hide my stash, I tend to get quite creative. I guess it seems like I am able to focus my creativity better and not waste time imagining I am a survivor in an post-apocalyptic situa-- oh, wait. -
No one want to play because of the reset...
scriptfactory replied to kircheschm's topic in General Discussion
"It is our intent once we have addressed the core issues with abuse of item duping, as well as resolved issues with the protection of player storage and opened game server providers rental of private shards, to wipe the stable branch clean." http://dayz.com/blog/status-report-week-of-18-august-14 -
Isn't he correct? Simply switch from DX9 to DX10/11 won't magically increase performance. As I understand it, the DayZ devs are replacing the current rendering engine. Right now the rendering engine is tightly coupled with the simulation engine which is, perhaps, why game performance is so CPU bound. They seem to be decoupling the rendering engine so rendering performance won't be as affected by what the other parts of the game engine are doing.
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Off-topic: Intrinsic rewards aren't really discussed or seen as important in many societies/cultures. Nothing "poor and sad" about that apart from the fact that capitalism itself places such a strong emphasis on extrinsic rewards.
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https://yourlogicalfallacyis.com/ad-hominem
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https://yourlogicalfallacyis.com/strawman
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Do you remember this video?
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Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
This is why I hope base building is centered around existing building that are barricaded and then expanded. During an apocalypse no one will be building huge structures by themselves. If the devs want to maintain this concept of "authenticity" they used to talk about then building a new structure, from scratch, should be so labor intensive that only a big clan can do it. And by that I mean, For a stone wall with 100 stones you should have to go and harvest 100 stones. For a log cabin you should have to collect and carry every single log to your cabin in your hands. Like in "The Forest" but more intense. -
You are correct. It isn't that bad. It is my expectation of progress that is making it so. Before you read the next part I will add a disclaimer: The following is only my personal experience with development and some genuinely objective criticism of a game development schedule gone awry. Personal experience: My team is now working on a new user management platform and the concept alone took 3 months. But after we created the concept we consistently meet our deadlines because we 1) are all experienced developers, 2) we make realistic deadlines and 3) we have a real plan. We didn't take a list of features that we would like to implement, we created a complete concept first and then implemented it step-by-step. Criticism: I think my point is, I don't believe the DayZ devs are horrible but Rocket said he has been working on SA for 3 years. Did he not realize the rendering engine was broken before then? Shouldn't the project basis be completed before working on feature development? In my personal opinion, secondary gameplay elements (hunting, cooking, fishing, bow/arrow crafting, compass lids, etc.) should have been added AFTER the core game elements (item persistence, loot respawn, global economy, barricading and base building) were finished. I think the roadmap itself is flawed: http://imgur.com/a/CDb92
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This is not true.
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It's funny. I was looking at some of my old Reddit posts and I realize I have always been cynical of the DayZ development schedule. In January 2014 I made comments to the effect of "stability issues should be worked on before adding new features." Without a stable foundation, I said, in 6 months we will still have zombies walking through walls. I was downvoted.In February 2014 I wrote that people were bored of playing the same deathmatch over and over again. I wondered when the survival components would be added to the game. I was told item persistence was around the corner and immediately after that world containers would be added.Also in February 2014, Rocketgate happened. The whole "fundamentally flawed" fiasco where people were like "but I thought you liked the deathmatch part of DayZ" and Rocket was like, "Nah, I actually would prefer if gameplay was different but it is too late to change that now." http://www.reddit.com/r/dayz/comments/1ysdow/dean_hall_to_leave_bohemia_and_step_down_as/cfngptnIn March 2014 I wondered when item persistence was coming. I also said, "fix the zombies, please!" Rocket said, "Soon. The work is almost done."In May 2014 I wrote that I wondered when item persistence was coming. At this point many people were complaining about the slow progress of the game. All of my friends had stopped playing. Everyone was bored. http://www.reddit.com/r/dayz/comments/25cprb/updates_whats_happening_developement_seems_to/I think my problem with the project all along has been the fact that we have been told repeatedly that certain aspects of the game would be finished soon, or on a specific date, and it has rarely, if ever, happened. When people create expectations based on the promises of a game developer and are repeatedly disappointed I believe it can lead to a negative outlook on the development process, whether or not that negative outlook is justified.
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Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
It probably won't be necessary when loot respawn and the global loot economy are added. -
Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
Please stop putting words in my mouth. I mean exactly what I said. :) I put a smiley to be positive.