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Everything posted by scriptfactory
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Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
I meant these hex indicators from Arma 3: They added them because it is obviously easier to recognize friendlies in real life. Rocket and many fans are against them but I will keep petitioning for them to be a private shard option. XD Edit: I just mean the little hexagons and only when a friendly is visible. I don't really care for the HUD. -
Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
Rocket talked about it in his roadmap. I don't care what form it comes in (probably customizable armbands...) but I would really love to see the A3 hex indicators implemented as a server option. -
Positive posts only: what feature are you looking forward to
scriptfactory replied to aviza's topic in General Discussion
My wishlist has been the same since April: Item persistenceFaction identificationBarricading/door locksRemove reload from action menuWorking hotkeys -
Err... I have 500 hours in the game. I enjoy playing it. I do not enjoy having to deal with some basic bugs that I have had to deal with for the last 9 months. Do you have a problem understanding a person can enjoy the concept of a game, enjoy playing the game and still absolutely loathe certain aspects of it? You are like those people that have never heard of the Kinsey scale and say a person is either gay or straight.
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I get it. It will be reworked. I just didn't think it would be 9 months and I would be still dealing with the same annoying bugs that (in my limited viewpoint) seem easy to fix. I would have made these changes before, saaaaay, adding the ability to open and close a compass. Just for example. ^^
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I think this is the thing that has bugged me the most. One of the first things that should have been addressed are the desync and hotkey problems. Why does my character still move and react like some QWOP asshole that is taunting me with his ineptness? Why do I accidentally reload my weapon when opening doors still? Why the fuck do I have to mash buttons to equip a weapon or item? The reload problem can be fixed by removing reload as an option from the action menu. Make a special "reload" action menu appear when holding down the 'R' button. If I tap the 'R' button just reload my gun with whatever mag I have available, preferably one of the same type that is already equipped. The hotkey problem can be lessened by removing the ability to put away an item by tapping a hotkey. There should be a special "put away" button. Done.
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Tone down the logical fallacies. He didn't say the game was absolutely broken. He just said the game has some serious problems and this is a fact. Just because a game is in alpha doesn't mean serious issues should be ignored... -_-
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Well, there you go. Don't trust Wikipedia, too much. From the Wikipedia page: "Moving to black box testing inside the organization is known as alpha release.[2]" I actually, for shits and giggles, clicked on the link sourced on that page. So, yeah...
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The game is somewhere between a typical alpha and a typical pre-alpha. White-box testing (tests based on intimate knowledge of the system in question) ALWAYS occurs. Black-box testing (e.g. testing without any knowledge of internal systems) usually begins during the pre-alpha/alpha phase. Developers normally create "white-box tests" in a manner that will let them run automatically with every new build, if possible. Black-box tests are usually done, first, by internal QA and then later by a select amount of testers. Most black-box testing will not begin before a game is somewhat stable since there is no reason to test something that is constantly breaking. So, I don't know where you got your information from but it is wrong. DayZ is somewhere between a typical alpha and a pre-alpha. You don't usually rewrite your game engine during an alpha.
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The Rust devs rewrote their game from scratch and there are rarely complaints about the development process. In fact, people mostly have positive things to say about it. People KNOW it takes a long time to make a game. The DayZ development process is taking an extremely long amount of time because they have to build a working game engine. We all know this. But building a new game engine from (pretty much) scratch is not normal for an Early Access title. If ANY other game engine had been used we would already be nearing the end of the alpha, I believe. Even Unity (like Rust uses). Oh, well. Edit: I know you are super smart, dude. I have seen some of your posts. You can do better than that "too much to handle" comment.
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That was exactly my point.
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Well, the whole "Early Access" phenomenon has broken the typical alpha, beta, rc, gold release schedule anyway. An alpha used to be feature complete (with at least placeholder content.) A dev team generally progressed through the alpha phase of a project fairly quickly. By the time a game reached gold status it would work. Patches were occasionally required (for PC games) but the game was usually completely playable without them. Basically right now: - EA Alpha: totally broken game that the publisher wants to sell, regardless of the implemented features and content. - EA Beta: pretty broken game that the publisher has been selling, regardless of the implemented features and content. - EA RC: broken game that is getting bugfixed. - EA Gold: minimally broken game that is getting bugfixed.
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Should Rocket go sooner rather than later?
scriptfactory replied to banjo (DayZ)'s topic in General Discussion
Rocket probably doesn't come here because it is impossible to hide content he doesn't want to see. He recently "threatened" to stay away from /r/dayz because people there make too many assumptions and he doesn't like that. http://www.reddit.com/r/dayz/comments/2ekiyb/rdayz_we_need_to_talk/ck11cde -
The whole problem is the shitty DayZ engine and the scope of this project. The H1Z1 guys have a smaller team and the amount of in-game features they have added is staggering. But look at the difference in what they added. - Vehicles: Very basic vehicles. No interchangeable parts (yet) but they work. DayZ will have complex cars with parts and shit. - Bases and barricading: Very awesome. I have nothing bad to say about the way they have implemented base building. I hope DayZ does something just as good. - Horticulture: awesome. I guess DayZ will have something similar one day. - Loot: most loot comes in the form of world containers. Kinda' lame. The DayZ system is much better but I do hope they get world containers working as soon as item persistence is done. - HUD: Arcadey. Health bars. etc. Kinda' lame but so are the DayZ status messages. Both games need to improve their user interface. So, while they have made good progress, the actual in-game features are kinda' more basic and will be made more complex over time. DayZ is going straight for the advanced features. I prefer the H1Z1 method of agile development but DayZ is definitely doing OK. I seriously thought we would have working tents in April, though, like Rocket said. Kinda' strange how long it is taking to add in the basics of barricading, zombies and item persistence.
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What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
Because they can? This dude was like, "Let's get ready to rumblllleee!" and then I was a black chick. -
Yes, this is definitely my own opinion. I am not saying that the developers are doing anything wrong or illegal. I am saying that people complaining about getting taken advantage of are well within their rights and everyone telling them to "shut up because they didn't read the disclaimers" should take a bit of their own advice.
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I am not speaking for me, personally. Again, I have 500 hours in the game. I am talking about the idea of Early Access releases in general. It's their own fault that some people trusted the game would be in beta by December 2014? It seems that no matter what you will just defend the developers so this conversation is over. What does this have to do with my comment? RagedDrew wrote: "Now I don't mean to sound condescending here but it's hard not to, do you honestly think that every product that is made, be it a game, a new car or even some new buildings being erected didn't fail to meet a deadline at some point? There's always going to be unforeseen circumstances that will prevent something from moving forward." I was simply responding to him. If I pay for someone to build a house for me and they don't deliver on schedule or provide shoddy work I can get my money back, through litigious action if I need to. The same protection doesn't exist for Steam users.
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The person making the money is at fault. 100%. It is the publishers job to make sure that they are informing consumers are potential problems with a product. Obviously the "do not purchase" disclaimer is worthless if the game is plastered all over the front of Steam... Deadlines can be missed. The whole problem with the Early Access alpha phenomena is that people can now sell games based on promises that will never be kept. I can simply promise my game will be complete in a year and you would buy it based on this promise. 1 year later if that game is still not released you have no possibility of a refund. In fact, I never have to keep my promise since I already have your money and you have no way to get it back.If I purchase a car that is supposed to work and it breaks a few months later because of a manufacturer error I can either get my money back or get my car fixed. The same with a house or a building. Consumer protection exists for a reason...
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Exactly. If rain helps weed out deathmatchers then this game mechanic is pure win, IMO.
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I wasn't calling you ignorant. :) You said that many DayZ purchasers were idiots but if you knowingly sell a product to the ignorant aren't you kinda' exploiting them? The developers didn't make a typical free alpha release for true testing purposes. They released DayZ commercially. It is still on the frontpage of Steam. A disclaimer doesn't magically absolve you from critique if you are selling a product. If you buy something based on broken (beta) promises who is at fault? The consumer or the producer? The one that is making money or the one that has given money? After 500 hours played there is no denying I have gotten my money's worth. You can also not deny the devs have repeatedly failed to meet deadlines and are not inline with the roadmap that they, themselves, published.
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What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
Hicks is probably wrong. I got teleported for the first time and someone on the server triggered it because he was talking to me while he did it. Edit: My original character died but I am not sure why or how. -
I, honestly, find people like you confusing. Why do you defend the devs that knowingly sold a buggy product to ignorant people? Isn't that like exploitation of the stupid?
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I understand what they were trying to do, I guess. What you said makes sense. But if no one wears those shitty clothes what was the point in adding them? Why not add some post-apocalyptic style clothing that people would actually put on?
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He is probably referring to the fact that dates/milestones that are repeatedly missed. The alpha status of a game has nothing to do with project management and broken deadlines.
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I kinda' agree and kinda' disagree. There has been a lot of progress made on the game but it has all been shit like server-side physics, ragdoll, hunting, fishing, cooking, ugly clothes that are not even used and other shit that I really don't care about when they could have added item persistence, faction identification and barricading. Real (basic) features that change gameplay in a major way. So, I do feel their priorities are wrong but it isn't my game sooo... eh.