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Read-Only Mode for Announcements & Changelogs
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Your DayZ Team
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Everything posted by scriptfactory
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Be careful of what you wish for. Mods will definitely add awesome weapons from A3 and people will stop playing vanilla.
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Dayz Mod's essence is dead.
scriptfactory replied to Audiophobia's topic in DayZ Mod General Discussion
Mod is super friendly on most servers I play on. I don't know how it used to be. -
Without some form of realistic player identification DayZ will remain Mannequin Deathmatch Simulator 2015. I really hope they have given some thought to this.
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Everybody on experimental right now
scriptfactory replied to victusmortuus's topic in General Discussion
Fake. Not enough rubberbanding. -
I agree. The game hasn't even tried to implement a realistic method of player identification. Rocket did say, however, that he would be adding party/faction identification at some point. I just hope he realizes that visual confirmation of a friend/foe is something that is needed on an individual level and not just the party level. If that means "breaking immersion" and showing name tags then so be it. It is not realistic or authentic to have to identify your squadmates via chat. It is not realistic or authentic that to have to identify your squadmates by their clothing.
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Petition: No more randomness in weapons, SKILL based combat.
scriptfactory replied to xalienax's topic in General Discussion
Anyways, please give me a link to the source video so we can analyze it further. -
Petition: No more randomness in weapons, SKILL based combat.
scriptfactory replied to xalienax's topic in General Discussion
The railing. You can clearly see the bullet ricochet off the railing in the first shot due to the shitty collision detection in the engine. This is why I wanted the source. All of the other bullets went where they were supposed to. -
Petition: No more randomness in weapons, SKILL based combat.
scriptfactory replied to xalienax's topic in General Discussion
Got a source for that? Those bullets appear to have gone where they were supposed to go. The problem in that .gif is the shitty collision detection in the engine and (looks like) desync. The same collision detection that caused you to shoot the ground when you were prone and tried to shoot downhill. The same collision detection that causes you to shoot those low stone walls when crouching/prone. The same collision detection that causes rain to not fall on your head when you standing on train tracks... -
Many people seem to not actually know what "Alpha" means...
scriptfactory replied to Raoul9753's topic in General Discussion
You're actually right. It makes no sense. -
Many people seem to not actually know what "Alpha" means...
scriptfactory replied to Raoul9753's topic in General Discussion
I really dislike these types of posts. No wonder Rocket would rather go to Reddit than the official forums. -
I was just speaking for me, personally, this update holds no content that would make me want to play the game again. In combination with other features these things are definitely interesting. For me, personally, hunting will just be something I do when I need to get a quick bite before heading back to the PvP action. I am an old man (33) and I don't like roleplaying except in the bedroom. ^^
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Don't forget about disease, sickness, zombies, pets, farming and modding. What we see now is only a small bit of what SA will, hopefully, become.
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Uhhhhhhhh... Persistent itemsParty/faction identificationBase building (at least minimal barricading and maybe locks)Those three things are game changers. They will drastically change the game we are all playing right now.
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Hm? I was responding to the post that said now players will have something to do in the forest. I am not sure what you are referring to.
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What is so awesome about the hunting and fishing and stuff that it would keep players occupied for more than a few minutes? I shoot a deer or pick an apple from a tree. I eat. Now what? Those aspects of the game will become interesting once more environmental challenges are added (e.g. dangerous zombies, disease, sickness, bears, etc). Just my opinion, of course.
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I think that this change will effectively give clans that own servers a significant advantage if they are allowed to keep kicking. They will just restart the servers over and over again until the crash sites contain the loot they want.
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What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
You are correct. I totally thought they enabled VAC-wide bans due to my experiences with CS/Team Fortress: https://support.steampowered.com/kb_article.php?ref=7849-Radz-6869 -
What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
With a BE ban I don't lose access to all of my online VAC-enabled Steam games. Edit: wording. -
I really appreciate the work the devs are doing but this update holds nothing of interest for me. Item persistence, vehicles, barricading and party/faction identification will be awesome, though. SA will finally feel like a real game with goals and stuff.
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i wanna start hoarding ! whats up with persistent storage?
scriptfactory replied to brumey's topic in General Discussion
Then I will find their tents and burn them. It should be relatively easy to find tents. Also, this is why I want player locations to be saved on a "per-server", instead of "per-hive", basis. Fixes server hopping and ghosting. Once base building and vehicles are added this would make even more sense. -
i wanna start hoarding ! whats up with persistent storage?
scriptfactory replied to brumey's topic in General Discussion
Making DayZ hyper-realistic would turn it into a boring ass game. The realism fans will try to make a mod and no one will play it because it just isn't fun for the majority of players. As far as "quick loot spawn", it isn't quick if you have to go out and find it, then secure it. This is why I think only a small subset of items should be persistent. Maybe fridges, tents, safes, etc. You should have to look for hours to get the items necessary to even secure something in one of those locations. The persistent storage items should be relatively easy to spot and the only way to secure them should be via traps, barricades, and destroyable locks (ala the Castle Doctrine). -
What's the current hacking status like in DayZ:SA?
scriptfactory replied to RadikulRAM's topic in General Discussion
VAC is probably implemented because a VAC ban is way worse for a cheater than a BE ban... -
i wanna start hoarding ! whats up with persistent storage?
scriptfactory replied to brumey's topic in General Discussion
Please go away with the "loot disappears after you die." Loot will persist after death. This is necessary for base building.Loot will be free for anyone to take.If you want to keep your loot safe you have to hide it well or secure it somehow (i.e. barricading).Cars will be the same as persistent loot and will (most likely) be bound to a specific server.Bikes might be able to be disassembled and put into your backpack and transferred cross-server.I can't wait until you guys realize that Rocket already announce fixed spawn locations... -
Petition: No more randomness in weapons, SKILL based combat.
scriptfactory replied to xalienax's topic in General Discussion
Puh. You realism fans. :) I would make a "DayZ is not Arma" thread but I don't want to clutter the forum up any more that it already is... -
[EXPLANATION] How software development works
scriptfactory replied to Element47's topic in General Discussion
People will ignore all warnings as long as DayZ is listed as one of the top selling games on Steam...