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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    What's the current hacking status like in DayZ:SA?

    VAC is probably implemented because a VAC ban is way worse for a cheater than a BE ban...
  2. 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...
  3. 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...
  4. scriptfactory

    [EXPLANATION] How software development works

    People will ignore all warnings as long as DayZ is listed as one of the top selling games on Steam...
  5. scriptfactory

    Is character movement too responsive ?

    It seems that your problem is more with a player base that is unable to trust others rather than users "abusing" movement so you won't kill them. If users aren't able to side-strafe to give themselves a sense of peace when interacting with others interactions will just decrease... or they will just run around you in circles while wobbling with Q+E.
  6. scriptfactory

    [EXPLANATION] How software development works

    Well, if they are developing DayZ using a good testing framework this is unlikely to happen. If they are not using a testing framework and incorporating it into their build process (which I am inclined to believe) a shitload of bugs will show up.
  7. scriptfactory

    Is character movement too responsive ?

    I'm sorry, Gib, but I disagree with you. Some of your realism ideas are really good but what you are describing now is tank movement. I agree that there should be a better way of implementing momentum (and let's not forget about jumping, vaulting, climbing). That being said, what you just described is tank mode... I used to drive an APC when I was in the military and it sucked. Never again.
  8. scriptfactory

    Is character movement too responsive ?

    Why does it have to be "all or nothing"? The movement in DayZ is clunky to begin with. I feel like I am driving a tracked vehicle instead of controlling a human avatar most of the time. The more fluid the controls the better, in my opinion. I would be in favor of them smoothing out the animations (so it doesn't look like you are having an epileptic seizure) but there NEEDS to be a feeling of direct control or gameplay will suffer. Also, snipers would have a much easier target if a delay was added and I hate snipers in all permadeath games. The controls are fine as is. A fatigue system should be introduced eventually but I am not in favor of making movement more "realistic" by adding unrealistic delays.
  9. scriptfactory

    Anyone else think DayZ should switch engines?

    Every single modern game engine is capable of rendering extremely large maps. If Rust can do it with Unity anyone can do it.
  10. scriptfactory

    Anyone else think DayZ should switch engines?

    You don't really understand how graphic engines work, do you?
  11. Right. But this is obviously what Rocket wanted. So, what I am saying is, why do you believe that this isn't the way that Rocket wants the game to be? What if his primary concern wasn't on gunplay? Rocket stated he actually doesn't like first-person shooters. We actually don't know why the dispersion system was implemented in this way but it seems that the realism that existed in Mod was only because it was built on Arma 2. So... maybe this is the way he envisioned his game. To be quite honest, if you guys wanted to play an ultra-realistic shooter with optional zombies then DayZ isn't the game for you.
  12. I am curious to know what you guys are basing these claims on. This avatar has a distinct look and gender. Rocket obviously wants us to "pretend" to be survivors in a zombie apocalypse and he added dispersion for a reason. I am not outright disagreeing with you but you are making claims that run counter to the game mechanics that have, so far, been implemented.
  13. Sway would have to be handled by the game client and, yes, it is susceptible to hacking. But I believe the current dispersion system in SA is also calculated in the client. Very valid point. Rocket has said that he wants players to provide the primary source of tension in DayZ, as they always have. But he also said he was creating a zombie survival game, not an ultra-realistic shooter with zombies. There is probably a reason dispersion is in the game in its current form.Honestly, though. I get sick of all of the talk of realism and immersion. I just want to play a fun, hardcore game.
  14. scriptfactory

    Renderer?

    So Rocket wrote: It appears that the version of the Real Virtuality engine used by SA has a rendering system that is tightly coupled (i.e. integrated) with the other "simulation" components. If this rendering engine is decoupled from the other components it would allow for easy implementation of another/multple graphics APIs like OpenGL or DirectX. The graphics API (i.e. DX9/11) is just a software component that allows the rendering engine/system to communicate with the graphics hardware.
  15. scriptfactory

    Transparent walls

    This statement is 100% true. That being said, it doesn't make sense to implement try to fix a bug that won't exist (or will be easier to fix) after they replace the renderer.
  16. scriptfactory

    Realistic player identification

    I was on the train today listening to the audiobook of World War Z and I realized why people haven't started self-regulating and building communities like in the book. It is impossible to identify other players. If we were able to actually recognize other players the KoS issue would start to self-regulate. You would see Douchebag McDoucherson randomly killing noobs. You would tell your friends to stay away from this guy. Don't trust him. Eventually communities would form around players that trust each other and are friendly. Bounty hunters would show up to take care of the douchebags. Right now I can just run into a group of randoms and, if I have the same gear and skin color as everyone else, they will think I am a member of said group. That is totally unrealistic. In real life I remember everyone's face and voice. I also remember if they are a douchebag or not. Conversely, you never know if someone you just met is someone you have encountered in the past since we all look the same. In my opinion individual player identification is just as necessary as faction/group identification. Perhaps moreso. If there is a KoSer running around fucking with people we should be able to make bounties for him. We should be able to alert the community that this guy is not friendly. Once people are able to paint these guys with a scarlet letter they will calm down or be rejected from communities. "Name tags" and unchangeable usernames are the easiest way to solve this but I guess many players will be against it. Is there really any way that the devs could pull this off without sacrificing too much immersion? Does any game allow you to identify players based purely on their appearance? Could this be handled with a tool? Say a notebook on which you "draw" the face of the dude you killed and share these drawings with others. You could later hold the notebook up next to the face of someone before letting him into a secure area. If his face isn't included in your notebook he is good. Otherwise, kill that fool. It could also be used to verify targets for bounties. This really isn't a suggestion. I just wanted to know what others thought about this.
  17. scriptfactory

    Suggestion: Introduce yourself

    I feel the "status messages" need to go away, in favor of aural or visual indicators. Those text messages ruing my immersion more than an icon would, to be quite honest.
  18. scriptfactory

    Realistic player identification

    I do love the fact that there is virtually no UI in DayZ. Have you played A3: Breaking Point? They use the A3 minimal party system and it really does change the game in many ways. I find it extremely enjoyable to know where my friends are at all time but it is definitely unrealistic that I can see their positions across an entire map. It really wouldn't fit the atmosphere of DayZ. I also agree that nameplates would look out of place in DayZ. It is also pretty cool that you can infiltrate a group of players in DayZ. So here are some thoughts I have had after a bit of Google research: Humans with normal vision can recognize other humans facial features up to a distance of 150m maximum.In the only MMO that lacks nameplates (i.e. ESO) it seems the majority of players have problems with not only player recognition, but also differentiating between players and non-player characters. ESO even has party member markers but they actually don't seem to help that much with player recognition.It seems the tradeoff for immersion is lack of combat situational awareness as well as problems coordinating attacks. I have experienced this in DayZ and Arma 2/3 (e.g. "Dude. Is this you standing next to me? Oh, nope. That is an enemy..."Mortal Online also wanted an extremely immersive experience. They solved this by only showing player names when a player is targeted. Players seem to feel the minimal name plates don't harm immersion that much.Generally, it seems players feel like a game experience is the most immersive when they are able to lose themselves in the gameplay. Without a good way of recognizing friendlies and enemies the game experience is regarded as less immersive, regardless of how heavy their HUD is.Here are my suggestions/ideas based on my lazy research: Friendly fire should always be on.Server option to activate a minimal party HUD, ala Arma 3: Breaking Point (only the 3D hexagonal marker). The marker should only show when toggled "on" (e.g. using Right Ctrl.) It might be more immersive if the marker was just a slight glowing effect around friendly characters.Server option to enable friendly player nameplates that appear when players are targeted.Party member markers/nameplates only appear up to a reasonable range (< 100-150m).Friends could be made by shaking hands (allows you to see friendly nameplates.)Parties could be formed by raising your right hand and "swearing an oath" (allows 3D markers to be seen.)Enemies could be identified via some in-game mechanic.Example: Players could find the item "Polaroid Camera". Use the camera to take a Polaroid of a living or dead enemy/clan and they will be added to your virtual "enemy list". The pictures would be a persistent item that you always have on your character. You could "Use" the pictures to see if a person you are close to is an enemy or belongs to an enemy clan. All pictures would be shared with your affiliated faction(s).Anything covering your a player's face (e.g. masks) would block all players from seeing your nameplate (friendly or otherwise).Players could join "factions" by creating an armband (sewing kit, rags/shirts) and distributing to members. All faction members would see the toggleable 3D marker within a certain range. You could, of course, steal an armband and people would think you were a part of their faction. :DJust some ideas.
  19. scriptfactory

    Realistic player identification

    I don't think it is reasonable or realistic to try to guess who a friend is through his in-game behavior. In real life we can recognize friends simply by analyzing their gait at distances of over 100m. We have the benefit of smell. Nuances in their voice (which isn't transferred over a mic... if they even have a mic.) Physical features like haircuts, teeth and lips, earlobes and noses. Height and weight. Recognition of other people in real life vastly exceeds the capabilities of a game with an engine like DayZ. Yet, somehow, it is artificial to have a name tag that appears at a certain distance to recognize a friend (or enemy)? I'm not picking on you directly but I have heard this argument in the past and it is pretty ridiculous. As if lack of name tags somehow leads to better immersion through confusion.
  20. scriptfactory

    Transparent walls

    This is fucking bullshit but I figured it would happen because the engine DayZ is based on is a disappointment. They are already putting in so much work to get the engine in decent shape they shouldn't really invest time in a mode that no one wants to play anyway. Solution: Get rid of flashlights. Moon always out. Done. Not realistic but fuck realism when the engine is broken.
  21. SA isn't Mod. The fact that the game has sold a couple million copies means the development focus for the DayZ dev team is bound to have changed. In fact, Rocket's vision was something other than an ultra-realistic military sim. He even said this on multiple occasions. He wants the experience to feel "authentic", not realistic.
  22. scriptfactory

    Suggestion: Introduce yourself

    This feature could be added quite easily and would fix the player identification issue I mentioned in an earlier post. It is basically the same as a "friend's list" except the client would decide whether or not to show a player's name when getting close to them. I mean, if hacker's can already see your in-game name the client has the functionality already built in. One thing that would be required for this to work is a static username. Once you set your username you can't change it anymore. Period.
  23. scriptfactory

    Realistic player identification

    I think there are good ways to handle DLC and bad ones. If they released like extra cosmetic content that would be totally doable. But I get your point. It would kinda' suck if a new map was released with awesome content and only the people who payed for it could access the awesomeness but, honestly, this issue has to be addressed somehow. Development on DayZ will stop entirely if they don't have a way of funding it.
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