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Everything posted by scriptfactory
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Agreed. After reading Mr. Aerospace's suggestion I think weight should apply to players (e.g. speed, stamina, caloric burn rate, etc.) and volume should determine how much a bag can hold. For me this is logical and understandable.
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I used to leave notes but nobody read them. Every time I read pieces of paper they are blank. I would love it if there were bulletin boards in each town that you could pin pieces of paper to.
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[Game Mode] All players spawn infected
scriptfactory replied to scriptfactory's topic in Suggestions
These are common endgame activities in the majority of survival mods and games. The basebuilding/raiding end-game meta is so common that it feels a little stale and boring to me. I really want to feel like I have to fight to survive all the time. -
[Game Mode] All players spawn infected
scriptfactory replied to scriptfactory's topic in Suggestions
I am actually in favor of spawning in harsh conditions. I just think that hunger and thirst should have harsh effects on gameplay rather than simply killing off your character. This could give a sense of urgency to everything we do in-game. Hypothermia, broken bones, etc. should remain, imo. Many people have questioned how a DayZ endgame could work and this (constant need to survive) could be one way. -
I don't like the idea of rally points. But it would be nice to choose your general spawn location (like in every Arma survival mod ever) just for the social gameplay effects.
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Broken/Trash items as new feature and maybe improve loot distribution/rarity
scriptfactory replied to gaweu's topic in Suggestions
I'm sorry. I thought the gist of this suggestion was that there would be less useful items. I don't like THAT idea. Just spawn less stuff if you want to introduce the concept of scarcity. -
Broken/Trash items as new feature and maybe improve loot distribution/rarity
scriptfactory replied to gaweu's topic in Suggestions
Member when DayZ had empty cans? I do. It caused a bunch of unnecessary server load. I, personally, don't like this idea. -
Complaints (like compliments) are usually subjective or insincere. My opinion: .60 is not fun. Hoping .61 will be better.
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1st person perspective only (Message to devs)
scriptfactory replied to cs_wolf's topic in General Discussion
You are a wise man, Bororm. A shame more people don't apply their critical thinking skills to the 1pp vs 3pp "debate". More server options would be awesome, too. -
That was not as satisfying as I thought it would be. Disappointed.
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I love the idea of missions in DayZ SA. If the devs don't add it modders DEFINITELY will. But the devs may be able to do a better job than the community with this so I would like some first-class "mission" support.
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Identify players with Binoculars, Longrange scope etc.
scriptfactory replied to Aim-iliO's topic in Suggestions
Regarding player identification: I can understand why a pure PvP player would feel disadvantaged if they could be identified from a distance. People would KoS known KoSers. While this is fair and realistic it is not a current limitation put on pure PvP players. I would definitely support this as a server option and I'm sure many other players would as well. Regarding bounty system: This should be a mod or additional game mode. And in-game interface for this would increase my interest in the game. Regarding in-game communication: It's too easy to jump on TS or Discord. Until in-game comms are this easy to use the majority of players will always opt for other methods. For the alpha players should spawn with a radio and the battery requirement should be removed. In this way global voice and text chat would be enabled through a "realistic" interface. -
Anyone have hostage situations like this anymore?
scriptfactory replied to Fantom1992's topic in Gallery
I love situations like in the video. That's why I started playing Mod, to be honest. The only place I actually am able to interact with players is on RP servers. RP KoS rules are garbage. The encounters are either strange or "bandits" try to make you disobey their orders so they can shoot you. DayZ standalone currently adheres to the a completely open sandbox concept (ala Minecraft or Garry's Mod without the various game modes). If player interaction is desired then the devs will add more items to create situations where player interactions can take place or add other game modes. I, personally, would welcome a game mode that inhibits KoS or makes PvP opt-in (faction-based). The most vocal players from the community seem to be against something like this. Since the devs seem to listen to the loudest voices your best bet is to wait for modding support. -
They should just copy the Arma 3 inventory system and improve the interface. Also, durability shouldn't affect weight capacity. Once minimum durability is reached stuff should just start falling out of your bag.
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I don't think a PvE threat will improve the social aspects of the game much but it would be more interesting. I would like to see the infected spawn indoors, be relatively quiet and cause bleeding with a single hit. I don't think sick, starving people should be able to overpower healthy players, though. Players should be able to dispatch the infected with a single blow to the head. Spawning with a turned-on radio and removing the need for batteries (until electric generators are added) would encourage communication. I don't know if we will see these kind of QoL game design changes until beta, though.
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All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
Crunch time (in Europe) isn't some kind of slave labor shit. It usually just means you work as quickly as possible while incurring massive technical debt and bugs. -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
That was a really nice post, philbur. These forums are a great platform for discussion. We are all here because we love the idea of DayZ. I need to remind myself of that. Thank you for being a voice of reason and compassion. -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
People ignored me back in 2014, too... -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
Since when is 4 to 5 years standard in the gaming industry? The majority of games take 1-3 years to complete. The longer a game takes to develop the more it costs. The longer a game spends in development the less likely it is to recoup development costs. Many games take 1-2 years to break even. Edit: Where are you guys getting your information about game development? -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
Since when is 4 to 5 years standard in the gaming industry? The majority of games take 1-3 years to complete. The longer a game takes to develop the more it costs. The longer a game spends in development the less likely it is to recoup development costs. Many games take 1-2 years to break even. -
I would enjoy more facial and body type (fat, muscular, thin) customization options before this.
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All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
Do you mean join a project of this size as a developer? Yes. Do you mean taking lead on a project of this size from another development studio? Yes. I have never rewritten a game engine but I do have 15+ years of development experience, currently have 60+ developers under me and have a good understanding of the development process. Edit: I am not trying to patronize you... even though that is exactly what I am doing. :( Many people quote Brooks' Law without having a fundamental understanding of it and ways of solving the problems that it illustrates. It is a gross oversimplification of the problems that can be exhibited when adding new programmers to an already late project. There are many ways of surmounting these problems and its actually a part of my job to make sure that programmers are as fungible as possible. -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
This isn't true. Development speed increases when you add more developers to a project. The impact each individual developer has on development velocity is variable but always positive after a certain "warming" period. The reason more developers haven't been added to the project are most probably related to cost and RoI. -
All Time Low Population
scriptfactory replied to Weyland Yutani (DayZ)'s topic in General Discussion
You guys remember when there were weapons everywhere and you could get geared up in 15 minutes and then have firefights on the coast? Yeah... that was fun. Like mod where there are delicious weapons everywhere and the promise of rare weapons in certain locations? Now we have a zombie game with no zombies. A base-building game with no bases. A survival game without survival. A shooter with no shooting. Oh, well. Alpher, right guys? Guys? Where the fuck is everyone?