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Everything posted by scriptfactory
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I can't wait for the first mod that provides abundant and powerful non-lethal weapons. It would be awesome if it was easier to rob/subdue other players than it was to murder them.
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A Few Thoughts on.. (Deadlines, Roadmaps, etc)
scriptfactory replied to Hicks_206 (DayZ)'s topic in News & Announcements
You could just create a development roadmap page/microsite. As long as you keep it updated I think everyone would be happy enough. Like this: http://shardsonline.com/development-roadmap/ Or this: https://lifeisfeudal.com/billing/roadmap.php Weekly experimental builds would also keep the majority of people quiet. Regardless of how broken they were... -
End goal of the game? "PvP fiesta" or "gritty survival game"?
scriptfactory replied to WolverineZ's topic in General Discussion
If we take DayZ mod as an example, once mod support is released the majority of the mods will be geared towards PvP. Since there is a fairly large RP community you can also bet that some mods will be released to enable easier control of the KoS and enforcement of RP rules in general. -
I just meant foliage (or some approximation of foliage) should render at the same distance as players. However the devs handle this is fine with me. Sick of looking at players sunken into the terrain at longer distances...
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I agree. Player render distance should be the same as grass/bush render distance. Can't see the grass? Can't see the player either... Every player will need to have a DX11 compatible card to play the game after the new renderer is released. There is no longer a need to support players running the game on potatoes and allowing them to reduce grass rendering details to get an advantage in PvP. Want to snipe at long distances? Reduce your video resolution or upgrade your computer hardware... just like in every other FPS.
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You hit the nail on the head in your last sentence. DayZ game mechanics often make no logical sense due to either their random or unrealistic nature (e.g. morphine, needing a knife to make bandages, inability to give yourself an IV, etc.) I would rather see higher CCUs, to be quite honest. This right here. An expressive, logical, user interface will go a long ways towards helping newer players enjoy the game. It should be fairly simple to understand and enjoyable to use if we want to get new players up and running in the shortest time possible.
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Not saying Destiny is perfect. Not saying all of his opinions are on point. The "Dean going to Mt. Everest" topic is nonsensical... In fact, he is acting like a douche. But he made several good points that Rocket outright dismissed and basically called him ignorant. His main point was the engine needed to be completely re-worked from the ground up and what they presented @ E3 looked like a reskinned version of the A2 mod. He was correct. The bullshit about finishing the move to a completely new client and server architecture was also proven false... which is why we are still waiting on "Enfusion". I don't know, @Accolyte. Read it for yourself. I bet he feels validated. I would have.
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Good thing there is a whole team working on infected/AI in Bratislava, right? Right? Actually, what is happening with that team?
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@[DGN] Johnny I kinda feel like we have enough timers and complicated mechanics in the game. The login/logout timers are pretty ridiculous. Someone asked Rocket to explain DayZ SA in three words. His reply? "Stable. Smooth. Simple." Let's try to evaluate every feature in the game based on THAT criteria. Also, fun.
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There were people that spoke about the problems with the DayZ development process years ago and no one listened. I even remember some SC2 player (was it destiny.gg?) that realized there was no way this game would reach beta by Q4 2014/Q1 2015 and was banned from /r/dayz. Anyone disappointed in the progress of the game has some right to be... but that won't bring any sort of satisfaction. I firmly believe that the game is not dead and will be finished. I also believe that the DayZ leadership has made huge mistakes in regards to customer communication. I believe that experimental is not utilized in a way that it should be (e.g. weekly, bi-weekly or monthly builds regardless of project stability). I say all of these things as a programmer and group leader so I am not speaking from a place of complete ignorance. I also realize that my beliefs don't mean shit and "DayZ gonna' DayZ" @[DGN] Johnny You are absolutely correct that game development studios are abusing the terms pre-alpha, alpha, beta, etc. There is no regulatory commission or whatever to control these terms, though. When I first started programming (circa 1995) these were terms that were only used internally. It makes sense that non-developers (i.e. marketing/PR) would abuse them as a designation of progress since consumers have no idea what they really mean. Edit: Holy shit. Found a video from Destiny where he is talking about the concerns some people (myself included) had years ago. Totally. Fucking. Validated.
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This is super sweet. Best status report format.
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I've played a bunch of Arma 3 but it is far from a masterpiece. That game is, in many ways, amazing but the amount of bugs, technical issues and missing features make it simple "good" when it could have been "great". This is my biggest fear with DayZ SA. High aspirations but an amateurish implementation.
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State of Development: A Timeline, Part 1
scriptfactory replied to Tatanko's topic in General Discussion
Principal development? I am a developer and I don't know what that means in this context. -
State of Development: A Timeline, Part 1
scriptfactory replied to Tatanko's topic in General Discussion
The memories. Thank you for this! Fuck, I hope some nice progress is made this year. -
What you want most in .60? (Choose two. Discuss why.)
scriptfactory replied to Espa's topic in General Discussion
I want an updated -newui. Status indicators would be cool. Also, working vehicles would be nice. Maybe bicycles. -
returning player, whats DayZ like nowadays? [SA]
scriptfactory replied to daisho's topic in New Player Discussion
1. No. 2. There are vehicles. Really buggy but working. 3. No new renderer yet. 4. It depends on what you call a fatal bug. SA still has many bugs but the only thing really impeding my ability to play is the desync. It's ridiculous. -
The primary complaints on Steam about DayZ seem to be a stagnated development progress (in comparison to equivalent games), poor performance, and a game design concept that wildly differs from DayZ Mod. Based purely on those points the negative reviews are fairly valid.
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Critical things Dayz need to be a survival game
scriptfactory replied to vgbarbieri's topic in Suggestions
You know what would be awesome. A complete, up-to-date, dev roadmap like many comparable EA games. I don't need a status report. I need to know the current implementation status of this project... Also, Project Zomboid is the best survival game on the market from a mechanics standpoint, IMO. -
Either you weren't in the same location (server, town, etc.) OR it was a glitch. Choose a landmark that is clearly visible and unique (e.g. a lighthouse, a police station, etc.) for your meeting location.
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There is no global text chat in this game. You have to use a radio. Yes, it is bad for the game's social aspect. No, it probably won't change until modding support is added.
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I like the idea! I feel like it will have a minimal effect on KoS, though. Similar systems are in place in Rust and ARK. If someone wants to kill you, they will. It will only help with "accidental" shootings, e.g. players killing other players because you got startled.
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This suggestion will stop most Server hopers
scriptfactory replied to sneakydudes's topic in Suggestions
If there was only one character per server then the entire CLE wouldn't even be necessary. -
Learning how to craft different things by reading books
scriptfactory replied to Realtarquinn's topic in Suggestions
The level of knowledge characters in this game have is ridiculous but I get what you are saying. Perhaps they could implement a feature that lets characters save time via crafting handbooks. Like changing a tire takes 1 minute normally but with a handbook in their inventory it takes 15 seconds. -
I feel the focus on this game should be on surviving and not waiting for a timer to run out. That being said I think it is much more intuitive to have the "open" action take more time and completely removing the food loss mechanic. I mean, I can, literally, open a can with a rock and not lose any of the contents...
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Rust fixed it. It isn't the most difficult thing to do when you have a decent engine at your disposal. https://i.imgur.com/MdTOLI9.jpg