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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    Day Z as it should be : The Earth Abides

    The elements for survival are all there. They just need to be balanced. That said, survival isn't a goal. This isn't The Long Dark. Survival in DayZ is a constant process that keeps you busy while you wait to interact with others. The primary goal of this game shouldn't be staving off starvation... I can't wait for progression and increased communication and interaction between players. Motivators. More events (hopefully via radio) and multiple forms of progression (e.g. skills, bases, gear, etc.) can't come soon enough.
  2. scriptfactory

    Day Z as it should be : The Earth Abides

    All of the people requesting a hardcore game don't realize no one will play it unless the game mechanics are fun. I feel SA will be exactly like Arma 2/3. Vanilla game will be boring but the mods will be great. The majority of people will play some Life mod or Wastelands clone, I guess.
  3. scriptfactory

    The struggle of ghillie snipers

    Thank you for explaining in your eloquent way what I was trying to say. Everything was spot on. :)
  4. scriptfactory

    The struggle of ghillie snipers

    I wholeheartedly accept the alpha argument. My point was that there are a lot of things that are implemented that have little to no use. And the existing functionality just sucks in many areas. But that is just how DayZ is at the moment.Sorry that this makes you sick. I hope you feel better soon.
  5. scriptfactory

    All you Hardcore players packed it up and left?

    The only 1PP server I can still play on is DUG. All of the others I used to play on shut down. I feel that 3PP and 1PP should only be a server setting and not a separate hive so people can switch from one to the other to play with friends. "Hardcore mode" should be re-added and be a separate hive and game mode.
  6. scriptfactory

    The struggle of ghillie snipers

    There is so much useless stuff in the game right now. Like the compass that opens and closes... why do we need this? I want a compass keybind like in Arma (e.g. 'K'), not a shitty compass that is wrong most of the time and has a fancy lid. Or the OTS 3PP camera that didn't fix wall-peeking and not many people like. Why is it still in the game? Ghillie suits should probably have a purpose but they DO provide a goal in a game with way too little functional (as opposed to cosmetic) content.
  7. scriptfactory

    The problem with the game. My views

    I feel like SA has many problems currently; the biggest one being lack of focus/expertise/transparency in game design. DayZ SA has been surpassed in the game mechanics aspect by virtually every "survival game" on the market. The engine refactoring (under the guise of a new game engine) has significantly delayed development progress and (I assume) has taken development resources away from the game design team. The game designers do not communicate their design concepts with us. Peter Nespesny last posted on these forums something in May 2015. TL;DR: Game design transparency @ Bohemia is not great. That being said, I personally believe that DayZ SA will become a great platform for other people to build their mods on. Modding support can't be released soon enough.
  8. You guys are fucking mean to each other over a game. I've accepted vanilla SA will not be to me. But it will have the components to create that game. It's taking longer than expected but as long as any progress is happening it means I haven't been burned. Exile mod is sick, though.
  9. scriptfactory

    Game is improving

    In other news, humans are evolving. Edit: No one denies that the game is developing. I believe the primary complaints come from "slow" game mechanic development (i.e. zombies, basebuilding, survival, etc.)
  10. Meanwhile in Arma: http://m.imgur.com/a/Q3COc
  11. scriptfactory

    Smear yourself with blood

    ITT: a bunch of people that haven't fucked around with blood in real life... and probably have never even been in a fight. This is a survival game, not a psychopath simulator. WTF, man. No. Just no.
  12. There is no cure... Yet. My problem with DayZ is not the low FPS, rather the inconsistent FPS. My frame rate jumps around so much it makes me feel nauseous sometimes.
  13. scriptfactory

    DayZ Item Economy \ Value

    But in a pure market economy don't you still need production capabilities (raw materials to product) and some kind of authority for a financial asset (e.g. generic fiat currency, finite resource, the produced good, etc.)? It's not like we can just go out and farm cotton, build cotton gins and factories and hire workers and pay them in our products. I feel like we are missing a part of a working economy.
  14. scriptfactory

    Char Skills / Player Skills

    Sorry for my post making it seem like I totally disagree with you. I typed it on the tram to work this morning. xD I actually agree with many of your points. I've played a loooooot of BP and Exile. Even casuals seem to have no problem with KoS as it is a part of the game and there is some form of character progression and persistence. I love Exile because of the whole economy. Even if I get killed over and over I still feel like I am making progress. When global text chat is available I've seen players group together and offer poptab bounties to kill certain players on the server. Check out http://theolddogs.net/. They have so many AI missions and the majority of players seem to focus on those while killing players only as a secondary objective. I killed one dude by accident on that server and through the magic that is global chat we ended up becoming Steam friends together and playing on a regular basis. I agree with you here. Skills alone will not decrease KoS. But I feel a game mechanic for punishment is not necessary. Character progression (in addition to other game mechanics) will make people care less about getting KoSed. Some form of character persistence (e.g. safehouses or an in-game economy) will make KoS seem like a mild annoyance (which is why most KoSers are against it).
  15. scriptfactory

    DayZ Item Economy \ Value

    It's not really a safe zone. It's an in-game item that allows players to trade with each other. Players can build an utilize this item just like a weapon.
  16. scriptfactory

    Char Skills / Player Skills

    A sandbox game doesn't mean there are no rules. It just means there is no linear path to game completion. DayZ is the worst example of KoS on the market since it isn't close to being finished. I don't think skills alone will reduce KoS but the KoS "problem" can most definitely be "solved". By "solved", I mean, reduced to reasonable levels. There are many different ways to accomplish this (e.g. global text chat, character progression, PvE distractions) but for working examples look at almost any Arma 3 mod (e.g. BP, Exile, Overpoch, 2017, etc.)
  17. scriptfactory

    Dayz Real Life

    The most KoS (i.e.intentional homicide) is around Venezuela and Honduras. Even there it is "only" about 40 people per 100,000 per year. People don't KoS in real life anyway. They almost always have a reason.
  18. scriptfactory

    DayZ Item Economy \ Value

    I made a suggestion for a trade window a while ago. A new game called "Hide and Hold Out - H2O" added this item. DayZ could definitely use something like this to allow for safe trading.
  19. scriptfactory

    DayZ Item Economy \ Value

    If it would create 6-slot pants/shirts, 20-slot backpacks and tents then perhaps it could provide a portion of the basis for an economy. But that alone isn't enough. IMO buildings need to be able to provide services functionality and players need to be able to claim territory ownership. It would require some suspension of realism (i.e. players can't be allowed to just build anywhere) but I feel it would move SA from the realm of "murder simulator"/"generic tactical shooter" to "post-apocalypse game".
  20. scriptfactory

    DayZ Item Economy \ Value

    What kind of economy are you referring to? IRL, an economy is based around the production, trade and consumption of goods. It has nothing to do with "personal circumstances". Here are a couple examples: Finite resource: There is a specific resource (e.g. gold) that will only spawn a fixed number of times. Players must trade or kill each other to get it. This is the easiest system to balance since inflation/deflation only needs to be taken into account based on player activity (i.e. players logging out with gold in inventory). Player-driven resource: There is a specific resource (e.g. bullets/fuel) that players can create and consume. This system is harder to balance since the economic resource cannot be finite. Players will have no reason to trade with other players unless the creation process is time consuming/boring or based on a finite item in some way (e.g. bullets can only be created in a workshop and do not spawn).Players can also provide creation/repair services as the basis for an economy. Player-driven resource generation example: Bullet press only spawns a fixed number of times. Players that owns the press can exchange finished bullets for the raw material necessary to create them. Vehicle repair: Make advanced vehicle repair (i.e. anything but fixing a broken tire) require a workshop building. Only players that control the workshops can repair their vehicles. A tow truck would be necessary for this to work. Since there are a fixed number of workshops around the map this creates value for this service. Item repair: Make workshop be able to repair all items to Pristine status. See above. Job class item creation: If players are spawned with a fixed skill that allows the creation of a specific item this could provide the entire basis for an economy. Some players can create vehicles from a specific finite resource (e.g. vehicle components, weapons components, etc.) Trade would be based around these raw components.
  21. scriptfactory

    Don't fix waterpumps

    Exactly. Leave water pumps alone. They serve a specific purpose in this game and that should stay the way it is.
  22. scriptfactory

    Don't fix waterpumps

    Water pumps are fine. The hydration mechanic itself needs to be balanced. Balance hydration so that you NEED to carry around at least one canteen, probably more. When dehydrated reduce characters' speed and stamina. Done.
  23. scriptfactory

    What are your thoughts on the state of the game?

    I kinda' agree with the amateurish comment but not in a negative way. BIS has never really made good single-player games. If you want something more in-depth than "pew-pew-objective-complete" then their multiplayer design is lacking as well. In comparison to mod, the "game" lacks structure. I keep waiting for the day that they add some kind of framework that allows players to compete against each other rather than just run around, play dress-up and shoot other people. I want my in-game decisions to be the determining factor if I live or die. Hoping that the RNG gods have dropped some loot in a specific house so I won't die of starvation is not fun. Sitting around randomly picking berries and apples is not fun. Running to NWA to gear up, to run back to the coast to hunt bambis is not fun. Setting up loot stockpiles in the middle of the woods is simply not fun. A zombie, horror, survival game without zombies or horror is not fun (seriously, what is that Bratislava team doing for over a year?) Then we hear they bought the boring "Survival Games" competition and are having a "Community Combat Scrum" to make DayZ combat better. How about some QoL changes, first. For the people that actually want to play a game and not watch Twitch streams.
  24. scriptfactory

    Status Report - 09 Sept

    What is the "Community Combat Scrum"? What is the selection criteria for the "evangelists"? Are these community elected players or just random streamers? What influence will these players have on the game direction? What is the criteria for success or failure of this program? Is it objective or subjective?
  25. Disclaimer: This is my personal opinion. It means nothing. Take everything I write with a grain of salt. So this just dropped: https://dayzgame.com/blog/status-report-09-sept-15. There is no official forum post so I am just posting here. I will leave alone the fact that there was basically no information presented in the last few status reports. They were all lackluster, IMO. What the hell is the "Community Combat Scrum" and why does it seem like a list of bad streamers? I don't even know who these dudes are so I checked out their streams. Nope. No, no, no, no, no. These people are going to influence and shape the future of DayZ SA combat? I am, honestly, shocked in a negative way. The thing that made DayZ Mod so great was/is the community involvement. Meaning, the entire community. I say either make SA development entirely community driven (e.g. Trello/JIRA/Github voting) or decide everything internally based on a game design document with a fixed scope like a professional (as opposed to indie) game development studio.
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