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scriptfactory

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Everything posted by scriptfactory

  1. scriptfactory

    Official servers all players use Hack!!!!

    I only wanted two things from standalone; cheater-free gaming sessions and a higher server count.
  2. scriptfactory

    Unraidable Basebuilding

    Not sure I understand this. Are you saying the ideas presented in this thread won't be worked on because the game will never be finished? Doesn't stop a player from dreaming, right?
  3. scriptfactory

    Unraidable Basebuilding

    DayZ's current base building is ... not that fun. Anyone played The Castle Doctrine? Best base raiding: https://www.youtube.com/watch?v=tY-8MuN1lik
  4. scriptfactory

    DayZ in 2020

    Take the statements about the number of people working on DayZ with a grain of salt. They have been fudging the numbers for years, including the claim that there was "an entire studio" working on AI and zombies...
  5. scriptfactory

    DayZ recap 2019, please?

    It's insane how the same topics are being discussed since 2013/2014.
  6. scriptfactory

    General direction and bitter thoughts

    This game and forum is amazing. Still juxtaposing "fun" and "simulation" because the simulation aspect of the game is so janky it isn't fun. From my recollection this is exactly what happened by design. I was going insane when Rocket started throwing away features/mechanics trying to make his apocalypse simulation game and it just messed up gameplay. I felt like we were promised a hacker-free version of Mod and he was trying to strip away all the game mechanics! Oh, how young and silly I was. Rather than going back and revisiting his original idea Rocket went deeper into the simulation because he thought this would bring about the most authentic experience. Brian took over after Rocket left and went even harder in this direction. So I ask myself, were they successful in their attempt? Depends on your definition of "simulation". It is some kind of abstraction of surviving in an apocalypse. It isn't that fun (to me). Still janky as hell. Missing all of the things that I enjoyed in Mod.
  7. scriptfactory

    base destroyable?

    The bases in Exile mod for Arma 3 are almost perfect. A bit wonky but they mostly work. The keypad mechanics, the impenetrable walls (necessary), the storage system, the maintenance mechanics, etc. I barricaded up a house and really lived there with a friend. The problem is, DayZ feels different. There are no NPCs, no missions, no reason to have a base besides RP... Also, realistic damage to bases means you can't go offline. I don't see it working without some extensive and powerful defense systems (a la Rust).
  8. scriptfactory

    Status Report - 23 October 2018

    So, we (the DayZ forum community) have had this discussion in the past. Early access titles are abusing terms that have existed in the industry for a very long time; basically, perverted their meaning. If the common properties associated with the terms are not kept then they mean nothing. If they are using labels like "1.0" and "alpha/beta" the product should reflect the common understanding of what those terms mean. Early Access is NOT an alpha (e.g. don't rewrite your engine during an "alpha" test...) DayZ SA is not an alpha. The "alpha" popup was a distraction. It meant nothing and now we all know it. It was basically there to placate the masses. Defend the team all you want, this development process was a hot mess. I can't believe it's almost 2019.
  9. scriptfactory

    Status Report - 23 October 2018

    Why not both? Thanks, BioHaze!
  10. scriptfactory

    Status Report - 23 October 2018

    Read the message when you join the game, guys! It's just an alpha. This is hilarious. Are we getting modding?
  11. scriptfactory

    I know, but be patient.

    Google the video, "The day DayZ died". It basically postulates the game was shit but multiple playstyles were taken care of so the game was successful. Most of the criticism can be taken care of through mods. People are looking at SA with rose tinted glasses. It was always broken and empty. Higher player counts hid that fact.
  12. scriptfactory

    I know, but be patient.

    As you mentioned, staleness is subjective and cannot be proven. However, that video "The Death of DayZ" gives a pretty good explanation of why most players feel the game is stale. The direction the game moved between Mod and SA may be able to explain the waining interest of many players.
  13. scriptfactory

    Where is the DayZ population?

    I can't wait for DayZ Exile mod. hrrrnnnggggggg
  14. scriptfactory

    Is this even a game at this point?

    What will make it a game?
  15. scriptfactory

    This is geting silly

    I would be fired if I missed my expected delivery dates by years. Edit: I'm not saying they should be fired at all! Only that the Early Access model offers luxuries I wish I had.
  16. scriptfactory

    This is geting silly

    "I hope you don't get mad if I kill you." The joke is that "wirst" is really close to "wurst" which means "sausage".
  17. scriptfactory

    This is geting silly

    You would be surprised. I've worked with many developers that write like kindergartners... I'm in Spain, at the moment, and the Spanish write sentences completely in lowercase, including the beginning of sentences and proper nouns. It can be terribly confusing. But these are highly intelligent people I am working with. I'm pretty sure OP isn't a native speaker. In fact, he might be German. I suspect his name is a play on words. Evilsausage = böse wurst = böse wirst. Example: "Ich hoffe dass du nicht böse wirst wenn ich dich töte".
  18. scriptfactory

    A few suggestions

    Maaaaan, I hope someone mods this soon. Like Parazight said, I don't think it will be in the core game. Alternative: Bear pets that aggro when their owner is killed or a weapon is fired. Not gonna happen. This would be fun. I would love to have some form of quests. Perhaps they can be implemented with the loot system. A note drops with instructions that lead to good loot or a pet (e.g. trained circus bear to protect your safezone in exchange for deer meat). This will definitely be modded. Bandit missions with good loot are super common in Arma mods. Google "arma exile". Infected are humans. An infected ape might be possible. Gorilla or chimpanzee at a zoo? Yes.
  19. scriptfactory

    This is geting silly

    DayZ 1.0 is definitely coming. I work in the industry too, man. My current company has several R&D projects in development at a time. We cut projects early if they aren't making significant progress. But we didn't release a game with the early access model. We don't get paid in advance to make games. And that is OK. It can be frustrating but... eh. It's just a game.
  20. scriptfactory

    PLEASE -don't- change the new reloading mechanics!

    The system is a bit complicated for my tastes. I feel like "activating" bullets via the hotbar should just start reloading any empty held magazine (internal or external).
  21. scriptfactory

    Add sidechat

    Might as well, right? The arguments are not "wrong" per se. I just don't agree that the impact on core gameplay will be as dramatic as people are making it out to be. One argument that I feel holds weight is that the devs wish to encourage the use of radios. Sidechat would make radios virtually obselete and they may as well be removed from the loot pool. One criticism of this argument is that radios aren't used anyway. Discord/TS is used for intra-team communications. Discord/forums are used for community chat. Another argument that is not completely opinion-based is that sidechat will encourage KoS callouts. I find this odd as the same thing would happen if radios were actually useful (e.g. if batteryless radio recievers were added, batteries lasted longer in radios, etc.) A global chat option on private servers requires minimal implementation effort and would provide a social option for those that wish to opt-in. The arguments against sidechat do not conflict with these facts, rather they are based on an ideal of DayZ authenticity that will only hold until modding is added. This, in my opionion, makes these arguments weak as the more restrictive the vanilla version of DayZ is, the less likely people will be to use it. In my opinion the vanilla game should attempt to enable multiple styles of gameplay through server-based options. That's how I feel. I hope this is good enough for you to understand my perspective on all this.
  22. scriptfactory

    Add sidechat

    Ah, this old debate with the same people regurgitating the same tired arguments. @OP: Someone will add a mod for sidechat. Don't worry. Not sure if it will make it into the main game because, as you can see, some people are very vocal about keeping vanilla DayZ as tedious as possible.
  23. scriptfactory

    Weekly Status Report

    I'm hoping for some big news but will keep my expectations in check. I just want to see some gameplay changes, to be honest. I remember hearing Rocket talk about implementing basebuilding within a few months and I got so hyped.
  24. scriptfactory

    Status Report - 12 December 2017

    Battle Royale. It's called a Battle Royale mod, people. :)
  25. So what you are saying is, learning a broken system is OK because once the system is fixed you will have to re-learn everything? I would agree with you as long as the broken mechanic is fun. Otherwise, it sounds like a colossal waste of time.
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