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46 GoodAbout r8gato
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I missed the memo a while ago...what was the point of adding this magical 'personal night light'? I don't understand why they don't just have a full moon EVERY night instead. Still dark, but able to see enough to keep most players from feeling the need to jack their gamma up. I like the idea of having dark nights (it's interesting to have to use my flash light or torch), or full moon nights, etc. This personal night light is a happy median solution to this?
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This 2020 Roadmap post by BI is depressing. The lack of energy, want, or wherewithall to update fans AND then follow through on DayZ's behalf is striking. I clicked the link hoping to hear about the amazing future planned for DayZ this year, instead I got a meek kick to the nuts. I've been around since day one, and generally believed that the game would eventually come full circle. This 2020 Roadmap tells me that the task is too big for BI, and that makes me pessimistic about the games' future. I'm actually surprised no other AAA developer with more chops, $$, and a truly modern engine, hasn't grabbed the DayZ potential ball and ran with it. Not bashing the hard work being done past, present, and future. I hope they have professional pride AND the company support to follow through. This 2020 Roadmap post just makes me sad.
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I have never bashed this game or the devs since day 1. But, JHC, the Zeds are still terrible and considering this is the new modern engine they are using going into the future...where the hell is the specular/normal maps on the environment surfaces so things actually look wet during rain? Please, for the love of god, spend some more time and money on these two areas. Thanks!
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PLEASE reverse the NEW "Client Side Personal Night Light"
r8gato replied to 0.64 Freerider's topic in General Discussion
It's been a while since I last posted in the forums, but this magical light brought me back. Please get rid of it, or at least nerf it's effectiveness. Iterate on it by cutting brightness in half for example. Also, within 30 min playing time, I've changed all my clothing to 'good enough' gear, and I'm passing up cans of food because my backpack can't hold any more. Most coming from zeds I've beaten to death with my bare hands. I don't remember which patch it was, but it was deemed 'too hard' and there was a 50/50 chance of surviving long enough to reach a stable situation. That patch was amazing. It felt dramatic, and the clock ticking away as I frantically looked for the means of survival seem now to be gone in this latest version. I love DayZ, I will continue to play it, and I don't care about more guns, as I've only killed ~4 people in 500hrs of playing. I just want my hardcore survival DayZ back. But, I understand why the game play settings are the way they are now. My server pref for 'Vanilla/1st Person/Low Loot/No Traders/Just Survive' usually returns little to no players ATM. Makes me sad knowing that I have even less a chance to run into another human being to interact with. I'm not familiar with how servers work, but is it possible to have 75% day/25% night in one day cycle? Maybe more players would stick around for night time play if they knew it would pass sooner? Just my 2 cents. -
I have to believe part of the building and home env art upgrades coming in Beta+ will be the removal of 'baked in' static furniture and set dressing. Replaced by individual assets that can be hand placed per structure to look and feel more random by the artists. Whether the furniture/set dressing assets are converted to dynamic props, allowing them to be manipulated by the player...not so sure, but that would be fantastic though.
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Super stoked --> 'absolute freedom of aiming firearm in prone in 360 degrees' + gif example. The best mechanic in Ghost Recon Wildlands, and DayZ is going to add it to the game. F*@( yeah! =)
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Fanboi defense of DayZ #4,684...or something... The misinformation and serious lack of educated posts (mostly elsewhere) surrounding DayZ makes me sad. In 2017, the internet is a treasure trove of information on game development, and how difficult the process can be. As a fellow game dev, I'm lucky enough to jump into engines such as Unreal and/or Unity and just start going to town. Almost every project I've ever worked on didn't have to support multiple version of a game in parallel, while refactoring almost every damn thing. Armed with this knowledge, DayZ devs are fucking heroes IMO for keeping their heads in the game, and pushing forward, when all of them are talented enough to leave and go work at other companies/or projects. But, they don't, because they believe in the END PRODUCT, and being part of team is valuable and rewarding. Game devs are motivated people. You don't make it in this industry unless you are smart, thoughtful, motivated, and like to solve problems. A lot of the problems DayZ is trying to solve, there are no past 'playbooks' to use for reference, these guys/gals are trailblazing some really cool tech, and I for one really appreciate it. Do I think they've made some bad decisions? Do I think their communication has lacked clarity at times? Of course I do. Most people who paid for DayZ don't give a shit about the minutiae behind game dev. They just want simple explanations and results. Period. But, as someone who has spent time in the production trenches, all games go through some amount and form of dysfunction. Most people just never see the dysfunction. Early Access is a double edged sword. I also benefit from being a bit older. So through life experiences, I've learned patience and understanding on what's truly important. I've been a younger person, I understand that 3 months can feel like a year, 2 years feel like 5, etc. I understand. I also know there has never been a better time to forget DayZ for a while, play other fantastic games, and return when more progress has been made. I don't know any of the DayZ devs. I've only heard them speak, and read their words, and played an early skeleton outline of what they want their game to be. I'm very hopeful they will deliver and DayZ will in fact be an amazing game when V1 releases. Plus, being able to modify the game via to modding tools is icing on the cake. On that note, I appreciate how different BI is from other publishers, and the length of rope they have given this team to make something truly unique in the gaming landscape. Just my 2¢
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Haven't posted in a while. Just want to say this was a fantastic SR, very nice breakdown, and cleared up a lot of my confusion around the dev timeline, and what to expect in Exp Beta. An Environment Art question I still have is with the introduction of PBR shaders in DayZ. Will the environment eventually get a shader for blending 'dry/wet' during and after rain? Keep your heads up DayZ devs, making games is tough, but I still believe the end product + modding is going to be frickin' amazing!
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r8gato changed their profile photo
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Q&A with Lead Animator Viktor Kostik
r8gato replied to Baty Alquawen's topic in News & Announcements
What software does the animation team use on DayZ? Maya, 3dsmax, 3rd party middleware, and/or internal proprietary tools? Will the same BI proprietary tools/plugins be made available for modders? -
While I don't want super powered, highly sensitive infected, I would like to test a more dangerous infected population based on the damage they deal. Since this is experimental, what better time and place to test super lethal infected. 1-2 hit knockouts would be an interesting test. I could also see holding off until infected/player melee collision/sync issues are ironed out a bit more, before doing this sort of test. (hopefully with the intro of the new player controller).
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-The same PBR Shaders applied in the environment with consistent quality and polish as the latest character gear and weapons. (Mostly to support wet ground/pavement/mud) -New trees and vegetation to replace some of the old legacy trees and bushes. Not all, some trees are okay, just need a new coat of paint. -Dynamic fog (rolling over the hills and moving with the wind, not static and based solely on height). -Dynamic props in the environment. The world is too static. Examples would be flags, clotheslines, windmills blowing in the wind. Ambient particles adding to the atmosphere. Birds. -Way more indication of a bloody conflict has happened or in progress. Not simple blood decals and smears here and there. -Probably not in the scope of Version 1, less a visual/art upgrade and more a engineering task, but I would also like to see physics/interaction in the world between player/environment. Remove those static buckets, picture frames, desks and chairs, and add dynamic versions to the world. The devs are smart and talented, I have no doubt that Version 1 will include many improvements and surprises :)
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1. Will the new player controller allow actions such as wall/window climbing/mantling in the vein of Bad Benson's Enhanced Movement. 2. Will the medical system see an increase in complexity in the vein of ACE3? 3. Will the radio system see an increase in complexity in the vein of TFAR? 4. Will the helicopter controls have an AFM option? (Hardcore mode?)
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I'm more interested to see how Senchi/environment team plan to enclose the map. I would eventually like to see the void to the North and West be blocked with at least an impassable mountain range (shear cliffs etc). The empty tundra that currently exists makes me sad and breaks my immersion. Of course it's not a big deal, so, this is all way past version 1.0
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A Few Thoughts on.. (Deadlines, Roadmaps, etc)
r8gato replied to Hicks_206 (DayZ)'s topic in News & Announcements
Fantastic. Look forward to reading about the success and the failures you guys encounter. As a fellow game dev, I understand failing on the way to getting 'it' right is a big part of the process, so, I appreciate this approach you will be taking. -
@Hicks - You mentioned using True Sky (I assume you mean http://simul.co/truesky/ ) ? I see BI games listed as 'Customers'...since you are using a 3rd Party in your game, would/could this also mean you will be using SpeedTree in the future and replacing the hand placed legacy trees in game now?