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Salty seadog

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About Salty seadog

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  1. I don’t think the current system that calculates if assault rifles/ high tier weapons spawning is a good system. Ive played Livonia to death. My mates have played it to death. The combined amount of loot runs through heli sites or military barracks has to be in the high thousands between us. Nobody has come across even an AKM. Currently every single gun that has a spawn limit is buried in a box that will never be found, and the timer is refreshed by these groups that don’t even equip these guns (literally just horde them). I’m also fairly sure that duping is still a thing, and further solidifies the poor design of this mechanic. if the goal of this system was to make these guns rare, but obtainable, then it has failed. PLEASE remove the server cap for ALL of these guns (heli guns too). If you have to just tweak (or lower) the spawn rates to accommodate this change, so be it. Please just do it soon, don’t wait another 4 months till the next patch to do it. Thanks.
  2. Salty seadog

    PS4 SERVER ISSUE

    Dayz DE 1948 is missing too. I’m pretty cut as a solo player I managed to get a Really nice stash/ base going which I never bother to do and it’s wiped. given there were zero assault rifles and assault rifle suppressors or high end loot spawning though, I’m pretty sure there were people just duping a lot from day 1 on this server. I wish they would fix it on PS4, or just change the loot economy to not function like it does. Anyway either the server was wiped because of duping, or they are deciding to cut costs for paying for extra servers when the playerbase has declined, and just deleted a few. This sucks.
  3. Salty seadog

    Status Report - July 2019

    This is pathetic, and frankly not good enough BI. You guys rushed this broken husk of a game to 1.0 on PC, and decided to milk it further by releasing the sloppy, buggy and technically inept version to Ps4 for a quick buck. Weather it was initially your intention or not, you have lied to the community over years of false promises, and moved the goal posts to suit yourself when you consistently were too lazy failed to deliver promised features. We have been told to "be patient" for years as you promised once the new engine was built, a backlog of old and new content would come pouring into the game at great speed. So many people on this forum and from your community gave you patience in spades at the promise of a good, feature rich game at the end of it. Even with 1.04 this game is still a shell of a survival game. Half the weapons are still AWOL let alone ANY new ones, barely any vehicles, no helis, no bears, no ✌️✌️flavour features✌️✌️, no traps, no hunting, no advanced medical (you actually said you want to dumb it down?), no fishing, no bicycles/motorbikes in sight, many loot pool items still missing from earlier builds years ago, no radiation zones, no bows, no ragdoll physics, no 100 player servers, no zombie hordes, 2 way doors missing, climbing obstacles, carrying/decaying characters, no tutorial or crafting list and probably 10 tons more stuff if I cared to trawl through the old dev/trello boards. I could forgive most of this BS if your status report read; We are buckling down and will be releasing a monthly patch that will fix bugs AND continue to deliver on ALL of the promised features you kind folks have been so patient to wait 7 years for, and a few extra features/ guns because you have been a great community and as an apology for releasing this fundamentally broken half-game to consoles under the guise of a finished product for AUD $80. Instead all I read was: This game will see 1-2 bug fixing patches spread out across 6 months, ensuring a swift death on consoles. Well give the keys of parts of the engine to you modders so you can salvage what you can from this half assed attempt at version 1.0. Also we'll be releasing some paid DLC before the game is even remotely close to a functioning v1.0, and we reserve the right to not deliver on the backlog of 60% of the game that is missing in future, and we're just giving you a heads up, we will be cutting out lots of stuff but we're not gonna tell you what that stuff is yet, so we cant be held to any standard and therefore have no obligation to even deliver on a single piece of missing content.
  4. Salty seadog

    Status Report - 23 October 2018

    Not much else to add ontop of other sentiments here other than I'm pretty shocked and also very disappointed with this SR. First impressions are everything. If you release this game on console as a 1.0 build (aka feature complete full game), the backlash you will rightly receive will be be overwhelming. All the videos on youtube and negative press will end up being a No Mans Sky 2 scenario, because it is exactly the same situation (promised all these extra features, then delivered a game missing most of the core baseline elements. I mean you're going to release the game missing the throw animation? are you serious?). To be very blunt, you work far to slowly as a studio to pull out the comeback card 9-12 months from launch too. Games like NMS, Destiny 2, For Honor, and R6S were able to to successfully pull out a mighty comeback, because they were able to create and stockpile a HUGE amount of content and rework entire game systems from the ground up in what was probably an insane slog of crunch time. Enough effort in these cases it could almost be classified as an entire games worth of work. Are you capable as a studio of your size, of doing this? Because if you cant, it means you have ONE shot to nail this launch out of the gate, and not leave any loose threads around this games edges for the media and customers to pull at. You already have the disadvantage of starting with negative press due to this games long and bumpy development cycle, so your detractors WILL be vultures when they critique the state of this launch. Also, do you think releasing in this particular window is a good idea? Why would I (or anyone on the fence) buy Dayz at Christmas with the strongest absolute unit lineup of games releasing in the next few months. (Shdow of the tomb raider and Titanfall tried this, and titanfalls studio has been disbanded I think, and their game was AAA, excellent and meticulously polished.) You cant compete with AAA games, you need to find a window where gamers are dying to pickup a new game. Wouldn't it be better to find a gap in the market where there is a lul in interesting games, and where many people on the fence might pick it up because there isn't many new games out? Like Id guess mid next year, a good bit after Anthem where there will be a few quieter months. This is where smaller studios can make a name for themselves, because they dont have to compete with AAA games for customers, and they also get TONS more free gaming press as all they journos and youtubers are looking for interesting games to cover for their own publications and channels. An excellent feature complete and polished launch in this window seems smarter than going head to head with Battlefield, RDR2 (with reviews looking like a 10/10 AAA game), Anthem, COD, Fallout 76 (a direct competitor?) and a few others, especially when you are releasing half a finished game, as a small studio, in this same window, and advertising it as "complete" (aka v1.0). I'm not a marketing guy, so take my opinion with a pinch of salt, but Ive seen enough Devs make this mistake thinking they will get those sweet sweet Christmas sales, and tank their own franchise because they released in between a flood of AAA titles. I don't know if there is some other motive you have not mentioned that is forcing you to release now? So I wont speculate on that. I want to see this game succeed, and I genuinely hope you do. But if I were you, I would forget about releasing this game soon. I would make sure I have everything that has been posted on the trello board or Dayztv, or in any gif or status report since, in the game, and functional. DONT launch with a giant content or core game mechanics backlog, as you will lack free devs that can fix bugs and hopefully implement some extra content when this board get flooded with excited new gamers (if the launch is good) that have good ideas for the game. In your case, I think you will need an active team of devs ready to brainstorm solutions to allow mods on console or establishing the framework to do so, and convincing Sony you are capable of doing this without bricking their console. If you are still trying to implement the the ability to throw a rock 4 months after launch, it wont help your case with them. Anyway, they're just my thoughts. I hope you reconsider what you are about to do, I think you are making a giant mistake releasing now, but I wish you the best of luck either way. Cheers.
  5. Salty seadog

    0.63 Experimental Release

    Ahh ok, so they are like the apples, you just gotta look out for them, thats pretty cool how they've done that. Thats good to know, Im off to drink some pond water, thanks!
  6. Salty seadog

    0.63 Experimental Release

    Ive just come back after a very long break, and I gotta say I'm very impressed with the visual improvements, and all the stuff ive been trying out in this beta, especially the new melee system and the way finding apples is really immersive now. Forests look absolutely stunning to walk through. Im having 2 issues though, Im not sure where to find an improvised stone knife anymore, and the UI is confusing, I dont know when my stomach is full or water is max etc.. Is there somewhere I could get a rundown of how the new UI functions? Cheers
  7. Salty seadog

    Exp Update 0.62.139507

    Loving the new update, But I keep cetting game crashes non stop when I log into a server or shortly after with the message "The instruction at 0x00000B211ED refrenced memory at 0x000000008. The memory could not be read" Does anyone know what this is? Is it something on my end or a bug? Cheers.
  8. Tried searching for this topic but I couldnt find an answer. Just wondering if there are any plans as of yet to add something like this into the game? ARK did a pretty good job at this, giving each animal a few commands and different abilities to help the player survive, although the taming process got fairly legnthy. Any official word on anything like this making it into the final game? Cheers
  9. Salty seadog

    Exp Update 0.61.136067

    Still feels like UMP mags & VSS ammo are left out of military loot spawns. Would be awesome if they could add them back in for stable if its not overly hard to tweak. Would love to try out the VSS with the new sound overhaul and see if its any good.
  10. Salty seadog

    Exp Update 0.61.136067

    True... and on a slightly damp day your shoelaces should bond together on a molecular level.
  11. Salty seadog

    Exp Update 0.61.135961

    I havent hopped into .61 yet, but I did have it happen to me the very odd time in .60 alpha though, maybe a persisting bug?
  12. Salty seadog

    Exp Update 0.61.135961

    Anyone know if theres any new weapons in this build? Like the Scout or Saw... Cheers.
  13. Salty seadog

    Exp Update 0.61.135961

    Hey I havent had time to hop on yet, but does anybody know if Vintorez ammo is spawning more frequently than in .60? Also that wolves video up above looks awesome! Looks like theyve done a great job with it.
  14. Salty seadog

    Three Things YOU Still Want

    - Too many infected. Infected that are a real threat. At least one INSANE horde roaming around the map ( at least 200 zeds), and some smaller ones at random (like out in a forest) - Ability to craft a supressor out of an oil filter + tape + wiring. Could be used on a bolt action for 5 or so shots and could be spray painted. - Taviana map! reworked like Chernarus + and a uh1y with door guns! Take all of my money.
  15. Salty seadog

    All Time Low Population

    I agree with all of you pretty much. I like this game, and will always have hope for it, but I cant understand the snails pace/seemingly grinding halt of development, especially after the new renderer has been out of the way for 4-5 months. I know you cant always compare development times between other studios, but at some point I gotta call a spade, a spade! Smaller, less experienced dev studios are passing this project by at blistering speeds. Things they implement seem to work for the most part, and community updates arent just kinda fluff that could be applied to any update. I dont know if the code this game runs on is particularly harder to write than other games, I can understand switching the renderer took considerable time etc.. But even tiny sub-sections of Star Citizen are churning out buckets of content bi-weekly, at an incredible rate, with real video logs from the devs, communtiy interaction, bug fixes etc.. Hope this game can pick up the pace soon and retain some players, I want to see it succeed.
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