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exacomvm

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Posts posted by exacomvm


  1. 5 hours ago, NachoNinjaGnome said:

    That's a bit of a self-contradicting statement.  BI has been remaking this game from scratch.  The engine, the renderer, the models, the textures, the sounds, etc, etc, are all being remade.  Remakes, in it of themselves, ARE "new".  Most of the content that most would consider "new" comes from mods.  That's why they opened the game up to modding.  They knew they needed more content, but were focused on fixing issues and remaking old, vanilla, content.  And, though it still feels like a "beta" game, 1.0 marked the official "full release".

    Not exactly making from scratch, what they did is pretty much upgraded/updated the engine which added loads of new bugs/issues ( yes, it's the exact same engine just "expanded" for more possibilities and some obsolete stuff got improved i guess ), most of the stuff is same as before from 2-5years ago and there's even some "new" assets taken from Arma 3.

    There's very little progress for a game studio, if i didn't knew anything about dayz and it's team my guess would be that this game is being made by ~3 hobbyists fairly actively and highly dedicated ( 3d generalist/designer and 2 programmers ).
    On another hand it seems like the whole progress is going on in the programming/bugfixing, visually and asset-wise there's nothing new ( almost, only few things got retextured or added, but 90% of the map assets such as houses and many props looks the same as it was 4years ago ) and even some things were downgraded such as ragdolls ( which isn't even ragdolls currently just single animation which seems they're working on it or it's not even started yet ) also i'm not sure about the new sprinting animation, it's almost like "naruto run" just hands aren't behind, there's many good things such as the new characters imo is best i've seen in any game, the player controller is also decent, but lacks polishing on some falling/vaulting anims and mechanics, some many other things were added, but it's not that much.

    Overall this game is nowhere close to "Full Release". 


  2. Yeah also Livonia isn't supposed to be DLC at all imo, it should be put straight into main game since there's pretty much 0 new content in it just nearly randomly scattered current assets.
    I would totally accept something like completely unique maps as DLC for example based on China City/US town/Desert/Norwegian mountains etc.

    It's like they're trying to keep the playerbase as much as they can at the same time earn as much and who knows whats going on with the core features of dayz such as bicycles/helicopters or even proper ragdolls, if i remember correctly there was pretty much nothing new in last half year just mostly reimported/remade old assets/features of .62.
    Hopefully by the end of 2020 dayz will leave Beta ( 2.0 ? )


  3. 18 hours ago, rickyriot said:

    Doubt it, I've been on this forum since 2014 and the game has been in much worse states than it is now. 😉

     

    I might be late on this forum but i've played DayZ SA from pretty much day 1 since i was playing mod before it came out and i was super excited so got it the same hour i've realized its available, I would say when it was in worse states it was somewhat forgivable, because it's been faster development or nearly in very start, but the worst things are at its peak right now, just seems like the devs given up on this game and probably they spend most of the time just talking in the office or browsing facebook/youtube when there's no supervisors around ( that shit happens alot trust me here i've included video about it and doesn't matter if you're in your job or working as freelancer at home, i get this shit soo often even on exciting projects and when you have it its sooo hard to even physically move your mice, just totally mentally exhausting so if the devs worked for years on dayz they're probs asked "Do the same shit just better" and they're like "oh come on, im tired of this shit" ofcourse its just an complete assumption and doesn't mean its like that but you get the point ).


    DayZ could've been fully developed like year ago if their director/CEO truly wanted that ( basically the guy who has over 25millions in the bank from dayz sales ) because that budget goes for AAA titles, so if they wanted they could've increased the team size to over 100people ( for example take the whole Arma 3 department or hire Warhorse Studios which is former very best BI artists according to my Czech friend and knows the engine ).

    Also one more thing, so i jumped into DayZ, spawned at coast as usual, climbed on tower found some stuff, then i slided down and had like 8 cuts then after 2 bandage uses the bandages literally stopped working ( loading wheel just cancels out instantly ) then i had to commit not alive because i was going to die anyway.
    Yeah much work have been done, but most basic stuff totally missed out. Also i saw glitched aggro'ed zombie on road stairs that was running in circles which later went into "idle" mode as i got closer and back to aggro.. pretty good "AI" there too.

    P.S. The current DayZ is not 1.0, it's 0.64, True v1.0 probs will be in few years and i hope i will be fanboi again, because currently it's like love/hate relationship.
     


  4. 1 hour ago, rickyriot said:

    Got to say, for me that's a very harsh response. I paid £14 six years ago for SA and have definitely got the value (many times over out) of it. I think it's testament that people show that level of anger towards a game's development. Are you as harsh with every other developer out there?

    Sure it's not gone the way I'd hoped but at no time do I think the developers have in any way shown malice towards the community. A "cloth ear", perhaps but not malice. I honestly believe that the changes made were done to improve the title, with an eye on future development and mods.

     

    Well, some day you will experience DayZ as i do and you will be replacing me in these forums soon. 
    It took long time for me to break from dayz fanboi, so i guess you will be facing hard time also.

    Bohemia maybe does great job on the engine but Dayz is like "fuck it".


  5. 3 hours ago, rickyriot said:

    I was talking more about the game engine debate. You're totally within your right to like or dislike the game. The only people I tend to argue outright with are those claiming that DayZ is noting but an elaborate scam.

    As for the game, I'm generally in the "happy clapper" group of people, but I'm not a fanboi. I honestly think they've missed the boat to an extent. The iron, when it was hot, was not struck to use another idiom. The console versions and the genuine improvement in the PC version over the last few months may bring people back but it's yesterday's game. It's obviously not intentional, but BI killed the golden goose. At SA launch DayZ was the zeitgeist, even today you can mention DayZ and a glint will appear in the eyes of some gamers but that glint is about those early experiences not the ones now. Mods will help and could possibly turn the game around if there was a mod for DayZ in the same way DayZ was a mod for Arma.

    For me, if BI can fit in enough survival elements as opposed to making it PvP heavy (although keeping PvP prominent) and there is enough of a community that continues to play it then I don't think I could ask for much more.

    As for the game DayZ seems dead to me, the developers totally fucked it up. They introduced features nobody was asking for, basically the whole dayz experience got denied by developers and it will take couple of years more to make dayz as it should be.
    Fuck dayz and its team thats what i got to say. ( i wish i were their supervisor, it would've made the game alot better in no time ).


  6. 15 hours ago, rickyriot said:

    Well it seems like you can't be convinced. 

    Dude, i had the same view as yours like a years ago, i've seen in DayZ big potential, i defended it from all haters or "not fixed in years" type of flamers which probs took more hours than actual gameplay in dayz of mine ( i still do especially outside of this forum, i feel like only on this forum i can roast/critique dayz, because ppl here are dayz players and not some haters/random trolls who only plays fartnite )  until i somewhat became one of them, just the difference is that i know more than these typical haters and i understand the struggle of dayz devs.


  7. 56 minutes ago, rickyriot said:

    What progress is this? Are you still comparing DayZ to SCUM or are you comparing the current DayZ to your ideal UE DayZ? If it's SCUM, then again it's down to project size. If it's the alternate future DayZ then well... that's something Schroedinger would be interested in.

    Could there have been more frequent and larger updates, both to the environments and content? Of course, we are actually in complete agreement there.

    The game engine debate, though? Perhaps just accept you're backing the wrong horse on this one.. 😉

     

    Well more like "What if dayz was on UE4", but Scum vs Dayz works too if we look at super budget SCUM ( which didn't started with multi millions in bank unlike DayZ SA ) with small team what they've achieved in 2years beats the whole dayz history by few times from technical/difficulty perspective ( just because its fkn easy in UE4, like a fkn newb who has no experience can create a game just by watching few tutorials online, not to mention the skills of actual developers ) , however their visuals/animations suck, like SCUM has all that great core, but fails to present it to player visually. 

    While DayZ has that awesome visuals/animations and immersion atleast partially ( still needs texture rework/dual rendering/ragdolls etc ) but fails with core, like it's not the same dayz it used to be, even it has way more features than mod, but gameplay feels empty but not boring and probably that lack of dayz legacy features feels like the game is not having big progress + from player perspective there's not much progress at all if we compare it to bigger studios, hopefully all shit happens in the background and maybe some day we will get big patch.
     


  8. 3 hours ago, rickyriot said:

    Hmm... so the improvements in graphics, sounds, animation, inventory management, ai, map locations, weapons and ui (just to name a few) is not enough for you? You are clearly a tough date!

    You mean base building and working health system+diseases? Nothing literally changed besides that because apparently they spent like half year fixing anticheat issues + developing xbox version. Even probably the same bugs from 1year back is still ingame ( atleast one major is ).
    Almost 0 New content ( weapons is basically retextured only and rest assets probs was already made long time ago, for example the generator / VW Golf was done like 2-4 years ago or atleast started ).

    But yeah since early .63 there was alot of work done.


    My topic was about the period since pre-beta aka late .63 till today. Honestly i think atleast they could've improved the zombies and implemented ragdoll system, the zombie run animation looks like complete shit so do the "death" animation. When you just see zombies ingame running or you shoot a guy it makes the game look 8 years older or like the zombies/players are made of paper if that makes sense. Even in .62 etc it was better.
    Can't even implement dual rendering scopes which is standard nowadays for more realistic games ( and DayZ is all about the realism and immersion, isn't it? ) , but guess that would also take 1year to make according to your "game development time" knowedge.

    Maybe you're beating most of things i say, but you're wrong about one - that it would be alot easier to work in UE4 etc, because you just can see it from the progress. Well unless all they were doing last 2 years was 90% engine development and 10% actual DayZ.


  9. 6 hours ago, rickyriot said:

    Again, I just don't think you realise the size of job. Ultimately we all want more content and switching to a different engine will not bring you that content any quicker.

    Personally I quite like where DayZ is in regard to the graphics and audio, the audio especially is pretty damned immersive. I remember the days when I'd struggle round Cherno, with low res textures and poor lighting, getting 40fps at max. Now? Jinkies I can fire the thing up the max and wander around the most built up areas never dropping below 80.

    With that in mind, I just don't see either the clamour or the lure of moving to another engine. For me the problem is the same problem we've had for ages; resource. If BI were really determined they could throw the kitchen sink at this and get a lot of the problems removed. The title is now 6 years old, a lot of (most?) people bought the game on discount and the higher price now isn't exciting many due to DayZ's "semi finished" state. What might be the saviour is the console releases. A new audience, and a new audience with set price tarriff (as there is on XBand PS), could end up being the revenue stream that BI needs to throw at DayZ.

    Finally I have to say that I have no visibility on resources, finances or the way development is done at BI. So perhaps I'm wrong about the dev resources, but I've yet to find a game that's been made worse by having more money thrown at it!

    Totally agree on that, however i never said that they must switch the engine, but i think it could speed up the progress in long run, take SCUM for example, even their game looks pretty crappy/cartoony but they add these features quite easily and without much of issues in weeks ( which is like 10 times faster than DayZ makes same feature? Ofc SCUM's is like 2-10x less quality of the feature ).

    And yeah we don't know the behind the scenes / roadmap so maybe if we knew that would make perfect sense. But on another hand i was thinking the same years ago and yet i haven't seen impressive results besides the optimization and maybe few other small things.
     


  10. 30 minutes ago, rickyriot said:

    The only solution to your suggestion would be to throw thousands of resource hours into a result that is in no way guaranteed to have resolved the problems you had migrated away from.

    Or throw in addiitional few thousand of hours if they don't make the switch, there's no way guaranteed that they finish the game in 5 years with current engine ( which they guaranteed to finish if used UE4/Unity just because of how versatile it is and how many resources there are ). 
    Anyway they can test it with basic concepts no problems to see if A or B works fine, no need to switch fully.

    Also i'm not saying that they use bad engine, i still think that their engine is really great, but seems like they can't keep up with it and struggles with their engine which is the cause of many unhappy dayz players  ( also we don't know how many artists/programmers enters and leaves the studio while being still super unfamiliar with the engine, while every developer probs knows UE4/Unity pretty well ).
     


  11. 27 minutes ago, rickyriot said:

    This simply couldn't be further from the truth. I don't mean to be insulting but I just don't think you understand the magnitude of taking vanilla Unity (or Unreal, etc..) and creating a framework to support everything BI wants to achieve with DayZ and that's before you even begin to think about importing assets and all the associated logic. I'm not sure if you have done any development, but I get a shiver down the spine just thinking of the work involved in moving a project of this size from one engine to another. The idea the migration itself would be completed within a half a year, let alone migration and completion, is utter madness.

    Now, is it a valid to argue they should have switched to Unity rather than the Enfusion engine they use now? Yeah, sure, despite the reasons for using Enfusion it's still very fair to ask the justification.
    It's really not viable to suggest they stop, migrate to unity, and everything will be neatly tied up by Christmas.

    The engine is not the issue, to an extent, it was but it's not now. Another change is in absolutely nobody's interests, not you, not BI and not the rest of the community.

    I haven't done any development from programming side ( i'm just more of an visual artist - animations/models/textures/levels aka maps/particles etc ).

    But i think that's the point of unity or ue4, it has shitloads of scripts etc to get started with, also what does dayz have currently? Advanced loot economy and few basic options which includes: running, crouching, shooting, going prone and some advanced "anim blender" that makes the transitions smooth and realistic between all these animations, ofcourse later each item can be described as "eatable drink, eatable canned food" also same technique goes for "penetratable object, non-penetratable object, breakable object" etc and then each animation is assigned to that one, then looting items is quite simple ( press "X" key to put "X" item in inventory + show picking up animation ).
    Getting sick is triggered by food consumed ( which also has attribute like poisonuos/non-poisonous ), temperature etc, it's all like super short codes behind very big code ( the engine ).

    Ofcourse i make it sound easy, but it's also not that super hard either if using good engine.

    Majority of game development goes into assets/texturing/animating/sounds and these things is already done so switch would not take that much with good team as you expect ( they would not have to write a code for throwing, flying, driving a car etc from scratch but rather they would have to extend the code to make it more realistic/cool ).

     


  12. 7 hours ago, ThePugman said:

    How well does Unity work with 225 square kilometres of open world terrain in an mmo game? DayZs engine is designed specifically for the job, and whilst it has taken its time getting there, it’s the best one available, for sure.

    People have spoken about DayZ losing it’s soul around here, but imagine it in UNITY? Sheesh!

    Well it's certainly possible, but probs would be hard time optimizing fps/netcode like in every MMO Game ( i think in their current engine they did that for like last 4years if not more and did pretty awesome job ).
    However Unity/UE has alot more updated technologies/rendering pipelines etc which could put dayz on another level ( i suppose Bohemia aren't going to update their Enfusion engine anytime soon + they're already years behind from Unity/UE4 feature-wise e.g. they just recently started working/adding rigid body physics such as throwing items and that thing was already existed for 10-15years in other engines, also car physics was a new thing in dayz like just year or two ago ).
    And now we don't even have ragdoll system, just an placeholder repetetive animations.

    The only other explanation could be of slow DayZ Development is that they actually develop the engine and dayz is like test tool for it + funding source.

     

    Quote

    "People have spoken about DayZ losing it’s soul around here, but imagine it in UNITY? Sheesh!"



    Tarkov runs on Unity, and it's fkn great FPS/RPG ( one of the most realistic ones? ) even tho they still use the old Unity version which gonna be updated to latest in next big patch + it's gonna be open world soon if i'm correct, but not as big as dayz ofcourse.


    Oh also seems like there's even plugin for large scale maps:

     


  13. 9 minutes ago, Mantasisg said:

    That Livonia map is like a half in Lithuania, and there is not a single hint of Lithuania in there... haven't really seen anything familiar. Chernarus reused and on steroids.

    Yeah it doesn't look anything like that, Lithuania is completely flat, u won't find a single mountain there as you already know, maybe just few small inclines. But i guess they did it for the gameplay purposes ( higher ground/lower ground ).
    It's an fictional location after all.


  14. 28 minutes ago, Lt.Master said:

    Nothing have been said about any content related for dayz about this or any dlcs from arma 3 😞

    To recap what happend since 1.0 in december :

    • Xbox what buggy as hell so they had to tweak 999 things
    • They have reworked tons of stuff like the sky, the inventory, the night, the lights and much more
    • They have released the game for PS4
    • Bullet Tracers
    • 2 new cars and some "new" guns
    • dynamic attachements
      • radio/chemlight on a backpack
      • Belts where you can attach knifes, pistols and canteens
      • Tactical helmet with NVG and light as attachements
      • With the next update you can attach grenades on your vest
    • you can rotate items in the inventory
    • Track-IR is now a thing
    • Grenades is now a thing in the next update or in experimental
    • Infected can wear stuff (helmets, backpacks, etc) (next update)
    • All the stuff related to medical things are going to be usefull (for real this time) in the next update
    • You can have 2 guns in your back (for example) with the next update
    • MAYBE a solution to prevent base ghosting for the next update

    I've probably forgot some things but just remember the first 2 lines because who created that feeling of lack of content.... Oh wait this is not a feeling... x)

     

    And I'm just going to explain you one thing to help you understand a thing.

    The new engine (since 0.63) ask to the dev team to re create everything from scratch. They need to re-add everything and redo everything.... Code, animations, UI, probably some sounds... This is why a LOT of content is missing from the 0.62 build. BUT this is not why they are STILL missing, this is the awnser from above 😉

    Oh and helicopters and bikes are no way coming this way in case you ask 😞

    Thanks, this list looks like 1week of work for someone who develops game using UE4/Unity w/ a team of like 10ppl.

    They literally could switch to Unity or something, port all assets/anims in and finish the game fully in like half year or 1year ( mostly fixing netcode issues ), while with the current engine it gonna take another 5 ( maybe 2years till we see bicycles ).
    also that would give advantages such as:
    - Better Graphics ( imo dayz somehow got downgraded, turned more cartoony or something ).
    - Easier problem solving / troubleshooting ( since the community is huge af and the answer is probably already easily found via google ).
    - More/better features ( such as better water, physics etc ).
    ( there ofc would be disadvantages such as harder modding/less client fps )

    • Confused 1
    • Beans 1

  15. Hello guys, i was actively playing before beta aka 1.0 release and a bit after the beta so recently decided to play a bit in offline mode and immediately noticed an 1year+ old bug that's not been fixed.
    Also considering how long time i was inactive i literally don't see any decent updates besides some bug fixes and few assets added + Golf car which was in development ( 3d modelling ) probs for 4years+, by now the bicycles/helicopters should exist and work without issues. Also the inventory got visually downgraded.

    Anyway is there any news if Livonia gonna be in DayZ ? Because they ripped all the Chernarus map, changed the landscape, retextured some assets and put it into Arma 3, so i guess DayZ SA could share the same map too which should be cool.

     


  16. 13 hours ago, SmashT said:

    Afaik, you cant view the DayZ .p3ds, as they're binerized. You have to extract the .paa file with TexViewer and save it as .png, the actual texture is the .paa file.

    Yeah, but that's like the worst way of re-texturing stuff. Probably best is then to make completely new stuff.


  17. Hello, i am not really an modder but LookDev and 3D Modeling artist.
    I was wondering how the DayZ's texture/pbr system works when using PBR materials thats made in Mari or Substance for example. I suppose it's something like in Source Engine where u need to link ur maps in text file and give certain parameters.
    Also is there any workflow which is best compatible with DayZ ( e.g. what the actual developers use for making these materials? which software and its workflow? ). Also what about the preview, is there something like Object viewer where u can do quick changes and get fast feedback or u need to import it ingame and then see it everytime?

    In future probs i would like to try to make few mods, maybe buildings, vehicles or weapons and i want them to look dope like from AAA game ( not just some random model with texture painted using GIMP ).


  18. 5 hours ago, Survivor1431 said:

    I am not working on this mod. I kill everyone I see and I enjoy taking their belongings. Karma system is for Minecraft players. The only karma in DayZ is the existential dread of having brutally murdered innocent players who are completely helpless and pleading for you to release them from captivity. I hope this answer your question.

    Well,  i never played minecraft, so not rly sure whats ur definition of karma system. DayZ had humanity system of some sort and ppl liked it, so thats basically same shit just different rewards/outcome.
    Meanwhile RP rules will never be perfect and not many follows them, so gamemode driven rules is the best since ppl wont be able to go around it, simply if ure jerk ingame u won't go far. Or you can become rich hero ingame and turn bad and do whatever u want without too much loss.


  19. Hello, is someone working on mod like that, due to DayZ's crafting, growing stuff, illnesses i think it would become great upgrade from Altis Life of Arma. 

    Also just what i hated in AltisLife is the RP rules, many of these are stupid af e.g. requirement to initiate when someone is clearly about to rob you or when ure robbing a gas station and u need to be like "Oh hey cops now i am about to shoot you" and then u die because u said that instead of actually tactically defending yourself and starting to shoot them.
    What i want to say that the game better should have Karma system and economy system, where the game itself will punish people for doing bad things, e.g. if person KoS alot he will gain bad karma and drop his stuff, something like a bounty ( if someone has played Lineage 2 will know exactly what i mean since in Lineage 2 even without rules everything turned out to roleplayed pretty much ), while the person who has good karma if killed wont drop anything and respawn with all belongings. And actual robbing should be initiated ( e.g. handcuffing a person would let to loot his stuff ). 

    AltisLife has pretty much only 1 thing to do: Delivering stuff, while in dayz you could sell food, resources etc, become farmer n shit like that + the other services like Police, Ambulance etc.


  20. Hello, everyone, i've seen servers with traders and the currency is kinda stupid, it's post-apocalyptic world, money should be used to lit fireplaces or clean ur butt. 
    Changing the currency to Ammo ( reference: Metro 2033 ) would make alot more sense ( e.g. 9mm is like 1$, 7.62×39mm is like 50$ etc ), so if you loot tons of ammo and for example you don't need that some you could trade these for better ammo or other stuff. 
     

    Quote

    In the Moscow Metro, pre-war military grade 5.45x39mm rounds, or MGR, ammunition is used as currency as not only have not enough bills and coins lasted since the nuclear devastation, but when metro inhabitants are in need they can use it as ammunition itself, though this does result in the person literally 'shooting money'. Furthermore, they are impossible to replicate to match pre-war standards, so counterfeiting is difficult. Ammunition is uncommon and is usually found on dead humans or in caches scattered through the game, but players can also gain ammunition by exchanging ammo types that they have for others at exchange kiosks for a service fee.



    Another thing is these Spawn locations, im not really huge fan of that, but probs i need to get used to it, but it basically ruins the whole point of DayZ experience, everyone is just gonna spawn to trader in Stary/Green mount etc and it becomes like camping simulator waiting for someone to run outside. 
    Doesn't give the "Omg, there's a player" experience anymore and safe zones becomes more like hot zones when trying to enter one especially when there's not much vehicles u cant just go in easily like in Arma 3 Exile. These could be a bit simplified and limited to coast.

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