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Thanks Adam. But what would help is to know backlog DayZ have in Enfusion development team. So if there is someone commited to solving car-related issues and new solution could be backported to DayZ. I expect cars are important for BI games, so I expect there is work being done or maybe new approach towards cars in respected to new architecture. Or at least someone in Enfusion team is working do DayZ related issues.
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Q1: What is your least favorite sandwich? Q2: I love wolf pack attack video - I did not saw any other game to depict such attack so realistically (I did not play Long Dark yet, but i remember Wolf game from nineties - surviving as wolf in the nature was pretty cool actually). I am curious about some game mechanics regarding wolfs - such as, is wolf pack going to be get scared of gun shots? Fire? If you kill one or two in melee, will they run away? Will you be able to survive such attack only using melee? I guess current design principle is, no attack should deprive you of control over avatar - this is quite challange regarding long bites - are you thinking about another approach towards longer bites, struggle with animals (Far Cry like)? Is this wolf-pack idea from Dean's era or later? Q3: Has there been any thoughts about herding animals as game mechanic? Such as placing animals on top of the truck, making farm close to the water supply. I guess there is quite lot of challenges around - but one point is - wolfs eating your animals and rivals do not only pillaging your storages, but they also burning your fields, killing/stealing your animals. If you somehow game can make you feel more for the animals (not only as companion), more painful you would feel after their loss. Q4: Over the years, what was the most fundamental reevaulation of Dean's ideas around surviving aspects. Ie. what was planned, but was changed thru technology limits or idea did not work in the end. Q5: What will not be in the game, but you would love to see it in the game. Q6: What are plans for stamina system. How long will I able to sprint with let's say 50kg on back? I got tons of more, but I forget. Cheers!
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zrudie started following Dealing with the frustration
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Ehmmm.. SA changed scope of development in 2014 because of SA EA sales success. So I guess, budget has been married to EA Steam sales. I see no problem in it, big win for me as consumer. It was quite apparant that change of scope of whole development brought longer development cycle and expanded number of features and changes. I guess it was even mentioned in Status Reports.
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Hicks_206 (DayZ) started following zrudie
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zrudie started following Hicks_206 (DayZ)
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mattlightfoot started following zrudie
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zrudie started following mattlightfoot
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zrudie started following 1.7.7 - Rolling Changelog
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Gun in one hand, flashlight in another would be great. But I am aware, it is not simple task because it is related to UI, animations etc:-)
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DayZ Developer blog 26th April, Video from PAX and our latest "building"
zrudie replied to mattlightfoot's topic in Mod Announcements & Info
GPS should work for few years without maintenance.. it will slowly decrease accuracy over time, but it will still provides gps service.. There should be civilian versus military version of map. -
Since Flashpoint til Arma 3-> Simply put we are dealing with iterations of Real Virtuality engine by BIS. http://en.wikipedia.org/wiki/Real_Virtuality_(game_engine) As I generally understood - moving content between engines is kind of smooth, so developing on top of Arma 2/Take on Helicopters and migrating to Arma 3 is possible without being pain in the ass Not using version of engine for Arma 3 was explained, that previous engine is burned in and work as expected. A3 engine is still in development for the game. So point of standalone is building on top of Take on Helicopters. I didnt play it, but point i get from reading is: It contains kind of hardcore mode for controling of helicopter. So I you find helicopter in dayZ, there is prability, that if you havent flight with chopper before, you will have ti learn it ingame hard way:-) I hope it will be like this, cause it is whole point of DayZ. You own skills, not skill tree. I learned basics about night sky, how to look for south with watches etc.. If this is route rocket follows, i am glad.. Another point of standalone and biggest reason for standalone are hackers. You need to rewrite how engine work. It will be more server oriented rather that client oriented. It will not save from hackers, but it will make them at best scarce. And you cannot make such changes withou breaking underlying engine on which Arma 2 is played. So standalone was best decision, once proof of conctept had been reached many month ago. More about engine here: http://dayzdev.tumblr.com/post/34430567933/whatever-you-say-it-is-it-isnt For lack of communication i am glad, lot of communication happed two month ago - so who followed the topic have quite accurate idea what will be going on with releasing standalone. Radio silence means, works is being done, PR later. Rocket has things to do after new year so it is not only pressure from community, but from himself to meet deadline before newyear. Otherwise he will have move his duties or continue game after pause and loose momentum. Mod alone will be supported from developers. Interesting point will be merging features (game mechanics) from standalone with community oriented developement. From what I see, it is possible. But we will se, how it will workout.
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When players of DayZ started to spread their in game stories across boards I suddenly realized something important is emerging in history of gaming. After I read interview with rocket and when i saw what is he trying to accomplish, I instantly knew I want to be part of it. I bought computer after years and I bought Arma. What I loved about Eve Online, started to happen here but aside from Eve, it was in first person perspective, it was in familar enviroment. And all kinds of stories started to happen between players. And lot of questions about nature of human arisen in limits of game enviroment. Fight for resources thru zombie mechanics created really unique experience. And I see brighter future with each update. All decisions felt right. Getting rid of basic equipement was excellent choice. Getting things is hard, losing them is even harder. Even Romero"s perspective that people are worse than zombies had came true. I love it. There is no safe place, until you create ingame and this place can be lost anytime. I love this part in Far Cry 2, creating world with respawning guards was excellent way to bring idea of frustration and fear to safe homes of gamers. Now it is happening between players. Growing paranoia creats even more pleasurable feeling when collegiality happens. Inbalance is really essence of this experience. And there is other aspect too.. In my first game, i died with crippled legs and no morphine after i fell from deerstand. I was dying for twenty minutes and to be frank, i quite enjoyed this experience. I never enjoyed anything like this in game. This whole game somehow created this boring moments, like part of experience. Crawling for some loot which maybe saves me, but i died of thirst.. Not really realistic, about good way to express ingame situation of survival needs. My point is: players are attached to the game because of ovewhelming uncertainity of their play. You can lost lot of work(game time) easily and you know each equipment cost quite lot of work even in party play. This is basic paradigm of our real life. Bad decisions cost IRL but consequences are not severe in the game but they are strong enough for emotional connection to the immersion. My hypothesis is: more rough conditions, more cooperation you can experience. But I souppose, you could never simulate human behaviour in actual crisis. Because game decions are not real moral decision. It is only more true to drone operators with limts - let say generation kill paradigma. But somehow I still feel very strongy, developing authencity of this mod is in right directions and I am courious if it will change game industry paradigma somehow.. So that is all for artsy-fartsy talk now. And keep the good direction!