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SalamanderAnder (DayZ)

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Everything posted by SalamanderAnder (DayZ)

  1. SalamanderAnder (DayZ)

    DayZ Early Access on SteamDB.info?

    I'd really prefer either before or after Halloween. I have plans that night.
  2. SalamanderAnder (DayZ)

    October Round-up: #DayZDaily

    I'm not usually so crass, but sir... Fuck you, and fuck your hype based profit motives. You sound like the man.
  3. Yeah, actually you're right. Having to press a button would kind of negate the effectiveness of the mask feature quite a bit.
  4. SalamanderAnder (DayZ)

    Change the destroyed clothing textures.

    Preeee-cisely. And yeah you're right, he just said they were placeholder. Heh. I feel a little dumb. BUT STILL. Blood. Do it.
  5. SalamanderAnder (DayZ)

    October Round-up: #DayZDaily

    This proves nothing. Once the game releases those numbers are going to skyrocket again. Damn Mark nobody likes your post. I thought I was the first reply. lol
  6. SalamanderAnder (DayZ)

    Quick Dropping And Grabbing Of Items

    That's how I just heard this post in my mind. 2 being my character.
  7. SalamanderAnder (DayZ)

    Get an Alpha out!!

    You sir, are quite a fool. it's not just that the zombies are simple. They really aren't. Currently they are still using revised arma path finding and they retain some serious issues. Rocket openly admitted that. The only reason it's remotely feasible now in the SA is because, well one, their extremely low poly count, which did contribute a lot of dev time and hence the ONE YEAR we have been WAITING, obviously. And also, because they've been simplified as much as possible. But it's still not quite enough. They are still in the process of writing them from the ground up - that's one thing they do have to do - so that this number can actually be feasible. Furthermore, they have been implementing new gameplay features. Handcuffs work. That means they programmed them to work. Heating food, sterilizing surfaces, combating something like 8 diseases which are being tracked and spread all the time, that all required programming. To create events, you have to create code. You can't seriously deny that. Clearly every item they put into the game has some function. Those functions are made possible by scripts. Therefore, they are not separate. You can't just PUT shoe models into the game and then have a working pair of shoes that apply to the character as a clothing item and take degradation and possibly have different attributes. You have to create scripts which are attached to those 3d models. Ergo, the process is clearly not as simple as you seem to think it is.
  8. SalamanderAnder (DayZ)

    People just dont do role playing anymore

    In America, you take church. In Soviet Russia, church take you.
  9. SalamanderAnder (DayZ)

    Current Trend

    Oh, perhaps that's just all the Epoch servers I've ever seen. I must admit, I never got it to work. Either way, a trader is a BOT amiright? It is a "non-playable character"? Also, I'm weary of the idea that I have to pay just to have some kind of persistent storage. Gold seems dangerous, considering the strange lucrative black market wow has generated from it... /r Instead of gold bars and weird stuff like that, I would prefer to find an actual "safe" or more likely, a military footlocker type item which would take up a bunch of slots similar to an engine block and can be deployed in the environment a-la stash style. Each "safe" could have a simple random combination inside it, and it would spawn unlocked. So then you could just deploy it, lock it, and bam. You can unlock it if you have the combo, or you can combine any type of explosive object you might have with it to break it open. Simple. Putting gold bars into the game opens up huge possibilities to easily sell said bars for real world money and more easily turn the game into pay2win. /sa r Which is also why private hives have got to stop in the standalone. More people will always take the easy path and if servers can exploit the easy path then the entire game goes to shit. "Persistent item economy" will mean basically jack squat. /sa r This is all just my honest opinion and I don't expect you to agree with me, or anything. /r
  10. SalamanderAnder (DayZ)

    Get an Alpha out!!

    1: No they don't. Coding is still intensive and every new model that you implement usually has some gameplay feature that has to be programmed along with it (I believe that's what you would define as CONTENT). They are not separate. Take handcuffs for example. Please tell me how you would implement working handcuffs without programming? Please tell me how you would implement items that can degrade without programming? Tell me how you would implement items that can interact with each other, such as warmers that you can place canned food inside and heat up, without programming. Have we all forgotten that one of the large improvements from the mod was turning items into vehicles? Your can of beans is literally a vehicle, in terms of code. As are guns, as are anything else that has interchangeable parts or damage states, all of which must be programmed. 2: communication implementation? What is that? Do you even know what you mean by that? 3: map design tools do not "reduce the amount of work that needs to be done." So by your logic, a broken car would suddenly become less damaged just because someone is holding a wrench in their hand. You still have to do something with those tools. Perhaps you don't comprehend how large the map is and the kind of issues that implementing new models can have, or have we all forgotten the horrible screen artifacts that DayZ used to have in the early mod version? 4: The gameplay is not minimalistic. First, the SA supports over 3000 zombie ai. That in itself is incredibly complex (the mod can only handle a max of about 500). Also, you've got players interacting with each other in increasingly complex ways, like trading with each other, restraining each other, ect. You have to worry about preventing combat logging. You have to prevent hacking as that will destroy the multiplayer experience. You have to make sure that every single item players pick up or put down is saved and registered by the server so they don't simply vanish into thin air. I don't get this misconception that a lack of rules makes a game simpler. It doesn't. The more freedom you give a player, the more contingencies you have to plan for, as their behavior becomes increasingly unpredictable. 5: GTA 4 was not built from the ground up. It's a sequel, moron. "The game uses Rockstar's own RAGE game engine, which was previously used in Rockstar Table Tennis, in combination with the Euphoria game animation engine." - Wikipedia page which I LINKED which you clearly DID NOT read. Just because they made huge improvements does NOT mean the engine wasn't built on an improved version of the previous one. Half life 2 is a sequel, built on top of the Havok physics engine, which already existed. Skyrim is a sequel, built on the Creation Engine, which is a revision of their previous engine used for Fallout. And even where you are correct - Chivalry was built from the ground up, on the UNREAL engine. So again, basically a sequel. Not really built from the ground up. The examples still stand. You have literally no idea what you are talking about. No modern video game is "built from the ground up." Game companies constantly revise old code and use engines that they didn't even make, as it would take decades to program a whole new engine from scratch, to the same exact effect of revising an old one. This is the norm of the video game industry. \/ This man speaks wisdom. Stop waiting for the game people. Do your normal life. Get fucking LAID for once.
  11. I do like the idea of having a button press of some kind to identify players. That seems like the most effective way to prevent cursor scanning. And seriously, this has to be one of the single most authentic ideas we have on the suggestion forum. In reality people recognize each other through a vast number of factors, including height, weight, stature, posture, body movement, behavior, hair color, facial features, eye color, and the way they dress. We take in a huge amount of information whenever we are actually looking at another person, because every person is physically a little bit different. Of course we can't imitate those unique features in the game, so the nameplates are a logical gameplay device to emulate the same effect.
  12. SalamanderAnder (DayZ)

    Current Trend

    I hate Epoch, and I'm not afraid to say it. Anything in DayZ that involves safe zones, pvp areas, buying items, permanent item storage, or stupid survivor/bandit bots, seriously detracts from the total experience IMO. God it's so dumb. "No killing in Cherno guys, otay???" lol. Are you kidding me?
  13. SalamanderAnder (DayZ)

    Get an Alpha out!!

    Oh, I know they do. I make 3d models a lot, and I'm not trying to discount the difficulty of it, especially when it comes to animation. My dad is a programmer for a major VOIP company, and he used to do government contracting in cyber security. They both take time, but my point is that coding is generally more of a stick in the mud - especially when it comes to the VR engine. Just because there are models in the game is not proof that the game "works." Art is great to look at, but it's not something you can play. But anyway. I simply can't believe how people actually think the dev team is "deliberately" waiting or holding off on the game. Rocket already explained, it's very simple: they pass the milestone set by BI, the alpha goes out. It's literally that simple. It's not like rocket has a big red button on his desk that he can just push and force the game to be released at any time, but instead he's just "trolling" us. There's actual work involved here, laymans. People really need some perspective on this thing. It doesn't matter if everyone stopped playing DayZ RIGHT NOW. The alpha would still come out, and people would still buy it. If you build it, they will come. It doesn't really matter if that happens this month, three months, or a year from now. The important thing is that they deliver a stable, quality product. Imagine you had ordered a package on Amazon, but to save shipping time you told them to leave the product out and just send the box. That's essentially what the community seems to want. An empty shell of a game that holds basically no content and no stability, just because WAAAAA I WANT DAYZ NOW!! WAAAAA!! Fucking babies.
  14. SalamanderAnder (DayZ)

    Get an Alpha out!!

    I'm sorry but if you think developing models and textures is harder or more time consuming than programming, then you have no clue what you're talking about. I could create a textured 3d model within a couple hours, depending on what it is. The code that runs in the background (which makes the game actually function) generally consists of millions of lines, and any time they program something, it's bound to have bugs and issues. At that point they have to go back through those millions of lines of code and fix the problem. Often times separate pieces of code conflict with each other in horribly frustrating ways which demands hundreds if not thousands of hours of development, bug testing, debugging, ect. If your texture map doesn't apply correctly, no big deal. You just go back and reapply it or make a new one. Then you export it to the engine and bam, you've got a fire extinguisher. It's just not as simple as "it's been over a year so therefore the game should be a quality product." Again, I will refer back to my post on page 2. http://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim#Development Skyrim - 4 years. http://en.wikipedia.org/wiki/Watch_Dogs#Development Watch Dogs - since 2009, four years and counting (see link below). http://www.nytimes.com/2013/10/17/business/international/maker-of-assassins-creed-delays-release-of-2-games.html?_r=0 - Watch dogs delayed until next year. http://en.wikipedia.org/wiki/Grand_Theft_Auto_IV#Development Grand theft auto 4 - 4 years. http://en.wikipedia.org/wiki/Chivalry:_Medieval_Warfare#Development Chivalry modern warfare - 2 years (twice as long as dayZ's current development time) http://en.wikipedia.org/wiki/Half-Life_2 - FIVE YEARS OF DEVELOPMENT. Keep in mind that all of these examples are revisions of engines and content that already existed, just like this game is. (so by your logic, all the hard work was already done) Now tell me that one year and two months of development should merit a finished, quality product. I think deep down your expectations of what a game developer can accomplish in a year are very flawed.
  15. SalamanderAnder (DayZ)

    Gender Inequality?

    I think it's important that you read the OP, you will see that Applejaxc does not want this to be a game feature. Otherwise, he is correct about the differences in male and female physiology. Males naturally have higher muscle and bone density, and narrower hips which makes us more efficient runners. Nobody's saying women aren't capable of being athletic or strong regardless of those differences. But men are both physically and psychologically more well suited towards violent lifestyles. And actually, it's our hands which make us incredibly capable. The hands came first. The intelligence followed. Without hands, ancient men would never have been able to fashion specialized tools. Without tools, we would not have been able to drastically increase and vary our diet, which ultimately spurred the development of more higher functioning cognitive abilities. Without those tools, without that diet, without hands, we would have never been able to produce written languages like Sanskrit, which eventually developed into phonetic alphabets, which easily allowed the transfer of ideas and so on and so forth. Without hands, you would have never been able to type that message in the first place. If humans had hooves we would be just as "dumb" as cows.
  16. SalamanderAnder (DayZ)

    Gender Inequality?

    Um... If you read my whole post you would have seen that I was arguing the same point you just did, but okay...
  17. SalamanderAnder (DayZ)

    STANDALONE - lynch mob

    Um, there are chances for escape, we do know the mechanics. You can struggle out of restraints in a matter of a couple minutes. You don't even need a key to escape handcuffs. No offense, but do you watch the dev-blogs?
  18. SalamanderAnder (DayZ)

    Self Blood Bags

    Don't forget about blood types. Oh boy. It's gonna be hilarious when people are actually faced with a "realistic" scenario. People are gonna be dying from bad transfusions left and right.
  19. I'm reviving this topic because I think it merits viewing by the general public. Enough said.
  20. SalamanderAnder (DayZ)

    Get an Alpha out!!

    1: The concern is not reasonable. It's completely unsupported speculation based on impatience. 2: No, they didn't. None of the mods have created an in-depth crafting system. They don't have weapon attachments. They don't have netcode specifically designed to reduce network traffic. They don't have accurate hit-point bleeding. They don't have new animations for players including injured states. They don't have optimized zombies that can run indoors and catch up to you while you run away. They don't have a consistent, easy to use gear system. They don't have individualized articles of clothing. They haven't revamped the entire map, nor have they effectively dealt with the hacker problem. They don't have 12 different kinds of infections.They don't have restraints. They don't have any real polish. No modder can make these things happen. There is a fundamental limitation to modding as opposed to source code development. Your mods might have some neat features, but they are surface level. Spaghetti code. They are worthless as a functional, retail product. And more importantly, they aren't backed by a paid team of developers, which means eventually those third party modders are going to move on with their lives and the mods will inevitably lose support. With a team that is paid to continually develop the game, it will indubitably surpass any mod you can come up with. You might as well argue that Arma 3 could have been made by modders, which it clearly was not. You might as well argue that a bunch of amateurs in a garage could build a car from scratch in their free time just as easily, efficiently, and with the same standards of production as an assembly line of paid workers with the latest robotic technology. The mods are like a duck taped jalopy that used to be a ford focus but now it's wearing the body of a civic, with each wheel taken off a different car, and an alternator they found in the junkyard. The Standalone is like a production car that was built from the ground up with a singular vision and purpose. The two will simply never compare. "If the game did fail to come out the person it would hurt the most would be Dean. Not you guys. The game being shelved would not affect you apart from the mispent emotions you seem to be investing." This is the especially sensible part. The jokes on you. Not releasing the game would only hurt BI more. Clearly you don't understand anything about investments and returns.
  21. SalamanderAnder (DayZ)

    Gender Inequality?

    I know, I'm not attacking you, I'm just explaining why I don't find it necessary for the devs to explain themselves on this one. I think the people who want this are extremely few in number and at the end of the day they are just gonna have to deal with it.
  22. SalamanderAnder (DayZ)

    Inventory question/suggestion.

    You can do this. Rocket eats a can of beans off the ground in the August dev blog. 7:42.
  23. SalamanderAnder (DayZ)

    Gender Inequality?

    Okay, but just because people suggested it doesn't mean it's going to happen. I just don't get it. The devs are clearly putting in lots of time and effort to create female player models, along with clothing models and animations. By making them unequal, they will in turn be negating their own hard work by encouraging players to choose males over females. I really don't see why it matters why a player chooses a female model. It's completely irrelevant. While I agree that realistically women are generally not as strong as men, I kind of have to agree with Kyrah on this one. I am adamantly against making women weaker in the game. I have met some extremely active and physically fit women who could probably kick my ass if they wanted to. While you're at it, every player should have a randomized stature and weight. Just because you are a man does NOT guarantee that you are automatically "physically superior." There are lots of scrawny men out there. I have severe asthma from birth (really). Where do I fit into your little "evolutionary model" of gender? Also, aside from the physical differences, there are psychological differences between men and women. Statistically, men are more prone to violence. Does that mean female characters should be forced to have slower reaction times or slower fire rates with weapons? Absolutely not. A level playing field is the only acceptable playing field. The devs really don't have to explain themselves for that... I think the people who made those suggestions will still play the game regardless. Besides, I learned a long time ago not to trust a woman just because she's a woman. So I'll gladly mow down a bitch in Elektro if I honestly think "she" is going to kill me.
  24. SalamanderAnder (DayZ)

    Gender Inequality?

    Making genders unequal in terms of ability in the game would only prompt players to choose male over female more than they already do. So it's simply not logical to make them unequal. This seems like a non-issue to me.
  25. SalamanderAnder (DayZ)

    decapitation, put player head on spike

    Uhg. Shut up. Other games have PvP decapitation. Nobody fucking complains about the amount of gore in Gears of War. http://kdc.ethernia.net/ THIS is why games are developed by game designers and not some random (probably guy) on the internet. Take a look in the mirror. Your game has vacuum cleaners. I don't think you're exactly more "qualified" than anyone else to talk about PvP mechanics. "I am sure that i am not the only one who tried in some rpg to play “the bad guy”, to get a little bit of this mean Darth Vader style in my character. However, it seems to me that either game developers are unable to understand it, or they are trying really hard to teach us that we SHOULDN’T do it." These are YOUR words Kyrah. They are totally in support of "evil" gameplay decisions. You have no room to criticize KoS's ideas so vehemently when you clearly take a stance like this on your own site. As you so eloquently put it; Most gamers are old enough, it isn't the game designer's pedagogic duty to teach us the [virtues] of goodness.
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