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Everything posted by ☣BioHaze☣
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Ok, I thought we would likely hear from you guys first. So much unusual activity on SteamDB.... Thanks for staying engaged!
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Nice! Thanks for sharing! "221101/encryptedmanifests/testology/encrypted_gid_2: A613B4C48F84BDDF4FC39AE3B04371C4 221101/encryptedmanifests/testology/encrypted_size_2: 24385FE4EFA3411270F6580348EB9760 branches/testology/buildid: 654633 branches/testology/description: branches/testology/pwdrequired: 1" Test server! Testology?
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Red 9 icon in quick bar is shown larger and at an angle here. That seems different.
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Change the models of just 3 buildings to their ruined versions and it would signifiantly reduce glitching
☣BioHaze☣ replied to chambersenator's topic in Suggestions
Hi! The new player controller being worked on will solve the wall glitching as was announced by the devs in a status report some months ago. -
Submitted: 1 year ago
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Rereading this report is quite disheartening. It looks like so much work is left to be done before we see experimental. Holy shit. Experimental is going to be heinously overpopulated again. The login queues are going to need login queues for their login queues so we can log in while we log in. There have been some extra time intensive changes in recent months and I'm trying be patient. The trello page is my best source for a ray of hope when I'm feeling glum about DayZ dev. I look at the pics and models and animations and I try to imagine them in game, working properly. *You may need that biohazard shower one day.* Because after you go into the contaminated zone to get chopper parts, you will need that shower to not contract some infection. ^Ugh, this is what people are missing. A good example of how the game will change enormously. What we've been playing is a hodge podge bullshit, "here public fuck with this while we make the game", pacifier. Hopefully, at least on servers with like minded people, there will be a lot less CoD/dick size battles and jag-off troll children bullshit. /close vent ༼ つ ◕_◕ ༽つ Give SA .61
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dat screenshot tho
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http://www.independent.co.uk/news/world/asia/radioactive-wild-boars-rampaging-fukushima-nuclear-site-japan-a6972361.html
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Eating from downed peoples bodies was something the infected did in the mod and I hoped would come back. In the status reports and interviews (the most important DayZ related content to follow) the devs have explained that the infected will have a variety of states of arousal and functioning. ie: calm/searching, piqued interest, fully aggro'd, attacking barricades mode, horde/hive mind mode, and solo melee.
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I don't subscribe to this recent point of view at all. Infected scaling walls isn't that big a deal nor does it require superhuman strength. Infected characteristics will likely depend on their fitness before becoming infected and the clothes they wear. Small skinny people in civilian clothes will be weaker in strength and armor characteristics. Large bulky people in military gear will do more damage and take more damage.
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This is way outside what has been confirmed and none of this (which has been suggested before) will ever be in vanilla DayZ. Maybe some modder will sodomize DayZ with exploding infected and tank infected bu5t that's a different game altogether. These are essentially sick people with animalistic nature and altered senses.
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And the mod had infected priests, which I hope they bring back.
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From what I understand there will be no vehicles in .61, broken or otherwise. I personally wouldn't mind if they also implemented stamina at the same time and made everybody walk everywhere. Sorry not sorry, I have very little sympathy for the "I only have 2 hours to play", crowd.
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Um, this post doesn't make mush sense to me personally. With no technical background on how the system works any conjecture on your behalf is pure fantasy.... In the status report yesterday they said they were currently working on spawn point placement and how to balance this while saving server resources. What we know: Globally a limited number of infected will be spawned on server start. Dynamic spawn occurs when a player or players approaches a spawn point (outside of field of vision, 500 meters or more). The amount of infected spawned will be tied to the number of players entering the area. An area clearing mechanic (killing all infected buys time before new spawn) is planned but last time it was mentioned we were told it will not be part of .61. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Without direct knowledge of the factors involved with the dynamic spawn system much of the specifics and percentages you have taken the time to lay out above may not even be applicable and therefore are mostly pointless conjecture at this time.
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We're getting all of that and more. They said we would have at least 40 different infected models, mostly weearing clothes we can find in game.
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Thanks devs, all!! This wait is excruciating but I'm gutting it out, eyes on the prize! Until then..... halp! D:
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You're looking in all the right places but it's mostly tumbleweeds around here until we get a patch. *SIGH*
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If we get .61 with the status report tomorrow, I might cry.
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History? You know, 35 years of gaming?
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I know of your dev background and in all honesty it never seemed to bolster any of your points in the past and doesn't seem to do so now. You have cherry picked what you chose to reference and are quoting Brooks' law which I was not referencing at all. Means mid project, and has way more impact as a factor than merely the size. No. What I wrote was clear. Now you're taking another meaning from what I said to merely state what you've done. You are denying the fact that this project brings enormous and unique problems never before tackled at this level. There is no counterpart to DayZ as far as dev path or the depth of changes made to every aspect of the game. Virtually everything is being overhauled or completely swapped out from a legacy component from the renderer, to animations, to hit boxes, to the fucking grass models. Please please please please show a similar example either that you have worked on or that has legit reference somewhere on the web.
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The Forest (albeit an interesting title) is not really comparable to DayZ for the reasons quoted above. I can't say I know a whole lot about the technical differences but I have seen the Forest and it didn't seem to have a fraction of the flexibility, size, or detail that DayZ has now, not to mention what new features will bring in the future. DayZ as a whole has no direct counterpart that I have seen, for a myriad of reasons. They helped spawn the massive EA flood and had missteps and rough patches along the way. If they get to 1.0 within 6 months to 1 year of their own predictions I personally consider that fair if the end product is to my liking.
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Have you ever tried to adopt a project of this size, midstream, while being a completely new engine and script language, being built on an old proprietary framework, swapping out components, and bug fixing for public play-ability all the while?
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You can't just hire people to work on a proprietary game engine. They would need a lot of time to become familiar with the engine and possibly take time away from others to be trained which would slow things down even more, Money cannot fix everything.
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So, maybe 6 years for a AAA title which will be supported well after release and will be released on consoles? That seems reasonable, especially historically, and considering the size of the team, and managerial complications, right?
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Actually, you're just either poorly informed, didn't follow the news, or forgot a lot of what's happened since release (or some combo of those). Most people who bought DayZ aren't interested enough or purely don't have the time to follow everything in this long and convoluted development process. I've read nearly every official release and basically committed everything in them to memory. A TON of work has been gone into all the stuff about to be merged in now that Enfusion is set. Stuff that might have been shelved for a year or more will have the dust blown off before being lubed up and crammed into Enfusion. If you keep a well informed, objective, intelligent, and yes patient/mature, perspective through all of this, a lot of what we are seeing now actually makes sense and some of this was foreseen by the devs (i.e. long stretches between patches). After my vacation I got caught up on the threads I really follow pretty quickly due to the low traffic in them, but the little bit that I did read gave me some hope that .61 may be close.