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Everything posted by ☣BioHaze☣
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Amen, man. The horde AI hasn't been discussed in a very long time though we saw a very early demo of it. How the infected actually spawn in will be tied to the "dynamic AI spawn system" (separate from the horde/hive mind system), which has certainly not been showcased for infected (maybe for chickens injected with script in .60 was a theory of mine) and will need very different, complicated, and specific parameters to function properly from animal spawns. As long as we preserve performance, there will/should be A LOT of infected in cities IMO. Any place formerly inhabited by people on DayZero should have a good chance for infected. If you don't see infected acting and reacting in packs, horde ain't in.
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We're not getting horde AI (horde AI was in .55 experimental coupled with endless respawn for testing), we are getting dynamic infected spawn. 2 very different mechanics. Where the fuck are some people getting the idea that infected WON'T be everywhere? Do you really think we were supposed to have this few infected on the map and the only difference in .61 is that they will horde in the few places they are concentrated? -_-
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Possibly this from the status report.
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One... step.... closer... to....61. Oooooom.
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....OR stealthily avoid them while looting, OR pick them off one by one quietly with melee weapons, OR loot the small section of town with less infected in it and leave the rest of the town behind, OR have your lightly geared friend aggro the majority of the infected leading them out of town so you can loot before they respawn....
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Some of this was communication breakdown, agreed; and hopefully some noob, lurker, or misinformed player, learned something from our tepid discourse. Your thoughts in these threads have mostly been spot on and none of my comments were meant as a personal slight. This made the perceived misinformation all the more bothersome for me.... Don't hesitate to join myself and some of the regulars here on Riddlers TS3 if you ever want to meet up with or chat with people here (the server is public just search for "Welcome to the Jungle", it should come up).
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@philbur I despise misinformation and around here that is a startling amount of what goes 'round. I'm aware of some of your contributions to these threads and understand a bit about how you play and have agreed mostly with things you post. It seemed to me that you were rehashing the old fallacy that SAW = CoDayZ. Adding more guns = PvP DayZ dev path or time spent coding guns in or working on PvP mechanics = PvP DayZ dev path ^Shit like this has been said forever and just isn't true. Now you are saying that modules that aren't playable yet are a waste of time? Enfusion took 2.5 years from the word go. Audio module, I'm dying for the audio module it's soooo close now, I'll never have to hear those same ambient sounds on a loop from 4 years ago in the mod! ^How is this not worth the wait? You're impatient for balancing and a massive amount of deep features that still demand a lot of work so you project this on stuff you see released that you care less for (and possibly stuff you don't understand as part of the process). ^Is this wrong?! Seriously, what am I missing? Vocal minority seems to be a hodge podge of people who don't want constant PvP but have wildly different ideas about what that means. My expectations are built around elements of the mod, plus more added elements the designers thought fleshed out the experience best, and all brought up to modern standards. In my experience there are 2 groups of supporters. People who also played the mod who in chatting with them commiserate on some of the great things the SA lacks that the mod had and share stories of how brutal some of the mod builds were, and how difficult some aspects of survival actually were. People who didn't play the mod seem to have ideas skewed towards a personal fantasy of how the game should be or they think the current state of the game is how it will always be. The former group consists of people like myself that were around when Rocket was still hands on with the mod and have been discussing the philosophies and game play ideas around DayZ for 4 years now. This project has changed and will change on a dime and if you take weeks off from just reading the forum (I will quit playing but try to follow the important threads) you will fall behind or miss something that may be important as far as historical knowledge of this process. (When are we getting empty cans back?) There are a lot of common complaints that are repeated over and over and many of them are truly unfounded when you know all the facts. The build threads should be kept as a place for some real solid information, even if it's bland, and a little light banter when things die down, that's how I prefer it. Knit picking over the studios decisions or trying to criticize the devs timing for content output like you know better about their jobs? Not constructive, not well founded.
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This is NOT how this works. They are separate teams for separate game elements. They work independently and to your perspective "content" is being added much faster, which is also not true. Many modules are sitting in internal builds with just as much work into them but cannot be merged in yet. Let's keep the conversation accurate to the reality of how games are built.
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You all know I did not come to DayZ for PvP but adding more weapons is not making DayZ more of a PvP game. Also, the work being done to create new weapons and work on authentic reload characteristics is separate from the massive module work needed to implement something like the new character controller, or the audio module, or vehicles, or base building. The people who code stuff for those weapons are not the same people or have the same knowledge base as people who work on other parts. DayZ is going to have A LOT of "toys" but they will be difficult to acquire and maintain without a ton of resources. I'm personally tired of the "more guns means DayZ is more PvP". Scarcity will be a thing, you will have a mod to fit your tastes.... stop spreading falsehoods based on your own impatience and lack of perspective, please.
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Right on. So only under controlled professional surgical conditions do doctors even propose the removal of a bullet and for the sake of a game having bullets that might need extraction is going too far....
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I was sad when I heard that advanced medical was off the table. I thought needing pliers to extract bullets was a good idea. :D I'm trying to be patient man... trying to be patient. They do have a strong obligation to promote the game as well as develop it and this all leads up to a console release as well. With any luck, we will be having a very very different discussion (in a good way) on this very subject by the years end.
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I see what you're saying and it's a fine line indeed. Adding authenticity and flexibility to combat does not make it less survival based, nor does adding guns. Yes, they do pander to the streamers, they are a real source of revenue and free publicity that keeps the revolving door spinning with $$$. BUT, the devs will bring many of the game play elements to bare on the game engine when the modules are complete, elements that will also impede PvP to some degree. Have you tried the new player controller with stamina and weight characteristics??? ^How will just this change PvP for the more purist survivor type (which I venture to say is both of us)? So those bullets will be heard more accurately by people.... and infected too! It's hard, but we have to try to keep a global view of the project. I do know that if I do not like Vanilla DayZ SA 1.0, there will most certainly be a mod for me. I'm so fucking excited to just kill zombies all day, I feel delusional just dreaming that it's a possibility.
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Notice I've hardly played stable? I've more or less resigned myself to waiting for .61 for most of the reasons you cited. RE: vehicles, I've heard there was some fixes to this making driving vehicles when near better, but not completely fixed.
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Forum bug, double post.
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I guess the time spent would make my criticisms carry more weight but I do not want it to be said that we all don't have an equal say either. I also do not fully believe that money could solve much of the problems encountered during this project... but I guess we will never know if hiring and training more people would have made much of a difference at any stage of the game. In hindsight, some decisions on the part of the devs have surely been questionable or worse, but we all know that hindsight is 20/20.
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Well, I'm glad you have enjoyed my posts and appreciate the kind words but I think you focused too hard on the first point and took it to an extreme of it's actual intended meaning. Constructive criticism is very important and in fact any good bug report is basically that at it's core. I also think that equating knowledge of a games development history with knowledge of the democratic process is a false equivalency, especially when you consider that politics has been around far longer than game dev and is often a system built for public inclusion that game dev never was. People say things and yes even criticize without all the facts and this continues to misinform the community when these false statements are parroted in the echo chamber. ^This is rarely helpful and sounds a lot like.... the Tea Party doesn't it?! A fair percentage of my above post included criticism within it yet somehow you seem to be saying that I do not think criticism belongs on the forum? You also seem to keep coming back to this "vocal minority" thing (something I have been called before and is a baseless label). If you find yourself in the "vocal minority" as far as DayZ dev is concerned, you're probably doing something right. The majority of players here do not care to see the game develop past CoDayZ and those of us that want a survival game have been cornered into a minority but thankfully I believe the devs are in that corner with us..... and my faith in this will not waver until I see real evidence to the contrary. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When people whine about a broken feature and insult the devs while having a piecemeal understanding of the process, they need to go away. ^This is not constructive and is a lot of the reddit minded posts we get here. People COMPLAINING about anything is not constructive. Even your example of finding M4's in 30 minutes is completely pointless if you know that beta is where balancing takes place. There will be a time for much more pointed criticism as the details of the game emerge with the modules. You and I have not even played DayZ SA yet, and neither have the devs. ^This is a fact that just taken alone can nullify many "complaints". ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Surviving the flamers and trolls of this forum for 4 years has made me a better internet citizen (no really) and made me a better debater, learning to attack ideas and not the person who posited them. When I am critical of part of the game I weigh all the factors and often come out with, "this isn't finished yet" or "the current mechanic is a placeholder". You can post 1,000's of words about why something that is currently in game needs fixing, constructive or otherwise, but if basically that whole element is going to change, why would you waste your time and energy? Now because people can't envision DayZ beyond the way it has been and think the game is even near complete they constantly keep harping on something that is being completely overhauled, tweaked, changed, ripped out, and is months away from being balanced. ^What a boring, pointless, waste of time, energy, and forum real estate, right? Now imagine being the devs and trying to glean anything useful from that pile.
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Firstly, calling anybody a fan boy does your comments no service. Criticism is not valid if you do not have a complete understanding of the process and nobody here except the devs truly know the process top to bottom, beginning to end, and all the pitfalls the project has had to overcome. I will be the first person to criticize almost anything when the time is right but if you are capable of keeping an objective and thoroughly historical informed perspective you will find it is rarely the time to draw criticism. I thought that releasing .60 without a queue system was a poor choice and I said so. I have told most people NOT to buy DayZ yet. Some of the comments in this thread read with complete ignorance of the fact that we have MOST of the modules left to be implemented and that will change everything about DayZ.... no really! Do any of you know the degree of patience I have had to display in waiting for fucking zombies in my zombie game??? Would you like to hear some fresh criticism from a die hard "fanboy"? Originally it was said that dynamic spawn of infected (which was in the mod) was off the table and that all infected would be spawned on server start and only respawn when killed. People BEGGED for them to put in dynamic infected spawn basically right up until the point they announced it. IT BASICALLY TOOK 2 AND A HALF YEARS TO GET TO THAT POINT! Now, take a moment and think.... maybe that decision needed to wait to see if Enfusion saved enough performance to actually solve the issue (which it didn't). Now those 2+ years without high populations of infected that were spent waiting while the CoD crowd took over and everyone adopted KoS seem like they were wasted time that may have tainted the player base. They could have been perfecting dynamic AI spawn this whole time, right? Nope, countless other shit was being done by those same devs to even get us to this point at all. Only now are they beginning to toy with loot scarcity and this is merely the first steps. BALANCING IS FOR BETA. ^This statement alone makes some of the discussions in this thread fairly pointless. I am fully prepared for this project to miss all prospective release dates by a full year. I am willing to wait longer for a high quality game. A game which will be modded to your liking even if you don't prefer vanilla. I've forgot more about DayZ than most players know. Do I come off mindless? Actually, I'm the guy with impeccable taste that has a long history of backing winners in all forms of Art and Entertainment. We mostly cannot comprehend the potential this game has and patience has done nothing but rewarded me thus far. I too have played my monies worth of DayZ but I also believe that vanilla 1.0 will and should be desirable for me to play as an original supporter of the vanilla mod and the game play experienced there. The never ending revolving door of short sighted ignorant people on this forum has been a challenge to deal with all on it's own but once again patience paid off as in the last couple years there is a decent group of critical and well informed folks here, who test, suggest, and generally support this unique, amazing, and fun, (albeit maddening) project. つ ◕_◕ ༽つ Give SA .61 Experimental
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So many of you fail at Alpha understanding and do not even follow the news close enough to contribute well. Getting caught up on this thread was an exercise in tolerance for ignorance and stupidity. That being said..... OF COURSE THERE IS STILL A METRIC BUTT TON OF WORK LEFT TO DO AND WE ARE NOT EVEN IN BETA WHERE THINGS WILL BE BALANCED. Also, .60+++ is closed and I see experimental update to steam db an hour ago.....
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What's all this .60+++ business? Is that like Chernarus+++? Do want .61 with new bits for to die upon. Do want.
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Thanks, guys!!! You all are the bestest! - Server Login Queue - Merge of New Audio Technology from Arma 3 Eden Update - Update of Weapon Sounds for New Audio Technology - Dynamic Spawning of Infected - Predators (Wolves) Please give. Please give. Please give.
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yeah, koffeekage this is where the infected are supposed to make their grand entrance, en masse, via what is being called "dynamic AI spawn". I have hopes for Wednesday but that's just a gut feeling, no official word have I seen RE: .61.
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There's a whole thread SMoss released here, Luc.
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My 1PP character has both a PET and canteen but this 3PP character I just started didn't find a single one in 3 hours of play. Both characters have found a compass but it took quite a bit of looting. Cars have a multitude of 9mm and .22. 2 Police stations were very sparse (only got a Skorpion mag from 1). Tangling with infected with just an axe is annoying at best. You can still circle strafe around them to avoid damage but the infected hit detection is pretty awful and they seem to hit you from far away still.
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or this behemoth.