derLoko
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30 GoodAbout derLoko
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Helicopter Hunter
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It's the number of people logged in and playing the game at that point.
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Dayz: the Road to Beta - PAX Aus Presentation
derLoko replied to edwin3's topic in General Discussion
"Properly displaying these skills is dependent on the new UI" -Hicks Do people even want to see the skills/progress in the UI? Personally, I'm fine with not showing any of that. No need to, it could do more bad than good. edit: Don't get me wrong tho - i love the idea of skills and if done right, that could add a lot to the game imo. But maybe a system that runs "silently" in the background is more immersive and less distracting. -
although perks could imo add a lot to the game as well, Zomboid style... pick "shortsighted" perk and your character will need glasses to see properly. Sweet!
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@skill system talked about at PAX: "Properly displaying these skills is dependent on the new UI" -Hicks Do people even want to see the skills/progress in the UI? Personally, I'm fine with not showing any of that. No need to, it could do more bad than good. edit: Don't get me wrong tho - i love the idea of skills and if done right, that could add a lot to the game imo. But maybe a system that runs "silently" in the background is more immersive and less distracting.
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Wait, what? Can you clarify on what you mean & tell us roughly how many vehicles we will actually have at release? Nobody expected DayZ to have dozens of vehicles like other big releases these days - but I hope Bohemia realizes that they will be tarred & feathered if they release DayZ with ~5 ground vehicles. DayZ mod initially had maybe ~15 vehicles total, which most players don't consider a "large variety", but the bare minimum...
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"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
derLoko replied to scriptfactory's topic in General Discussion
Well, imo that depends a lot on the game you're making and its target audience. For the average gamer, EVE is way too complex, slow, and generally hard to get into. It's a niche game with a niche audience, but that niche audience loves it. Of course, a game should never be confusing for no reason, but in this case, it serves a purpose. You have no idea what rifle and what kind of ammo you just picked up? Well, too bad - now your only option is to try and figure out which ammo fits that rifle, just like IRL. Some players are going to hate that, but others are going to love it. In the end, the question is this: Does something "fit" the overall game experience and add to it, or does it feel out of place and unneccessary? And imo, inspect information like this simply feels completely out of place: -
"Understanding Realism in Computer Games through Phenomenology" (DayZ discussion).
derLoko replied to scriptfactory's topic in General Discussion
2 things that weren't mentionied so far. Maybe not many players are bothered by this, but anyway: - Inconsistent map design Afaik, it's officially been a few months since the start of the zombie apocalpyse. But there are rusty car wrecks in the middle of the street and old shipwrecks at the coast. Some buildings look new, others look like they were taken straight from the chernobyl zone. Example: The ship wrecks from the last SR: http://i.imgur.com/MvE3Vwk.jpg - Infos from "Inspect" Inspect a weapon and you get half a wiki-article about it's history. Imo this is simply immersion-breaking handholding that doesn't even add anything to the game... -
How does it feel to know that your game is years behind arma 3 exile
derLoko replied to TDFBuster's topic in General Discussion
Title says nothing, really. What exactly are you refering to when you say "Exile Mod"? And why do think it is better? Let me take a wild guess: You watched Frankie's video but didn't even bother to read the description. Afaik, there is still no such thing as a "DayZ Exile" mod. Frankie's video is an early preview of a private server that runs 10+ mods at the same time, including Exile mod (which is quite different from DayZ and doesn't even have zombies). That server isn't available to the public because it doesn't actually work properly, there's no ETA when it will go public, and it's not certain that it will ever go public at all. -
http://www.gamasutra.com/view/news/248262/Dean_Hall_on_his_losing_battle_with_the_New_Zealand_government.php In a nutshell, he went all "I'M A GRENADE, GRENADES DON'T PAY MINIMUM WAGES!" on the government. The government was not impressed. He then invested some millions to have another company based in UK develop ION for him: http://www.pcgamer.com/dean-halls-next-game-is-ion-an-emergent-narrative-mmo/ It's inspired by Space Station 13 and games like Space Engineers and Kerbal. Rocket is credited as "creator". Not sure how involved he really is with the development of the game, but he's pretty active on the ION reddit.
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[0.58] Persistence Breaks Servers
derLoko replied to Weyland Yutani (DayZ)'s topic in General Discussion
Yes, occlusion culling is supposed to happen, but it won't make a difference here. This sounds like the server is constantly processing all those items as soon as a player gets near them, even though they aren't interacted with in any way. The server is choking on its own terrible servercode. -
Supressing voice-chat outside of Dayz (Skype, Mumble, TS3, etc.)
derLoko replied to S3V3N's topic in General Discussion
Ha, finally a good argument. I completely forgot that Steam has built-in VoIP. I guess that kills "blocking 3rd-party programs" for good, leaving only "all mics on" as an option. What do you mean with "pass through sound"? It's true, some people will set up their smartphones to use them for communication - but it's kind of a hassle and not much fun to play that way. The majority of griefers hopefully won't bother and will simply play on regular servers instead, and admins can try to filter out the rest. That's the whole point. If there is no deterrent to griefing at all, tho... have fun being an admin dealing with all the griefers on an "ingame comms only"-server. -
Supressing voice-chat outside of Dayz (Skype, Mumble, TS3, etc.)
derLoko replied to S3V3N's topic in General Discussion
Of course BattleEye can prevent DayZ from running if certain other programs are running at the same time - in fact, it already does that right now. Malware is a program that causes damage to your computer, so that has nothing to with it. Though it sounds like too much work to maintain a list of all third party programs and block them. Not sure if "all mics always on" is a good solution... But i guess it could be a nice server-option, even if there's no way to enforce ingame communication 100%. -
The Psychology of Understanding Alpha
derLoko replied to Weyland Yutani (DayZ)'s topic in General Discussion
What? I don't think Stranded Deep or Survive the Nights switched engines, never heard of that before. Engine switches during development are quite rare, especially with more "professional" games. -
The Road is generally quite unrealistic because afaik there is nothing that could simply wipe out all plant life - especially not in such a short time. It's an extremely artifical scenario. Anyway, my point was that the scenario in The Road is completely different from a "zombie apocalypse" - In fact, they're polar opposites: The Road apocalypse: 100% of humanity left + 0.01% of food left = scarcity Typical Zombie Apocalypse, happening extremely fast: 0.01% of humanity left + 100% of food left = abundance DayZ Apocalypse: ? The walking dead is a bit of a special scenario - the spinoff will explain the beginnings, we'll see where they go with that.
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Mental retardation in TWD? Why? The show had the farm, prison, woodbury, and now that community in washington. Well, and terminus. Some of those communities were fairly advanced. Oh, and while we're at it: Starvation was never an issue in TWD, either - up unitl Season 5 i think, but that was mostly because they were travelling a lot and kinda messed up. edit2: It's also kinda silly how some people say DayZ is supposed to be like The Road - the scenario in Road is completely different from a zombie apocalypse.