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6raham

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About 6raham

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    Helicopter Hunter
  1. No I don't, but I went to art college with somebody who does. Does that count? ;)
  2. I don't visit the forum much anymore, but as a professional digital artist I thought I had to put in my 2 cents on the subject of graphics and functionality. To say visuals in games aren't important as long as there is good gameplay is to say cinematography in movies isn't important as long as there is a good story. Dumb. Visuals are a key PART of a WHOLE, and like audio or storyline or animation or any other part of the production, graphics are an essential link in a chain that if weak, will cause the chain to break. The concept of the game is solid. The ideas are revolutionary. The coding is moving along great. There may be one or two artists at your disposal, BUT... there is no competent art direction that I can see, and that will be horribly noticeable to those who will be looking for a polished, professional product when it goes to market, and which is already becoming sadly obvious in screenshots and developer comments. Lets face it, coders can't design worth shit. Artists can't code worth shit. Coders are about as visually minded as artists are syntax minded. It's hard to see the good each other does when we are so wrapped up in the benefits of our own skills but to understand the importance of our different disciplines and to work together to implement them equally is paramount to success. Right now Dean the functionality is fine, but steering a project with code just makes it look like your artists simply aren't competent enough to pass off your game as a professional looking product. Too many amateurish mistakes are being made. It isn't the font itself, or the dark underexposed levels that look like our monitors are on energy-saving, or the unrefined UI, it's the fact that having to implement these things in the first place to fit in with code limitations just make the artists look childish and incompetent. The process desperately needs some direction in there to work artists and coders together so it DOES work, BOTH WAYS. In this day and age when expensive graphics cards are pumping out gorgeous frames by the bucket load in Crysis 3, Arma 3 and Metro Last Light, it IS possible to have the full package. Even Minecraft with its Sonic Ether shaders looks amazing now and plays well. So Kind of begs the question: what are people buying top dollar graphics cards for if graphics really aren't important? In the end, compromising visuals because they don't scale well with the coding is never a reason, any more than restricting functionality in favour of pretty pictures. Make it all work together and you have a winner.
  3. 6raham

    DayZ Devblog 4th February 2013

    Nice post, and interesting to speculate. Personally I like this kind of old avatar doll that you can dress and equip, and preferably view in real-time third person - for me this makes 3rd person view in the game unnecessary as you can see your character in full detail anyway in this inventory screen. Of course you don't get to see your female avatar's ass as you run ( which i'm sure is the ONLY reason most 3rd person players play like that anyway ;) ), but it's the best compromise in my opinion. I also love the idea by Cinnabuns about using foliage to make your own camo gear. Beans, good sir/madam.
  4. 6raham

    DayZ Devblog 4th February 2013

    You actually believe games are created to your personal requirements? Let the professionals work and then decide to like or hate the result. If you hate it, don't buy it, or buy it and mod it to suit yourself, but don't assume you or anyone else here is influential enough to dictate the direction to professional developers by stamping your little iddy biddy feets.
  5. 6raham

    DayZ Devblog 4th February 2013

    Looking AWESOM-O. Loving the sky, wrecks and building interiors. Can't wait to see what you guys are going to do with upping the Zed threat, that will be the main point of interest for me. But man am I going to have to push that gamma slider right up if it stays that dim... not a big deal for most people but when you have retinal occlusion like I have, dim screens are very hard to see, like wearing sunglasses at night.
  6. 6raham

    DayZ Mod 1.7.5.1 Update

    I applaud the deeper survival aspect but feel I have to nitpick this decision also. As this is becoming as close to 'realistic' as a survival game can be, deciding that rabbits yield the most nutrition is a bad idea as any soldier / survival expert will tell you that rabbit meat offers the LEAST calories of all meat, and you can in fact starve to death eating rabbit meat. I can see a flood of armchair survivalists pouncing on this glaring error considering most of the game is based on factual accuracy...
  7. 6raham

    DayZ Mod 1.7.5.1 Update

    Nice job guys, looking great - might finally login again after a few months away to try this out. It's all going in the right direction, I love the heavy survival aspect now. No more periphery dots = WIN Edit: Matt the changelog is really hard to read with my eye condition, any chance you can repost as list? nevermind I like this one best: [FIXED] - Variable spelling mistakes hsould be corrected now.
  8. 6raham

    DayZ Devblog 25 Jan 2013

    That photo was taken using the wrong shutterspeed and / or aperture setting and as a result is underexposed. Even the Histogram you are showing is a classic example of underexposed levels. A correct histogram would show peaks across the full gamut and not just towards the darker half of the scale. Basing your example on something that is stupidly wrong to begin with means your brain is invalid.
  9. 6raham

    DayZ Devblog 25 Jan 2013

    Coming along great, i'm loving the gameplay improvements. but Sorry to be negative about the lighting. I loved the stark reality of Arma 2 lighting, it was (and is) much more realistic than most other fps's, but in these latest screens the levels are turned way down towards the dark end of the scale, with such a lack of contrast it all looks far too flat now to be realistic... is this just a case of badly exported screenshots? or is it really how the lighting is rendered ingame? Mario, please sort those levels out!
  10. 6raham

    Build 1.7.4.4 Rolling Update

    I have a couple of questions for the dev team: Is the development of the standalone going to be community driven like we have seen in this update, or will it be developed purely by Rocket and Co.? If the latter, is there a danger (or benefit, depending on how you look at it) of the two versions of DayZ going in completely different directions?
  11. 6raham

    DayZ Standalone Confirmed

    It's going to release as an alpha, not a polished finished product, therefore it WILL be full of bugs. Expect it and accept it, because that is the way it is. The mod has merely become a first draft prototype and is by no means the alpha build of the standalone. Hoping for a perfect release will only damage your experience of the game, which is going to be ( in the actual words of jebus ) 'kick ass'.
  12. 6raham

    Build 1.7.3 Rolling Update

    oops if true. Personally, since I started playing DayZ a few months ago, i've only seen 2 hackers face to face and survived both attacks. I play only on public servers, ideally veteran, with no 3rd person / CH / nameplates - hackers don't seem to like playing in 1st person i've noticed. Don't want to be hacked? play vet. This also applies to alt-f4ers, very few on the harder servers where people tend to want to play hard and not pussy out all the time. I like the new mod features and fixes but needs much more zombie focus to move gameplay away from deathmatch. MOAR.
  13. If DayZ turns into a Team Deathmatch I will instagib myself.
  14. Can't wait to try the new fixes, well done community and dev team - hold that shit together and this may become the new games development standard. Long live the PC. I am. So by your logic, I get more than you do, and your argument blows out like a candle in a hurricane. Puff.
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