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Timberwolf (DayZ)

My personal thoughts and a message to rocket

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This is my first post in the forum and as such I shall congratulate rocket for the creation of this outstanding mod and for all the staff working with him right now.

The reason I decided to create this thread is simply because I am honestly scared. Why you ask? You see, when things get to a certain point it is much easier to make them worse than to improve them and just like most of you I don't want to see that happen and I am genuinely scared that may happen with DayZ at some point. The mod popularity is growing at a very fast rate and that can be overwhelming for those involved in the mod and we have already seen threads of rocket himself asking the community about medium/long term plans for the mod and the last thing I want to see is the attentions shifting from the mod itself into a distant and unpredictable future installment.

Because of this I would like to say some words for the DayZ development team and specially to rocket himself. All that I will say is based on my personal experience of managing a few projects (not gaming related).

- Do not overthink about the future. Large amounts of people have just bought the game just to play the mod (which is just in Alpha) and as such thinking of a standalone DayZ game (that most likely would be more than a year distant) is not viable when the original project itself is not completed. Make DayZ what you want it to be with the ARMA II platform and only then think of improving it.

- Think in a short term basis and focus your efforts on what the player base most important needs are at the moment. Off course that there are a lot of features that would be nice to add but right now there are various core problems. So go for the approach "quality over quantity". Make the mod foundations as strong as possible by improving everything to the best of your ability (Improving netcode and sync, fixing bugs, improving zombie behavior, etc) and make this your highest priority.

- Do not change the concept, it is the reason this mod is such a success. As such do not make it "easy" or "noob friendly". We don't want children spamming the game or the forum with whining. There are already games created for that age span and most DayZ players want something more adult and mature.

- Do not bloat the mod with features. If it gets to a point where there is not much left to do just improve what already exists or move to bigger things and leave what's good still good.

- Keep this your mod and do not sell the concept or the DayZ rights to a "Hollywood Studio". We need faces to lead this project, not capitalist brands.

- Don't take the power away from the player! This mod is just a canvas and we are the artists. We don't want child coloring books with the lines already drawn, we want to paint the full picture.

- Ask for help! Tons of people will openly help you without second intentions if you ask for it. This is very common on the PC gaming modding community, just open some positions and see the candidates pop up! This way you can focus on what you do best.

- And finally, don't give up! As long as what you do is in tune with the community is looking for you will only harvest good things. People will give back the double you give to them!

Sorry if some of this can seem a bit basic but as much as I like this mod I had to speak my mind out on what I believe to be the best course of action for the development team to take.

And keep in mind that this was written without much knowledge of who rocket is as a person or what his plans are for DayZ and as such are not intended to offend him or anyone else.

Regards,

Timberwolf

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Hi Timberwolf, Thanks for your thoughts, what you say summarizes pretty much what we all think. I want to see this project succeed, I think the best way for this to succeed is as part of the ArmA2 system. I also think the project will only succeed if it has the endorsement of the community.

I believe the reason the system is a success of sorts is because it was developed in secret, untarnished by the desires of ego and able to stay true to its intent. As you identify, the hardest part is "staying the course" now on that.

The most important thing to me, above all else, is to develop the framework for the world and see if it is possible to create a persistent world where the players decide the fate of that world. Free of ego or problems of money. But the project does need structure, that's the hard part - it has now grown to the point where serious technological issues are present on an hourly basis.

Anyway, all I can really say is watch this space and see how we go with the next updates.

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Show me a whining kid on the forum and I will ban him so hard his testicles will drop.

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Show me a whining kid on the forum and I will ban him so hard his testicles will drop.

I was odly aroused by this post....

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Thanks for sparing some of your precious time to answer my thread rocket, I appreciate it!

I'm glad most of the community and yourself agree with my words. Once again, if it get's too stressful and hard for you there are always people to help you since the ARMA II mod community is big and there are some very talented people in various areas that will be able to help you if you ask. Try to make a list of what type of help you would need and in what areas. Just make sure you maintain the control on the mod since you seem very reasonable and your ideas go along with what the player base wants. People like you mate :)

Keep up the good work!

Regards,

Timberwolf

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A well written post Timberwolf. I completely agree.

The forum (like any other gameforum) has an overwhelming amount of complaints, suggestions and mindless discussions. That is what forums have evolved into being and that is fine, there has to be a place where we can let off our steam and thoughts.

Occasional you'll run into one of these post that shines through, consider that as a gratitude from all of us. We ALL appreciate what tremendous work your putting into the project Rocket!

Even though opinions is running wild all over the forum - and it can be a little depressing to read - that is how a forum should be. We can't have too many back-padding love posts, we're survivors in a harsh environment after all.

The challenge is to read it all and pinpoint stuff YOU think is worth your time.

In the end, looking at the server population confirms how grateful we are! Despite the forums sometimes wearying content.

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I agree with everything written by previous posters. This mod is amazing and I can trust that as long as Rocket is leading this project it will continue to get even better in future.

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A well written post Timberwolf. I completely agree.

Thank you very much.

People want to contribute to the mod with their ideas and opinions and that is perfectly fine as long as it doesn't change the core concept. We want a realistic, intense and hardcore apocalyptic survival experience. Everything else is just extras.

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On the note of selling the rights of DayZ to hollywood, I think it would be a great idea dibs having me played by the guy out of Die Hard. HO HO HO Now I have a submachine gun

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- Do not bloat the mod with features. If it gets to a point where there is not much left to do just improve what already exists or move to bigger things and leave what's good still good.

I had to create an account on here simply to promote this particular point. This is the main killer of most ArmA mods I've seen so far. The development gets to a point where the developer will literally add anything that seems "cool" and eventually it simply ends up diluting the core game-play so much that it's nothing like what everyone enjoyed in the first place.

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I completly agree and wish the best of luck to the developers.

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Back in the day when I was playing fallout 2 I thought that it was just the beginning and that gaming would evolve and get better and better, little did I know that for next 10+ years nobody would make a game near as good, now with dayz my wishe came true.

I asked my self so many times why there isnt anything even close to that, even went as far as thinking it was some type of conspiracy haha, I mean not like its that hard to create, just give a player freedom in a world thats there on its own and you are the guest there trying to survive and change it and have your own unique story which is completely spontaneous and different every playthroe. Games with "great story lines" scripted and made by one or few people for everyone did not amaze me at all I felt it was just hype/marketing and for stupid masses(forgive my arrogance).

After playing dayz and reading rockets posts I just had such a relief because so much of it was what I was thinking and apparently so many many others as well, but had absolutely no voice in gaming.

Thank you very much rocket and others who support this.

was a bit excited while writing so not very constructive, sorry :)

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