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Karmaterror

Get an Alpha out!!

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Trust me, both take a considerable amount of time.

 

Been doing models for 5 years now.

 

Oh, I know they do. I make 3d models a lot, and I'm not trying to discount the difficulty of it, especially when it comes to animation. My dad is a programmer for a major VOIP company, and he used to do government contracting in cyber security. They both take time, but my point is that coding is generally more of a stick in the mud - especially when it comes to the VR engine. Just because there are models in the game is not proof that the game "works." Art is great to look at, but it's not something you can play.

 

 

 

But anyway. 

 

I simply can't believe how people actually think the dev team is "deliberately" waiting or holding off on the game. Rocket already explained, it's very simple: they pass the milestone set by BI, the alpha goes out. It's literally that simple. It's not like rocket has a big red button on his desk that he can just push and force the game to be released at any time, but instead he's just "trolling" us. There's actual work involved here, laymans. People really need some perspective on this thing. It doesn't matter if everyone stopped playing DayZ RIGHT NOW. The alpha would still come out, and people would still buy it. If you build it, they will come. It doesn't really matter if that happens this month, three months, or a year from now. The important thing is that they deliver a stable, quality product.

 

 

Imagine you had ordered a package on Amazon, but to save shipping time you told them to leave the product out and just send the box. That's essentially what the community seems to want. An empty shell of a game that holds basically no content and no stability, just because

 

WAAAAA I WANT DAYZ NOW!! WAAAAA!!

 

Fucking babies.

Edited by SalamanderAnder
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I'm sorry but if you think developing models and textures is harder or more time consuming than programming, then you have no clue what you're talking about.

First of all, I said that textures, models, sounds, music, animations, content, etc. combined are time consuming and that includes the coding associated with integrating them. Their engine already includes all of that and more. It has a communication implementation so that's even less they needed to do. They already have map design tools developed further reducing what needs to be done. The biggest task is to bring their multiplayer framework up to date with modern standards. From the server's perspective the game-play is incredibly minimalistic.

Second, all of your examples of games that took 2-4 years to develop are games made from the ground up. A new engine, new sounds, new textures, new everything. You provided Half Life 2 as an example when it was specifically marketed as a demonstration for their next-gen engine. The same can be said for GTA4. DayZ is not being made from the ground up so your analogy does not apply.

Edited by gummy52

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First of all, I said that textures, models, sounds, music, animations, content, etc. combined take more time and that includes the coding associated with integrating them. Their engine already includes all of that and more. It has a communication implementation so that's even less they needed to do. They already have map design tools developed further reducing what needs to be done. The biggest task is to bring their multiplayer framework up to date with modern standards. From the server's perspective the game-play is incredibly minimalistic.

Second, all of your examples of games that took 2-4 years to develop are games made from the ground up. A new engine, new sounds, new textures, new everything. You provided Half Life 2 as an example when it was specifically marketed as a demonstration for their next-gen engine. The same can be said for GTA4. DayZ is not being made from the ground up so your analogy does not apply.

 

1: No they don't. Coding is still intensive and every new model that you implement usually has some gameplay feature that has to be programmed along with it (I believe that's what you would define as CONTENT). They are not separate. Take handcuffs for example. Please tell me how you would implement working handcuffs without programming? Please tell me how you would implement items that can degrade without programming? Tell me how you would implement items that can interact with each other, such as warmers that you can place canned food inside and heat up, without programming. Have we all forgotten that one of the large improvements from the mod was turning items into vehicles? Your can of beans is literally a vehicle, in terms of code. As are guns, as are anything else that has interchangeable parts or damage states, all of which must be programmed.

 

2: communication implementation? What is that? Do you even know what you mean by that?

 

3: map design tools do not "reduce the amount of work that needs to be done." So by your logic, a broken car would suddenly become less damaged just because someone is holding a wrench in their hand. You still have to do something with those tools. Perhaps you don't comprehend how large the map is and the kind of issues that implementing new models can have, or have we all forgotten the horrible screen artifacts that DayZ used to have in the early mod version?

 

4: The gameplay is not minimalistic. First, the SA supports over 3000 zombie ai. That in itself is incredibly complex (the mod can only handle a max of about 500). Also, you've got players interacting with each other in increasingly complex ways, like trading with each other, restraining each other, ect. You have to worry about preventing combat logging. You have to prevent hacking as that will destroy the multiplayer experience. You have to make sure that every single item players pick up or put down is saved and registered by the server so they don't simply vanish into thin air. I don't get this misconception that a lack of rules makes a game simpler. It doesn't. The more freedom you give a player, the more contingencies you have to plan for, as their behavior becomes increasingly unpredictable.

 

5: GTA 4 was not built from the ground up. It's a sequel, moron. "The game uses Rockstar's own RAGE game engine, which was previously used in Rockstar Table Tennis, in combination with the Euphoria game animation engine." - Wikipedia page which I LINKED which you clearly DID NOT read. Just because they made huge improvements does NOT mean the engine wasn't built on an improved version of the previous one. Half life 2 is a sequel, built on top of the Havok physics engine, which already existed. Skyrim is a sequel, built on the Creation Engine, which is a revision of their previous engine used for Fallout.

 

And even where you are correct - Chivalry was built from the ground up, on the UNREAL engine. So again, basically a sequel. Not really built from the ground up. The examples still stand. You have literally no idea what you are talking about. No modern video game is "built from the ground up." Game companies constantly revise old code and use engines that they didn't even make, as it would take decades to program a whole new engine from scratch, to the same exact effect of revising an old one. This is the norm of the video game industry.

 

 

 

 

\/ This man speaks wisdom. Stop waiting for the game people. Do your normal life. Get fucking LAID for once.

Edited by SalamanderAnder

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I'd like to look this "problem" of SA not being released yet from a different perspective. The problem is that some people find it very hard to wait for something they really want badly, and especially games with their long development time. The problem is not that it takes time to make a good game. The problem is that a lot of gamers CAN'T WAITTM for a good game to be made.

When people moan and groan about waiting for a game, I sometimes get the impression that waiting is some kind of extremely taxing form of activity that they are forced by the game devs to engage in. I imagine they experience waiting as some kind of hellish ritual concocted and conducted by evil game developers that refuse to release their games just because they want to torture gamers. This is all in these gamers' heads. The "waiting pains" will mess with their heads, and they might start to get all kinds of weird worries and start to fabricate all sorts of conspiratorial ideas and theories about why the game is late.

The more you wait for something, i.e. the more you agonize over not having the thing you are waiting for, the longer it takes for you to get it. This form of "active waiting" simply slows down perceived time. By waiting in this way, you are merely punishing yourself for not having something you can't have right now. Does this make sense to you?

The best way to wait for something is to not wait for it. In practical terms this means distracting your thoughts from thinking about the thing you are waiting for. Don't start or enter threads with questions or conspiracy theories about why SA isn't out yet. The point is to not think about SA. Play the mod or other games, and spend less time in the forums.

Imagine if you could completely forget about SA until it was released. All of a sudden it would simply be there, like magic. So, waiting for something by NOT waiting for it, is a bit like a magic trick. Things seem to simply appear out of nowhere.
If in this situation the game was riddled with bugs at release, you would probably THEN say that they should have waited with the release.

If all else fails, put yourself in a coma until the game is released. Consult your local certified brain injury specialist to find out how this may be achieved. Good luck.

Or, rather, do as this cat – sit down and watch Star Wars:

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Do your normal life

moron

Get fucking LAID for once

That taught me a lesson.

 

every new model that you implement usually has some gameplay feature that has to be programmed along with it.

So you're saying that most models have their own 'gameplay features'. That's interesting. Anyway, I guess I'll just repeat what I said before.

"textures, models, sounds, music, animations, content, etc. combined are time consuming and that includes the coding associated with integrating them. Their engine already includes all of that and more."

 

communication implementation? What is that? Do you even know what you mean by that?

How they've implemented communicating between a server and client. How the game is written to respond to messages. Using UDP. Opening a socket. Calling sendto(). What is the point of your question?

 

The gameplay is not minimalistic. First, the SA supports over 3000 zombie ai.

Well, when you consider that other online games support hundreds of thousands of active and unique enemies a mere "3000 zombie ai" sounds minimalistic to me. Correct me if I'm wrong but I don't think zombies will have very complex AI's, either. At any rate, I've never seen more than a few hundred active mobs in DayZ Mod. It's interesting to hear that they're multiplying the number of zombies by ten. I thought there was too many already.

map design tools do not "reduce the amount of work that needs to be done." So by your logic, a broken car would suddenly become less damaged just because someone is holding a wrench in their hand. You still have to do something with those tools.

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Edited by gummy52

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You sir, are quite a fool. it's not just that the zombies are simple. They really aren't. Currently they are still using revised arma path finding and they retain some serious issues. Rocket openly admitted that. The only reason it's remotely feasible now in the SA is because, well one, their extremely low poly count, which did contribute a lot of dev time and hence the ONE YEAR we have been WAITING, obviously. And also, because they've been simplified as much as possible. But it's still not quite enough.

 

They are still in the process of writing them from the ground up - that's one thing they do have to do - so that this number can actually be feasible. Furthermore, they have been implementing new gameplay features. Handcuffs work. That means they programmed them to work. Heating food, sterilizing surfaces, combating something like 8 diseases which are being tracked and spread all the time, that all required programming. To create events, you have to create code. You can't seriously deny that. Clearly every item they put into the game has some function. Those functions are made possible by scripts. Therefore, they are not separate. You can't just PUT shoe models into the game and then have a working pair of shoes that apply to the character as a clothing item and take degradation and possibly have different attributes. You have to create scripts which are attached to those 3d models. Ergo, the process is clearly not as simple as you seem to think it is.

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