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November Round-up

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re: boredom

 

If there is a lot of discovery in the game, aka lots of new things to find and those things have meaning, then you won't get bored as quick - assuming the game play is fun / not repetitive.  If avoiding zombies becomes a chore for example, the entire game could fall apart.  So if you are still finding new items, new things to do months into the game and the core parts of the game aren't painful then you probably wont get bored.  When I play on some of these mod servers with 500 cars and a full load out to start with I get bored real quick.  At the same time in one of the patches the zombies were really tough and you would get infected real fast, that also got very stale fast.  Gotta strike that balance.

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The no vehicles part will definitely cut the games lifespan for me, hopefully that's one of the higher priorities come launch.

 

Why? I never understood this. DayZ mod was without vehicles for many extended periods throughout development, and people still played/enjoyed it. In the heyday of DayZ, vehicles weren't a given.

 

I've spoken about this before, but vehicles (while fun and interesting) just make the map smaller for me. Granted, if I find a fully repaired truck in the woods you bet I'll be taking that sucker. But I've only been compelled to repair a vehicle from scratch perhaps once or twice.

 

Likewise, vehicles compound the negative effect that sidechat and TS/Skype has on DayZ. Nobody gives a shit about getting killed when you can just instantly radio your buddies for a pick-up on the coast.

 

I'm not against vehicles being included at all, but they have certain problems. Mostly having to do with how easy it is to repair and refuel them in the mod, and how difficult it is to actually hide vehicles. But there are systemic considerations which have to be brought to light.

 

That and I think people having to walk everywhere for a good long while will add weight to survival and maybe stop how entitled people feel toward rides.

Edited by Katana67
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Objection!!  its the DayZ engine. a separate branch of the Real Virtuality engine, just like Arma 2 and Arma 3  or Take on Helicopters are separate branch's. 

 

technicalities 

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double barreled shotty confirmed, now let's hope they make it right

 

god I hated that in the mod

agreed, it should be a total zombie slayer

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In no way am I bashing the SA at all, but can someone tell me the actual point? I thought that from the success of the Mod they wanted to create a new game with less bugs/faults and the ability to include all the great ideas they had which they couldn't include before.

But, it appears to be going the exact same way as the Mod in that they will release it in Alpha, with updates to the game fairly regularly, say every few weeks/month etc to fix bugs/add additional items etc, but it will be months and months before it is considered beta, then a similar time spam again until its considered complete and we have the offficial DayZ:SA. My estimated guess for that is a year from when the alpha is released.

By then its popularity will have decreased a lot and there will be no hype (as I imagine the majority of fans will be playing it from alpha stage) so it sort of puts a bit of a downer on it all. I know Dean has said he doesn't care about numbers, but again I think thats quite a sad way to look at it after all the work they are putting into it and the huge popularity and praise that the mod got.

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Why? I never understood this. DayZ mod was without vehicles for many extended periods throughout development, and people still played/enjoyed it. In the heyday of DayZ, vehicles weren't a given.

 

I've spoken about this before, but vehicles (while fun and interesting) just make the map smaller for me. Granted, if I find a fully repaired truck in the woods you bet I'll be taking that sucker. But I've only been compelled to repair a vehicle from scratch perhaps once or twice.

 

Likewise, vehicles compound the negative effect that sidechat and TS/Skype has on DayZ. Nobody gives a shit about getting killed when you can just instantly radio your buddies for a pick-up on the coast.

 

I'm not against vehicles being included at all, but they have certain problems. Mostly having to do with how easy it is to repair and refuel them in the mod, and how difficult it is to actually hide vehicles. But there are systemic considerations which have to be brought to light.

 

That and I think people having to walk everywhere for a good long while will add weight to survival and maybe stop how entitled people feel toward rides.

 

I love fixing up vehicles. It's one activity in DayZ that has a clear finish line, a definite sense of achievement. It provides a reason to go looting, get into harm's way, that's not about just looking for a guy to kill.

 

However, I do agree with the problems that vehicles present. Fixing up the vehicle is more fun to me than using it. 

 

To your point, it's all about rarity. Getting a vehicle or even seeing a vehicle pass by should be an "event". 

 

I'm glad the dev team is waiting to implement, starting from the ground up instead of porting over from the mod. So much stuff to rework.

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In no way am I bashing the SA at all, but can someone tell me the actual point? I thought that from the success of the Mod they wanted to create a new game with less bugs/faults and the ability to include all the great ideas they had which they couldn't include before.

But, it appears to be going the exact same way as the Mod in that they will release it in Alpha, with updates to the game fairly regularly, say every few weeks/month etc to fix bugs/add additional items etc, but it will be months and months before it is considered beta, then a similar time spam again until its considered complete and we have the offficial DayZ:SA. My estimated guess for that is a year from when the alpha is released.

By then its popularity will have decreased a lot and there will be no hype (as I imagine the majority of fans will be playing it from alpha stage) so it sort of puts a bit of a downer on it all. I know Dean has said he doesn't care about numbers, but again I think thats quite a sad way to look at it after all the work they are putting into it and the huge popularity and praise that the mod got.

Dean does not want his game for the big crowd, he wants the game for the core communty, the Hardcore gamers. Ofc the Hype will die soon after the release, but people just tend to come back after some periods of time.

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In no way am I bashing the SA at all, but can someone tell me the actual point? I thought that from the success of the Mod they wanted to create a new game with less bugs/faults and the ability to include all the great ideas they had which they couldn't include before.

But, it appears to be going the exact same way as the Mod in that they will release it in Alpha, with updates to the game fairly regularly, say every few weeks/month etc to fix bugs/add additional items etc, but it will be months and months before it is considered beta, then a similar time spam again until its considered complete and we have the offficial DayZ:SA. My estimated guess for that is a year from when the alpha is released.

By then its popularity will have decreased a lot and there will be no hype (as I imagine the majority of fans will be playing it from alpha stage) so it sort of puts a bit of a downer on it all. I know Dean has said he doesn't care about numbers, but again I think thats quite a sad way to look at it after all the work they are putting into it and the huge popularity and praise that the mod got.

 

Are you suggesting that they shouldn't release anything till it's complete?

If that's the way you'd like it, just refrain from buying it in the alpha stage.

 

 

 

 

Dean does not want his game for the big crowd, he wants the game for the core communty, the Hardcore gamers. Ofc the Hype will die soon after the release, but people just tend to come back after some periods of time.

 

Every time I see someone refer to themselves as a 'Hardcore Gamer' I feel like breaking something beautiful.

I also have no idea where you got your idea about Rocket's intentions.

Edited by Max Planck

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well just played Nether Dayz SA cant be worse than that even in alpha ! :lol:

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I love fixing up vehicles. It's one activity in DayZ that has a clear finish line, a definite sense of achievement. It provides a reason to go looting, get into harm's way, that's not about just looking for a guy to kill.

 

However, I do agree with the problems that vehicles present. Fixing up the vehicle is more fun to me than using it. 

 

To your point, it's all about rarity. Getting a vehicle or even seeing a vehicle pass by should be an "event". 

 

I'm glad the dev team is waiting to implement, starting from the ground up instead of porting over from the mod. So much stuff to rework.

 

Ah fellow Phil, good point. When I'm driving in DayZ I feel like a mobile target. I agree it's all about the fixing up rather than the actual driving.

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When Dean says he "doesn't care about the numbers", I think he's speaking about work philosophy generally. Being solely focused in a goal oriented way often leads one astray, as opposed to being process oriented. As an analogy, a sports professional doesn't focus solely on a championship. Instead they focus on the process, the steps by which you create a foundation to achieve a championship.

 

One can become absolutely sick listening to the endless cliches from pro sports interviews- "taking it one game at a time" "I just went out there and focused on making good pitches" "I've been trying to simplify my approach and focus more on swinging at strikes and watching balls" (sorry for all baseball examples, but you get the idea). Pro sports teams know that one can't simply desire to be #1, one must focus on the right steps to get there and put the ultimate goal out of one's head and trust that it'll happen if one is focused on all the little things to get there.

 

The ultimate goal is to make money. After all, BIS and Rocket are making a product. Products are for sale. And sold so that the owner receives a profit. The ultimate goal is money. But if that was kept as their guide post the game would be shit. I can think of no better example of this than that game that shall not be mentioned. Those folks were solely focused on end goal: money. Sure they made a little money, but because Dean and his team are focused on process, instead of outcome, they will make a superior game and will make a ton more money. 

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In no way am I bashing the SA at all, but can someone tell me the actual point? I thought that from the success of the Mod they wanted to create a new game with less bugs/faults and the ability to include all the great ideas they had which they couldn't include before.

But, it appears to be going the exact same way as the Mod in that they will release it in Alpha, with updates to the game fairly regularly, say every few weeks/month etc to fix bugs/add additional items etc, but it will be months and months before it is considered beta, then a similar time spam again until its considered complete and we have the offficial DayZ:SA. My estimated guess for that is a year from when the alpha is released.

 

Fair point. There will be a lot of technical difficulties at the beginning I'm sure, but that's mainly because it will be the alpha of a seperate game, while a lot of the mod's problems come from its mechanics being entirely dependent on Arma 2. So there are a lot more possibilities and chances to expand the standalone in the long run.

 

Also, the testers and Rocket repeatedly stated the distinct feel and nature of the standalone and its shifted focus on survival. So while limited by its early stage, it will be a very different experience on its own, if they are to believe.

 

By then its popularity will have decreased a lot and there will be no hype (as I imagine the majority of fans will be playing it from alpha stage) so it sort of puts a bit of a downer on it all. I know Dean has said he doesn't care about numbers, but again I think thats quite a sad way to look at it after all the work they are putting into it and the huge popularity and praise that the mod got.

 

Try to be more optimistic about this. I hope people have realized by now DayZ (Vanilla) is something peculiarly special. If some people really are deterred by the long wait or the game's state (technics and gameplay), it won't be a big loss for the dedicated gamers' experience.

Edited by Tempus

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come on fixing up a car was an awesome mechanism in the original dayz.  Why?  Because it was rare and valuable, a total win/win from a game design standpoint.

 

The things I loved about "early" dayz were things like trying to fix a car, or finding a hidden cache of tents, stumbling into a crash site, running into other players, or exploring a northern military area.  Those were the reasons I would spend 30 minutes walking.

 

That's the cool thing about a true sandbox game everyone picks their favorite way to play it.  I always found eating and drinking to be a nuisance task.  To me personally, the game was less about being a survival sim  and more about being an unscripted adventure.

Edited by oompah

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@Vindicator, you may be on to something.

Hello, my name is Mike, though you probably don't care BECAUSE YOU SHOT ME AND TOOK MY STUFF YOU ASSHOLE!  If you just found my dead body randomly, I apologize for calling you an asshole.  Please take what you will (with the exception of my Ax) and douse my body in gasoline and set me on fire in accordance with my spiritual beliefs.  Should there not be any gasoline available, please pull the pin on the grenade I keep in my left pocket in case of Bandits or Kidnappers and run.

 

 

I would totally carry around strange cryptic messages on my person.

 

 

 

EDIT:   15mins before class starts. Lets get creative.

 

 

Hello traveler.  

 

You have found my corpse.  Or have you?  The conglomeration of cells before you is merely a tool that became exhausted from the wear and tear of this rough world.  Speaking of the world, watch you back while reading this transcription.  There is one zeke in this who is quite massive.  I call him Kickback.  You'll know what I am writing about when you see the Goliath in your own eyes.  I used a knife to eviscerate several on those zekes in this burrow so Kickback is the only remaining threat.  My spirit wishes we could have spoken stalker.

 

I have assembled several reservoirs of gear.  Since my corpse no longer has use of these stockpiles and caches, I think they should be awarded to one who is worthy of their possessions and esteem.  How do I ascertain whether you are pure and admirable.  To begin, you did murder me.  Or did you? maybe my assailant left my corpse and you are the next to find the moldering and rancid carcass.  Because I have no way of establishing your identity postmortem, I must give you all a fair chance.

 

 

First cache is at shovel church then 200 343.  Bon Voyage

 

The second repository is north of empty.  344 between the rocks.  

 

 

If you can find truth in the riddle, you'll find the caches and achieve glory.  

 

 

Sincerely,

 

M.W. Vindicator

Edited by Vindicator
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Are you suggesting that they shouldn't release anything till it's complete?

If that's the way you'd like it, just refrain from buying it in the alpha stage.

 

 

Not necessarily, I will be getting it at Alpha as i loved the mod, it was a unique gaming experience and I understand the stage its at so won't complain about things missing / bugs etc. I just think that by the time its released it will have fallen behind massively, and I think Dean knows that which is why he now says stuff along the lines of 'i dont care how many people play it, i only care about players who play it for what it is, not the casual gamer etc', because his initial release was last december, whilst it was still incredibly popular and it was an original idea.

 

I'm not complaining or having a go at all, just saying its a shame that upon release the 'hype' will be so little compared to what it was 12 months ago due to how long its taken, especially as the release is an alpha and there is still a ridiculous amount they need to, and I don't think the fanbase or developers expected or intended that at all. At the moment you have some (poor) games trying to imitate it, and you have mods like Breaking Point which have improved the original game massively, mods coming out for Arma3, and if companies are wise someone somewhere will be taking their time over a new game with a similar idea but a decent engine (not the crap like war z thats getting released now).

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Based on the 1:30:00 video, I would say the game has a few weeks (depending on how long it takes to fix certain issues) to go before it's released.  Although, I would play it as it is now, it seems like Dean isn't ready just yet.  

 

My assumption.

Edited by twinturbonet
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but never a Q&A anymore while he plays the game. many answers to questions where like: "well, yeah we want......oohh noo did my character die?:....."  .NEXT QUESTION....

Edited by joe_mcentire
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