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What stops people taking SA features over to the mod?

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So SA doesn't support mods which means the mod will stay more popular as people do not like standard Dayz as much as custom servers. This is probably due to everyone having their own specific idea to what Dayz is all about and each custom server has different mods and people can find their fave, Also though modders can take more risks than the official game because they don't have to worry about breaking the game, so modders will always be one step ahead.

 

With that in mind, what stops modders from porting SA features over to the mod? If that happens then there is no point to SA...

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With that in mind, what stops modders from porting SA features over to the mod? If that happens then there is no point to SA...

 

I really don't think a buggy engine makes the Standalone pointless. 

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They can try to take the ideas from the standalone, but just porting over the code is unlikely to work as its essentially a totally separate game.

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So SA doesn't support mods which means the mod will stay more popular as people do not like standard Dayz as much as custom servers. This is probably due to everyone having their own specific idea to what Dayz is all about and each custom server has different mods and people can find their fave, Also though modders can take more risks than the official game because they don't have to worry about breaking the game, so modders will always be one step ahead.

 

With that in mind, what stops modders from porting SA features over to the mod? If that happens then there is no point to SA...

 

So they are going to port over zombies spawning at server start and roaming the map? Exactly how are they going to do that without the optimization in code that the SA went through? They are going to port over the network bubble that reduces load and removes power from the clients to influence the server? How?

Keep trying.

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Better believe modders have to worry about breaking the game.

A mod comes out with a broken version and they could be done, many more mods out there to take up where they failed.

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So SA doesn't support mods

 

To begin with.

And quite frankly we should all be thankful for that.

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I really don't think a buggy engine makes the Standalone pointless.

This.

The best part of the standalone is the fact that it is not a mod. Performance alone is reason enough to ditch the mod in favor of a much more stable game that can run without massive FPS issues.

I guess some people will stick with the free mod since it will not cost anything extra to play and I say more power to them. Some might even dislike the fact that the standalone is returning to its DayZ roots and will opt for the variety of the mod and once again good for them. If the game is good and has compelling content people will purchase the standalone and will be happy with the fact that it is a fully functioning game that does not come will all the drawbacks of being an Arma 2 mod. At the end of the day polishing a turd only yields a shiny turd (meaning the mod will always be a mod).

Edited by Zombie Jesus
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This.

The best part of the standalone is the fact that it is not a mod. Performance alone is reason enough to ditch the mod in favor of a much more stable game that can run without massive FPS issues.

I guess some people will stick with the free mod since it will not cost anything extra to play and I say more power to them. Some might even dislike the fact that the standalone is returning to its DayZ roots and will opt for the variety of the mod and once again good for them. If the game is good and has compelling content people will purchase the standalone and will be happy with the fact that it is a fully functioning game that does not come will all the drawbacks of being an Arma 2 mod. At the end of the day polishing a turd only yields a shiny turd (meaning the mod will always be a mod).

It's a little cruel to call the mod a turd, lol. It started all of this.

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It's a little cruel to call the mod a turd, lol. It started all of this.

Lol, I love the mod but many of the limitations of the game being a mod will always be there. Hell I even enjoy a bunch of mods of the mod, but lets not lie to ourselves and pretend that the mod does not have some significant issues and those issues are why they did quite a bit of work on the core of the game to put out a standalone version. I used that particular phrase because no matter what you add to the mod you are still left with all of the issues of the mod.

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With that in mind, what stops modders from porting SA features over to the mod?

 

You can only do so much with the tools (scripting and config options) that are given to you in ArmA 2. You can't create just anything, many features of the standalone would be either very difficult, unfeasible or completely impossible to mod.

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Simple terms, it would be like tetris copying the code from Battlefield 4 and calling it Tetris: BF4 mod. 

 

Shit just don't work.

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If the fecking thing ever comes out, I think it will flop due to the huge amount of time passed since the hype that elevated the mod to the heights it once enjoyed. Time will tell though and I'll gladly hold my hand up if I'm wrong, but I seriously doubt that I will be. 

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If the fecking thing ever comes out, I think it will flop due to the huge amount of time passed since the hype that elevated the mod to the heights it once enjoyed. Time will tell though and I'll gladly hold my hand up if I'm wrong, but I seriously doubt that I will be. 

 

I can`t really agree with this statement, a game flops if its rubbish. Time, while annoying, is not the main reason a game will not sell, I have been following closely all the information about the game since Dec, like you am disappointed it has not come out. I think, from what I have read, rocket is just trying to have a stable base build of the game make sure the following work :-

 

1. A stable server.

2. The basics of the inventory are in and working,

3. Net code as bug free as they can make it.

etc..

 

The game must be reasonably stable, yes it will have bugs and will need development over the coming months after release. The foundation needs to be there so anyone can purchase the game (which will be covered in warnings about it being alpha) understand that is very early in its development but can see the basics are working. I plan to buy it as soon as it comes out, in your case just wait a month and see what happens I am sure the internet will be covered with reviews of it and you can make your own judgement then.

 

Hopefully when the product is released we will be able to see the fruits of the dayz:sa team and see this delay was to the make the game we all hoped it could be, fingers crossed eh!!

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Simple terms, it would be like tetris copying the code from Battlefield 4 and calling it Tetris: BF4 mod. 

 

Shit just don't work.

you just dont know how to stack it !

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So SA doesn't support mods which means the mod will stay more popular as people do not like standard Dayz as much as custom servers. This is probably due to everyone having their own specific idea to what Dayz is all about and each custom server has different mods and people can find their fave, Also though modders can take more risks than the official game because they don't have to worry about breaking the game, so modders will always be one step ahead.

 

With that in mind, what stops modders from porting SA features over to the mod? If that happens then there is no point to SA...

 

I really hope people like you will stay in the mod and far far awar from SA...

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I really don't think a buggy engine makes the Standalone pointless. 

 

+1

 

If features are ported over from the SA to the mod then great, I'm sure those that continue to play the mod will enjoy them, but the vast majority of new features will be impossible to replicate at the same quality in the ArmA II engine.

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But SA is using ARMA 2 and the ARMA 3 engine is just an evolution of it and why they've been able to take stuff from ARMA 3 and put it into ARMA 2 for Dayz.

 

The server side stuff cannot be that complicated, there will still be server clients, so surely people can just take the server side zombie content and port it over and it will just use more cpu or whatever, but that ain't a problem. I highly doubt they're making Dayz into an MMO with super computers running it...

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Wouldn't then by that logic the SA also be moddable since you can just port over anything you want from another RV engine? Pretty much every feature that actually separates the SA from the mod would be very hard, or impossible to achieve as a mod. THAT is the whole point of the standalone in the first place.

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But SA is using ARMA 2 and the ARMA 3 engine is just an evolution of it and why they've been able to take stuff from ARMA 3 and put it into ARMA 2 for Dayz.

 

The server side stuff cannot be that complicated, there will still be server clients, so surely people can just take the server side zombie content and port it over and it will just use more cpu or whatever, but that ain't a problem. I highly doubt they're making Dayz into an MMO with super computers running it...

 

Here is something you are maybe not understanding. They have changed enough of the code that it is now a variant of the ARMA 2 and 3 engines. It is no longer ARMA 2 and it isn't ARMA 3. Both ARMA 2 & 3 announce everything to everyone. Both allow client side scripts. DayZ SA doesn't allow any of that and it's architecture is different enough from an Engine standpoint that it is very unlikely you can port the chunks of code for zombies or whatever to ARMA 2 or 3 and have it work without making the same changes to the engine that DayZ SA has. Once that happens you have now duplicated the DayZ SA and are probably running into issues with lawyers and copyright infringement. ;)

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But SA is using ARMA 2 Its the DayZ engine

 

and the ARMA 3 engine is just an evolution of it and why they've been able to take stuff from ARMA 3 and put it into ARMA 2 for Dayz. Because they have full control over the engine and can change it to suite their needs, Modders cannot do this, they can only add code on top of the engine, and thats only if the engine allows it. The reason Arma is so moddable is that Bohemia allow and encourage it. DayZ won't be moddable.

 

The server side stuff cannot be that complicated, there will still be server clients, so surely people can just take the server side zombie content and port it over and it will just use more cpu or whatever, but that ain't a problem. I highly doubt they're making Dayz into an MMO with super computers running it...They have completely changed how the client communicates with the server  "The servers side stuff" pretty much is the game, it will handle the vast majority of the calculations while the client just renders the scene and sends requests to the server, what you are actually suggesting is that they mod the standalone.

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Mods are what make or break games like these. If Standalone doesn't not allow modding (once its complete) I give it 6 - 8 months before it dies. The engine strongly resembles A2, but it is unique in some ways. However the graphics won't be improved. If Rocket was going to take 2 years to port it to stand alone he should used A3 as the base engine. 

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However the graphics won't be improved.

 

 

Well, you're wrong there.

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So SA doesn't support mods which means the mod will stay more popular as people do not like standard Dayz as much as custom servers. This is probably due to everyone having their own specific idea to what Dayz is all about and each custom server has different mods and people can find their fave, Also though modders can take more risks than the official game because they don't have to worry about breaking the game, so modders will always be one step ahead.

 

With that in mind, what stops modders from porting SA features over to the mod? If that happens then there is no point to SA...

You're assuming it will never have mod support and also assuming the average player even plays and cares for the currently available DayZ overhauls (guess what, even if a lot of people play mods like overwatch, they are still the minority, meaning the average player couldn't care less) and once again, you're wrong, modders do have to worry about breaking the game; one bad release could easily kill the mod.

 

But SA is using ARMA 2 and the ARMA 3 engine is just an evolution of it and why they've been able to take stuff from ARMA 3 and put it into ARMA 2 for Dayz.

 

The server side stuff cannot be that complicated, there will still be server clients, so surely people can just take the server side zombie content and port it over and it will just use more cpu or whatever, but that ain't a problem.

 

Hahaha you have no idea what you're talking about. Literally everything you just said is simply not true. The server is complicated, because it is the game. The server processes the game and therefore needs to know how the game works and no, we don't have access to the engine code so we cannot just rip the new AI system and throw it into the older Arma II engine (not like it would even be as easy as C&P anyway) without lots of reverse engineering.

 

Mods are what make or break games like these. If Standalone doesn't not allow modding (once its complete) I give it 6 - 8 months before it dies. The engine strongly resembles A2, but it is unique in some ways. However the graphics won't be improved. If Rocket was going to take 2 years to port it to stand alone he should used A3 as the base engine.

 

As I previously said, the average user doesn't even play the current mods, so no the game won't die in 6 months without mod support and also, again wrong, not changing engines doesn't mean you cannot improve models, textures or even modify the current engine to support newer technologies (provided Arma II is actually a bottleneck).

 

As for the Arma III engine: http://dayzmod.com/forum/index.php?/topic/151842-standalone-voting-has-the-delay-effected/#entry1521277

 

I hate +1 systems; I want to neg all of you.

Edited by Tyrone Chicken
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You're assuming it will never have mod support and also assuming the average player even plays and cares for the currently available DayZ overhauls (guess what, even if a lot of people play mods like overwatch, they are still the minority, meaning the average player couldn't care less) and once again, you're wrong, modders do have to worry about breaking the game, one bad release could easily kill the mod.

 

 

Hahaha you have no idea what you're talking about. Literally everything you just said is simply not true. The server is complicated, because it is the game. The server processes the game and therefore needs to know how the game works and no, we don't have access to the engine code so we cannot just rip the new AI system and throw it into the older Arma II engine (not like it would even be as easy as C&P anyway).

 

 

As I previously said, the average user doesn't even play the current mods, so no the game won't die in 6 months without mod support and also, again wrong, not changing engines doesn't mean you cannot improve models, textures or even modify the current engine to support newer technologies (provided Arma II is actually a bottleneck).

 

As for the Arma III engine: http://dayzmod.com/forum/index.php?/topic/151842-standalone-voting-has-the-delay-effected/#entry1521277

 

I hate +1 systems; I want to neg all of you.

Dayz  is a mod.  How many people played it when it became mainstream

Epoch is a mod of a mod, it has more servers then base vanilla 

 

Add to that all the mods made for arma 2 and 3 that keep the game alive is massive. Saying the average user does not play current mods is extremely false. That means every single person who played dayz is not an average user.... 

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Mods are what make or break games like these. If Standalone doesn't not allow modding (once its complete) I give it 6 - 8 months before it dies. The engine strongly resembles A2, but it is unique in some ways. However the graphics won't be improved. If Rocket was going to take 2 years to port it to stand alone he should used A3 as the base engine. 

 

Agree on the second part, I don't care if it takes 1 year or 5 years to create SA, but if it's gonna take that much, it should be done on A3 Engine.

 

However, not agree on the first part of your post. CS 1.6 is 14 years older and the original game with the original maps still has thousands of active players, without mods involved. A game like Day Z is gonna last years, no mods needed.

Edited by p4triot

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