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December Round-up: ༼ つ ◕_◕ ༽つ GIVE SA

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Question peeps. Don't you think it would be smart for him to hold a open alpha weekend or day or 2 to stress year legity that way he has a better idea of server count he will need player count to be in preparation for and fps issues he is afraid of and etc.. Then take another week or 2 however long it takes to round those issues out? And it'll give everyone their dayz SA fix and get everyone (including myself) off the projects nuts ?

 

 

This is a good idea but, but i dont think its needed.

Rocket is as you can see taking his time to make sure things are right for the release.  Issues are expected in the alpha.

 

Wasn't talking about that statement brains

 

Sorry.  You should be more clear next time.  No need to start throwing out insults.

Edited by kg360

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Roundup for

Friday, December 13, 2013

V8JDjhM.gif

Just found this.  Sorry im a little late. lol

 

 

LOL!

Edited by Ham_Sandwich27

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I really can't wait for the standalone, game's looking pretty awesome to me and that part of the stream where zombies just kept coming from the woods was incredible, lucky they were that many survivors!

 

On a side note, I'd really like to see a status screen being implemented, where it would show the various percentage of protection our armor gives us (considering each type of equipment gives different defensive bonuses against many different types of damage (slash, piercing, etc.)). This is also a really big plus on devs side, the many different customization choices can change the course of a survival battle according to the terrain and period of the day (helm with the flashlight can quickly become a threat to you during nightime as it shows really well the position of your head, since the bean of light comes from the helmet you're wearing), this brings us a whole new level of gameplay, where we must know what to do in order to outcome the other player, other than just start firing like a mad man.

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On a side note, I'd really like to see a status screen being implemented, where it would show the various percentage of protection our armor gives us (considering each type of equipment gives different defensive bonuses against many different types of damage (slash, piercing, etc.)).

 

I don't know man... I don't want too many numbers floating around. We should get an idea from the item description, that's it.

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I'm holding my breath! Don't kill me Dean with waiting :ph34r:

 

༼-つ-◕-◕-༽つ

Edited by silent

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Roundup for

Friday, December 13, 2013

V8JDjhM.gif

 

 

What the hell? NO HYPE TRAIN? WHY?

Just found this.  Sorry im a little late. lol

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That hype was fun. :) I wonder when next is coming.

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That hype was fun. :) I wonder when next is coming.

 

Its ordered for monday.

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Hey all, been watching rockets twitch vids with keen interest, I have to admit I prefer these then ya standard dev blog. You get good interaction with the people in stream, rocket fills in the gaps with info of status bugs answers questions, has discussions about key features. I find it refreshing to see a game developer playing his game and enjoying himself with his friends but allowing everyone else input. Rocket comes across so passionate about his game and the team, the future of the game sounds amazing, u can here the excitement in his voice. Like the touch of having some of his mates acting as people to interview and bounce ideas of as well as providing insights into the game.

Some points I like :

I have nearly wet myself laughing at some points, especially when rocket moans about a bug.

Nice to actual play of the game not staged rocket filling his pants when get ambushed is most amusing, also when the zombies attack.

The first sight of new cherno I think that will live in the memory of fans of the original.

Night time looked cool and scary, I can see lots of scrambling for batteries happening.

I can't wait for bows to be put in love the idea of stealthy taking down zombies, ppl and hunting animals.

Oh yeah someone posted here about the cost of renting servers, now I am sure I read from rocket that the server hosting is done for free, cause the hosters want the game to work so ppl can then buy there own serves from them. I am sure I read this but can't find the source, maybe someone else can confirm.

Oh choo choo for hype train ;)

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I don't know man... I don't want too many numbers floating around. We should get an idea from the item description, that's it.

 

Even that is a bit much. Some of it should be pretty self-explanatory (i.e. a pristine fire axe will have more "slash" damage than a baseball bat).

 

With that said, I think they shouldn't go overboard with the amount of "gamey" stuff we have to keep track of. Even the "You feel tired", "You feel dizzy", "You feel sick", "You feel thirsty", "You feel hungry" stuff. That's a lot of intangible stuff to keep track of! Even in text form, that's a ton of variables (which is great) that can affect you. I just wonder how practical/annoying it will be in-game when your stomach is grumbling, your mouth is dry, and you're falling asleep whilst running. I thought a shaking screen and broken bones were annoying, but great ways of adding consequence when you really fuck up. I just think that (for the purposes of development/demonstration perhaps) we've seen a lot of the stuff that should be the result of some pretty significant fuck-ups.

 

I'm sure this'll get balanced (and fixed) further on down the line, but I really don't want to be bandaging and getting some sort of complex disease after every single (poorly implemented, nebulous, unpredictable, and disjointed from the animation) zombie attack. And yes, I get that clothing will have a mitigating effect on damage. Likewise, I've seen that Rocket doesn't bleed every time he gets hit. But it's pretty effing frequent that you have to bandage. You can't really have a good damage model without decent zombies in my mind. One needs to know when he/she will be taking damage in order to weigh the risk of combat. Right now, the zombies just rush you, run through animations regardless of where you are, and occasionally impart damage on you. I still really do not like how the zombies are doing damage, I think they should implement some of the surface colliding stuff that they've implemented with the baseball bat to zombie attacks. Zombie attacks need to be active objects in the world, not just disconnected animations resulting in "damage". That and not all "damage" should result in "bleeding", what happened to sprained ankles and broken bones?

 

If they're going to have a big focus on melee, then they have to be a bit more forgiving with zombies damaging the player (not in terms of their overall damage, but in the effects imparted on the player). Did I see a "Block" animation in the last stream? Or did I make that up?

Edited by Katana67
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They just rolled back the Build on the SVN Server from Rev. 113666+ to Rev. 113647+

All other Servers still remain at Build Rev. 113466

Since the newes build is Rev. 113666+ the Early acces Build maybe 113647+?

We will know when they update the public servers to that ^^

Edited by Sloddor

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Even that is a bit much. Some of it should be pretty self-explanatory (i.e. a pristine fire axe will have more "slash" damage than a baseball bat).

 

With that said, I think they shouldn't go overboard with the amount of "gamey" stuff we have to keep track of. Even the "You feel tired", "You feel dizzy", "You feel sick", "You feel thirsty", "You feel hungry" stuff. That's a lot of intangible stuff to keep track of! Even in text form, that's a ton of variables (which is great) that can affect you. I just wonder how practical/annoying it will be in-game when your stomach is grumbling, your mouth is dry, and you're falling asleep whilst running. I thought a shaking screen and broken bones were annoying, but great ways of adding consequence when you really fuck up. I just think that (for the purposes of development/demonstration perhaps) we've seen a lot of the stuff that should be the result of some pretty significant fuck-ups.

 

I'm sure this'll get balanced (and fixed) further on down the line, but I really don't want to be bandaging and getting some sort of complex disease after every single (poorly implemented, nebulous, unpredictable, and disjointed from the animation) zombie attack. And yes, I get that clothing will have a mitigating effect on damage. Likewise, I've seen that Rocket doesn't bleed every time he gets hit. But it's pretty effing frequent that you have to bandage. You can't really have a good damage model without decent zombies in my mind. One needs to know when he/she will be taking damage in order to weigh the risk of combat. Right now, the zombies just rush you, run through animations regardless of where you are, and occasionally impart damage on you. I still really do not like how the zombies are doing damage, I think they should implement some of the surface colliding stuff that they've implemented with the baseball bat to zombie attacks. Zombie attacks need to be active objects in the world, not just disconnected animations resulting in "damage". That and not all "damage" should result in "bleeding", what happened to sprained ankles and broken bones?

 

If they're going to have a big focus on melee, then they have to be a bit more forgiving with zombies damaging the player (not in terms of their overall damage, but in the effects imparted on the player). Did I see a "Block" animation in the last stream? Or did I make that up?

 

Zombies are WIP and I didn't notice a block animation... but I only saw 70% so I don't know. We'll see when the alpher comes out :)

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Zombies are WIP and I didn't notice a block animation... but I only saw 70% so I don't know. We'll see when the alpher comes out :)

 

Would be cool like in Skyrim where you can block with a melee weapon. Ultimately, that's where I'd like to see melee end up in DayZ. Simple slash and whack, but visceral. I think they've got the first part down, just not the second (a lot will be improved with a different "whack/slash" sound I'm sure).

 

I get that zombies are WIP, but I'm just trying to offer ways in which they can progress/improve. The idea of development in a vacuum is dangerous, not that anyone from the dev team cares about what I say haha.

 

I also think they need to rework the bleeding and/or breathing animations/effects/whatever. Sort of silly to have a fountain, consisting of red snowflakes, flowing through the air as you run. I'd like to see a "soak" texture akin to Red Dead Redemption. I'm not sure why they can't make the "breath" effect one big puff of smoke rather than several snowflakes.

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I kinda wish I knew the time of day (Eastern Standard Time) the game will hit steam.

 

Will I be sleeping when they GIVE?

 

Testers should burn all their loot on the beaches before launch and start fresh. :)

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Would be cool like in Skyrim where you can block with a melee weapon. Ultimately, that's where I'd like to see melee end up in DayZ. Simple slash and whack, but visceral. I think they've got the first part down, just not the second (a lot will be improved with a different "whack/slash" sound I'm sure).

 

I get that zombies are WIP, but I'm just trying to offer ways in which they can progress/improve. The idea of development in a vacuum is dangerous, not that anyone from the dev team cares about what I say haha.

 

I also think they need to rework the bleeding and/or breathing animations/effects/whatever. Sort of silly to have a fountain, consisting of red snowflakes, flowing through the air as you run. I'd like to see a "soak" texture akin to Red Dead Redemption. I'm not sure why they can't make the "breath" effect one big puff of smoke rather than several snowflakes.

I think many small ones is waay better than a big one. I agree on the Zombies and especially the blocking of zombies. I always wanted a way to just shove them aside (if it's only one or too) and keep running. Or the ability to grab them by the shoulders and push them to the ground. Then : Baaam, headshot ;)

 

 

I kinda wish I knew the time of day (Eastern Standard Time) the game will hit steam.

 

Will I be sleeping when they GIVE?

 

Testers should burn all their loot on the beaches before launch and start fresh. :)

 

Mhh, you realise that the pending release is the Alpha release, not the "real" release? We will have our gear an characters wiped on a weekly basis, you know? You shouldn't buy it.

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I think many small ones is waay better than a big one.

 

But they're like six inches apart from one another. It doesn't look right. I get that it's probably just a hold-over/placeholder, but it looks awful. In fact, I'd submit that almost everything that hasn't been touched from ARMA 2 (i.e. a lot of textures, bleeding, grass, etc.) now looks like shit compared to the stuff they've added. ARMA 2 has really shown its age, I'd love to see some modest work devoted to textures and the like later on.

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But they're like six inches apart from one another. It doesn't look right. I get that it's probably just a hold-over/placeholder, but it looks awful. In fact, I'd submit that almost everything that hasn't been touched from ARMA 2 (i.e. a lot of textures, bleeding, grass, etc.) now looks like shit compared to the stuff they've added. ARMA 2 has really shown its age, I'd love to see some modest work devoted to textures and the like later on.

 

Allright, the 6 inches are not cool, agreed :) I'm of the opinion that A2 with a 3k+ view distance is one of the most beautiful games I've ever played.

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Allright, the 6 inches are not cool, agreed :) I'm of the opinion that A2 with a 3k+ view distance is one of the most beautiful games I've ever played.

 

Sure, distances are ARMA's strong-suit. But short-range visuals ain't.

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Thank god I knew I was not the only one who thought the bandit at grocery store on the last stream was Hicks. The bandit was Hicks! ;')

 

(Not accusing anyone, i enjoyed every second of it.)

 

Also, choo choo!

 

http://www.youtube.com/watch?v=upkzcd0M3Vc&feature=youtu.be

http://www.youtube.com/watch?v=upkzcd0M3Vc&feature=youtu.be

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Thank god I knew I was not the only one who thought the bandit at grocery store on the last stream was Hicks. The bandit was Hicks! ;')

 

(Not accusing anyone, i enjoyed every second of it.)

 

Also, choo choo!

 

http://www.youtube.com/watch?v=upkzcd0M3Vc&feature=youtu.be

 

Wait, what was the release question really when the guy got shot? Genious

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