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joe_mcentire

What are your biggest concerns and fears regarding the near/far future of the game?

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Three words. "Call of Duty" *sigh*

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I think we all agree about the zombies. For a game called DayZ, the zombies are a bit of a let down.

My other fear is hearing about this weapon crafting. It sounds like we will be able to craft bows and spears that work perfectly, and that these craftable items will replace the guns so that guns are ultra rare.

I also hate the idea of underground bases. Like how in the world is that even in the realm of reality. The engineering skills and man power to create a safe unground base is beyond an average survivor. What I am going to need a 40 person clan to dig out my entrance?

I guess the sum of my fears is that this game will become a Rust or 7DTD alternative.

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I'm worried that the Devs are banking on 'optimization' to be able to fit zombies in the game - because optimization is the roof-space of the software, it means you already reached the limit of what you can run, and you try to get more in by 'optimizing'. But the Zeds are a MAIN feature of the game, not an extra.

For example: Already there are a hell of a lot less trees than there were in the mod, I guess because 'instances' of trees clog up the server... so, making runtime 'space' for more lootable buildings => less trees. I think it's that simple. Server limit.

I heard Bohemia mention 'bigger servers - or servers 'doubled up' as a possibility (but this means it's more expensive to hire space per game).

 

Problematic (! hai !) More server power and put back a LOT of reasonably BAD zombs, to make players sweat, and because it's a zombie apoc. game. That's why you're trying to survive, right?  Or go back to the old mod system of generating plenty of zombs only when a player is in the area.

 

Plenty of Zombs - they can go up stairs, they can open doors (I don't care much if they clip or walk in the floor , I'm used to it), they can be dumb so long as they chase you, they eat you, break your bones, infect you (I hate that) 5 or 6 zeds is bad news. Ragged edges don't matter too much, as long as it works - was never a "glossy" game.

 

Zombs have got to be the key to make or break - I don't see any other way. THEN making fire and all the other stuff IS required, and new stuff..ATM I don't know if there's really enough trees to hide a tent in. We have a 'Breakdown of Law and Order' game. [no I DONT trust anybody] But no Zombie Apocalypse game. And "optimization" is maybe a bit thin to deal with that.

 

I hope the game works. I'd miss it. 

 

xx  pilgrim

Edited by pilgrim

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my biggest fear is we will have the exact same building all over the map.

while i see that it would be a lot of work to have every building unique in design i would like to see more building models added to the game.

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For me it would be the clumsiness of the controls and interaction never being solved. Having to always press 1 multiple times just to get my character to respond and pull out his gun. The always present inventory delays from moving objects around, eating/drinking, and placing loot on the ground. Not being able to switch weapons without my guy either coming to a complete stop or getting stuck in a run mode until he finishes switching weapons. Look at other large-scale MP games and you'll never see these issues. Games like rust or planetside where pressing crouch actually works right away on the first time or moving something in your inventory is snappy and not delayed.   

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Private "1000+ cars + self blood bagging + high military loot" servers...

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I fear they will never be the main threat, Dean maybe has to change the name of his game to DayA (Apocalypse). .

DayZ stands for Day Zero

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so far: animals and zeds got "outsourced". so i think there was a point where they decided to let fresh minds and different approaches trying to achieve a plausible and functioning ai. base building without instanced underground bases.

 

the roadmap however looks sure very promising.

Edited by joe_mcentire

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My biggest fear is that in the end the game is not a simulation but a complex shooter.

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cone fire doesn't go away

 

zombies are never really "fixed"

 

companion pets and in-game babystitting

 

crafting and basebuilding that plays and feels like minecraft

 

hunting and cooking being over-complicated

 

the health system going full retard regarding "realism"

 

dev supported sever hopping and base ghosting

 

mmo aspects such as factions, pets, mounts, clothing, accessories that give passive boosts

 

clientside items that should be server side

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cone fire doesn't go away

 

zombies are never really "fixed"

 

companion pets and in-game babystitting

 

crafting and basebuilding that plays and feels like minecraft

 

hunting and cooking being over-complicated

 

the health system going full retard regarding "realism"

 

dev supported sever hopping and base ghosting

 

mmo aspects such as factions, pets, mounts, clothing, accessories that give passive boosts

 

clientside items that should be server side

Nothing wrong with Minecraft its got its fun factor. But 7D2D does it much better and the game is in fact getting better all the time there constantly adding fixes and improvements every patch.

 

The mmo think i like and this game DID proclaim itself as an open ended sandbox mmo so i see no problem with that.

 

However, i do agree with you on zombies this is the MAIN reason i bought the game in the first place and it just seems like there beating around the bush all the time with them or there "In the works". Hopefully im wrong but it is very frustrating.

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Nothing wrong with Minecraft its got its fun factor. But 7D2D does it much better and the game is in fact getting better all the time there constantly adding fixes and improvements every patch.

 

The mmo think i like and this game DID proclaim itself as an open ended sandbox mmo so i see no problem with that.

 

However, i do agree with you on zombies this is the MAIN reason i bought the game in the first place and it just seems like there beating around the bush all the time with them or there "In the works". Hopefully im wrong but it is very frustrating.

when dean said that some slovakian studio had gotten the outsourcing contract for zombies i said:

 

PRAISE ODIN AND THE GODS

 

they are spending money to get someone to fix a problem they've proved they cannot handle, good!

that is smart business and we might get decent zombies now!

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I mentioned to my friend a while ago "Having DayZ on GTA V engine would sick wouldn't it?"

 

Just a thought. I've always hated the Arma engine. So clunky.

 

I'm sad that the SA has such a poor engine, but it's ok I'm excited to see what it CAN turn into. And eventually some other developer will come out with some brilliant zombie survival even better than DayZ.

 

For now, the DayZ Standalone is one of my favorite games and I have little complaints. They're working hard to listen to us and make the game as good as possible within the bounds of the engine, company bank account, and balance between realism and fun like Dean was saying at Rezzed.

 

I appreciate that this isn't a flame post though, and is more of a constructive post.

Edited by BadContrakt

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staying on the arma/RV engine instead of making (gasp!) a new one or licensing (gasp!) an established one ...

was the greatest flaw ever and has tainted every problem and limitation so far

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As a few others have pointed out, BI caving in to the "we must make this game popular so we need to dumb it down for the masses".  Also, the mods that make the game into easy mode by starting everyone out with full gear.

 

I think the mods will probably do the exact opposite man.

 

With the direction the game has been going I can easily see mod restoring realism in the game and making the game more hardcore.

 

I can see immediately mods that change the sniping mechanics so its more realistic , advanced wounding mechanics with individual body parts being damaged such as the ace wounding system.

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my biggest fear up to date: buildings and polygons.

 

Does RV engine support "two sided" meshes? i don't think that solving the glitch to see through buildings is so easy to get rid of without drastically changing every single object (changing meshes, creating "double-textured walls" -> massive performance hit!). simply changing hitboxes? woudln't that imply even much much more "clunkier" gameplay in buildings creating dramatic issues in "bottlenecks" namely doorways?

 

is this an issue which is totally overlooked or downplayed?

 

edit: something very interesting the user mocmocmoc81posted:

 

 

 


  • walls are "just" thin layers, one reason why it seems to be so easy to see through walls.
  • walls don't have "textures" (don't know how to articulate that one) attached on the inside (not observable), you can see right through them.

It is not that the walls are thin layers. It is because RV engine do not support 2 sided meshes (double sided poly with textures), so no matter how thick the mesh for the wall, as long as your head/camera glitches inside even by an inch, you can see through the whole damn thing like a 2 way mirror.

(in response to u/Nihilisst) 2 sided texture do not mean you load textures twice, but that the texture is flipped. Also, when texture is already loaded into vram, displaying them does not add to the workload no matter how many times they are rendered. So why did RV not support 2sided meshes? no one knows.

The only real solution to this is to widen the collision LOD but that would give you a very weird bubble effect ergo every buildings will need to be enlarged, eg, doorways, hallways, ladders, etc.. This means every building will look much bigger and weird, not to mention every buildings need to be reworked.

so in conclusion, there is no viable fix.

Edited by joe_mcentire

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Yeah, as others have said, modding.

 

I love modding. It's what allowed DayZ to gain prominence.

 

But now that it's a separate entity, I'm not sure I want them to endorse the "1000 vehicle", "side-chat enabled", "start w/ gear", "kill-message" servers. Or even mods like Overwatch (which was a blast, a novelty, but a blast).

 

It just hemorrhages players into mods which are profoundly not what DayZ is intended to be. 

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Wow, way to necro your own thread  <_<

 

Yeah, as others have said, modding.

 

I love modding. It's what allowed DayZ to gain prominence.

 

But now that it's a separate entity, I'm not sure I want them to endorse the "1000 vehicle", "side-chat enabled", "start w/ gear", "kill-message" servers. Or even mods like Overwatch (which was a blast, a novelty, but a blast).

 

It just hemorrhages players into mods which are profoundly not what DayZ is intended to be. 

Well apparently it wasn't mods that allowed to 1000's vehicles but the scripts

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Wow, way to necro your own thread  <_<

 

Well apparently it wasn't mods that allowed to 1000's vehicles but the scripts

 

I did say "servers." Either way, some mods (like Overwatch) featured the same stuff as private servers running on a vanilla version.

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My biggest (un constructive) fear is the game doesn't get finished

Other then that I fear zombies won't have any effect on the outcome of survival and will just be part of the background as it has been from the start.

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Wow, way to necro your own thread  <_<

? a necro? it's not even a month since the last post  :huh:

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Biggest concern is that zombies dont get fixed. We will never have the melee Dead island had...shame really..

Will we ever see hordes?

BI and Dean this is your time to shine and get your poop in a group...for Sony is knocking on your players doors offering a game VERY similar to yours!

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