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FrankWhite

Why are they adding sewing machines , and not fixing the game?

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With the new update, my frame drop to 1 fps, and I cant move, game crash.

 

I have been pretty upset that, there is no fixes for this game, and they keep adding meaningless stuff like spray paint, and now....sewing machines...

 

I dont understand, I thought this was a zombie game, but why is sewing machines taking priority over bug fixes?  What are sewing machines suppose to do? Does anyone want to start a sewing machine business in cherno? and have others defend us? We can sew cloths for food

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The teams that do bug fixes and create new content are seperate from eachothers. What this means is we can have new content -and- bug fixes!

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Sewing machines?

 

you mean sewing kits?

 

haha

 

"Lets check in here...Holy shit! its one of those Juki pro models! arent those like 70-grand? yea man! we hit big, think of all the stuff we are going to sew!

Edited by leviski
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To say that they haven't been fixing the game is ignorant and stupid.

 

Last update (or the one before it?) added 2-3 frames for me. :)

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I dont understand, I thought this was a zombie game,

 

No, its not a zombie game. Its a pre alpha build that will be a zombie game in 1-2 years..

 

That means the game is not finish yet, and therefore there will be a lot of bugs, missing features and low content for a long, long time.. This you was told before buying the standalone, and this you must accept.

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No, its not a zombie game. Its a pre alpha build that will be a zombie game in 1-2 years..

 

That means the game is not finish yet, and therefore there will be a lot of bugs, missing features and low content for a long, long time.. This you was told before buying the standalone, and this you must accept.

 

 

"Pre-alpha"?

Once a game is released it is, by definition, at least alpha.

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In b4 stupi...awww...too late...OP, why don't you submit a bug report rather than complain about having the ability to fix your ruined clothes. I actually got enough of an fps boost that I can turn clouds and shadows back on AND record video with Action! Though I haven't gone into a major city yet so we'll see.

 

Only downside I've found to the last patch is that all servers seem to be running on a second and a half lag, which makes trying to jump over fences really confusing. I'm glad you can't trip over them or I'd never get anything accomplished.

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Things are going to break now and then when you bought it they warned things would break bugs would happen. As for the why theey adding ya da ya da crap as the other new poster pointed out everyone in the team has different jobs some just make models and textures some make map changes etc these guys would be less help trying to code and bug fix lines of code so they do there job  and the coders do theres.....

 

End result we get bug fixes and we get new stuff at the same time.... Patches are going to break things time to time specially as they are keeping a cracking pace with patches honestly they moving pretty fast which is good and bad cause we get new stuff often but things like this will happen when there hasnt been time to test everything...

 

They warned you of this maybe you should have read the warning before buying aye.. DO i need to make a thread dedicated to how retarded some of the community are/can be/act. ps beans for the new comer hitting right answer straight out....

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"Pre-alpha"?

Once a game is released it is, by definition, at least alpha.

 

But the game is not released yet. All we got is early access to the current build to support development. I do not call that either "released" or "alpha"

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The teams that do bug fixes and create new content are seperate from eachothers. What this means is we can have new content -and- bug fixes!

 

That's likely not true, but the point is valid. The guy who introduced the bug is likely going to be the guy who fixes it and probably won't be the sewing-kit guy. Nor will all bugs be fixed before new features are added. You triage bugs so you don't halt forward progress. The memory leak is likely at the top of the list and the guy who introduced it is likely having a work-a-thon weekend. Stand proud my developer bretheren and ignore the people who just click past the incredibly visible warning that this game is in early development.

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Just this:

 

  • Actions: Could not cover another players head with a burlap sack
  • Actions: No longer spawns clones of sack after Remove Head Cover action
  • Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
  • Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
  • Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
  • Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
  • Animations: Pointing and clapping now works even when initiated from aimed states
  • Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
  • Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
  • Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
  • Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
  • Crafting: Cannot chamber/load magazine with ruined ammunition
  • Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
  • Crash: Game Crash when using FLUSH command
  • Crash: Out of bounds crash when no sounds defined
  • Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
  • Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
  • Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
  • Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
  • Spawns: Lowered probability of Weapon cleaning kit spawns
  • Systems: Healing system was double processing for blood regeneration
  • Systems: Notifier messages were not being cleared/reset on within-state changes
  • Systems: Players position was not saving on disconnect
  • Systems: Players could get continually stuck in a dead character during load from central server
  • Systems: Players would not receive any falling damage
  • Systems: Disconnecting dead player would delete the body after ~30 seconds
  • Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
  • Systems: Notifier gets stuck on "stuffed"
  • Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
  • Fixed:
    - Actions: Could not cover another players head with a burlap sack
    - Actions: No longer spawns clones of sack after Remove Head Cover action
    - Actions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymore
    - Art: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.
    - Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in prone
    - Animations: Player should now be force-disarmed when clapping while holding a single-handed weapon.
    - Animations: Pointing and clapping now works even when initiated from aimed states
    - Animations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reload
    - Animations: Default rifle aim stance (stand and crouch) slightly changed to better fit different guns
    - Animations: Twitches on right hand fixed when holding an item while middle finger and pointing.
    - Crafting: Cannot combine ruined stacked objects (such as ammo, rags)
    - Crafting: Cannot chamber/load magazine with ruined ammunition
    - Crafting: Motorbike helmet visors didn't retain their type when spray-painting the helmet
    - Crash: Game Crash when using FLUSH command
    - Crash: Out of bounds crash when no sounds defined
    - Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaos
    - Medical: Cleaning wounds with alcohol tincture doesn't add last stage of infected wounds
    - Medical: Vomiting/Stuffed was completely broken. Now simplified and streamlined
    - Melee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)
    - Spawns: Lowered probability of Weapon cleaning kit spawns
    - Systems: Healing system was double processing for blood regeneration
    - Systems: Notifier messages were not being cleared/reset on within-state changes
    - Systems: Players position was not saving on disconnect
    - Systems: Players could get continually stuck in a dead character during load from central server
    - Systems: Players would not receive any falling damage
    - Systems: Disconnecting dead player would delete the body after ~30 seconds
    - Systems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)
    - Systems: Notifier gets stuck on "stuffed"
    - Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
    Fixed:
    - Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
    - Actions: Keys won't disappear after uncuffing
    - Actions: loading ammo works for sprayed Mosin variants
    - Actions: Read/Writing notes with paper and pen now works again
    - Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
    - Actions: Actions on another player no longer have an unlimited distance (max 2 meters)
    - Art: Bug allowing players to clip through geometry of the police station building.
    - Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
    - Animations: Weapon reloading for magazine was not working properly when no magazine fitted
    - Animations: Rifle Aimed Walk Updated, diagonal animations fixed
    - Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
    - Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
    - Animations: changed animation for equipping the compass
    - Animations: Proper animation played when taking pistol in run
    - Animations: Changing stances is faster now both for armed and unarmed player
    - Animations: Skinning problem with armored zombies that caused the model to warp during some animations
    - Animations: Standing with aimed weapon now allows for higher angle of tilt/bend
    - Animations: Mosin bolt animation after each shot updated to match hand animation
    - Animations: Removed footstep sound from pointing animations
    - Animations: Pointing gesticulation now possible even when holding 2 handed weapons
    - Animations: Clapping now possible to initiate while holding 2 handed weapons
    - Config: Berries have more nutrition now
    - Crafting: You can no longer saw off sawed off shotgun
    - Crafting: Can spraypaint M4 to green or black
    - Crafting: Damage is now transferred when items are painted
    - Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
    - Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
    - Crafting: Spraypainting an M4 won't delete your carry handle
    - Crafting: Guns are no longer placed on ground while being painted (if not nescessary)
    - Crafting: You won't loose attached universal weapon flashlight after M4 painting
    - Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity
    - Effects: Dazed effect plays again when a player is hit/damaged/shot
    - Effects: Some effects were not active locally when a player was restrained 
    - Effects: gunshot sound of Magnum reverted to original one
    - Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
    - Fixed: Popping up texture error for beret models
    - Gear: Spraycans won't deplete after relogging
    - Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
    - Gear: Headlamp beam raised slightly
    - Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
    - Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
    - Gear: ZSh-3 Pilot helmet fixed and updated
    - Gear: Hoxton and Dallas masks where displayed in center of character, now display on face
    - Gear: Splint position in hand was wrong now corrected
    - Gestures: Taunt defaults correctly to F4 key
    - Graphics: "god rays" could cause overloaded post-processing and graphical corruption
    - Graphics: fix of removing shining object from hand (switch off)
    - Graphics: Roads have per pixel lights
    - Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
    - Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item
    - Login: Respawn button now works correctly
    - Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server
    - Spawns: Lowered chance of Taloon and Mountain backpacks spawning
    - Spawns: Drastically lowered chance of backpacks spawning on the construction site
    - Spawns: Loot spawn tweaks in some civilian structures
    - Weapons: Mosin recoil increased
    - Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
    - Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
    - Weapons: It is no longer possible to attach longrange scope onto SKS
    - Weapons: M4 carry handle can now be attached to painted variants of M4
    - Weapons - fixed error in config of shotgun snaploader causing low velocitiy and damage
    - Zombies: Better filter/check of attack hits directly in engine
    - Zombies: Military zombies made tougher
    • Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands
    • Actions: Keys won't disappear after uncuffing
    • Actions: loading ammo works for sprayed Mosin variants
    • Actions: Read/Writing notes with paper and pen now works again
    • Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood
    • Actions: Actions on another player no longer have an unlimited distance (max 2 meters)
    • Art: Bug allowing players to clip through geometry of the police station building.
    • Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation
    • Animations: Weapon reloading for magazine was not working properly when no magazine fitted
    • Animations: Rifle Aimed Walk Updated, diagonal animations fixed
    • Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now
    • Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters)
    • Animations: changed animation for equipping the compass
    • Animations: Proper animation played when taking pistol in run
    • Animations: Changing stances is faster now both for armed and unarmed player
    • Animations: Skinning problem with armored zombies that caused the model to warp during some animations
    • Animations: Standing with aimed weapon now allows for higher angle of tilt/bend
    • Config: Berries have more nutrition now
    • Crafting: You can no longer saw off sawed off shotgun
    • Crafting: Can spraypaint M4 to green or black
    • Crafting: Damage is now transferred when items are painted
    • Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted)
    • Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun
    • Crafting: Spraypainting an M4 won't delete your carry handle
    • Effects: Dazed effect plays again when a player is hit/damaged/shot
    • Effects: Some effects were not active locally when a player was restrained 
    • Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa
    • Fixed: Popping up texture error for beret models
    • Gear: Spraycans won't deplete after relogging
    • Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands
    • Gear: Headlamp beam raised slightly
    • Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset)
    • Gear: Various item descriptions and notifications fixed for grammar, typos, more detail
    • Gear: ZSh-3 Pilot helmet fixed and updated
    • Gear: Hoxton and Dallas masks where displayed in center of character, now display on face
    • Gear: Splint position in hand was wrong now corrected
    • Gestures: Taunt defaults correctly to F4 key
    • Graphics: "god rays" could cause overloaded post-processing and graphical corruption
    • Graphics: fix of removing shining object from hand (switch off)
    • Graphics: Roads have per pixel lights
    • Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters
    • Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item
    • Login: Respawn button now works correctly
    • Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server
    • Spawns: Lowered chance of Taloon and Mountain backpacks spawning
    • Spawns: Drastically lowered chance of backpacks spawning on the construction site
    • Spawns: Loot spawn tweaks in some civilian structures
    • Weapons: Mosin recoil increased
    • Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance)
    • Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread
    • Weapons: It is no longer possible to attach longrange scope onto SKS
    • Weapons: M4 carry handle can now be attached to painted variants of M4
    • Zombies: Better filter/check of attack hits directly in engine
    • Zombies: Military zombies made tougher
    • Niosh mask (respirator) inventory size fixed to 1/1 slot.
    • Missing strings for BE popup for alternate languages, set to English while translations are being done.
    • Reduced dispersion of FNX45 (from 0.05 to 0.03)
    • Balanced stomach capacity,
    • Added stuffed notifier (instead of sickness when full up)
    • Eating and drinking animations properly set for tablets/disinfectants
    • Version number in server browser and details
    • Saline transfusion doesn't refill full blood
    • Charcoal and Tetracycline tablets won't give sick badge if you aren't actually sick
    • Player aim run speed updated, weapon position changed and improved for first person view
    • Glitches on right hand while moving and while giving taunt fixed
    • Players can't pile backpacks inside of another backpacks, backpack-inception style. You can only put one backpack inside of another backpack if the backpack that is being put inside is empty.
    • -Magnum speedloader should be spawning now
    • Number of backpacks spawning lowered
    • Number of .357 Pythons spawning lowered.
    • Number of M4A1s spawning lowered
    • Dead character cleanup performed at 10 minutes past death
    • Removed scripted server teleporting check as now managed by engine
    • Sea ambient sound is now slightly quieter
    • Animation: Fixed misc issues with vaulting
    • Animation: Fixed getting on the ladder from kneel for the armed player
    • Animation: Fixed animation speed for unarmed player in main menu
    • Animation: Fixed an issue with changing weapon while aiming in kneel
    • Animation: Fixed an issue with rotation while aiming in prone
    • Headtorch color descriptions fixed
    • Jeans descriptions (color) fixed
    • Cargo pants description fixed (color)
    • Chest holster description added
    • Using an item in your hand no longer goes out of hand once action done
    • Using an item while something else in your hand will go back to that item once action done
    • Security issue with IGUI variable compiling
    • Situation where player used item on other players inventory causing neverending looped item check
    • Weapons now display tooltips
    • Players can now be revived with the defibrillator
    • Clipping on right hand when holding an item and pressing F1 (Greeting).
    • Map_ChernarusSW description fixed
    • SKS rifle description added
    • Server: Dedicated Server crash related to memory cleanup
      Server: Player location rubberbanding
      Critical Security Vulnerability fixes
    • Design: Balancing of player spawns (ongoing) 
      Server: Dead player cleanup (time based)
      Design: M9130 Bayonet can now open cans
      Server: BattlEye Anti-Cheat (Client as well)
      Server: Initial implementation for Sub-Private Hives (ongoing)
      Server: Initial implementation for regular & hardcore Public Hive
      • Animation transitions  - Restrained, Prone Rifle
      • Greetings - Hand Position adjusted
      • Fixed several floating loot issues in buildings without floor geometry
      • fix for force feed/drink/consume medicine other players
      • sharp objects open food cans (not working in retail previously)
      • disabled reloading animation after mosin shot as it was preventing seeing fall of shot (temporary until new anim)
      • Various Critical security updates
       
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^^^^^ thats a hell of a list in such a short time between patches aye, yeah op they are just blindly moving on with no reguard to bugs at all arent they...

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No, its not a zombie game. Its a pre alpha build that will be a zombie game in 1-2 years..

 

That means the game is not finish yet, and therefore there will be a lot of bugs, missing features and low content for a long, long time.. This you was told before buying the standalone, and this you must accept.

 

 

I'm really getting sick of these condescending posts. Way to point out the fucking obvious, besides the fact that you said "pre-alpha". It's not "pre-alpha", it's "alpha". If you have nothing better to spew in a thread than "LULZ ALFER", kindly keep your trap shut. We realize it's a fucking alpha, but we did pay some bones for it, so it should at least be moderately fucking playable. Dropping a game-breaking patch on a Friday is a huge blunder. Period.

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I'm really getting sick of these condescending posts. Way to point out the fucking obvious, besides the fact that you said "pre-alpha". It's not "pre-alpha", it's "alpha". If you have nothing better to spew in a thread than "LULZ ALFER", kindly keep your trap shut. We realize it's a fucking alpha, but we did pay some bones for it, so it should at least be moderately fucking playable. Dropping a game-breaking patch on a Friday is a huge blunder. Period.

 

You dropped your money on, basically, an instant gratification kick-start. You pre-ordered a game that lets you play before it is finished and ships. What you paid for is something that will come much later, not your experience now.

 

Now, while I'll agree that the "alpha" talk gets annoying when talking about mechanics and design, things to which the state of development doesn't necessarily apply. Here we are talking about a bug and how a company develops a game that isn't even in official release testing yet. So yes, to this conversation, "alpha" is an appropriate response.

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You dropped your money on, basically, an instant gratification kick-start. You pre-ordered a game that lets you play before it is finished and ships. What you paid for is something that will come much later, not your experience now.

 

Now, while I'll agree that the "alpha" talk gets annoying when talking about mechanics and design, things to which the state of development doesn't necessarily apply. Here we are talking about a bug and how a company develops a game that isn't even in official release testing yet. So yes, to this conversation, "alpha" is an appropriate response.

 

It's funny how you guys are so fucking brainwashed. Only on the internet can you convince people it's acceptable to charge money for 15% of something. We're all aware the game is an alpha. But you charged money for it, so at least keep it fucking working. I don't care what you implement; I just want the game to run when I want to play it. If it's in such a terrible state that you're not even sure it's going to run when you load it, don't charge money for it. Then you have the right to tell people to shut the fuck up when it doesn't work. I paid $30 for a game that I know isn't yet complete. I expect errors along the way. I anticipate problems. But dropping a fairly large patch on Friday, grabbing your coat at the door and telling people you'll get it working Monday is borderline retarded. Release the patch on a Monday when your staff is, y'know, working. This isn't a couple dozen people you're fucking over, there are hundreds of thousands of us playing DayZ.

 

Keep ridin' them nuts, guys.

Edited by Max Planck
Quit that
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It's funny how you guys are so fucking brainwashed. Only on the internet can you convince people it's acceptable to charge money for 15% of something. We're all aware the game is an alpha. But you charged money for it, so at least keep it fucking working. I don't care what you implement; I just want the game to run when I want to play it. If it's in such a terrible state that you're not even sure it's going to run when you load it, don't charge money for it. Then you have the right to tell people to shut the fuck up when it doesn't work. I paid $30 for a game that I know isn't yet complete. I expect errors along the way. I anticipate problems. But dropping a fairly large patch on Friday, grabbing your coat at the door and telling people you'll get it working Monday is borderline retarded. Release the patch on a Monday when your staff is, y'know, working. This isn't a couple dozen people you're fucking over, there are hundreds of thousands of us playing DayZ.

 

Keep ridin' them nuts, guys.

 

Hmm... I must have hallucinated all the warnings that pretty much told me flat out not to buy the game when I bought the game.

 

I'm not brainwashed, I just actually read the warnings and knew what the heck "early access" meant. I like the development model and would rather it not be ruined by people who think they bought a finished product and that it should be supported like a finished product.

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Hmm... I must have hallucinated all the warnings that pretty much told me flat out not to buy the game when I bought the game.

 

I'm not brainwashed, I just actually read the warnings and knew what the heck "early access" meant. I like the development model and would rather it not be ruined by people who think they bought a finished product and that it should be supported like a finished product.

 

WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING.

 

Yeah. I read the disclaimer. I am prepared to deal with it, like I said in my previous post. But common sense is common sense. Releasing a patch on a Friday is a bad idea, right? Or am I the only one who thinks that? I'm all for them fucking up and having to hotfix something mid-week. That's cool, because it's the best they can do. This wasn't the best they could do; this was poorly orchestrated.

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No, its not a zombie game. Its a pre alpha build that will be a zombie game in 1-2 years..

 

That means the game is not finish yet, and therefore there will be a lot of bugs, missing features and low content for a long, long time.. This you was told before buying the standalone, and this you must accept.

 

 

It's pretty ambitious to think that people will still be playing this in 2 years.

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It's pretty ambitious to think that people will still be playing this in 2 years.

 

I agree to that. But hey, i do not develop the game, so i do not know about their ambitions..:))

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WARNING: THIS GAME IS EARLY ACCESS ALPHA. PLEASE DO NOT PURCHASE IT UNLESS YOU WANT TO ACTIVELY SUPPORT DEVELOPMENT OF THE GAME AND ARE PREPARED TO HANDLE WITH SERIOUS ISSUES AND POSSIBLE INTERRUPTIONS OF GAME FUNCTIONING.

 

Yeah. I read the disclaimer. I am prepared to deal with it, like I said in my previous post. But common sense is common sense. Releasing a patch on a Friday is a bad idea, right? Or am I the only one who thinks that? I'm all for them fucking up and having to hotfix something mid-week. That's cool, because it's the best they can do. This wasn't the best they could do; this was poorly orchestrated.

 

 

It really depends. A memory leak is a tough one, particularly when it isn't affecting everyone (I've not had any problems at all since the patch). And they were trying to fix what was considered a pretty big issue. Probably before the weekend so that those people could play.

 

It can be a really tough call.

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You paid to be a tester of the game, and you got a significant discount from what the actual release price will be. Do not be surprised when the game doesnt function properly. Right now, its not supposed to! It just amazes me at how many people can't grasp this concept.

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It really depends. A memory leak is a tough one, particularly when it isn't affecting everyone (I've not had any problems at all since the patch). And they were trying to fix what was considered a pretty big issue. Probably before the weekend so that those people could play.

 

It can be a really tough call.

 

Look man, I really don't want to argue. My only point is releasing a patch on Friday is a bad idea because you don't know what's going to happen. Memory leak happened. Many people now can't play due to a bad call.

 

/surrender

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Look man, I really don't want to argue. My only point is releasing a patch on Friday is a bad idea because you don't know what's going to happen. Memory leak happened. Many people now can't play due to a bad call.

 

/surrender

 

No need to surrender, I wasn't attacking. I do this crap for a living, so I was just sharing my viewpoint. I've actually had to make this particular call on multiple occasions and had a similar result on one of those. Put a low-risk patch in to fix a big issue right before a critical-use time and made things worse by creating a new issue. It sucks, but doesn't necessarily make it a bad call as it works out most of the time. I'd chalk it up to "bad luck" more than anything.

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