alleycat 135 Posted March 15, 2014 I would disagree on that. The game is not designed to be this slow. The current slowness is caused by still incomplete features and/or design flaws. There is no respawning loot yet, no proper zombie respawning and no large zombie numbers. Zombies being dangerous was a working PVE part of the game that made it fun even if you avoided other players because looting was dangerous, since you have to sneak past or kill zombies. Both were very tense and dangerous. But this part is not present right now. So we have 2 gameplay choices. Meet other players which means combat 99% of the time or avoid them and be doomed to run through the woods for long distances.And dont start on these esoteric concepts on how that game was designed. it was not. The only reason we have no real player interaction after shoot on sight is because the developers dropped the ball on a real bandit system or bad consequences for killing all the time. It is a flaw because of a bad design decision. 1 Share this post Link to post Share on other sites
bobotype3334 160 Posted March 15, 2014 I think a common misconception is that because these "little" things are rolled out, that means other things aren't being worked on. It's not like significant resources are being diverted away from the big changes you want to see for the sake of implementing heart attacks. These superficial things are just details they can add in the meantime and will come to matter a lot for immersion later on. I agree hugely with OP [it's the subject of my sig], yet I get shouted down on here with this sort of thing every time I bring it up. The thing is, it's not only modelers working on these canvas pants-type-things while the things we want are being worked on in the background by people with the skills required as you guys say. For instance, the skills required to add spraypainting weapon magazines on your weapon are the skills that could also be used to be adding loot on zombies. All these minor superficial things are coming before the relevant ones because people who have the relevant skills are sticking to a retarded schedule. Share this post Link to post Share on other sites
Sedstr 18 Posted March 15, 2014 (edited) I have to agree.Develop persistent lockables/storage and barricading/safe spots before working on the fun code like bows and arrows, some nice physics to work on there, but FFS, that really can wait.People are not going to be carrying around all their possessions hunting rabbits and pigs, this is a PvP game, you are either hunting another player, or doing your best to check another player isn't hunting you - like you have time to focus on hunting down a pig, sure, if you happen across one, it will die, but geez, do we really need 5 different cuts of meat? What's next? A smoking rack? How about we make our own charcoal while we are at it?If you can't lock up all your stuff, and go out hunting with just your bow and arrow, and a bag, implementing hunting is really a waste of time at this point in the games development.If you want to look at the game development cycle as a whole, and argue that point, well the priority should be on creating a loot table as close to the end design as possible, and persistent lockables/barricades are a part of that final inventory - if your DB architecture can't handle the final result, your just making a game that's bound to fail. The most important thing, is that the game is responsive, people being able to pvp and managing loot are the important things, everything else can be added on after the production release as expansions. For 95% of players, this game is about PvP, not PvE. - thats my point of view. Edited March 15, 2014 by Sedstr Share this post Link to post Share on other sites
Roshi (DayZ) 397 Posted March 15, 2014 (edited) I think you are wrong about the play time. A lot of time spent playing is very tedious walking through the woods, so there is a lot of filler time in between.That is always going to be intrinsic to playing dayz and is part of why it's such an interesting experience. I was talking about this with a friend and he said something like "it's the only game where it's a good session if nothing much happens". The long periods of running around make the action and the close calls much more intense than other games. If you don't like the running around then what is it about DayZ that makes you so keen that you're posting on the forums? I'm not trying to be rude - I'm genuinely curious. Edited March 16, 2014 by Roshi Share this post Link to post Share on other sites