Deathlove 2286 Posted March 28, 2014 yer oul hole, it's that "grey area" what makes the game unique..Hmm i might have misread it but i was certain you were supporting the notion of pure black and white morality in game. Im sure thats where the confusion popped up. Share this post Link to post Share on other sites
irl-calibre 744 Posted March 28, 2014 actions define in Dayz, not skins, in it's simplest expression "what the hero gives, the bandit takes away" that is really what Bandit / hero means to me, survivor just aren't really committed one way or the other, or are a wee bit of both! 1 Share this post Link to post Share on other sites
makomachine 263 Posted March 28, 2014 (edited) Did some of you ACTUALLY watch and understand the presentation? It seems like some of you misunderstood a lot of what was said.. I personally found this presentation to be the most refreshing, and uplifting for what the future may hold for Dayz.. A lot of really good, and intelligent things are being done, and I really up until now had little faith that they were on a properly focused track for this game. Now I know they are. If you are confused or think server hopping will get worse, etc.. I would suggest watching the video again.. and then research the parts that you do not fully understand.Finally was able to watch it and agree 100%. Very promising update and builds a lot of confidence that we will see an outstanding product when we get to end of development. Very confidence inspiring and recommend everyone watch it if you haven't. http://www.twitch.tv/egx/c/3967056Highlights:Guaranteed messagingRespawning lootAccelerated time possible (server side)Throwable items (code already running in background)Whole new system for player controls (Arma 3 developer working it)Q2 (short term)Ragdoll (incl dragging bodies, falling, blending body injuries)AI pathfinding - first iteration nearly complete - sometime in Q2 for stable64-bit - initially server sidePrototype Animals - 6 new typesPersistent Objects - experimenting with everything savingAdvanced weather effects - snow falling (not on ground) and fogWorld containersQ3 (medium term)AKMMulti thread / multi coreAdvanced animals - bears, dogs, wolves, etc.New Zombie Behavior - especially stealthCentralize Loot EconomyBarricading - existing structures/ persistent serverBasic vehicles - bicycle, motorcycle,a tv, maybe small carModding support - probably tied with private hives along with steamworks supportPlayer statistics (server generated)Horticulture - prototype likely earlier, actually be able to plant and harvestQ4 & beyondAdvanced vehicles (incl the maligned/loved helo)Advanced animals - horses and animal husbandryAdvanced social mechanics - faction identification methods (make your own armbands, etc), better UI for trading, spawn systems tied to controlled locations Edited March 28, 2014 by makomachine Share this post Link to post Share on other sites