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irl-calibre

helo's still endgame!

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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.

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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!

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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/3967056

Highlights:

Guaranteed messaging

Respawning loot

Accelerated 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 stable

64-bit - initially server side

Prototype Animals - 6 new types

Persistent Objects - experimenting with everything saving

Advanced weather effects - snow falling (not on ground) and fog

World containers

Q3 (medium term)

AKM

Multi thread / multi core

Advanced animals - bears, dogs, wolves, etc.

New Zombie Behavior - especially stealth

Centralize Loot Economy

Barricading - existing structures/ persistent server

Basic vehicles - bicycle, motorcycle,a tv, maybe small car

Modding support - probably tied with private hives along with steamworks support

Player statistics (server generated)

Horticulture - prototype likely earlier, actually be able to plant and harvest

Q4 & beyond

Advanced vehicles (incl the maligned/loved helo)

Advanced animals - horses and animal husbandry

Advanced social mechanics - faction identification methods (make your own armbands, etc), better UI for trading, spawn systems tied to controlled locations

Edited by makomachine

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