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Karmaterror

Why we Should Compare SA to the MOD

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Hey guys, so at the moment I see quite a few posts saying something like "this is the SA not the MOD" or "you cant compare SA to he MOD" and this bothers me.

 

The MOD had a winning formula. It was amazingly popular, even with its many flaws. When they announced SA the said  "a standalone version of the MOD"  not a completely different game bearing no resemblance to the original.

 

I really believe that it had so many things nailed and all they need is expanding on, not completely changing. Why shouldn't they remember there roots, and what made dayz such a success in the first place.

 

Now that's not to say they shouldn't learn from there mistakes there and bring that knowledge into the SA. But in my eyes that formula shouldn't be tampered with too much, and should be upheld moving forwards through development

 

So what do you think, should we remember and hold true to dayz's roots. Or throw them out of the window and do it completely differently?

 

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I agree that people saying "This isn't the mod!" or "This isn't supposed to be ARMA!" are missing the point.

 

However, on the flip side, we can't read the circumstances and happenings of the mod into the Standalone as if they're perpetual and unchanging. Which happens A LOT (see the rage about helicopters, DMRs, other weapons and the like).

Edited by Katana67
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I agree that people saying "This isn't the mod!" or "This isn't supposed to be ARMA!" are missing the point.

 

However, on the flip side, we can't read the circumstances and happenings of the mod into the Standalone as if they're perpetual and unchanging. Which happens A LOT (see the rage about helicopters, DMRs, other weapons and the like).

 

Indeed there has to be flexibility , but at the same time there (for me anyways) has to be some level of conforming to the old method. So that we retain that authentic dayz feel, and style :)

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I never played the mod.......well for that long. The only thing i dont want to see from the mod put into the standalone is all the guns, this is a zombie surviving game not a war game, no need for so many guns. I do like the random events in the mod, would like to see them in SA, and one more thing not sure if it bc i played the mod not long ago so not many playing now....but there is way to many cars and to easy to get them, but that could of been the server, just want things like that to be super hard to get and rare as hell to find. 

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I never played the mod.......well for that long. The only thing i dont want to see from the mod put into the standalone is all the guns, this is a zombie surviving game not a war game, no need for so many guns.

 

Are you implying that survival games cannot be compatible with a wide variety of firearms?

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Are you implying that survival games cannot be compatible with a wide variety of firearms?

not at all they sure can be, hints the MOD. A better way to put it would have been, i hope they focus more on surviving than guns, and how many guns they can put in the game, or make guns relay hard to find, again in the mod time i spent most time i started with a gun(i know was the server) but on others where you do not spawn with one.......there still every where, I just hope that does not come to SA thats all i was saying.

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not at all they sure can be, hints the MOD. A better way to put it would have been, i hope they focus more on surviving than guns, and how many guns they can put in the game, or make guns relay hard to find, again in the mod time i spent most time i started with a gun(i know was the server) but on others where you do not spawn with one.......there still every where, I just hope that does not come to SA thats all i was saying.

 

So you're talking about weapon RARITY not the overall number or variety of weapons in DayZ.

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dayz roots are not in the mod.

 

dayz roots are in deans vision for a highly unorthodox game, an 'anti-game' as he phrased it once. with the original mod, he did the best he could to make this vision a reality with the tools at his disposal. but the standalone offers much more opportunity, more flexibility, more possibilities to make that vision reality. it will obviously be different, because it is far less limited by the framework of an arma mod. and thus, it will be different, and thats a good thing. i would be disappointed if it werent so

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dayz roots are not in the mod.

dayz roots are in deans vision for a highly unorthodox game, an 'anti-game' as he phrased it once. with the original mod, he did the best he could to make this vision a reality with the tools at his disposal. but the standalone offers much more opportunity, more flexibility, more possibilities to make that vision reality. it will obviously be different, because it is far less limited by the framework of an arma mod. and thus, it will be different, and thats a good thing. i would be disappointed if it werent so

But standalone isn't an anti game everything is made easier and is watered down to the point of stupidity.

Nato firing mosins,gunshot healing miracle rags, Olympic sprinter movement.

Dayz sa is the game all us Arma vets and mod vets feared it is simply a console game in pc make up.

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dayz roots are not in the mod.

 

dayz roots are in deans vision for a highly unorthodox game, an 'anti-game' as he phrased it once. with the original mod, he did the best he could to make this vision a reality with the tools at his disposal. but the standalone offers much more opportunity, more flexibility, more possibilities to make that vision reality. it will obviously be different, because it is far less limited by the framework of an arma mod. and thus, it will be different, and thats a good thing. i would be disappointed if it werent so

 

To this I'd say there's a difference between a discrepancy of CAPABILITY and a discrepancy of VISION. The vision is the same, but the capability (what you're highlighting) has been enhanced.

 

Helicopters, were a part of the vision of DayZ. A wide variety of weapons, were a part of the vision of DayZ. These things were WILLFULLY added and tweaked.

 

I think people forget that, as if Rocket and the developers were somehow forced into making inclusive design choices in the mod out of necessity.

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But standalone isn't an anti game everything is made easier and is watered down to the point of stupidity.

Nato firing mosins,gunshot healing miracle rags, Olympic sprinter movement.

Dayz sa is the game all us Arma vets and mod vets feared it is simply a console game in pc make up.

 

How does any of what you listed make it any less of an anti-game? The moniker of "anti-game" comes from a lack of rules, as it were. Vice an emphasis on "realism."

 

And please, please, for the love of god... stop pretending to speak for anyone else but yourself. I played ARMA before DayZ. I played the mod since April 2012. It's not somehow an affront to what DayZ is to have these things.

Edited by Katana67

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 With Chernarus as it's base it will always feel like dayz to me..different maps changed the mod feel a lot and i always went back to Chernarus Vanilla to feel at home. The latest exp patch is bringing back more of the feel as instead of just concentrating on getting geared up to pvp we spent three hours tonight  just trying to find the items to get a fire cranking, remember running around for two or three sessions in the mod just trying to find matches  ?.. just so you could go knock of a goat and cook that steak. Something so small being so important. If they keep that type of factor in then it's all good :)

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But standalone isn't an anti game everything is made easier and is watered down to the point of stupidity.

Nato firing mosins,gunshot healing miracle rags, Olympic sprinter movement.

Dayz sa is the game all us Arma vets and mod vets feared it is simply a console game in pc make up.

 

 Depends if the amount of higher tier loot stays though doesn't it ? and whether a stamina type system becomes a factor, and how the medical system ends up being worked out..still some time to go yet.  ;)

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Hey guys, so at the moment I see quite a few posts saying something like "this is the SA not the MOD" or "you cant compare SA to he MOD" and this bothers me.

 

The MOD had a winning formula. It was amazingly popular, even with its many flaws. When they announced SA the said  "a standalone version of the MOD"  not a completely different game bearing no resemblance to the original.

 

I really believe that it had so many things nailed and all they need is expanding on, not completely changing. Why shouldn't they remember there roots, and what made dayz such a success in the first place.

 

Now that's not to say they shouldn't learn from there mistakes there and bring that knowledge into the SA. But in my eyes that formula shouldn't be tampered with too much, and should be upheld moving forwards through development

 

So what do you think, should we remember and hold true to dayz's roots. Or throw them out of the window and do it completely differently?

8zzok.jpg

 

Is there no patience for a finished product? They should have kept this thing a secret, so they could develop it more before releasing it to the whining, and stupid masses.

 

The reason people do not like to compare ALPHA to the nearly fully complete MOD is just that: One is a nearly finished product, the other is an alpha that most of the community annoyed the devs into giving them early access.

 

They should've just kept it a secret, and finished it.

 

As an answer to the question, they will probably stay with the original roots, and add even more onto the original DayZ, as they now have an upgraded engine.

 

I hope.

Edited by Dr.Burd

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The reason people do not like to compare ALPHA to the nearly fully complete MOD is just that: One is a nearly finished product, the other is an alpha that most of the community annoyed the devs into giving them early access.

 

Mod is Alpha as well...

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Mod is Alpha as well...

 

I have been lied to.

 

family-guy-care-bear-suicide-o.gif

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Hey guys, so at the moment I see quite a few posts saying something like "this is the SA not the MOD" or "you cant compare SA to he MOD" and this bothers me.

 

The MOD had a winning formula. It was amazingly popular, even with its many flaws. When they announced SA the said  "a standalone version of the MOD"  not a completely different game bearing no resemblance to the original.

 

I really believe that it had so many things nailed and all they need is expanding on, not completely changing. Why shouldn't they remember there roots, and what made dayz such a success in the first place.

 

Now that's not to say they shouldn't learn from there mistakes there and bring that knowledge into the SA. But in my eyes that formula shouldn't be tampered with too much, and should be upheld moving forwards through development

 

So what do you think, should we remember and hold true to dayz's roots. Or throw them out of the window and do it completely differently?

I agree 100% i think most long time MOD players bought it the second the SA went live expecting a "refined version of the mod". the mod had a nice balance of everything being there, but no one playstyle being forced down your thorat by mechanics that push balance one way or another. you were geven an entire toysohop of possibilities and left to your devices. I want the SA to look, and feel in gameplay the same as the vanilla mod.

 

dayz roots are not in the mod.

 

dayz roots are in deans vision for a highly unorthodox game, an 'anti-game' as he phrased it once. with the original mod, he did the best he could to make this vision a reality with the tools at his disposal. but the standalone offers much more opportunity, more flexibility, more possibilities to make that vision reality. it will obviously be different, because it is far less limited by the framework of an arma mod. and thus, it will be different, and thats a good thing. i would be disappointed if it werent so

Im fast learning that ArmaII's frame work is better then what dean is trying to create.

 

Death squads roaming the north are part of DayZ

Clan wars at NWAF are part of dayZ

Military gear is part of dayZ

Survival is part of dayZ

Zombies, Survivivors, heroes, bandits, and KOSers are all part of DayZ

 

i feel like more and more the SA wants to try to forcefeed us deans "vision" wich tbh, isnt half as good in gameplay as "arma with zombies" in my opinion. every step they take to seperate the SA from the A2 mod makes me like it less.

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8zzok.jpg

 

Is there no patience for a finished product? They should have kept this thing a secret, so they could develop it more before releasing it to the whining, and stupid masses.

 

The reason people do not like to compare ALPHA to the nearly fully complete MOD is just that: One is a nearly finished product, the other is an alpha that most of the community annoyed the devs into giving them early access.

 

They should've just kept it a secret, and finished it.

 

As an answer to the question, they will probably stay with the original roots, and add even more onto the original DayZ, as they now have an upgraded engine.

 

I hope.

What anoys me is when people compare design direction, things that effect gameplay the the mod and the "alpha police" imediate want to bash you for comparing it to the mod. The SA should closely resemble the MOD in gameplay, freedom, etc. when they start doing things like the horrendous dispersion values for weapons that basicly requires you to use thier stupid attachments to bring it anywhere near what it was in the mod THAT fundamentally changes the look and feel of combat *A key aspect in this game, love it or hate it*

 

If you are going to build a full retail title on the back of a mod with an enormous pre-exisiting comunity you should dang well expecte hate and backlash when you try to change or steer the gameplay in a direction thats considerably different.

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But standalone isn't an anti game everything is made easier and is watered down to the point of stupidity.

Nato firing mosins,gunshot healing miracle rags, Olympic sprinter movement.

Dayz sa is the game all us Arma vets and mod vets feared it is simply a console game in pc make up.

 

first, you shouldnt throw milsim (and especially arma) vets and dayz vets into the same category. i am a passionate dayz mod vet, yet i loathe arma, i think it is a horrible, horrible game. but thats not a topic for this thread

 

i disagree with you in your assessment of the SA. the mod was nowhere more difficult, or more unforgiving, than how the standalone is planned to be, and already becoming. powerfeeding on steaks to heal completely, #YOLO-DMR all day long, running from Kamenka to NWAF and gearing up in 30 minutes - that was fun in the mod, but it wasnt hard. the real challenge in the mod were the (Arma-related) bugs, i died more often from stairs, ladders and ATVs than from starvation, what does this tell you? i expect more from SA. Sure, running is quite fast atm. loot is abundant for obvious reasons, but dont expect this to stay that way.

 

Edited by e47

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Death squads roaming the north are part of DayZ

Clan wars at NWAF are part of dayZ

Military gear is part of dayZ

Survival is part of dayZ

Zombies, Survivivors, heroes, bandits, and KOSers are all part of DayZ

 

 

And the big ALPHA tag is a part of the SA. You talk as if the current version of the game is the final one. It isn't.

 

Give the SA a break and come back to it in a year or so. Odds are you'll start seeing familiar features better implemented than they ever were in the mod.

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But standalone isn't an anti game everything is made easier and is watered down to the point of stupidity.

Nato firing mosins,gunshot healing miracle rags, Olympic sprinter movement.

Dayz sa is the game all us Arma vets and mod vets feared it is simply a console game in pc make up.

Eloquently put Sir!

 

Have my Beans!

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I have just two hours of game-play on the mod (last night actually), but I can't see how that could ever be turned into a salable product. I don't think there is even any comparison to be made. From my perspective about all they have in common is the basic premise and the name. I'm going to give it more time, and I am the type to retract what I've said when I am wrong, but to me, at first glance, this seems like a certain part of the dayz community is simply adverse to their favorite game becoming mainstream.

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becoming mainstream.

 

Why is everything always about Chad Kroeger. Effing Chad.

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SA has been a pretty big disappointment for me.  

 

They did do a few things right that improved on the MOD..... like the inventory system, the controls, and all the enter-able buildings.  Other than that however I cant really see what almost 2 years of development got.

 

At this point I have pretty much given up on SA and all I really want is someone to add the inventory system of SA to EPOCH and call it a day. 

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SA has been a pretty big disappointment for me.  

 

They did do a few things right that improved on the MOD..... like the inventory system, the controls, and all the enter-able buildings.  Other than that however I cant really see what almost 2 years of development got.

 

At this point I have pretty much given up on SA and all I really want is someone to add the inventory system of SA to EPOCH and call it a day. 

 

Sadly I am at this stage now too.

 

I am waiting for mods to fix the vanilla game.

 

SA is a unrealistic arcade mess nothing I mean nothing like the mod.

 

Mods need to come out to fix the game .

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