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aspect ratio

What DayZ needs to move forward.

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So CHANGELOG: Stable - 0.48.124737 was released today I'd like you to take a look at it.

http://forums.dayzgame.com/index.php?/topic/207620-changelog-stable-048124737/

 

As you will see there is a list of some very serious issues at the top. Issues that affect gameplay in a manner that has driven away a huge chunk of the playerbase. I love DayZ i've been a fan from the beginning but I've noticed a trend as well. The change logs always start out with serious issues that need to be fixed, leaving out some more serious issues that us as players have just adapted to in game, such as zombies running thrugh walls. At this point most of you are okay with it because you know it will probably never be fixed. But we shouldn't change our play style. An issue like this instead should be focused on. But as the list goes on, the changes are always animations and new items. It is  all animations, gear, items, weapon animation, stances, character animations, and new in game towns and environment. Well those are cool and they add some cool functions to the game, but your game is broken. at the most I have seen crash fixes. So after numerous change logs and updates listing the same issues, but updating every graphic aspect of the game, I'm thinking maybe you can't fix them. I'm thinking you have chose to ignore these issues considering the hundreds of hours you have put into more unimportant things. I'm not here to bash DayZ. I love the game and that's why i am suggestion you hire some developers that have the ability to fix the major underlying issues before your game dies. It has so much more potential and I think we all would like to see it live to it's maximum awesomeness. 

Edited by aspect ratio

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..//..

most of you are okay with it because you know it will probably never be fixed

..//.. 

 

arwgnuh ?

 

is somebody being paid to write these ?

Edited by pilgrim

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Imo they should put 100% focus on fixing something that prevents all the cheating.
That and the new engine + making the game run on Directx11 so we can get a more stable game with higher fps, the 20-30 fps in big citys is just unbarable.

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First post? Check. Rant? Check. Not realizing its an Alpha test instead of a finished game? Check. Use of unnecessary pessimistic phrases? Check. Not understanding how devolpment works? Check. Do I want to answer in detail? No.

 

Please check some other topics or read that disclaimer popping up when you start the game.

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Not realizing its an Alpha test instead of a finished game? Check.

Wrong! This is the wrong way to respond.

It's like you didn't read his post. His entire comment is to put fixing large problems instead of adding content. "It's only an alpher mate" isn't going to cut it.

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Don't feed the troll.

Progress my friends, patience is a virtue.

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Basically what I have written so often, it's not funny, but here we go...examples are taken from memory, so don't nail me down because of them. Some might even be completely wrong:

 

1. Some problems take longer than others, are worked on for months, planed at later stages, ...

Example: Light shining through walls. This is gonna stay around until the engine rewrites are as far as they need to be with directx 11. DirectX11 can be used for how light sources work and what blocks them. This is done pretty deep in the game and when the functionality to use it is done, it will be implemented, not before that. Doing it now would mean doing more again later. Ok, maybe some can already be done now, but we won't see the changes until all is ready, sooo...

How big of an issue something is now is not neccessarily an indicator if it should be fixed now or later. If the underlying functionality that is neccessary (or is planed to be used for something) is not done yet, it will have to wait.

 

2. There are many teams with different jobs working on the game.

Example: You cannot take an engine programming dude and tell him to work on netcode. Well you can, maybe at the end it will be done, when some areas are completely done (if something like that even exists), but the programmer spent a lot of time to get familiar with what he is currently doing. Switching over to a different currently problematic area will result in him not being productive for quite some time, so it is usually better to simply leave everyone where (s)he is knowledgeable and productive. Some areas like art design and artificial intelligence are so far appart that you might have to send the ppl back to university first.

 

At the beginning of this year I THINK a whole studio was bought by BI that specializes navmeshes which are now used for zed navigation. In the last builds zeds started running through fewer and fewer walls, around fences, ... . In experimental today, every house I tested but one could be used to close zeds in, I tested only some houses, but it worked with more than before.

 

Another problem, closely related: Zeds sometimes "glitch" through walls they usually run around or can even push you through walls. I think collision was mentioned there as the problem. Pathfinding and not accidentially falling through walls will work closely together when looking at the endresult which should be walls that cannot be run through, but are actually two different things, so we will see the result, when both are done.

 

 

They about doubled the team in the beginning of the year after the success of the sales, if I remember correctly. New things and techiques are now used and getting implemented that were not even planned at the beginning. I don't know how the end result will look and when it will be done, but currently they are pushing new thing out pretty fast. I see that as a sign that the additional devs that started a few months ago now completely arrived and are producing - just my interpretation.

 

Fact is, the game is in development and will be for some time, theoretically the zeds running through walls could have been left until much later when the game is somewhat optimized and more resources on the server would have been free for ai computation. But they got the additional studio for that now, so party! :).

Edited by bautschi

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and new items. It is  all animations, gear, items, weapon animation, stances, character animations, and new in game towns and environment. Well those are cool and they add some cool functions to the game, but your game is broken. at the most I have seen crash fixes.  

 
I know ya'll hate to hear it, but it's an alpha.  Let me explain why this matters.  The reason all the new additions are made now is because that is indeed the point of an alpha.  Get all the content you want into the game so you know what you are working with, then get to work on all the little things that aren't quite right, and are bothersome.  Of course the game is broken, this shit takes time, and nothing comes up perfectly at first.  You even note this in a way, "at the most I have seen crash fixes."  At this point in development, the devs are focused on adding content, and fixing gamebreaking bugs and errors, or crashes.
 
Most of the things people complain about, like zombie pathing (continuously improving) and sound bugs for example, while annoying and potentially funbreaking, do not make the game unplayable and untestable.  As such, they are lower on the list of priorities.  As we approach the beta and additional content slows down, this is when we will see all the annoying bugs fixed and the game optimized.
 
Until then, you can either deal with it or shelf the game for a while.  You would be surprised how awesome DayZ is after a simple hiatus.  You forget the nuances, revel in the new content, and have a blast.
Edited by doctajones

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As has been stated before, a lot of the issues are being worked on. I know that's not what people like to hear, all that they want to hear is that the problem has been fixed, but it's not that simple.

 

Either way, you can't just have everyone on staff devoted 24/7 to fixing specific issues. People are doing their jobs, but many of them have no specialization in specific areas.

 

It'd be like asking a painter to write you a song, it probably wouldn't work out well. Sure, there are people who are artistically and musically talented, but most of the time people are specialized in specific areas, and it would take a long time for that painter to write a good song.

 

It's the same thing with the artists, animators, and the many different kinds of programmers. Are the artists supposed to completely stop making new stuff because some of it isn't going to work exactly as intended on initial implementation?

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