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Barbosa1955

Problem with this merge is that I don't think the game is shit and want my money back.

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They have only modded the engine a little from its original...wow and you say follow the development....

There has been very little change,there is a new render coming its on the road map..

The only thing they have really played with is the zombie ai path finding.....

Dont think there is much else tbh..

 

I wrote a pretty big post on the top of this page that proves you wrong. Wow and I say follow the development. :)

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Yes DayZ development is slow, could it be faster? Yes it can be. But will it be? No it will not be faster, because the slower it is, the better it is.

 

There's something that cooks say, the slower a meal cooks, the better it tastes.

 

Let the guys focus on their job and do it with the best they can, they are already pretty fast at developing. Starting a game from scratch is not that easy.

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Use the search function......

Not trolling the engine is the very same from the mod...most player models are from the mod buildings grass trees...

Want more...

So who needs to do the research,not me......

 

 

Please post a screen cap of this player model in the A2 editor then please.

Player mpdel was still new....no arma player model could let you remove or apply cloths. They were all single complete textured units that had to be actually swapped out to change cloths. This was a new model with new tech allowing for proper cloths items to be added and removed. So not only was it a new model it was new tech!

 

Yes the buildings are the same EXTERNALY, they made hundreds of new INTERIORS is the point your missing. In the mod we couldn't enter a hell of a lot of those houses. Not to mention they rearranged and dressed up every town....have you even played the SA??

Edited by Karmaterror

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I wrote a pretty big post on the top of this page that proves you wrong. Wow and I say follow the development. :)

Wow most of the things you have put in are not even fully into the game wow....

Go away derp...

You want me to dismiss the points you made?

New reneder,

not in yet.

New animations,

wow massive game breaking stuff this.They changed axe swing....

New player control

,what did this bring in??consoles

New ai,

no it was tuned is all you will most of the benefits when the render comes.refer to number 1

New netcode,

wow massive lol its not new at all.....

new client/server connection,

another massive lol its the very same just tweaked....

Switching from content based scripts to using engine functions

,this has to be taken with the modding of the engine not fully done...

new system for loot,

its not new all they have done is put in persistence and we can see what has happened to that....needs work tbh i dont think it will stay its a great concept but its massive to do.

I made a comment about players wanting rl time growing with grass and the like,we are 10 to 15 yrs away from this stuff and you wont get it in a game like this YET...

new physics system,

is that why you can still lay in trees...

new vechicles coded from scratch using Bullet SDK,

wow yep they are the very same models......

new user interface,

wow yer massive its new not....

new player model+customization functionality,

very same from the mod just tweaked....

new weather and seasons system that impacts players,

its the very same from the mod the weather hasn't changed BUT they have now made it impact on players wow...

New sound engine,

yer massive new sound engine are you sure its in the game YET.....Because we still get the very same sound bugs we got in the mod....

 

Please post a screen cap of this player model in the A2 editor then please.

Player mpdel was still new....no arma player model could let you remove or apply cloths. They were all single complete textured units that had to be actually swapped out to change cloths. This was a new model with new tech allowing for proper cloths items to be added and removed. So not only was it a new model it was new tech!

 

Yes the buildings are the same EXTERNALY, they made hundreds of new INTERIORS is the point your missing. In the mod we couldn't enter a hell of a lot of those houses. Not to mention they rearranged and dressed up every town....have you even played the SA??

So you couldnt change clothes in the mod?

This is new to me..

As to the external buildings they are the very same,which when they want buildings when putting a game together they have massive amounts of them have you ever done this process?

Its limitless to what you want to create to put in......but lazy people just use a bunch of say 10....

As to the interiors,so they have made hundreds of new ones this is news to me tbh..please show me the buildings of these new places...

Lol re-arranging towns is a new town now hey...sheep will be sheep......

Have i played the Sa.......wow i have over 850hrs.....thats in sa alone.

I play other games as well,LoL Bf4......

I put in over 3500hrs in bf2 on one account dont talk time to me....

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Wow most of the things you have put in are not even fully into the game wow....

 

Yes indeed. As I said.

 

 

All of what i just mentioned are rather low-level but still huge programming tasks, taking months to years to be finished. And you will only see their impact on actual gameplay once they are finished and implemented.

 

So your comments on my list are rather pointless. My entire point was that you do not see much of the engine redevelopment yet because those systems take many months to be done and thus are not in the game yet.

 

The list is a collection of the engine modules that currently are in the work, to prove your point wrong that they did not recode the engine. Well, they did not, they still do, and will do for some more months. By the way while you tried to dismiss my point you also made some mistakes. How does the way AI calculates behaviour benefit from the new renderer ? How is the new client/server architecture "actually the very same, just tweaked" when there was no client/server on the ArmA engine at all but rather a P2P system?

 

The list goes on but i realize that its a waste of time to share knowledge with you. Think i should save my time for those who ask questions, instead of those that make assumptions...

 

Hi Karmaterror btw.

Edited by ChainReactor

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Heres SOME of the buildings they added interiors to....keep in mind this is just the pick from the first 3 pages of a 10 page object building list from Arma2

 

HOTgqV9.jpg

iT70WSp.jpg

xfkZzSZ.jpg

22WnwXU.jpg

nOAhjkm.jpg

96sjRFv.jpg

jaYbmJK.jpg

4qDyxgA.jpg

D6Oyjjf.jpg

Td5fktE.jpg

 

I even left a few out of the pick of those 3 pages.  This alone is a big job, to go through all those models adding interiors from scratch.

 

You had the illusion of a cloths change in the mod. When say you changed from a survivor skin to a ghillie what happened was...

 

This fully textured unit(bar hands and face, they were left for picking skin colour ext) was deleted from the game world....

 

T6aAQQz.jpg

 

Then this fully textured ghillie guy was spawned in its place...

 

d0eVfYQ.png

 

Then your gear was applied to that model.

 

Now we have a constant model that we can drag stuff on and off of, that's the new tech side of it ;)

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Now we have a constant model that we can drag stuff on and off of, that's the new tech side of it ;)

 

I don't think he will understand that there is a tech side of it as he just judges by visible content so far.

 

Just like his remark that SA's weather system is "the very same from the mod the weather hasn't changed BUT they have now made it impact on players". Yeah lol. "The weather is still the same but now it has a whole new functionality"

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What makes you think that? The mod only delivered the basic idea. Almost nothing is or can be used due to different systems and concepts, you know, thats the point of a standalone game.

This is your original post....

Ok so,the only reason the wanted a standalone was the LIMITED things that COULD be done with the engine and the rest of the package of the game....

This was even talked about by the devs..

Same with the render the whole reason its being changed is because of the limits it has...

Or even defects it has....

The engine WAS the very SAME engine in the dayz mod when we started...but because of its limits they decided to evolve it..

The player models and building models ARE from the mod....

When they add mod tools you will do what you want.....

Pretty much if we get them...

So please go get something like the CryEngine and practice and learn about importing.....

You will at least get the basics of what is being done.. ;)

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Ok so,the only reason the wanted a standalone was the LIMITED things that COULD be done with the engine and the rest of the package of the game....

 

 

Sorta, the issue was they were using scripts for evvvvverything. Without having access to code features directly into the engine. Now they do have that full access and instead of a compilation of scripts running over a base game we have the features properly hard coded into the engine. Also they can change things to make a feature work where as with the mod they had A2, scripts and the editor to work with :)

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The player models and building models ARE from the mod....

 

 

Player/zombie models and even the skeleton used is 100% not from the mod, Not even sure how you can think this, they're nothing like the old arma models. 

 

Most Building exteriors are from the mod with a few interiors, but the rest were also made just for the standalone.

 

Health system, zombie AI, crafting system, damage system, modular weapons, all made just for the standalone.

 

Weather system uses the same as Arma 3, though not a straight port.

 

The engine was from Take on Helicopters, though thats not much different from Arma 2, but has had pretty huge changes since, Network bubble, most actions server side rather than client side, guaranteed messaging, 64bit server.

 

The Terrain was taken from Arma 2 but even that has been completely redeveloped north of Gvodzno, plus most of the towns to the south were redone/added to.

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God (or deity of choice) bless you all (Chain, Caboose, Karma, Fuxley, etc) for attempting to bring knowledge to the the ignorant....

 

just remember this is someone who named himself crack hitler....obviously of questionable mindset/intellect, maybe i could report him for being stupid?

 

teach on,

 

your fellow fan boi/licker (i think thats what he calls us) 

 

 

*edit clarity 

Edited by thznutz
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God (or deity of choice) bless you all (Chain, Caboose, Karma, Fuxley, etc) for attempting to bring knowledge to the the ignorant....

 

just remember this is someone who named himself crack hitler....obviously of questionable mindset/intellect, maybe i could report him for being stupid?

 

teach on,

 

your fellow fan boi/licker (i think thats what he calls us) 

 

 

*edit clarity 

Dont think so m8,go learn what i asked...

Then come back,the out side of a player model has zero to do with the inside of a player what you see is a wrapper of the said person...

 

As to my name,wow says the player with what name srs,never judge a book by its cover...

 

Player/zombie models and even the skeleton used is 100% not from the mod, Not even sure how you can think this, they're nothing like the old arma models. 

 

Most Building exteriors are from the mod with a few interiors, but the rest were also made just for the standalone.

 

Health system, zombie AI, crafting system, damage system, modular weapons, all made just for the standalone.

 

Weather system uses the same as Arma 3, though not a straight port.

 

The engine was from Take on Helicopters, though thats not much different from Arma 2, but has had pretty huge changes since, Network bubble, most actions server side rather than client side, guaranteed messaging, 64bit server.

 

The Terrain was taken from Arma 2 but even that has been completely redeveloped north of Gvodzno, plus most of the towns to the south were redone/added to.

Go back and re-read my posts,this is what im saying most of theses things come from the mod at the start,its just importing them from it..

So when did 64bit come in?

Im really keen to see where this has been done....

The terrian is the very same with just a few mods to it,but its just a drop in or importing like tress houses everything..

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I want to thank everyone for their replies. Many were quite informative. And thanks to those that "liked" my posts. But since I posted last, one of my friends had picked up the small tent (before Wednesday reboot" and when he came back into the server the next day, the tent was gone. Just disappeared. Last night I found a military tent. And honestly, I have no use for the thing. Not until total, or near total persistence comes out.

 

I have around 900 hours invested in this game...that's roughly 2.5 hours per day averaged out. And I have absolutely nothing to show for it. So me and my M4 and AKM and military tent are going to take a really long sabatical. Hopefully when I decide to come back and play I'll still have it all.

 

Good luck to everyone.

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I want to thank everyone for their replies. Many were quite informative. And thanks to those that "liked" my posts. But since I posted last, one of my friends had picked up the small tent (before Wednesday reboot" and when he came back into the server the next day, the tent was gone. Just disappeared. Last night I found a military tent. And honestly, I have no use for the thing. Not until total, or near total persistence comes out.

 

I have around 900 hours invested in this game...that's roughly 2.5 hours per day averaged out. And I have absolutely nothing to show for it. So me and my M4 and AKM and military tent are going to take a really long sabatical. Hopefully when I decide to come back and play I'll still have it all.

 

Good luck to everyone.

Tents can be stolen and military tents are bugged and disappear so his vanished/gone tent was most likely due to someone else coming along and taking it.

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The terrian is the very same with just a few mods to it,but its just a drop in or importing like tress houses everything..

Oh cmon.

Chapaevsk, novoselky, dubky, svetlojarsk, berezhki, turovo, dobroe, karmanovka, cherna polana, sirnovo, novodmitrovsk, sverigno,

nagornoe, severogad, ratnoe, kamensk, krasnoe, polesovo, ratnoe, zaprudnoe, toplonikim, sinistok, vavilovo are just copy paste drag and drop?

Quite downplay i say.

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Dont think so m8,go learn what i asked...

Then come back,the out side of a player model has zero to do with the inside of a player what you see is a wrapper of the said person...

 

As to my name,wow says the player with what name srs,never judge a book by its cover...

 

Go back and re-read my posts,this is what im saying most of theses things come from the mod at the start,its just importing them from it..

So when did 64bit come in?

Im really keen to see where this has been done....

The terrian is the very same with just a few mods to it,but its just a drop in or importing like tress houses everything..

 

Iv coe to the conclusion you have no idea what your talking about....or theres a language barrier. Its been explained in so many ways, yet you still just repeat it over and over with no evidence to back it up. You implied you have some experience with games, yet you haven't use one piece of proper terminology (could just be a language barrier thing).

 

Before I give up on you forever just something to think about. How many square feet of space are there inside each house? Then imagine how many buildings you couldn't go inside in the mod and now can in SA. Personally it wouldn't supprise me if we got 3 new cod maps worth of new walkable space on SA;s map. Not to mention the complete removal of the dam, construction of brand new locations ect.

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I want to thank everyone for their replies. Many were quite informative. And thanks to those that "liked" my posts. But since I posted last, one of my friends had picked up the small tent (before Wednesday reboot" and when he came back into the server the next day, the tent was gone. Just disappeared. Last night I found a military tent. And honestly, I have no use for the thing. Not until total, or near total persistence comes out.

 

I have around 900 hours invested in this game...that's roughly 2.5 hours per day averaged out. And I have absolutely nothing to show for it. So me and my M4 and AKM and military tent are going to take a really long sabatical. Hopefully when I decide to come back and play I'll still have it all.

 

Good luck to everyone.

 

Fair enough mate, one of the biggest problems with early access is burning out before the games even finished, i'm over 800 hours in myself and nowadays i just dip in to experimental to mess about.

 

Once persistence is working reliably it'll be much better but until survival actually becomes a challenge i wont be playing constantly like i was in the mod.

 

Till then i've got old faithful heavily modded skyrim to keep me occupied.

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Did you read any status report at all? Did you read any devposts on reddit at all? Do you have a basic understanding of what they are actually doing? Yes, they re-do the entire engine, yes they rather code a "new ArmA" instead of "a new mod". They actually started the Standalone project to get rid of the limitations of the old ArmA2 engine.

 

You want me to list some things? Ok, here are some of the new engine modules that are in the work ( probably uncomplete because only from the top of my head )

 

Listen, don't get me wrong.  I am not looking to internet argue so I will keep it civil.  My frustration is that my fear that the team could not pull it off is coming true in my opinion.  Love for them to prove me wrong.  I will address your points below

 

- new renderer  <--  From what I have seen this is simply borrowed from Arma3

- new animations system  <---  Again, what did this solve exactly or improve on what Arma3 already has.  I would like some examples

- new player controller  <----  When they made this change people were not happy.  Not sure the improvement.  Mouse smoothing?

- new AI system including new sensors and navmesh  <---  The zombie AI continues to be a trainwreck.  I fully appreciate the challenge of this, but nothing new for most game companies and with the money they are making no excuses

- new netcode  <---  Again, I do not see any increased stability of this over the netcode of the mod or Arma3 which is nothing great.  Huge desync issues persist.

- new client/server connection and communication system  <---  Ahh the MMO decision.  Show me the benefit.  There certainly may be one and maybe it cannot be realized until the finished game

- switching from content based on scripts to content using engine functions  <---  Has this significantly reduced the hacking issues?

- new system for loot respawn and distribution  <---  Nice, but nothing that improved over the mod system.  Again, full benefit may not be realized until finished game.

- new physics system  <----  Hit detection is still a nightmare so what did this solve?

- vehicles coded from scratch using Bullet SDK  <----  Since vehicles were just added I will give you this one

- new User Interface  <---  This interface is HEAVILY borrowed from Arma3 which I have no problem with, but framework obviously already existed.

- new player model + customization functionality  <----  Again, nothing different than Arma3

- new weather and seasons system that impacts players and items  <----  Weather system is nice.  Impacting gear is interesting but nothing more ground breaking than the mod coders have accomplished.

- new sound engine  <----  Need to see proof and impact of this system.

 

Again, not looking to fight, but these guys OWN THE CODE, and I don't see what forward progress has been made.  BI has collected millions from this Alpha so I expected the game to be much further along.

 

100% willing to eat crow...or beans.

Edited by maleitch
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Skyrim is a fun game and it's persistance when u save it. I don't understand why they have hard

time to make their server persistance with tents and cars. 

Oh, there're some server issue too, because some servers won't save the last (1-2) minutes before it reset -

I lost a lot of gear based on that, but I only play to test it a the moment so no big deal, but for others it

might be annoying.

Edited by Ori42

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Skyrim is a fun game and it's persistance when u save it. I don't understand why they have hard

time to make their server persistance with tents and cars. 

Oh, there're some server issue too, because some servers won't save the last (1-2) minutes before it reset -

I lost a lot of gear based on that, but I only play to test it a the moment so no big deal, but for others it

might be annoying.

Not the best comparison. Skyrim is single player. A better comparison would be EVE Online, or WoW although still not perfect. I understand the challenges of this issue although the dev team should not have been blindsided by any of them.

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Listen, don't get me wrong.  I am not looking to internet argue so I will keep it civil.  My frustration is that my fear that the team could not pull it off is coming true in my opinion.  Love for them to prove me wrong.  I will address your points below

 

- new renderer  <--  From what I have seen this is simply borrowed from Arma3 Thats what everyone kept suggesting to the devs but im pretty sure they said that's not the case, if it were then we would already have it. The engines are so similar every vehicle unit and map has already been ported from A2) that I cant see it being hard to do if they wanted.

- new animations system  <---  Again, what did this solve exactly or improve on what Arma3 already has. This game isn't arma 3, that had been in development for a while before dayz, they have 2 separate teams. But seen as they are both the next gen of arma games why did dayz need to improve on a£? it really only had to improve on A2....which was also the goal of A3 so its not surprising they have similar progressions.

- new player controller  <----  When they made this change people were not happy.  Not sure the improvement.  Mouse smoothing? Yep mouse accel was the most notable change, everyone was chuffed with it and had screamed for it from day one. Personally I liked accel and thought it gave a skill aspect to shooting beyond point and click. Others would include, running with inv open or vaulting without having to stop.

- new AI system including new sensors and navmesh  <---  The zombie AI continues to be a trainwreck.  I fully appreciate the challenge of this, but nothing new for most game companies and with the money they are making no excuses With the navmesh think about it this way...its still 1st iteration, what was the marked improvement from what we had at release....huge imo. They now obey walls 90% of the time, and doors...that alone is a huge improvement on something they could never fix in the mod and has a huge impact on gameplay. (see end bit about money)

- new netcode  <---  Again, I do not see any increased stability of this over the netcode of the mod or Arma3 which is nothing great.  Huge desync issues persist. Did you get arma 3 early or late? when it first dropped there desync and lag was beyond what dayz has atm. All I had to do was join a 6 player domination server andit turned into a slideshow...im just thankfull SA is good enough that I can actually participate in the alpha/beta lol. But look at a3 now, runssl like a charm (for me anyways) even on big pop domi servers. I see the same optimisation in SA's future :)

- new client/server connection and communication system  <---  Ahh the MMO decision.  Show me the benefit.  There certainly may be one and maybe it cannot be realized until the finished game

- switching from content based on scripts to content using engine functions  <---  Has this significantly reduced the hacking issues? I say yes on this one, ok so they still teleport or ESP from what iv seen. But when (in SA) was the last time you saw a hacker kill the enire server with a script for kicks.....or spawn a truck in on your head or spaw a nuke in each town on the map. I haven't seen half as bad hacks as I did in the mod.

- new system for loot respawn and distribution  <---  Nice, but nothing that improved over the mod system.  Again, full benefit may not be realized until finished game.This is monumental copareed  to the mod....no more empty the building....walk 50ish m away....run back and voila...fresh tasty mill loot. Its already succeeded in pretty much killing loot farming.

- new physics system  <----  Hit detection is still a nightmare so what did this solve? Tis will lead to vehicles behaving much better and allowed for throwing objects (connected to the bow aswell maybe) But I think its primery use will be vehicles.

- vehicles coded from scratch using Bullet SDK  <----  Since vehicles were just added I will give you this one

- new User Interface  <---  This interface is HEAVILY borrowed from Arma3 which I have no problem with, but framework obviously already existed.

- new player model + customization functionality  <----  Again, nothing different than Arma3 As far as im aware A3 dosent have individual cloths items, you still pick up a full "outfit" like some combat fatigues or a wetsuit, no mix and match. That illustrates that while they were thinking along the same lines (both inspired by dayz mod no doubt) they were very much 2 separate teams doing there own thing. If they were sharing everthing...dayz would have the A3 renderer by now and A3 would have the dayz cloths system.

- new weather and seasons system that impacts players and items  <----  Weather system is nice.  Impacting gear is interesting but nothing more ground breaking than the mod coders have accomplished. No wet system in the mod due to no way to detect rain. Now there has to be an underlying system (coded from scratch as dint exist in arma) for handling this ;)

- new sound engine  <----  Need to see proof and impact of this system.

 

Again, not looking to fight, but these guys OWN THE CODE, and I don't see what forward progress has been made.  BI has collected millions from this Alpha so I expected the game to be much further along. Said it before and il say it again, money does not make things g faster....in fact it can lead to things taking longer with allocation of resourses and logistics taking much longer as they scale up with funds. Its not as black and white as money + faster progress.....but it will for sure lead to greater quality of the finished product :)

 

100% willing to eat crow...or beans.

 

Same as you, not after argument jus my opinion on some of your points, refreshing to see someone making effort to explain why they feel that way....instead of just yelling "its the same" or "its broken", have some beans.

 

PS anything I didn't write next to I think you have valid point, like the inv system being very, VERY similar, but there is a new UI on the horizon I hear.....maybe it was another "placeholder" lol :)

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Listen, don't get me wrong.  I am not looking to internet argue so I will keep it civil.  My frustration is that my fear that the team could not pull it off is coming true in my opinion.  Love for them to prove me wrong.  I will address your points below

 

- new renderer  <--  From what I have seen this is simply borrowed from Arma3

- new animations system  <---  Again, what did this solve exactly or improve on what Arma3 already has.  I would like some examples

- new player controller  <----  When they made this change people were not happy.  Not sure the improvement.  Mouse smoothing?

- new AI system including new sensors and navmesh  <---  The zombie AI continues to be a trainwreck.  I fully appreciate the challenge of this, but nothing new for most game companies and with the money they are making no excuses

- new netcode  <---  Again, I do not see any increased stability of this over the netcode of the mod or Arma3 which is nothing great.  Huge desync issues persist.

- new client/server connection and communication system  <---  Ahh the MMO decision.  Show me the benefit.  There certainly may be one and maybe it cannot be realized until the finished game

- switching from content based on scripts to content using engine functions  <---  Has this significantly reduced the hacking issues?

- new system for loot respawn and distribution  <---  Nice, but nothing that improved over the mod system.  Again, full benefit may not be realized until finished game.

- new physics system  <----  Hit detection is still a nightmare so what did this solve?

- vehicles coded from scratch using Bullet SDK  <----  Since vehicles were just added I will give you this one

- new User Interface  <---  This interface is HEAVILY borrowed from Arma3 which I have no problem with, but framework obviously already existed.

- new player model + customization functionality  <----  Again, nothing different than Arma3

- new weather and seasons system that impacts players and items  <----  Weather system is nice.  Impacting gear is interesting but nothing more ground breaking than the mod coders have accomplished.

- new sound engine  <----  Need to see proof and impact of this system.

 

Again, not looking to fight, but these guys OWN THE CODE, and I don't see what forward progress has been made.  BI has collected millions from this Alpha so I expected the game to be much further along.

 

100% willing to eat crow...or beans.

Bwahahahah,see some smart people amongst the fanboi lickers....

The whole importing process they have catalogues of hundreds of items if not thousands of items for games any half decent Game dev would tell you this.

Most if they want to look for a item or building that tickles there fancy yes they start it from scratch,but a lot of items are just drop in...

A lot of the reasons we didn't get  things from A3 is because its a script based game,just like A2 was,which was restrictive,that's the whole point of the standalone and money....

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You're here to test, not to play, that comes later, though luckily for you testing is 99% playing anyway.

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"...As of this moment, I see no reason to play this game..."

 

 

 

The only existing reason is for fun (I thought that was games were to supposed to give us) and to help a bit in the development. Dean himself has asked people not to buy his game, UNLESS they understand what they're doing. And it seems you do not.

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