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Miquinei

.56 patch coming anytime soon? Is this game progressing at an increasingly slower rate?

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On my current job we are, occasionally, asked to develop features that seem simple enough to a project owner but actually have a huge cost. In these cases we simply leave placeholder features in place and return focus to our minimum viable product.

 

It seems to me that both the CLE and item persistence are two such time sinks. Do the benefits of a central loot economy and persistence of all items on a server really add that much to gameplay at the current stage of development? Aren't the estimates for these two features way over their development "time-box"?
 

Would it make sense to:

  1. Implement the CLE at a later stage of development...
  2. ...and persist a more limited set of items (i.e. backpacks, tents, world storage) until the time can be found to create a version of item persistence that doesn't require a weekly wipe?

...

 

I would really like to see barricading and soft skills in Q3 and at the current rate of development it just doesn't seem feasible...

Edited by scriptfactory

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Do the benefits of a central loot economy and persistence of all items on a server really add that much to gameplay at the current stage of development? Aren't the estimates for these two features way over their development "time-box"?

 

 

 

I think you might be right.

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Last I saw stable would still have zombies removed but they would be put into experimental for testing. Did I miss something?

They are in experimental right now .... guess i just figured they were testing them to go live

Edited by SaveMeJebus

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It seems to me that both the CLE and item persistence are two such time sinks. Do the benefits of a central loot economy and persistence of all items on a server really add that much to gameplay at the current stage of development? 

 

I believe the answer to that is "Yes." and here is why I believe that. You will notice that a large number of "survival" and crafting options have been rolling out lately. They have the basic found items in the game, and now they are working on the crafted/hunted/grown items. I think they HAVE to get the spawned loot correct at this point otherwise they will get very little feedback on the created items. For example, if I can run to 5 of the same type of house and 2 police stations and basically be sure I'll have a gun with some fitting ammo, when would I consider creating a bow and arrows instead? Why would I find a barrel, lime, and hunt an animal to create a leather jacket or vest when I can just about guarantee finding one after hitting one military area or possibly just checking every crashed Ural along a path while I gear up with other things? Why peel bark and carry sticks when I can find matches all over the place?

 

So to get us to at least try the other options, they have to have a system that distributes loot out and doles it out in a manner that doesn't invalidate what would otherwise be a more time consuming for same or less reward route. 

 

 

For both crafted and found gear to be "viable" they have to get the loot system working. Persistence is part of that. They can't use feedback on things only 1 in 100 does/uses, especially if that person only does them as a "I wonder how that works." and then never does it again. Maybe 1 in 10 times something doesn't work right but only 5 people ever try and do it.... the odds are not very good that you will discover that bug and how to reproduce it. 

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Excellent explanation, Mercules.

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I think they HAVE to get the spawned loot correct at this point otherwise they will get very little feedback on the created items.

 

Couldn't the exact same effect be achieved by deactivating certain items in the older server-controlled loot spawn tables? They would just have to say something like, "We are adding crafted clothing so all other clothing will be disabled for this patch period."

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Couldn't the exact same effect be achieved by deactivating certain items in the older server-controlled loot spawn tables? They would just have to say something like, "We are adding crafted clothing so all other clothing will be disabled for this patch period."

 

...and how many players would just not log in during that time since they would then possible lose their "nice gear"? Besides loot is a CORE component to DayZ, always has been. Loot rarity determines the flow of DayZ and it is an important thing to get right so it is a feature that has to go in before other features. What good is implementing sickness if you can easily find items to cure it or never find items that cure it?

 

CLE needs to be built and implemented as it is one of the core components. It is what separates DayZ from a dozen other horror survival games. 

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What good is implementing sickness if you can easily find items to cure it or never find items that cure it?

 

They could revert to a client-based style of loot spawn and it would provide the exact same effect (e.g. A3 Breaking Point mod.) The CLE is being implemented to control loot spawns across ALL servers, not one in particular and not for a single user. I feel like you are trying to make arguments for the CLE without realizing there are other ways of simulating exactly this type of system.

Edited by scriptfactory

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