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I'd love to get a word from a developer on whether DayZ will reach BETA before Q1 of 2016.

Brian said it will reach it in February but I doubt it really, this is not against the developers and no bashing is intended at all, but the pace of development is extremely low for a game that claims to be worked on by a team of developers.

I've never offended any developer but there is something very wrong with how the whole development is going. Especially with the fact that mod support is one goal that is supposed to be achieved before the end of the year and is one of the most important things I'm expecting.

Anyway, abit of input on that matter from the devs would be nice, and perhaps tell us what's up with the unreleased internal build. We totally deserve to know that.

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For a game with a team of 70 to 80 people the pace of development is extremely slow. Is there still a team of people working exclusively on AI (Bratislava)? Why was the renderer slated for Q1 and in Q4 it isn't even on experimental. Maybe instead of going to all these conventions the PR money could be spent on HR (i.e. hire an experienced project manager.) Maybe I'm wrong and there really isn't 80 people working on DayZ. Who knows? Not the customers, that's for sure...

 

That said, this thread will be closed.

 

Edit: Brian Hicks had originally commented on the link I added with the comment "^ this guy" referring to the dude that said "70 to 80 people". I just realized he deleted his comment. Maybe in the next status report Brian can talk about what the current team actually looks like. If they have like 10 people working on DayZ (not including unpaid testers) then the slow development pace would make sense.

Edited by scriptfactory
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No it won't. No rules were vroken and I have stated my opinion and question without bashing anyone, especially not the devs.

They need to provide us with answers because it really begins to be too long. If .59 won't have construction, smart AI or stuff like that there is something very wrong because .60 won't be released before 2016...

The renderer has taken way too much of what the development effort has been spread. I feel like the 20 fps boost in cities doesn't make it to the features that are supposed to be in by the time 2016 kicks in.

Even 40 people team should be enough to have an acceptable pace. All I want is the devs to be open towards what's going on. I don't mind delays, but I want to know why because there are many questions that needs to be answered.

Edited by StanleyWasHappy

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Status Reports.  Read them.  Don't just look at the pictures.

 

 

 

I hope I didn't ramble too much in this Status Report, but as we're getting closer to our goal of Beta (End of this year, beginning of next year) there are a lot of large changes coming to the tech behind DayZ, and these tasks take more time than modifications to the old tech and systems.

 

https://dayz.com/blog/status-report-15-oct-2015

 

 

Protip:  Modding support will be built upon the system the devs are actively developing.  None of the Arma3 mods would be possible without the framework they've created.  Think REAL hard about that.

Edited by SausageKingofChicago
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Status Reports.  Read them.  Don't just look at the pictures.

 

 

 

 

https://dayz.com/blog/status-report-15-oct-2015

 

 

Protip:  Modding support will be built upon the system the devs are actively developing.  None of the Arma3 mods would be possible without the framework they've created.  Think REAL hard about that.

Oh god, I read them - I patiently wait every week (now 2) and read them. They are the reason I go and check forums every 4 hours. It's awesome, it really is - but it's not a good pace still. I mean they plan on adding construction, smart AI to zombies AND animals, mod support (which at this point we haven't even got any singleplayer or server files), finish the renderer until february 2016? Sure you could say 4 months is alot of time but it doesn't seem realistic to me comparing the progress in the past 4 months. Let alone all the new features such as parts falling off vehicles, rocket launchers, aerial support, soft skills, beards and contaminated terrain.

 

As for modding - I believe you are wrong. I believe making a terrain will be a very similiar process to how the previous games did it as I have experienced all of it. The terrain heightmap, satmap and mask (responsible on how the map will look like without any objects) will still stay the same because it's the basic of every terrain for every game. The configuration of addons (variables may vary, but not the config syntax) will stay the same and the object placement will stay the same and if it won't - there will be a tool to convert any of these to the way the new engine will read it because if I'm wrong the work on the removal of legacy code will be much longer than 1+ million lines of code.

 

Modelling will use FBX which can be easily ported into from p3d or the source files if you are the legitimate owner of your models. The only thing that will change is the sqf syntax to enscript which won't do much to modding unless your mods contains scripts which is highly unlikely to mods that do models or maps (all of these use files and configurations).

Everything you port requires an edit from one game to another, except for terrains in the case of ArmA 2 to ArmA 3 and I also believe that porting maps from ArmA 2 to DayZ (can't tell about ArmA 3 as the road system is different) would require little to no change to run with DayZ - and yes - I inspect the files of every update and I've learned how it works now - I barely believe the config language and mapmaking will be changed and a tool for us won't be given incase it does as the whole object placement and config would require a team to sit on for months if not years to change the whole code.

 

Therefore, mod support will be very similiar to ArmA as far as I see it and until a word from a developer that will prove it wrong - that's how I tend to see it (and the current public build of dayz proves my point).

 

As for the pace, the development is being really slow. I do understand the reworking on 1 million + lines of code is a hard time - but is it half a year for a big team which sits on it for atleast 8~ hours a day? Again I'll say it - I am not bashing the dev team in any way - I just wish to get *some* information on what's going on and I think a lot of people want the same too.

Edited by StanleyWasHappy

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Imagine DayZ final release.

Ok now stop dreaming. XD

On the serious note, I send my best wishes and hopes to the Dev team push out new renderer as promised - end of 2015, start of 2016.

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Oh god, I read them - I patiently wait every week (now 2) and read them. They are the reason I go and check forums every 4 hours. It's awesome, it really is - but it's not a good pace still. I mean they plan on adding construction, smart AI to zombies AND animals, mod support (which at this point we haven't even got any singleplayer or server files), finish the renderer until february 2016? Sure you could say 4 months is alot of time but it doesn't seem realistic to me comparing the progress in the past 4 months. Let alone all the new features such as parts falling off vehicles, rocket launchers, aerial support, soft skills, beards and contaminated terrain.

 

As for modding - I believe you are wrong. I believe making a terrain will be a very similiar process to how the previous games did it as I have experienced all of it. The terrain heightmap, satmap and mask (responsible on how the map will look like without any objects) will still stay the same because it's the basic of every terrain for every game. The configuration of addons (variables may vary, but not the config syntax) will stay the same and the object placement will stay the same and if it won't - there will be a tool to convert any of these to the way the new engine will read it because if I'm wrong the work on the removal of legacy code will be much longer than 1+ million lines of code.

 

Modelling will use FBX which can be easily ported into from p3d or the source files if you are the legitimate owner of your models. The only thing that will change is the sqf syntax to enscript which won't do much to modding unless your mods contains scripts which is highly unlikely to mods that do models or maps (all of these use files and configurations).

Everything you port requires an edit from one game to another, except for terrains in the case of ArmA 2 to ArmA 3 and I also believe that porting maps from ArmA 2 to DayZ (can't tell about ArmA 3 as the road system is different) would require little to no change to run with DayZ - and yes - I inspect the files of every update and I've learned how it works now - I barely believe the config language and mapmaking will be changed and a tool for us won't be given incase it does as the whole object placement and config would require a team to sit on for months if not years to change the whole code.

 

Therefore, mod support will be very similiar to ArmA as far as I see it and until a word from a developer that will prove it wrong - that's how I tend to see it (and the current public build of dayz proves my point).

 

As for the pace, the development is being really slow. I do understand the reworking on 1 million + lines of code is a hard time - but is it half a year for a big team which sits on it for atleast 8~ hours a day? Again I'll say it - I am not bashing the dev team in any way - I just wish to get *some* information on what's going on and I think a lot of people want the same too.

 

If you read them why are you asking for a dev answer to when beta will be when it was clearly stated in the most recent dev blog?

 

 

To answer you other silly questions, please let me know how modding a new map into CoD works out.  Or Destiny.  Or whatever big market game that profits purely from DLC.  Yay!  I mean, if modding was so super easy wouldn't every popular game have shit tons of mods like Skyrim or Arma?  Did i really just have to say that?  3D models with use FBX?  Jinkies, I sure am glad the devs are making that format compatible with the engine now.  Hurray for us modellers!  Or did I somehow miss that being an option with previous Arma games, wait, no.  I didn't.  Yay for me for knowing wtf I'm taking about!  Oh wait, the first return for a converter is from the Bohemia semi-sister company.  Oopsie.  Devs, they so funny.

 

Therefore, mod support will be very similiar to ArmA as far as I see it and until a word from a developer that will prove it wrong - that's how I tend to see it (and the current public build of dayz proves my point).

 

Thanks for proving my point to me.  Silly devs making games that are moddable when they're complete.  Silly silly devs.

 

 

Anyway, I'm pretty buzzed right now but if you want to talk modding maybe you should go poke about the Insurgency forums to see what can happen to modding when a game dev is still making changes.

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To answer you other silly questions, please let me know how modding a new map into CoD works out.  Or Destiny.  Or whatever big market game that profits purely from DLC.  Yay!  I mean, if modding was so super easy wouldn't every popular game have shit tons of mods like Skyrim or Arma?  Did i really just have to say that?  3D models with use FBX?  Jinkies, I sure am glad the devs are making that format compatible with the engine now.  Hurray for us modellers!  Or did I somehow miss that being an option with previous Arma games, wait, no.  I didn't.  Yay for me for knowing wtf I'm taking about!  Oh wait, the first return for a converter is from the Bohemia semi-sister company.  Oopsie.  Devs, they so funny.

Oh, you seem like you know everything regarding making terrains don't you? Call of Duty isn't an open world game and it's maps are generated by models. Meaning the developers has actually modeled the whole map so every piece of terrain you walk on is a model that can be found in the files (.ff is the map files). This is in because Call of Duty maps are smaller compared to something like Chernarus.

 

Moving on, DayZ and ArmA are built on a massive world which cannot be modeled, and besides that most of the scripted functions regarding positions are calculated relatively to the terrain and not the sea level (placing different objects on the map via script is done via terrain-level positions and not sea-level positions).

 

I've never played Skyrim but I've seen a video or two about it and I assume it works the same way Call of Duty does. Same goes for all source games (CSGO, Half life) - the .bsp files are map files that are built from 'props' which are objects / "proxies" and blocks which are all other ground/walls/floors/ceilings around the map, no terrain or height level needed - it's an FPS and not an MMO.

 

The reason most of these games don't feature mod support is because they will lose money from that. If you have mod support, you don't have any reason to buy DLCs because mods will feature much better content - naturally.

 

Why did ArmA had mod support? Because without mod support ArmA wouldn't have been known as it is - the vanilla ArmA experience is nothing without mission editing and addons. Addons made ArmA and eventually made DayZ. The amount of money Bohemia Interactive made from mods and the attention it got within the gaming community is thousands of times bigger from the amount of money they made from the Marksman, Helicopters, and Kart DLCs for ArmA 3 - which I own all of them and they are great additions, but modding has soooooooo much to offer.

 

DayZ will have changes to mods? Sure it will - that's why I'm asking WHEN. Because telling me to look at the Roadmap won't do much as most of the goals weren't reached.

 

Got anything else to say about the difference between ArmA to Call of Duty or are you done with these really stupid uneducated posts about these games? Based on your own post, I can't believe you're a modeller if you haven't knew any of what I just said - or if you brought out terrain making for games like Call of Duty an Skyrim without actually knowing how to make terrains for these games. Base your opinions on your knowledge or else you'll be contradicting yourself and look very stupid.

Edited by StanleyWasHappy

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Hicks stated many reports ago that information and updates would become further apart because they aren't just adding BS anymore for the most part, and the stuff they are working on takes more time. I'm sure folks would like the rust style devblog's but even those don't have to much information and i for one could give a shit less that they worked on line 210 of the code to do whatever.https://www.youtube.com/watch?v=5qJEBj9mfxgshould watch this chris talks about the challenges they had at the beginning and they may still have some of these issues. I couldn't imagine the headache working on something with no documentation would be a fuckin headache. 

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Hicks stated many reports ago that information and updates would become further apart because they aren't just adding BS anymore for the most part, and the stuff they are working on takes more time. I'm sure folks would like the rust style devblog's but even those don't have to much information and i for one could give a shit less that they worked on line 210 of the code to do whatever.https://www.youtube.com/watch?v=5qJEBj9mfxgshould watch this chris talks about the challenges they had at the beginning and they may still have some of these issues. I couldn't imagine the headache working on something with no documentation would be a fuckin headache. 

Yeah I've seen that video a long time ago. But the documentation problem was mainly for the modellers, that has not much to do with the coding of AI, engine work and construction system as these relate to engine sided tasks that are done by scripting (I doubt the base building models are the reason the development is held back).

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Hello there

 

The devs dont *owe* us any info.

 

It is nice (and the generally expected norm do do so) and they do keep us regularly informed on the games progress.

 

Development may seem *slow* to you but in fact its tripping along nicely.

 

We are only halfway through development, if your patience is wearing thin at this stage you may well be better of having a long break. Nothing wrong with that.

 

I come from a generation where contact and the huge flow of info from developers just did not happen and the only snippets of info were from the occasional magazine article, think yourself lucky you can commune with the devs the way we can.

 

Pure game dev takes time. Hook that up with the red tape of actually running a business and that time drastically increases.

 

One has to take a the wider world view and not compare apples to oranges.

 

Rdgs

 

LoK

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I'd love to get a word from a developer on whether DayZ will reach BETA before Q1 of 2016.

Brian said it will reach it in February but I doubt it really, this is not against the developers and no bashing is intended at all, but the pace of development is extremely low for a game that claims to be worked on by a team of developers.

I've never offended any developer but there is something very wrong with how the whole development is going. Especially with the fact that mod support is one goal that is supposed to be achieved before the end of the year and is one of the most important things I'm expecting.

Anyway, abit of input on that matter from the devs would be nice, and perhaps tell us what's up with the unreleased internal build. We totally deserve to know that.

I hope they don't reach beta by quarter 1 2016, they still have alot of things on the road map that need to be finished, Dayz finishing in Q1 2016 is my worst nightmare unless they have all the features added in.

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Oh, you seem like you know everything regarding making terrains don't you? Call of Duty isn't an open world game and it's maps are generated by models. Meaning the developers has actually modeled the whole map so every piece of terrain you walk on is a model that can be found in the files (.ff is the map files). This is in because Call of Duty maps are smaller compared to something like Chernarus.

 

Moving on, DayZ and ArmA are built on a massive world which cannot be modeled, and besides that most of the scripted functions regarding positions are calculated relatively to the terrain and not the sea level (placing different objects on the map via script is done via terrain-level positions and not sea-level positions).

 

I've never played Skyrim but I've seen a video or two about it and I assume it works the same way Call of Duty does. Same goes for all source games (CSGO, Half life) - the .bsp files are map files that are built from 'props' which are objects / "proxies" and blocks which are all other ground/walls/floors/ceilings around the map, no terrain or height level needed - it's an FPS and not an MMO.

 

The reason most of these games don't feature mod support is because they will lose money from that. If you have mod support, you don't have any reason to buy DLCs because mods will feature much better content - naturally.

 

Why did ArmA had mod support? Because without mod support ArmA wouldn't have been known as it is - the vanilla ArmA experience is nothing without mission editing and addons. Addons made ArmA and eventually made DayZ. The amount of money Bohemia Interactive made from mods and the attention it got within the gaming community is thousands of times bigger from the amount of money they made from the Marksman, Helicopters, and Kart DLCs for ArmA 3 - which I own all of them and they are great additions, but modding has soooooooo much to offer.

 

DayZ will have changes to mods? Sure it will - that's why I'm asking WHEN. Because telling me to look at the Roadmap won't do much as most of the goals weren't reached.

 

Got anything else to say about the difference between ArmA to Call of Duty or are you done with these really stupid uneducated posts about these games? Based on your own post, I can't believe you're a modeller if you haven't knew any of what I just said - or if you brought out terrain making for games like Call of Duty an Skyrim without actually knowing how to make terrains for these games. Base your opinions on your knowledge or else you'll be contradicting yourself and look very stupid.

 

So.... errr.. the terrain you walk in in DayZ isn't a model?  What?  Are you suggesting the terrain we walk around on in DayZ isn't modelled?   No, let's not move on.  I want you to answer that because LOL.

 

 

 

 

 

Ok, now we can move on to your next absurd point,

 

 

Moving on, DayZ and ArmA are built on a massive world which cannot be modeled

 

 

Wait, no, LOL.  There we go.  As someone who has actually modelled massive terrains, I can assure you, you once again have no idea what you're talking about.

 

 

and besides that most of the scripted functions regarding positions are calculated relatively to the terrain and not the sea level

 

 

Like every fucking game ever.  Just saying'

 

 

I've never played Skyrim but I've seen a video or two about it and I assume it works the same way Call of Duty does. Same goes for all source games (CSGO, Half life) - the .bsp files are map files that are built from 'props' which are objects / "proxies" and blocks which are all other ground/walls/floors/ceilings around the map, no terrain or height level needed - it's an FPS and not an MMO.

 

 

Same goes for every game you've ever played.  Unless it was some 2d stuff, even then, most of it applies, minus a dimension.  Jesus fuck.  Oh, and uh... yeah, the same data that applies to a piece of land being X high applies ot any other fucking game ever.   Just sayin' again.

 

 

The reason most of these games don't feature mod support is because they will lose money from that. If you have mod support, you don't have any reason to buy DLCs because mods will feature much better content - naturally.

 

 

Hurray!  You supported my argument yet again.  Lazy devs, not wanting to lock down their game at the same time as making it easily modifiable by including hooks and a scripting language that anyone can use.  Shit devs do that.   Oh ya, 99% of mods for Skyrim can be considered "better content", yup.  Totally dude.

 

 

Why did ArmA had mod support? Because without mod support ArmA wouldn't have been known as it is - the vanilla ArmA experience is nothing without mission editing and addons. Addons made ArmA and eventually made DayZ. The amount of money Bohemia Interactive made from mods and the attention it got within the gaming community is thousands of times bigger from the amount of money they made from the Marksman, Helicopters, and Kart DLCs for ArmA 3 - which I own all of them and they are great additions, but modding has soooooooo much to offer.

 

 

I'll probably let the pro's explain this one to you.   Jinkies, mod support was added to Arma because money!!!!!  That's basically what you said.  If only I could think of mods that benefited from the work generated from Marksman, Helicopters, and Kart.   If only.

 

 

DayZ will have changes to mods? Sure it will - that's why I'm asking WHEN. Because telling me to look at the Roadmap won't do much as most of the goals weren't reached.

 

 

No, that is not what you were asking about.  Telling you to look at the Status Reports when you ask a question literally answered in the most recent Status Report has nothing to do with the roadmap.  I'm not sure who is more confused here.   (hint: it's not me)

 

 

 

Got anything else to say about the difference between ArmA to Call of Duty or are you done with these really stupid uneducated posts about these games? Based on your own post, I can't believe you're a modeller if you haven't knew any of what I just said - or if you brought out terrain making for games like Call of Duty an Skyrim without actually knowing how to make terrains for these games. Base your opinions on your knowledge or else you'll be contradicting yourself and look very stupid.

 

 

ya kid, a lot.   You're pretty much calling me stupid with that last paragraph that I didn't bother to finish reading after you called me stupid because you're a flipping idiot that hasn't read the Status Reports provided and likely heard about DayZ when Epoch became big... wait.. not.. Overpoch..  there we go, and you seem think you know better than me when anyone reading this knows who I am, what I've done, what level of modding experience I've had before telling you you're an idiot, or at the very least read what you said and laughed out loud in real life. 

 

Please, do yourself a favor and educated yourself before attempting to pick a fight with someone who knows wtf they're on about and 911 was an ok job and Courney Cox was secretly a hacker for China all along.

 

(I finished reading it but I haven't knew if you know wtf you're talking about the entire time)

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thing are getting a little too personal, lets tone it down a notch.

 

An argument my well be ridiculous but lets keep things civil and let the loons go over the top.

 

just a quick fyi  at everyone.

 

L

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So.... errr.. the terrain you walk in in DayZ isn't a model?  What?  Are you suggesting the terrain we walk around on in DayZ isn't modelled?   No, let's not move on.  I want you to answer that because LOL.

 

 

 

 

 

Ok, now we can move on to your next absurd point,

 

 

 

 

Wait, no, LOL.  There we go.  As someone who has actually modelled massive terrains, I can assure you, you once again have no idea what you're talking about.

 

 

 

 

Like every fucking game ever.  Just saying'

 

 

 

 

Same goes for every game you've ever played.  Unless it was some 2d stuff, even then, most of it applies, minus a dimension.  Jesus fuck.  Oh, and uh... yeah, the same data that applies to a piece of land being X high applies ot any other fucking game ever.   Just sayin' again.

 

 

 

 

Hurray!  You supported my argument yet again.  Lazy devs, not wanting to lock down their game at the same time as making it easily modifiable by including hooks and a scripting language that anyone can use.  Shit devs do that.   Oh ya, 99% of mods for Skyrim can be considered "better content", yup.  Totally dude.

 

 

 

 

I'll probably let the pro's explain this one to you.   Jinkies, mod support was added to Arma because money!!!!!  That's basically what you said.  If only I could think of mods that benefited from the work generated from Marksman, Helicopters, and Kart.   If only.

 

 

 

 

No, that is not what you were asking about.  Telling you to look at the Status Reports when you ask a question literally answered in the most recent Status Report has nothing to do with the roadmap.  I'm not sure who is more confused here.   (hint: it's not me)

 

 

 

 

ya kid, a lot.   You're pretty much calling me stupid with that last paragraph that I didn't bother to finish reading after you called me stupid because you're a flipping idiot that hasn't read the Status Reports provided and likely heard about DayZ when Epoch became big... wait.. not.. Overpoch..  there we go, and you seem think you know better than me when anyone reading this knows who I am, what I've done, what level of modding experience I've had before telling you you're an idiot, or at the very least read what you said and laughed out loud in real life. 

 

Please, do yourself a favor and educated yourself before attempting to pick a fight with someone who knows wtf they're on about and 911 was an ok job and Courney Cox was secretly a hacker for China all along.

 

(I finished reading it but I haven't knew if you know wtf you're talking about the entire time)

 

Nope, you don't "model" your map out of nothing in ArmA. You need to create your own elevation map, to draw how the terrain will look like topographically - you'll need to create a satellite map for your map to render in long distances and create a mask layer with a layer config file to render your map from close distances along with all configurations that relate to clutter and etc...

 

I think you have no idea what's the difference between making a model and making a terrain in arma - these are two different worlds with totally different ways of doing them. Terrain building requires you to put a lot of work and the final product might take even years to finish (For example: Taviana Island for ArmA 2, Napf Island for ArmA 2, Australia for ArmA 3). How much time does it take to model a house? 30 hours? 60 hours the most if you are new to the idea of modelling in ArmA and RVmats.

 

The funny thing is, you call me a kid while you posted something like this here:

 

911 was an ok job and Courney Cox was secretly a hacker for China all along.

 

If you have no idea how the mapping and modelling in ArmA works, then don't even commet - you can take a look at the BIStudio forums to learn more about how terrain-making works, there are several tutorials on how to do it - I'd recommend you to use tutorials from ArmA 2 as they are covered in more detail to ArmA 3.

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I'll probably let the pro's explain this one to you.   Jinkies, mod support was added to Arma because money!!!!!  That's basically what you said.  If only I could think of mods that benefited from the work generated from Marksman, Helicopters, and Kart.   If only.

 

Exactly you can't think of one? Why? Because you aren't familiar with any mods. Marksmen DLC brought ArmA 3 Bipods, Helicopters brought in drive-by from vehicles, Karts..... brought nothing indeed.

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Does any of this apply at all?

 

"A delayed game is eventually good, but a rushed game is forever bad."

 

- Shigeru Miyamoto


 

 

http://www.giantbomb.com/profile/psykhophear/lists/delayed-video-games/26503/

 

If you take the pace and circumstances of DayZ as a project into account I would want to guess that they are probably making standard progress when compared with the historical pace of game dev as a whole.

 

I keep saying that we should look at dev estimates like contractor estimates.

 

Take what they said and add another half to that.

 

It;s just the trend I'm seeing and it helps keep me sane.

 

MAYBE, once the lions share of the new engines are in place we might see some leap frogs in progress that will catch things up a little.

 

Until then, the people with less patience and who are far removed from what's actually happening at BI are going to make all sorts of damning and far flung theories about what's holding things up, and what can be done to fix it.

 

Those of us with patience will be rewarded. Shit, that's DayZ in a nutshell, in'it?

Edited by BioHaze
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thing are getting a little too personal, lets tone it down a notch.

 

An argument my well be ridiculous but lets keep things civil and let the loons go over the top.

 

just a quick fyi  at everyone.

 

L

 

OMG Orlok!! how dare you call people "loons" !!!

 

 

 

hehehe :P

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Well, there always could be more info or more releases. I'm sure nobody would mind, least of all the devs. The peaks in development seem to be around days of gaming conventions and press events, so the game can be marketed and new features announced. However, we are pretty much done prepping and this is where the real game starts. 0.59 is a much bigger step to me than the CLE was. It's the first time everything I expect from Dayz is in the game at once. 

 

That they've added *.fbx support is a strong hint at modding for me. It's easier to work with for the devs, since you can also save animations, but I expect it to also make modding easier. There will probably be updates to how materials are applied and previewed in Dayz. It's just a guess, but it would make sense. So I'll wait on updates about the modding tools just as excited as the rest of you. 

 

The thing about Dayz is, it's a lot of trial and error. Things can go horribly wrong, but they rarely go extremely well. So we're pairing high hope with low expectations, which doesn't usually pan out. I see it this way: at least after this update we'll have a complete game to play! It's worth waiting for and having high hope yet again. It's a kind of a dependency - if there were more releases, we'd need less info, but then again, this is just a game. There is always something else to do, worthy of our attention. 

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development is only half done apparently.

So this game which started with the design and much of the IP already conceived will take 

5 years

to develop.

amazing. What happens when they get your money with a prototype.

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Well, next time you'll know not to participate in early access.

 

Lesson learned, take the positives from it.

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development is only half done apparently.

So this game which started with the design and much of the IP already conceived will take 

5 years

to develop.

amazing. What happens when they get your money with a prototype.

 

Conception and design are the easy part... WarZ anyone? It's the execution that takes the real time.

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I come from a generation where contact and the huge flow of info from developers just did not happen and the only snippets of info were from the occasional magazine article, think yourself lucky you can commune with the devs the way we can.

 

I think most people do. Hell, I remember being a wee lad waiting for Half-Life 2. Waited for like 2 years (an eternity at the time) and practically exploded when I saw something about Half-Life 2 in some gaming magazine a friend was reading on a bus to school. Oh Jesus, I remember when my brother was building my first PC and I asked "will it be able to run Half-Life" and he said "Yes... Half-Life TWO." I exploded again. Those were the fucking days.

 

Now everybody has to be privy to every single step in a game's development. Imagine if they'd done that for Fallout 4. Imagine how angry everybody would have been from, like, 2009 or whenever it started development. "OMG Bethesda are unprofessional hacks who can't develop games quickly enough for me." Obviously that's symptomatic of early access, and it's sort of understandable. People like to be reassured that their investment was worth it - but then they were made aware of the nature of early access. They knew that development would take 2 - 3 years, but they bought in anyway, and then they whine thinking the developers owe them something. Now if it gets to the end of next year and we're on .60, yeah I think people have earned the right to complain at that point. For now, however, DayZ seems to be more or less on track. That's good enough for me.

 

Having said that, some more info would be cool. I, for one, would love to know how the new renderer is doing, or the new animation system. I'd also like to know, to some extent, what the new renderer will do. Dynamic shadows for fire, for instance? New particle effects? I'd also like to know more about the new sound module, or whatever they call it. Then again, maybe that will all be covered in the next status update, which they say will be a big one. Who knows.

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