• DayZ v6 - Cannibal Simulator 2015
    1,255 replies, posted
Good. Why did we have to wait all this time for the forest update, though? Shit like that should be squared away years after development is done, not when we're [I]still[/I] waiting for helicopters and a new player controller.
[QUOTE=WillerinV1.02;52361676]Good. Why did we have to wait all this time for the forest update, though? Shit like that should be squared away years after development is done, not when we're [I]still[/I] waiting for helicopters and a new player controller.[/QUOTE] On a more realistic approach, it's because people get pissy about not having updates in the time they take to work on them. They probably directed the .62 team to work on it because it's been 6 months since the last update. Each update usually brings in a big notable feature that people will see as a notable change along with smaller ones, 0.61 being wolves, items and gunshot tweaks. .62 was the trees, grass and map changes with small updates being breathing fixes, bringing back some old items and fixing cars up. Bohemia has actually completely told them not to make any more time estimates, and now have a 'when it's ready' approach.
When will they stop development on this? I mean honestly I don't expect sales to be any more then the current development is costing.
[QUOTE=Strontboer;52660587]When will they stop development on this? I mean honestly I don't expect sales to be any more then the current development is costing.[/QUOTE] I doubt they're planning on stopping anytime soon considering they're currently in the process of going to a new engine and basically completely remaking the core gameplay mechanics.
[QUOTE=simkas;52660819]I doubt they're planning on stopping anytime soon considering they're currently in the process of going to a new engine and basically completely remaking the core gameplay mechanics.[/QUOTE] Again? Jezus christ if they would have just stuck with something and finished it....
[QUOTE=Strontboer;52661193]Again? Jezus christ if they would have just stuck with something and finished it....[/QUOTE] Again what? They've been using the same engine since the start until now.
Again as in, they keep going back to mecanics to "redo" them
[QUOTE=Strontboer;52661269]Again as in, they keep going back to mecanics to "redo" them[/QUOTE] I don't think they've ever really gone back to redo the core gameplay before. And looking at the videos, it seems like it'll actually control like a proper video game and will even have good melee combat.
[QUOTE=simkas;52661270]I don't think they've ever really gone back to redo the core gameplay before. And looking at the videos, it seems like it'll actually control like a proper video game and will even have good melee combat.[/QUOTE] I just wish it didn't feel so fucking janky to play.
[QUOTE=GentlemanLexi;52661302]I just wish it didn't feel so fucking janky to play.[/QUOTE] And if you paid attention to gamescom you would know that the "new engine" (I'm kinda calling BS on that, its just tech borrowed from Arma 3 slapped into the previous engine) has an animation blending system of some kind. You can now preform actions while moving, new movement system, melee now has blended animations allowing for combos. Aka you can swing thing such as axes multiple times and the animations will blend together eg swinging from left to right and back again. They are at the point where all they want to do is get the bloody product finished. Apparently all man power is now working solely on game play and content, finishing mechanics like the health system and so forth. They don't have a lot of time to get some of that content out onto public or experiment branches before any hype wears off, as many have said most fans of DayZ are just looking for something to bring them back or move away from the now dead mod.
Enfusion is nothing 'slapped' into previous engine it's new engine while learning from previous engines (RV, Enforce, Cpal etc.) but done from scratch fresh, modular, threaded, documented and so on ;) face it, how many of you yet realized that most of the DayZ alpha was just placeholder on the old engine with old assets, obsolete systems forced sometimes to run two similar module things at once (e.g. physical engines (the old and the new))
Even if you hate DayZ Standalone, the Enfusion engine is going to be terrific for Arma players. No lag in densely populated areas, 60 fps most of the time even on my shitty FX-6300... the future looks bright. This game getting more features and hopefully coming to fruition is just icing on the cake.
[QUOTE=Dwarden;52661806]Enfusion is nothing 'slapped' into previous engine it's new engine while learning from previous engines (RV, Enforce, Cpal etc.) but done from scratch fresh, modular, threaded, documented and so on ;) face it, how many of you yet realized that most of the DayZ alpha was just placeholder on the old engine with old assets, obsolete systems forced sometimes to run two similar module things at once (e.g. physical engines (the old and the new))[/QUOTE] will we see future updates integrated in to arma 3 so it isn't so abysmal in regards to performance or is that still a horrendously long way off
[QUOTE=69105;52673075]will we see future updates integrated in to arma 3 so it isn't so abysmal in regards to performance or is that still a horrendously long way off[/QUOTE] do not expect miracles for Arma 3, it's different engine
many updates i missed inbetween then and now (waiting for 0.63) [url]https://dayz.com/blog/status-report-16-january-2018[/url] [url]https://dayz.com/blog/status-report-12-december-2017[/url] [url]https://dayz.com/blog/status-report-28th-november[/url] [url]https://dayz.com/blog/status-report-7-november-2017[/url] [url]https://dayz.com/blog/status-report-24-october-2017[/url] [url]https://dayz.com/blog/status-report-10th-october-2017[/url] [video=youtube;IClZBVQ2lo0]https://www.youtube.com/watch?v=IClZBVQ2lo0[/video] [IMG]https://i.imgur.com/QD7Mwa6.jpg[/IMG] [IMG]https://media.giphy.com/media/3ohs7LcPvuJamGTXc4/giphy.gif[/IMG] [IMG]https://media.giphy.com/media/xULW8JScrqClGSgL9S/giphy.gif[/IMG] [IMG]https://media.giphy.com/media/l49JXtsD9FxoUdgEU/giphy.gif[/IMG] [IMG]https://media.giphy.com/media/xUOxf7r0mT2EER1WMM/giphy.gif[/IMG]
I should suggest to them making the AK's charging handle pull be done the same way as the SVD, as it's the proper handling. Would probably make more sense to have the SVD be charged with the right hand as it's more front heavy. Optimally one would have a system for the AK that the character starts pulling the AK's charging handle with their main hand if you make the AK cumbersome with many attachments.
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