[QUOTE=Livewire2440;42886659]Jeez people in this thread.
This is pre-alpha, it says at the very end it was completely unrepresentative of the final product, it was just to give an impression of what it looks like. And it looks fine.[/QUOTE]
If your prealpha doesn't represent your final product in some way then you're all kinds of fucked up
I'm gonna name something much simpler, but [I]Gunpoint[/I] contains a folder filled with playable builds of the game at various points, and from the very start (where all you have is some flat textures and a crappy sprite made by the programmer) you can see how much potential the game has, and what it's main features are.
The main features I'm seeing here are clunky melee combat, a crappy drag-and-drop based inventory system replacing a previous one that worked perfectly fine, and overcomplication of features (compass and tincans) for the sake of "realism". It doesn't seem like it needs more time to develop, it seems like it needs new designers.
[QUOTE=Livewire2440;42886659]Jeez people in this thread.
This is pre-alpha, it says at the very end it was completely unrepresentative of the final product, it was just to give an impression of what it looks like. And it looks fine.[/QUOTE]
If it looks like this in Pre-Alpha then god help us in the final release.
[editline]17th November 2013[/editline]
Also I never knew Rocket dropped that awesome looking A2 mod for the sake of DayZ?
What a scrublord.
[QUOTE=Thomo_UK;42887799]If it looks like this in Pre-Alpha then god help us in the final release.
[editline]17th November 2013[/editline]
Also I never knew Rocket dropped that awesome looking A2 mod for the sake of DayZ?
What a scrublord.[/QUOTE]
Took a genious to turn arma 2 into a noweapon2start ffa with zombies tacked in.
Also zombie sandbox was a thing before dayz.
[QUOTE=latin_geek;42887683]If your prealpha doesn't represent your final product in some way then you're all kinds of fucked up
I'm gonna name something much simpler, but [I]Gunpoint[/I] contains a folder filled with playable builds of the game at various points, and from the very start (where all you have is some flat textures and a crappy sprite made by the programmer) you can see how much potential the game has, and what it's main features are.
The main features I'm seeing here are clunky melee combat, a crappy drag-and-drop based inventory system replacing a previous one that worked perfectly fine, and overcomplication of features (compass and tincans) for the sake of "realism". It doesn't seem like it needs more time to develop, it seems like it needs new designers.[/QUOTE]
Clunky combat is a definite flaw, and something that absolutely needs complete reworking, so I won't go off on that topic.
However, I see nothing "over-complicated" about needing a can opener to eat from tin cans, or having to hold a compass in your hand to use it. It's a game about survival after all, and obviously, that means the target demographic are those that enjoy that type of gameplay. In fact, ARMA itself had compasses, and its just as based in realism as DayZ is, at least in concept. Requiring a single item be in inventory in order to eat from can seems pretty simple enough. I could understand complaining about extremes such as gaining weight or needing to eat a balanced diet, but these two examples are nowhere near those levels, especially considering one of the draws of DayZ is that it tries to present a challenge based in realism.
It just sounds like DayZ's (and ARMA's for that matter) gameplay and "genre" aren't what you look for in a game.
[QUOTE=Loriborn;42887884][b]extremes such as gaining weight or needing to eat a balanced diet[/b][/QUOTE]
crikey don't give the devteam ideas what are you doing.
I really think this is going to be a big miss. They seem to have no idea what the game needs to make it less frustrating.
Annoying because I would like these type of games if they weren't all so crappy.
[QUOTE=Loriborn;42887884]However, I see nothing "over-complicated" about needing a can opener to eat from tin cans, or having to hold a compass in your hand to use it[/QUOTE]
but it is really over-complicated and dumb. i don't get how anyone could think those things are a necessary feature. it's so bloated and awkward
it's just stuff that doesn't need to be represented in gameplay at all. it isn't good for gameplay or immersion and it isn't even realistic
i'm trying to think of a parallel to other game/sims, like expecting people to find the car keys in a racing sim, but there is really nothing that matches up. it's just a flat-out dumb idea
[QUOTE=ChestyMcGee;42888471]but it is really over-complicated and dumb. i don't get how anyone could think those things are a necessary feature. it's so bloated and awkward
it's just stuff that doesn't need to be represented in gameplay at all. it isn't good for gameplay or immersion and it isn't even realistic
i'm trying to think of a parallel to other game/sims, like expecting people to find the car keys in a racing sim, but there is really nothing that matches up. it's just a flat-out dumb idea[/QUOTE]
It's the equivalent of needing a box or bag to carry items in any game, I don't see the big deal. You need a precursor item to do other things, and I really don't see anything wrong with needing one item, which is probably relatively common, to open up cans.
[QUOTE=Loriborn;42888526]It's the equivalent of needing a box or bag to carry items in any game, I don't see the big deal. You need a precursor item to do other things, and I really don't see anything wrong with needing one item, which is probably relatively common, to open up cans.[/QUOTE]
because then it adds unnecessary bullshit.
like, you already have to scavenge for guns, ammo, food, and equipment, why should you be forced to scavenge for basic shit like a can opener or a compass? when you're barring off basic functions of the game, like figuring out which cardinal direction you're facing or eating most food items, you're adding unnecessary bullshit. adding a backpack/box system is fine, but.. having to have a can opener to eat canned food? what does that add to the experience, besides making players on new character frustrated when they're starving, but the random loot system doesn't give them a fucking can opener to eat their food?
what's next? having to find a catheter so you won't have to pee every in-game hour? needing to find mechanical pencil lead (of the right size) in order to make a note? having to find a belt of your character's waist size in order to wear pants that are slightly too baggy?
there's realism then there's "lmao."
[QUOTE=Loriborn;42888526]It's the equivalent of needing a box or bag to carry items in any game, I don't see the big deal. You need a precursor item to do other things, and I really don't see anything wrong with needing one item, which is probably relatively common, to open up cans.[/QUOTE]
"Okay I think im lost let me check my compass"
>stop moving
>think about taking out compass (scroll wheel menu)
>put away gun, take compass out
>open compass lid
>look at compass
>close lid
>think about switching to weapon (scroll wheel menu)
Its just clumsy as hell. In a perfect world (i know this is impossible in arma) you could hold the compass or other items in one hand while having reduced accuracy with your weapon in the other.
Picking stuff up shouldn't require going to a menu and placing it in spots, if I pick something up in real life I don't have to stop and think where exactly it can fit I just do it. In arma 3 you don't even have slots anymore just a bar that goes up depending on how big the item is i don't understand why they are using the shitty old method.
[QUOTE=Loriborn;42888526]It's the equivalent of needing a box or bag to carry items in any game, I don't see the big deal. You need a precursor item to do other things, and I really don't see anything wrong with needing one item, which is probably relatively common, to open up cans.[/QUOTE]
but it doesnt even make sense
i could back down if it was a case of "yeh but it's realistic"... but it's not even realistic. at all
[QUOTE=Loriborn;42887884]In fact, ARMA itself had compasses[/QUOTE]
yes indeed, you acquired the item and then pressed a key and the compass shows up in your hud, which is very different and much more realistic than the DayZ Standalone's implementation
[QUOTE=Loriborn;42888526]It's the equivalent of needing a box or bag to carry items in any game, I don't see the big deal. You need a precursor item to do other things, and I really don't see anything wrong with needing one item, which is probably relatively common, to open up cans.[/QUOTE]
Yeah, I bet you're gonna have a real fuckin blast starving to death as a newbie because you can't find a 2 inch long piece of stamped steel to open a tin can. Can you open it by pulling the tab, using your combat knife, using your axe, or going caveman style and smashing it against the nearest hard object? Nope, you need a can opener, have fun starving to death for the sake of petty realism.
I mean seriously, have you ever been camping or been put in a situation where you would use a compass? Most outdoors backpacks have compass on the shoulder strap that you can just look down and see. Is it 100% necessary to have to have you pull it out and then press another button to open the lid? Like whats next, not being able to eat food because you don't have a mess kit with a fork or knife? Not being able to use 7.62x51mm ammunition in a .308 hunting rifle?
[QUOTE=Ownederd;42885797]I never mentioned anything about the controls?[/QUOTE]
you literally responded to a person saying the controls were clunky and tried to justify them being clunky by saying "the gaems supposed to have a sense of weight behind it"
if that was an entirely new thought it would make literally zero sense for you to respond to that post because it would make people assume that [i]that's what you're talking about[/i] when it isn't and that makes no sense
[QUOTE=endorphinsam;42889253]you literally responded to a person saying the controls were clunky and tried to justify them being clunky by saying "the gaems supposed to have a sense of weight behind it"
if that was an entirely new thought it would make literally zero sense for you to respond to that post because it would make people assume that [I]that's what you're talking about[/I] when it isn't and that makes no sense[/QUOTE]
I was referring to the how the game feels through animation and visual design, not player input. Why are you so touchy about this?
Rocket said he would wait until he received actual feedback from when the alpha is out to change things. Nothing is set in stone, but it's better to try out new things and see if they work before axing something just because it sounds stupid.
I know many of you would rather just hate on the game because it's 'too realistic' but how about you give it a chance first? The reason many of these things are in this game in the first place is to discourage the rabid kill on sight mentality many players have, and make them think about their actions. If that slows down the game a bit, so be it.
It certainly doesn't look perfect, but who cares? None of you have paid any money for it, let the development continue and then call the game shit when it is finished. The only reason any footage was released is because of people begging Rocket to show them the game, have some faith for fucks sake.
[QUOTE=Zolansa;42889412]
I know many of you would rather just hate on the game because it's 'too realistic' but how about you give it a chance first? The reason many of these things are in this game in the first place is to discourage the rabid kill on sight mentality many players have, and make them think about their actions. If that slows down the game a bit, so be it.
[/QUOTE]
How the hell does requiring you to aquire more unnecessary equipment through predictable, trivial, and boring scavenging, and making something as simple and easy to use as a compass as hard and complicated to use as humanly possible, deter players from killing each other unnecessarily.
Since theres no actual penalty for killing another player, in fact theres only plain and clear advantages to doing so, nobody is going to not shoot someone because they have to take a few extra seconds to fiddle with their compass. Everything gets reset upon death, so anything you did in your previous characters life time, becomes entirely irrelevant, that includes some skin to signify you as being a bandit. Unless something like permanent factions or teams are put in place, the god awful community for Dayz is going to continue to shoot newly spawned players whom are completely unarmed and pose no threat at all. Unnecessary complication of the games already clunky mechanics isn't going to make anyone any less likely to kill another player.
[QUOTE=ac/14;42888579]"Okay I think im lost let me check my compass"
>stop moving
>think about taking out compass (scroll wheel menu)
>put away gun, take compass out
>open compass lid
>look at compass
>close lid
>think about switching to weapon (scroll wheel menu)
Its just clumsy as hell. In a perfect world (i know this is impossible in arma) you could hold the compass or other items in one hand while having reduced accuracy with your weapon in the other.
Picking stuff up shouldn't require going to a menu and placing it in spots, if I pick something up in real life I don't have to stop and think where exactly it can fit I just do it. In arma 3 you don't even have slots anymore just a bar that goes up depending on how big the item is i don't understand why they are using the shitty old method.[/QUOTE]
My biggest gripe with the DayZ mod was how I'd find a good weapon and I'd have to stop, open my inventory, move something (e.g. the crowbar/axe) to the toolbelt, then move the weapon into the slot my previous weapon was using. And then I'd never use it if I were being chased by zombies because fighting zombies with firearms in DayZ is nothing but an inconvenience and a massive danger, so I'd stop, move the weapon to my backpack, move my crowbar/axe back to the weapon slot, and then equip it. Usually, by that point, I've either been swarmed by zombies, or a player showed up whom I couldn't shoot because I was in the middle of micromanaging the inventory.
It's not a good system at all. In my opinion, I think the inventory system would be much better if it functioned like STALKER's.
I can't wait for the update that adds untied shoelaces; every now and then you'll have to tie your shoes otherwise you can't walk or run without tripping every three steps.
[QUOTE=Trunk Monkay;42889473]How the hell does requiring you to aquire more unnecessary equipment through predictable, trivial, and boring scavenging, and making something as simple and easy to use as a compass as hard and complicated to use as humanly possible, deter players from killing each other unnecessarily.
Since theres no actual penalty for killing another player, in fact theres only plain and clear advantages to doing so, nobody is going to not shoot someone because they have to take a few extra seconds to fiddle with their compass. Everything gets reset upon death, so anything you did in your previous characters life time, becomes entirely irrelevant, that includes some skin to signify you as being a bandit. Unless something like permanent factions or teams are put in place, the god awful community for Dayz is going to continue to shoot newly spawned players whom are completely unarmed and pose no threat at all. Unnecessary complication of the games already clunky mechanics isn't going to make anyone any less likely to kill another player.[/QUOTE]
Okay, for example. Player A spots Player B on a hillside wearing what looks like a kevlar vest. Player A can tell Player B is unarmed because weapons are represented on the character model now, Player A is also unarmed but he has morphine and a can opener. He offers to trade Player B for his vest with the morphine and can opener, if he agrees both go away happy.
Say Player A had a weapon in this situation and decided he would just shoot Player B instead and take the vest. Well he runs the risk of hitting the vest and damaging it to the point of being useless and wasting a bullet in the process (Supposedly being more valuable now). Isn't the non-violent approach better now?
Maybe i'm just pissing into the wind, but I believe these 'trivial' things will add to the game. I might be the minority, but that's fine by me.
[QUOTE=Zolansa;42889532]Okay, for example. Player A spots Player B on a hillside wearing what looks like a kevlar vest. Player A can tell Player B is unarmed because weapons are represented on the character model now, Player A is also unarmed but he has morphine and a can opener. He offers to trade Player B for his vest with the morphine and can opener, if he agrees both go away happy.
Say Player A had a weapon in this situation and decided he would just shoot Player B instead and take the vest. Well he runs the risk of hitting the vest and damaging it to the point of being useless and wasting a bullet in the process (Supposedly being more valuable now). Isn't the non-violent approach better now?
Maybe i'm just pissing into the wind, but I believe these 'trivial' things will add to the game. I might be the minority, but that's fine by me.[/QUOTE]
No I would just take route B and kill the fucker with the vest. Why take unnecessary risks for something as trivial as a can of beans or a bullet resistant vest? Theres no penalty for killing him other than the [i]chance[/i] that I damage a single piece of loot. Unarmed players are just loot-twinkies you can kill, with no penalty or disadvantage for doing so, to get some basic essential supplies off their unarmed little corpses.
And thats the issue, killing another player puts you at absolutely no disadvantage what so ever because theres nothing a player can give you that you couldn't just take off his corpse after you expend a few rounds of ammo.
[editline]17th November 2013[/editline]
When I was still bored enough to play Dayz; whenever I heard some fool shout out "FRIENDLY FRIENDLY ARE YOU FRIENDLY??", all that told me was that he would hesitate for at least 2 or 3 seconds, giving me enough time to dump half a dozen rounds into his naive chest.
[QUOTE=Trunk Monkay;42889590]No I would just take route B and kill the fucker with the vest. Why take unnecessary risks for something as trivial as a can of beans or a bullet resistant vest? Theres no penalty for killing him other than the [i]chance[/i] that I damage a single piece of loot. Unarmed players are just loot-twinkies you can kill, with no penalty or disadvantage for doing so, to get some basic essential supplies off their unarmed little corpses.
And thats the issue, killing another player puts you at absolutely no disadvantage what so ever because theres nothing a player can give you that you couldn't just take off his corpse after you expend a few rounds of ammo.
[editline]17th November 2013[/editline]
When I was still bored enough to play Dayz; whenever I heard some fool shout out "FRIENDLY FRIENDLY ARE YOU FRIENDLY??", all that told me was that he would hesitate for at least 2 or 3 seconds, giving me enough time to dump half a dozen rounds into his naive chest.[/QUOTE]
I agree with you. For me Dayz became pointless because I ended up just shooting everyone I saw to avoid risk. I just find the mechanic of being able to completely destroy or damage items in someone's pockets/backpack a good inclusion. I know it will make me think twice about what might be in a a guy's bag before opening up on him full auto.
Good to see rocket still thinks putting melee weapons into a game engine solely designed around guns is a good idea instead of tweaking the engine to work properly with them instead of having hatchets fire invisible bullets that go like 20cm infront of you.
10/10 revolutionary gameplay would buy
[QUOTE=Zolansa;42889638]I agree with you. For me Dayz became pointless because I ended up just shooting everyone I saw to avoid risk. I just find the mechanic of being able to completely destroy or damage items in someone's pockets/backpack a good inclusion. I know it will make me think twice about what might be in a a guy's bag before opening up on him full auto.[/QUOTE]
Thats pretty much the main issue with Dayz. Rocket wants it to be as close to real life as possible and wants the community to treat it like it's real life, but no matter how seemingly (and unnecessarily) realistic you make a game, the community won't treat it that way. Unless theres a penalty for doing so, people are going to do things you perceive as bad because it gives them a major advantage.
[QUOTE=Trunk Monkay;42890188]Thats pretty much the main issue with Dayz. Rocket wants it to be as close to real life as possible and wants the community to treat it like it's real life, but no matter how seemingly (and unnecessarily) realistic you make a game, the community won't treat it that way. Unless theres a penalty for doing so, people are going to do things you perceive as bad because it gives them a major advantage.[/QUOTE]
This reminds me of this one server I was on which actually had people acting like cops. I shit you not, they were running around and "arresting" people. They somehow managed to get a hold of police cars, too. Probably spawn-ins from an admin or something.
I made it my mission to ruin their day with a Huey.
I guess a 30 second long warning at the start of the video wasn't long enough for people.
Oh well means less people will be around to bitch about it when I come to play the alpha.
The less of those kind of people the better. I'm pretty fucking hyped for this.
i fucking lost it at the axe ricochet sounds.
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