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***Dayz: Stand Alone Thread***

Discussion in 'PC Games' started by [TFU] Thegoon84, Jun 11, 2013.

  1. ~>Dg<~

    Caporegime

    Joined: Jun 1, 2006

    Posts: 31,350

    Location: Notts

    upto 4000 i believe is the limit really on this engine.

    the engine and arma is mainly the problem. would like to see someone try it on avalanche engine myself which can handle it alot better but this is the engine we have and what they have to work with.

    thing is zombies are now respawning don't know if you are playing this or played experimental marker.

    zombies are more lethal and on you quickly. few optimizations and they will be really dangerous. no more just run in buildings hide like in mod these are straight on you one hit you bleeding instantly.


    we would all love 1000 strong hordes roaming towns like elktro and churno but with arma engine this isnt happening ever. you know that i know it.


    also for those who didnt see this (rockets twitter)

    Discovered what could be one of the major causes of FPS slowdowns on client in cities. Will report on progress later

    reason = its actually not the items they get culled very aggressively. a GPU issue with how we are rendering proxies in large buildings
     
    Last edited: Feb 27, 2014
  2. uncle_rufus

    Mobster

    Joined: Mar 14, 2011

    Posts: 3,718

    What they should do is break away from the Arma engine which has been cited numerous times in the past by players and even by the developers themselves during the mod phase as the main cause of bugs, issues and limitations and make a game that would stand, alone - oh hey! They could call it DayZ Standalone :p
     
  3. Xcept1

    Mobster

    Joined: Dec 21, 2002

    Posts: 4,124

    Location: England

    Agreed, I can see headless client being the only way that you're going to get as high a number of zombies as you want on this engine. The difference between the AI with HC and without is staggering.
     
  4. The Guru

    PermaBanned

    Joined: Jan 13, 2014

    Posts: 107

    I agree that the game is kinda going in the wrong direction, it does just feel like a deathmatch on a huge map with the odd zombies here and there to make things awkward.

    The Zombies should be the main problem with coming across other players a very close second problem. How do they do this....? Well they need to dramatically increase the zombie count, dont matter if the zombies are aggressive or complete idiots, there needs to be hundreds of them in each city. Just having a few zombies here and there and making them aggressive only is not the way forward.

    Like i said at the moment the game feels like deathmatch on a very large map with no real survival aspects at all. The only thing you need to survive is other players as everything else is dead easy to get around.

    I too am looking forward to Arma 3 Epoch.
     
  5. Narj

    Capodecina

    Joined: Feb 19, 2010

    Posts: 11,937

    Location: London

    Yeah, I'd want Left4Dead style swarms and in a similar vein, the ability to stitch up other groups by firing at a nearby car and setting its alarm off, for example! :)
     
  6. ~>Dg<~

    Caporegime

    Joined: Jun 1, 2006

    Posts: 31,350

    Location: Notts

    we all want that kind of swarms hordes but you cant have everything. theyre is always somekind of set back . that's why there is very few engines which this kind of idea can be made on. unless you build one from scratch.
     
  7. uncle_rufus

    Mobster

    Joined: Mar 14, 2011

    Posts: 3,718

    ^^ Okay so rather than research the options before starting (and charging people cash on promises they knew couldn't be kept) the best solution is to just go with an engine which had already been established was not going to be good enough :confused:
     
  8. no_1_dave

    Soldato

    Joined: Jul 7, 2004

    Posts: 6,507

    Location: Gloucestershire

    What do people think of Multiplay for hosting a DayZ server?
     
  9. ToejaM

    Wise Guy

    Joined: Jul 12, 2011

    Posts: 2,491

    Location: Funkotron

    Any MMO engine would have worked fine, where there are 1000's of creatures per massive island, performing complicated scripts in many cases.. calculating thousands of numbers and relaying them to an istance that can handle 150+ players per instance and then when that instance is full a new one is created. Not to mention all the other players connected to the servers.

    Not much forethought went into the idea. We'll start with this and see if we can fix it, is the general idea about DayZ.
     
  10. Neil79

    Caporegime

    Joined: Sep 8, 2006

    Posts: 34,167

    Location: On Ocuk

    Breaking Point has hordes of zombies swarming inside houses if you keep shooting, now that's how it should be done!
     
  11. pooley

    Mobster

    Joined: Jun 11, 2010

    Posts: 3,172

    Location: In the dwelling

    Yeah, i also like how the zombie animations are done.
     
  12. The Guru

    PermaBanned

    Joined: Jan 13, 2014

    Posts: 107

    Severly lacking in atmosphere for me though breaking point is.
     
  13. ~>Dg<~

    Caporegime

    Joined: Jun 1, 2006

    Posts: 31,350

    Location: Notts

    similar engine literally same limitations. so it wont have anymore than what sa will. also made by few modders. sa upto 50 man professional team .

    soon you will see the differences but yes ...its been too slow to get where we as players want it to be.
     
  14. Antony101

    Mobster

    Joined: Jul 4, 2011

    Posts: 4,098

    Location: England

    "soon" maybe in 6 months, after they are done adding dogs and hunting, that wont work because of bugs.

    These "professional" developers are absolutely useless. Normal Alpha; fix bugs, add new content, fix bugs, add new, fix bugs.
    DayZ Alpha; add content and bugs, repeat, repeat, repeat.
     
  15. Darkwave

    Capodecina

    Joined: Oct 25, 2005

    Posts: 13,780

    Antony101: Maybe I am being too patient, but I don't have an issue with the speed of development. I've been with the project since the very beginning of the mod so maybe I just know they can be slow to fix issues or address things I personally hate, then again there are more people on the team now.

    To say all they do is add bugs though and not fix any is simply non-factual, the current version on experimental branch has 36 fixes in it and that's only the ones they wrote in the patch notes (which often do not cover every new change). They're not even just minor changes, stuff like fixing the scopes and flashlights has been something people have wanted since day one.
     
  16. uncle_rufus

    Mobster

    Joined: Mar 14, 2011

    Posts: 3,718

    I think the point anthony was making is that normally you fix all the outstanding bugs (within reason - the known about ones at least) before you start adding extra features (because they will mask existing bugs and/or introduce new ones)
     
  17. Antony101

    Mobster

    Joined: Jul 4, 2011

    Posts: 4,098

    Location: England

    I've no issue with the progress, I'm irritated by the complete and utter ineptitude shown by the developers though.

    They do not need to add new features, they need to get the existing mod features in first and fix every known bug before adding anything new. Getting ill from putting on some trousers isn't a useful feature if trousers don't respawn. Adding dogs and deer doesn't help if they don't respawn.

    The game can't even handle a few zombies in cities for some reason, the mod can and he says he's done loads of optimising? The standalone game even though it has been "optimised" has absolutely nothing in it. It's got about 10% of the content the mod has and for some reason he's choosing to add new things.
     
  18. ~>Dg<~

    Caporegime

    Joined: Jun 1, 2006

    Posts: 31,350

    Location: Notts

    so you expect the bi people to pay to use someone elses engine?
     
  19. davewhite04

    Mobster

    Joined: Mar 28, 2004

    Posts: 3,932

    Location: Newcastle upon Tyne

    I think some of you guys should try State of Decay, it's cheap, it may not offer as much as DayZ but it works and is really a decent game.
     
  20. Darkwave

    Capodecina

    Joined: Oct 25, 2005

    Posts: 13,780

    It's not my intention to get argumentative, but my understanding of the development process is that the alpha phase is for implementing the core features of the game and then the beta phase is for polish and squashing bugs. Maybe I am wrong but a quick look at Wikipedia (lol) seems to describe DayZ quite well:

    "Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished.[151] A game in alpha is feature complete, that is, game is playable and contains all the major features.[152] These features may be further revised based on testing and feedback.[151] Additional small, new features may be added, similarly planned, but unimplemented features may be dropped.[152] Programmers focus mainly on finishing the codebase, rather than implementing additions.[150] Alpha occurs eight to ten months before code release.[151]"

    This adds up with what the dev team has said about the development roadmap (as unclear as it is), they want stuff like hunting and vehicles in by the end of alpha.

    The optimisation hasn't been done yet. In his recent live streams Dean Hall mentioned that he has had damning feedback from hardware manufacturers and that they have identified bags of room for optimisations to be made. As for features they are currently working on core stuff like respawning (zombie respawning is on a trial run as we speak, on experimental) and the hunting of game is going to be a core component of the game so alpha is definitely the phase in which it should be implemented.