***Dayz: Stand Alone Thread***

They were working on Zombie pathfinding before it was even released as early access, hyping it up how much better it was.

**** Morons
 
They were working on the animations as well before release, didnt we see Dean run around like a moron in that special video capture gear. Wonder what happened to that.....
 
They were working on the animations as well before release, didnt we see Dean run around like a moron in that special video capture gear. Wonder what happened to that.....

Yes :) latest video we were treated to a tour of their new offices where everyone has the task of designing items of useless clothing and bric-a-brac so they can include things in the change logs.
 
Neil79 said:
They were working on Zombie pathfinding before it was even released as early access, hyping it up how much better it was.

**** Morons
So you're moaning because they're fixing the zombie pathfinding properly?

Well ok. :confused:

What would Neil79, game developer of the year, suggest they do instead?

theonejat said:
The games been hacked
Link?
 
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So you're moaning because they're fixing the zombie pathfinding properly?

Well ok. :confused:

What would Neil79, game developer of the year, suggest they do instead?

No he's moaning because if they were allegedly "fixing" it before the game even first came out on Early Access (and fixing things like that was one of their main arguments for the SA version in the first place) it's ridiculous that months and months later they still haven't managed to do anything about it.... What is confusing about that?

It doesn't take "game developer of the year" to know or see that the development of DayZ SA has been a complete and utter shambles from the word go (and indeed many of us could see this a while ago and predicted pretty much exactly what has happened)... If you want to know what Neil and others suggested just read back in this thread from around the beginning of this year
 
to cut through all the usual bs on here

path finding was talked about and being fixed they tried one way didn't really work then they have had to develop a proper way which takes time to make it work as it should.

have they done it fast enough and as efficient as they could have ? no not really.

hopefully with the new system and building fixes done it does actually work but tbh for me personally im not really bothered anymore.

the project is to late others are and have surpassed what Dayz should have done one or two years ago.
 
theonejat, it says they tried but there's no evidence of anything yet. It'll suck if they have though.

No he's moaning because if they were allegedly "fixing" it before the game even first came out on Early Access (and fixing things like that was one of their main arguments for the SA version in the first place) it's ridiculous that months and months later they still haven't managed to do anything about it.... What is confusing about that?
Months and months being 6 months, in the meantime they've done loads of other stuff which is explained in detail in the blog a few posts ago. They obviously have done something about it hence the evidence of the mesh approach they're using. They've provide direct evidence to the contrary, what is confusing about that?

uncle_rufus said:
It doesn't take "game developer of the year" to know or see that the development of DayZ SA has been a complete and utter shambles from the word go (and indeed many of us could see this a while ago and predicted pretty much exactly what has happened)... If you want to know what Neil and others suggested just read back in this thread from around the beginning of this year
Based on what evidence? What was said on this forum less than a month after the alpha development release? The game is only playable because most of the engine is borrowed - and needs to be rewritten as a result. In what way has anything that's been happening been a complete shambles? They've explained that a great deal of effort has been spent on increasing the size of the team. I get the impression that none of the moaners on here have any idea how long making a game or any kind of appreciably complex software takes. Especially when it's going from a small studio going to a medium sized one, there's a drag on getting everyone up to speed.

~>Dg<~ said:
have they done it fast enough and as efficient as they could have ? no not really.
I'd be interested to hear where you think they went wrong in their decision making process, what approach would you have taken? How would you have increased the speed of development?

~>Dg<~ said:
the project is to late others are and have surpassed what Dayz should have done one or two years ago.
Again, like what? Breaking Point? It has all the problems DayZ mod has with regards to hacking on public servers. You can always play on whitelisted servers I suppose? H1Z1 is a total joke. I'm old enough to know that SoE haven't made a decent MMO since EQ.
 
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Months and months being 6 months, in the meantime they've done loads of other stuff which is explained in detail in the blog a few posts ago. They obviously have done something about it hence the evidence of the mesh approach they're using. They've provide direct evidence to the contrary, what is confusing about that?

Well yes, "months and months" is I guess by definition at least 4 months, so it actually being around 6 really means I was being overly generous in my description.

Anyone can explain anything to make it sound like lots is going on - it obviously works too because they have consistently drummed up plenty of zealots to have a go at anybody who suggests they aren't doing a very good job (keep trying though - maybe they'll reward you with the finished product you already paid for?)

Based on what evidence? What was said on this forum less than a month after the alpha development release? The game is only playable because most of the engine is borrowed - and needs to be rewritten as a result. In what way has anything that's been happening been a complete shambles? They've explained that a great deal of effort has been spent on increasing the size of the team. I get the impression that none of the moaners on here have any idea how long making a game or any kind of appreciably complex software takes. Especially when it's going from a small studio going to a medium sized one, there's a drag on getting everyone up to speed.

Not this again... Plenty of us on this computer related forum have experience with development of software... If you want to compare for yourself how closely it's turning out to what many of us predicted just scroll back in the thread and read it!!! There are plenty of rants in the history of the thread and several of those detail what they could be doing differently
 
They were working on Zombie pathfinding before it was even released as early access, hyping it up how much better it was.

**** Morons

They did improve it somewhat. Before zombies were going exactly on the path you were going which meant a lot of awkward zig-zag movement and they've kept coming for you. Now the walkers can use more "organic" way of going around the map.

Anyway, biggest mistake was probably using the old engine (my guess is because Dean already had a world created there that fit better than Altis or Stratis). Night time is so much better done, the clouds, the fog, the whole feeling of spookiness, movement, weapons, etc., ArmA 3 wins hands down.

Still have faith in the project, but after all it's Bohemia, a company that was used to be forgiven by the fans although their projects weren't top notch at the beginning... or after. The thing is, they are not alone in the genre anymore. :)
 
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