And what have we seen standalone fundamentally change? The game-play is still just as rough as the mod. Controls are no different. They opened up some buildings and put prettier paint on things, which is what ARMA3 will do.The Arma 3 mod is going to suffer all the same problems as the Arma 2 mod does, save for a few minor niggles. It affords it a shinier coat of paint, but it doesn't fundamentally change anything.
I've explained this previously. The standalone has a client/server networking model. Arma 3 is still peer-to-peer. In the standalone, the server spawns zombies and (at least most) objects. In the mod, clients spawn zombies and objects. This means you get localized hot spots of zombies where players are (or have been recently enough to not have despawned).And what have we seen standalone fundamentally change?
You keep bringing up this "server/client vs peer to peer" think, but ArmA 2 and ArmA 3 aren't "peer to peer" in terms of where the AI and objects are running. All of that stuff is running on the dedicated server, unless you are running a local server (in which case, your client IS the server). Yes, more zombies spawn near players because that is the way the mod is designed, to save server processing power (no reason to have thousands of zombies spawned out in the middle of nowhere, taking up CPU cycles when no one is there). Same with despawn. In the mod, maybe they're going to do non-localized spawning, but that's just going to kill performance unless they are running all servers on some monster hardware.I've explained this previously. The standalone has a client/server networking model. Arma 3 is still peer-to-peer. In the standalone, the server spawns zombies and (at least most) objects. In the mod, clients spawn zombies and objects. This means you get localized hot spots of zombies where players are (or have been recently enough to not have despawned).
GamesCon runs between 8/21 through 8/25.On the upside of this, Dean is now setting up GamesCom as the sort of golden margin for releasing the alpha to the public. Someone asked if Hall would be attending the Cologne, Germany event to which Hall stated that...”Yes, DayZ will be playable there. It will be a very painful show for me if we aren't out by then.”
my sentiments exactly. not a huge fan on day z, played it for a few months, but comparing it to red orchestra? ughhhhhhhJohn Stamos said:Quote:
Originally Posted by Kokain
You know what, I never played this game
What you said didn't matter after that.
While I agree wholeheartedly, when you're trying to productize a mod, adding features and making dramatic, marketable changes seems like a necessary thing. I would've been happy with "DayZ mod + client/server", but that's a hard sell as a standalone product for most people.All he has to do is take the mod and fix the jankieness, fix the lag, fix the hacking, and then worry adding some new features, but it doesnt seem like hes working in that order.
Not to necrobump your post, but I think it demonstrates some of my concerns with the standalone. In various demo-type playthroughs I've seen, Dean Hall hasn't really been able to articulate what the game is about and what players should expect - that's part of what he talks about but its mainly just a bunch of random, seemingly meaningless features (being able to change your shirt, pick up something under a bed, etc.). I don't know if I trust him to really see it through to the end and produce a fun and compelling game that people will want to play, that is in any way a push past where the DayZ mod is right now (which I will continue to play).I'm disappointed they had absolutely nothing to show at E3. The demo they showed lacked any of the features they've been bragging about since the game was supposed to be released in December of last year.
E3 rolls around and we get a short playthough with Dean Hall explaining "Well the inventory system has been TOTALLY revamped....but we don't have it implemented here. We also have these cool mods for your guns...but we don't have it implemented here. And the zombie animations are totally new....but we don't have it implemented here. But let me tell you about my climb of Mt Everest!"
He also went on to explain how he really did not want the standalone to be about PvP and bandit killing; he wants to give the player something to do. So the interviewer asked if that meant implementing some sort of quest system, at which point Dean stresses that this is not something he wants in the game. Alright...so what exactly do you mean "give the player something to do" if PvP isn't something your stressing?
I'm just extremely confused. How are they justifying a standalone price for something most people are currently already playing for free?
Playing DayZ on Altis would be fun, but it wouldn't fundamentally change the game in any meaningful way. It's still going to be riddled with most (if not all) of the same problems that plague the mod.I personally don't have a lot of faith in the DayZ Standalone...but we'll see. I'd much rather play a DayZ mod for ArmA 3.
The only problem would be hackers...it won't have the same janky movement/animations or inventory that ArmA 2 has.Playing DayZ on Altis would be fun, but it wouldn't fundamentally change the game in any meaningful way. It's still going to be riddled with most (if not all) of the same problems that plague the mod.
Lol yeah I remember reading some stuff like "grenades wouldn't be available at launch" etc., silly ass things that in any normal game would be there but they can't even get the basics down right after being in development for so long. Very silly, would never waste my money on this game.I’ve followed says on and off for years now and it’s still a disaster. Glad they are done dragging it out.