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I'm having absolutely no trouble playing this game.
I've found plenty of weapons, ammo, gear and food.
You do realize that this game is going to get harder not easier. . . . ?
Well for starters they are NOT zombies they are Infected humans. And trust me once they add hordes into the game the crying will only be intensified.
Do you understand what "stable" means when it comes to the stable servers?
It simply meansn "the code complies"
It does NOT mean gameplay is stable.
I don't think anyone here is qualified to tell the devs how to do their job. If you think you are, please provide your professional qualifications.
Kamenka, zombies everywhere.
Pavlovo, zombies everywhere.
Zeleno, zombies ♥♥♥♥♥♥♥ everywhere.
"Total playtime 1h". I'm guessing the following. You got on, looked around the prison island, decided to shoot a random zombie outside of Kamenka and called it the following.
My adventure is as follows:
Outside of bor. Run into a zombie, don't want to risk ruining my ♥♥♥♥, pull out my AKS. Run around in circles trying to shoot it, another one comes out, then 2 more. I'm bleeding start patching up, this ♥♥♥♥♥♥ hits me because the cancel current action desided to be an ♥♥♥♥♥♥♥. Pull out my AKS, it making clicking noises, reload, same story. It's ruined, my vest is ruined, my shirt is ruined, my balaclava and hat are badly damaged, my pants are ruined.
Bohemia, take your zombies and shove them where sun doesn't shine please.
Hicks_206 [developer] July 31, 2014
To be clear, you are not playing the game. The game has not released yet. You are playing the latest development build pushed to the branch you are on at the time.
This is how software is developed, it is an iterative process - and DayZ, unlike most other titles has given the Early Access savy consumer much earlier access than is traditionally granted. (In example, most "Alpha" and "Beta" tests that are consumer facing are several years into the project, and are effectively Release Candidate builds put out there for balancing, and final user research purposes)
At this phase in the project, as defined in stickies in this forum - the core features of the title are implemented. This will, and as declared - cause the vast majority of bugs. Throughout this feature creation, the *truly* game breaking bugs are addressed to keep the ship afloat, and ensure that the development builds pushed to Steam can pass the most basic of functional BVTs.
However, as this is by its nature a public-facing in development title, bugs will happen. Nasty ones, ones that make even the developers gnash their teeth and declare "♥♥♥♥♥♥♥♥!" when they die.
Sure, it is technically possible to vet the builds significantly more - have each build go through its own mini certification process trying to get each one to a point that is pseudo release-candidate ready, but that would have two nasty side effects that we're just quite frankly not okay with.
1) This would slow overall development of the project down immensely, as the team would lock the build each time we reached a feature set we were happy with - and shift gears to test/fix/regress/rinse/repeat until we got what we considered an RC build.
2) This would mean updates would take significantly longer for stable branch than we want. (Currently our intent is constant Exp. branch updates, iterated towards a monthly Stable branch update)
...
http://steamcommunity.com/app/221100/discussions/0/35219681537519873/#c35219681541969312
So I guess your choices are stop making a big deal over all the things you feel are wrong with the "game" right now, or expect this development to take years longer because you want them to fix everything as they go along..
You can't have it both ways.
And they are going to make it as hard as possible for you to do so.
You don't beat this game. This game beats you.
Rocket on Making Money
rocket2gunsRocket 16 points 21 hours ago*
All the incentive to make money is gone
And what, at all, does money have to do with making good games?
Money is a poor incentive to do anything.
I make games for the selfish reason that I want to make a game I want to play. It has been that way since I first encountered a computer, many years ago. The reason I am so captivated by Multiplayer games is because when you make a singleplayer game with a story you can be so sick of it by the end you never want to play it or see it again. Multiplayer has the unpredictability but unmistakable brilliance of human minds - so it never loses it's charm.
I do not currently play DayZ as I do not feel it is at a point where I enjoy it. It is a great concept, it's fun for a bit, and it is just starting to shape up well. I am okay with this because we are laying the foundations for many years and not going for the quick and easy. We have taken the hard road of addressing the core issues rather than simply dressing up a "duct tape" version. I see DayZ continuing over the year to the point it will pique my interest, and it will do that not by focusing on simply fixing bugs - much of what we have now is buggy because we did things wrong, or we tried a design approach that has not worked, or even we identified a better opportunity. To make a great game, I believe you must leave some opportunity to consider following up on each of these situations. You need to consider each failure and opportunity and give your team the resources and autonomy to utilize them correctly.
Your primary mistake, is thinking that good games are made for money. Your second mistake is thinking that money makes good games. I believe both are patently false, and my life and any successes that I have had are prime examples of this.
You want to know what the problem is? The problem is time. You can have all the smart people, all the technology, and all you want in the world - but you need to allow those people the time to do their job. You need to give them the time and autonomy to do things right.
http://www.reddit.com/r/dayz/comments/29hsm7/please_help_me_understand/
Lol. I would love to be there when you try to use Wikipedia as a reference for a college paper.
Let me tell you this little secret I learned when I took basics of C++. If code doesn't compile then it won't run. The compiler cannot make sense of non-sensical code because there's no equivalent assembly to translate it to. It's like me asking what's "sbndjiqwndjinqwjidnjioqwndc" in Czech. You'll say that's not a word, which is equivalent to the compiler spitting an error.
By your logic every single piece of code is "stable". Scripts generally do not compile into anything and are interpreted by whatever program that is tasked by doing it. Hence they can be perfectly readable to humans.
Bohemia did a ♥♥♥♥ job this update and it has a few times did a ♥♥♥♥ job before. It has also did a great job numerous other times. It dropping the ball cannot be ignored because "its alpha!11". They released a ♥♥♥♥♥♥ update and it needs patching.