The brain behind DayZ, Dean Hall, is preparing to start work on a brand new triple-A game.
Speaking to Eurogamer, Hall confirmed that a large cash injection from Chinese gaming giant Tencent has enabled his studio RocketWerkz to begin development on the unannounced project.
While remaining tight lipped on the details, Hall said "What I will say is it's multiplayer... That's where we want to be planting our flag in the ground; carving out new territory in terms of new multiplayer genres, or re-purposing different parts of other genres."
The new project has nothing to do with Hall's other in-development title, Ion, an Xbox One and PC release announced at E3 last year.
He wants RocketWerkz to address what he sees as "a gap in the market," but is being deliberately coy in order to not raise expectations (which became No Man's Sky's Achilles heel) and to "avoid a kind of War Z situation" (by which he's referring to the DayZ copycats from 2013.)
While RocketWerkz have provided no more details at this time, a press release announcing that the studio is hiring says that "the team are looking to announce their in-development projects from early 2017 onwards."
It also seems likely that this new title will be a PC game, given a quote from the release where Hall says his studio is "focused on PC games, new genres, and cooperative multiplayer experiences."
Tell gamers you will make some amazing game.
Gamers pre order unobjectively like retards.
Start travelling etc.
Release something, anything to early access.
Repeat.
DayZ creator Dean Hall to show new game at EGX Rezzed
Quote:
DayZ creator Dean Hall will bring his new, unannounced game to EGX Rezzed - the London-based games show run by Eurogamer parent company Gamer Network.
The game will also be playable on the EGX Rezzed show floor.
Hall will hold a panel at 12pm on Saturday where he will detail his new project in-depth, discuss the future of his New Zealand-based studio RocketWerkz and also take questions.
You'll be able to go hands-on with the game before that however - it will be playable throughout the event.
RocketWerkz has several projects in the pipeline - including VR game Out of Ammo for the HTC Vive. The project Hall will detail at EGX Rezzed will be the studio's first non-VR game shown to the public.
I posted on the forums about all the bugs, Dean replied and acknowledged it.
Still no patch to fix bugs...
How is the game finished if the game is too buggy to play?
Not to mention the fact that the game has had most of the potential ripped out of it because of how the waves play out. How they managed to take a game with tons of replayability on paper and then remove the replayability.. its amazing
I posted on the forums about all the bugs, Dean replied and acknowledged it.
Still no patch to fix bugs...
Then I might as well mention that Dean added multiple game mechanics I had suggested and fixed bugs I brought up. Where does this bring us?
How is it, or how was it ever too buggy to play? What bugs are you referring to? The only time I had serious bugs was when I tried MP for the first time. With a 9/10 average across 500 reviews on Steam, these bugs you speak of mustn't be too prevalent.
There has also been at least 1 update per month. Did you read somewhere that support was going to stop? You don't think you guys are trying a little too hard here to discredit him?
I played 2 short multiplayer games with my friends and found these issues, imagine what I would have found if I kept playing!
1. Right hand randomly disappears forcing game restart
2. After one game I randomly can't see my friend in the game join list and have to restart my game (been this way since release)
3. Machine gun randomly stops being able to be reloaded, side pins disappear
4. Randomly can't bring up radio menu or get rid of it
5. In the hacking level the elevator is buggy and people shoot through it, the door gets stuck etc.
As well as the fact that he's using an old unreal engine that other devs have upgraded but he hasn't. This means the game has extra engine bugs like the VR controllers swapping hands.
There's also plenty of other bug reports on the forums.
Yeah, but none of that negates that you're in the minority when it comes to issues and customer satisfaction. It might be a small game, but they've incorporated a hell of a lot into it, it's more ambitious than most, which it probably doesn't get credit for because the visuals are so basic.
I'm definitely not in the minority, not only do I have two other friends with the exact same issues but there are plenty of issues on the forums.
VR has two problems.
Not many people buy it, and VR games in general have very very low play rates.
Not only that but Out of Ammo in particular has a very low play rate despite some people buying it and reviewing it well.
This means that not many people are reporting the bugs, or reporting anything at all because they aren't playing it.
There are VR games that people actually put a lot of time into, there just aren't many.
DayZ is finally hitting the ‘beta’ stage after four years in development
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DayZ, the game that arguably kicked off the entire early access survival genre, is finally almost in beta. The standalone version of the Arma 2 mod originally began development over four years ago and has been in alpha ever since.
The beta update hasn’t landed just yet, but the change to beta will happen with update 0.63. The majority of the DayZ team is now working on this update, though we don’t have a time frame for release just yet.
Before getting to update 0.63 though, Bohemia needs to get through update 0.62, the final alpha update for the game. Unfortunately “only small team is working on 0.62 at the moment”, so it could take a while as most of the team is preparing for beta instead.
We don’t know exactly what changes will be introduced with the beta update but after four years in alpha, it’s nice to see DayZ finally hit its next milestone. Hopefully the beta stage goes a bit quicker.
I guess they need some attention again, as the player numbers for this crap game are relatively low.
They sure need to reassure people that SOMETHING is happening behind the curtain but,typical BI, there is no timeframe nor exact date. For the standalone to really have an noticeable impact upon release, they should really hurry up and implement all the promised stuff.
The "mostly negative" rating however is due to a strong faction of "special people" that play the game, more like an unfinished construction sitereally, for 1k hours and somehow got bored with it. Also lots of 500$ Facebook-Machine user that expect 60fps because CS 1.6 runs the same on their box. Wonder how that came together
Right now, one could say: DayZ:SA was the StarCitizen of its genre,even before StarCitizen became a thing*
*might not be historically or gramatically accurate
paxsali wrote:
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
The zombies are one of the major problems they are having and it also decrease the performance over time A LOT, at this point I would just remove them, make it a survival without AI and get the servers to 100 people.
I played .62 and it still didn't have zombies.. can only imagine how much content is missing while they smack a 1.0 on it and abandon this scam.
stable is on 0.61 and has zombies (they even follow some laws and do not warp trough walls and closed doors now ) , no idea about experimental.
since its BI we are talking about, there will be a LOT of stuff missing on 1.0, slowly getting patched in over time and if previous games are an indicator for their planned progress, 2 years after release we got a pretty decent game with one or two smaller DLC. Calling it a scam however,while its still worked on where other "companies" would have dropped it twice already, is a bit on the side
everyone who bought it knew about the state of the "game" at that point and which company was/is behind it
edit: i still wonder how it will turn out,once it hits 1.0 and how people will react to it. i mean, it spawned lots and lots of carbon copies and as Bob said, many of the people working on these copies REALLY didn´t even bother to finish what they started.
The engine they use,while beeing "new" for the game, is just a modified and frankenstein´ed ARMA and even if they polish it up a lot, it will not make anyone go "WOW" about anything. BI has to deliver and it needs to be somewhat good or they wasted a once-in-a-lifetime chance to deliver something that changed the industry. Right now, the only feature DayZ:SA has is the reaction it provokes in anyone talking about it "oh,wow. its STILL not out?"
paxsali wrote:
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
The game will never be any good because I don't think they will ever have a full server + zombies like the mod had.
Not only that but I don't even need to reinstall the game to be 100% sure that vaulting, anything to do with items, anything to do with an action/animation is going to be laggy and glitchy.
Can I also assume that zombie AI, being seen, running away from them still barely works as it should?
They are so far away from making the game as good as the mod, and the mod needed a lot of work.
the problem isn't even the game itself
even if it was all it was meant to be and was the perfect ideal of what the fans wanted it to be, it would still suck
because dayz was only partially a gameplay mechanic phenomenon
it was mostly a social phenomenon
it was amazing because it came out of a milsim community where people took shit seriously and the initial crowd was similar hc simulation attitude and larp-style roleplaying that exists in other some arma mods
killing and getting killed by randoms was the occational high point of a day's playtime and people had weeks old characters, played almost every day
it actually felt fun having a goal to fix that helicopter and do a resource gathering run all the way across the map for it
but then shit got popular and cs noobs came to shit on the party and played it as openworld deathmatch
and everything starter circling that drain of instant gratificiation bullshit that finally became playerunknown's battlegrounds
a fun game on it's own merits, but it's the crust of all that is wrong with the dayz experience after the early mod community
...
but then shit got popular and cs noobs came to shit on the party and played it as openworld deathmatch...
sad truth. the first few times i played, there were only like 4 euro servers and you had to wait at least 15 minutes to even get a slot. people openly talked/traded/formed groups against zeds and more than shot each other, they shot zeds. one or two squads met at the Vybor Airstrip, looted everything and did some trade to ensure everyone got some decent equipment. Can´t have that now even if you would pay people
Don´t get me wrong, i love the pvp part (i still avoid sniperrifles & sitting on a hilltop beeing "le epik snieper,lel", never understood that mindset) but the state of constant deathmatch isn´t my cup of tea either.
paxsali wrote:
Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
but then shit got popular and cs noobs came to shit on the party and played it as openworld deathmatch
and everything starter circling that drain of instant gratificiation bullshit that finally became playerunknown's battlegrounds
a fun game on it's own merits, but it's the crust of all that is wrong with the dayz experience after the early mod community
I agree but its a very solvable problem.
I doubt the devs will bother to try and solve it though.
yea pvp was a crucial part of it
not KNOWING if the random person you meet is a bad guy or not
the paranoia of neither wanting to shoot first because both were at risk and neither knew how big their force was
the long play gave the life meaning
now i know that every single player i meet is out to kill me
and it's not a solvable problem because it's a social phenomenon
you can't erase history with mechanics
unless they went all the way with it - make it completey uninteresting to the deathmatch crowd
make bullets incredibly rare
have most of the people carry empty guns and those who have bullets only have a handful - only enough to defend themselves or make really careful attacks
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