Starfield
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For hundreds of days, Brian Hicks battled to finish DayZ and didn’t quite get there
A look back on DayZ's hectic development.
www.pcgamer.com
some snippets:
DayZ’s development was no less hectic. Hall and Hicks spearheaded the march to launch on Steam Early Access, which came sooner than expected. “I remember Dean telling the team that the word from on high was that if we didn’t get DayZ out onto Steam before the end of the year we might not have a job,” Hicks says. “It was crunch, I won’t lie about it. It was a fucking tornado, there was so little time to breathe.”
"Due to a misunderstanding of how Valve Anti-Cheat worked, DayZ launched without any protection from hackers. Hicks filled the gap by watching streams to find cheats, waiting for them to log off, then moving their characters into the ocean so that they’d freeze to death.""Due to a misunderstanding of how Valve Anti-Cheat worked, DayZ launched without any protection from hackers. Hicks filled the gap by watching streams to find cheats, waiting for them to log off, then moving their characters into the ocean so that they’d freeze to death."
Hicks felt heard by the development team, but the problems kept recurring. He was particularly upset when Bohemia began planning to release DayZ’s 0.63 build as the game’s official 1.0. “This is a bad idea,” he said. “We don’t have the feature set in the game right now that our store page has said is our target for the last four years.”
really good read, shows you how greedy Bohemia Interactive actually are and how mishandled this project was.
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