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Everything posted by Ovation
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Rocket on reddit guys.....things are looking good for this year! t's taken a bit longer to get the news out than I expected, simply because I spent 30 hours in a plane, arrived home for the first time in a year, and realized how dog-tired and sick I was from having worked like crazy for a year. I slept for about 20 hours in a row. I'm drafting together the roadmap, and the news will be good and naturally not perfect. We're happy with how things are going, and the more time that goes on the more we can confirm. For me, the most important thing is not to confirm anything in the devblog that we don't have a high confidence in. Sometimes that means I have to leave stuff out, or wait to say stuff, because we just don't know how it will turn out. We're very, very early in the development process - at a time when experimentation of core elements is still very much in vogue. While me heading back to NZ for a couple of weeks is going to make things a bit slower, already the psychological benefits are feeling massive for me. The December target I set was a good and bad thing. It was good because it forced our development to push heavily towards a target. Without that target, I have no doubt we would be significantly further behind than we are, and we probably would have made some different decisions which would have not been as positive for the project. It was bad because of the expectations it set. That target relates to what was achievable in terms of releasing a "mod on steroids", whereas halfway through we abandoned that and went for a "new game based on the mod" - which is far more ambitious and really what everyone wants. But that meant achieving the december release is much harder, still because I'd made that promise it made the programmers work much harder. It does become a bit overwhelming when literally everywhere I go, both on the in For those that play KSP, let me put it like this: We've achieved escape velocity, it's just that our inclination is a bit off.
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Yesterday
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It would be unprofessional to keep bad news in the dark this long. on the other hand it would be normal for him to be taken a brake before the release and writing up he's enouncement to everyone No news is good news
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Beans where given!
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About an Hour ago "And.... I'm finally in Dunedin" ...So He must of been travelling this hole time......
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You are right, there is no way rocket would be not telling us anything if there was a delay, he would of already addressed this with he's team and told us right away. i think they have it ready and he is now enjoying time with the family after that he will give us the good news
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This is all of us on Christmas if we get SA
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OMG!!!......"TOUCH"
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i got a good vibe from rocket, he does not seem disapointed in himself (heavy breathing looking at anything rocket)
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i will be this guy if its release in December for my holidays!
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you think he's got good news?
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Now i know this is not going to last long, but i have been speculating the recent activity of dean hall (Rocket) He is quiet...some people would think this means he is busy with getting the game ready, but remember he is now back in NewZealand and enjoying he's time with he's family witch means that any real planning i think has already been set in motion. as in they already have decided if it will be release in December If so, i have also noticed from the small posts i have seen he is enjoying another game in the mean time (KerbalSpaceProgram) possibly with others while they enjoy a small break before the mayhem of the release. so in my opinion i think the release will be infact in december. i think he wants it to be a suprise since he cannot release any footage of it for the fear of (copiers) out there This is just speculation that i enjoy to do, so feel free to add any thoughts of your own. and hate as you must, i know this will be a buried thread.
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Man we are desperate..
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Holy nuggets, i'v got butterflies......PLEASE BE GOOD NEWS!!
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DayZ tumbler is down. Is that just me or? (possibal Update in progress)
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Heads up, DayZ Tumbler is down. possibly update in progress?
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Did nobody read my post?..lol
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I'm not sure what they have planned for the zombie spawning in Standalone, For me i want to take out zombies inside and around a house, Then for as long as i am around that house the zombie spawns should only happen from a 60-80 meter radius from that location but still wander back into the area slowly. This way people can take out zombies in certain areas and hold them for awhile, Maybe like if it was raining and you had no rain jacket, Instead of risking infection by running around out in the cold rain, you could occupy a house for the time being while you wait for it to pass. Any ideas on how you would like the spawn system to work?
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Yeah that's exactly what i mean, sorry if it wasn't clear enough.
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Because this is a hot topic, I have created a list of things Rocket has said over on reddit for anyone who has missed this infomation From what i gather the only things noticeable at launch will be new UI (looting system) smoothing animations all buildings enterable clothing system server pops 200-400+ This is all mentioned as things already in progress with the first build. oh and of course no hacking. Reddit comments from rocket: http://www.reddit.co...fter=t1_c783gyv Smoother Animations: Regarding the controls, most of the unresponsive and "clunky" feel of the control comes from the need to transition with animations. Our animator has a brief to go through and trim, even remove, transitions if they result in a more responsive gameplay feel. So I guess what I am saying is, this is more a content issue than an engine issue so much. A good example is the grenade throw, which makes you want to punch the screen with how long it takes. UI improvement: Every single UI element, from the options screens, to the menu, to cursors, to the gear screens... has been redesigned from the ground up. Population Cap: (MMO) Hmm no, not really. We've pushed forward much more with entire architectural changes to meet the needs of current functionality, rather than adding "cool new shit" (CNS). The CNS can come later next year, the house on the foundation we build now. DayZ is moving from a FPS architecture to a fully fledged MMO architecture, supporting something like 100-300 players on a server that would currently support 40-50 players. The standalone is going to be better, and bolder, than most people expect I think. But it is streamlined. It is the foundation for at least another year of CNS. Boots are part of the clothing system. currently the followwing clothing systems exist for standalone: Headwear (e.g. motorcycle helmet) Vision / Face Torso (jacket, hoodie etc..) Vest (anti-stab etc...) Trousers (e.g. cargo pants) Footwear (e.g. boots, trainers, sneakers) I believe footwear, like in "the road", will be one of the most important items in the game. This is all things he has said over the last month still recent, but keep in mind things change. but theres a small update for anyone who did not know these changes :)
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Boots are part of the clothing system. currently the followwing clothing systems exist for standalone: Headwear (e.g. motorcycle helmet) Vision / Face Torso (jacket, hoodie etc..) Vest (anti-stab etc...) Trousers (e.g. cargo pants) Footwear (e.g. boots, trainers, sneakers) I believe footwear, like in "the road", will be one of the most important items in the game. Now i know this is not "Get to carried away thread" so this is not "what i expect to see" if any of these things are not in the SA on release i will not be disappointed at all, They might still be works in progress. but like he said, i think we are in for a surprise on just how much has improved.
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From what i gather the only things noticeable at launch will be new UI (looting system) smoothing animations all buildings enterable clothing system server pops 200-400+ This is all mentioned as things already in progress with the first build. oh and of course no hacking. Reddit comments from rocket: http://www.reddit.co...fter=t1_c783gyv Smoother Animations: Regarding the controls, most of the unresponsive and "clunky" feel of the control comes from the need to transition with animations. Our animator has a brief to go through and trim, even remove, transitions if they result in a more responsive gameplay feel. So I guess what I am saying is, this is more a content issue than an engine issue so much. A good example is the grenade throw, which makes you want to punch the screen with how long it takes. UI improvement: Every single UI element, from the options screens, to the menu, to cursors, to the gear screens... has been redesigned from the ground up. Population Cap: (MMO) Hmm no, not really. We've pushed forward much more with entire architectural changes to meet the needs of current functionality, rather than adding "cool new shit" (CNS). The CNS can come later next year, the house on the foundation we build now. DayZ is moving from a FPS architecture to a fully fledged MMO architecture, supporting something like 100-300 players on a server that would currently support 40-50 players. The standalone is going to be better, and bolder, than most people expect I think. But it is streamlined. It is the foundation for at least another year of CNS.
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What are the three things you want to be in Standalone?
Ovation replied to Inception.'s topic in DayZ Mod General Discussion
All would be nothing without security if the new mmo system works out, stopping the hacks then just that alone would make me play this game everyday. -
People really don't know what DayZ will bring don't they? just to list a few No hacks! Fully enterable buildings! 200-400+ players per server! better optimization! higher ''frame rates!'' Intense clothing system smoother movements thats just what will be in the starting build
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I think i made it clear how pointless this thread is, And yes i cannot wait for standalone. At least we got news coming up.