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rocket

DayZ Hero
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Everything posted by rocket

  1. Been a few impersonators poping up and saying weird stuff, so I'll confirm identities here: Reddit Rocket2Guns http://www.reddit.com/user/rocket2guns 4chan: I generally don't post and if I do, I do it anon. Anyone else is impersonating facebook: http://www.facebook.com/rocket.hall Twitter: http://twitter.com/rocket2guns Youtube: icemotoboy (I was young and foolish when I chose that lame name... don't judge me).
  2. Hear me out... It's one of the most intriguing suggestions I've seen. I considered it right at the start of the project. With the new zombie line-of-sight calculations and the ability to loose them, this might actually work PRO: - People spawning in can't quickly get into griefing - Recovering your old loot becomes difficult and risky - Add's a whole new element and gameplay at the start - Maybe adds some authenticity, who has a handgun at home? CON: - It's fucking annoying having to sneak and run around to find a gun (believe me, I just tried it) - You can spawn many times before you actually have a life that finds a weapon - Hackers, for the moment, will reveille in this change until their loopholes are closed In twenty words or less, formatted with YES or NO in caps the line above, say your thoughts on trying this out For the sake of efficiency, I will delete all posts that don't follow the above exactly, or don't add anything to the argument. It's not a poll, its a discussion. If you don't have anything to ADD then please don't post.
  3. True. Indeed, I don't care for it in terms of providing a good incentive to make the game better because I believe businesses will naturally (as they should) grow towards their revenue stream. If you revenue is hats, then that is an area you will naturally grow towards. If your revenue is "we need to make this game more attractive so more people buy it", then you develop it some more until the point you get diminishing returns on that. Anyway, I couldn't pass up the opportunity for a bit of LOTR humor, given the wave of embarrassing hobbit mania that is enveloping my home country right now.
  4. What exactly do I need to do to demonstrate how much I don't like microtransactions? Microtransactions? Don't... tempt me Frodo! I dare not [implement microtransactions]. Not even to keep [development] safe. Understand, Frodo. I would use [microtransactions] from a desire to do good... But through me, it would wield a power too great and terrible to imagine.
  5. http://www.pcgamer.com/2012/11/30/psa-far-cry-3-servers-currently-down/ That's what happens when you try and do it for yourself. And Ubisoft has plenty more cash than we do.
  6. I don't think the issue is so much steam as that we are forcing people to use a mechanism to utilize the game. This is irritating for any consumer. I did NOT like having to register a windows live account just to play Red Faction: Whatever, and I had a great deal of trouble getting it working especially when offline. So I can understand this, the problem is: To play DayZ you must use <insert digital store here> Regardless of what digital store it is, if you aren't currently using that store it is going to be a pain in the arse. My hope here, is to demonstrate we didn't make this decision because we're lazy, we have shares in Steam, or I am on GabeN's Christmas Card list, we made the decision because it best supports our development pipeline and allows us to focus on making the game. Fact of the matter is, from my perspective, my contacts at Steam pretty much have said "tell us what you need to make this game" and we said "this, this and this". And here they are. No marketing rubbish, product store placements, discussions of exclusivity.
  7. I feel like I'm really laboring the point here but - it is not just about content delivery. We removed our dependency on gamespy, and we now use Steam's matchmaking API. This costs us (read: you) nothing. We use VAC, this costs us (read: you) nothing. It is also trivial, and seriously I really mean trivial, for us to add support for this through steam. We originally had plans to do our own patching systems and use our own store and all those kinds of things - but those take serious time. I mean, really significant periods of development. You're talking years here. And running a store like Steam is very complex - fraud protection is an extremely big issue, people buying keys with stolen credit cards then selling them quickly for a cheap buck - then the key getting banned, the charges reversed - and both the developer and the person who bought the cheap key left out in the cold. Like nearly every decision, it wasn't made in a vacuum. The decision was made because I felt is offered the best hope to the project to move forward in a timeline that I could cope with. The only issue I've managed to have as a consumer so far with steam, is the overzealous fraud protection system that causes me issues when buying with my credit card while travelling. But, on the development side, I'm kind of glad their fraud protection is a little overzealous. Chargebacks are a major, major pain. Let me summarize the main parts we get in this system, that we wouldn't get going through the BI Store alone as it is now (not an exhaustive list): Auto-updating delta patcher Anti-cheat system Multiplayer server browsers and matchmaking International digitial distribution World-class Fraud protection Steamworks (if we wanted it) Free marketing (steam shop etc...) Anti-piracy measures Developer pushed updates There is no organic capacity at the studio for any of these. We had talked about them. They were on the plans. But the better option came up. Even if we went out, right now, and kickstarter'd it up - and we raised 10mil, hell 30mil - it would still add significant time to the project to have to do all these. And given the vast resources that Blzzard had with Diablo 3 - money AND skilled people is not enough to stop launch failure. So we are going with the partner we have worked most closely with, who are able to best meet our development needs.
  8. I really want to reinforce that nobody should be forcing anyone to "like" steam or consider it as "acceptable" that it is how I decided we would move forward as a project. I can understand people's misgivings. An example is the issue of the terms and conditions preventing class actions. GabeN replied with his thoughts on why they did it. At the end of the day, both viewpoints are valid. I've outlined the reality of the situation, and the decision making process behind it. In terms of announcing it sooner, really I am announcing it as soon as we could.
  9. Makin' out with your mom...
  10. At this stage, all we are doing is setting up the architecture so that we have limitless possibilities for storing attributes without those attributes being lost when you put the weapon in your backpack or on the ground. A good example, is that now when you load a magazine, it takes it out of your inventory and actually puts inside the weapon. We aren't committing ourselves to any design objectives until we have the architecture fully implemented and tested, as that will set the left and right arc's of what is possible. This is what I want also. The immersion is the primary goal, to the expense of everything else. Significant amounts of code have, quite literally, been deleted. Things such as the unit AI mechanisms and a whole bunch of stuff that DayZ never touches. This will give optimizations. Most of what DayZ Mod does is essentially a hack. In DayZ Standalone, it is no longer a hack. The optimizations of this are significant. Also the assets themselves are optimized, take for example the zombies in the mod. They have five "sections" each (for each section, the GPU must do a new render pass) and over 8000 triangles when including the head. In the standalone, zombies have 5000 triangles and one section. This makes a big difference. This is an entire discussion in and of itself, not one I really have time to go into - but I am sure if a seperate topic is made members of the community could probably explain these better than I could, and I can clarify as needed. This technology is already possible in ArmA's big brother, VBS2. Porting this technology would reasonably straightforward, but something that if it were done - it would be done next year. This is a complex design area we have been thinking about, but we need to see how the architectural changes come together - as they heavily dictate what options we have for these things. We will have a better idea of the possibilities next week. It would be pointless for me to describe what I'd like to do now, and then disappoint you with changing those next week.
  11. I applaud anyone who stands up for their consumer rights, and I it is important customers vote with their wallets for what they believe in. From my perspective, unfortunately this decision is not just about digital content distribution. We've dropped Gamespy for our server browser management (for reasons I hope are painfully obvious). We're using steam not just for it's delivery system but because we are able to integrate it entirely into our pipeline. It is the only method we can use, which allow us to hit something earlier than a Q3 2013 target date. For the record there has been no pressure, not one iota, from Steam to go exclusive or even to release on Steam. They've simply said they love the game, and asked for any advice of things they could do better. We told them, and they listened, and what we have ended up with is the most impressive build pipeline I have ever worked with. Prior to this, I was not really that into Steam. I was keen for us (BIS) to sell through the BIS store, as then we would keep all the money. But this system, it allows us to push out updates instantly. It means we don't have to worry about anything except making the game. So this is a decision that I supported fully, and wasn't initiated by Steam. To be honest, dealing with Steam has really been like dealing with a company about 5 people in size - it's all very straightforward and not complex for me, it's personal and it's been focused on what we want to do for development. In the final analysis, it really now comes down to what is possible. There is no way we could release this game in 2013 (let alone this year), if we had to create all these aspects ourselves. We would still be constructing our build pipeline right now. So it doesn't matter if GabeN turns up on the cover of PCGamer in a photo of him consuming the souls of small children - if the game is to release anytime in the near future it stays on the course it is on. It's committed. As a leader you have to make tough calls, and this is a call I made. Our CEO came to me and asked me what I thought - and I weighted it up and made the decision. I still think it is the best decision, even though it goes against those who don't want to use steam. Sure, the game could handle a delay. I totally believe DayZ could schedule itself for 2014 and it will sell fine. But I won't be fine. I've been doing this, every day, every night, weekends, etc... since March. At the pace that I am working I am on borrowed time, and I don't want to waste that time on developing a content delivery system or negotiating with someone I haven't worked with and who has a strong relationship with our studio. I hope this doesn't come across as me trying to convince anyone that they should use Steam, I'm simply trying to provide some background on why the decision was made, and why there is no possibility of it being changed now.
  12. I am pleased we have VAC, but it is not a silver bullet. It will be a small part of what needs to be an ongoing and developing strategy.
  13. The person who made the engine, Ondrej Spanel, the lead programmer at BIS, is the person who is implementing these changes. I doubt he would be happy coming up with a solution that doesn't entirely reflect the feel of the game he had made before. Actually, the server is already often doing these calculations for, say, AI soldiers. So all these functions can already be done by the server. We're simply moving all we can to the server, so that we restrict the problems associated with hacking at the client access level.
  14. The short and simple truth is that there will be hackers. Period. We are changing the architecture to reduce the impact of these hacks, and we have VAC that can act as something of a deterrent to the those hacking. More and more, I am convinced the best way forward is to provide the ability to run private servers, for private communities. This is the absolute best thing we can do to combat hacking, and the easiest. So we must remain vigilant and do what we can, and this base architecture change will drastically reduce the hacking options - but overall giving the power and ability for communities to manage themselves will be the most powerful thing we can do.
  15. It's really simple: Do you guys want us to focus on making a good game? Or do you want us to focus on our own digital delivery service with anti-cheat, server browser polling, fraud protection, consumer purchase support, delta-patching, DRM (shudder), and so on...? Re: Cheating, please read the blog posts about the move to an Server-Client model, the affect this has on things has been discussed to death.
  16. Picture this: You come across a backpack in a house... open it... and find human meat steaks. Then you hear footsteps....
  17. Regarding Steam - I don't like forcing anyone to use anything and I can totally understand why people would be irritated about this if they are not Steam users. But the simple fact is, Bohemia does not have the experience or infrastructure to release a game that hundreds of thousands of people might try to buy at once. If Blizzard have problems with Diablo 3, how the heck is Bohemia supposed to cope with a large-scale release when we never have done something like before? It is not just a simple matter of buying the hardware. Using steam allowed us to drop Gamespy, and it means that everything except for the central Hive server are managed outside the company, by Steam who have tremendous experience with distribution. We then make use of Steam's network for delta patching - linked right into our own pipeline. I literally with one click of the mouse, right now, can distribute the patch to steam. DayZ is already in there, we use steam for the development build distribution. It was the only way we could get the product out in this timeframe. We are focusing on our strengths, and leveraging the strengths of our partners - in this cause Steam.
  18. They are simpler and easily customized by the player, and can be changed on the fly. Think of Minecraft here, you can quickly change that "quick accces" toolbar to suit your task at hand, that is how we are changing DayZ. We are still not sure of the full impact, this is one of our risks. We know about it, and that is the idea behind a large-scale technology test we are planning for the future, prior to release.
  19. It's all that crap or the game, really. We'll do that stuff later, once the game is finished and some uber special boxed edition is done for the Xbox72000 and the PS^5 or something.
  20. Hi folks, Looking at our matchmaking system changes. A server that has public IP or tunnels through a firewall would not require NAT negotiation. Currently, ArmA2OA uses GameSpy for NAT negotiation. Responses are urgent!
  21. Closing this. Gamespy is gone. Bye, Gamespy... that's what happens when you don't update your technology for like ten years.
  22. "lose" damn typo. Don't write blog updates at 1am.
  23. The next community update has been approved for release. This has been entirely developed by the community, my involvement has simply been oversight. Please direct your support for this update to them, as they deserve it. Some great work has gone into this, and all involved should be very pleased with their efforts. The update requires the latest beta, an update to the client mod files, and also an update to the server mod files + HiveEXT. How do Install it? Recommended to use PlayWithSix or DayZCommander to update your files. Credits Community Dev Project Sponsor * Rocket Community Dev Project Manager * R4Z0R49 Communtiy Devs * Alby * Ander * Ayan4m1 * f0rt (ashfor03) * R4Z0R49 * Rajko * Stapo * Venthos * Pwnoz0r Contributions By * fred41 * Tansien * Killzone_kid * VRShiva * Inch Art Work * Alexander (G17 incombat Icon) Testers * AJ (Leadz) * Alakakala * Facoptere * HumbleUk * IMF2000 * Sumrak * TheLaughingMan * Cammo * Max * DzAirmaX Build Notes: * [NEW] class Mi17_TK_EP1 Now Unbanned. (Mi17_DZ) * [NEW] An2_TK_EP1 Now Unbanned.(AN2_DZ) * [NEW] AH6X Now Unbanned. (AH6X_DZ) * [NEW] BAF_Offroad_D Now Unbanned. * [NEW] BAF_Offroad_W Now Added. * [NEW] Fully Removed Save button from action menu. * [NEW] New combat mode icon (G17) thanks Alexander. * [NEW] Gender section screen thanks F0rt. * [NEW] You can no longer place tents in ponds. * [NEW] Disabled greeting menu . * [NEW] Disabled radio messages to be heard and shown in the left lower corner of the screen. * [NEW] General speed up of the login process. * [NEW] Street Lights now active in towns. (will be removed in hotfix) * [NEW] (*.2 Hotfix)Added some Anti-cheat. * [NEW] (*.3 Hotfix)Added local copy of cert if it cant get one online, version checks. * [uPDATED] Combat Logging "Fired Near" checks are now limited to 8 metre radius. * [uPDATED] Combat Logging "Projectile Near" Have now been removed while we look for a less intensive way to track projectiles. * [uPDATED] Combat Logging is now removed on death. * [uPDATED] Corrected legs and hands fractures they must be set with actual value. * [uPDATED] (*.1 Hotfix)Updated hive .dlls to fix a reconnect issue with prepared statements. * [uPDATED] (*.1 Hotfix)Increased m107 loot chance to 0.02. * [uPDATED] (*.1 Hotfix)Lowered As50 loot chance to 0.01 * [Fixed] Adding checks for female skin humanity/login. * [Fixed] Adding female skin to variables. * [Fixed] Fixed Parachute so jumping out of choppers won?t kill you. * [Fixed] Event Handle for wrecked choppers this should allow the smoke on wrecks to work all the time. * [Fixed] Event Handle for Vehicles this fix's problems with local vehilce damage calls.. * [Fixed] Remove objects from DB by objectID and objectUID only. (Should fix Deployable problems) * [Fixed] Debug menu options are no longer editable. * [Fixed] Locked Singleplayer Menu * [Fixed] (*.1 Hotfix) Players with high CharacterID weren't dying properly. * [Fixed] (*.2 Hotfix) Fixed 2nd Parachute removal issue. * [REMOVED] Damaged logging to .rpt removed all traces of dmg to a player. * [REMOVED] An2_1_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game. * [REMOVED] An2_2_TK_CIV_EP1 Got removed during testing devs felt it lacked perpose in the game. * [REMOVED] MV22 Got removed during testing devs felt it lacked perpose in the game. * [REMOVED] S1203_ambulance_EP1 Got replaced during testing to a hmmv class vehicle. * [REMOVED] BAF_L85A2_RIS_CWS From Loot table. * [REMOVED] UH60_wreck_EP1. * [REMOVED] HMMWV_Ambulance_CZ_DES_EP1 Removed due to its heal abilty. * [REMOVED] Dogs Removed while we rewrite the hud and correct a few other issues. (attak, Getin/out of vehicles) * [REMOVED] UH60M_MEV_EP1 Removed due to its heal abilty.
  24. rocket

    ... worried about standalone :(

    Core to the experience, but it is additional to the engine. We are fixing the core engine to better match the DayZ we all want. That means a completely new method for dealing with weapons, inventory, items, etc... Not just the look at feel, but every aspect of it. How the servers work is completely changed. These are core engine changes. Construction would be an entirely new section added to the engine - we don't want to add this kind of new functionality until we have the base engine functioning as we want it for DayZ. Game development is not about figuring out just what is the most important, but also figuring out the order in which you can actually do things. Sometimes, you can't do the really important stuff till later because you need the foundation stuff done first. And while that is being done by a few people, everyone else is working on other parts that may be somewhat less important. Game development isn't about devoting everyone to a single task, it is concurrent activity. That is why often seemingly unimportant stuff gets done and released in patches when big problems remain... big problems take time - but often only a few people. In the meantime, people work on other stuff.
  25. rocket

    THINK ABOUT THE GIRLS

    In the standalone: Female characters will be equal in every function and feature in the standalone. I.e. any clothing item will be able to be worn on both male and female characters.
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