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Your DayZ Team
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Everything posted by SMoss
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It's more like x.xx.xxxxxx The first 0.55 build was 0.55.127157 for example.
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Here we are btw (in case someone might find it useful): http://dayz.com/blog/dayz-moving-into-2015
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Math says it would be around that version number yes, but I would rather keep my eyes on the development timeline on the dev-hub instead of focusing on a specific version number dictating or heralding the coming of beta :)
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I think you're being overly harsh in your verdict here. I'd say it's more like "most servers have loot, some don't". The amount of reports on servers without loot, and especially reports on servers without loot where this indeed turned out to be the case, has not really been that high. Had it been the other way around where it would be trending towards a global issue across Stable branch, the guys would most definitely have taken action like they did when the central loot economy was pulled and temporarily replaced with the old placeholder loot spawning system. I realise that bugs do happen and servers can be misconfigured, and in the case where there is no global issue on the loot spawns, you can always shoot across a ticket on the Feedback Tracker for example and we'll have a look at the server in focus: http://feedback.dayzgame.com
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If you're refering to Experimental branch servers, then there's a good chance that servers have been picked clean due to massive amounts of players going through those bad boys. The guys pull a lot of data from those servers to see what the status quo is on performance, crashes as well as the loot spawning for example, and if there is truly a case of "no loot" at all globally, then the guys will of course address this before pushing 0.56 onto Stable branch.
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0.56 was released on Experimental branch last friday (May 5). The announced wipe will not be executed until 0.56 releases on Stable branch.
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You stated that "... the devs don't learn a thing". I was curious as to hear what you thought the devs had to learn. I'll leave you with the following though (source: http://forums.dayzgame.com/index.php?/topic/224046-status-report-14-apr-15): "Much like the warnings placed on the DayZ Store Page, and the DayZ Launch Screen, as well as the stickies on the DayZ Steam Forums - The Early Access program provides you with development builds of the project, not access to a feature, or functionally complete game. As this year progresses, more and more parts of the Enfusion engine and its accompanying technology will be merged into the main branch. This means things will break, sometimes things will break -hard-. We utilize the experimental branch to flesh out any catastrophically game breaking issues (think client crashes, server freezes, high repro progression loss, and so on) and at the end of the month the most stable development build gets pushed to Steam for all of you to poke, experiment, and have fun with. Testing is done in three tiers, each tier scaling up in load and volume. Internal, Experimental, Main (Stable) - and make no mistake. All three branches are for testing." This means that once an Experimental build is deemed suitable for Stable branch release, it is not to be considered bug free in any way. As for your concerns on living off the land, you contradict yourself. The systems are in place regardless of server restarts/crashes preventing you from utilizing the systems. These crashes will more or less be eliminated before releasing the Experimental version on Stable branch. Once this happens, Stable branch builds can be used for the testing of bugs that are not considered game breaking since the Stable branch servers are not being hammered as hard as the Experimental branch servers, as you mention yourself. The thing is, we can't take the chance of not stress testing builds as well since we can't look into the future and predict that there will not be community servers with huge amounts of traffic. As for your other concerns: "But a) that is not fun, (some players take very positively to the struggle of surviving while others don't) c ) it only works for the first guy, who found the seeds and tool (this would be the case no matter your hunger/thirst status as a fresh spawn, and the player finding the seeds + tool would most likely enjoy the achievement considering the challenge of finding these items while starving) c) it's bugs that keep us from using mechanics like picking fruit or fileting fish. Not gameplay mechanics, but bugs! (bugs such as these are filed internally and scheduled for fixes on the basis of the nice players that take the time to file them. For this we are immensely grateful of course! In the meantime, I would not consider DayZ unplayable in spite of the mentioned features not functioning)" For these concerns, I'll have to say that it seems like the designers are catering to the players that enjoy and are looking for a challenge in surviving in DayZ, and you should not expect that the hunger/thirst status of fresh spawns would be changed on the basis of the immense challenge faced as a fresh spawn on Experimental branch (source: http://forums.dayzgame.com/index.php?/topic/224323-status-report-22-apr-15): "Obviously, as DayZ is an open world sandbox title, nearly anything is technically possible (in regards to play styles). As the initial deployment of the new infected A.I., as well as the central economy ramped up the difficulty within Chernarus, there were people vocalizing how they disliked how difficult DayZ was becoming. Now, obviously I've spoken on this before - but I feel the need to reiterate, and clarify a few things. Surviving in Chernarus is intended to be difficult. I want you to value each bullet, I want discovering a roaming boar in the forest to be a stroke of good luck. However, this does not mean the play styles of "Coastal Chaos" or "Squad play" and so on are not viable playstyles." At this stage, yes, we are at a completely different stage of difficult. However, as mentioned, all three branches mentioned above are for testing, and it will be possible to test all things concerned in either three of those branches.
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What is the lesson you would have them learn?
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Greetings Survivors, We're rapidly approaching the experimental push of 0.56, and we've discussed over the last few weeks some of the things you can expect from this update to the Steam branch. I'd like to recap a few key points though, as we're close to this push: - Rebalancing of Infected damage threshold - Redistribution of existing infected spawns to high population areas - Bugfixing on Per-Item-Quantity control (Central Economy) - Bugfixing on Infected Alert SFX - Bugfixing on Infected movement - Redesigned Inventory tech (engine side) - New firearms / long range optics attachment - Stary Sobor evacuation camp - Bugfixes on various known duplication vulnerabilities Tied with the 0.56 update to Stable branch, we'll see a hive wide reset (public/private) - including local storage data (player camps, vehicles) Development is ongoing with the hive side economy control, in addition to future bug fixing development continues on the functional side, with the next major goal being region control over item spawn types. (removing the restriction of structure types only in certain areas of the map). Internally, the programming and design teams are working hard on analyzing server side performance, player position desync, and other critical issues affecting Early Access gameplay. In some cases, resolutions to these issues are tied to the implementation of new technology to replace the legacy systems inherited from the start of the project - all of them however will be ongoing goals for the team over the coming months. The bulk of the workload over the last month was centered around the refactorization of the inventory system. It became clear that the existing tech behind the inventory wasn't going to be able to meet the needs of the project, and carried with it its own vulnerabilities. The redesign stripped large amounts of the system, and redesigned specifically to meet the needs of DayZ and upcoming changes to DayZ's core technology. - Support for AI and Vehicle Inventory - Removing limitation on "in hands" as a virtual slot (still occupying space in container) - Dynamic changing of cargo capacity - eg: lowering when damaged, raising when repaired - Manual item rotation - Support for redesign of Inventory UI - Support for EnScript (Enfusion Scripting Language) - And much, much more.. Looking at the Central Economy side of the fence, tracking the metrics on loot spawning provides some interesting details: - Chernarus + features 8,725 buildings (and wrecks combined) - 1,742,796 potential item spawn points are spread across the entirety of Chernarus + (Not counting dynamic events) - Of the 8,725 buildings/wrecks across Chernarus + 410 of them are greenhouses With the 0.56 iteration of the central economy we gain finer control over item spawn locations, but we still have a ways to go. As each update gets pushed to steam, we'll see finer and finer control over item spawn locations and types, as well as supporting dynamic random spawns - that will ensure unique spawns of valued items across the map. Who knows, maybe someday you'll get really lucky and find an M4A1 in that barn over the hill? As you all dive into the experimental push of 0.56 (not yet live) please keep in mind that like many things in the development of DayZ, the new systems and tech are works in progress (much like DayZ itself) and are incomplete, and more than likely contain their fair share of issues. Please make sure to report any issues found on the official feedback tracker at feedback.dayzgame.com See you out there, - Biran Hicks / Lead Producer (THIS ONE TIME)
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looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
No probs. The guys certainly do their best. However, other duping methods might very well still pop up, but as mentioned by many other users as well, it's better that these methods are discovered now during development than after full release. We really do appreciate those of you who report all these bugs to the team! As for the players who exploit the bugs for their own advantage; well, that's a completely different story... -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
But it does :) The status report states that exactly: "hive wide reset (public/private) - including local storage data (player camps, vehicles)" - hive wide reset (public/private): character data. - including local storage data (player camps, vehicles): local server persistence data. -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
It shouldn't have to. As mentioned above: - Character data is saved on public/private hives - Hive wide reset announced Result: reset of character data. -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
the bigger, the better :) -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
Nowhere is it stated that there would be a "hive wide reset - excluding character data". -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
To be clear; it reads: "hive wide reset (public/private) - including local storage data (player camps, vehicles)". Character data is saved on the public/private hives. So, "hive wide reset, as in character data, (public/private) - including local storage data (player camps, vehicles)". -
looks like .56 will be a character wipe..saw msg in server earlier
SMoss replied to thewire's topic in General Discussion
Feel free to have a look at the latest status report: http://dayz.com/blog/status-report-06-may-15 "... Bugfixes on various known duplication vulnerabilities" -
The weekly status reports do serve up spoilers, teasers, and sneak peaks: http://forums.dayzgame.com/index.php?/forum/134-developer-discussion-status-reports/
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I'll put in a request for a pair of ingame inflatable armbands and meet you at prison island, haha.
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It was posted originally by Reaper on the Steam forums, so I can't take credit for this. Following that trend, the following explanation is blatantly stolen from one of Kichi's posts: Maximum Pre-Rendered Frames: If available, this option - previously known as 'Max Frames to Render Ahead' - controls the number of frames the CPU prepares in advanced of being rendered by the GPU. The default value is 3 - higher values tend to result in smoother but more laggy gameplay, while lower values can help reduce mouse and keyboard lag. However extremely low values such as 0 may hurt performance, so I recommend this option be kept at its default of 3 globally, and only adjusted downwards in specific game profiles. Remember, in most cases mouse lag is due to low framerates, so adjusting this option is not an automatic cure to lag issues, nor should it be the first thing you try. Finally, it only works in DirectX games, not OpenGL games. Le post is here: http://forums.dayzgame.com/index.php?/topic/186888-what-does-maxframesahead-settings-actually-do/
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It has, but exactly how long they are intended to persist is something Peter for example would know: http://forums.dayzgame.com/index.php?/forum/147-design/
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There was no persistence wipe today, so either the tents were taken/stolen or were wiped due to a bug.
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Good to hear :) Sometimes it takes a bit longer than others, but Vilayer shoots for a turnaround time on tickets of about 24 hours max.
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Yep, you can pack up the military tents as well.
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In case anyone is interested: https://trello.com/c/Yzq5pNSS/53-weapon-related-art
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Nono, the tent goes on the back like a backpack but you can't put items inside the tent when it's on your back. When not pitched, the military tent looks like a big green duffel bag while the smaller tents are grey and look like regular rolled up tents.
DayZ Hero