Forums Announcement
Read-Only Mode for Announcements & Changelogs
Dear Survivors, we'd like to inform you that this forum will transition to read-only mode. From now on, it will serve exclusively as a platform for official announcements and changelogs.
For all community discussions, debates, and engagement, we encourage you to join us on our social media platforms: Discord, Twitter/X, Facebook.
Thank you for being a valued part of our community. We look forward to connecting with you on our other channels!
Stay safe out there,
Your DayZ Team
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Everything posted by SMoss
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At this point in time the melee system has not been finalized. The process of balancing the melee weapons will most likely be an ongoing task that the guys will be working on later in development.
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I too realize that it can be massively frustrating to randomly lose your hard earned gear, but as it is already mentioned, the game is still in the alpha stage so it will have numerous bugs. This one has already been filed though and the devs are working on nailing down and fixing the problem: http://feedback.dayzgame.com/view.php?id=78 It might take a while to fix the bug, but since the bug is not exactly a minor one, I would be well surprised if the team would not fix it during development ;)
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That sounds like quite the amount of bad luck. You can always file the game crashes on the feedback tracker though. If the cause for your crashes are fixed, you would at least avoid the following gear/character loss. There's some useful info on how to file crashes in the following topic: http://forums.dayzgame.com/index.php?/topic/186540-my-dayz-crashed-what-do-i-do/
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Happy Holidays everyone! As some of you may know, DayZ just recently celebrated its first year in Steam's Early Access program. The Early Access experience has been both challenging and rewarding for everyone on the development team. With that in mind, we have put together a high level document looking at what we have accomplished together in 2014. Pairing that with our goals ahead for 2015, we all have a lot to look forward to. 2014 - A Year in Review With 0.52 hitting stable branch today, the holidays should see some interesting gameplay. I for one look forward to the expanded options for the roleplaying communities, as well as the outstanding changes to player versus player engagements I plan to have on first person only servers (when rescuing innocents from bandits, of course!). Suppressor support, hotfixes to address the majority of the gunshot audio issues, new animations, the first iteration of the chainsaw, and of course who could forget the seasonal festivities. I hope to see you all around the Christmas tree in Novod. I'll be looking for the bear that has my name on it. Red Water is not always a bad thing - Brian Hicks / Lead Producer First Quarter Basic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statistics (DayZ.com/DayZ API)New UIPlayer staminaDynamic eventsWorld containers (Chests, Fridges, etc)New physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integration (Steamworks)Construction (base building)Beta version
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So here we are, last few weeks of December for the Christmas break. The 0.51 update to stable branch has had enough time to mature and reveal any critical bugfixes that need to be addressed for 0.52. With 0.52, the focus is on issuing bugfixes, incremental systems updates, and several new bits of content. One of the ongoing issues we've been focused on bugfixing with 0.52 is client and server crashes. Having spent a significant amount of time these last few weekends playing on stable branch servers I for one can attest to how frustrating these can be as a player. Especially the server crashes. In addition, as work on the central economy continues - there have been extensive cases on public hive servers with users abusing bugs to duplicate items. In order to combat this, we'll be taking a two point initiative at the beginning of 2015. Firstly, at the start of the year we will look at performing a wipe of the hive. Next, we will work with our game server provider partners to deploy a system for server operators that continues to allow them access to restarting their servers in the event of unforseen issues, but logs and tracks abusers of this option. Primary bug-fix focus for 0.52 is on the following issues: Item duplicationGunshot soundsSuper-loot spawnsClient crashes upon exitServer crashesWinners of the Private Shard contest should be receiving e-mails from Multiplay Game Servers shortly, please do not hesitate to reach out to [email protected] if you experience any issues. On a more personal note: Now that the programming team has resolved the issues with servers properly pulling the local time from their servers for the in-game clock, I encourage all of you to spend some time surviving during the night time. Get off the coast, go hunting, set up a tent somewhere in the woods and really spend some time experimenting with the "hermit" playstyle. We have a long way to go, but I've personally found the experience very rewarding as of late. Only a bandit on bandit day. - Brian Hicks / Lead Producer Standup Notes for the week of 08 Dec 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Full length ghillie • Planting field 3x3 • Animal remains • High fidelity V3S instrument panel • Winchester Model 70 • Crafted leather jacket • Hatchet Animation: • Support to new Zombies • Optics • Vehicle animations • Skeletal adjustments for some animals • Animal animations Design: • V3S Praga Bugfixing • Horticulture extension work • Silencer configs • Chainsaw configs • Cooking script cleanup, bugwork Programming: • Critical inventory fixes • Vehicle physical simulation tweaking • Silencer support • Loot distribution redesign/improvements • Server crash bugfixing • Vehicle simulation diagnostics / bugfix • Security vulnerability hotfixes http://dayz.com/blog/status-report-week-of-08-dec-14
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Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive have released a special anniversary video on DayZ's official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to members of the development team. The standalone version was officially released using Steam's Early Access program, on December 16th 2013, very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements. Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game. Since the DayZ team released into Early Access 12 months ago, the team has grown significantly, David Durcak the new Project Lead on DayZ stated: “Firstly I'd like to thank Dean Hall for leading the team for the past two years and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus it will also allow us to improve technology for the standalone and polish the features we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.” First QuarterBasic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integrationConstruction (base building)Beta versionTo join the survivors in Chernarus, you can purchase DayZ (27.99 EUR/34,99 USD) from Steam and Store.bistudio.com. As development progresses the price of DayZ will increase For more information, please visit http://www.dayz.com and/or follow DayZ on Facebook, Twitter and YouTube.
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Celebrating DayZ’s official release on 16th December last year, Bohemia Interactive today have released a special anniversary video on DayZ's official YouTube channel. The video provides a unique insight into the some of the challenges DayZ faced throughout its development, and what DayZ means to various members of the development team. The standalone Alpha version of DayZ was officially released using Steam's Early Access program, on December 16th 2014 - very early on in its development cycle. Since then the DayZ development team has continued developing the game with a continuous flow of updates, including new weapons, new items, diseases, harvest-able resources, private shards, persistent objects, initial vehicle testing, and various platform improvements. Over the next 12 months, the team will be looking to expand the options for basic ground transportation, aerial transport, expanding on basic survival features, such as animal predators and traps. On top of these the DayZ team is implementing an improved rendering engine, which will expand upon the graphical fidelity and depth in game. Since the game was released into Early Access 12 months ago, the development team has grown significantly. David Durcak, the new Project Lead on DayZ, stated: “Firstly, I'd like to thank Dean Hall for leading the team for the past two years, and I wish him the best with his new studio. The growth of the DayZ team over the past 12 months will be integral to the prolonged success of the game. With the additional team members, we hope that throughout the upcoming year we will be able to create more content and a deeper experience for the DayZ audience. Plus, it will also enable us to significantly improve the technology for the standalone, and polish the features that we have. All in all, it is our goal to create the best experience we can, in terms of frame rate, visual quality and the overall gameplay.” In support of DayZ's first anniversary, the team has also released an updated development roadmap for 2015. The roadmap contains a list of the feature goals for 2015. Please note that the DayZ development roadmap is not a fixed document, and the schedule and content always remain subject to change: First Quarter Basic vehiclesAdvanced loot distributionNew rendererNew Infected AIBasic stealth system (infected and animals)DiseasesImproved cooking and horticultureAdvanced anti-hack system (Dynamic BattlEye)Second Quarter Advanced vehicles (repair and modifications)Advanced animals (life cycle, group behaviour)Player statisticsNew UIPlayer staminaDynamic eventsWorld containersNew physics systemThird Quarter TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeAdvanced communicationFourth Quarter Animal companionsSteam community integrationConstruction (base building)Beta versionTo join the survivors in Chernarus, people can purchase DayZ (Early Access) for 27.99 EUR/34,99 USD from Steam and Store.bistudio.com. The price of DayZ will increase as development progresses. For more information, please visit http://www.dayz.com and/or follow DayZ on Facebook, Twitter and YouTube. Discussion and Feedback
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Hello there gents. The issues have been reported and will be addressed by the team: (Broken legs): http://feedback.dayzgame.com/view.php?id=5169 (Loot issue): http://feedback.dayzgame.com/view.php?id=17617 (Audio issue): http://feedback.dayzgame.com/view.php?id=18245 The freezing/lagging issue during your encounter was most likely just random, as Beav mentions.
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Compass glitch or magnetic polar reversal?
SMoss replied to spydertattoo's topic in General Discussion
As Zyranoff kindly mentions, this is a known issue that the team will be working on fixing. -
Stuck on "Please wait..." screen after "Wait for host" screen
SMoss replied to ChadPlaysDayZ's topic in Troubleshooting
I'd recommend that you file this on the feedback tracker: http://feedback.dayzgame.com -
November and December are busy months for DayZ. Coming up next week we're aiming for the 0.51 update to stable branch, we have the conclusion of our Private Shard contest, and of course.. the initial implementation (at a very basic level) of wheeled vehicles into stable branch. It is important that when hunting for/fueling/driving these new base model V3S trucks across Chernarus you understand the limits, base functionality, and placeholder status of much associated at this time with the vehicle. - The V3S is not tied to the persistence system at this time, so when it restarts - it respawns. - Yes, worry not vehicles will save, just not at this time. - Much of the animations are in progress, we hope to greatly improve the visual immersion versus legacy animations when mounting and exiting - The interior of the cabin is still in progress, what is there currently is placeholder. - Instrumentation will eventually be the primary method for tracking speed, fuel, temperature, etc - New sound effects for the V3S will be recorded, for now we are using legacy placeholder sfx - At this time the bed / cargo / command sections of the V3S and its variants are disabled while we continue work on them - This means the truck has no item storage capacity, and seats two survivors (at this time!) - Very basic functionality is present for vehicle maintenance, this is limited to fuel consumption and refilling. - Further functionality is being worked on - spark plugs, exhaust, radiator, etc This first initial implementation of vehicles in DayZ is aimed at tracking the network impact, physical simulation performance, and gameplay impact of this feature on the title. Be warned, this is the first time stable branch will get its hands on these systems, and there will be bugs. As with all systems, we will be iterating and expanding upon this as we move forward with development of DayZ. Aside from the V3S, 0.51 contains a strong amount of new mechanics, expanded systems, security hotfixes, and as always content. Going into December, we will be observing the impact of this update on stable branch and work on a end of year update for December with 0.52 mid-month. On a more personal note, 0.51 - even with the title as early in development as it is has had a large impact on my playstyles within DayZ. I am very eager to see how survivors adapt and expand upon the world of Chernarus with these changes. In addition I hope to put a special status report up when 0.52 is published to stable branch (sort of a town hall style address) where myself, and the other leads recap the most impactful and persistent bugs in DayZ Early Access, and where we are / what the plans are for them moving into 2015. As always, not a bandit. - Brian Hicks / Lead Producer Standup Notes for the week of 24 Nov 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Prison Complex • High fidelity V3S instrument panel • UH1Y Crashsite model • Prison-themed zombies Animation: • Steyr Aug reload animations • Player Suicide Animations in Progress • Vehicle animations • Rifle sitting animations update • Zombies with new AI Design: • V3S Praga Bugfixing • Config and scripts for prion disease balance • New content spawn points • Cooking extension • Loot defines for new centralized loot spawning Programming: • Critical inventory fixes • Client/server performance • Client/server crash fixes • Loot distribution redesign/improvements • Player & Item duplication fixes • Vehicle simulation diagnostics / bugfix • Character connection issues (protecting players from attack while logging in/before being able to move)
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As always, we will be watching server data, and the feedback tracker for any potential severe issues and will address them accordingly with a hot fix. For any bugs/issues you run into, please let us know by filing it on the feedback tracker: http://feedback.dayzgame.com New Items: V3S Ghillie Suite (Hood, Bushrag, Top) Ghillie Weapon Wrap Jerry can Military Tent Human Flesh Netting Steyr Aug MP133 with pistol grip Burlap strips New Mechanics: Vehicles Vehicles refueling Prion Disease New crafting recipes Updated heat transfer Watering plants Fixed: Abuse of vomiting to gain energy Mending balaclavas Splitting and combining netting Splitting and combining burlap strips Ammo box dragging on magazines Combining and splitting worms Breaking out of restraints fixes Uncuffing using keys Picking up mp133 from the ground Rangefinder mechanics Items are no longer pristine only Skinning should now give pelts properly V3S going uphill V3S physics simulation V3S damage to characters V3S collisions V3S fueling mechanic Memory Leaks And a lot more! Known Issues: Item locked in hands slot Items can't be picked up sometimes Left earpiece sound volume is lowered sometimes Ghillie will probably react badly on chemlight, flare and other light sources Some items will freeze in midair when you throw them multiple times in a row Some items will visually duplicate themselves if used from the ground
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Global Wipe with 0.51 to Stable?
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
There are no plans for character wipes in relation to version 0.51 rolling out on stable branch servers. -
Please feel free to submit a ticket to the support team via the feedback tracker: http://feedback.dayzgame.com
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Not to worry gents, the bug is in the tracker: http://feedback.dayzgame.com/view.php?id=18838
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Stuck in a rock- might be the wrong place for this thread
SMoss replied to Magermayn's topic in General Discussion
This should probably have been in the Troubleshooting section. Regardless, submit a ticket on the feedback tracker and we'll get you out: http://feedback.dayzgame.com Remember to add a link to your steam profile and some info on which kind of server you're playing on. -
Feel free to submit a ticket for this problem on the feedback tracker, and our support team will have a look into it: http://feedback.dayzgame.com
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What causes a server to reset a player upon connection?
SMoss replied to neal121's topic in Troubleshooting
So far, no news on the random "reset character" issue. However, the devs have the issue in hand and will be addressing it during development. -
For BattlEye specific issues, please feel free to contact BattlEye's support: http://battleye.com/support.html
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Logged out in house, fell trough floor and now im stuck!
SMoss replied to kim's topic in Troubleshooting
Yessir, applies to private shards as well. -
Player Interaction is arguably the cornerstone of what makes DayZ magical. Be it friendly or hostile, direct or at a distance - the interactions between players within Chernarus is what makes the world come alive without a structured narative or reason to be. The drive to stay alive, and survive in itself compels the player to create their own story by way of the journey. You see the stories told through pictures, forum posts, youtube videos, and twitch streams all over the internet. As we move towards our Christmas break, making those experiences be as fluid and enjoyable as possible on a development build is a personal goal for the team. Server performance, and security fixes rank just as high as the remaining content and feature additions on the board for November, and the weeks available in December outside the holidays. Recently I have taken to spending more time on the newly supported private shards, exploring their communities and observing the playstyle differences between their player bases and the public hive. First person only camera perspective seems to be increasingly popular within the private shard market, and I've personally had some amazing player interaction in those worlds. For those still on the fence when it comes to trying first person only servers, I strongly encourage you to give them a chance. Restricting the perspective to what your character can actually see has a large impact on how people approach the game, and other players. As we approach the end of 2014 and look back at all the challenges, and accomplishments of the DayZ Early Access I can not help but get excited about the possibilities in the new year. A passionate and active community has allowed us to grow and adapt the design and functionality of the project so much more than the traditional development method does. Being able to deploy, test, and research how systems are utilized, and the impact that they have on the player base rather than the traditional closed method of development and hoping that when your titles hits shelves it has the effect and reception you had hoped, is amazing. I can't wait to share the work left in 2014 with you all, and hopefully spend my Christmas in Chernarus. (Not a bandit) - Brian Hicks / Lead Producer Standup Notes for the week of 17 Nov 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: • Prison Complex • High fidelity V3S instrument panel • Military Tent & Ground Model • Prison-themed zombies Animation: • Steyr Aug reload animations • Player Suicide Animations in Progress • Vehicle animations • Animation changes for new controls • Zombies with new AI Design: • Configs and scripts for V3S Praga • Config and scripts for prion disease • Vehicles • Cooking • Configuration for Military Tent Programming: • Critical inventory fixes • Vehicle settings for physical simulations • New gamecontrols • Loot distribution improvements • Gameplay & Player Statistics • Client/Server crash triage & bugfixing • Character connection issues (protecting players from attack while logging in/before being able to move)
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Logged out in house, fell trough floor and now im stuck!
SMoss replied to kim's topic in Troubleshooting
If any of you guys are still stuck, just shoot across a ticket on the Feedback Tracker and we'll get you out: http://feedback.dayzgame.com (please remember to add a link to your Steam profile as well as some info on which kind of server you're playing on). -
Anyone ever discovered a building with a ridiculous amount of loot?
SMoss replied to [email protected]'s topic in General Discussion
Don't worry gents, the team members have their eyes on the bug: http://feedback.dayzgame.com/view.php?id=17617 -
Since responsiveness of the hotkeys is related to server performance, the dev team does indirectly touch upon this in the latest couple of status reports: http://forums.dayzgame.com/index.php?/topic/214474-status-report-week-of-03-nov-14 http://forums.dayzgame.com/index.php?/topic/215118-status-report-week-of-10-nov-14
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I'd recommend that you file that on the tracker: http://feedback.dayzgame.com
DayZ Hero