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Stay safe out there,
Your DayZ Team
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Everything posted by SMoss
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[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
Seems like a loadout that would affect gameplay if non-paying players do not receive the same, no? -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
It is somewhat simple though; if you think the items are worthless, obviously you shouldn't and wouldn't have to donate. At the same time, don't expect a "free ride" in terms of playtime on those particular servers where server hosts pay money to rent them. Also, I have to stress here that we are not gouging players for worthless content. The donations will go to the server hosts, not BI. -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
That's true, we have a clear idea of what we won't allow, the rest will be up to the server hosts to decide. As to "self-policing"; yes, both from their side as well as ours. Also, don't be shy to report hosts that choose to go beyond the rules. -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
Let's see what modders and/or server hosts come up with. As to what in the future would be worth paying for, well, that would be entirely up to you as the player. -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
Please read previous posts in this topic or the set of rules provided via the link to our website. A custom loadout of gear, food, weapons, ammo and vehicles would affect gameplay and would not be allowed to be issued out to players. Yep, I'd say likewise. -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
P2W? How so? -
[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
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There is a boatload of status reports here on the forums where those subjects are addressed though. http://forums.dayzgame.com/index.php?/forum/134-developer-discussion-status-reports/
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[Clarification] DayZ Server Monetization
SMoss replied to Weyland Yutani (DayZ)'s topic in General Discussion
It just means that if you "hand over" anything ingame to players who have donated to your server, it should not affect gameplay. -
Greetings Survivors! We're going to mostly cover Status Updates on the critical engine work this Status Report - as well, we'll talk a bit about infected spawning changes, and our current goals for .59 experimental builds. We've been hard at work on resolving issues with both server performance, player position desync, and problems plaguing dual core CPU users. We've been testing out several different builds, both with profiling running and without to try and nail down the root cause of the issue. Those participating in testing and reporting from experimental branch are *greatly* appreciated. .59 Exp Critical Must-Fixes - Player Position Desync (Potential fixes being pushed to exp tonight) - Poor Server Performance (Potential fixes being pushed to exp tonight) - Local (Visual) Item Duplication (Potential fixes being pushed to exp tonight) - Dual Core bugfixing - Standing/Frozen Corpses That said - we mentioned in previous Status Reports potential changes to how infected are spawned in DayZ. Historically, throughout the entirety of the project we have spawned our infected globally - distributed evenly across the whole of Chernarus. Now while this resolved the previous metagaming vulnerability that DayZ Mod suffered from - it led to the infected being -way- too spread out. Internally we've recently settled on a hybrid system - entirely not dependant on the original trigger system used by DayZ Mod. Instead relying on the same tech that runs the dynamic events and spawns - allowing us to (in addition to globally spawning a specific number of infected) dynamically spawn large amounts of infected around cities/villages/bases/etc that players congrate to. Pairing this dynamic spawning method with the existing global spawning of infected means players shouldn't be able to sight into a location and identify it as "free of players" because it does not have any infected - HOWEVER, it will also allow for an overwhelming feeling of constantly having to fight off the attention of large numbers of infected in high-traffic areas such as Chernogorsk, Berezino, Zelenogorsk, or so on. We're expecting this to hopefully be one of the first changes within the begining of the new year. In addition to this - regional loot control is being prepared for internal testing. CLE functionality is present, and the designers are now working with a fairly versatile new tool allowing them to set location types, regional areas, and even more - with rapid flexability. In addition to allowing us even more precise control over the in-game economy, this should also be a huge tool for mod authors. Now lets take a look at the current status of some of the major engine changes under way: Renderer: Completed - Post Processes - HDR Current Focus - Multithreaded Optimizations - Ocean/Ponds Rendering - New UI changes to support DX 11 Physics: Completed in November - Helicopter Support - Small Object Interaction Current Focus - New Character Controller support Next Up - Physical Doors support - Manipulating bodies (Dead/Unconscious) Animation System/Player Controller: Completed Recently - Improved Handling of Animation Events - Animation Groups/Sets Current Focus - Improved Animation Graph Nodes - Adding Subgraphs/Conditional Nodes - Polishing Animation Graph for Player - Implementing User Actions (Drinking, Eating, Medical) - Adding Gestures to new Sys Next Up - Inverse IK for Feet/Hands - Sync of Animation Loops - Rewrite of functionality for additive and override animations - Improving Vehicles w/ Additional Animations (Turning, Reacting to Speed, etc) Lastly, I'd like to leave you all with two little gems from Lead Designer Peter Nespesny, and Lead Animator Viktor Kostik. - Brian Hicks / Lead Producer
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Sorry, that probably wasn't explained properly. Word for word, it should work as follows: "Nominal value directly controls the amount of items the server is aiming to deliver at initial startup, after that the system is controlled by cleanup + realtime respawn. When an item class reaches (nominal - minimal) it will start restocking. Maximum amount of item class on a server is (nominal + maximum). There is also a setting that dictates maximum amount of items on a server as a total."
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Similar items should respawn: http://forums.dayzgame.com/index.php?/topic/223307-central-economy/
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Afternoon Survivors, In this week's Status Report, we'll have info on subjects such as the renderer, the UI, damage, and animation systems, all served by our Lead Producer Brian Hicks, Lead Designer Peter Nespesny, and Lead Animator Viktor Kostik. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterDev Update/ViktorCommunity Video: Max Coil and the Gents of Novo Development Board Spotlight Dev Update/Hicks Greetings Survivors! If you don't happen to follow twitter or the forums you may not be aware of the current focus on iterating upon 0.59 experimental. Obviously the team is working hard to resolve the issues with server side performance, as well as pushing several new potential changes to vehicle position sync to QA. So the big question everyone wants to know - when will 0.59 move to stable? - Once we are satisfied with server side performance at maximum player count vs 12 hour uptime- Vehicle Position Sync is at a marked improvement over 0.58- High repro (reproducible) server and client crashes are resolved Past 0.59 - internally we are -hoping- to be able to get another update out prior to Christmas (to experimental at the very least). However, that will depend on the stability of the build post 0.59 stable and the merges done right after that. As mentioned during the PAX Australia "The Road to Beta" presentation - we'll keep everyone updated on this progress via the official Twitter account, and the Status Reports between then and now. -KEEP IN MIND: THE UPDATE OF 0.59 TO STABLE WILL INCLUDE A FULL HIVE AND SERVER STORAGE RESET. THIS INCLUDES PRIVATE SHARDS OF THE HIVE- Moving past discussion around 0.59 experimental, lets move on to discussing what the current status of some of the major engine side updates are. Renderer Completed within October - Multiple Cascade Shadow Maps- Updated Rain Postprocess- Updated HDR & Glow Current Focus - Finalizing postprocesses- Multithread Optimizations Next Up - Small bodies of water, and Ocean rendering- True Sky rendering We have some screenshots from debug that we can discuss in a little more detail as well. (Please take care to understand these are from debug machines - and are thus running lower resolutions/over all configurations and are meant to display technical tests) In the above screenshot we can see improved cooperation between the HDR and Glow Effects. Within the above screenshots we can see fog improved with proper height base. In this screenshot in the distance we can see Aerial Perspective Fog, with the additional effect of light scattering o Here we see an early iteration of improved dynamic range hopefully allowing us differing light levels between interiors and exteriors. The above screenshots show the current iteration of updates done to rain - which should allow a more rich, and believable downpour situation. Paired potentially with fog, this will greatly impact visibility during adverse weather conditions. Animation System / Player Controller The animation system and new player controller both are major elements of DayZ's engine that are in progress. The new actions done in Enforce Script can not enter experimental testing until the animation system fully supports all the necessary functions from the legacy animation system. I know I've gone on, and on about the total rewrite of actions in game being a massive change to how DayZ plays - and I hate to sound like a broken record. HOWEVER - I personally cannot state this enough. The change from the clunky old fashioned method used by DayZ, DayZ Mod, Arma 3, Arma 2, and so on to a new and more dynamic system will change a hell of a lot more than how you eat a bag of rice, or pick apples. I genuinely believe this will be one of the most massive changes to DayZ gameplay and completely redefine how the title is experienced. That said - while we're all desperate to see this in the hands of consumers before the holiday break - A more reliable estimate (playing it safe and assuming we'll encounter critical bugs and blockers once this is merged into the main testing branch) would be to expect it early in the beginning of the new year. Damage System Currently in the hands of the gameplay programmers - once this is completed on their end, it will need to be fully configured on the side of the design team. That said - with this we're looking at a hopeful target of mid to late January before we see it move over to player testable branches. Between the new damage system, and new player controller (and of course - complete rewrite of player actions within Enforce Script) we're hoping to squash some of our major gameplay / exploit level issues. (Duping, Spamming action abuse, glitching into structures, changing ammo type to explosions, and so on)Keep in mind that these will more than likely cause their own issues - which will be addressed as they come up, and into the beta phase of DayZ development. Lastly for this Status Report - a little sneak peek at some design and art level pieces - We have (some) of the required parts for helicopters. Control Unit Electrical Wires Hydraulic Hoses Pitch Link Rear Rotor Blade Not pictured: - Igniter Plug- Battery- Aviation Fuel- Motor Oil- Hydraulic Fluid- Transmission Oil Questions? Suggestions? Make sure to head over to the official DayZ Forums and join the Status Report discussion thread for this week. - Brian Hicks / Lead Producer Dev Update/PeterOur new user interface should be part of our beta release with the aim to improve the current user experience. We have added several more features to the UI system recently, which allow us to streamline the process leading to the new user interface and help future modders as well. As well there are some changes for the players which will make life easier - like automatic aspect ratio taken from the current resolution or dynamically repositioning and scaling of interface elements. Also a significant raise of client FPS with new UI system is a thing which shouldn't be omitted. Inventory is one of the most important screens, not only because players spent most of their interface time right here, but mainly for managing everyone's little treasures. This screen should be slick, easy to read and navigate as well as its functional design that shouldn't interfere with the intentions of game design. You have seen the concept art/mockup of the new inventory screen already and we are currently refining it's proportions, layout and functionalities to make it best as possible. From the game mechanics point of view the new inventory is still missing a few things. While a solid foundation of the rewritten inventory system is already in game, now is the time to build upon it and add features which enrich possibilities and gameplay. First, I want to mention a small but unimportant one, which opens doors for others and make them more useful and interesting. A higher granularity of slots, leading to much better scalability of item sizes and cargo sizes. No more precious space used by matchbox, battery, pen and other small items. Combination of smaller and thinner items with bigger ones can lead to a unused gaps in inventory space and that's the moment when ability of rotating items kicks in and save the day. Hand in hand with rotation and more smaller slots per row cargo sizes can be changed to horizontal orientation to show more rows of inventory which leads to less vertical scrolling while managing it. Now you are probably excited as you started to imagine how many stuff you'll be able to cram in your backpack (especially guns). For that reason I would like to see dynamic change of item size where factors like numbers of attachments and their sizes define current item size in inventory. In other words you can carry stripped down AK and all it's attachments in backpack with tradeoff of it's readiness for combat. As I can tell your excitement is at the maximum level possible I feel it's a good time to water it down a bit. Damage state of cargo will be projected into ripped unusable slots, which adds the meaning for maintenance and taking care of your backpack and clothes apart from damaged visuals. Also linking slots into groups within one cargo space to create virtual pockets adds a cheery on top of inventory management and underline the hardcore nature of DayZ. It must be said that our design requirements for new inventory system brought also other features to the game that affect gameplay directly. One of the most annoying limitations of the former inventory system was definitely the hand slot, which acted like mirror of cargo space equipped on character. While you had some inventory it somehow worked, apart from very annoying behavior and tendencies to break and messing with user actions in general. However while you hadn't any inventory slots which could be mirrored as hand slot to fool player things went down hill. Thus there become to live virtual cargo space with different rules as 'normal' cargo spaces as a resolution of this problem. You know the outcome of it, inconsistencies, prone to duping, strange and sometimes unexpected behavior. I'm glad that hands slot is equal to others. I find some of you being a bit restless with such change, but I clearly see from where it comes from. While I admit it was very convenient with old mirrored hands to not care about hand slot in regards of inventory capacity at all it leads to side effects like lowering inventory space by the size of item in hands. Requirement for awareness of how much inventory space you have left and what you are carrying openly in hands provides space for fast decisions making which ensures interesting situations. Of course dropping something from hands needs to be clearly visualized as animation so you don't realize too late that you left needed item somewhere beyond. (This is a big one one) Another game changer is ability to simulate items placed in the inventory which wasn't possible before as items were asleep in such state. Now a flashlight is draining battery if you don't turn it off, smoke grenade is releasing it's smoke after activation and frag grenade happily counting down when it was unpinned before. We were also able to modify quickbar behavior as well. Now having better clothes with more inventory space equipped gives you more quickslots to use. This feature in combination with chambering and reloading from quickslots will raise demand for high tier clothes as they will have other practical utilization apart from more inventory space. Second very important screen is HUD overlay, which as you noticed with latest 0.59 experimental we started to implement. However this is completely different story to tell but I can assure you it will be possible to toggle on demand so it will not occlude your view if you looking for maximum immersion as possible. (We’ll talk about this in upcoming Status Reports) Stay organized... see you in Chernarus folks! - Peter Nespesny / Lead Designer Dev Update/ViktorThe animation team continues working on the player character on the new animations system and has just recently started to work on the injured animations. The wounded character will have more types of animations. We would like to have visualized an injury like for instance a broken arm or leg. With this type of injury a limited movement set and user actions set will be provided. In the past we have already started on the implementation that we had to stop because of the limitations of the engine as we were not able to deliver the experience we were aiming for. As the new animations system is closer and is already offering us with some fancy options it is the right time continue on this type of feature. Except the limited usage of different items a limited movement set will be available depending on the injury. We would like to achieve this by using additive animations, blending of multiple animations, using animation sets to easily switch the complete sets of animations inside the animation graph and other sophisticated and cool features of the new animations system. This is a very important part of the gameplay so we will need a lot of iterating and testing to find out a proper setup so it is challenging and not frustrating at the same time. - Viktor Kostik/ Lead Animator Community Video: Max Coil and the Gents of NovoHey all, So, for this week I chose to go with something a little bit different. Uploaded by Pitstop Head, this week's video shows what some players are up to when finding different ways of entertaining themselves outside of regular pvp or pve. I tried muting the audio at the beginning of the video, but then it turned out that for a while, I had a bit of a hard time understanding what the hell was going on. Turning up the volume again helped. Slightly. In any which way, pretty ingenious with the box car everyone! If you have the time, please do have a look at Pitstop Head's Twitch and Youtube accounts since there are good amounts of DayZ action/footage available through there. As always, if you have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: Schakal1260 - Michael aka SMoss / Community Manager
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At this point in time, no. If Brian does not choose to reveal such info via social media for example, it'll be something that we'll hear about in future status reports like usual :)
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Very shortly, my thoughts are, that no one stated that vehicles would only ever spawn in a stripped down state :)
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Let's see what things turn out to be once the helicopter arrives in future builds. If it turns out that it is way to difficult both obtaining parts and maintaining the machinery, I could imagine that the designers might take things up for revision and find a solution for sorting out the difficulty of that part of gameplay. To begin with though, I don't think that "getting hold of" an operational helicopter would be an easy feat.
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Afternoon Survivors, In this week's Status Report, Lead Producer Brian Hicks will be covering a lot of ground going through several topics such as the Infected, the animation system, soft skills, status on version 0.59, as well as other tasks going on behind the scenes, and Lead Designer Peter Nespesny will be handing us some info on the work ahead regarding user actions. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Video: The Last Day Of The Chernarus Club Development Board Spotlight Dev Update/Hicks Greetings Survivors! So, this is the first SR since the change in vocal style and frequency - and it just happens to come on the heels of our Quarterly Review and Beta discussion at PAX Australia. I appreciate everyones patience as I deal with jet lag catching up with me. We have some cool stuff to talk about this week - not as cool as the last Status Report - but cool enough I think. I'd like to kick off this week with an update on a few key areas of the engine I know everyone is waiting to hear about. Renderer: I touched on this a bit during the PAX Australia presentation (and that audio/slides will be put out as soon as I get back to Prague) - Post Processes: IN PROGRESS - Water & Ocean Surfaces: IN PROGRESS - Optimization & Paralellization: IN PROGRESS Current Status: Actively under testing with internal QA We've made some great progress over the last few weeks. I prefer to manage expectations - so I'm going to say don't get too excited. Issues could pop up in QA over the next few weeks, but morale in the office regarding the renderer is getting high. I'm excited - but keep in mind we don't want it to hit experimental until we're confident in a strong -initial- performance gain. New Animation System: While we've made strong gains on this that has enabled the design team to start working on a complete rewrite of all player actions currently in game (demonstrated in the last SR) we're still working on the last few areas that -must- be completed in order to fully merge the player over to the new player controller. We'll keep you all updated on this. Infected: As we mentioned in the last Status Report - Infected will be making a return in .59 - but as covered in the PAX presentation there are changes we'd like to look into making to the infected, specifically in the area of spawning and distribution that should go miles towards a more rewarding (and scary!) experience when it comes to crawling through cities looking for gear. .59 Experimental: As of the time that I boarded my flight to PAX Aus - the last remaining major blocker towards moving this build to the exp branch was sitting specifically on vehicle position sync. It is critical we at the very least provide a more enjoyable experience with vehicles than on previous builds, especially considering the increased quantities. The gameplay programming team has been working hard on doing just this. Aside from the stuff mentioned above - we do have a few cool things to share with you guys. As those of you who watched the TwitchCon presentation, you know part of the character progression path we've been working on in addition to soft skills - is the life span of the character. Specifically shown at TwitchCon as beards for male characters. What we didn't share at the time was that we were a bit further along with this than just a few renders of male heads. We still need to work on the lifespan impact for female characters - but we do have growth over time functioning on internal builds as seen in the above video. Animations for shaving still need to be completed, but the functionality for choosing to remove said beard as there as well. In the same vein as character life span - I spoke today about how the initial skill set for soft skills was functioning internally (albeit without UI elements allowing you to track said skills). In the video above, we have accelerated the growth of the skillset that governs the amount of resources you gain from harvesting. (In this grim case - it happens to be a human body) The more a character performs an action that falls under this skillset, the higher yield the resources he gains from the attempt. In the accelerated video we have a character who very often skins and quarters bodies for meat, bone, and so on. As the character goes through each body, we accelerate the skill gain for the purposes of the video - but you see that with each action/attempt - the yield of meat is increased. We want to kick off the character soft skills with base skills in the areas of: Medical, Resource Gathering, Repairing. Once we see how these operate, we can expand upon them further. The little icing on the cake I like about the video is how Peter snuck a little treat in there that you can easily overlook. As the character skins and quarters the body, his hands and forearms are covered in a bloody mess. The character -can- wash this off should they go to a body of water, or have some on him. Alternatively, he or she could just as easily choose to keep this appearance. Oh! Before we move on to Peter's bit this week - Things are looking really good for the 75 player servers, I'm excited to see how it plays out on experimental. Questions? Suggestions? Make sure to head over to the official DayZ Forums and join the Status Report discussion thread for this week. - Brian Hicks / Lead Producer Dev Update/Peter In the last status report, there was a nice showcase of new implementations of user actions which are currently work in progress. There was an idea back in the day (and I mean it was a really long time ago, more then year and a half) about simplifying of how user actions operate and streamlining controls in general. User actions as we know them are great as they are very robust and allow usage of anything in any way you like, which leads for such a great ArmA 2 mod as DayZ to happen. Imagine if there were only shooting and door opening - such a situation would leave you with a very limited possibility for application of your creativity as designer. On the other hand user actions are also known for their not so friendly behavior like scrolling menu, issues with precision and our underlying implementation of actions on own character and others in SQF paired with old and limited animation system led to many problematic situations, to mention some, no elegant way to cancel action, spamming actions or serious ones like duping. New user actions and controls are designed to be modern, user friendly and of course to address all issues which we run into with the old system. Actions will be contextual, for example performing same eat action will feed yourself, or your friend when you are looking at him. They can behave as single event or can be performed continuously, think of flipping the switch by clicking the use button or drinking from a water bottle while holding it. You can perform them during other animations, so you will be able to eat while traversing countryside. Canceling continuous action can be simply done by releasing the use button. All this and more means that scrolling menu will become redundant in the end as all possible situations are covered through different usage, based on context and duration of action. Every item can be used as melee weapon, and with redesigned controls comes a fresh breeze to melee fights as there is a difference between one click which performs quick attack and continuously charged heavy attack which is performed by releasing the melee button. This allowed us to finally use firearms as melee weapons - bayonet stabs, buttstock hits or pistol whips. Best of it all is that we removed so called aggressive stance which was mandatory to attack with melee or shoot from firearms and it felt forced as it was too static. Now readying the firearm for shooting is a continuous action so once you release use button your firearm is lowered to waist level. Prone position and bipod can make your life easier as far as keeping your firearm ready, also we would like to examine weapons resting in the future. Items can be dropped, rolled or thrown which is especially useful for grenades. I'm convinced that with new user actions and controls coupled with new animation system and physically based character, DayZ will become a fluid, modern and pleasant experience. I'm looking forward to this day, as with these changes it will feel more like DayZ 2.0 than with any others. See you in Chernarus folks! - Peter Nespesny / Lead Designer Community Video/ The Last Day Of The Chernarus Club Hey everyone, The following video showing the "story about a group of friends that have always been together", as described, turned up in our gallery. To begin with I wasn't too sure if there was an event going on, if there was supposed to be a story line going through the video, or whatever else the deal was. Any which way, as it turns out, it seems like it's just exactly as described - a group of friends having fun together in Chernarus. On top of showing some nice positive attitude during combat, the intro/outro for the video is quite well made. Thanks for the entertainment guys! As always, if you guys out there have a nice video containing DayZ footage you'd like to share, or if you have come across some DayZ footage from other content creators, just post it in the Gallery section of the DayZ forums and we'll happily have a look. Header image credit: TiMo - Michael aka SMoss / Community Manager
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Ah, nice. There is a gallery section for footage such as this: http://forums.dayzgame.com/index.php?/forum/78-general-discussion/:)
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If you don't have patience for bugs and game-breaking issues, then yes, you might very well regret having purchased DayZ at this point. Will you regret it later on? Well, once bugs and issues have been ironed out, then I suppose it all depends on your expectations for what DayZ should be as a gaming experience. Hopefully you'll enjoy it at that stage though!
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There's a bit of info on optimization here: http://forums.dayzgame.com/index.php?/topic/229579-status-report-15-oct-2015/ So, it might be a while before you see stable high fps figures while playing, but in the meantime, you could also try out a couple of the suggestions from the following post: http://forums.dayzgame.com/index.php?/topic/224710-performance-issues/
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Let's see what will actually be there once the new character controller and such allows for the new character animations to come into play.
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The DayZ development team in association with Bohemia Interactive would like to announce that having completed our first year of Early Access development, we have reached an important project milestone. Looking forward into the opportunities and obstacles of the coming year, we would like to share our plans and goals for 2015. These plans change over time, and internally the team has reviewed our progress this year against where we want DayZ to be at 1.0. Compiling this data we have completed a light roadmap based on our experience with the project for the upcoming year, and this is a taste of exciting things to come that we can look forward to. Q1 2015 Basic vehiclesCentral economy (advanced loot distribution)New rendererNew Zombie AIBasic stealth system (zombies, animals, ...)DiseasesQ2 2015 Advanced vehicles (repair, modifications, ...)Advanced animals - life cycle, group behaviorPlayer statisticsNew UI Stamina / fatigueDynamic eventsQ3 2015 TrapsBarricadingCharacter life span + soft skillsAnimal predators + birdsAerial transportConsole prototypeQ4 2015 BETA versionAnimal companions (dog, horse)Steam community integration (Achievements, Steamworks modding, etc)Construction (building shelters / walls / ...)Along with the remaining updates this year you can expect a new price point for DayZ, a slight increase to 27.99 EUR/34.99 USD. This is part of a gradual price change as we progress with the development and reach the goals that we along with your help set for the project. We would like to avoid a sudden increase in price once we hit 1.0. Don`t be discouraged by this increase however, the current price of 23.99 EUR/29.99 USD will still be available during the Steam fall sale. If you want to jump into DayZ, now is a good time. We are all very excited to announce that the first half of 2016 will introduce our final version and release from early access, with our final price point of 39.99 EUR / 49.99 USD. See you in Chernarus! Discussion and Feedback
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So, I took the liberty of noting down the status / changes to the roadmap as shown by Brian at PAX Aus. Please note; as mentioned at PAX Aus., items figuring on the roadmap does not mean them having to be polished features / mechanics / items. Q1 2015 Basic vehicles V3S utility truck Central economy (advanced loot distribution) Global per item quantity and rarity control Dynamic event frequency and radius control Item type / Storage type / Time persistence for each instance New renderer Current Status: Testable and underway with internal QA PP in progress Water surfaces & ocean not present – IN PROGRESS Optimization and parallelization – IN PROGRESS New Infected AI Initial implementation rolled out- Current goals are aimed at optimizing the server resource cost and increased infected amounts Basic stealth system (zombies, animals, ...) Initial system rolled out – Crouching, holding a low profile to sneak around infected Diseases Brain Prion disease from human meat, Cholera from untreated water – Will be expanded on further Improved Cooking & Horticulture Prototype extension rolled out to stable branch – We'd like to expand upon this further when the new UI is fully functional Advanced Anti Cheat (Evolving BattlEye) Stronger process and memory protection deployed earlier this year – Shut down all known public cheats, aggressively pursuing private cheats Q2 2015 Advanced vehicles (repair, modifications, ...) Vehicle parts currently expanded on .59 We've expanded the vehicle selection type – and begun work to include 2 wheeled vehicles, as well as aerial vehicles We want to expand this into different operational fluids (aviation fuel, diesel fuel, gasoline, motor oil, and so forth) Advanced animals - life cycle, group behavior Present on .58 stable branch. Several bugs preventing proper operation under load MP environment, but looking strong Changes to distribution handling currently being investigated Player statistics (dayz.com / API) Statistics actively being saved central hive side Will be displaying the initial set of statistics within the new UI when this becomes standard New UI Tech Blocking issues being resolved by programming team Design team working on rollout of initial screen changes Player Stamina Rewrite of new player actions which was dependent on the new Player Controller and Animation system is under way Once remaining blockers on new player controller are complete, implementation of this should be incrementally occurring Dynamic events Functioning spawning, cleaning up, and respawning on experimental/stable branches currently Dynamic control over the quantity, frequency, cleanup, and respawn of this system is functioning via CLE tools World Containers (Fridges, Chests, etc.) Initial prototype of this system is currently working on .58 stable. We look forward to expanding upon the existing fridge in the future. Priority on this within the roadmap was pushed to Q4 so we can focus on preparation for deployment of server binaries and private hive / servlet package New Physics System Ongoing development. Vehicle simulation, Ragdoll, Item Throwing, etc. are the visible representation of this. Currently with the new system in development, DayZ is operating two systems – which can be problematic, cause issues, and cost server performance. This will be improved in the future Q3 2015 Traps Functional implementation currently sits at Bear Traps, Trip Wires, and Land Mines We would like to expand this into improvised explosives and traps paired with the existing trip wires Barricading The initial functionality of locking doors via lockpicks was implemented many months back However we would like to expand this further into the barricading of existing structures (beyond locking the doors) This will likely get pushed to Q4 of this year Character life span + soft skills Internal builds have the first skillsets for this feature functioning Hunting, Medical, and Repair skillsets for specific types are currently functioning Properly displaying these are dependent on the new UI being fully implemented We currently are hoping to see the first bunch of these skills come with .60 but we will keep the userbase filled in Animal predators + birds Bratislava Team has been working on the proper implementation of the aggressive animal AI Internally we would like to see testing on these mechanics hit experimental branch late Q4 or early Q1 of next year Art Assets for the initial rollout of this mechanic are in place – pending programming / AI work We'll see this moved to a late Q4 / Early Q1 goal Aerial transport Update of Take On Helicopters Little-Bird model complete as our "Pilot" program for Aerial Transport Creation of assets and mechanics for fixed wing and rotary aircraft under way Internal testing on the flight model complete – We'd like to see this hit experimental at least before the end of the year That said – We'll need to keep updating the progress on this in Status Reports to see if it is viable Console prototype Obviously PC development is paramount to us. So console prototype work will get moved to Q1 of next year BETA version. What does it mean for DayZ? When will we see it? DayZ's Beta will be when primary work switches from feature creation as the primary focus of resources, to bug fixing and content creation for said features as the primary focusCurrently about 85% of our focus is on feature creation / engine development and 15% is on bug fixing Originally our intended goal for this was the end of Q4 this year Several areas of development are taking a bit longer than expected New target adds a few months to this goal – putting us towards the end of Q1 next year for the switch to beta It is critical to understand that hitting 1.0 is not a freeze on development for DayZ Bohemia Interactive fully plans on continuing work on DayZ past 1.0 for at least a targeted 5 years
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I'm not so sure that's exactly how it'll go down. Brian mentioned a maximum number of 1000 per server, then a bit later on said something along the lines of "... let's say if we cram 700 infected where the players are, and the players are only in, I don't know, three specific bubbles on the map...". Then again, I can't tell how the final design and implementation of the infected will look like.
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"This server is locked" what trickery is this?
SMoss replied to jayfkay (DayZ)'s topic in General Discussion
No, not really :) We'll get it fixed.
DayZ Hero