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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.
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Stay safe out there,
Your DayZ Team
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Everything posted by SMoss
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Boars are currently not spawning, but they'll be back though.
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When can we expect gun shots to be heard reliably
SMoss replied to infiltrator's topic in General Discussion
Usually such issues are not a simple matter of "ah, forgot to set gunshot audio to Active". It's an annoying bug for sure, and it will get fixed. However, we don't have specific dates for when all the different issues in DayZ will be fixed. -
"This server is locked" what trickery is this?
SMoss replied to jayfkay (DayZ)'s topic in General Discussion
It's an old issue in the server browser. When looking up servers via the Remote tab, they do not always show up with the correct Hive status. If you search for the server via the regular Internet tab, you can see that the server is a Private server. It's legit and hosted by Fragnet. -
Evening Survivors, In this week's Status Report, Lead Producer Brian Hicks will be addressing topics such as audio, design, and will be revealing a bit of upcoming map/world changes. Also, there'll be a bit of insight on what the status is on the road going towards 0.59 on Experimental branch. Contents This WeekDev Update/HicksCommunity Spotlight: GamingRoachEntertainment Dev Update/HicksGreetings Survivors! We're going to be trying a few new things with the Status Reports from now on (from here till release). First off we're going to go ahead and move Status Reports to a two week schedule. The reason behind this is mostly due to the nature of the major tasks at hand, we're all working on larger scale tasks that impact the game as a whole. The other change I'd like to make to the Status Reports is to change the tone to a more casual and informal tone - rather than typing up the report as if we're discussing a press release, I'd like to try discussing DayZ and the ongoing changes from the perspective of one DayZ player to another. Before we get into the cool things we'd like to share with you this week, I'll get a few of the areas that are still in progress and not ready to be shown. - Renderer: As of this report the Engine team is focused on post processes and making sure that we have visual parity (making sure the visual quality is at least the same as the original renderer). Once that is done they'll be focusing on optimizations and multi threading. This will require a good amount of QA time before it hits experimental, but as we've said before - we need to have a visible improvement on performance when it hits experimental. - Infected: We're going to be spawning infected again at strong quantities in 0.59 as the gameplay programming team has been working hard on making sure we can have a smooth 75 player experience (which is looking really good guys, I'm pumped!). However! Internally we're going over some strong suggestions and ideas on how to maximize the concentration and spawning of infected across Chernarus. I don't want to speak too much on this until we have a concrete plan on how we want to handle this. Hopefully next Status Report we'll be able to cover exactly what the plan is in more detail. Needless to say, if everything works out - I'm pretty pumped about it. - Nasty 0.58 Bugs: Things like "ground swimming" - known duplication methods, farming of the quonset hut barracks, and such are ear marked as critical gameplay fixes for 0.59. They might not all be resolved in the first 0.59 experimental push - but they are top priority for the move to stable. First up this Status Report I thought you guys would like a brief peek at some of the audio changes coming up. Now while I mentioned a few Status Reports back that the ambience is being reworked entirely (and will be significantly quieter than the originals) I don't have anything ready to show you on that -right now-. One of the things I'm excited about gameplay wise related to that is the volume balance changes, with different shoe/boot types hopefully soon having different sound profiles, gunshots themselves will also inherently be much louder in comparison with the rest of the world. In the video up above we've put together some of the changes to weapon sounds. Sure, its not the new ambience - BUT I'm personally excited about any movements towards making each weapon have a unique audio signature so when we're all sneaking through a dense urban environment or sprinting across the wilds of Chernarus we can identify what weapon is being fired by audio alone. Some tweaks will more than likely happen before these sounds are finalized, but we wanted you guys to hear how they are sounding right now. Now lets talk about something that *really* got me excited. The other week I sat down with Peter our Lead Designer, and Honza one of our Senior Designers to check out some of the things they were working on as they get access to the larger changes we've been waiting for quite awhile on. I spoke with Break71 the other week about how we thought how silly the whole idea of being locked into an animation when performing an action was. Besides the myriad of bugs that are associated with how this works and has worked throughout the Early Access - it just felt like such an immersion and fun killer. Just to be clear - the video is above is rough! However it shows what I'm talking about. The design team has significant work ahead of them rewriting every action to match with this behavior. What we're looking at is a change from an action triggering an animation and success/failure being dependent on the completion of the animation. In the example we see Senior Designer Honza (Jan) eating a test bag of rice. As he triggers the action (eating) he is holding down the assigned test key (I believe his left mouse button) his character begins eating the rice. As soon as he releases the key, the character stops eating and is free to move or perform another action. The amount of rice consumed is calculated based upon the duration of time he was eating the rice - and voila. We see a massive change in how the user interacts with the world, and performs the majority of actions and tasks within DayZ. I know I've said this a lot - but I'm excited and you should be too. Next up we have a work in progress view at how we're working on vehicle and vehicle parts damage being assigned - and the visual representation of it. I'll put a video down below. The behavior in the video is purely for test purposes. While we're happy with how each part has its own "hit point" value - and can be damaged/destroyed - the behavior of the part "falling off" of the vehicle works for some, but not necessarily for all. We spent some time discussing how he behavior should operate today - personally while I love each part being able to be damaged individually from the parent vehicle, and that change being visual to players as they attack the vehicle I'd much rather have the part be "non usable" when destroyed. Such as a door that is destroyed being "jammed" and not openable without an action, or a tool being used to force it open. This however could easily lead to a situation where a character is "stuck" inside a damaged vehicle without a method of escape that looks visually acceptable (like smashing the window and being teleported out of the vehicle when climbing out of it). The design team will be going over the best method for handling the functionality of the damaged vehicle components over the course of the next week or so. I'd like to talk about that some more in the next Status Report. On the World Design side, Senchi has been working pretty tirelessly on the long awaited renovation and update to Chernogorsk. The major coastal cities for quite some time hadn't really been touched that much since we hit Early Access - and their age compared to the outstanding work the World team had done up north was really, really visible. Now, these are still moderately early. Senchi and his team still need to replace the original Chernogorsk ground textures, and finish up the the structures - but we thought you guys would like to see how it was going.Chernogorsk is a key city for Chernarus - and its very critical we keep the stylized skyline and key points of interest intact. That said, there is a lot of room for improvement and I'm confident Senchi and his team will knock it out of the park when Chernogorsk is done. 0.59 Experimental hasn't hit yet as you all know, and I get a good deal of questions about when it is coming. As I hate to give solid dates in case something comes up in test, I'll give you guys a quick insight on what the blockers are from it hitting experimental. - Vehicle Sync: This is huge for 0.59, as we're introducing new vehicles and increasing the vehicle quantity it just flat out has to work better than previous builds. We have had some nasty bugs come up while working on this and its held back the experimental push. That said, the programming team is making some commits tomorrow and our fingers are crossed that QA signs off on the improvement. - Dynamic Events: As the gameplay programming team works on randomization of vehicle/parts state while spawning, as well as potentially randomizing potential weapon attachments on spawning, we've run into a few bugs that caused issues spawning dynamic events (as the tech behind them is shared). Obviously we need to have this resolved - but its not a major blocker for experimental at least, but definitely stable. - Memory Consumption: We've isolated a memory/handle leak issue that has caused some crashes we want to get resolved before hitting experimental, I'm sure you all can understand the motivation there. The gameplay programming team is hard at work knocking this one out. - Ground Swimming & Duplication: More gameplay blockers than anything, we're all as frustrated with these issues on 0.58 as you are. So obviously we've ear marked these as absolute must fixes. They aren't necessarily preventing an experimental push, but as we're working on the other blockers - these are top priority as well. Lastly for this Status Report - I know a lot of you have been wanting to see the Q3 2015 Roadmap Analysis, and we'll be covering that as well as some changes to devhub.dayz.com in the future that will give you guys more insight on exactly where we are with the required features and content for 1.0 at PAX Australia at the end of the month. The talk -should- be live streamed by the PAX folks, and in case any issues come up we'll be recording the audio off board and will present it post-event just like the RTX Q1 & Q2 Roadmap Analysis was done. I hope I didn't ramble too much in this Status Report, but as we're getting closer to our goal of Beta (End of this year, beginning of next year) there are a lot of large changes coming to the tech behind DayZ, and these tasks take more time than modifications to the old tech and systems. 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 Community Spotlight: GamingRoachEntertainment So, we have a returning content creator for this week: GamingRoachEntertainment. Yep, he was featured once before with his excellent story depicting Quinn Bauer's quest to find his family. Considering the massive amounts of time and effort it must have taken to create a new 13 episode storyline, with each episode lasting between approximately 15 - 30+ minutes, it seemed like a shame not to present GRE's newest series to you all. This time around, we're presented with Eddy Beck's Story. Without spoiling any of Quinn Bauer's story, which is also still available on GRE's Youtube channel, I'll just leave it at mentioning that the connection between the two characters is that Eddy used to manage Quinn's career as a music producer. The first three episodes will be linked below, and I hope that you'll take the time to have a look at the full series by using the following link to GRE's Youtube account: GamingRoachEntertainment Also, in case you enjoy the RP content, GamingRoachEntertainment is streaming DayZ via his Twitch account. If you have some nice footage of you and your friends fooling around in DayZ, just send it through to the Gallery section of our DayZ forums, and we'll be looking forward to see what you're up to! Until next time, take care of yourselves! Header image credit: Hauptmann Speirs - Michael aka SMoss / Community Manager
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Not meaning to be cheeky, but polishing during that "mystical later on", as you put it, is called Beta :) Will we arrive there someday? We will: http://forums.dayzgame.com/index.php?/topic/229579-status-report-15-oct-2015/
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There might be a couple of hints here that could help you out a bit: http://forums.dayzgame.com/index.php?/topic/224710-performance-issues/
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The reason for the current scarcity of wildlife in Chernarus is not so much related to a design decision. A high number of AI takes a toll on server performance which is why the amount of wildlife has been cut down, same as has happened with the amount of infected. Once server performance issues are addressed, the amount of both infected as well as animals will increase and over the course of development their numbers will be tweaked.
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For now, it's just to have something audible in place to "signal" the disease. As with so many other things, polishing will follow later on during development.
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So, I talked to the guys regarding this issue again, and yes, it is still possible down the line to work out an agreement with the GSPs so that official servers/specific ips will be kept alive.
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While I'm not part of the design team, I'll certainly put the request through.
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*tsk* 10 second rule
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Aside from slot space; 14 rockets would also be a serious amount of weight to lug around.
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This is from the July 29 Status Report (http://forums.dayzgame.com/index.php?/topic/227520-status-report-29-jul-2015/): ...Current functionality on experimental does not allow for refreshing the lifetime of an object without picking it up, so tents and barrels were set to a lifetime that will cover the time to .59 + some safety room in case of .59 stable blockers. Once .59 is pushed to stable, we will support the refresh of a base objects lifetime via interacting with it (moving, placing, picking up any item inside it) - which will operate as follows: - Medium Tent (Pitched): 7 Days- Military Tent (Pitched): 7 Days- Car Tent (Pitched): 7 Days- Barrels: 7 Days- Ammo Boxes: 7 Days- Protector Cases: 7 Days- Backpacks (All types): 3 Days
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Rubberbanding is definitely taken into account in relation to development once it's spotted as a global issue. Experimental builds have been postponed from being released on Stable branch many times before due to rubberbanding showing up during testing for example. Right now though, that doesn't seem to be the case.
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Evening Survivors, In this week's Status Report, Lead Producer Brian Hicks will be addressing upcoming features such as contaminated terrain, aerial vehicles, and character lifespan. Also, he will be serving a quick recap on ongoing work for 0.59 experimental. Contents This Week Development Board SpotlightDev Update/HicksIgromir ExpoCommunity Video: Hard Work Development Board Spotlight Dev Update/Hicks Greetings Survivors! So last weekend we were fortunate enough to be invited onto the TwitchCon stage to talk about a few upcoming things to DayZ. For those that weren't able to catch the broadcast, we're going to recap what was covered in this week’s Status Report. Before we do that - a quick recap on pending 0.59 experimental. - Improvements on passenger perspective vehicle sync are still in progress - Server/Client crash issues are being worked on - Network Traffic Profiling tools will be pushed to certain Exp servers when the push goes out - Infected Resource costs are still being worked on - Bugfixing and iteration work is being done upon applying lifetime to items when they are created (initial item spawn) Contaminated Terrain When we looked at testing out the impact of terrain that requires specific equipment to safely navigate, naturally the opportunity presented itself with the upcoming Tisy Military Base, and the need to make acquiring the first Helicopter a high risk situation. Personally, I found the meeting rather exciting due to the fact that the art assets required can be added to the library used by the Environment Design team on their destruction passes aimed at making Chernarus look more post-disaster. In the above concept art we have an example of the mass graves you would see in a last-stand military / relief hybrid camp. With the base, we're hoping to have new civilian agency hospital tents, barricades, and general signs of the last stand of the UN and CDF forces as they tried to hold off their pending death. The installation itself was originally a Surface to Air Missile & Radar base originally built by the occupying Soviets. The elevated platform you see within the frame of coursed originally used for mobile radar installations. Entering and navigating the installation should (hopefully) require using protective gear, be it the gas masks or a future hazmat suit. Else you risk a potentially fatal illness, or spreading such illness to your friends and fellow survivors. Obviously parts to support an operational helicopter will be completely separate from operational fluids and parts required to repair and maintain say.. a bus. So finding that helicopter up at Tisy definitely won't be a quick spot and grab! Aerial Vehicles Speaking of helicopters - we spoke briefly about the first aerial vehicle in DayZ at TwitchCon. The Littlebird is a model inherited from the Take On Helicopters team, and updated to meet DayZ's quality requirements. The below video is very - very rough implementation, purely keyboard controls (because I'm just that good). We'll be expanding the aerial vehicles past the Littlebird of course - current plans include expanding to fixed wing aircraft as well. (Stay tuned for that!) For those curious, as I've mentioned several times prior - One of the mechanics we're just not satisfied with from DayZ Mod is the "Universal Parts" system. You could take a tire off of a bicycle and slap it on a URAL. The motor from a small fishing boat could be used in a tractor, and so on. With the introduction of new land vehicles into 0.59 we're expanding the operational parts past "Truck Battery" and "Glow Plug" - and Aerial Vehicles will see that expand as well. Specialized parts, and fuel will be required, and hopefully also see the importance of areas that naturally would contain those items be reintroduced. Character Lifespan Lastly, while at TwitchCon we had the opportunity to discuss some of the methods of character growth and progression we're working on. Specifically for TwitchCon we discussed methods of character aging, and the visual impact on the appearance of the character. Obviously females won't be growing beards, and we discussed briefly how this effect can expand past just facial hair and into scars, and dirty faces. The principle idea being allowing people to opt out of the system, and pose as someone freshly spawned. However - for those who want to go for the grizzled look, facial hair - blood, dirt, and grime can all give the appearance of a character who has seen it all. Scars obviously however cannot just be "washed off" - and as we look to see how viable scars are, and if they fit within the scope of 1.0 we'll be discussing this in future status reports. Additionally, prototypes are currently being worked on for the previously described "soft skills" - keep your eye on future status reports for that ;) - Brian Hicks / Lead Producer Igromir Expo Российские Фанаты DayZ ! Старший дизайнер Чернаруси , Арсений "SenChi" Смирнов , будет присутствовать на геймшоу Игромир в Москве , в эти выходные! Если вам интересно , следите за новостями нашего официального Твиттер аккаунта DayZ Dev Team там вы узнаете где вы сможете встретить разработчиков DayZ. Мы с удовольствием обсудим со всеми вами DayZ , Чернарусь, и планы на будущее. Оставайтесь на связи ! Russian Survivors! Chernarus Designer Senchi will be at Igromir 2015 this weekend in Moscow! If you're attending, keep an eye on the official DayZ Dev Team Twitter account for times and locations to meet up. We'd love to talk DayZ, and all things Chernarus with you all. Community Video: Hard WorkSo, time to take a break from the massive amounts of PvP videos and show something different. In this video, our protagonist farmer prepares a small plot, plants his tomato seeds, waters them, and peacefully awaits the moment when he can reap the sweet benefits of his back breaking work. Oh, come on!!! Just let the man keep his tomato patch!!! Poor guy... Thanks for sharing haknslash. You did what you could. Keep that content coming everyone! There's plenty of room over at the Gallery. Header image credit: fairtae - Michael aka SMoss / Community Manager
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ah, got screenshot/video mixed up there, haha
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Spot on! Game development takes time.
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It was a nice screenshot, so I took the liberty of using it :D Yep, the plan is to "dirty" Chernarus up a bit.
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Eddy Beck's Story (Series + Storyline) FEATURED ON DAYZ COMMUNITY SPOTLIGHT!
SMoss replied to Roach_tm's topic in Gallery
Good stuff! -
Evening Survivors, In this week's Status Report our Lead Producer Brian Hicks fill us in on subjects such as the CLE and a bit on work on the engine. Also, Lead Designer Peter will be commenting on work that has been done in regards to firearms. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Spotlight: Blazerunner70 Development Board Spotlight Dev Update/Hicks Greetings Survivors! Much to the delight of our reddit community (I'm certain) we'll be covering some points on the ongoing refinement of DayZ's in game economy this week, as well as talking about some upcoming content to the game, and a quick recap on the progress of upcoming engine changes for Enfusion. Lastly, Peter will talk briefly about future changes to how ammunition is handled in DayZ. Don't forget to keep your eyes and ears open during TwitchCon - as I'll be speaking about Aerial Transport, Contaminated Terrain, and an additional little surprise I hope you'll all be excited for as I am. (This should be hosted on twitch.tv/dayz) We've normalized the 0.58 stable branch economy around 27,000 minimum spawned items across Chernarus. The most prevalent items of course are clothes, tools, and resources required to survive. Internally we've begun setting the system up to apply lifetime to items upon their creation (spawning) so that player interaction with items is no longer required. This should take the economy a step further towards keeping things robust and moving. Region control is the next major step for the economy, which will allow us to restrict certain items to spawn only in certain regions - This way we can ensure more of those basic supplies are kept spawning on the coast to ensure folks have what is required to move inland, regardless of player traffic. For 0.59 we'll begin experimenting with making civilian firearms a little more prevalent, and ammunition will begin to be more of a rarity. The desired effect being that ammunition itself will have an increased value, so that the decision to take that shot has more factors to it. That said, loose ammunition types that are used by civilian weapons as well as military have had their potential loot spawns expanded so it can be found throughout Chernarus. (7.62x39 for the IZH, 45 ACP for the 1911, and so on) Issues with duplication, and magazine quantity manipulation have been identified and are being resolved, and NATO military gear will be moving out of the Quonset Hut Barracks and back to their proper NATO chopper crash spawns. The art team is working on finalizing the upcoming Enduro Dirtbike model, which will hopefully be joining the vehicle distribution in 0.60. This vehicle will probably be our most accessible type, but like all other vehicles will need the proper parts, and operational fluids to maintain and use. On the engine side the team is working hard towards a functional merge for several areas, keep in mind just merging these modules and systems are just the beginning. Configuration, testing, and iteration will need to occur. - Renderer has entered initial functional testing with internal Q/A - Animation System development is in progress, and the animation team is working closely with the programmers to begin testing/implementation. - Network Optimization is a top priority, with issues such as player desync, gunshot sounds, and vehicle position being tied to this work. Network profiling tools will be used on 0.59 experimental branch servers so we can gather data on exactly what is occurring. - Damage System is being configured, and under initial testing with Q/A & Design Team - Physics System has had several key issues resolved that may be related to some of the Infected AI server costs. This is under test/investigation - Infected Bugfixing is still under way, and daily test passes are being run against the commits We've got a lot of work ahead of us in the coming months, so please make sure to file any issues and bugs you see over at the Official Feedback Tracker. - Brian Hicks / Lead Producer Dev Update/Peter Firearms, who doesn’t like them? They equal power. One can obtain food through hunting animals, defend oneself against infected or even hostile survivors. There are firearms related mechanics which were added specifically for DayZ’s requirements such attachments, modifications, chambering and others. Also former functionality of weapons such as machine guns, rocket launchers or underslung grenade throwers will be brought back. To get closer to authenticity of firearms some changes to their handling are being currently implemented. Chambering became a real part of the weapon instead of invisible magazine with 1 bullet count. This will allow players to attach a magazine to a chambered weapon effectively increasing the amount of available bullets which wasn't possible before. Reloading is also being revamped, as R-key will be dedicated to the manipulation with weapon like manually cycling the bolt, pull back charging handle in case of jam or even rolling the drum of revolver when you decide to play lethal games with some friends. Don't worry about losing R-key for reloading. As a replacement for R-key you will be able to reload your gun directly from the quickbar by choosing the corresponding slot with magazine in it. Magazines will be swapped during reloading action. Also loose ammunition will work in same way, choose right slot and gun will be chambered. Another nice change is that bullets in magazines/piles are no more just numbers of amount but are really independent objects which means they can contain ammo of different quality. Combination of damaged ammunition and non maintained gun leads to higher possibility of jams. With different type of ammunition in magazines, tracers will experience their comeback and help us to revive night gameplay a bit. Keep your pockets organized... see you in Chernarus folks! - Peter / Lead Designer Community Spotlight: Blazerunner70 Excellent, I was lucky to stumble across a small cluster of random DayZ gems on Youtube. Yep, there's a nice mix of friendly player interaction, a bit of pvp, and a bit of roleplay. The videos were created by Blazerunner70, and although the videos are a couple of months old, they still do show the kinds of adventures that players can come across in DayZ. Now, the audio levels are a bit off but the content of the videos is quite nice still. Saving bambis, one pumpkin at a time :D Hopefully you'll enjoy the videos as well, and as always, if you have some nice DayZ videos you can always go to the Gallery on the DayZ forums and share them with us. Until next week everyone, stay healthy, stay safe! Header image credit: ṂҒ | Marzipan - Michael aka SMoss / Community Manager
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Evening Survivors, This week's Status Report contains good info from Lead Producer Brian Hicks regarding the Central Loot Economy, engine work, and the newly introduced Combat Scrum held over the weekend. Development Board Spotlight New Ambient SFX Dev Update/Hicks Greetings Survivors, As the team prepares work on 0.59 experimental release (v1) we'll recap this week any applicable changes to 0.58 stable, and talk a bit about what to expect with 0.59 experimental. Those of you who closely follow dev's personal twitter accounts might already know some of this information, but not everyone does - so we need to recap this. With the hotfix deployed to stable branch servers, it is important that everyone understands how the item cleanup system works - both right now, and how it should be operating with 0.59 stable. Items have a 30 minute lifetime which can be refreshed by picking up the item, or directly interacting with it.Base Objects (Tents, Ammo Canisters, Protector Cases, Barrels, Vehicles) have a 45 day lifetime. This will eventually move to 7 days once systems are in place for intuitive lifetime refreshBackpacks (not including the improvised and crafted types) have a lifetime of 4 hoursCrafted backpacks have a lifetime of 1 hourWhen the first 0.59 experimental build hits, you'll notice a few things we'll be trying. 10 Offroad Hatchbacks will spawn10 Civilian Sedans will spawn5 Transit Buses will spawn5 V3S Chassis will spawn3 V3S Cargo will spawnThese numbers may not carry over to stable, as the intent is to test how both the server handles the amount, and the player-player vehicle position is handled. In addition, we'll be operating most servers at 75 players on 0.59 experimental. If we're able to get server side performance above the red line at 75 players prior 0.59 hitting stable, it will carry over. If not, we'll continue to work towards it with 0.60 experimental. For 0.59, and 0.60 both - we're looking at a good amount of engine work being merged into the main branch. Part of this work includes the beginning of basic QA passes against portions of the new renderer. This is internally only, but requires some DLL changes to be present in the main distribution, so don't get to worked up if you see some DLL's referencing Enfusion, or Direct X 11. Past the programmers merging these engine changes in, they still need to be properly configured within the areas of the title that use them by the design team, tested by QA, bugfixed, regression testing, and so on. So don't expect massive changes all at once (a general good approach to the whole of Early Access, in general) - and please, if you're participating in the Experimental Branch, make sure to file bugs at feedback.dayzgame.com Last Saturday we had the first Combat Scrum w/ PvP Evangelists - and we've compiled the rough notes of what was covered in this below: Attending: Brian Hicks xSmak Respawnonme iwinuloselol DeadlySlob M1NDR Break71 This initial combat scrum ran a whopping two hours, and bounced over a myriad of topics. We're looking into the possibility of moving to releasing these as audio MP3s in the future. For this scrum we'll cover the top four questions and their responses. 1) Player Desync / Gunshots not being heard / Breaking your legs while climbing upstairs? A) While server side performance gains were made, this exponentially grew the amount of successful network traffic being handled by the server. No optimizations have been done on this across 2015, and thus obviously has to be a priority moving forward. This is a well known issue internally, and will be a focus moving forward. Network traffic behavior is just not acceptable right now, and must be improved. 2) Improvised Bow - Balancing? Changing the aiming style? Improving usability? A) Obviously, the current method of using the improvised bow in combat is not ideal. It is -functional- but we have a good ways to go with it until we're happy. Most of that is either A) Going to be affected by upcoming changes to the animation system, and player controller and B) Going to come in beta, when our focus shifts from primarily feature development, to bug fixing. In short, in the end - we most definitely want bow combat to be both viable, and rewarding. 3) Weapon Sway / Realism vs Fun / Using the effect of hold breath to mitigate the cost of weapon sway & stamina? A) This is a good point. Obviously DayZ is known for, and associated with a "hardcore unforgiving survival simulator" - and we want to maintain this moving forward. However, when it comes to systems such as weapon sway, hold breath, and stamina - and how they all play into each other, we need to communicate more clearly to the user exactly what is going on. Part of this can be communicated properly via the upcoming new (togglable) UI, and even more can be communicated by -properly- displaying a (more) visible change in sway via the hold breath mechanic. As we're currently using placeholder tech from RV in this area, we're not able to do what we want to do with this. As we move closer to beta, we're all excited to move weapon sway, and associated hold breath functionality and the new UI towards a more approachable and understandable system. Much like learning to control your sound in DayZ Mod, we hope to see players learning through UI and visual cues how to control their weapon sway, and use hold breath the most effectively. 4) Are there any plans to reduce player speed / Address some sort of inertia system to mitigate players being able to make high speed 180 turns without consequence? A) Firstly with player speed, anyone who played DayZ Mod can tell you how ridiculously fast the DayZ player speed is in comparison. Initially this was done to help mitigate the limited available methods of transportation in DayZ, as Chernarus is a very, very large play area - and the decentralization of points of interest by expanding and redesigning Chernarus into Chernarus Plus meant much more travel was needed. As we look forwards towards 0.59 and beyond, increasing the methods and availability of transportation we'll be scaling back player movement speed (iteratively, not all at once). When it comes to inertia, dexterity, and all of the potential gameplay areas that can have an impact on the player movement, there is most certainly room for improvement. Keep in mind however, we can't start effectively implementing and changing how this works in game until both the new player controller, and animation system are merged in and configured for use by the design team. That said, we are most definitely interested in improving how the player handles, and expanding the simulation of weight, and dexterity upon the momentum of player characters in motion. The next three months or so should see some marked improvement, and changes to how this is handled. - Brian Hicks / Lead Producer Community Spotlight: NWAF is the place to be in .58! Hey everyone, While well underway towards 0.59, it's been great to see all the material pumped out by players while they have a go at 0.58 on Stable branch. As a small treat for this week, we have a bit of PvP action at the NWAF to show you: The video was posted by WookieG0420 via the Gallery on our DayZ forums (3 to 1, not bad indeed). 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. Also, for the month of August, we'd like to extend a big thanks to all of you who took the time to help file bugs via our Feedback Tracker! On the Tracker, joe_mcentire, mamersmann, Darcion(!), lagrange, HaseDesTodes, K-2, did outstanding work in filing a good chunk of bugs each throughout August and the entire team is really grateful for the effort you put into it guys! Header image credit: Raptorz - Michael aka SMoss / Community Manager
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It never left the list.
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Awh, I'm sure that would be every investor's wet dream, haha.
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:D I thank you for your confidence, but I'm not the authority on that field. I wouldn't know what would or would not break as a result of tools/programs created by any 3rd party. I'm just saying that we are not prepared to set aside man hours from the project in order to check what these tools will do to the game. This is not just for the program that you created. As mentioned by Boneboys, this is a caveat for all users interested in using any 3rd party created software; you use it at your own risk. We do not perform support in relation to things breaking as a result of using such programs.
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That is absolutely true. The difference is, if we receive crash dumps for the team to analyze, it might be more difficult for them to figure out what causes the crash when using settings outside the boundaries of the base settings/values. All things considered, it will always be easier for the team to investigate crashes and bugs as they occur in an environment that is tampered with as little as possible.
DayZ Hero