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Your DayZ Team

SMoss

DayZ Hero
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Everything posted by SMoss

  1. SMoss

    Status Report - 09 Sept

    No, I can guarantee you that there is no "easy" way of swaying the team to deviate from their vision of DayZ :) The first community scrums where PvP oriented players are attending does not mean that work on the PvE elements neither has stopped nor will stop. As Brian mentions, once we gauge the results of the program, we'll start "...looking into expanding it to evangelists of the Survivalist type gameplay as well." What I could imagine is the deal, is that since there are currently numerous issues and elements still missing and being developed related to the PvE experience in DayZ, it would be a bit easier to start with the PvP oriented players since, as you also kind of mention, PvP is most likely a bit easier to jump into with the current state of DayZ.
  2. SMoss

    Status Report - 09 Sept

    Having the community scrums does not at all exclude team members from working on the infected in the background. The amount of infected was cut way down a while ago due to server performance issues, as mentioned in our status reports. Also, there are many different tasks performed by numerous different team members. Being able to add more items does not mean that resources have been taken away from the team(s) that work on the infected.
  3. SMoss

    Status Report - 09 Sept

    Of course we care, but rushing out a half-assed product just to try and stay "competitive" in the current/near-future market would not make sense businesswise either. Your concerns are valid for sure, but I really doubt that the guys in charge of planning and management would green light going ahead with the project if they did not think that DayZ would be competitive on the (future) contemporary market come full release.
  4. SMoss

    Status Report - 09 Sept

    As for 0.59; we'll see what the internal testing reveals in relation to fixes for the item clean-up and the issues caused by the large player camps.
  5. SMoss

    Status Report - 09 Sept

    I could very well imagine that the "PvP state" of DayZ at the moment is also affected by features/mechanics related to for example hunting and fishing being bugged or not fully complete as well as the lack of infected. I do prefer the hermit playstyle myself; hunting, fishing, growing a bit of crops, and once base building gets here there'll probably be even less time to run around harassing friends and/or other players :D As mentioned, the PvE part of DayZ has not and will not be dropped by the designers, but there's still a ways to go before all features are implemented and bugs ironed out.
  6. SMoss

    Status Report - 09 Sept

    Well, ehh, no travelling for me. I must have just had something to eat which I shouldn't have. Must've been the shrimp... All things considered, thanks BioHaze!
  7. SMoss

    Status Report - 09 Sept

    @ point 5: Yes, from what I understand, then he was referring to players adopting the hermit playstyle. The team is still focused on not pushing a specific playstyle on people, so the scrum is not to be taken as steps going down the road towards turning DayZ into a full-on PvP experience.
  8. SMoss

    server

    Exactly as edwin mentions. Official servers are offered across all 5 GSPs.
  9. SMoss

    Persistence, and Weekly Maintenance.

    As edwin3 already mentioned, the persistence data is no longer wiped as part of the weekly maintenance.
  10. Evening survivors, As we're at the edges of releasing 0.58 on Stable branch, our Lead Producer Brian Hicks has a couple of words to share regarding what to expect and keep an eye out for once the build is deployed. Additionally, he'll also have a bit of info available for the upcoming PAX Prime convention which will take place over the next weekend (Aug 28-31) in Seattle. Contents This WeekDevelopment Board SpotlightDev Update/HicksPax Prime 2015 Schedule Community Spotlight: MAVE Development Board Spotlight Dev Update/Hicks Greetings Survivors! At the time of this writing we're hours away from this weeks Stable Branch maintenance period, in which 0.58 will move to stable branch - and work will kick off on 0.59. That said - there are a few things we'd like you all to know. - First off, if you are a server renter - make sure to familiarize yourself with the updated server rules: Public server hosting rules, Private server hosting rules. - There will be a full reset of the characters, items, and server storage when this update goes live. - Adjustments will need to be made to how the Central Economy functions within the live environment. If you notice something out of the ordinary - open a ticket at http://feedback.dayz.com/ to let us know! While many QoL (Quality of Life) issues were resolved with 0.58, we're still in development of both DayZ, and the Enfusion engine - so there are plenty of issues remaining to get fixed. Be aware of these, so you may best enjoy your time participating in DayZ's development. - Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with. - Cooked Meat can in some cases cause survivors to become ill. - Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen. - While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed. - There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing. - Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59. - In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in. - In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated. - Player camps of large size may experience issues interacting with and manipulating items. Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved. With 0.58 Stable Update incoming, and PAX Prime just around the corner it should be an exciting weekend. We'll be covering some exiting new changes and additions to the developer-community interaction in three different areas on the Twitch.tv stage, doing Developer Meet & Greets, and talking DayZ Story Telling. Hope to see you all there! - Brian Hicks / Lead Producer Pax Prime 2015 Schedule For Pax Prime 2015 we have the following schedule available: Do stop by and say "Hi" to the guys! Also, if you make it to meet the guys at the meet & greets, you'll be able to get your hands on your very own DayZ Pipsi shirt: Community Spotlight: MAVE Hey all, A couple of months ago I came across a DayZ short film named “The Story of Damien Mcklain” in the gallery section of the DayZ forums. A couple of months later, the same user posted another short film named “The Story of John Seabury”. Both short films created by MAVE are great examples of what the many excellent content creators are able and willing to produce in their spare time. With the nice narrative and cinematic feel the videos have, as well as considering the length the videos, I can only imagine the amount of time and effort MAVE had to put into them. There is plenty more content available at MAVE's Youtube account, and you can always follow him on his facebook and Twitch accounts: http://www.facebook.com/maevenlphttp://www.twitch.tv/maevenlp Also, for this month we have an update on the bugfilers for the month of july. “El Tea Couch”, HaseDesTodes, Darcion, _M4Z_TeR_, and Rudi. Of course, thanks to all of you who took the time to file the bugs you came across in DayZ! Header image credit: Jack Smith - Michael aka SMoss / Community Manager
  11. Added: - Chambering animations. - Jerrycan drink and emptying. - New improvised torch model. - SVD chambering animation. - 3 variants of Canvas Pants to Default Character options. - Animations for player catching rain into a pot. - Animations for consuming tablets in prone and erected stances. - Oil barrel. - Nurses Dress. - SSh68 Helmet. - Car Tent. - USMC pants. - GP5 gasmask. - Glow plug. - Basic models of Picea Abies trees. - Pouring water into barrel. - New steering pose for V3S . - Crossbow Holosight. - Lighting torch using handrill. - Lab Coat. - Door slamming sound for V3S. - Wheel (spare) for V3S and tire repair kits. - Torch can be extinguished with liquid. - Truck battery. - Drinking added to domestic herbivores life cycle. - Random items to spawn in fridge world container. - Tripwire model. Changed: - Universal light can be attached to UMP45. - New Berezino (upper part). - Tisy updated. - Chernogorsk roads is broken now. - Wooden timbers and wooden piles is in. - ItemSize of BurlapSack and BurlapStrips. - Torch can be ignited also on ground. Fixed: - Dynamic events are not respawning. - Excessive amount of military loot is spawning in military/evacuation camps. - Anti-teleportation protection now takes into account higher possible speeds. Solves rubberbanding of high-speed cars. - Animals fly over Chernarus and eventually teleport. - Switching "weapon" to "magazine" via quickbar makes "false duplicate". - Zombies slide when deciding whether to aggro on player or not. - Player gets stuck when leaving V3S shortly after the server was launched. - Arrows shot into a tree crashes the client if tampered with. - Unable to remove items from "in hands" slot. - Swapping items by drag and drop makes false duplicate in the inventory. - When using rounds and firing the last one, 0 quantity round remains in the weapon. - When swapping 1h item with a 2h item the 1h item disappears. - Player can manipulate/loot inventory of 2nd player after he/she wakes up from unconsciousness. - When crafting something with full inventory, result is not visible. - Switching weapons when entering water / ladder makes weapon disappear, hand slot stuck and creates false duplicate. - Security cage around ladders. - Unable to take magazines into hands via quickbar. - Disabled the issue where player was able to swing 2H weapon while sprinting. This should be no longer possible. - Raincoats and armbands are now repairable with a sewing kit. - Some vests, jackets, hoodies, hats and shoes were not repairable with (leather) sewing kit. - Fireplace can be moved from inventory to vicinity and vice-versa. - AK muzzle and bayonet attachments can't be attached at the same time. - Not possible to place multiple fireplaces into one spot. - Suppressor position for AKS74U. - Tanned leather is now repairable with a leather sewing kit. - Changed recoil for izh18. - Tanned leather is now impossible to craft from ruined components. - Nail box needs to be in the inventory in order to be unpackable. - Skater helmet, gorka helmet and firefighter helmet should not allow masks to be worn at the same time anymore. - Damaged/destruct materials for numerous items. - Damaged states for Hatchet. - ItemSize of HikingJacket and TacticalShirt. - Extending neck during getting in to a cargo position on V3S. - The player can now rotate during vault animation. - Disabled aiming in vomiting animation, which was causing a clipping glitch when activated. - Suicide with a rifle: Player now can disarm without getting stuck in the animation. - Removed duplicate spawn location for fridge. - Player is able to see through the black screen by pressing escape during respawn/countdown timer. - Ammunition type in UMP45 25rnd magazine. - Bark stack size. - Hand drill torch ignition. - Create sound trap with cans. - Bleaching allowed for white tshirts and armbands only. - Damage states for WaterProofBag. - Unable to reload full magazines of different types. - Police cars disappear very shortly after spawning. - Cannabis buds cooking states should be fixed now. - Melee suicide gesture returning to an armed state without a weapon in hand. Fixed by changing the gesture destination to unarmed. - Attachments - Camera moves with zoomed in optics when changing stances. - Torch cannot be ignited inside inventory. - broken quickbar when spamming it with many requests from and to hands. - Torch cannot be ignited multiple times during igniting animation. - Fixed the neck stretching during sitting reloads. Tweaked: - All nervous, grazing, and walking poses tweaked for new roe deer skeleton. - Spawn location for fridge to prevent levitation. - Additional transitions to running for multiple skeletons. - Recoil tweak for AK74, AK101, AKM. - Tweaks to CLE for several different structures. - Player can wring clothes/bags only when their cargo is empty. Known Issues: Door States are currently experiencing issues. In these situations, sometimes players can hear the sounds of doors opening/closing that might not actually be being interacted with.Cooked Meat can in some cases cause survivors to become ill.Server / Client position tracking improvements are still being worked on. In some cases, desynchronization of this information can occur and server/client or client/client disagreements will happen.While the long running animation state problem of survivors constantly shouldering weapons seems to have been slain, we still have some edge cases where odd animation state behavior can be observed.There are a few low repro server crashes still present, the frequency of these are fairly low and investigation on repro steps is ongoing.Passenger Vehicle Position desynchronization is still below acceptable, and is slated for priority work on 0.59.In some cases, while manipulating your inventory or crafting certain items a "false duplicate" item can be created. While this issue is currently under investigation, players can mitigate this by logging out and back in.In some situations, all clients involved in a gunfight will not receive all proper gunshot sounds. This is currently being investigated.Player camps of large size may experience issues interacting with and manipulating items. Survivors are encouraged to spread out camps of large size (2+ tents) until this issue is resolved. Edit: Character gestures removed.
  12. SMoss

    finally,release 0.58 on Stable

    Our weekly maintenance (every wednesday) on the Stable branch servers is scheduled at 08:00 - 11:00 (CEST), so that's when the team will be performing the update.
  13. Greetings Survivors! As mentioned - this weeks Status Report will consist of the RTX 2015 presentation in full, with slides and proper audio. For a quick recap of what the focus has been over this week: - Items Stuck in Hands - Player Desync Issues - Player Animation Glitching - Server crash bugfixing - Player "Shouldering" Issues - Server Performance Optimization Obviously not all these issues are blockers for stable, but many of them are tied to related causes. We'll continue to iterate on Experimental Branch until we have a build we're comfortable moving to Stable branch. All of the team here are eagerly looking forward to releasing 0.58 to the main branch, and starting on 0.59 Experimental. Next week we'll return to the standard Status Report format - but for now, here is the RTX 2015 talk in full.
  14. Evening survivors, For this week's Status Report, Lead Producer Brian Hicks will be informing us on the upcoming plans for the CLE as the team moves closer towards BETA. Additionally, he'll tell us a bit about what will be in focus for 0.59 Experimental once we progress past 0.58 release on Stable branch. Contents This Week Development Board SpotlightDev Update/HicksCommunity Video: "The Chronicles of 0.58" Development Board Spotlight Dev Update/Hicks Greetings Survivors! Much like the last Status Report - we've still got the gameplay programming team working on the blocking issues preventing 0.58 to hit stable branch. The primary issues of which were a result of some tests on resolving animation looping, and related problems we are still aiming for 0.59 to address. We've been working hard to resolve these issues so we can provide as compelling a gameplay experience w/ 0.58 as possible while still in development. Once 0.58 leaves incubation on experimental branch, survivors will notice a sharp difference in how loot is distributed across Chernarus. We're still pretty early on in where we want to be with the central economy by release from Early Access, however we do now have much more precise control over the distribution. The system allows us to dynamically modify quantities, spawning frequencies, spawning priority, and so on without having to push an update to stable branch. We'll be closely monitoring active item concentration across official servers, and adjusting based upon this. Those more stalwart survivors might notice higher quantities of canned food goods than are specifically required - we've found that the best method to acclimate players to having to scavenge for supplies versus the placeholder prototype systems distribution is to slowly dial the quantities incrementally down - until the balance reaches a playable state. Above you can see the current top 10 distributed items on an example experimental branch server. Non persishable food currently has the highest priority / quantity for entry level items in the respawn system. Primarily to allow folks to acclimate themselves to the need to move *around* Chernarus to continue to find the supplies they need. Ideally, we'll dial these quantities back in increments of 10 until we find a comfortable balance. Past non perishable goods, basic tools have the highest quantity of items spread across Chernarus. Wood Axes, Matches, Burlap Sacks, Water Purification, and so on. Again, once 0.58 stable hits and has time to settle - with a larger player base than experimental roaming across the environment we'll make changes according to how the distribution looks and performs. Moving past 0.58 and looking at 0.59 experimental - in addition to the new features, content, and so forth - We'll be looking into more QoL improvements for the stable player base. Vehicle position sync optimization (no fun riding around in new vehicles if your passengers want to vomit from desync!), animation state sync between clients, animal herd behaviour, position & projectile synchronization bugfixing, and much more. As well, with 0.59 experimental we'll be testing the potential effect of players spawning with radios and how it may or may not impact player interaction. The range of the radios should be temporarily (for the duration of the test on Exp 0.59) increased to cover the whole of Chernarus. Once this hits experimental, I encourage you to head over to the official DayZ forums (forums.dayzgame.com) and share your experiences (be it good, or bad) with how this impacts your gameplay! As mentioned during our RTX panel presentation, longer incubation times on Experimental and dedicating more time to QoL issues on the primary branch may end up costing us some time here or there, but we firmly believe it will present a higher quality player experience during DayZ's development. Of course, there will still be plenty of bugs - but we'll do our best to make sure the experience is still enjoyable. - Brian Hicks / Lead Producer Community Video: "The Chronicles of 0.58" This time around we present you with a series of videos called "The Chronicles of 0.58" created by: The 5 episode series chronicles a 10 hour session Mr. Blackout completed together with Brian Hicks. During the session, the duo showcase playability in version 0.58 which is available on our Experimental branch servers. While the guys embark on their trek through Chernarus, the guys show their looting, friendly encounters, hostile encounters (where Hicks assists Blackout by soaking bullets like a sponge, hardcore MLG style), and all that good stuff. http://youtu.be/3t2FrrQmTFc http://youtu.be/hR4ZNUEMSxQ http://youtu.be/nrxJmagIexM http://youtu.be/-zYNKcdqpbc http://youtu.be/zi15CCaF5Fw At the end of the series, some 1,5+ hours had passed by without me really noticing, so if you have the time I'd definitely recommend you having a go at the episodes. Quite impressive that Mr. Blackout managed to go through a 10 hour session that included hostile encounters without even dying once. If you find yourselves hungry for more from Mr. Blackout, you can find tons more content via his Youtube account, you can watch his streams via his Twitch account, and you can contact him via Twitter and Facebook. 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: Jack Smith Michael aka SMoss / Community Manager
  15. Evening survivors, For this week's Status Report, Lead Producer Brian Hicks will be informing us on what the team has been working on for the upcoming update on Stable branch. In this regard he'll go over subjects such as the loot distribution and persistence. Contents This Week Development Board SpotlightDev Update/HicksCommunity Video: I'M HUNTING Development Board Spotlight Dev Update/HicksGreetings Survivors! The team has been crunching away on our last blockers for stable release, as well as working on values for loot distribution. Tomorrow morning we should see our (hopeful) final experimental release hit Steam, which will be tested over the weekend. Assuming we notice no new issues, we're hoping to hit stable branch on Monday or Tuesday next week. The only issue we currently see as a blocker on experimental (0.58.128852) is visually represented as "floating loot" currently caused by an issue with items that have been "swapped" by players. (Most commonly seen as loot floating above deer stands, police stations, etc). As mentioned above, tomorrow should see an experimental push that will see this resolved - and this build will be tested over the weekend to see its viability for Stable Branch. While this fix has been underway, we've been dialing in the balance for non perishable food, firearms, and military loot. Currently, the highest quantity and priority in the economy is given to non perishable food goods. (Tuna, Beans, Rice, etc). With civilian pistols being the most common firearm, followed by civilian rifles such as the trumpet, blaze, IZH43 Shotgun, and so on. Military loot is distributed across all military points across the map, mostly of which are up in the Northern areas. Military grade firearms are relatively rare, and there is no guarantee that visiting the military bases will yield you the weapon you want. With most items on a 30 minute timer (without being "refreshed" by being manipulated by players) - getting fully kitted up as a "military" player with all the gear you want could take some time. Super Rare items (M4A1, Steyr Aug, SVD, and so on) that spawn on dynamic events operate on an even rarer chance. Dynamic events have a varied pool of potential items that can spawn, with only 3 active helicopter wrecks at any given time - and an approximate 4 hour clean up, continued hunting will be required to find that super rare weapon or item you are seeking.Please keep in mind, we are now fully able to update quantities and rarity without requiring an update - so if we should see issues with loot concentration, or quantity once .58 hits stable branch, we will be able to address this rapidly. Fortunately, players can now create camps and store their supplies and weapons at them during their treks across Chernarus. Different containers / objects have different lifetimes. Currently, they operate as follows: - Medium Tent (Pitched): 45 Days- Military Tent (Pitched): 45 Days- Car Tent (Pitched): 45 Days- Barrels: 45 Days- Ammo Boxes: 45 Days- Protector Cases: 45 Days- Backpacks (All types): 3 Days 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 This system will also allow for the refreshing of advanced basebuilding objects, once they are implemented. Speaking of advanced base building - I'll be speaking at RTX 2015 in Austin, Texas on Saturday, August 8th at 5:30 PM to discuss a recap of things covered at E3 2015, what we'd like to do with advanced base building, what soft skills means exactly, and show the new vehicles coming in 0.59. For those unable to make it, we'll be providing the presentation + audio in the Status Report following the event (Wednesday, August 12th). Brian Hicks - Lead Producer Community Video: "I'M HUNTING"Hey survivors, While looking for some videos of players doing some hunting and fishing while living the hermit lifestyle in Chernarus, I came across a video simply called "I'M HUNTING". I could see in the description that it was probably not exactly what I was looking for, but I decided to give it a go just the same. Sure enough, the content didn't disappoint. In the video we get to see a glimpse of the unjust killing of a freshspawn and the subsequent hunt and sweet, sweet revenge towards the end. The video was brought to us by the following content creator: Musse Plays 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: Jack Smith - Michael aka SMoss / Community Manager
  16. Greetings Survivors, Yet another week is checked off the calendar as the team moves forward with development of DayZ. In this week's Status Report, Lead Producer Brian Hicks will be filling us in on the challenges the team faces while on the road towards the next Stable branch update. Additionally, Brian will hand out a bit more info/updates in regards to the current state of persistence on 0.58 over on the Experimental branch. Contents This WeekDevelopment Board SpotlightDev Update/HicksCommunity Spotlight: Carrot SurvivorDevelopment Board Spotlight Dev Update/Hicks Greetings Survivors! As we're in crunch to resolve the last few blocking issues for 0.58 we don't have too much *new news*. That said, we'll use this weeks Status Report to fill you in on the issues we're currently focused on resolving for 0.58, as well as some small changes to Experimental Branch over the last week. Player Position Desync: This issue has been present in a pretty bad state on 0.57, so obviously we want to do what we can to improve the situation for 0.58. No one enjoys having their character get stuck in one spot, or have someone they're in conflict with bounce all over their screen. While we'll probably not get this issue 100% resolved for this update, our aim is to mitigate it as much as possible and present as enjoyable an experience on stable branch as is possible within a reasonable amount of time for bugfixing. We'll be pushing test updates to experimental branch as work on this moves forward. Degrading Server Performance: Internally we have noticed severe performance drops on 0.58 experimental, below what we consider to be the acceptable line for a playable dev build. The team has focused on investigating the cause of this issue, and resolving it so as to return the build to a playable state. This, like the issue with player position desync is marked as a blocker for 0.58 stable release. As well, we discussed last week the goal of having the gameplay programmers resolve the issue of animation glitching for 0.58. With the issues listed above, specifically player position desynchronization being a much more critical issue - priority on the animation glitching (weapon swapping, holding an invisible weapon) has been rescheduled for 0.59, in order to give the proper resources to resolving the issues listed above. That said - with 0.58 large strides have been made on the loot respawning, and cleanup issues. Allowing us to look forward to the reintroduction of persistent objects frequently used with the building of player camps. The following functionality is currently present on 0.58 persistence: - Vehicle Position - Vehicle Inventory - Attached Vehicle Parts (W/ Exception to Tires & Fuel Levels) - Barrel Locations & Inventory - Horticulture Plots - Fireplaces & Ovens - Tents (Camping, Military, Car) Locations & Inventory - Containers (Ammo Canisters, Backpacks, etc) And of course - the base item persistence is functioning as well. Item cleanup & respawn should ensure that the economy functions at a base enjoyable level. If you encounter or spawn near a small village that seems to be barren, just continue on to the next town. Mapping the concentration of loot over the span of a week on experimental has shown proper saturation across the map, so there is a high chance that the next town will have everything you need! As well, Lead Designer Peter Nespesny will be discussing our goals for vehicle maintenance (tools, parts, etc) on the Official DayZ forums later today. Make sure to head over, and let your voice be heard! Lastly, as we look to pushing 0.58 to Stable Branch - We'll be issuing a full reset of the hive (private shard and public shard characters) as well as a full wipe of existing persistence. We still have a long way to go, but 0.58 should be a fun build to play on - and 0.59 looks to be even better! - Brian Hicks / Lead Producer Community Spotlight: Carrot Survivor Hey all, So, for this week it is time yet again for one of the DayZ content creators that have a mixed bag of goodies in his library. Without too much fuss; for this week we'll present you a couple of the videos created by: Carrot Survivor Ahhh, the sweet sweet randomness when players take off into Chernarus to meet and engage other players sometimes in dialogue, sometimes in firefights. Our small selection of Carrot Survivor's videos depict the following settings: 1. An encounter where Carrot Survivor hooks up with two other random players. Eventually the group takes fire, and the guys subsequently have to figure out a way to deal with a pair of less than friendly players situated by the docks in Cherno. 2. An unusual encouter where Carrot and a friend engage in a firefight with another player by Veresnik military base. They end up taking the player hostage, yet the encounter ends in a way you might not necessarily expect: 3. Yet another hostile encounter where things do not go entirely quite as planned, neither for Carrot Survivor nor for his aggressor (dear god, Carrot's screaming is used liberally in several videos and it cracks me up every single time): As always, if interested in more, please feel free to follow Carrot Survivor via his Twitter and Youtube accounts: Twitter Youtube Also, for this month we have an update on the bugfiler(s) for the month of june. As always, Darcion contributed with a load of issues for June, but we'd also like to recognize the efforts of Zyryanoff (again) as well as Impulz. A huge thanks goes out to all of you who took the time to file the bugs you came across in DayZ! Header image credit: Jack Smith - Michael aka SMoss / Community Manager
  17. SMoss

    New distant lightsource mechanics?

    So, I asked around, but since there are a lot of changes incoming on this subject in the wake of the new renderer, I'll deliberately skate across it this time around. One thing is for sure though, as it is now there should be no difference in whether or not a player is carrying a light emitting object - the render distance for that object should be the same.
  18. Greetings Survivors, Yet another week is checked off the calendar as the team moves forward with development of DayZ. In this week's Status Report, Lead Producer Brian Hicks will be filling us in on the challenges the team faces while on the road towards the next Stable branch update. Additionally, Brian will hand out a bit more info/updates in regards to the current state of persistence on 0.58 over on the Experimental branch. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterCommunity Video: Epic Melee Fight Development Board Spotlight Dev Update/Hicks Greetings Survivors, The team is still working hard on the last few issues blocking a stable release of 0.58 - I'll highlight a few of them in this Status Report as well as go into how some of the changed systems are now operating, and how they should be operating once 0.58 hits stable. Last we discussed: - Server Performance (Degrading) This issue has been resolved, and we're seeing a 3x increase in server performance on the current 0.58. As well, the degrading curve of server performance over large spans of time has been resolved. Thus, the experimental branch servers will be operating on a 12 hour restart schedule now. - Player Position Desync Still being worked on, the gameplay programmers have made some improvements on this issue - but its still not where we would like it to be for stable. We'll continue to iterate on this, and keep you apprised in the Status Reports. For now, current experimental servers should show a marked improvement in this area. Now onto the meat for this week. As frequent experimental branch users are aware, we've been operating experimental with full persistence enabled. Dynamic events have been respawning, and cleaning up - and we've been conducting extensive testing on Quantity Maximum Cleanup, and Lifetime Cleanup. The above picture shows the loot concentration (against a black backdrop for our color blind users) right after last Friday's experimental update. The item quantity sits right around an average of 21,000 items globally. This picture, shows the same server - 3 days later. The item quantity is *the same* (Approx 21,000 items globally) but the saturation is much lower, with the items massively spread out across the map. This issue can be tied to two issues - One, lifetime (age of a particular item) cleanup not functioning for items "dropped" on the ground - and per building maximum not yet functioning. Todays experimental build is aimed at resolving both of those issues. With the first iteration of per-building maximums, and bug fixing on item lifetime cleanup, we'll be monitoring the loot heat maps - as well as aiming for another experimental update tomorrow (assuming everything works out alright) with point-of-interest structure limits. - Brian Hicks / Lead Producer Dev Update/Peter Transportation in DayZ is a crucial part of gameplay, especially on such a large landscape as Chernarus offers. Whenever you want to reach inland for a higher chance to find better loot, get to the Chernogorsk hospital for medical supplies to help your friend in need or ambush the bandit camp hidden in the woods - hiking is the least viable option. As you want to reach your goal as fast as possible, you find yourself looking for the vehicle which suits your current needs best. Version 0.59 will come with a big update to vehicles content and I'm happy to see it's shaping up pretty well. You can look forward to a car fest with 3 completely new vehicles made from scratch just for DayZ including a slick sedan, a sturdy off-road and a spacious bus. All of these vehicles will have different handling characteristics and specifications you can experience in real life for example bigger turning radius and slower acceleration of the bus, higher top speeds of the sedan or perfect contact with uneven surfaces of off-road. Apart from that as I mention earlier we are adding long awaited vehicle parts. To repair and maintain your vehicle you will also need to utilize a broad spectrum of tools already available in game, may it be the lug wrench for mounting the wheels, screwdriver to attach the doors or wrench to connect the battery. Some of the tools will have specialized purposes like the lug wrench while others will be used for more interactions within vehicle and its parts. I want to see characters using their tools directly from hands interacting with the exposed parts of the vehicle to reinforce the visceral experience of actual activity. All vehicles and their parts were designed, modeled and prepared according to this goal so I hope it will turn out really well and adds to more sophisticated gameplay instead of instant abstract actions. I will end my part of Status Report in a bit hyped spirit with insight into the future where I can see vehicles like helicopters, planes, boats and bikes. (Of course we're doing bicycles!). Keep those tools handy... see you in Chernarus folks! Peter Nespesny / Lead Designer Community Video: "Epic Melee Fight" Yay!!! For this week we bring you yet another one of those videos that show what some players are up to when not so much focusing on deatchmatch battles at NWAF or living out the hermit lifestyle in the outer rim of the map. There's not so much to it really; one rooftop, 11 players, and no firearms whatsoever. Take a couple of minutes if you will and let yourself be entertained by the chaotic brawl that ensues once the referee reaches the end of his countdown. The video was most kindly brought to us by TopeREC TV. If you have a couple of minutes to spare, I highly recommend that you take a look at his channel. You can also follow TopeREC via the following channels: http://twitter.com/TopeREC http://www.twitch.tv/toperec http://www.facebook.com/Toperec 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: Tydirium - Michael aka SMoss / Community Manager
  19. SMoss

    CHARACTER LOST

    The team is still working on the Experimental branch in order to find a suitable build candidate for the 0.58 Stable update. When they feel that it's getting close, we'll make sure to make announcements of our estimates.
  20. SMoss

    Dayz Realisim

    Haha, I'll crawl to the cross and admit that I wouldn't mind puttering around in a Niva. Occasionally taking it off road and such.
  21. Greetings Survivors, Work continues on Experimental Branch where the team is working on reaching a suitable build candidate for the next Stable update. In this week's Status Report we'll see Lead Producer Brian Hicks commenting on upcoming changes to stable as well as a bit on the future plans for 0.59 on Experimental Branch. We'll also see Lead Designer Peter Nespesny commenting on both the current and upcoming state of the scheduler in charge of character updates. Contents This Week Development Board SpotlightDev Update/HicksDev Update/PeterRTX 2015Community Spotlight: AUS vs UK - Round 1 Development Board Spotlight Back to Contents Dev Update/Hicks Greetings Survivors, This week I'd like to recap some of the upcoming changes to stable (when 0.58 goes live) for those that are not up to date with Experimental Branch. Once 0.58 goes live, we can start discussing 0.59 plans and intent. Guardhouse Buildings: As work is underway on regional control over the central loot economy, in the interim the guardhouse structures spread across the entirety of the map will not be spawning any loot. This is done to preserve the restriction of high end military loot to the military bases and camps inland in Chernarus. The structures themselves remain enter-able, but until regional control is implemented on stable branch - they will remain without spawning loot. Land_Mil_House The structure some folks have referred to as the "Camo Building" or the "Jail House" has been problematic for some time. We've issued hotfixes, and addressed several bugs related to it - but the core issue that needs to be addressed is on the player controller. Rather than continue to issue small hotfixes (otherwise known as bandages on a broken leg) the issue needs to be resolved at the cause. To that end, the loot that would normally be spawning within these structures will be redistributed to other military buildings (tents, camps, barracks, etc) "Ghost Sounds" Those who have played DayZ throughout its Early Access development are probably no stranger to the notorious "ghost sounds" bug. Splitting ammo, bandaging, opening soda cans, etc being partially played, and well outside of the range of the actual sound effect. Fortunately, during 0.58 development we were able to get some of the gameplay programmers time to look into this issue, and we are now confident that on 0.58 the issue has been finally slain. So be very aware after the next stable update, if you *hear* a sound effect playing - it IS near you. Be careful out there! Wrecks (Non interactive) With work on the central loot economy continuing, and the functionality of how it operates being iterated upon - Non interactive wrecks (tanks, destroyed UAZ's, etc) have been removed from the loot spawning tables, and the environment team will begin using them in their "devastation passes" across Chernarus. As with other structures, items that would normally spawn there will be redistributed across Chernarus. Note: This does NOT include interactive wrecks, such as vehicles you can open the trunks/doors/etc on. Animation Glitching The gameplay programming team is currently investigating the cause and symptom behind the notorious animation glitching bug. (Weapon swapping constantly) As well as the issues with dropping your weapon when vaulting. The weapon vaulting fix should be coming to experimental soon, and it is the aim of the team internally to also include a fix toward the weapon swapping animation bug. Photo Credit: DayZTV.com Loot Respawning / Persistence Enabling Persistence itself has been functioning for some time, the cause behind it being manually disabled on 0.57 stable servers is tied to an issue with loot respawning. We're aiming to have this issue resolved before we push 0.58 to stable branch, once we've tested this on experimental and are confident in the fix - players will be able to resume making camps, storing gear, and so on. Similar issues with dynamic event cleanup and respawn were the cause of static dynamic events - and these issues are currently being investigated, and are marked critical for the 0.58 launch. In addition to these issues, bugs related to severe player position desyncronization are currently being investigated, and flagged as a must fix for 0.59. I hope this brief list of information pertaining to 0.58 helps update those who may have not kept a close eye on the experimental branch updates. - Brian Hicks / Lead Producer Dev Update/Peter With the 0.57 stable version of DayZ many of you experienced weird behaviour on the character side such as freezing core updates for hunger, thirst, bleeding and others which in many cases rendered character temporarily immortal or in worse case killed him instantly after login back to server. Unsurprisingly the root of all these issues was in the scheduler which is handling character updates recently. During our in house testing we didn't catch some circumstances leading to not clearing character properly from scheduler's array of active characters. This issue was especially triggered by respawning and in some cases by disconnecting from the server. After some time the scheduler array become partially populated by ghosts and newly connected or respawned players were forced to live outside of it. As scheduler wasn't aware of their existence it didn't processed core updates for them. Fortunately now it's fixed, tested and ready to go so I hope you'll don't experience such issues soon. With proper updates... see you in Chernarus folks! - Peter Nespesny / Lead Designer RTX 2015 Lead Producer Brian Hicks will be speaking at RTX 2015 - discussing the plans for apocalyptic Chernarus moving into the end of the year. From expanded base building options, new vehicles, modding support, character soft skills, and upcoming engine changes Brian will discuss and demo some of the upcoming changes to the post apocalyptic survival simulator DayZ. Q&A to follow! Back to Contents Community Video: "AUS vs UK - Round 1" This week we have a bit of a team based rumble. Via the Youtube channel TeamLiveAction, I was served a short video depicting the showdown between the "AUS" and "UK" teams. Even though the video only shows a fraction of the event, seeing two large teams like that arranging to have a go at each others was awesome! Now, unfortunately I missed the event, but the reason for highlighting these guys this week is due to initially finding the following video: Yep, it does look like the guys are going at it again for a second round on July 25th 2015 at 10:00 (UTC + 1). I'm definitely looking forward to the event, and if you have the time as well, I'm sure you would enjoy swinging by to see the two teams duking it out in Chernarus. Youtube: TeamLiveAction Twitter: http://twitter.com/TLa_HQ Twitch: There are several streams linked in the descriptions for the YT videos, but this one seems to catch a bunch of them: http://www.multitwitch.tv/ashimprezatv/bwaf_wiidevil/slothuk/ukalliancecallum/gotshadow/boydy73/locosutra/m4loo 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: Jack Smith - Michael aka SMoss / Community Manager
  22. SMoss

    Hive / Servers temporarily out of order.

    So here's one of those messages that you don't really want to hear: unfortunately, some of the resets occuring as a result of the recent ddos attacks are indeed permanent, and we won't be able to reinstate previous character data for these. However, seeing as we're still in development, the team is also in the process of developing counter measures as well as fail-safes so that even if similar attacks occur after full release, they will not interfere with character data. It is very unfortunate to have been hit by these attacks, and even more so to have been hit before counter measures were in place, but as with so many other parts of DayZ, this has been and is still a work in progress as well.
  23. SMoss

    Best Vests

    'EY!!! Nothing wrong with looking snazzy ingame.
  24. SMoss

    Hive / Servers temporarily out of order.

    Seems like ddos attacks according to Eugen.
  25. SMoss

    Character dies after patch?

    Yeah, it's one of them necessary evils that we have to go through with from time to time during development.
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