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Everything posted by RaptorM60
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DayZ on PlayStation 5 and Xbox Series X|S
RaptorM60 replied to Tom_48_97's topic in News & Announcements
That's a good reassurance, thanks for that Julien. DayZ 1.10 Experimental will be the very first game I'll fire up on my new One X this Wednesday :) -
Dear Survivors, since our last Status Report in January, we've been very busy putting all of our development effort into Platform Updates and console releases. The three updates we've managed to release so far have been accepted well across the community and introduced a good amount of changes and fixes. We've also received a lot of great direct feedback on the updates and we did our best addressing it directly, or considering it for future updates. Of course, as core community members, there's another thing that you expected alongside updates: a development roadmap explaining what these platform updates should bring over the course of 2019. Even though we truly wanted to deliver it to our community, after delivering the first two updates, we have internally made the decision that committing to a specific, public development roadmap for DayZ is something that we would rather avoid. Despite our best intentions and many internal changes in the update planning process, it proved challenging to maintain our content or feature goals to a standard that would allow us to make our internal plans into a reliable public roadmap. So in order to prevent possible disappointments (we have, for example, truly wanted to expand upon the survival elements in the 1.02 update, but eventually had to postpone these changes for various reasons), we'd rather keep our communication focused on new changes to the game only when they become available through an Experimental update, or close to that. We hope that's understandable. Thank you for sticking with us.
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Survivors, we've been getting lots of reports on servers disappearing altogether from the server list. We need your help identifying this issue. If you can, please provide us with the following information: Are you playing the free trial, or have you already purchased the game? Has restarting your console helped? Did you make sure all you server filtering options on the right side of the server browser are disabled? Has this issue started occurring only after you got kicked from a server, or is it seemingly random? Have you got the latest update installed? (pushed approximately 4 hours after the Game Preview release) If you're not sure about number 5), have you restarted your console, checked for new DayZ updates and installed an update? Getting those answers along with your reports might help us identify the issues. Thank you for all the reports, please keep them coming! <3
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Hello, unfortunately, this is a known issue with game persistence that has already been identified and fixed, the fix will be out with the next major update (currently no specific ETA, but definitely in March). Apologies for the inconvenience, we know it's pretty bad, for now, probably best to avoid building any bigger bases that take too much time.
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Yes, and we feel the mistakes every day, doesn’t make us happy either :) With the advantage of hindsight, I think it’s safe to say that in DayZ development, too much was shared publicly too early, in extreme cases things that were really not properly discussed internally, but more often things and ideas that were just too optimistic. It was partly because of the hype back then and the pressure coming from it, partly because of sheer excitement and perhaps a bit if carelessness (this part, I still only judge on my own perceptions and stories I hear from the olden days, as I too was just a fan back then). As I hear often from our most experienced devs in the company, that normally happens in development, you start ambitious and then scale down based on reality, but behind closed doors. With DayZ, it unfortunately happened publicly, and very organically so to speak. Combined with the complex technology change and other general struggles of game dev business, we’ve ended up where we are today. The dev team is of course not clueless about what to do with the game further, there’s still so much to do to realize the DayZ vision, but what we’re doing since our December release is planning out (as carefully and responsibly as we can) what’s realistic to deliver to DayZ within this year. And we’ll only share it when we give it a decent consideration internally, to not repeat what didnt work in the past.
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Just to be clear: this is not the roadmap post where we wanted to lay out 2019 development. That's still coming (but even that's definitely not going to be an all-answering piece that will finally make everyone happy - no single moment in DayZ development can provide this, ever). This is a Status Report that we did not really plan to do before our roadmap update, but put it together in the end because questions were already coming about what's happening with development (we've actually had people asking us if the development stopped because we're quiet). So this is a report that we (= our community team + BI marketing) put together with Eugen to explain where we are at before our internal planning is done and before we can talk about public roadmaps. I understand where you're coming from wanting to know everything there is. But here's this: I think history taught us well that sharing development plans and ideas before they are firmly decided or properly scheduled internally leads to a complete disaster in the developer-community relationship, so we will not do that. That was happening across 2012 - 2015 on DayZ big time (where some things were publicly discussed or revealed before even being discussed internally first...), and to some degree even until last year, too. Exactly this approach, combined with general development struggles, is why we're all in this complete mess of unrealistic expectations and unfulfilled potential. The approach of "only share details once ready" is applied in-house on other Bohemia projects (most notably Arma 3, but also Ylands), and so far it's proven to lead to a more honest relationship with realistic expectations from the community. And expectations is what we need to set right going forward. I think we are still open, hinting at what's the day to day like in the office (as explained in the SR: lots of planning meetings, going through backlogs of features and content and deciding priorities, while developers writing code and data do their daily contributions to the game development). That's really the best description of what's up with development now. When we sort through our backlogs and possibilities for the year, the result is a plan for the rest of 2019 that we will be able to present and talk about. Doing a sort of a "reality show" of providing our meeting notes or preliminary discussion results to you in the community is truly not the way to improve things, even though I understand why it's tempting to think that it would feel better. In reality, though, that would just set expectations wrong (e.g. as soon as we hint at anything new being discussed to be possibly available in update 1.XX, even without us really being sure about the date or having any date set, the community expectations are that the new thing will just make it into the game). In turn, wrong expectations would create even more mess in the long run. Nobody wants more of that now.
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Yes it is, and it’s how we’re going to do things from now on. We’re coordinating the servers with our server provider and in this specific example, when we wanted to stop the entire process of switch over and provide a heads up to the community, the changes were unfortunately already negotiated and set up and so went with it. We’ve made sure to let every involved member of our team know that they should not push for any server switch-overs immediately, but should always coordinate at least a 24 hour window to let players collect whatever they need from their bases and stashes. So unless something really critical happens, from now on, we will be trying to push for a 24 hour notice before switching any servers off or over to a different platform. Despite all this, during Game Preview, please still be ready to lose your gear anytime. Persistance is an important part of the DayZ Experience, but right now we can not fully guarantee it.
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Hello Survivors! Today, we're releasing the biggest update of DayZ since launching in Game Preview! It's truly massive and changes the game quite significantly - for this reason, it's necessary to do a complete wipe of all characters and server persistence. But it'll be worth it ;) The update is out now and the servers should be starting - please restart your Xbox Once if you're not getting an update prompt. Here are the highlights of the update: new vehicle: ADA 4x4 + parts and other necessary items base building + necessary items to make it work (tools, planks, nails...) added some missing controls (freelook, walking, switching fire mode, gun zeroing) fixed various issues with hit registration of firearms changed the weather setup to feature less rain ;) new shotgun + ammo tents and barrels for making improvised camps and loot stashes improved nighttime (don't throw away those road flares everyone! You'll need them ;) lots of other new items configured for spawning in the Central Economy slightly increased numbers of infected There are most likely going to be various issues with the update, but for now, these are already known to us: NEW: Despite changes to weather configuration, servers still seem to get stuck on nighttime/heavy rain NEW: Performance issues especially in larger towns maps can be picked up and opened, but you can not navigate in them (controls are missing) vehicle controls may be too sensitive at times leaning and shoulder change missing (controls are missing) weapon sounds can stop playing in some situations For those of you who want to get a more complete overview of the changes, here's a more detailed changelog (especially listing the new items in Central Economy: Added: ADA 4x4 car Base building New controls option (walk, freelook, zeroing on firearms) Weapon collision with geometry Visual bleeding effect Heat comfort and disease effects New sounds Directional player death animations Weapon jamming Restraining characters Tweaks: infected tweaks (including their numbers per server) tweaked wild boar behavior tweaked navmesh functionality tweaks for animations, holding poses, vegetation collisions, gestures and more in data various animation tweaks tweaked infected aggro weights of food adjusted Changes: changes in unconsciousness mechanics changes in AI navigation changes to instance management (fix for desync where the player is in one stance but has a speed of another) changes to sun shadows changes to weather configuration changes to nighttime configuration changes to input system changes regarding server/client stability changes to networking (including fixes for hit registration issues) security fixes revamped Fire Station revapmped police station building items have been renamed updated offline DB to reflect the current online state changes to map toggling + a LOT of changes in data (animations, configs, settings) New Items in Central Economy: Vehicles: Horticulture (the feature itself is not fully implemented yet): Clothing: Medicine: Weapons/Attachments: Base Building: Food: Other: Don't forget to report every bug and issue you find to our Feedback Tracker. Thank you!
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If we could fix it right away, we, of course, would, but first, we need to identify what's causing the performance issues. And just to be clear, this is an issue on all consoles, not just the OG. Server configuration is a less complicated matter, though it's also not a straightforward fix and it's possible we won't fix it today if we don't find a solution. Like I said earlier, we'll look into the weather settings, but so we did before we released the update and there still is a bug. Please be patient guys, we're working on it. Thanks :)
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Those are most likely just servers that did not get stuck on bad weather / have different time acceleration and weather changes for some reason. If you know the specific daytime servers, please do report them - it may help us, thanks!
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Careful, we did not say that fixes for other issues are coming right away guys. We're going to take a look at the weather situation today and see what we can do. The rest of the issues will very likely take much longer than that.
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Hello Xbox Survivors! Since launching in Game Preview, we haven't really released any major content update for DayZ, and especially now after the PC BETA update, we've been getting lots of questions about when you can expect it to drop. Well, good news - it's right around the corner! Read on to find out when, what's in it and what else do we have planned for DayZ on Xbox this month. Basebuilding & Vehicles Update Alright, let's start with it right off the bat - if nothing goes wrong during internal testing, we'll be releasing a big Game Preview update on Thursday, November 22 - next week. We're announcing this with a little bit of a warning since there are quite a few things that can still break the build, but hopefully, we should be all good and ready to release what's without any doubt the biggest game update we've done on Xbox so far. Along with bringing new things to try, the update should also be addressing some of the very annoying issues that you've been reporting. Let's take a look: Content & Features Highlight new vehicle: ADA 4x4 + parts and other necessary items base building + necessary items to make it work (tools, planks, nails...) new shotgun + ammo tents and barrels for making improvised camps and loot stashes improved nighttime (don't throw away those road flares everyone! You'll need them ;) lots of other new items configured for spawning in the Central Economy slightly increased numbers of infected Bug Fixes & Quality of Life Improvements fixes for the annoying hit registration bug some missing controls should be added, as well as some new options (we'd like to add leaning, switching fire mode, weapon zeroing and switching between multiple user actions) we've gone through the first round of optimizations improving the performance and stability of the inventory (evaluating the performance will be one of the things we will be monitoring) changes to Central Economy and item spawning quantity in general lots of smaller animation and sound improvements general improvements to game stability Black Friday Deals - get your friends into the game for 15% OFF! The other big news is that since yesterday, DayZ is featured in the Black Friday sale! This is one of the very few chances to get DayZ on Xbox for a really advantageous price of $33,99 / £26,99 / 33,99€, so if you have an undecided friend, or still think about buying DayZ on Xbox, it's probably time to give it a shot. Don't forget that there's still the 1-hour free trial available! Click the banner to go to the Microsoft Store page, or simply just find DayZ (Game Preview) on Store in your Dashboard. Upcoming Inventory & Usability Improvements One of the things that we'd like to resolve during the Game Preview is the general usability of the game, and the inventory/UI functionality. The DayZ game design team joined forces with our friends and colleagues in the Vigor team and for the past 2 weeks, they have been brainstorming possible new concepts for the DayZ UI and inventory usability. We've done a pretty extensive research in this area and identified a lot of specific things that would be worth taking a look at. This effort should result in a set of specific improvements that we will want to try implementing in order to make DayZ a bit more user friendly. While it's too early to show any results and the implementation phase is always the hardest one, we're taking this very seriously and will update you whenever we have any concrete results. Your feedback on this will be very important, so get ready to bring it on! :) DayZ will support mouse & keyboard! Lastly, at XO, Microsoft announced that mouse & keyboard support is officially coming to Xbox One - and DayZ is one of the games that will take advantage of this new feature! While we don't have a specific day to roll out support for mouse & keyboard input, it's safe to say that we will most likely not be able to do that before we leave Game Preview. Figuring out a good controller experience is the priority for us at the moment, and while it may seem like it's easy to just bring over the PC controls to Xbox, there's actually quite a lot of programming and scripting work that would need to be done in order to support this - and we need our programmers and scripters on other things right now! And with this - let's wrap up today's Development Briefing. See you all in Chernarus, Survivors!
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Thanks for the feedback. You can cancel any emote by pressing the right trigger.
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It seems like indeed all servers are currently nighttime, and rainy - definitely a bug as we’ve changed the configuration of the weather parameters for this release to be quite variable and to change quickly. Sorry about that. Hopefully when the servers get through an automatic restart, it helps, otherwise we would have to manually restart them on Monday and until then, it’s basically hardcore mode - rain and nighttime combined are a challenge and if you survive in these conditions, you’ll be able to survive anything really :D
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Thank you for all the reports, so from I understand, the main issues now are: bad performance in towns issues with rendering the new shotgun crashing the game inventory crashing the game continued inability to reload the Mosin (and the new shotgun as well) missing controls for shoulder change and hold breath misplaced textures We'll take a look at them right when the dev team is back in the office on Monday and see what we can do. For performance issues, please try to specify which console you're playing on, and in which town you're experiencing the performance issues. As for base building persistence and wipes: bases are still pretty easily dismantled, and they also show some persistance issue, so the feature is not fully polished yet and it is always a bit risky building the bases now. Ideally, for the duration of the game preview, please do not get too attached to your gear and bases. I know it's not ideal, but we're still a game in development, and you should expect a full wipe with most updates. Thank you once again. Please enjoy the update as much as possible over the weekend, we'll be back on Monday ;)
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Alright guys, we made it! :) Update is out now - read the changelog here - and please let us know of any issues with the update:
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STATUS UPDATE Alright guys, sorry for the heartbreaks and irritations, please trust me when I say that we totally understand how much you want this update to happen. We're on the same page ;) Let's start with good news: We have a good build and it's been submitted a short while ago! The team worked their butts off today to make this happen, unfortunately now we have to wait to go through the submission. If the submission is successful, we will have a Friday release (despite I mentioned that it's generally not very safe to do updates before the weekend). Now, there is also potentially bad news: Things can still go wrong during the submission, so there is still a chance we're not gonna make it. At this point, we've done all we could to make sure there is a release ready. Let's see tomorrow! Thank you once again for the patience. It is very much appreciated.
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Hello everyone, a short update: currently the Vehicles & Basebuilding update is still not ready, our effort to add some new controls (for vehicles & basebuilding, zeroing, freelook and firemode change) unfortunately presents a bit of a challenge and the internal build is quite broken for that reason. The team is still working on getting it into a better shape but it's getting more and more likely that we won't be able to release today, so please get yourself ready for this possible outcome. Since Thanksgiving is about to start in US, today (Central European Time) is our last window of opportunity for release. If we don't make it by then, we will, unfortunately, have to proceed with release on Tuesday next week as we will no longer be able to make it through the Xbox submission process this week (and it's also not a good idea to release updates on Friday in general, since we would not be able to apply any hotfixes in case something got broken). I'll update you once we know more, thank you for the patience!
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DayZ will be localized to Russian with 1.0 on PC, so we will most likely also support Russian on Xbox when we go for the final release! :)
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We'd love to do crossplay between Xbox Mouse & Keyboard players and PC players, but this will again require some additional changes done to the game + perfectly synchronizing our PC and Xbox One release schedules so that both platforms are always updated at the same moment. Right now we don't have any specific plan as to when we would be ready to support that. It's going to take some time, and definitely not going to happen in Game Preview.
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Yes, it is definitely our goal to not mix players with different input methods.
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Yes, it’s very likely that there will be a full wipe. Unfortunately this is to be expected with every update in the Game Preview.
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Experimental Update 0.63.149358
RaptorM60 replied to Baty Alquawen's topic in PC Experimental Updates
Yeah, we do realize how unfortunate that is. We'll cover the reasons why we have not provided that option yet in the Status Report later tonight. Long story short: the option will be available before we hit 1.0. Before it's available in the settings menus, we're going to try and provide a workaround to change the controls using a configuration file. -
Visualizing information is a fair point, that's been something we've always been struggling with in our communication. I could try and push for a blog post from the game design team on what the core of DayZ gameplay is, and what are the things that add what we call flavor to the experience, no promises though, as they will have a lot of work processing feedback and balancing when we move 0.63 to Stable. OT: to the dude suggesting I was fired based on the job ad, no, I'm just hiring a new brand manager for our Bratislava studio. Feel free to apply :) The 1.0 December plans only concern PC. There is a whole lot of specific platform requirements that we're just not able to pass now (implementing specific Xbox friends features etc. - I think if you google for Xbox XRs and Xbox TCR you can read up more on that, it's pretty complex) because they are not important for now, and also the console inventory is something we'll need to put some more work into (as that's part of the core experience). But again, that's something we don't have the time for now, as we're focused on stabilizing the PC build. I'm actually happy you bring this up! I thought no one would notice :) My avatar is Don Draper from the TV show Mad Men. You'd have to watch all 7 seasons to understand why I picked him to represent me on the forums, but all I can say is that while imperfect, and sometimes an asshole, he's the exact opposite of your average bullshitting business person :) No, no plans for that with 1.0, that's not why we're going for it - like I said, it's about stabilizing game fur further development after 1.0. We've been hiring quite generously for all projects (and we're still doing that), and to be honest right now, we're also running all 4 game projects at Bohemia (DayZ, Ylands, Vigor, Arma 3) on 4 different technologies (Enfusion, Unity, Unreal, RV), so from my understanding, moving people between projects is not that desirable now anyway.
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I can only repeat that I stand behind our decision to go for this specific 1.0 feature/content scope as the best option we've got now - even if it's not popular. I know the feeling you've got, it was one of my worst days here when I learned that this should be our 1.0, but it is a way to deliver a stable game, and a stable platform to build on further. That is essential now for DayZ in order to have a great future :) I can 100% absolutely promise you that there will be no PS4 release this year, and most likely not even in Q1 next year. I'm not entirely sure about how the prioritizing went there, I may want to check with the dev team, though I know why we, for example, went for base-building over some other features - Base Building is one feature that is undeniably new to DayZ with BETA, and it's an "end-game" feature that strongly encourages player interaction (you really don't want to build the bases alone, or at least you'll probably want to trade). Take my beans!