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[DGN] Johnny

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Everything posted by [DGN] Johnny

  1. [DGN] Johnny

    Beta in Q2?

    A good read for players confused on the difference between Alpha and Beta. ======================================================================================================= Alpha See also: Alpha release Alpha is the stage when key gameplay functionality is implemented, and assets are partially finished.[153] A game in alpha is feature complete, that is, game is playable and contains all the major features.[154] These features may be further revised based on testing and feedback.[153] Additional small, new features may be added, similarly planned, but unimplemented features may be dropped.[154] Programmers focus mainly on finishing the codebase, rather than implementing additions.[152] Alpha occurs eight to ten months before code release,[153] but this can vary significantly based on the scope of content and assets any given game has. Code freeze Code freeze is the stage when new code is no longer added to the game and only bugs are being corrected. Code freeze occurs three to four months before code release.[153] Beta See also: Beta release Beta is feature and asset complete version of the game, when only bugs are being fixed.[152][153] This version contains no bugs that prevent the game from being shippable.[152] No changes are made to the game features, assets, or code. Beta occurs two to three months before code release.[153] Code release Code release is the stage when many bugs are fixed and game is ready to be shipped or submitted for console manufacturer review. This version is tested against QA test plan. First code release candidate is usually ready three to four weeks before code release.[153]
  2. [DGN] Johnny

    Question about barrels

    Going to have agree with that. I don't have a clear study to prove it, but we've left abandoned camps for over two weeks, returned and the barrels are still there seemingly untouched. Still, could be my imagination, haven't done a proper study.
  3. [DGN] Johnny

    #DayZ Logic

    [Snipped]
  4. [DGN] Johnny

    #DayZ Logic

    -Stop looking for what you want, and you'll find it. It's almost become a proverb in DGN. lol. >.<
  5. I've noticed FPS tracking is a method of exploit to track Camps and Vehicles. Not sure if that's what you're running into though. Somehow doubt it. ^.^
  6. [DGN] Johnny

    #DayZ Logic

    Haha. >.< It grants you a "smelly" debuff and makes brown spots in your pants if not wet. Also have the fly sounds and animations. /facepalm
  7. [DGN] Johnny

    Question about barrels

    I think this is an English issue, TBH. It's just not terribly clear in your writing what you're saying. Regardless, the point that I was getting to, is loosely in that paragraph. If a server maxes or nearly maxes their limited items, this will cause item migration. This includes private hives, because private shards can be connected together. If barrels only stop spawning on the migration server, but don't count in the migrated server, then you have an infinite supply of limited items in which you can farm. Which obviously wouldn't be good for the server, eventually. It honestly makes server limitations on items, a restriction in theory rather then application. Which is more or less my point, in asking the question. Is there something I'm missing there to prevent this, or just a WIP?
  8. [DGN] Johnny

    #DayZ Logic

    When players ask for realism in DayZ, but would rather eat a bullet then fight that ten hour cholera. lol ^.^ #DayZ Logic
  9. [DGN] Johnny

    Question about barrels

    Eh, didn't answer the question Pilgrim. Question was, does the barrels count towards the old server, the new server, or does it increase barrel limitation by adding to a new server? Which is important to understand because well established servers or hives will in reflection, have less containers. Connected servers that are less established will then become the meta looting ground for containers like that. Which will create barrel migration, especially if it only increases barrel counts. A long term well established server connected to a public or private hive, that maintains their barrels in that scenario, could definitely quickly become a server stability issue.
  10. [DGN] Johnny

    Question about barrels

    How will server transferring barrels effect this? I know of a good number of cases where players will take barrels from Server A to Server B, back to their personal bases. Will that still count as the original server's barrel count, increase the new servers, or fill one of the new servers barrel slots? Just curious. ^.^
  11. [DGN] Johnny

    Status Reports?

    Status Report - 15 Mar 2016 posted by JStewart79 @ 11:02AM on March 15, 2016 Afternoon Survivors, Brian, Mirek, and Viktor will be giving us a bit of info this week in regards to subjects such as current blocker issues, work on spawn systems and network code, and the new animation system. Contents This Week Dev Update/Hicks[dayz.com] Dev Update/Mirek[dayz.com] Dev Update/Viktor[dayz.com] Community Spotlight: Tom's Story[dayz.com] Dev Update/Hicks Greetings Survivors, Hey guys, its that time again - Status Report day. I know you all wanted to hear some crazy hype tastic reveal like - FREE OCULUS RIFT HEADSETS UNDER EACH OF YOUR COMPUTER DESKS OMG YAY (but more specific to our upcoming .60 experimental push) but I'm afraid I don't have that for you today, and we don't do hype like that anyways. While we've made strides in client side performance functionality, we're still chipping away at blocking issues in the following areas: Inventory UI With the move to Direct X 11, we'll no longer be able to support the legacy user interface. Thus, functional parity with the legacy UI -has- to be achieved on the new UI. The design team are currently working on resolving the last few bugs blocking us from having that parity. Reload mechanics The move in .60 to involving manual bolt cycling, as well as misfire and jamming management via the charging handle on weapons such as the M4 has an impact on every firearm in the game. We're currently working to resolve some functional hiccups in the switching between magazines, and the need to chamber twice before firing from a new magazine. Character Loading/Saving A very large volume of unneeded traffic was discovered when investigating issues with character loading - a rewrite of the methods used to save and load from the central hive. Once we restore proper functionality, this area will no longer be a blocker. Tasks Completed: - .60 Build Optimization Pass (Performance in cities increased by 50% from initial build - optimization is ONGOING however) - Cleared Rendering Test Pass list of visual/rendering based bugs - Renderer settings UI Current Focus: - MSAA Hardware Multisampling Support - Alpha to Coverage GPU Feature (Which will increase quality of vegetation rendering) - Finalization of In-Game UI Features We've heard a lot of feedback wanting some changes to how we're communicating development information over the last year - and we started steps a few months back towards adjusting to try and meet some of these requests. We've expanded the community team and put processes in to ensure that regardless of development tasks, the Status Reports will come out on schedule (Tuesdays, BiWeekly). In addition, we've begun using our YouTube channel more - to show upcoming changes to DayZ as they are developed. (Status Reports talk about development progress, and what changes are planned in the future - where as the YouTube channel should show what is coming in the next build - when it is functional enough to demonstrate) We'll also be trying a team Q&A type video where folks can ask questions about what its like to work on DayZ, work at Bohemia, and such - our first video on this from our Quality Assurance team should be coming shortly. Our Community Manager Smo55 is ramping up his presence on our subreddit and official forums, our new Brand Manager DHawkz is working with Bohemia Interactive publishing to expand the options for DayZ merchandise on the BI Store, and a redesign of DayZ.com, as well as working with our hardware partners to create opportunities for raising awareness of DayZ as it moves towards our Beta, and Release goals. I'll be discussing some of the systems and pending changes tied to the new animation system and player controller over on the official forums later this week, and next up for the YouTube channel we're working on our next Dev Log video on .60 covering performance comparisons between Direct X 9, and Direct X 11 rendering. Once .60 hits experimental branch, we'll start putting together our first "Whats new with .60" video - where DHawkz, Smo55, and I go over the changes in .60 and what to expect gameplay wise - for our YouTube channel. Lastly - as .60's time on experimental starts to draw to a close - we'll be bringing back the official DayZ survival gaming e-sport, The Survivor GameZ. The Survivor GameZ VII Qualifiers will be a fantastic way for us to stress test .60 before it hits stable, and to see how the new inventory, and reloading/chambering mechanics work in a high stress situation. Keep an eye on the official Survivor GameZ and DayZ twitter accounts for more info on this -twitter.com/survivor_gamez and twitter.com/dayzdevteam - Brian Hicks / Lead Producer For the full Status Report, please use the following link: http://dayz.com/blog/status-report-15-Mar-2016
  12. [DGN] Johnny

    Wheels having a persistence issue

    I'm hoping persistence on tires hasn't changed much. They've become as good as bus roadblocks for shutting down chokepoints. ^.^ That said, I did notice that the raincoat got resized. I like the doom that spells for the horrors of incoming rain.
  13. [DGN] Johnny

    DAYZ SA - WANT TO BELIEVE

    There's something tongue in cheek about this. ^.^
  14. [DGN] Johnny

    #DayZ Logic

    Only in DayZ would a shadowy espionage clan advertise their recruitment on the same forums the honest clans recruit, while using their In-Game names and a link to their membership base. /facepalm
  15. [DGN] Johnny

    Jam clearing

    I've long enjoyed the idea of bringing jams and malfunctions into shooters. IMO, it's a fantastic way to get players away from simply run and gunning carelessly (because they can respawn) and forcing them to be a little more tactical or risk looking like a fool.
  16. [DGN] Johnny

    Ambushed & Counter-attacking - Hardcore pvp

    I've got to give some props to that other crew. They understood penetration values, and using a grenade on that corner was good business. Pieing that door from afar was a poor choice, he definitely deserved to get swacked for that. Luckily for him the Fal is in such a terrible spot right now, with no choices in optics. Guessing this was a 1PV server?
  17. [DGN] Johnny

    Lockbox + Grenade = FUN

    With a little bit of science, I can confirm that the player touching the box does not get blown up by interacting with the box. They may have to throw the grenade unto the ground, as if trashing the contents, for it to explode. Assuming the pin is still considered pulled.
  18. [DGN] Johnny

    How to detect cheating/hacking/duping

    May also look into clans known and proven to be doopers or hackers. Ban any of their tagged members on sight. Would definitely depend on some really good evidence though, and maybe a talk with their leadership to see if they even care about weeding that stuff out of their ranks.
  19. [DGN] Johnny

    How to detect cheating/hacking/duping

    My personal intentions, if we ran a server would be... 1. Really crazy names like "fgfgfhfhfg" 2. A fair warning to anyone caught with an M4 atm, most likely posted on the server message. 3. A Good connection with reputable and honest Admins that are active in the Pvp Scene. It's pretty easy to tell when someone hacks, if you've pvp'd for a bit. I've watched wall walkers, been killed by invisibles, and even seen a Cherno EMP disconnect everyone but the hacker in a radius around Cherno. Then it's just a matter of refering to the kill logs and banning when necessary. Just all about finding those guys who love the game, and wouldn't abuse it especially if in doubt.
  20. [DGN] Johnny

    #DayZ Logic

    Cooking Pots have no water dispersion value and accept most items in the game. Which allows players to fill their canteens/water bottles. Fill the cooking pot. And then put the canteens inside the cooking pot for maximum water storage.
  21. [DGN] Johnny

    #DayZ Logic

    Two slot butane canisters become one slot items when you attach a one slot propane cooker. ^.^
  22. [DGN] Johnny

    Beta in Q2?

    Goodness, you're a salty fellah. Going to stop replying to this conversation. Take it as it a win. ^.^ It seems you need it badly.
  23. [DGN] Johnny

    Beta in Q2?

    My point is that I disagree that hacking has held up development much at all. I could point out a couple fairly recent examples where it might have hindered testing or bug tracking but overall hacks have not hindered the forward motion of the project. Those core features will be part of the changes coming with the new modules. You have been playing with quasi-mod version placeholder everything on an updated non-optimized Chernarus +. Prove me wrong but hacking has done very little to hinder the in-house production of the new modules which will bring, stamina, infected, weight, balanced loot and consumption factors. ^Those things which will make DayZ more of a survival game. Well, that's a bold statement. Hacking and exploiting most definitely holds up and delays development. It may not necessarily delay certain content creation, but creating content on the foundation of systems with major security issues is a great way to delay development and cause programmers to have to backtrack and amend. That taking time and resources from the development team, that could be used elsewhere. The more content they create on exploited platforms, the more backtracking will have to be done. Major security considerations is Alpha content. We're not talking about the Apple, Berry, or Drinking glitches. Those can be mended in beta. We're not talking about loot explosions, which still happen from time to time. However when a 13 year old kid can duplicate items in your economy, it normally becomes a priority concern to fix. Otherwise you're building content on the hopes it will be compatible or protectable later on. Which is backwards. Going to use Star Citizen as an example, because they've done a good job with their Alpha Game's PR process. If I boot up Star Citizen, I'm sure as hell going run into bugs. It will most definitely not be optimized. These are Alpha considerations. You know what I wont find? Hacking. Because building content, much less balancing content off of faulty systems, is bad business. It unnecessarily delays development, gives you bad player statistics when balancing becomes a concern, and creates a testing community of lackluster value. I stand by what I said. Moving to Beta with the current security concerns, would be cosmetic at best. Leave it in Alpha, I wish them the best with their amazing game, and hope they have a very transparent and well built plan for how to deal with these issues, while they pump out otherwise irrelevant content. Edit: Watched a hacker today EMP hack Cherno because he got shot. Disconnected everyone in the server in a radius around himself. You can put as many weapons as you'd like into the game. Balance them as well as you can. It's all cosmetic until that gets fixed.
  24. [DGN] Johnny

    Beta in Q2?

    Hacking which circumnavigates the two core content components of the game. Survival (Teleporting, Duplicating, Invisibility) and FPS (Wall walking, Teleporting, Invisibility and player location) most definitely prevent a game from going into Beta. You can call it Beta, but until the security is improved there is no real integrity in the game to balance. Not sure what the rest of that post had to do with the conversation. Of course Alpha is the place to identify hacks and fix them, that was the entire point of my original post. And of course they are working on fixes and they've done a great job limiting and consolidating the hacks down to it's current state. All of which is irrelevant to the core point.
  25. [DGN] Johnny

    Beta in Q2?

    Curves, as in a graphical representation. Regardless it's irrelevant to the topic at hand. Anyways, yes I understand they clean hackers in waves. That's swell. Dosent change that a game with such huge and widespread hacker issues, especially surrounding it's core content, is stuck in Alpha until they get those security issues fixed. Regardless what stage of development they call it.
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